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Revision: 1.2
Committed: Mon Mar 13 03:47:36 2006 UTC (18 years, 3 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.1: +101 -10 lines
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File Contents

# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the defintitions-file for all the different #
5 # Crossfire object types and their attributes. #
6 # #
7 # The server code of the Crossfire game is always changing and #
8 # evolving. From time to time, object-attributes change in purpose, #
9 # or new ones are created. #
10 # Therefore, it is important that an Editor is flexible and #
11 # easy to "upgrade" to handle such new features. That's why the #
12 # CFJavaEditor reads the type-definitions from this xml file. #
13 # #
14 # If you encounter bugs, typos or missing entrys in the LATEST #
15 # VERSION of this file - Don't hesitate to improve it, contact me #
16 # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17 # I will put it into the "official version" of the CFJavaEditor #
18 # and all fellow Crossfire-Map-Makers can benefit from your work! #
19 # #
20 # IMPORTANT: Make a backup copy of this file before you start #
21 # to modify it! #
22 # #
23 # New types must be inserted maintaining the alphabetical order. #
24 # #
25 # about the 'type' elements: #
26 # #
27 # <type number="15" name="Type Name"> #
28 # <import_type name="Type Name" /> import attributes of this type #
29 # <required> #
30 # list of required attributes to identifying this type #
31 # </required> #
32 # <ignore> #
33 # list of attributes not to import from default_type #
34 # </ignore> #
35 # <description><![CDATA[ #
36 # Description of this type. ]]> #
37 # </description> #
38 # <use><![CDATA[ #
39 # How to use this type. ]]> #
40 # </use> #
41 # ... attributes ... #
42 # </type> #
43 # #
44 # about the 'attribute' type: <attribute ... type="XXX" > #
45 # #
46 # bool - This attribute can only be set to '1' or '0' #
47 # int - This attribute contains a decimal number #
48 # float - This attr. contains a floating point number #
49 # string - This attribute contains a string #
50 # text - This attribute contains a text ("text" can have #
51 # linebreaks, unlike "string") #
52 # fixed - This attribute is always set to a fixed 'value' #
53 # (There is no user-input for this attribute) #
54 # spell - This attribute contains a spell. The mapmaker can #
55 # choose spells from a combo box. #
56 # nz_spell - works just like 'spell', except that the #
57 # spell-value zero is always interpreted as <none>, #
58 # never as "magic bullet" #
59 # bool_special - Like bool, but with customized true/false values #
60 # treasurelist - CF treasure list (see "treasures" file) #
61 # list_LISTNAME - list, must be defined as a <list> element #
62 # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63 # element #
64 # #
65 # Created by Andreas Vogl. #
66 ######################################################################
67 -->
68 <!DOCTYPE types [
69 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70
71 <!ELEMENT bitmask (entry*)>
72 <!ATTLIST bitmask name CDATA #REQUIRED>
73
74 <!ELEMENT list (entry*)>
75 <!ATTLIST list name CDATA #REQUIRED>
76
77 <!ELEMENT entry EMPTY>
78 <!ATTLIST entry bit CDATA #IMPLIED
79 value CDATA #IMPLIED
80 name CDATA #REQUIRED>
81
82 <!ELEMENT ignore_list (attribute* | EMPTY)>
83 <!ATTLIST ignore_list name CDATA #REQUIRED>
84
85 <!ELEMENT default_type (attribute*)>
86
87 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88 <!ATTLIST type name CDATA #REQUIRED
89 number CDATA #REQUIRED>
90
91 <!ELEMENT description (#PCDATA)>
92 <!ELEMENT use (#PCDATA)>
93
94 <!ELEMENT import_type EMPTY>
95 <!ATTLIST import_type name CDATA #REQUIRED>
96
97 <!ELEMENT required (attribute+)>
98 <!ELEMENT ignore (attribute*,ignore_list*)>
99
100 <!ELEMENT section (attribute+)>
101 <!ATTLIST section name CDATA #REQUIRED>
102
103 <!ELEMENT attribute (#PCDATA)>
104 <!ATTLIST attribute type CDATA #IMPLIED
105 arch CDATA #IMPLIED
106 arch_begin CDATA #IMPLIED
107 arch_end CDATA #IMPLIED
108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED
110 length CDATA #IMPLIED
111 true CDATA #IMPLIED
112 false CDATA #IMPLIED>
113 ]>
114
115 <types>
116
117 <!--###################### bitmask definitions ######################-->
118
119 <bitmask name="attacktype">
120 <entry bit="0" name="Physical" />
121 <entry bit="1" name="Magical" />
122 <entry bit="2" name="Fire" />
123 <entry bit="3" name="Electricity" />
124 <entry bit="4" name="Cold" />
125 <entry bit="5" name="Confusion" />
126 <entry bit="6" name="Acid" />
127 <entry bit="7" name="Drain" />
128 <entry bit="8" name="Weaponmagic" />
129 <entry bit="9" name="Ghosthit" />
130 <entry bit="10" name="Poison" />
131 <entry bit="11" name="Slow" />
132 <entry bit="12" name="Paralyze" />
133 <entry bit="13" name="Turn Undead" />
134 <entry bit="14" name="Fear" />
135 <entry bit="15" name="Cancellation" />
136 <entry bit="16" name="Depletion" />
137 <entry bit="17" name="Death" />
138 <entry bit="18" name="Chaos" />
139 <entry bit="19" name="Counterspell" />
140 <entry bit="20" name="God Power" />
141 <entry bit="21" name="Holy Power" />
142 <entry bit="22" name="Blinding" />
143 </bitmask>
144
145 <bitmask name="material">
146 <entry bit="0" name="Paper" />
147 <entry bit="1" name="Iron" />
148 <entry bit="2" name="Glass" />
149 <entry bit="3" name="Leather" />
150 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" />
155 </bitmask>
156
157 <bitmask name="spellpath">
158 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" />
160 <entry bit="2" name="Frost" />
161 <entry bit="3" name="Electricity" />
162 <entry bit="4" name="Missiles" />
163 <entry bit="5" name="Self" />
164 <entry bit="6" name="Summoning" />
165 <entry bit="7" name="Abjuration" />
166 <entry bit="8" name="Restoration" />
167 <entry bit="9" name="Detonation" />
168 <entry bit="10" name="Mind" />
169 <entry bit="11" name="Creation" />
170 <entry bit="12" name="Teleportation" />
171 <entry bit="13" name="Information" />
172 <entry bit="14" name="Transmutation" />
173 <entry bit="15" name="Transferrence" />
174 <entry bit="16" name="Turning" />
175 <entry bit="17" name="Wounding" />
176 <entry bit="18" name="Death" />
177 <entry bit="19" name="Light" />
178 </bitmask>
179
180 <bitmask name="will_apply">
181 <entry bit="0" name="Apply Handles" />
182 <entry bit="1" name="Open Chests" />
183 <entry bit="2" name="Break Walls" />
184 <entry bit="3" name="Open Doors" />
185 </bitmask>
186
187 <bitmask name="pick_up">
188 <entry bit="0" name="Nothing" />
189 <entry bit="1" name="Wealth" />
190 <entry bit="2" name="Food" />
191 <entry bit="3" name="Weapons" />
192 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" />
195 </bitmask>
196
197 <!--###################### list definitions ######################-->
198
199 <list name="direction">
200 <entry value="0" name="&lt;none&gt;" />
201 <entry value="1" name="north" />
202 <entry value="2" name="northeast" />
203 <entry value="3" name="east" />
204 <entry value="4" name="southeast" />
205 <entry value="5" name="south" />
206 <entry value="6" name="southwest" />
207 <entry value="7" name="west" />
208 <entry value="8" name="northwest" />
209 </list>
210
211 <list name="mood">
212 <entry value="0" name="furious" />
213 <entry value="1" name="angry" />
214 <entry value="2" name="calm" />
215 <entry value="3" name="sleep" />
216 <entry value="4" name="charm" />
217 </list>
218
219 <list name="potion_effect">
220 <entry value="0" name="&lt;none&gt;" />
221 <entry value="65536" name="life restoration" />
222 <entry value="1048576" name="improvement" />
223 </list>
224
225 <list name="weapon_type">
226 <entry value="0" name="&lt;unknown&gt;" />
227 <entry value="1" name="sword" />
228 <entry value="2" name="arrows" />
229 <entry value="3" name="axe" />
230 <entry value="4" name="katana" />
231 <entry value="5" name="knife, dagger" />
232 <entry value="6" name="whip, chain" />
233 <entry value="7" name="hammer, flail" />
234 <entry value="8" name="club, stick" />
235 </list>
236
237 <list name="skill_type">
238 <entry value="1" name="lockpicking" />
239 <entry value="2" name="hiding" />
240 <entry value="3" name="smithery" />
241 <entry value="4" name="bowyer" />
242 <entry value="5" name="jeweler" />
243 <entry value="6" name="alchemy" />
244 <entry value="7" name="stealing" />
245 <entry value="8" name="literacy" />
246 <entry value="9" name="bargaining" />
247 <entry value="10" name="jumping" />
248 <entry value="11" name="detect magic" />
249 <entry value="12" name="oratory" />
250 <entry value="13" name="singing" />
251 <entry value="14" name="detect curse" />
252 <entry value="15" name="find traps" />
253 <entry value="16" name="mediatation" />
254 <entry value="17" name="punching" />
255 <entry value="18" name="flame touch" />
256 <entry value="19" name="karate" />
257 <entry value="20" name="climbing" />
258 <entry value="21" name="woodsman" />
259 <entry value="22" name="inscription" />
260 <entry value="23" name="one handed weapons" />
261 <entry value="24" name="missile weapons" />
262 <entry value="25" name="throwing" />
263 <entry value="26" name="use magic item" />
264 <entry value="27" name="disarm traps" />
265 <entry value="28" name="set traps" />
266 <entry value="29" name="thaumaturgy" />
267 <entry value="30" name="praying" />
268 <entry value="31" name="clawing" />
269 <entry value="32" name="levitation" />
270 <entry value="33" name="summoning" />
271 <entry value="34" name="pyromancy" />
272 <entry value="35" name="evocation" />
273 <entry value="36" name="sorcery" />
274 <entry value="37" name="two handed weapons" />
275 </list>
276
277 <list name="spell_type">
278 <entry value="1" name="raise dead" />
279 <entry value="2" name="rune" />
280 <entry value="3" name="make mark" />
281 <entry value="4" name="bolt" />
282 <entry value="5" name="bullet" />
283 <entry value="6" name="explosion" />
284 <entry value="7" name="cone" />
285 <entry value="8" name="bomb" />
286 <entry value="9" name="wonder" />
287 <entry value="10" name="smite" />
288 <entry value="11" name="magic missile" />
289 <entry value="12" name="summon golem" />
290 <entry value="13" name="dimension door" />
291 <entry value="14" name="magic mapping" />
292 <entry value="15" name="magic wall" />
293 <entry value="16" name="destruction" />
294 <entry value="17" name="perceive self" />
295 <entry value="18" name="word of recall" />
296 <entry value="19" name="invisible" />
297 <entry value="20" name="probe" />
298 <entry value="21" name="healing" />
299 <entry value="22" name="create food" />
300 <entry value="23" name="earth to dust" />
301 <entry value="24" name="change ability" />
302 <entry value="25" name="bless" />
303 <entry value="26" name="curse" />
304 <entry value="27" name="summon monster" />
305 <entry value="28" name="recharge" />
306 <entry value="29" name="polymorph" />
307 <entry value="30" name="alchemy" />
308 <entry value="31" name="remove curse" />
309 <entry value="32" name="identify" />
310 <entry value="33" name="detection" />
311 <entry value="34" name="mood change" />
312 <entry value="35" name="moving ball" />
313 <entry value="36" name="swarm" />
314 <entry value="37" name="charge mana" />
315 <entry value="38" name="dispel rune" />
316 <entry value="39" name="create missile" />
317 <entry value="40" name="consecrate" />
318 <entry value="41" name="animate weapon" />
319 <entry value="42" name="light" />
320 <entry value="43" name="change map light" />
321 <entry value="44" name="faery fire" />
322 <entry value="45" name="disease" />
323 <entry value="46" name="aura" />
324 <entry value="47" name="town portal" />
325 </list>
326
327 <!--###################### default attributes ######################-->
328
329 <!--
330 The attributes of the default_type get added to all other types by default.
331 Every type can have an 'ignore' element however, which is used to specify
332 default attributes *not* to inherit.
333 -->
334 <default_type>
335 <attribute arch="name" editor="name" type="string">
336 This is the name of the object, displayed to the player.
337 </attribute>
338 <attribute arch="name_pl" editor="plural name" type="string">
339 This is the plural name of the object. A plural name must be set for
340 all items that can be picked up and collected by the player.
341 </attribute>
342 <attribute arch="title" editor="title" type="string">
343 This is the object's title. Once an object is identified the title is
344 attached to the name. Typical titels are "of mostrai", "of xray vision" etc.
345 </attribute>
346 <attribute arch="face" editor="image" type="string">
347 The image-name defines what image is displayed for this object in-game.
348 </attribute>
349 <attribute arch="nrof" editor="number" type="int">
350 This value determines the number of objects in one stack (for example:
351 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
352 any pickable object - otherwise it won't be mergeable into a stack.
353 </attribute>
354 <attribute arch="weight" editor="weight" type="int">
355 This value defines the object's weight in gramm (1000g is 1kg). Objects with
356 zero weight are not pickable for players. Still, set the "non-pickable"-flag
357 for explicitly non-pickable objects (hey, this is opensource.. you
358 never know ;) ).
359 </attribute>
360 <attribute arch="value" editor="value" type="int">
361 Adds a certain value to the object: It will be worth that many times the
362 default value from it's archetype (E.g. "value = 3" means three times
363 worth the default value). Value for buying/selling will be
364 further modified by various factors. Hence, testing values in-game is
365 usually inevitable.
366 </attribute>
367 <attribute arch="glow_radius" editor="glow radius" type="int">
368 If &lt;glow radius&gt; is set to a value greater zero, the object
369 appears lit up on dark maps. &lt;glow radius&gt; can be a value
370 between 0 and 4, the higher, the more light does the object emmit.
371 </attribute>
372 <attribute arch="material" editor="material" type="bitmask_material">
373 This bitmask-value informs the player of which material(s) the
374 object consists. Material does also affect how likely the object
375 can be destroyed by hazardous spell-effects.
376 </attribute>
377 <attribute arch="no_pick" editor="non-pickable" type="bool">
378 If set, the object cannot be picked up (Neither by players nor monsters).
379 </attribute>
380 <attribute arch="invisible" editor="invisible" type="bool">
381 Generally makes the object invisible. Depending on the object-type,
382 some can be made visible by the show_invisible spell. If in doubt, test it.
383 Putting an invisible object under the floor always prevents it from being
384 shown.
385 </attribute>
386 <attribute arch="blocksview" editor="block view" type="bool">
387 If an item is set to block view, players (and monsters) cannot
388 see byond it unless they cross it or manage to stand ontop.
389 </attribute>
390 <attribute arch="identified" editor="identified" type="bool">
391 If an item is identified, the player has full knowledge about it.
392 </attribute>
393 <attribute arch="unpaid" editor="unpaid" type="bool">
394 An &lt;unpaid&gt; item cannot be used unless a player carried it over
395 a shop mat, paying the demanded price. Setting this flag makes sense
396 only for pickable items inside shops.
397 </attribute>
398 </default_type>
399
400 <!-- This ignorelist is for all system objects which are non pickable
401 and invisible. They don't interact with players at all. -->
402 <ignore_list name="system_object">
403 <attribute arch="value" />
404 <attribute arch="nrof" />
405 <attribute arch="weight" />
406 <attribute arch="name_pl" />
407 <attribute arch="material" />
408 <attribute arch="no_pick" />
409 <attribute arch="unpaid" />
410 <attribute arch="title" />
411 <attribute arch="glow_radius" />
412 <attribute arch="identified" />
413 <attribute arch="blocksview" />
414 <attribute arch="invisible" />
415 </ignore_list>
416
417 <!-- This ignorelist is for non-pickable objects. They can be seen by
418 the player, but don't have values like material or weight. -->
419 <ignore_list name="non_pickable">
420 <attribute arch="value" />
421 <attribute arch="nrof" />
422 <attribute arch="weight" />
423 <attribute arch="name_pl" />
424 <attribute arch="material" />
425 <attribute arch="no_pick" />
426 <attribute arch="unpaid" />
427 <attribute arch="title" />
428 <attribute arch="identified" />
429 </ignore_list>
430
431 <!--####################################################################-->
432 <type number="0" name="Misc">
433 <required>
434 <!-- this is a special case: The "misc" type with type number 0 is
435 the fallback for all types which don't match any other defined types.
436 The required attribute "misc x" prevents that it gets confused with
437 other types like "monster & npc" which also have type number 0. -->
438 <attribute arch="misc" value="x" />
439 </required>
440 <attribute arch="no_pass" editor="blocking passage" type="bool">
441 If set, the object cannot be passed by players nor monsters.
442 </attribute>
443 <attribute arch="cursed" editor="cursed" type="bool">
444 Curses can have various effects: On equipment and food,
445 they generally harm the player in some way.
446 </attribute>
447 <attribute arch="damned" editor="damned" type="bool">
448 A damned item/floor on the ground makes it impossible for players
449 to use prayers on that spot. It also prevents players from saving.
450 Damnation on equipment works similar to a curse.
451 </attribute>
452 <attribute arch="unique" editor="unique item" type="bool">
453 Unique items exist only one time on a server. If the item
454 is taken, lost or destroyed - it's gone for good.
455 </attribute>
456 <attribute arch="startequip" editor="godgiven item" type="bool">
457 A godgiven item vanishes as soon as the player
458 drops it to the ground.
459 </attribute>
460 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
461 This text may describe the object.
462 </attribute>
463 </type>
464
465 <!--####################################################################-->
466 <type number="110" name="Ability">
467 <ignore>
468 <ignore_list name="system_object" />
469 </ignore>
470 <description><![CDATA[
471 Abilities are to be put in a monster's inventory. They grant monsters the
472 knowledge to cast spells. Spells from abilities are usually magical in
473 nature, thus adding magic attacktype to the spell-damage they produce.
474 <br><br>
475 A particularly nice feature of abilities is that they can hold two
476 spells: One for short range- and one for long range use.
477 \n\n
478 You should know that spellcasting monsters receive abilities via
479 &lt;treasurelist&gt;. ]]>
480 </description>
481 <use><![CDATA[
482 If you want to create "customized" spellcasting monsters, you
483 should use abilities (rather than spellbooks/wands or something).
484 The long/short-range spell feature can make boss-monsters more
485 interesting and challenging.
486 <br><br>
487 You should keep in mind that magic abilities allow players
488 to get better resistance. You can turn off the magic part to
489 make the spells more dangerous. However, this really shouldn't
490 be neccessary unless you work on very high level maps.
491 And what fun is a magic resistance cloak when it has no effect? ]]>
492 </use>
493 <attribute arch="invisible" value="1" type="fixed" />
494 <attribute arch="no_drop" value="1" type="fixed" />
495 <attribute arch="sp" editor="short range spell" type="spell">
496 The monster will use the specified &lt;short range spell&gt;
497 when the player is within 6-square radius (of the
498 monster's head).
499 </attribute>
500 <attribute arch="hp" editor="long range spell" type="nz_spell">
501 The monster will use the specified &lt;long range spell&gt;
502 when the player is at least 6 squares away (from the
503 monster's head).
504
505 Setting a &lt;long range spell&gt; is optional. If unset, the
506 &lt;short range spell&gt; gets used all the time.
507 </attribute>
508 <attribute arch="maxsp" editor="importance" type="int">
509 Sometimes you'll want a monster to use one ability more than others.
510 To achieve this, set the &lt;importance&gt; to a value greater than
511 one. Abilities with this value zero/unset are counted to be of
512 &lt;importance&gt; one.
513
514 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
515 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
516 times the "small fireball".
517 </attribute>
518 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
519 This flag specifies wether the ability &lt;is magical&gt; in nature.
520 If enabled, all spells produced by this ability will have magic
521 attacktype added to the usual attacktypes.
522
523 This should always be set for spell-like abilities. "Natural"
524 abilities like a dragon's firebreath are an exception.
525 Note that non-magical abilities are more dangerous because
526 magic resistance does not protect from those.</attribute>
527 </type>
528
529 <!--####################################################################-->
530 <type number="18" name="Altar">
531 <ignore>
532 <ignore_list name="non_pickable" />
533 </ignore>
534 <description><![CDATA[
535 When a player puts a defined number of certain items on the altar,
536 then either a spell is casted (on the player) or a connector is
537 triggered. If the latter is the case, the altar works only once.
538 Either way, the sacrificed item dissapears. ]]>
539 </description>
540 <attribute arch="no_pick" value="1" type="fixed" />
541 <attribute arch="walk_on" value="1" type="fixed" />
542 <attribute arch="slaying" editor="match item name" type="string">
543 This string specifies the item that must be put on the altar to
544 activate it. It can either be the name of an archetype, or directly
545 the name of an object. Yet, titles are not recognized by altars.
546 Remember to put a note somewhere, telling the player what he is
547 expected to drop on the altar. (Often this is put in the altar's
548 name: E.g. "drop 100 platinums")
549 </attribute>
550 <attribute arch="food" editor="drop amount" type="int">
551 The drop amount specifies the amount of items (specified
552 in &lt;match item name&gt;) that must be dropped to activate the altar.
553
554 If &lt;match item name&gt; is set to "money", then the value of the
555 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
556 200 silver, 20 gold, or 4 platinum will all work.)
557
558 Note that the maximum possible for &lt;drop amount&gt; is 32767.
559 </attribute>
560 <attribute arch="connected" editor="connection" type="int">
561 If a connection value is set, the altar will trigger all objects
562 with the same value, when activated. This will only work once.
563 </attribute>
564 <attribute arch="sp" editor="spell" type="spell">
565 When activated, the selected &lt;spell&gt; will be casted (once, on the
566 player). This should work for any given spell. The altar will work
567 infinitly in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
568 one altar.
569 </attribute>
570 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
571 This text will be displayed to the player
572 in the exact moment when the altar is activated.
573 </attribute>
574 </type>
575
576 <!--####################################################################-->
577 <type number="31" name="Altar Trigger">
578 <ignore>
579 <ignore_list name="non_pickable" />
580 </ignore>
581 <description><![CDATA[
582 Altar_triggers work pretty much like normal altars
583 (drop sacrifice -> connection activated), except for the fact that
584 they reset after usage. Hence, altar_triggers can be used infinitly. ]]>
585 </description>
586 <use><![CDATA[
587 Altar_triggers are very useful if you want to charge a price for...
588 <UL>
589 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
590 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
591 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
592 </UL>
593 The big advantage over normal altars is the infinite usability
594 of altar_triggers! If there are ten players on one server, they're
595 quite grateful if things work more than once. =) ]]>
596 </use>
597 <attribute arch="no_pick" value="1" type="fixed" />
598 <attribute arch="slaying" editor="match item name" type="string">
599 This string specifies the item that must be put on the altar to
600 activate it. It can either be the name of an archetype, or directly
601 the name of an object. Yet, titles are not recognized by altars.
602 Remember to put a note somewhere, telling the player what he is
603 expected to drop on the altar. (Often this is put in the altar's
604 name: E.g. "drop 100 platinums")
605 </attribute>
606 <attribute arch="food" editor="drop amount" type="int">
607 The drop amount specifies the amount of items (specified
608 in &lt;match item name&gt;) that must be dropped to activate the altar.
609
610 If &lt;match item name&gt; is set to "money", then the value of the
611 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
612 200 silver, 20 gold, or 4 platinum will all work.)
613
614 Note that the maximum possible for &lt;drop amount&gt; is 32767.
615 </attribute>
616 <attribute arch="connected" editor="connection" type="int">
617 If a connection value is set, the altar will trigger all objects
618 with the same value, when activated. This will only work once.
619 </attribute>
620 <attribute arch="sp" editor="spell" type="spell">
621 When activated, this &lt;spell&gt; will be casted (once, on the player).
622 This should work for any given spell. The altar will work infinitly
623 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
624 </attribute>
625 <attribute arch="exp" editor="reset time" type="int">
626 Being activated, the altar will reset after &lt;reset time&gt; ticks.
627 After reset, the altar is ready to be activated once again.
628 The default &lt;reset time&gt; is 30.
629 </attribute>
630 <attribute arch="last_sp" editor="ignore reset" type="bool">
631 If this attribute is enabled, the altar_trigger won't push the
632 connected value by altar reset. Only ONCE by dropping the sacrifice.
633 This is typically used when the altar is connected to a creator,
634 e.g. for selling tickets.
635
636 If this attribute is disabled (default), the altar_trigger
637 will push the connected value TWICE per sacrifice: First by
638 dropping sacrifice, second by reset. This mode is typically
639 used for altars being connected to gates, resulting in the
640 gate being opened and closed again.
641 </attribute>
642 <attribute arch="walk_on" value="1" type="fixed">
643 </attribute>
644 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645 This text will be displayed to the player
646 in the exact moment when the altar is activated.
647 </attribute>
648 </type>
649
650 <!--####################################################################-->
651 <type number="39" name="Amulet">
652 <description><![CDATA[
653 Wearing an amulet, the object's stats will directly be inherited to
654 the player. Amulets are usually meant for protection and defense. ]]>
655 </description>
656 <use><![CDATA[
657 Feel free to create your own special artifacts. However, it is very
658 important that you keep your artifact in balance with existing maps. ]]>
659 </use>
660 <attribute arch="ac" editor="armour class" type="int">
661 This value defines the amount of armour-class bonus for wearing
662 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
663 values are better. It should usually be set only for armour-like equipment.
664 </attribute>
665 <attribute arch="wc" editor="weapon class" type="int">
666 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
667 melee attacks. Weapon class improves the chance of hitting the opponent.
668 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
669 be set only for weapon-like items. Lower values are better.
670 </attribute>
671 <attribute arch="item_power" editor="item power" type="int">
672 The &lt;item power&gt; value measures how "powerful" an artifact is.
673 Players will only be able to wear equipment with a certain total
674 amount of &lt;item power&gt;, depending on their own level. This is the
675 only way to prevent low level players to wear "undeserved" equipment
676 (like gifts from other players or cheated items).
677
678 It is very important to adjust the &lt;item power&gt; value carefully
679 for every artifact you create! If zero/unset, the CF server will
680 calculate a provisional value at runtime, but this is never
681 going to be an accurate measurement of &lt;item power&gt;.
682 </attribute>
683 <attribute arch="damned" editor="damnation" type="bool">
684 A damned piece of equipment cannot be unwielded unless the curse
685 is removed. Removing damnations is a tick harder than removing curses.
686 </attribute>
687 <attribute arch="cursed" editor="curse" type="bool">
688 A cursed piece of equipment cannot be unwielded
689 unless the curse is removed.
690 </attribute>
691 <attribute arch="lifesave" editor="save life" type="bool">
692 An item with this flag enabled will save the players life
693 for one time: When the player is wearing this item and his
694 healthpoints reach zero, the item dissapears, replenishing
695 half of the player's health.
696
697 An item with &lt;save life&gt; should not have
698 any decent additional bonuses!
699 </attribute>
700 <attribute arch="unique" editor="unique item" type="bool">
701 Unique items exist only one time on a server. If the item
702 is taken, lost or destroyed - it's gone for good.
703 </attribute>
704 <attribute arch="startequip" editor="godgiven item" type="bool">
705 A godgiven item vanishes as soon as the player
706 drops it to the ground.
707 </attribute>
708 <attribute arch="applied" editor="is applied" type="bool">
709 If you put this item into the inventory of a monster, and
710 you want the monster to use/wear the item - you must set
711 &lt;is applied&gt;.
712 Enabling this flag doesn't make any sense if the item
713 is NOT in a monster's inventory.
714 </attribute>
715 <section name="resistance">
716 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
717 This adds physical resistance to the item (= armour value). The number is
718 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
719 and what they require to do for getting this-and-that artifact.
720 </attribute>
721 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
722 This adds magic resistance to the item. The number is a percent-value in
723 the range 0-100. Treat this with CARE. Look at other maps and what they
724 require to do for getting this-and-that artifact.
725 </attribute>
726 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
727 This adds fire resistance to the item. The number is a percent-value in
728 the range 0-100. Treat this with CARE. Look at other maps and what they
729 require to do for getting this-and-that artifact.
730 </attribute>
731 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
732 This adds electricity resistance to the item. The number is a percent-value in
733 the range 0-100. Treat this with CARE. Look at other maps and what they
734 require to do for getting this-and-that artifact.
735 </attribute>
736 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
737 This adds fire resistance to the item. The number is a percent-value in
738 the range 0-100. Treat this with CARE. Look at other maps and what they
739 require to do for getting this-and-that artifact.
740 </attribute>
741 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
742 This adds confusion resistance to the item. The number is a percent-value in
743 the range 0-100. Confusion resistance is not very effective
744 unless the value comes close to 100 (= perfect immunity).
745 </attribute>
746 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
747 This adds acid resistance to the item. The number is a percent-value in
748 the range 0-100. Treat this with CARE. Look at other maps and what they
749 require to do for getting this-and-that artifact.
750 </attribute>
751 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
752 This adds draining resistance to the item. The number is a percent-value
753 in the range 0-100. Draining resistance is little effective
754 unless the value is 100 (= perfect immunity).
755 </attribute>
756 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
757 This adds weaponmagic resistance to the item. The number is a percent-value in
758 the range 0-100. Weaponmagic resistance generally should not exist on
759 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
760 are not meant to be easily resisted.
761 </attribute>
762 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
763 This adds ghosthit resistance to the item. The number is a percent-value
764 in the range 0-100. Treat this with CARE. Look at other maps and what they
765 require to do for getting this-and-that artifact.
766 </attribute>
767 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
768 This adds poison resistance to the item. The number is a percent-value in
769 the range 0-100. Treat this with CARE. Look at other maps and what they
770 require to do for getting this-and-that artifact.
771 </attribute>
772 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
773 This adds fear resistance to the item. The number is a percent-value in
774 the range 0-100. Resistance to fear is pretty useless.
775 </attribute>
776 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
777 This adds paralyze resistance to the item. The number is a percent-value in
778 the range 0-100. Paralyze resistance is little effective
779 unless the value is 100 (= perfect immunity).
780 </attribute>
781 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
782 This adds fear resistance to the item. The number is a percent-value in
783 the range 0-100. Resistance to fear is pretty useless.
784 </attribute>
785 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
786 This adds depletion resistance to the item. The number is a percent-value
787 in the range 0-100. Depletion resistance is little effective
788 unless the value is 100 (= perfect immunity).
789 </attribute>
790 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
791 This adds death-attack resistance to the item. The number is a
792 percent-value in the range 0-100. Death-attack resistance is little
793 effective unless the value is 100 (= perfect immunity).
794 Generally, resistance to death-attack is not supposed to be
795 available to players!
796 </attribute>
797 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
798 This adds chaos resistance to the item. The number is a percent-value in
799 the range 0-100. Treat this with CARE. Look at other maps and what they
800 require to do for getting this-and-that artifact.
801 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
802 combination of other attacktypes.
803 </attribute>
804 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
805 This adds blinding resistance to the item. The number is a percent-value
806 in the range 0-100. Treat this with CARE. Look at other maps and what they
807 require to do for getting this-and-that artifact.
808 </attribute>
809 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
810 This adds holy power resistance to the item. The number is a percent-value
811 in the range 0-100. Holy power is the attacktype that holyword-type spells
812 use to hurt undead creatures. This kind of resistance is only reasonable
813 for undead players (wraith or devourer cult).
814 Generally, resistance to holy word should not be available for players.
815 </attribute>
816 </section>
817 <section name="stats">
818 <attribute arch="Str" editor="strength" type="int">
819 The player's strentgh will rise/fall by the given value
820 while wearing this piece of equipment.
821 </attribute>
822 <attribute arch="Dex" editor="dexterity" type="int">
823 The player's dexterity will rise/fall by the given value
824 while wearing this piece of equipment.
825 </attribute>
826 <attribute arch="Con" editor="constitution" type="int">
827 The player's constitution will rise/fall by the given value
828 while wearing this piece of equipment.
829 </attribute>
830 <attribute arch="Int" editor="intelligence" type="int">
831 The player's intelligence will rise/fall by the given value
832 while wearing this piece of equipment.
833 </attribute>
834 <attribute arch="Pow" editor="power" type="int">
835 The player's power will rise/fall by the given value
836 while wearing this piece of equipment.
837 </attribute>
838 <attribute arch="Wis" editor="wisdom" type="int">
839 The player's wisdom will rise/fall by the given value while
840 wearing this piece of equipment.
841 </attribute>
842 <attribute arch="Cha" editor="charisma" type="int">
843 The player's charisma will rise/fall by the given value
844 while wearing this piece of equipment.
845 </attribute>
846 </section>
847 <section name="misc">
848 <attribute arch="luck" editor="luck bonus" type="int">
849 With positive luck bonus, the player is more likely to
850 succeed in all sorts of things (spellcasting, praying,...).
851 Unless the &lt;luck bonus&gt; is very high, the effect will be
852 barely visible in-game. Luck bonus on one piece of equipment
853 should never exceed 3, and such bonus should not be too
854 frequently available.
855 </attribute>
856 <attribute arch="hp" editor="health regen." type="int">
857 Positive &lt;health regen.&gt; bonus speeds up the
858 player's healing process. Negative values slow it down.
859 </attribute>
860 <attribute arch="sp" editor="mana regen." type="int">
861 Positive &lt;mana regen.&gt; bonus speeds up the
862 player's mana regeneration. Negative values slow it down.
863 </attribute>
864 <attribute arch="grace" editor="grace regen." type="int">
865 Positive &lt;grace regen.&gt; bonus speeds up the
866 player's grace regeneration. Negative values slow it down.
867 Since grace can be regenerated rather easy with praying,
868 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
869 </attribute>
870 <attribute arch="food" editor="food bonus" type="int">
871 Positive &lt;food bonus&gt; slows down the player's digestion,
872 thus he consumes less food. Negative values speed it up.
873
874 Note that food is consumed not only for "being alive", but
875 also for healing and mana-regeneration.
876 &lt;food bonus&gt; only affects the amount of food consumed
877 for "being alive". Hence, even with high &lt;food bonus&gt;,
878 during a fight a player can run out of food quickly.
879 </attribute>
880 <attribute arch="xrays" editor="xray vision" type="bool">
881 Xray vision allows the player to see through obstacles
882 in a two-square-wide radius. This is extremely helpful and
883 desireable, so don't give it away for cheap on equipment.
884 </attribute>
885 <attribute arch="stealth" editor="stealth" type="bool">
886 Stealth allows the player to move silently.
887 This comes to effect if a player turns himself
888 invisible and tries to sneak around monsters.
889 (At least that was the idea behind it)
890 </attribute>
891 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
892 If a player is wearing any piece of equipment with
893 the ability to &lt;reflect spells&gt;, all kinds of
894 spell-bullets and -beams will bounce off him.
895 This works only about 90% of all times, to
896 avoid players being completely immune to certain
897 types of attacks.
898
899 This is a very powerful ability and it
900 shouldn't be handed out cheap!
901 </attribute>
902 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
903 If a player is wearing any piece of equipment with
904 the ability to &lt;reflect missiles&gt;, all kinds of
905 projectiles (e.g. arrows, bolts, boulders) will
906 bounce off him. This works only about 90% of all
907 times, to avoid players being completely immune to
908 certain types of attacks.
909 </attribute>
910 <attribute arch="flying" editor="levitate" type="bool">
911 As soon as the player applies a piece of equipment with
912 &lt;levitate&gt; set, the player will start to float in the air.
913 </attribute>
914 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915 Click on the &lt;attuned paths&gt; button to select spellpaths.
916 The player will get attuned to the specified spellpaths
917 while wearing this item.
918 </attribute>
919 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
920 Click on the &lt;repelled paths&gt; button to select spellpaths.
921 The player will get repelled to the specified spellpaths
922 while wearing this item.
923 </attribute>
924 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
925 Click on the &lt;denied paths&gt; button to select spellpaths.
926 The specified spellpaths will be denied to the player
927 while wearing this item.
928 </attribute>
929 </section>
930 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
931 This text describes the item's "story". Every decent artifact
932 should have such a description.
933 </attribute>
934 </type>
935
936 <!--####################################################################-->
937 <type number="58" name="Battleground">
938 <ignore>
939 <ignore_list name="non_pickable" />
940 </ignore>
941 <description><![CDATA[
942 Battleground is very special: In short, players can die on battleground
943 without any death penalties. They don't loose or gain experience
944 while on battleground. Acid, draining and depletion effects don't
945 work either.
946 When a player dies on battleground, he gets teleported to an exit
947 location which is defined in the battleground object. ]]>
948 </description>
949 <use><![CDATA[
950 Battleground is only meant for player vs. player duels. You can
951 design combat arenas similiar to the one in scorn.<br>
952 What should NEVER be done is placing battleground tiles in
953 open dungeons or other free kinds of land.
954 It must not be possible to gain significant treasure for fighting
955 on battleground, because it bears no risk.<br><br>
956 (Battleground will cease to work when the image or name is changed,
957 or when it is placed beneath another floor tile.
958 This is not a bug, it is there to prevent any attempts of placing
959 "hidden" battleground tiles anywhere.) ]]>
960 </use>
961 <attribute arch="no_pick" value="1" type="fixed" />
962 <attribute arch="is_floor" value="1" type="fixed" />
963 <attribute arch="hp" editor="destination X" type="int">
964 The exit destinations define the (x, y)-coordinates where players
965 get teleported after they died on this battleground.
966 </attribute>
967 <attribute arch="sp" editor="destination Y" type="int">
968 The exit destinations define the (x, y)-coordinates where players
969 get teleported after they died on this battleground.
970 </attribute>
971 </type>
972
973 <!--####################################################################-->
974 <type number="104" name="Bracers">
975 <import_type name="Amulet" />
976 <description><![CDATA[
977 Bracers are armour-plates worn around the wrists.
978 Wearing bracer, the object's stats will directly be inherited to
979 the player. Usually enhancing his defense. ]]>
980 </description>
981 <use><![CDATA[
982 Feel free to create your own special artifacts. However, it is very
983 important that you keep your artifact in balance with existing maps. ]]>
984 </use>
985 <attribute arch="magic" editor="magic bonus" type="int">
986 &lt;magic bonus&gt; works just like ac, except that it can be improved by
987 "scrolls of Enchant Armour" or reduced by acid. It is less useful
988 than direct armour-class bonus on the bracers.
989 </attribute>
990 </type>
991
992 <!--####################################################################-->
993 <type number="16" name="Brestplate Armour">
994 <import_type name="Amulet" />
995 <description><![CDATA[
996 Wearing an armour, the object's stats will directly be inherited to
997 the player. Usually enhancing his defense. ]]>
998 </description>
999 <use><![CDATA[
1000 Feel free to create your own special artifacts. However, it is very
1001 important that you keep your artifact in balance with existing maps. ]]>
1002 </use>
1003 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1004 This poses a penalty to spell regeneration speed, for wearing the armour.
1005 The bigger the spellpoint penalty, the worse.
1006 </attribute>
1007 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1008 Slowdown penalty reduces the player's walking speed when wearing the
1009 armour. Bigger values are worse - zero is best.
1010 </attribute>
1011 <attribute arch="magic" editor="magic bonus" type="int">
1012 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1013 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1014 than direct armour-class bonus on the armour.
1015 </attribute>
1016 </type>
1017
1018 <!--####################################################################-->
1019 <type number="8" name="Book">
1020 <description><![CDATA[
1021 Applying a book, the containing message is displayed to the player. ]]>
1022 </description>
1023 <attribute arch="level" editor="literacy level" type="int">
1024 If this value is set to be greater than zero, the player needs a
1025 certain literacy level to succeed reading the book. The book can be
1026 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1027 book can be a nice idea, personally I like it when a player needs
1028 more than his fighting skills to solve a quest. However, keep the
1029 booklevel at least below 15 because it is quite hard to gain high
1030 mental levels.
1031 </attribute>
1032 <attribute arch="startequip" editor="godgiven item" type="bool">
1033 A godgiven item vanishes as soon as the player
1034 drops it to the ground.
1035 </attribute>
1036 <attribute arch="unique" editor="unique item" type="bool">
1037 Unique items exist only one time on a server. If the item
1038 is taken, lost or destroyed - it's gone for good.
1039 </attribute>
1040 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1041 This is the text that appears "written" in the book.
1042 </attribute>
1043 </type>
1044
1045 <!--####################################################################-->
1046 <type number="99" name="Boots">
1047 <import_type name="Amulet" />
1048 <description><![CDATA[
1049 Wearing boots, the object's stats will directly be inherited to
1050 the player. Usually enhancing his speed, or granting some minor
1051 protection bonus. ]]>
1052 </description>
1053 <use><![CDATA[
1054 Feel free to create your own special artifacts. However, it is very
1055 important that you keep your artifact in balance with existing maps. ]]>
1056 </use>
1057 <attribute arch="exp" editor="speed bonus" type="int">
1058 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1059 while worn. This kind of bonus is quite desirable for players of low-
1060 and medium level. High level players usually have fastest possible
1061 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1062 Still, this bonus is good for nice artifacts - not everything has
1063 to be for highest level.
1064 </attribute>
1065 <attribute arch="magic" editor="magic bonus" type="int">
1066 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1067 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1068 than direct armour-class bonus on the boots.
1069
1070 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1071 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1072 </attribute>
1073 </type>
1074
1075 <!--####################################################################-->
1076 <type number="92" name="Button">
1077 <ignore>
1078 <ignore_list name="non_pickable" />
1079 </ignore>
1080 <description><![CDATA[
1081 When a predefined amount of weigh is placed on a button, the
1082 &lt;connection&gt; value is triggered. In most cases this happens when a
1083 player or monster steps on it. When the button is "released", the
1084 &lt;connection&gt; value get's triggered a second time. ]]>
1085 </description>
1086 <attribute arch="walk_on" value="1" type="fixed" />
1087 <attribute arch="walk_off" value="1" type="fixed" />
1088 <attribute arch="no_pick" value="1" type="fixed" />
1089 <attribute arch="weight" editor="press weight" type="string">
1090 The button is pressed (triggered), as soon as
1091 &lt;press weigh&gt; gram are placed ontop of it.
1092 </attribute>
1093 <attribute arch="connected" editor="connection" type="int">
1094 Every time the button is pressed or released, all objects
1095 with the same &lt;connection&gt; value are activated.
1096 </attribute>
1097 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1098 This text may describe the item. You can use this
1099 message to explain the button's purpose to the player.
1100 </attribute>
1101 </type>
1102
1103 <!--####################################################################-->
1104 <type number="87" name="Cloak">
1105 <import_type name="Amulet" />
1106 <description><![CDATA[
1107 Wearing a cloak, the object's stats will directly be inherited to
1108 the player. Cloaks usually add minor &lt;armour class&gt; and
1109 sometimes a bit of resistance. ]]>
1110 </description>
1111 <use><![CDATA[
1112 Feel free to create your own special artifacts. However, it is very
1113 important that you keep your artifact in balance with existing maps. ]]>
1114 </use>
1115 <attribute arch="magic" editor="magic bonus" type="int">
1116 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1117 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1118 than direct armour-class bonus on the cloak.
1119
1120 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1121 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1122 </attribute>
1123 </type>
1124
1125 <!--####################################################################-->
1126 <type number="9" name="Clock">
1127 <description><![CDATA[
1128 Applying a clock, the time is displayed to the player. ]]>
1129 </description>
1130 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1131 This text may describe the item
1132 </attribute>
1133 </type>
1134
1135 <!--####################################################################-->
1136 <type number="122" name="Container">
1137 <description><![CDATA[
1138 A player can put (certain kinds of) items in the container.
1139 The overall weight of items is reduced when put inside a
1140 container, depending on the settings.
1141 <br><br>
1142 A special feature of containers is the "cauldron",
1143 capable of mixing alchemical receipes. ]]>
1144 </description>
1145 <use><![CDATA[
1146 Note on chests - There are two types of chests:
1147 <UL>
1148 <LI> First the random treasure chests - Those are NOT containers
1149 (but object type Treasure), they create random treasures when
1150 applied. Archetype name is "chest".
1151 <LI> Second there are the permanent chests - Those are containers,
1152 they can be opened and closed again. Archetype name is "chest_2".
1153 </UL> ]]>
1154 </use>
1155 <attribute arch="race" editor="container class" type="string">
1156 If set, the container will hold only certain types of objects.
1157 Possible choices for &lt;container class&gt; are: "gold and jewels",
1158 "arrows" and "keys".
1159
1160 Unfortunately it is not easy to create new container
1161 classes, because items need a matching counterpiece-attribute
1162 to the &lt;container class&gt; before they can be put inside a
1163 container. This attribute ("race") is set only for the existing
1164 container classes.
1165 </attribute>
1166 <attribute arch="slaying" editor="key string" type="string">
1167 If &lt;key string&gt; is set, only players with a special key
1168 of matching &lt;key string&gt; are able to open the container.
1169 </attribute>
1170 <attribute arch="container" editor="maximum weight" type="int">
1171 The container can hold a maximum total weight of the given value
1172 in gram. Note that this weight limit is calculated *after* the
1173 weight reduction (&lt;reduce weight&gt;) has been applied.
1174 </attribute>
1175 <attribute arch="Str" editor="reduce weight %" type="int">
1176 This value determines how much the weight of items is reduced in
1177 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1178 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1179 Most default values are in the range of ten.
1180 </attribute>
1181 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1182 If set, the container can be used as alchemy-cauldron.
1183 The player can put ingredients inside, close it, cast alchemy
1184 and if his formulae is true, he'll get what he longed for.
1185 </attribute>
1186 <attribute arch="unique" editor="unique item" type="bool">
1187 Unique items exist only one time on a server. If the item
1188 is taken, lost or destroyed - it's gone for good.
1189 All contents of a unique container are unique as well.
1190 </attribute>
1191 <attribute arch="startequip" editor="godgiven item" type="bool">
1192 A godgiven item vanishes as soon as the player
1193 drops it to the ground.
1194 </attribute>
1195 <attribute arch="other_arch" editor="animation arch" type="string">
1196 This is used for a certain kind of... "animation" when
1197 opening the container. Stick to the default arches here
1198 and you won't get into trouble.
1199 </attribute>
1200 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1201 This text may contain a description of the container.
1202 </attribute>
1203 </type>
1204
1205 <!--####################################################################-->
1206 <type number="103" name="Converter">
1207 <ignore>
1208 <attribute arch="value" />
1209 <attribute arch="nrof" />
1210 <attribute arch="name_pl" />
1211 <attribute arch="no_pick" />
1212 <attribute arch="unpaid" />
1213 <attribute arch="title" />
1214 </ignore>
1215 <description><![CDATA[
1216 Converters are like "exchange tables". When the player drops a
1217 specific type of items, they get converted into other items, at a
1218 predefined exchange-ratio. ]]>
1219 </description>
1220 <use><![CDATA[
1221 Converters are better than shopping with doormats, because the
1222 converters never get sold out. For some items like food or jewels
1223 those "exchange tables" are really nice, while for the more important
1224 stuff like potions converters should not exist.
1225 <br><br>
1226 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1227 items on a converter, the stuff you get must be of equal or lesser
1228 value than before! (Except if you are using "rare" items like
1229 dragonscales for payment). The code will not check if your ratio is
1230 sane, so the player could gain infinite wealth by using your converter. ]]>
1231 </use>
1232 <attribute arch="no_pick" value="1" type="fixed" />
1233 <attribute arch="slaying" editor="cost arch" type="string">
1234 &lt;cost arch&gt; is the name of the archetype the player has to
1235 put on the converter, as payment.
1236 </attribute>
1237 <attribute arch="food" editor="cost number" type="int">
1238 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1239 on the converter, in order to get &lt;receive number&gt; items
1240 of &lt;receive arch&gt;.
1241 </attribute>
1242 <attribute arch="other_arch" editor="receive arch" type="string">
1243 &lt;receive arch&gt; is the name of the archetype to convert into.
1244 This field is ignored if the converter has items in inventory. In this
1245 case one of the inventory items is duplicated. The duplicated item is
1246 randomly chosen from all items present.
1247 </attribute>
1248 <attribute arch="sp" editor="receive number" type="int">
1249 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1250 on the converter, in order to get &lt;receive number&gt; items
1251 of &lt;receive arch&gt;.
1252 </attribute>
1253 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1254 This text may contain a description of the converter.
1255 </attribute>
1256 </type>
1257
1258 <!--####################################################################-->
1259 <type number="42" name="Creator">
1260 <ignore>
1261 <ignore_list name="system_object" />
1262 </ignore>
1263 <description><![CDATA[
1264 A creator is an object which creates another object when it
1265 is triggered. The child object can be anything. Creators are
1266 VERY useful for all kinds of map-mechanisms. ]]>
1267 </description>
1268 <use><![CDATA[
1269 Don't hesitate to hide your creators under the floor.
1270 The created items will still always appear ontop of the floor. ]]>
1271 </use>
1272 <attribute arch="no_pick" value="1" type="fixed" />
1273 <attribute arch="other_arch" editor="create arch" type="string">
1274 This string defines the object that will be created.
1275 You can choose any of the existing arches.
1276 This field is ignored if the creator has items in inventory. In this case
1277 one of the inventory items is duplicated. The duplicated item is randomly
1278 chosen from all items present.
1279 </attribute>
1280 <attribute arch="connected" editor="connection" type="int">
1281 Whenever the connection value is activated,
1282 the creator gets triggered.
1283 </attribute>
1284 <attribute arch="lifesave" editor="infinit uses" type="bool">
1285 If &lt;infinit uses&gt; is set, the creator will work
1286 infinitly, regardless of the value in &lt;number of uses&gt;.
1287 </attribute>
1288 <attribute arch="hp" editor="number of uses" type="int">
1289 The creator can be triggered &lt;number of uses&gt; times, thus
1290 creating that many objects, before it dissappears.
1291 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1292 </attribute>
1293 <attribute arch="slaying" editor="name of creation" type="string">
1294 The created object will bear the name and title specified in &lt;name of
1295 creation&gt;. If nothing is set, the standard name and title of the
1296 archetype is used.
1297 </attribute>
1298 <attribute arch="level" editor="level of creation" type="int">
1299 The created object will be of that level. If zero/unset,
1300 the standard level of the archetype is used.
1301 </attribute>
1302 </type>
1303
1304 <!--####################################################################-->
1305 <type number="51" name="Detector">
1306 <ignore>
1307 <ignore_list name="system_object" />
1308 </ignore>
1309 <description><![CDATA[
1310 Detectors work quite much like inv. checkers/pedestals: If the detector
1311 finds a specific object, it toggles its connected value.
1312 <br><br>
1313 What is "unique" about them, compared to inv. checkers/ pedestals?
1314 - First, detectors check their square for a match periodically, not
1315 instantly. Second, detectors check directly for object names. Third,
1316 detectors do not check the inventory of players/monsters. ]]>
1317 </description>
1318 <use><![CDATA[
1319 There is one major speciality about detectors: You can detect spells
1320 blown over a detector! To detect a lighting bolt for example, set
1321 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1322 walls, this can be very useful for map-mechanisms. ]]>
1323 </use>
1324 <attribute arch="no_pick" value="1" type="fixed" />
1325 <attribute arch="slaying" editor="match name" type="string">
1326 &lt;match name&gt; specifies the name of the object we are looking for.
1327 Actually it does also check for the &lt;key string&gt; in key-objects,
1328 but for this case inventory checkers are often more powerful to use.
1329 </attribute>
1330 <attribute arch="connected" editor="connection" type="int">
1331 When the detector is triggered, all objects with the same
1332 connection value get activated.
1333 </attribute>
1334 <attribute arch="speed" editor="detection speed" type="float">
1335 This value defines the time between two detector-checks.
1336 If you want the detector to behave almost like pedestals/buttons,
1337 set speed rather high, like &lt;detection speed&gt; 1.0.
1338 </attribute>
1339 </type>
1340
1341 <!--####################################################################-->
1342 <type number="112" name="Director">
1343 <ignore>
1344 <ignore_list name="non_pickable" />
1345 </ignore>
1346 <description><![CDATA[
1347 Directors change the direction of spell objects and other projectiles
1348 that fly past. Unlike spinners, directors always move objects in the
1349 same direction. It does not make a difference from what angle you
1350 shoot into it.<br>
1351 Directors are visible per default. ]]>
1352 </description>
1353 <use><![CDATA[
1354 Directors are rarely used in maps. Sometimes they are placed to
1355 change the direction of spells coming out of magic walls,
1356 "channeling" spell-projectiles in some direction. When doing this,
1357 <B>never place directors facing each other with magic walls fireing
1358 into them!</B> The spell-projectiles bouncing between the directors
1359 would accumulate to huge numbers and at some point slow down the
1360 server by eating memory- and CPU-time.
1361 <br><br>
1362 You'd better not place directors in monster vs. player combat
1363 areas too much, because that freaks out wizard-type players. ]]>
1364 </use>
1365 <attribute arch="sp" editor="direction" type="list_direction">
1366 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1367 A director with direction &lt;none&gt; simply stops projectiles.
1368 (The latter works out a bit strange for some spells).
1369 </attribute>
1370 <attribute arch="walk_on" value="1" type="fixed" />
1371 <attribute arch="fly_on" value="1" type="fixed" />
1372 </type>
1373
1374 <!--####################################################################-->
1375 <type number="158" name="Disease">
1376 <ignore>
1377 <ignore_list name="system_object" />
1378 </ignore>
1379 <description><![CDATA[
1380 Diseases are an intersting form of spellcraft in Crossfire.
1381 Once casted, they can spread out and infect creatures in a large
1382 area. Being infected can have various effects, from amusing farts
1383 to horrible damage - almost everything is possible. ]]>
1384 </description>
1385 <use><![CDATA[
1386 Diseases are extremely flexible and usable in a many ways.
1387 So far they are mostly used for causing bad, unwanted effects.
1388 You could just as well create a disease which helps the player
1389 (recharging mana for example).
1390 Infection with a "positive disease" could even be a quest reward. ]]>
1391 </use>
1392 <attribute arch="invisible" value="1" type="fixed" />
1393 <attribute arch="level" editor="plaque level" type="int">
1394 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1395 This mainly reflects in the &lt;damage&gt;. It has no effect on
1396 most other symptoms. Neverthless, it is a very important value for
1397 all damage-inflicting diseases.
1398 </attribute>
1399 <attribute arch="race" editor="infect race" type="string">
1400 The disease will only infect creatures of the specified &lt;race&gt;.
1401 "&lt;race&gt; *" means every creature can be infected.
1402 </attribute>
1403 <attribute arch="ac" editor="progressiveness" type="int">
1404 Every time the disease "moves" the severity of the symptoms are increased
1405 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1406 </attribute>
1407 <section name="spreading">
1408 <attribute arch="wc" editor="infectiosness" type="int">
1409 The &lt;infectiosness&gt; defines the chance of new creatures getting
1410 infected. If you set this too high, the disease is very likely to
1411 be too effective.
1412
1413 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1414 </attribute>
1415 <attribute arch="last_grace" editor="attenuation" type="int">
1416 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1417 everytime it infects someone new. This limits how many generations
1418 a disease can propagate.
1419 </attribute>
1420 <attribute arch="magic" editor="infection range" type="int">
1421 &lt;infection range&gt; sets the range at which infection may occur.
1422 If positive, the &lt;infection range&gt; is level dependant - If negative,
1423 it is not:
1424 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1425 six square range, and &lt;plaque level&gt; doesn't modify that.
1426 </attribute>
1427 <attribute arch="maxhp" editor="persistence" type="int">
1428 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1429 The disease can "move" &lt;persistence&gt; times outside a host before it
1430 vanishes. A negative value means the disease lasts for permanent
1431 (which is only recommended to use in maps without monsters).
1432 </attribute>
1433 <attribute arch="maxgrace" editor="curing duration" type="int">
1434 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1435 (Assuming the host survives and doesn't use a curing spell).
1436 After this period the disease is naturally cured, which provides the
1437 host with immunity from this particular disease of lower or equal level.
1438
1439 A negative value means the disease can never be cured naturally.
1440
1441 Note that this value can be further modulated by spell-parameters,
1442 if the disease is registered as spell in the code. Due to that,
1443 most default diseases take a lot longer to cure than it seems.
1444 </attribute>
1445 <attribute arch="speed" editor="moving speed" type="float">
1446 The &lt;speed&gt; of the disease determines how fast the disease will
1447 "move", thus how fast the symptoms strike the host.
1448 </attribute>
1449 </section>
1450 <section name="symptoms">
1451 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1452 The disease will attack the host with the given &lt;attacktype&gt;.
1453 Godpower attacktype is commonly used for "unresistable" diseases.
1454 </attribute>
1455 <attribute arch="dam" editor="damage" type="int">
1456 A disease with a positive &lt;damage&gt; value will strike the player for that
1457 amount of damage every time the symptoms occur.
1458 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1459 the player's health is reduced by 10% every time the symptoms strike.
1460
1461 Diseases with %-based damage can be dangerous - but not deadly -
1462 for players of all levels.
1463 </attribute>
1464 <attribute arch="other_arch" editor="create arch" type="string">
1465 If set, the specified arch is created and dropped every time the
1466 symptoms strike.
1467
1468 This can be various things: farts, body pieces, eggs ...
1469 Even monsters can be created that way. You could also make a
1470 disease where some exotic stuff like money/gems is created.
1471 </attribute>
1472 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1473 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1474 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1475 </attribute>
1476 <attribute arch="exp" editor="exp. for curing" type="int">
1477 When the player manages to cure this disease (with a curing spell),
1478 he is awarded with &lt;exp. for curing&gt; experience.
1479 </attribute>
1480 <attribute arch="maxsp" editor="mana depletion" type="int">
1481 Every time the disease "moves", the player's mana is
1482 reduced by the value of &lt;mana depletion&gt;.
1483 For negative values, a %-based amount is taken.
1484 </attribute>
1485 <attribute arch="last_eat" editor="food depletion" type="int">
1486 Every time the disease "moves", the player's food is
1487 reduced by the value of &lt;food depletion&gt;.
1488 For negative values, a %-based amount is taken.
1489 </attribute>
1490 <attribute arch="hp" editor="health regen." type="int">
1491 This value increases the player's healing rate.
1492 Negative values decrease it.
1493 </attribute>
1494 <attribute arch="sp" editor="mana regen." type="int">
1495 This value increases the player's rate of mana regeneration.
1496 Negative values decrease it.
1497 </attribute>
1498 </section>
1499 <section name="disability">
1500 <attribute arch="Str" editor="strength" type="int">
1501 The player's strength will rise by the given value
1502 while being infected. (Negative values make strength fall)
1503 </attribute>
1504 <attribute arch="Dex" editor="dexterity" type="int">
1505 The player's dexterity will rise by the given value
1506 while being infected. (Negative values make dexterity fall)
1507 </attribute>
1508 <attribute arch="Con" editor="constitution" type="int">
1509 The player's constitution will rise by the given value
1510 while being infected. (Negative values make constitution fall)
1511 </attribute>
1512 <attribute arch="Int" editor="intelligence" type="int">
1513 The player's intelligence will rise by the given value
1514 while being infected. (Negative values make intelligence fall)
1515 </attribute>
1516 <attribute arch="Pow" editor="power" type="int">
1517 The player's power will rise by the given value
1518 while being infected. (Negative values make power fall)
1519 </attribute>
1520 <attribute arch="Wis" editor="wisdom" type="int">
1521 The player's wisdom will rise by the given value
1522 while being infected. (Negative values make wisdom fall)
1523 </attribute>
1524 <attribute arch="Cha" editor="charisma" type="int">
1525 The player's charisma will rise by the given value
1526 while being infected. (Negative values make charisma fall)
1527 </attribute>
1528 </section>
1529 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1530 This text is displayed to the player every time the
1531 symptoms strike.
1532 </attribute>
1533 </type>
1534
1535 <!--####################################################################-->
1536 <type number="83" name="Duplicator">
1537 <ignore>
1538 <ignore_list name="system_object" />
1539 </ignore>
1540 <description><![CDATA[
1541 When activated, a duplicator can duplicate, multiply or destroy a pile of
1542 objects which lies somewhere on top of the duplicator.
1543 The duplicator has one arch name specified as &lt;target arch&gt;,
1544 and only objects of this archetype can be affected.<br>
1545 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1546 If the latter is set to zero, it will destroy objects. ]]>
1547 </description>
1548 <use><![CDATA[
1549 I hope it is clear that one must be very cautious when inserting a duplicator
1550 anywhere with &lt;multiply factor&gt; greater than one.
1551 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1552 It is <b>not acceptable</b> to allow duplication of anything other than
1553 coins, gold and jewels. Besides, it is very important that the chance to
1554 loose the input matches the chance to earn winnings.<br>
1555 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1556 loosing rate of 2/3 = 67%. ]]>
1557 </use>
1558 <attribute arch="other_arch" editor="target arch" type="string">
1559 Only objects of matching archtype, lying ontop of the dublicator will be
1560 dublicated, multiplied or removed. All other objects will be ignored.
1561 </attribute>
1562 <attribute arch="level" editor="multiply factor" type="int">
1563 The number of items in the target pile will be multiplied by the
1564 &lt;multiply factor&gt;. If it is set to zero, all target objects
1565 will be destroyed.
1566 </attribute>
1567 <attribute arch="connected" editor="connection" type="int">
1568 An activator (lever, altar, button, etc) with matching connection value
1569 is able to trigger this duplicator. Be very careful that players cannot
1570 abuse it to create endless amounts of money or other valuable stuff!
1571 </attribute>
1572 </type>
1573
1574 <!--####################################################################-->
1575 <type number="66" name="Exit">
1576 <ignore>
1577 <ignore_list name="non_pickable" />
1578 </ignore>
1579 <description><![CDATA[
1580 When the player applies an exit, he is transferred to a different location.
1581 (Monsters cannot use exits.) Depending on how it is set, the player applies
1582 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1583 the exit. ]]>
1584 </description>
1585 <use><![CDATA[
1586 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1587 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1588 detected with the show_invisible spell.
1589 <br><br>
1590 You can be quite creative with the outlook of secret exits (their "face").
1591 Don't forget to give the player relyable hints about them though. ]]>
1592 </use>
1593 <attribute arch="slaying" editor="exit path" type="string">
1594 The exit path defines the map that the player is transferred to.
1595 You can enter an absolute path, beginning with '/' (for example
1596 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1597 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1598 relative path "Fire1"). Use relative paths whenever possible! Note that
1599 upper/lower case must always be set correctly. However, please use lower
1600 case only.
1601 It is well possible to have an exit pointing to the same map that the exit
1602 is on. If slaying is not set in an exit, the player will see a message like
1603 "the exit is closed".
1604 </attribute>
1605 <attribute arch="hp" editor="destination X" type="int">
1606 The exit destinations define the (x, y)-coordinates where the exit
1607 leads to.
1608 If both are set to zero, the player will be transferred to the "default
1609 enter location" of the destined map. The latter can be set in the map-
1610 properties as "Enter X/Y". Though, please DO NOT use that.
1611 It turned out to be a source for numerous map-bugs.
1612 </attribute>
1613 <attribute arch="sp" editor="destination Y" type="int">
1614 The exit destinations define the (x, y)-coordinates where the exit
1615 leads to.
1616 If both are set to zero, the player will be transferred to the "default
1617 enter location" of the destined map. The latter can be set in the map-
1618 properties as "Enter X/Y". Though, please DO NOT use that.
1619 It turned out to be a source for numerous map-bugs.
1620 </attribute>
1621 <attribute arch="walk_on" editor="apply by walking" type="bool">
1622 If set, the player will apply the exit by just walking into it. This must
1623 be set for the invisible exits for example. If unset, the player has
1624 to step onto the exit and press 'a' to get transferred.
1625 </attribute>
1626 <attribute arch="fly_on" editor="apply by flying" type="bool">
1627 If set, the player will apply the exit by "flying into it". Flying means
1628 the player is levitating. E.g. wearing levitation boots.
1629 </attribute>
1630 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1631 If set, this message will be displayed to the player when he applies the exit.
1632 This is quite useful to throw in some "role-play feeling": "As you enter the
1633 dark cave you hear the sound of rustling dragonscales...". Well, my english
1634 is poor, but you get the point. =)
1635 </attribute>
1636 <attribute arch="unique" editor="unique destination" type="bool">
1637 This flag defines the destined map as "personal unique map". If set,
1638 there will be a seperate version of that map for every player out there.
1639 This feature is used for the permanent apartments
1640 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1641 than apartments, since Crossfire is a *multi*player game. In such a permanent
1642 apartment don't forget to set the unique-flag for all floor tiles too
1643 (see floors).
1644 An exit pointing outside of a personal unique map must have the
1645 "unique destination"-flag unset.
1646 </attribute>
1647 </type>
1648
1649 <!--####################################################################-->
1650 <type number="72" name="Flesh">
1651 <description><![CDATA[
1652 Just like with food, the player can fill his stomache and gain a
1653 little health by eating flesh-objects. <br>
1654 For dragon players, flesh plays a very special role though: If the
1655 flesh has resistances set, a dragon player has a chance to gain resistance in
1656 those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1657 Don't forget that flesh items with resistances have to be balanced
1658 according to map/monster difficulty. ]]>
1659 </description>
1660 <use><![CDATA[
1661 For dragon players, flesh items can be highly valuable. Note that many
1662 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1663 These flesh items "inherit" resistances and level from the monster they belong to.
1664 When you add special flesh items to the inventory of a monster, this is
1665 not the case - so you have to set it manually.
1666 <br><br>
1667 Generally adding special flesh-treaties for dragon players is a great thing
1668 to do. Always consider that dragon players might really not be interested
1669 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1670 out on the reward completely. ]]>
1671 </use>
1672 <attribute arch="food" editor="foodpoints" type="int">
1673 The player's stomache will get filled with this amount of foodpoints.
1674 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1675 </attribute>
1676 <attribute arch="level" editor="flesh level" type="int">
1677 The &lt;flesh level&gt; is not visible to the players and it affects only
1678 dragon players. Normally this value reflects the level of the monster
1679 from which the flesh item originates.
1680 Dragon players always search for flesh of highest level possible,
1681 because it bears the best chance to gain high resistances.
1682 </attribute>
1683 <attribute arch="startequip" editor="godgiven item" type="bool">
1684 A godgiven item vanishes as soon as the player
1685 drops it to the ground.
1686 </attribute>
1687 <section name="resistance">
1688 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1689 Resistances on flesh items make them more durable against spellcraft
1690 of the appropriate kind. It also allows dragon players to eventually gain
1691 resistance by eating it. Usually resistance should only be set for flesh
1692 items in a monster's inventory.
1693 </attribute>
1694 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1695 Resistances on flesh items make them more durable against spellcraft
1696 of the appropriate kind. It also allows dragon players to eventually gain
1697 resistance by eating it. Usually resistance should only be set for flesh
1698 items in a monster's inventory.
1699 </attribute>
1700 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1701 Resistances on flesh items make them more durable against spellcraft
1702 of the appropriate kind. It also allows dragon players to eventually gain
1703 resistance by eating it. Usually resistance should only be set for flesh
1704 items in a monster's inventory.
1705 </attribute>
1706 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1707 Resistances on flesh items make them more durable against spellcraft
1708 of the appropriate kind. It also allows dragon players to eventually gain
1709 resistance by eating it. Usually resistance should only be set for flesh
1710 items in a monster's inventory.
1711 </attribute>
1712 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1713 Resistances on flesh items make them more durable against spellcraft
1714 of the appropriate kind. It also allows dragon players to eventually gain
1715 resistance by eating it. Usually resistance should only be set for flesh
1716 items in a monster's inventory.
1717 </attribute>
1718 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1719 Resistances on flesh items make them more durable against spellcraft
1720 of the appropriate kind. It also allows dragon players to eventually gain
1721 resistance by eating it. Usually resistance should only be set for flesh
1722 items in a monster's inventory.
1723 </attribute>
1724 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1725 Resistances on flesh items make them more durable against spellcraft
1726 of the appropriate kind. It also allows dragon players to eventually gain
1727 resistance by eating it. Usually resistance should only be set for flesh
1728 items in a monster's inventory.
1729 </attribute>
1730 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1731 Resistances on flesh items make them more durable against spellcraft
1732 of the appropriate kind. It also allows dragon players to eventually gain
1733 resistance by eating it. Usually resistance should only be set for flesh
1734 items in a monster's inventory.
1735 </attribute>
1736 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1737 Resistances on flesh items make them more durable against spellcraft
1738 of the appropriate kind. It also allows dragon players to eventually gain
1739 resistance by eating it. Usually resistance should only be set for flesh
1740 items in a monster's inventory.
1741 </attribute>
1742 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1743 Resistances on flesh items make them more durable against spellcraft
1744 of the appropriate kind. It also allows dragon players to eventually gain
1745 resistance by eating it. Usually resistance should only be set for flesh
1746 items in a monster's inventory.
1747 </attribute>
1748 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1749 Resistances on flesh items make them more durable against spellcraft
1750 of the appropriate kind. It also allows dragon players to eventually gain
1751 resistance by eating it. Usually resistance should only be set for flesh
1752 items in a monster's inventory.
1753 </attribute>
1754 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1755 Resistances on flesh items make them more durable against spellcraft
1756 of the appropriate kind. It also allows dragon players to eventually gain
1757 resistance by eating it. Usually resistance should only be set for flesh
1758 items in a monster's inventory.
1759 </attribute>
1760 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1761 Resistances on flesh items make them more durable against spellcraft
1762 of the appropriate kind. It also allows dragon players to eventually gain
1763 resistance by eating it. Usually resistance should only be set for flesh
1764 items in a monster's inventory.
1765 </attribute>
1766 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1767 Resistances on flesh items make them more durable against spellcraft
1768 of the appropriate kind. It also allows dragon players to eventually gain
1769 resistance by eating it. Usually resistance should only be set for flesh
1770 items in a monster's inventory.
1771 </attribute>
1772 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1773 Resistances on flesh items make them more durable against spellcraft
1774 of the appropriate kind. It also allows dragon players to eventually gain
1775 resistance by eating it. Usually resistance should only be set for flesh
1776 items in a monster's inventory.
1777 </attribute>
1778 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1779 RResistances on flesh items make them more durable against spellcraft
1780 of the appropriate kind. It also allows dragon players to eventually gain
1781 resistance by eating it. Usually resistance should only be set for flesh
1782 items in a monster's inventory.
1783 </attribute>
1784 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1785 Resistances on flesh items make them more durable against spellcraft
1786 of the appropriate kind. It also allows dragon players to eventually gain
1787 resistance by eating it. Usually resistance should only be set for flesh
1788 items in a monster's inventory.
1789 </attribute>
1790 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1791 Resistances on flesh items make them more durable against spellcraft
1792 of the appropriate kind. It also allows dragon players to eventually gain
1793 resistance by eating it. Usually resistance should only be set for flesh
1794 items in a monster's inventory.
1795 </attribute>
1796 </section>
1797 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1798 This text may describe the item.
1799 </attribute>
1800 </type>
1801
1802 <!--####################################################################-->
1803 <type number="0" name="Floor">
1804 <required>
1805 <attribute arch="is_floor" value="1" />
1806 <attribute arch="alive" value="0" />
1807 </required>
1808 <ignore>
1809 <ignore_list name="non_pickable" />
1810 </ignore>
1811 <description><![CDATA[
1812 Floor is a very basic thing whithout too much
1813 functionality. It's a floor - you stand on it. ]]>
1814 </description>
1815 <attribute arch="is_floor" value="1" type="fixed" />
1816 <attribute arch="no_pick" value="1" type="fixed" />
1817 <attribute arch="no_pass" editor="blocking passage" type="bool">
1818 If set, the object cannot be passed by players nor monsters.
1819 </attribute>
1820 <section name="terrain">
1821 <attribute arch="slow_move" editor="slow movement" type="int">
1822 If &lt;slow movement&gt; is set to a value greater zero, all
1823 creatures moving over this spot will be slower than normal.
1824
1825 &lt;slow movement&gt; 1 - rough terrain
1826 &lt;slow movement&gt; 2 - very rough terrain
1827 ...
1828 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1829 </attribute>
1830 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1831 This flag indicates this spot contains wood or high grass.
1832 Players with activated woodsman skill can move faster here.
1833 </attribute>
1834 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1835 This flag indicates this spot contains hills or large rocks.
1836 Players with activated mountaineer skill can move faster here.
1837 </attribute>
1838 </section>
1839 <attribute arch="no_magic" editor="no spells" type="bool">
1840 If enabled, it is impossible for players to use (wizard-)
1841 spells on that spot.
1842 </attribute>
1843 <attribute arch="damned" editor="no prayers" type="bool">
1844 If enabled, it is impossible for players to use prayers
1845 on that spot. It also prevents players from saving.
1846 </attribute>
1847 <attribute arch="unique" editor="unique map" type="bool">
1848 Unique floor means that any items dropped on that spot
1849 will be saved byond map reset. For permanent apartments,
1850 all floor tiles must be set &lt;unique map&gt;.
1851 </attribute>
1852 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1853 This text may describe the object.
1854 </attribute>
1855 </type>
1856
1857 <!--####################################################################-->
1858 <type number="67" name="Floor (Encounter)">
1859 <ignore>
1860 <ignore_list name="non_pickable" />
1861 </ignore>
1862 <description><![CDATA[
1863 Encounter-Floor is pretty much the same as normal floor.
1864 Most outdoor floor/ground-arches are set to be "encounters".
1865 That is kind of a relict from former code: When walking over
1866 encounter-floor, players sometimes got beamed to little maps
1867 with monsters on them. Nowadays this feature is disabled -
1868 Hence encounter floor is not different from normal floor. ]]>
1869 </description>
1870 <attribute arch="is_floor" value="1" type="fixed" />
1871 <attribute arch="no_pick" value="1" type="fixed" />
1872 <attribute arch="no_pass" editor="blocking passage" type="bool">
1873 If set, the object cannot be passed by players nor monsters.
1874 </attribute>
1875 <section name="terrain">
1876 <attribute arch="slow_move" editor="slow movement" type="int">
1877 If &lt;slow movement&gt; is set to a value greater zero, all
1878 creatures moving over this spot will be slower than normal.
1879
1880 &lt;slow movement&gt; 1 - rough terrain
1881 &lt;slow movement&gt; 2 - very rough terrain
1882 ...
1883 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1884 </attribute>
1885 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1886 This flag indicates this spot contains wood or high grass.
1887 Players with activated woodsman skill can move faster here.
1888 </attribute>
1889 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1890 This flag indicates this spot contains hills or large rocks.
1891 Players with activated mountaineer skill can move faster here.
1892 </attribute>
1893 </section>
1894 <attribute arch="no_magic" editor="no spells" type="bool">
1895 If enabled, it is impossible for players to use (wizard-)
1896 spells on that spot.
1897 </attribute>
1898 <attribute arch="damned" editor="no prayers" type="bool">
1899 If enabled, it is impossible for players to use prayers
1900 on that spot. It also prevents players from saving.
1901 </attribute>
1902 <attribute arch="unique" editor="unique map" type="bool">
1903 Unique floor means that any items dropped on that spot
1904 will be saved byond map reset. For permanent apartments,
1905 all floor tiles must be set &lt;unique map&gt;.
1906 </attribute>
1907 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1908 This text may describe the object.
1909 </attribute>
1910 </type>
1911
1912 <!--####################################################################-->
1913 <type number="6" name="Food">
1914 <description><![CDATA[
1915 By eating/drinking food-objects, the player can fill his
1916 stomache and gain a little health. ]]>
1917 </description>
1918 <attribute arch="food" editor="foodpoints" type="int">
1919 The player's stomache will get filled with this amount of foodpoints.
1920 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1921 </attribute>
1922 <attribute arch="startequip" editor="godgiven item" type="bool">
1923 A godgiven item vanishes as soon as the player
1924 drops it to the ground.
1925 </attribute>
1926 </type>
1927
1928 <!--####################################################################-->
1929 <type number="91" name="Gate">
1930 <ignore>
1931 <ignore_list name="non_pickable" />
1932 </ignore>
1933 <description><![CDATA[
1934 Gates play an important role in Crossfire. Gates can be opened
1935 by activating a button/trigger, by speaking passwords (-> magic_ear)
1936 or carrying special key-objects (-> inventory checker).
1937 Unlike locked doors, gates can get shut again after a player has
1938 passed, which makes them more practical in many cases. ]]>
1939 </description>
1940 <use><![CDATA[
1941 Use gates to divide your maps into seperated areas. After solving
1942 area A, the player gains access to area B, and so on. Make your
1943 maps more complex than "one-way". ]]>
1944 </use>
1945 <attribute arch="no_pick" value="1" type="fixed" />
1946 <attribute arch="connected" editor="connection" type="int">
1947 Whenever the inventory checker is triggered, all objects with identical
1948 &lt;connection&gt; value get activated. This only makes sense together with
1949 &lt;blocking passage&gt; disabled.
1950 </attribute>
1951 <attribute arch="wc" editor="position state" type="int">
1952 The &lt;position state&gt; defines the position of the gate:
1953 Zero means completely open/down, the "number of animation-steps" (usually
1954 about 6 or 7) means completely closed/up state. I suggest you don't
1955 mess with this value - Leave the default in place.
1956 </attribute>
1957 <attribute arch="no_pass" editor="blocking passage" type="bool">
1958 For open gates, &lt;blocking passage&gt; should be unset.
1959 For closed gates it must be set.
1960 </attribute>
1961 <attribute arch="no_magic" editor="restrict spells" type="bool">
1962 Restricting the use of spells to pass this gate. This has
1963 an effect only if &lt;block view&gt; is disabled.
1964 </attribute>
1965 <attribute arch="damned" editor="restrict prayers" type="bool">
1966 Restricting the use of prayers to pass this door. This has
1967 an effect only if &lt;block view&gt; is disabled.
1968 </attribute>
1969 </type>
1970
1971 <!--####################################################################-->
1972 <type number="113" name="Girdle">
1973 <import_type name="Amulet" />
1974 <description><![CDATA[
1975 Wearing a girdle, the object's stats will directly be inherited to
1976 the player. Girdles usually provide stats- or damage bonuses and no
1977 defense. ]]>
1978 </description>
1979 <use><![CDATA[
1980 Feel free to create your own special artifacts. However, it is very
1981 important that you keep your artifact in balance with existing maps. ]]>
1982 </use>
1983 <attribute arch="magic" editor="magic bonus" type="int">
1984 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1985 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1986 than direct armour-class bonus on the helmet.
1987
1988 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
1989 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
1990 &lt;magic bonus&gt; is pointless here.
1991 </attribute>
1992 </type>
1993
1994 <!--####################################################################-->
1995 <type number="100" name="Gloves">
1996 <import_type name="Amulet" />
1997 <description><![CDATA[
1998 Wearing gloves, the object's stats will directly be inherited to
1999 the player. Gloves can add defense or damage bonuses. ]]>
2000 </description>
2001 <use><![CDATA[
2002 Feel free to create your own special artifacts. However, it is very
2003 important that you keep your artifact in balance with existing maps. ]]>
2004 </use>
2005 <attribute arch="magic" editor="magic bonus" type="int">
2006 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2007 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2008 will increase that.
2009 </attribute>
2010 </type>
2011
2012 <!--####################################################################-->
2013 <type number="93" name="Handle">
2014 <ignore>
2015 <ignore_list name="non_pickable" />
2016 </ignore>
2017 <description><![CDATA[
2018 A handle can be applied by players and (certain) monsters.
2019 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2020 </description>
2021 <use><![CDATA[
2022 Handles are commonly used to move gates. When placing your lever,
2023 don't forget that some monsters are able to apply it.
2024 The ability to apply levers is rare among monsters -
2025 but vampires can do it for example. ]]>
2026 </use>
2027 <attribute arch="no_pick" value="1" type="fixed" />
2028 <attribute arch="connected" editor="connection" type="int">
2029 Every time the handle is applied, all objects
2030 with the same &lt;connection&gt; value are activated.
2031 </attribute>
2032 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2033 This text may describe the item. You can use this
2034 message to explain the handle's purpose to the player.
2035 </attribute>
2036 </type>
2037
2038 <!--####################################################################-->
2039 <type number="27" name="Handle Trigger">
2040 <import_type name="Handle" />
2041 <ignore>
2042 <ignore_list name="non_pickable" />
2043 </ignore>
2044 <description><![CDATA[
2045 Handle triggers are handles which reset after a short period
2046 of time. Every time it is either applied or reset, the
2047 &lt;connection&gt; value is triggered. ]]>
2048 </description>
2049 <use><![CDATA[
2050 When you connect an ordinary handle to a gate, the gate normally remains
2051 opened after the first player passed. If you want to keep the gate shut,
2052 connecting it to a handle trigger is an easy solution. ]]>
2053 </use>
2054 </type>
2055
2056 <!--####################################################################-->
2057 <type number="88" name="Hazard Floor">
2058 <required>
2059 <attribute arch="is_floor" value="1" />
2060 </required>
2061 <ignore>
2062 <ignore_list name="non_pickable" />
2063 </ignore>
2064 <description><![CDATA[
2065 The best example for Hazard Floor is lava. It works like standard
2066 floor, but damages all creatures standing on it.
2067 Damage is taken in regular time intervals. ]]>
2068 </description>
2069 <use><![CDATA[
2070 The default lava for example does minor damage. But you can turn
2071 it up so that your hazard floor poses a real threat.<br>
2072 Like magic walls, such floors add a permanent thrill to your map.
2073 You can use that to safely chase off too-weak players, or just
2074 to have something different. ]]>
2075 </use>
2076 <attribute arch="is_floor" value="1" type="fixed" />
2077 <attribute arch="lifesave" value="1" type="fixed" />
2078 <attribute arch="walk_on" value="1" type="fixed" />
2079 <attribute arch="no_pick" value="1" type="fixed" />
2080 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2081 This attribute specifys the attacktypes that this floor uses to
2082 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2083 If you want a real tough hazard floor, add more than just one attacktype.
2084 </attribute>
2085 <attribute arch="dam" editor="base damage" type="int">
2086 The &lt;base damage&gt; defines how much damage is inflicted to the
2087 victim per hit. The final damage is influenced by several other
2088 factors like the victim's resistance and level.
2089 </attribute>
2090 <attribute arch="wc" editor="weaponclass" type="int">
2091 &lt;weapon class&gt; improves the chance of hitting the victim.
2092 Lower values are better.
2093 Usually, hazard floors like lava are supposed to hit the
2094 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2095 to something like -30.
2096 </attribute>
2097 <attribute arch="level" editor="attack level" type="int">
2098 I guess this value is supposed to work similar to monster levels.
2099 But in fact, it does not seem to have an effect. Set any non-zero
2100 value to be on the safe side.
2101 </attribute>
2102 <section name="terrain">
2103 <attribute arch="slow_move" editor="slow movement" type="int">
2104 If &lt;slow movement&gt; is set to a value greater zero, all
2105 creatures moving over this spot will be slower than normal.
2106
2107 &lt;slow movement&gt; 1 - rough terrain
2108 &lt;slow movement&gt; 2 - very rough terrain
2109 ...
2110 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2111 </attribute>
2112 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2113 This flag indicates this spot contains wood or high grass.
2114 Players with activated woodsman skill can move faster here.
2115 </attribute>
2116 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2117 This flag indicates this spot contains hills or large rocks.
2118 Players with activated mountaineer skill can move faster here.
2119 </attribute>
2120 </section>
2121 <attribute arch="no_magic" editor="no spells" type="bool">
2122 If enabled, it is impossible for players to use (wizard-)
2123 spells on that spot.
2124 </attribute>
2125 <attribute arch="damned" editor="no prayers" type="bool">
2126 If enabled, it is impossible for players to use prayers
2127 on that spot. It also prevents players from saving.
2128 </attribute>
2129 <attribute arch="unique" editor="unique map" type="bool">
2130 Unique floor means that any items dropped on that spot
2131 will be saved byond map reset. For permanent apartments,
2132 all floor tiles must be set &lt;unique map&gt;.
2133 </attribute>
2134 </type>
2135
2136 <!--####################################################################-->
2137 <type number="34" name="Helmet">
2138 <import_type name="Amulet" />
2139 <description><![CDATA[
2140 Wearing a helmet, the object's stats will directly be inherited to
2141 the player. Normal helmets usually increase defense, while crowns
2142 add more special bonuses like stats/resistances paired with
2143 low defense. ]]>
2144 </description>
2145 <use><![CDATA[
2146 Feel free to create your own special artifacts. However, it is very
2147 important that you keep your artifact in balance with existing maps. ]]>
2148 </use>
2149 <attribute arch="magic" editor="magic bonus" type="int">
2150 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2151 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2152 than direct armour-class bonus on the helmet.
2153
2154 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2155 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2156 Crowns for instance typically provide no &lt;amour class&gt;.
2157 </attribute>
2158 </type>
2159
2160 <!--####################################################################-->
2161 <type number="56" name="Holy Altar">
2162 <ignore>
2163 <ignore_list name="non_pickable" />
2164 </ignore>
2165 <description><![CDATA[
2166 Holy_altars are altars for the various religions. Praying
2167 at a Holy_altar will make you a follower of that god, and
2168 if you already follow that god, you may get some extra bonus. ]]>
2169 </description>
2170 <attribute arch="no_pick" value="1" type="fixed" />
2171 <attribute arch="other_arch" editor="god name" type="string">
2172 The altar belongs to the god of the given name. Possible options for
2173 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2174 Gorokh, Valriel and Sorig.
2175
2176 If you want to have an unconsecrated altar, set
2177 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2178 </attribute>
2179 <attribute arch="level" editor="reconsecrate level" type="int">
2180 To re-consecrate an altar, the player's wisdom level must be as
2181 high or higher than this value. In that way, some altars can not
2182 be re-consecrated, while other altars, like those in dungeons, could be.
2183
2184 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2185 Some characters might need those altars, they would be very unhappy to
2186 see them re-consecrated to another cult.
2187 </attribute>
2188 </type>
2189
2190 <!--####################################################################-->
2191 <type number="35" name="Horn">
2192 <ignore>
2193 <attribute arch="title" />
2194 </ignore>
2195 <description><![CDATA[
2196 Horns are very similar to rods. The difference is that horns regenerate
2197 spellpoints faster and thus are more valuable than rods.
2198 <br><br>
2199 A horn contains a spell. The player can use this spell by applying and
2200 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2201 used endlessly. ]]>
2202 </description>
2203 <use><![CDATA[
2204 Horns are powerful due to their fast recharge rate. They should
2205 never contain high level attacking spells. Even curing/healing spells
2206 are almost too good on a horn. ]]>
2207 </use>
2208 <attribute arch="sp" editor="spell" type="spell">
2209 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2210 horns to players, since they can be used endlessly without any mana cost!
2211 Horns with heal/ restoration/ protection spells, IF available, MUST be
2212 very very VERY hard to get!
2213 </attribute>
2214 <attribute arch="level" editor="casting level" type="int">
2215 The casting level of the &lt;spell&gt; determines it's power.
2216 For attack spells, level should not be set too high.
2217 </attribute>
2218 <attribute arch="hp" editor="initial spellpoints" type="int">
2219 This value represents the initial amount of spellpoints in the horn.
2220 Naturally, this is quite unimportant.
2221 </attribute>
2222 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2223 When the horn is fully charged up, it will hold this maximum amount of
2224 spellpoints. Make sure it is enough to cast the contained spell at least
2225 once. But don't set the value too high, as that might make the horn way
2226 too effective.
2227 </attribute>
2228 <attribute arch="startequip" editor="godgiven item" type="bool">
2229 A godgiven item vanishes as soon as the player
2230 drops it to the ground.
2231 </attribute>
2232 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2233 This text may contain a description of the horn.
2234 </attribute>
2235 </type>
2236
2237 <!--####################################################################-->
2238 <type number="73" name="Inorganic">
2239 <description><![CDATA[
2240 Inorganic materials are generally used as ingredients for
2241 alchemical receipes. By themselves, they have no special
2242 functionalities. ]]>
2243 </description>
2244 <attribute arch="is_dust" editor="is dust" type="bool">
2245 </attribute>
2246 <section name="resistance">
2247 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2248 </attribute>
2249 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2250 </attribute>
2251 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2252 </attribute>
2253 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2254 </attribute>
2255 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2256 </attribute>
2257 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2258 </attribute>
2259 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2260 </attribute>
2261 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2262 </attribute>
2263 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2264 </attribute>
2265 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2266 </attribute>
2267 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2268 </attribute>
2269 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2270 </attribute>
2271 </section>
2272 </type>
2273
2274 <!--####################################################################-->
2275 <type number="64" name="Inventory Checker">
2276 <ignore>
2277 <ignore_list name="system_object" />
2278 </ignore>
2279 <description><![CDATA[
2280 Inventory checkers passively check the players inventory for a
2281 specific object. You can set a connected value that is triggered
2282 either if that object is present or missing (-&gt; "last_sp") when a
2283 player walks over the inv. checker. A valid option is to remove the
2284 matching object (usually not recommended, see "last_heal").
2285 <br><br>
2286 Alternatively, you can set your inv. checker to block all players
2287 that do/don't carry the matching object (-&gt; "no_pass").
2288 <br><br>
2289 As you can see, inv. checkers are quite powerful, holding a
2290 great variety of possibilities. ]]>
2291 </description>
2292 <use><![CDATA[
2293 Putting a check_inventory space in front of a gate (one below) and
2294 one on the opposite side works reasonably well as a control mechanism.
2295 Unlike the key/door-combo, this one works infinite since it is
2296 independant from map reset. Use it to put a "structure" into your
2297 maps: Player must solve area A to gain access to area B. This concept
2298 can be found in nearly every RPG - simple but effective. ]]>
2299 </use>
2300 <attribute arch="no_pick" value="1" type="fixed" />
2301 <attribute arch="slaying" editor="match key string" type="string">
2302 This string specifies the object we are looking for: We have a match
2303 if the player does/don't carry a key object or a mark with identical
2304 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2305 this context. A typical example is the city gate mechanism of scorn.
2306 </attribute>
2307 <attribute arch="race" editor="match arch name" type="string">
2308 This string specifies the object we are looking for: We have a match
2309 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2310 </attribute>
2311 <attribute arch="hp" editor="match type" type="int">
2312 This value specifies the object we are looking for: We have a match
2313 if the player does/don't carry an object that is of type &lt;match type&gt;.
2314
2315 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2316 enabled. Now you have an inv. checker blocking all players that carry any
2317 kind of melee weapon. To pass, a player is forced to leave behind all
2318 his weaponry... bad news for a warrior. ;)
2319 </attribute>
2320 <attribute arch="last_sp" editor="match = having" type="bool">
2321 Enabled means having that object is a match.
2322 Disabled means not having that object is a match.
2323 </attribute>
2324 <attribute arch="connected" editor="connection" type="int">
2325 Whenever the inventory checker is triggered, all objects with identical
2326 &lt;connection&gt; value get activated. This only makes sense together with
2327 &lt;blocking passage&gt; disabled.
2328 </attribute>
2329 <attribute arch="no_pass" editor="blocking passage" type="bool">
2330 If set, only players meeting the match criteria can pass
2331 through that space. If unset (default), the inventory
2332 checker acts like a trigger/button.
2333 </attribute>
2334 <attribute arch="last_heal" editor="remove match" type="bool">
2335 &lt;remove match&gt; means remove object if found. Setting this is usually not
2336 recommended because inv. checkers are in general invisible. So, unlike
2337 for altars/ locked doors, the player won't expect to lose an object when
2338 walking over that square. And he doesn't even get a message either.
2339
2340 So, *if* you enable &lt;remove match&gt;, make sure
2341 to inform the player what's going on!
2342 </attribute>
2343 </type>
2344
2345 <!--####################################################################-->
2346 <type number="163" name="Item Transformer">
2347 <description><![CDATA[
2348 An item transformer is simply applied, after having marked a 'victim'
2349 item. If the victim is suitable, it will be transformed into something
2350 else.]]>
2351 </description>
2352 <use><![CDATA[
2353 To make an item transformable, you just have to fill the 'slaying' field.
2354 The syntax is:
2355 <br>
2356 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2357 <br>
2358 with [] denoting optional part, and * any number of preceding [].
2359 'new_item' must be the name of an existing archetype.
2360 <br><br>
2361 Example, for object apple: slaying knife:2 half_apple
2362 <br><br>
2363 This means that, when applying a knife (should be an Item Transformer),
2364 one 'apple' will be transformed into 2 'half_apple'.]]>
2365 </use>
2366 <attribute arch="food" editor="number of uses" type="int">
2367 &lt;number of uses&gt; controls how many times the item transformer can
2368 be used. The value 0 means "unlimited"
2369 </attribute>
2370 <attribute arch="slaying" editor="verb" type="string">
2371 Contains the verb that is used to construct a message to the player
2372 applying the item transformer.
2373 </attribute>
2374 <attribute arch="startequip" editor="godgiven item" type="bool">
2375 A godgiven item vanishes as soon as the player
2376 drops it to the ground.
2377 </attribute>
2378 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2379 This text may contain a description of the item transformer.
2380 </attribute>
2381 </type>
2382
2383 <!--####################################################################-->
2384 <type number="60" name="Jewel">
2385 <description><![CDATA[
2386 Items of the type Gold &amp; Jewels are handled like a currency.
2387 Unlike for any other type of item, in shops, the buy- and selling
2388 prices differ only marginally. ]]>
2389 </description>
2390 <attribute arch="race" value="gold and jewels" type="fixed" />
2391 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2392 This text may describe the object.
2393 </attribute>
2394 </type>
2395
2396 <!--####################################################################-->
2397 <type number="20" name="Locked Door">
2398 <ignore>
2399 <ignore_list name="non_pickable" />
2400 </ignore>
2401 <description><![CDATA[
2402 A locked door can be opened only when carrying
2403 the appropriate special key. ]]>
2404 </description>
2405 <use><![CDATA[
2406 If you want to create a locked door that cannot be opened (no key),
2407 set a &lt;key string&gt; like "no_key_available". This will clearify things
2408 and only a fool would create a key matching that string.
2409
2410 Door-objects can not only be used for "doors". In many maps these
2411 are used with all kinds of faces/names, especially often as
2412 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2413 There you have magic forces (door objects) put under certain artifact
2414 items. To get your hands on the artifacts, you need to bring up the
2415 appropriate quest items (key objects). ]]>
2416 </use>
2417 <attribute arch="no_pass" value="1" type="fixed" />
2418 <attribute arch="no_pick" value="1" type="fixed" />
2419 <attribute arch="slaying" editor="key string" type="string">
2420 The &lt;key string&gt; in the door must be identical with the
2421 &lt;key string&gt; in the special key, then the door is unlocked.
2422 It is VERY important to set the &lt;key string&gt; to something that
2423 is unique among the CF mapset.
2424
2425 DONT EVER USE the default string "set_individual_value".
2426 </attribute>
2427 <attribute arch="no_magic" editor="restrict spells" type="bool">
2428 Restricting the use of spells to pass this door.
2429 This should be set in most cases.
2430 (Don't forget that the spell "dimension door" is easily
2431 available at about wisdom level 10).
2432 </attribute>
2433 <attribute arch="damned" editor="restrict prayers" type="bool">
2434 Restricting the use of prayers to pass this door.
2435 This should be set in most cases.
2436 </attribute>
2437 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2438 When a player is trying to open the door without carrying the
2439 appropriate key, this text is displayed to the player. This is
2440 a good opportunity to place hints about the special key needed
2441 to unlock the door.
2442 </attribute>
2443 </type>
2444
2445 <!--####################################################################-->
2446 <type number="29" name="Magic Ear">
2447 <ignore>
2448 <ignore_list name="system_object" />
2449 </ignore>
2450 <description><![CDATA[
2451 Magic_ears trigger a connected value
2452 when the player speaks a specific keyword. ]]>
2453 </description>
2454 <use><![CDATA[
2455 Whenever you put magic_ears on your maps, make sure there are
2456 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2457 something like a gate that is opened by speaking "open" or
2458 "sesame", expecting the player to figure this out all by himself.
2459 <br><br>
2460 Magic_ears are typically used for interaction with NPCs. You
2461 can create the impression that the NPC actually *does* something
2462 according to his conversation with a player. Mostly this means
2463 opening a gate or handing out some item, but you could be quite
2464 creative here. ]]>
2465 </use>
2466 <attribute arch="no_pick" value="1" type="fixed" />
2467 <attribute arch="connected" editor="connection" type="int">
2468 The Magic_ear will trigger all objects with the
2469 same connection value, every time it is activated.
2470 </attribute>
2471 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2472 This textfield contains the keyword-matching-syntax. The text should
2473 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2474 Any number of keywords from one to infinite is allowed. Make sure
2475 they are seperated by a '|'.
2476
2477 Examples: "@match yes", "@match gold|treasure". The connected
2478 value will be triggerd when the player speaks any of the given
2479 keywords within a two-square radius. IMPORTANT: Upper/lower case
2480 does not make a difference!
2481 </attribute>
2482 </type>
2483
2484 <!--####################################################################-->
2485 <type number="62" name="Magic Wall">
2486 <ignore>
2487 <ignore_list name="non_pickable" />
2488 </ignore>
2489 <description><![CDATA[
2490 Magic walls fire spells in a given direction, in regular intervals.
2491 Magic walls can contain any spell. However, some spells do not
2492 operate very successfully in them. The only way to know is to test
2493 the spell you want to use with a wall.
2494 <br><br>
2495 Several types of magical walls are predefined for you in the
2496 archetypes, and can be found on the "connected" Pickmap. ]]>
2497 </description>
2498 <use><![CDATA[
2499 Spellcasting walls pose an interesting alternative to monsters.
2500 Usually they are set to be undestroyable. Thus, while monsters
2501 in a map can be cleared out, the magic walls remain. Low level
2502 characters for example will not be able to pass through their
2503 spell-area, hence they cannot loot a map that a high level character
2504 might have cleared out.
2505 <br><br>
2506 Another point of magic walls is that if the player dies, he has to face
2507 them all again. Magic walls can add a kind of "permanent thrill" to
2508 your maps.
2509 <br><br>
2510 Be careful that your magic walls don't kill the monsters on a map. If
2511 placing monsters, eventually take ones that are immune to the
2512 walls' spell(s).
2513 <br><br>
2514 It is possible to make walls rotate when triggered. But that is so
2515 confusing (and useless IMHO) that I did not mention it above. You
2516 can find a working example on the map
2517 "/pup_land/castle_eureca/castle_eureca8". ]]>
2518 </use>
2519 <attribute arch="dam" editor="spell" type="spell">
2520 The magic wall will cast this &lt;spell&gt;.
2521 </attribute>
2522 <attribute arch="level" editor="spell level" type="int">
2523 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2524 walls cast spells at minimal strength. "level 100" walls cast deadly
2525 spells. Arch default is level 1 - you should always set this value
2526 to meet the overall difficulty of your map.
2527 </attribute>
2528 <attribute arch="connected" editor="connection" type="int">
2529 Every time the &lt;connection&gt; value is triggered, the wall will cast
2530 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2531 have much visible effect.
2532 </attribute>
2533 <attribute arch="speed" editor="casting speed" type="float">
2534 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2535 You can fine-tune how long the duration between two casts shall
2536 be. If you want to create a wall that can be activated (cast per
2537 trigger) via connected lever/button/etc, you must set "speed 0".
2538 </attribute>
2539 <attribute arch="sp" editor="direction" type="list_direction">
2540 The magic wall will cast it's spells always in the specified
2541 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2542 always fire in a random direction.
2543 </attribute>
2544 <attribute arch="no_pass" editor="blocking passage" type="bool">
2545 If set, the object cannot be passed by players nor monsters.
2546 </attribute>
2547 <section name="destroyable">
2548 <attribute arch="alive" editor="is destroyable" type="bool">
2549 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2550 destroyed by the player. If disabled, all other attributes on
2551 this tab, as well as resistances, are meaningless.
2552 </attribute>
2553 <attribute arch="hp" editor="hitpoints" type="int">
2554 The more &lt;hitpoints&gt; the wall has, the longer
2555 it takes to be destroyed.
2556 </attribute>
2557 <attribute arch="maxhp" editor="max hitpoints" type="int">
2558 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2559 can have. This only makes sense if the wall can regain health.
2560 </attribute>
2561 <attribute arch="ac" editor="armour class" type="int">
2562 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2563 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2564 to &lt;weapon class&gt;.
2565 </attribute>
2566 </section>
2567 <section name="resistance">
2568 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2569 </attribute>
2570 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2571 </attribute>
2572 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2573 </attribute>
2574 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2575 </attribute>
2576 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2577 </attribute>
2578 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2579 </attribute>
2580 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2581 </attribute>
2582 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2583 </attribute>
2584 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2585 </attribute>
2586 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2587 </attribute>
2588 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2589 </attribute>
2590 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2591 </attribute>
2592 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2593 </attribute>
2594 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2595 </attribute>
2596 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2597 </attribute>
2598 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2599 </attribute>
2600 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2601 </attribute>
2602 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2603 </attribute>
2604 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2605 </attribute>
2606 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2607 </attribute>
2608 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2609 </attribute>
2610 </section>
2611 </type>
2612
2613 <!--####################################################################-->
2614 <type number="55" name="Marker">
2615 <ignore>
2616 <ignore_list name="system_object" />
2617 </ignore>
2618 <description><![CDATA[
2619 A marker is an object that inserts an invisible force (a mark) into a
2620 player stepping on it. This force does nothing except containing a
2621 &lt;key string&gt; which can be discovered by detectors or inventory
2622 checkers. It is also possible to use markers for removing marks again.
2623 <br><br>
2624 Note that the player has no possibility to "see" his own marks,
2625 except by the effect that they cause on the maps. ]]>
2626 </description>
2627 <use><![CDATA[
2628 Markers hold real cool possibilities for map-making. I encourage
2629 you to use them frequently. However there is one negative point
2630 about markers: Players don't "see" what's going on with them. It is
2631 your task, as map-creator, to make sure the player is always well
2632 informed and never confused.
2633 <br><br>
2634 Please avoid infinite markers when they aren't needed. They're
2635 using a little space in the player file after all, so if there
2636 is no real purpose, set an expire time. ]]>
2637 </use>
2638 <attribute arch="no_pick" value="1" type="fixed" />
2639 <attribute arch="slaying" editor="key string" type="string">
2640 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2641 If the player already has a force with that &lt;key string&gt;,
2642 there won't be inserted a second one.
2643 </attribute>
2644 <attribute arch="connected" editor="connection" type="int">
2645 When the detector is triggered, all objects with the same
2646 connection value get activated.
2647 </attribute>
2648 <attribute arch="speed" editor="marking speed" type="float">
2649 The &lt;marking speed&gt; defines how quickly it will mark something
2650 standing on the marker. Set this value rather high to make
2651 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2652 should do fine.
2653 </attribute>
2654 <attribute arch="food" editor="mark duration" type="int">
2655 This value defines the duration of the force it inserts.
2656 If nonzero, the duration of the player's mark is finite:
2657 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2658 means the mark will stay on the player forever.
2659 </attribute>
2660 <attribute arch="name" editor="delete mark" type="string">
2661 When the player steps onto the marker, all existing forces in
2662 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2663 will be removed. If you don't want to remove any marks, leave
2664 this textfield empty.
2665
2666 Note that the string &lt;delete mark&gt; is set as the name of
2667 this marker. So don't be confused, and remember changing the
2668 name will take effect on the marker's functionality.
2669 </attribute>
2670 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2671 In the moment when the player gets marked, this text is displayed
2672 to him. You should really set a message in any marker you create,
2673 because it's the only way for the player to notice what's going on.
2674 </attribute>
2675 </type>
2676 <!--####################################################################-->
2677 <type number="26" name="Timed Gate">
2678 <ignore>
2679 <ignore_list name="non_pickable" />
2680 </ignore>
2681 <description><![CDATA[
2682 Gates play an important role in Crossfire. Gates can be opened
2683 by activating a button/trigger, by speaking passwords (-> magic_ear)
2684 or carrying special key-objects (-> inventory checker).
2685 Unlike locked doors, gates can get shut again after a player has
2686 passed, which makes them more practical in many cases. Unlike normal
2687 gates, timed gates open when triggered but automatically close again
2688 after some time.]]>
2689 </description>
2690 <use><![CDATA[
2691 Use gates to divide your maps into separated areas. After solving
2692 area A, the player gains access to area B, and so on. Make your
2693 maps more complex than "one-way". ]]>
2694 </use>
2695 <attribute arch="no_pick" value="1" type="fixed" />
2696 <attribute arch="connected" editor="connection" type="int">
2697 Whenever the inventory checker is triggered, all objects with identical
2698 &lt;connection&gt; value get activated. This only makes sense together with
2699 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
2700 after some time.
2701 </attribute>
2702 <attribute arch="wc" editor="position state" type="int">
2703 The &lt;position state&gt; defines the position of the gate:
2704 Zero means completely open/down, the "number of animation-steps" (usually
2705 about 6 or 7) means completely closed/up state. I suggest you don't
2706 mess with this value - Leave the default in place.
2707 </attribute>
2708 <attribute arch="no_pass" editor="blocking passage" type="bool">
2709 For open gates, &lt;blocking passage&gt; should be unset.
2710 For closed gates it must be set.
2711 </attribute>
2712 <attribute arch="no_magic" editor="restrict spells" type="bool">
2713 Restricting the use of spells to pass this gate. This has
2714 an effect only if &lt;block view&gt; is disabled.
2715 </attribute>
2716 <attribute arch="damned" editor="restrict prayers" type="bool">
2717 Restricting the use of prayers to pass this door. This has
2718 an effect only if &lt;block view&gt; is disabled.
2719 </attribute>
2720 <attribute arch="hp" editor="open duration" type="int">
2721 Defines the duration the gate remains closed. This only takes effect
2722 if the gate is not connected.
2723 </attribute>
2724 </type>
2725
2726 <!--####################################################################-->
2727 <type number="52" name="Trigger Marker">
2728 <ignore>
2729 <ignore_list name="system_object" />
2730 </ignore>
2731 <description><![CDATA[
2732 A trigger marker is an object that inserts an invisible force (a mark) into a
2733 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
2734 &lt;key string&gt; which can be discovered by detectors or inventory
2735 checkers. It is also possible to use markers for removing marks again.
2736 <br><br>
2737 Note that the player has no possibility to "see" his own marks,
2738 except by the effect that they cause on the maps. ]]>
2739 </description>
2740 <use><![CDATA[
2741 Markers hold real cool possibilities for map-making. I encourage
2742 you to use them frequently. However there is one negative point
2743 about markers: Players don't "see" what's going on with them. It is
2744 your task, as map-creator, to make sure the player is always well
2745 informed and never confused.
2746 <br><br>
2747 Please avoid infinite markers when they aren't needed. They're
2748 using a little space in the player file after all, so if there
2749 is no real purpose, set an expire time. ]]>
2750 </use>
2751 <attribute arch="no_pick" value="1" type="fixed" />
2752 <attribute arch="slaying" editor="key string" type="string">
2753 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2754 If the player already has a force with that &lt;key string&gt;,
2755 there won't be inserted a second one.
2756 </attribute>
2757 <attribute arch="connected" editor="connection" type="int">
2758 Unlike a regular marker this is the connection that triggers this marker to activate.
2759 </attribute>
2760 <attribute arch="food" editor="mark duration" type="int">
2761 This value defines the duration of the force it inserts.
2762 If nonzero, the duration of the player's mark is finite:
2763 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2764 means the mark will stay on the player forever.
2765 </attribute>
2766 <attribute arch="name" editor="delete mark" type="string">
2767 When the player steps onto the marker, all existing forces in
2768 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2769 will be removed. If you don't want to remove any marks, leave
2770 this textfield empty.
2771
2772 Note that the string &lt;delete mark&gt; is set as the name of
2773 this marker. So don't be confused, and remember changing the
2774 name will take effect on the marker's functionality.
2775 </attribute>
2776 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2777 In the moment when the player gets marked, this text is displayed
2778 to him. You should really set a message in any marker you create,
2779 because it's the only way for the player to notice what's going on.
2780 </attribute>
2781 </type>
2782 <!--####################################################################-->
2783 <type number="36" name="Money">
2784 <ignore>
2785 <attribute arch="unpaid" />
2786 </ignore>
2787 <description><![CDATA[
2788 Items of the type Money are handled as currency.
2789 Money cannot be sold/bought in shops. When money is dropped
2790 in a shop, it stays the same.<br>
2791 When a player picks an item from a shop and attempts to
2792 walk over the shop mat, the item's selling-price is automatically
2793 subtracted from the player's money.
2794 <br><br>
2795 For money, always use the default arches.
2796 Don't modify them. ]]>
2797 </description>
2798 <attribute arch="race" value="gold and jewels" type="fixed" />
2799 </type>
2800
2801 <!--####################################################################-->
2802 <type number="0" name="Monster &amp; NPC">
2803 <required>
2804 <attribute arch="is_floor" value="0" />
2805 <attribute arch="alive" value="1" />
2806 <attribute arch="tear_down" value="0" />
2807 </required>
2808 <ignore>
2809 <attribute arch="material" />
2810 <attribute arch="name_pl" />
2811 <attribute arch="nrof" />
2812 <attribute arch="value" />
2813 <attribute arch="unpaid" />
2814 </ignore>
2815 <description><![CDATA[
2816 Monsters can behave in various kinds of ways.
2817 They can be aggressive, attacking the player. Or peaceful,
2818 helping the player - maybe joining him as pet.
2819 The unagressive creatures who communicate with players are
2820 usually called "NPCs" (Non Player Character), a well-known
2821 term in role-play environments. ]]>
2822 </description>
2823 <use><![CDATA[
2824 Monsters play a central role in most maps. Choosing the right
2825 combination of monsters for your map is vital:
2826 <UL>
2827 <LI> Place only monsters of slightly varying (increasing) strength.
2828 It's no fun to play for two hours just to find out the last
2829 monster is unbeatable. Similar, it's not exciting to fight orcs
2830 after passing a room of dragons.<br>
2831 This rule applies only for linear maps (one room after the other),
2832 with treasure at the end. You can sprinkle the treasure around,
2833 or make non-linear maps - That is often more entertaining.
2834 <LI> Places with high level monsters must not be easy to reach.
2835 Balrogs, Dragonmen and the likes should be at the end of a quest,
2836 not at the beginning.
2837 <LI> Don't stick monsters together that tend to kill each other.
2838 Fire- and cold dragons in one room for example is a bad idea.
2839 By weakening and killing each other they are easy prey for players,
2840 not worth the experience they hold.
2841 <LI> Create your own monsters, especially for "boss"-type monsters.
2842 Having stage-bosses guarding treasure is a lot of fun when done right.
2843 Avoid to create monsters with completely non-intuitive abilities:
2844 Don't give ice-spells to firedragons or vice versa. Don't add
2845 draining attack to trolls, etc. Additionally, you should inform the
2846 player before he bumps right into some very special/unusual monster.
2847 <LI> Last but not least: Always keep an eye on the experience your monsters
2848 hold. Design your maps in a way that high experience
2849 is always well-defended. Don't make large rooms full with only one kind
2850 of monster. Keep in mind the different abilities/techniques players
2851 can use.
2852 </UL>
2853 I know it's impossible to make the perfectly balanced map. There's always
2854 some part which is found too easy or too hard for a certain kind of player.
2855 Just give it your best shot. And listen to feedback from players if you
2856 receive some. :-) ]]>
2857 </use>
2858 <attribute arch="alive" value="1" type="fixed" />
2859 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2860 When the monster is killed, items from the treasurelist will
2861 drop to the ground. This is a common way to reward players
2862 for killing (masses of) monsters.
2863
2864 Note that you can always put items into the monster's
2865 inventory. Those will drop-at-kill just like the stuff
2866 from the &lt;treasurelist&gt;.
2867 </attribute>
2868 <attribute arch="level" editor="level" type="int">
2869 A monster's &lt;level&gt; is the most important attribute.
2870 &lt;level&gt; affects the power of a monster in various ways.
2871 </attribute>
2872 <attribute arch="race" editor="race" type="string">
2873 Every monster should have a race set to cathegorize it.
2874 The monster's &lt;race&gt; can have different effects:
2875 Slaying weapons inflict tripple damage against enemy races
2876 and holy word kills only enemy races of the god.
2877 </attribute>
2878 <attribute arch="exp" editor="experience" type="int">
2879 When a player kills this monster, he will get exactly this
2880 amount of &lt;experience&gt;. The experience will flow into
2881 the skill-cathegory the player used for the kill.
2882
2883 If you create special monsters of tweaked strenght/abilities,
2884 always make sure that the &lt;experience&gt; is set to a
2885 reasonable value. Compare with existing arches to get a feeling
2886 what reasonable means. Keep in mind that spellcasting monsters
2887 are a lot harder to kill than non-spellcasters!
2888 </attribute>
2889 <attribute arch="speed" editor="speed" type="float">
2890 The &lt;speed&gt; determines how fast a monster will both move
2891 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2892 </attribute>
2893 <attribute arch="other_arch" editor="breed monster" type="string">
2894 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2895 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2896 can be set to any valid arch-name of a monster. Multipart monster
2897 should not be used.
2898 </attribute>
2899 <attribute arch="generator" editor="multiply" type="bool">
2900 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2901 every once in a while. Mice are a good example for this effect.
2902 If enabled, you must also set &lt;breed monster&gt; or check
2903 &lt;template generation&gt; and put other monsters in the inventory.
2904 </attribute>
2905 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2906 This only takes effect if &lt;multiply&gt; is enabled. The monster
2907 will create a new monster every once in a while by duplicating it's inventory.
2908 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2909 Each time the monster need to generate an object, it will be
2910 a randomly chosen item from the inventory. When generator is destroyed,
2911 inventory is destroyed.
2912 </attribute>
2913 <attribute arch="flying" editor="flying" type="bool">
2914 Flying monsters won't get slowed down in rough terrain
2915 and they won't be affected by movers.
2916 </attribute>
2917 <attribute arch="undead" editor="undead" type="bool">
2918 Several spells only affect undead monsters:
2919 turn undead, banish undead, holy word, etc.
2920 </attribute>
2921 <attribute arch="carrying" editor="carries weight" type="int">
2922 If a monster has something in the inventory, this
2923 value can be set to reflect the slowdown due to
2924 the carried weight.
2925 </attribute>
2926
2927 <section name="melee">
2928 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2929 This number is a bitmask, specifying the monster's attacktypes
2930 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2931 Strong monsters often have more than just physical attacktype.
2932
2933 When a monster with multiple attacktypes hits aan oponent, it will do
2934 as much damage as the "best" of it's attacktypes does. So, the more
2935 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2936 somehow exceptions.
2937 </attribute>
2938 <attribute arch="dam" editor="damage" type="int">
2939 Among other parameters, &lt;damage&gt; affects how much melee damage
2940 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2941 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2942 take effect on the melee damage of a monster.
2943 </attribute>
2944 <attribute arch="wc" editor="weapon class" type="int">
2945 Monsters of high &lt;weapon class&gt; are more likely to really hit
2946 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2947 to &lt;armour class&gt;.
2948 </attribute>
2949 <attribute arch="hp" editor="health points" type="int">
2950 The &lt;health points&gt; of a monster define how long it takes to
2951 kill it. With every successful hit from an opponent, &lt;health points&gt;
2952 get drained - The monster dies by zero &lt;health points&gt;.
2953 </attribute>
2954 <attribute arch="maxhp" editor="max health" type="int">
2955 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2956 monster can have.
2957 </attribute>
2958 <attribute arch="ac" editor="armour class" type="int">
2959 Monsters of low &lt;armour class&gt; are less likely to get hit from
2960 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2961 to &lt;weapon class&gt;.
2962 Values typically range between +20 (very bad) to -20 (quite good).
2963 </attribute>
2964 <attribute arch="Con" editor="healing rate" type="int">
2965 Monsters regenerate this many health points each 4 ticks. Hence, the
2966 healing rate is independent of &lt;speed&gt;.
2967 </attribute>
2968 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2969 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2970 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2971 bounce off.
2972 </attribute>
2973 <attribute arch="hitback" editor="hitback" type="bool">
2974 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2975 to the amount of damage the *attacker* inflicted. This damage
2976 is additional to the regular melee damage of the monster.
2977 As far as I know, hitback uses acid attacktype, and it only takes
2978 effect if the monster actually has acid attacktype at it's disposal.
2979 Acid spheres for example use this feature.
2980 </attribute>
2981 <attribute arch="one_hit" editor="one hit only" type="bool">
2982 Monsters with &lt;one hit only&gt; dissapear after one successful hit
2983 to a player.
2984 </attribute>
2985 </section>
2986
2987 <section name="spellcraft">
2988 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
2989 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
2990 Only wands/rods/etc can be used, given the appropriate abilities.
2991 </attribute>
2992 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
2993 A monster with this flag has the ability to &lt;reflect spells&gt;,
2994 all kinds of spell-bullets and -beams will bounce off.
2995
2996 Generally this flag should not be set because it puts
2997 wizard-type players at an unfair disadvantage.
2998 </attribute>
2999 <attribute arch="sp" editor="spellpoints" type="int">
3000 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3001 them for both wizard- and prayer-spells. However, this value defines
3002 only the amount of *initial* spellpoints the monster starts with.
3003 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3004 and &lt;spellpoint regen.&gt; are more important than just initial
3005 &lt;spellpoints&gt;.
3006 </attribute>
3007 <attribute arch="maxsp" editor="max spellpoints" type="int">
3008 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3009 can hold. Setting this to high values has little effect unless
3010 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3011 "regenerate mana" at it's disposal.
3012 </attribute>
3013 <attribute arch="Pow" editor="spellpoint regen." type="int">
3014 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3015 spellpoint regeneration rate is independent of &lt;speed&gt;.
3016
3017 To make a real tough spellcasting monster, the rate of spellpoint
3018 regeneration is most important. If your monster is still not casting
3019 fast enough, give it the spell-ability of "regenerate mana".
3020 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3021 </attribute>
3022 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3023 Click on the &lt;attuned paths&gt; button to select spellpaths.
3024 The creature will get attuned to the specified spellpaths.
3025 </attribute>
3026 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3027 Click on the &lt;repelled paths&gt; button to select spellpaths.
3028 The creature will get repelled to the specified spellpaths.
3029 </attribute>
3030 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3031 Click on the &lt;denied paths&gt; button to select spellpaths.
3032 The creature won't be able to cast spells of the specified paths.
3033 </attribute>
3034 </section>
3035
3036 <section name="ability">
3037 <attribute arch="Int" editor="detect hidden" type="int">
3038 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3039 hidden/invisible creatures. Higher values make for better
3040 detection-skills. Enabling &lt;see invisible&gt; makes this value
3041 obsolete.
3042 </attribute>
3043 <attribute arch="see_invisible" editor="see invisible" type="bool">
3044 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3045 with by invisible or hiding players. This flag is a must-have
3046 for high-level monsters. When a monster is unable to detect
3047 invisible players, it can be killed without fighting back.
3048 </attribute>
3049 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3050 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3051 by spells of darkness or dark maps. This flag is a "should-have"
3052 for high-level monsters. When a monster is unable to see in
3053 darkness, players can cast darkness and sneak around it safely.
3054 </attribute>
3055 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3056 Monster is able to wield weapon type objects.
3057 </attribute>
3058 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3059 Monster is able to use missile-weapon type objects.
3060 </attribute>
3061 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3062 Monster is able to wear protective equipment like brestplate
3063 armour, shields, helmets etc.
3064 </attribute>
3065 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3066 Monster is able to wear rings.
3067 </attribute>
3068 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3069 Monster is able to use wands and staves.
3070 </attribute>
3071 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3072 Monster is able to use rods.
3073 </attribute>
3074 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3075 Monster is able to read scrolls.
3076 </attribute>
3077 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3078 Monster is able to use skills from it's inventory.
3079 For example, you can put a throwing skill object and some
3080 boulders into the monster's object and set &lt;can use skills&gt;.
3081 </attribute>
3082 </section>
3083
3084 <section name="behave">
3085 <attribute arch="monster" editor="monster behaviour" type="bool">
3086 When &lt;monster behaviour&gt; is enabled, this object will behave
3087 like a monster: It can move and attack enemies (which are
3088 typically players).
3089 This flag should be set for all monsters as-such.
3090 Monsters which don't move, like guards, should also have
3091 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3092 It should *not* be set for things like immobile generators.
3093 </attribute>
3094 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3095 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3096 </attribute>
3097 <attribute arch="friendly" editor="friendly" type="bool">
3098 &lt;friendly&gt; monsters help the player, attacking any
3099 non-friendly monsters in range.
3100 </attribute>
3101 <attribute arch="stand_still" editor="stand still" type="bool">
3102 Monsters which &lt;stand still&gt; won't move to leave their position.
3103 When agressive, they will attack all enemies who get close to
3104 them. This behaviour is commonly known from castle guards.
3105
3106 In older versions of Crossfire it was possible to eventually
3107 push a &lt;stand still&gt;-monster out of position by force.
3108 I believe this is no longer possible. Neverthless, you should
3109 still be cautious when lining up &lt;stand still&gt;-monster in order
3110 to "defend" something: Such monsters are rather easy to kill.
3111 It's good for low level maps, but not much more.
3112 </attribute>
3113 <attribute arch="sleep" editor="asleep" type="bool">
3114 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3115 &lt;sensing range&gt; of the monster. Usually the sensing range is
3116 larger than the players line of sight. Due to that, in most cases
3117 the player won't ever notice weither a monster was asleep or not.
3118 </attribute>
3119 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3120 This entry defines which kinds of environment actions the
3121 creature is able to perform.
3122 </attribute>
3123 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3124 Click on the &lt;pick up&gt; button and select which types of objects
3125 the creature should try to pick up.
3126
3127 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3128 etc are set, then the creature will pick up the matching items even
3129 if this is not set here.
3130 </attribute>
3131 <attribute arch="Wis" editor="sensing range" type="int">
3132 &lt;sensing range&gt; determines how close a player needs to be before
3133 the creature wakes up. This is done as a square, for reasons of speed.
3134 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3135 11x11 square of the monster will wake the monster up. If the player
3136 has stealth, the size of this square is reduced in half plus 1.
3137 </attribute>
3138 <attribute arch="attack_movement" editor="attack movement" type="int">
3139 </attribute>
3140 <attribute arch="run_away" editor="run at % health" type="int">
3141 This is a percentage value in the range 0-100.
3142 When the monster's health points drop below this percentage
3143 (relative to max health), it attempts to run away from the
3144 attacker.
3145 </attribute>
3146 </section>
3147
3148 <section name="resistance">
3149 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3150 </attribute>
3151 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3152 </attribute>
3153 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3154 </attribute>
3155 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3156 </attribute>
3157 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3158 </attribute>
3159 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3160 </attribute>
3161 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3162 </attribute>
3163 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3164 </attribute>
3165 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3166 </attribute>
3167 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3168 </attribute>
3169 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3170 </attribute>
3171 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3172 </attribute>
3173 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3174 </attribute>
3175 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3176 </attribute>
3177 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3178 </attribute>
3179 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3180 </attribute>
3181 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3182 </attribute>
3183 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3184 </attribute>
3185 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3186 </attribute>
3187 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3188 </attribute>
3189 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3190 </attribute>
3191 </section>
3192 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3193 </attribute>
3194 </type>
3195
3196 <!--####################################################################-->
3197 <type number="65" name="Mood Floor">
3198 <ignore>
3199 <ignore_list name="system_object" />
3200 </ignore>
3201 <description><![CDATA[
3202 As the name implies, mood floors can change the "mood" of
3203 a monsters/NPC. For example, an unagressive monster could be
3204 turned mad to start attacking. Similar, an agressive monster
3205 could be calmed. ]]>
3206 </description>
3207 <use><![CDATA[
3208 Mood floors are absolutely cool for NPC interaction. To make an
3209 unaggressive monster/NPC attack, put a creator with "other_arch
3210 furious_floor" under it. Connect the creator to a magic_ear, so the
3211 player speaks a keyword like "stupid sucker" - and the monster attacks.
3212 <br><br>
3213 To turn an NPC into a pet, put a charm_floor under it and connect
3214 it directly to a magic_ear. Then the player speaks a keyword like
3215 "help me" - and the NPC joins him as pet.
3216 <br><br>
3217 (Of course you must always give clear hints about keywords!
3218 And there is no reason why you couldn't use a button/lever/pedestal
3219 etc. instead of a magic_ear.) ]]>
3220 </use>
3221 <attribute arch="no_pick" value="1" type="fixed" />
3222 <attribute arch="last_sp" editor="mood" type="list_mood">
3223 &lt;mood&gt; is used to determine what will happen to the
3224 monster when affected by the mood floor:
3225
3226 &lt;mood&gt; 'furious': Makes all monsters aggressive
3227
3228 &lt;mood&gt; 'angry': As above but pets are unaffected
3229
3230 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3231
3232 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3233
3234 &lt;mood&gt; 'charm': Turns monster into a pet of person
3235 who triggers the square. This setting is not
3236 enabled for continous operation, you need to
3237 insert a &lt;connection&gt; value!
3238 </attribute>
3239 <attribute arch="connected" editor="connection" type="int">
3240 This should only be set in combination with &lt;mood number&gt; 4.
3241 Normally, monsters are affected by the mood floor as soon as they
3242 step on it. But charming (monster -&gt; pet) is too powerful,
3243 so it needs to be activated.
3244
3245 Typically it is connected to an altar, for buying a "hireling".
3246 But a powerful pet could as well be the reward for solving a
3247 quest. Or even better: It could be *part* of a quest!
3248 </attribute>
3249 <attribute arch="no_magic" editor="no spells" type="bool">
3250 If enabled, it is impossible for players to use (wizard-)
3251 spells on that spot.
3252 </attribute>
3253 <attribute arch="damned" editor="no prayers" type="bool">
3254 If enabled, it is impossible for players to use prayers
3255 on that spot. It also prevents players from saving.
3256 </attribute>
3257 </type>
3258
3259 <!--####################################################################-->
3260 <type number="40" name="Mover">
3261 <ignore>
3262 <ignore_list name="non_pickable" />
3263 </ignore>
3264 <description><![CDATA[
3265 Movers move the objects above them. However, only living objects
3266 are affected (monsters/NPCs always, players optional). Movers have
3267 a direction, so players can be made to move in a pattern, and so
3268 can monsters. Motion is involuntary. Additionally, players or
3269 monsters can be "frozen" while ontop of movers so that they MUST
3270 move along a chain of them.
3271 <br><br>
3272 Multisquare monsters can be moved as well, given
3273 enough space. Movers are usually invisible. ]]>
3274 </description>
3275 <use><![CDATA[
3276 NEVER EVER consider a mover being unpassable in the backwards
3277 direction. Setting "forced movement" makes it seemingly impossible
3278 but there is still a trick: One player can push a second player
3279 past the mover, in opposite to the mover's direction! The more
3280 movers, the more players needed. Hence, don't make a treasure
3281 room that is surrounded by movers instead of solid walls/gates.
3282 <br><br>
3283 Btw, it does not make a difference putting movers above or
3284 below the floor. Moreover, movers that are set to be invisible
3285 cannot be discovered with the show_invisible spell.
3286 <br><br>
3287 Note that Movers and Directors are seperate objects, even though
3288 they look and act similar. Directors only do spells/missiles,
3289 while movers only do living creatures (depending on how it
3290 is set: monsters and players). ]]>
3291 </use>
3292 <attribute arch="attacktype" editor="forced movement" type="bool">
3293 If forced movement is enabled, the mover "freezes" anyone it
3294 moves (so they are forced to move along a chain).
3295 For players there is no way to escape this forced movement,
3296 except being pushed by a second player.
3297 </attribute>
3298 <attribute arch="maxsp" editor="freeze duration" type="int">
3299 The player will be "frozen" for that many moves.
3300 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3301 enabled, then &lt;freeze duration&gt; gets assigned the
3302 "default value" 2 automatically.
3303 </attribute>
3304 <attribute arch="speed" editor="movement speed" type="float">
3305 The movement speed value determines how fast a chain of
3306 these movers will push a player along (default is -0.2).
3307 </attribute>
3308 <attribute arch="sp" editor="direction" type="list_direction">
3309 The mover will push creatures in the specified &lt;direction&gt;.
3310 A mover with direction set to &lt;none&gt; will spin clockwise,
3311 thus pushing creatures in unpredictable directions.
3312 </attribute>
3313 <attribute arch="lifesave" editor="gets used up" type="bool">
3314 If enabled, the mover gets "used up" after a certain number of moves
3315 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitly.
3316 </attribute>
3317 <attribute arch="hp" editor="number of uses" type="int">
3318 This value has only a meaning if &lt;gets used up&gt; is set:
3319 &lt;number of uses&gt; is the number of times minus one, that it
3320 will move a creature before disappearing. (It will move
3321 someone &lt;number of uses&gt;+1 times, then vanish).
3322 </attribute>
3323 <section name="targets">
3324 <attribute arch="level" editor="move players" type="bool">
3325 If &lt;move players&gt; is enabled, both players and monsters will be
3326 moved. In the arches' default it is disabled - thus ONLY monsters
3327 get moved. Remember that "monsters" includes NPCs!
3328
3329 This feature provides you with the possibility to make NPCs
3330 literally "come to life". Example: The player is talking with an
3331 NPC, speaking a certain keyword. This triggers a magic_ear and
3332 activates creators, creating (per default: monster-only) movers
3333 under the NPC's feet. The NPC starts "walking" on a predefined
3334 route! Note that it's useful to set this NPC immune to everything,
3335 preventing the player to push the NPC off his trace.
3336 </attribute>
3337 <attribute arch="walk_on" editor="move walking creatures" type="bool">
3338 This should always be set.
3339 </attribute>
3340 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3341 Move flying creatures enabled means all flying (living)
3342 objects will get moved too. If disabled, only walking
3343 (non-flying) creatures will get moved.
3344 </attribute>
3345 </section>
3346 </type>
3347
3348 <!--####################################################################-->
3349 <type number="17" name="Pedestal">
3350 <ignore>
3351 <ignore_list name="non_pickable" />
3352 </ignore>
3353 <description><![CDATA[
3354 Pedestals are designed to detect certain types of living objects.
3355 When a predefined type of living creature steps on the pedestal, the
3356 connected value is triggered. ]]>
3357 </description>
3358 <use><![CDATA[
3359 If you want to create a place where only players of a certain race
3360 can enter, put a teleporter over your pedestal. So the teleporter is
3361 only activated for players of the matching race. Do not use gates,
3362 because many other players could sneak in. If you put powerful
3363 artifacts into such places, generally set "startequip 1", so that
3364 they are preserved for that one race and can't be traded to others. ]]>
3365 </use>
3366 <attribute arch="no_pick" value="1" type="fixed" />
3367 <attribute arch="slaying" editor="match race" type="string">
3368 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3369 matches the monster's or the player's race, we have a match.
3370 Yes, pedestals can detect a player's race! E.g. you could create a
3371 place where only fireborns can enter, by setting "slaying unnatural".
3372
3373 If it is set to "player", any player stepping on the pedestal
3374 is a match. Very useful if you want to open a gate for players
3375 but not for monsters.
3376 </attribute>
3377 <attribute arch="connected" editor="connection" type="int">
3378 When the pedestal is triggered, all objects with the same
3379 connection value get activated.
3380 </attribute>
3381 <attribute arch="walk_on" value="1" type="fixed" />
3382 <attribute arch="walk_off" value="1" type="fixed" />
3383 </type>
3384
3385 <!--####################################################################-->
3386 <type number="94" name="Pit">
3387 <ignore>
3388 <ignore_list name="non_pickable" />
3389 </ignore>
3390 <description><![CDATA[
3391 Pits are holes, transporting the player when he walks (and falls) into them.
3392 A speciality about pits is that they don't transport the player to
3393 the exact destination, but within a two-square radius of the destination
3394 (never on blocked squares).<br>
3395 Optionally, pits can get closed and opened, similar to gates.<br><br>
3396 Monsters and items are affected by pits just as well as players.
3397 Even multipart monsters can fall through them, given enough space. ]]>
3398 </description>
3399 <use><![CDATA[
3400 Pits can add interesting effects to your map. When using them, make
3401 sure to use them in a "logical way": Pits should always drop the
3402 player to some kind of lower level. They should not be used to
3403 randomly interconnect maps like teleporters do. ]]>
3404 </use>
3405 <attribute arch="no_pick" value="1" type="fixed" />
3406 <attribute arch="connected" editor="connection" type="int">
3407 When a &lt;connection&gt; value is set, the pit can be opened/closed
3408 by activating the connection.
3409 </attribute>
3410 <attribute arch="hp" editor="destination X" type="int">
3411 The pit will transport creatures (and items) randomly into a two-square
3412 radius of the destination coordinates.
3413 If the destination square becomes blocked, the pit will act like
3414 being filled up and not work anymore!
3415 </attribute>
3416 <attribute arch="sp" editor="destination Y" type="int">
3417 The pit will transport creatures (and items) randomly into a two-square
3418 radius of the destination coordinates.
3419 If the destination square becomes blocked, the pit will act like
3420 being filled up and not work anymore!
3421 </attribute>
3422 <attribute arch="wc" editor="position state" type="int">
3423 The &lt;position state&gt; defines the position of the gate:
3424 Zero means completely open/down, the "number of animation-steps" (usually
3425 about 6 or 7) means completely closed/up state. I suggest you don't
3426 mess with this value - Leave the default in place.
3427 </attribute>
3428 <attribute arch="walk_on" editor="swallow walking" type="bool">
3429 If set, all walking creatures will fall into the pit.
3430 This does NOT need to be set for closed pits!
3431 </attribute>
3432 <attribute arch="fly_on" editor="swallow flying" type="bool">
3433 If set, all flying creatures will fall into the pit as well.
3434 This is not the behaviour expected from a pit, and it should
3435 only be used for map-mechanisms (e.g. for transporting flying
3436 monsters).
3437 An interesting side-effect: If this flag is enabled, spell
3438 effects like fire/snow also make their way through the pit.
3439 </attribute>
3440 </type>
3441
3442 <!--####################################################################-->
3443 <type number="7" name="Poison Food">
3444 <description><![CDATA[
3445 When eating, the player's stomache is drained by 1/4 of food.
3446 If his food drops to zero, the player might even die. ]]>
3447 </description>
3448 </type>
3449
3450 <!--####################################################################-->
3451 <type number="5" name="Potion">
3452 <description><![CDATA[
3453 The player can drink these and gain various kinds of benefits
3454 (/penalties) by doing so. ]]>
3455 </description>
3456 <use><![CDATA[
3457 One potion should never give multiple benefits at once. ]]>
3458 </use>
3459 <attribute arch="level" editor="potion level" type="int">
3460 If the potion contains a spell, the spell is cast at this level.
3461 For other potions it should be set at least to 1.
3462 </attribute>
3463 <attribute arch="sp" editor="spell" type="spell">
3464 When a player drinks this potion, the selected spell
3465 will be casted (once). This should work for any given spell.
3466 E.g. heal is "sp 35", magic power is "sp 67".
3467 </attribute>
3468 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3469 There are two types of special effects for potions:
3470 'life restoration' - restore the player's stats lost by death or draining
3471 (this has nothing in common with the restoration spell!)
3472 'improvement' - increase the player's maximum health/mana/grace
3473 by a very small amount.
3474 </attribute>
3475 <attribute arch="cursed" editor="cursed" type="bool">
3476 If a potion is cursed, benefits generally turn into penalties.
3477 Note that potions can be "uncursed" by praying over an altar,
3478 with relative ease. *But* the potion must be identified to notice
3479 that it is cursed &gt;:)
3480 </attribute>
3481 <attribute arch="startequip" editor="godgiven item" type="bool">
3482 A godgiven item vanishes as soon as the player
3483 drops it to the ground.
3484 </attribute>
3485 <section name="stats">
3486 <attribute arch="Str" editor="strength" type="int">
3487 The player's strentgh will rise/fall by the given value for permanent
3488 (of course there is an upper limit). Generally there shouldn't be stat
3489 potions granting more than one stat. Cursed potions will subtract the
3490 stats if positive.
3491 </attribute>
3492 <attribute arch="Dex" editor="dexterity" type="int">
3493 The player's dexterity will rise/fall by the given value for permanent
3494 (of course there is an upper limit). Generally there shouldn't be stat
3495 potions granting more than one stat. Cursed potions will subtract the
3496 stats if positive.
3497 </attribute>
3498 <attribute arch="Con" editor="constitution" type="int">
3499 The player's constitution will rise/fall by the given value for permanent
3500 (of course there is an upper limit). Generally there shouldn't be stat
3501 potions granting more than one stat. Cursed potions will subtract the
3502 stats if positive.
3503 </attribute>
3504 <attribute arch="Int" editor="intelligence" type="int">
3505 The player's intelligence will rise/fall by the given value for permanent
3506 (of course there is an upper limit). Generally there shouldn't be stat
3507 potions granting more than one stat. Cursed potions will subtract the
3508 stats if positive.
3509 </attribute>
3510 <attribute arch="Pow" editor="power" type="int">
3511 The player's power will rise/fall by the given value for permanent
3512 (of course there is an upper limit). Generally there shouldn't be stat
3513 potions granting more than one stat. Cursed potions will subtract the
3514 stats if positive.
3515 </attribute>
3516 <attribute arch="Wis" editor="wisdom" type="int">
3517 The player's wisdom will rise/fall by the given value for permanent
3518 (of course there is an upper limit). Generally there shouldn't be stat
3519 potions granting more than one stat. Cursed potions will subtract the
3520 stats if positive.
3521 </attribute>
3522 <attribute arch="Cha" editor="charisma" type="int">
3523 The player's charisma will rise/fall by the given value for permanent
3524 (of course there is an upper limit). Generally there shouldn't be stat
3525 potions granting more than one stat. Cursed potions will subtract the
3526 stats if positive.
3527 </attribute>
3528 </section>
3529 <section name="resistance">
3530 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3531 The player's resistance to physical will rise by this value in percent
3532 (range -100 till +100). The effect is only temporare, and it does NOT
3533 add on the values from the player's equipment.
3534 Cursed potions will make negative resistance.. very nasty in combat!
3535 </attribute>
3536 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3537 The player's resistance to magic will rise by this value in percent
3538 (range -100 till +100). The effect is only temporare, and it does NOT
3539 add on the values from the player's equipment.
3540 Cursed potions will make negative resistance.. very nasty in combat!
3541 </attribute>
3542 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3543 The player's resistance to fire will rise by this value in percent
3544 (range -100 till +100). The effect is only temporare, and it does NOT
3545 add on the values from the player's equipment.
3546 Cursed potions will make negative resistance.. very nasty in combat!
3547 </attribute>
3548 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3549 The player's resistance to electricity will rise by this value in percent
3550 (range -100 till +100). The effect is only temporare, and it does NOT
3551 add on the values from the player's equipment.
3552 Cursed potions will make negative resistance.. very nasty in combat!
3553 </attribute>
3554 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3555 The player's resistance to cold will rise by this value in percent
3556 (range -100 till +100). The effect is only temporare, and it does NOT
3557 add on the values from the player's equipment.
3558 Cursed potions will make negative resistance.. very nasty in combat!
3559 </attribute>
3560 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3561 The player's resistance to acid will rise by this value in percent
3562 (range -100 till +100). The effect is only temporare, and it does NOT
3563 add on the values from the player's equipment.
3564 Cursed potions will make negative resistance.. very nasty in combat!
3565 </attribute>
3566 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3567 The player's resistance to confusion will rise by this value in percent
3568 (range -100 till +100). The effect is only temporare, and it does NOT
3569 add on the values from the player's equipment.
3570 Cursed potions will make negative resistance.. very nasty in combat!
3571 </attribute>
3572 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3573 The player's resistance to weaponmagic will rise by this value in percent
3574 (range -100 till +100). The effect is only temporare, and it does NOT
3575 add on the values from the player's equipment.
3576 Cursed potions will make negative resistance.. very nasty in combat!
3577 </attribute>
3578 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3579 The player's resistance to paralyze will rise by this value in percent
3580 (range -100 till +100). The effect is only temporare, and it does NOT
3581 add on the values from the player's equipment.
3582 Cursed potions will make negative resistance.. very nasty in combat!
3583 </attribute>
3584 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3585 The player's resistance to draining will rise by this value in percent
3586 (range -100 till +100). The effect is only temporare, and it does NOT
3587 add on the values from the player's equipment.
3588 Cursed potions will make negative resistance.. very nasty in combat!
3589 </attribute>
3590 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3591 The player's resistance to depletion will rise by this value in percent
3592 (range -100 till +100). The effect is only temporare, and it does NOT
3593 add on the values from the player's equipment.
3594 Cursed potions will make negative resistance.. very nasty in combat!
3595 </attribute>
3596 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3597 The player's resistance to poison will rise by this value in percent
3598 (range -100 till +100). The effect is only temporare, and it does NOT
3599 add on the values from the player's equipment.
3600 Cursed potions will make negative resistance.. very nasty in combat!
3601 </attribute>
3602 </section>
3603 </type>
3604
3605 <!--####################################################################-->
3606 <type number="156" name="Power Crystal">
3607 <description><![CDATA[
3608 Power crystals can store a player's mana:
3609 When the player applies the crystal with full mana, half of
3610 it flows into the crystal. When the player applies it with
3611 lacking mana, the crystal replenishes the player's mana. ]]>
3612 </description>
3613 <attribute arch="sp" editor="initial mana" type="int">
3614 &lt;initial mana&gt; is the amount of spellpoints that the
3615 crystal holds when the map is loaded.
3616 </attribute>
3617 <attribute arch="maxsp" editor="mana capacity" type="int">
3618 The &lt;mana capacity&gt; defines how much mana can be stored
3619 in the crystal. This is what makes the crystal interesting.
3620 Wizard-players will always seek for crystals with large
3621 capacities.
3622 </attribute>
3623 </type>
3624
3625 <!--####################################################################-->
3626 <type number="13" name="Projectile">
3627 <description><![CDATA[
3628 Projectiles like arrows/crossbow bolts are used as ammunition
3629 for shooting weapons.
3630 <br><br>
3631 It's very easy to add new pairs of weapons &amp; projectiles.
3632 Just set matching &lt;ammunition class&gt; both for shooting
3633 weapon and projectile. ]]>
3634 </description>
3635 <use><![CDATA[
3636 If you want to create new kinds of projectiles, you could
3637 add an alchemical receipe to create these.
3638
3639 Don't create new pairs of weapons &amp; projectiles unless
3640 they really fullfill a useful purpose. In fact, even bows
3641 and crossbows are rarely ever used. ]]>
3642 </use>
3643 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3644 This number is a bitmask, specifying the projectile's attacktypes.
3645 Attacktypes are: physical, magical, fire, cold.. etc.
3646 This works identical to melee weapons. Note that shooting
3647 weapons cannot have attacktypes.
3648 </attribute>
3649 <attribute arch="race" editor="ammunition class" type="string">
3650 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3651 these projectiles. For arrows set "arrows", for crossbow bolts
3652 set "crossbow bolts" (big surprise).
3653
3654 In certain cases, the ammunition class is displayed in the game.
3655 Hence, when you create a new ammunition class, choose an
3656 intuitive name like "missiles", "spirit bolts" - whatever.
3657
3658 You can also make special containers holding these projectiles
3659 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3660 </attribute>
3661 <attribute arch="slaying" editor="slaying race" type="string">
3662 Slaying means the weapon does tripple (3x) damage to monsters
3663 of the specified race. If &lt;slaying race&gt; matches an arch name,
3664 only monsters of that archtype receive tripple damage.
3665 Tripple damage is very effective.
3666 </attribute>
3667 <attribute arch="dam" editor="damage" type="int">
3668 The projectile &lt;damage&gt; significantly affects the damage
3669 done. Damage can be further increased by the shooting
3670 weapon's attributes.
3671 </attribute>
3672 <attribute arch="wc" editor="weaponclass" type="int">
3673 This value is supposed to be the base &lt;weaponclass&gt;,
3674 but it seems to have rather little effect.
3675 High values are good here, low values bad.
3676 </attribute>
3677 <attribute arch="food" editor="chance to break" type="int">
3678 The &lt;chance to break&gt; defines the breaking probability when this
3679 projectile hits an obstacle, e.g. wall or monster.
3680 The value is the %-chance to break, ranging from 0 (never breaking)
3681 to 100 (breaking at first shot).
3682 </attribute>
3683 <attribute arch="magic" editor="magic bonus" type="int">
3684 Magic bonus increases chance to hit and damage a little bit.
3685 </attribute>
3686 <attribute arch="unique" editor="unique item" type="bool">
3687 Unique items exist only one time on a server. If the item
3688 is taken, lost or destroyed - it's gone for good.
3689 </attribute>
3690 <attribute arch="startequip" editor="godgiven item" type="bool">
3691 A godgiven item vanishes as soon as the player
3692 drops it to the ground.
3693 </attribute>
3694 <attribute arch="no_drop" editor="don't drop" type="bool">
3695 When a monster carries a projectile with &lt;don't drop&gt;,
3696 this item will never drop to the ground but
3697 vanish instead. If this object is shot, it can still drop
3698 after hitting an obstacle. You can prevent this by
3699 setting &lt;chance to break&gt; 100.
3700 </attribute>
3701 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3702 This text may describe the projectile. This
3703 could be nice for very special ones.
3704 </attribute>
3705 </type>
3706
3707 <!--####################################################################-->
3708 <type number="70" name="Ring">
3709 <import_type name="Amulet" />
3710 <description><![CDATA[
3711 Rings are worn on the hands - one ring each.
3712 Wearing rings, the object's stats will directly be inherited to
3713 the player. Usually enhancing his spellcasting potential. ]]>
3714 </description>
3715 <use><![CDATA[
3716 When you create an artifact ring, never forget that players can
3717 wear <B>two</B> rings! Due to that it is extremely important to
3718 keep rings in balance with the game.
3719 <br><br>
3720 Also keep in mind that rings are generally the wizard's tools.
3721 They should primarily grant bonuses to spellcasting abilities
3722 and non-physical resistances. ]]>
3723 </use>
3724 </type>
3725
3726 <!--####################################################################-->
3727 <type number="3" name="Rod">
3728 <ignore>
3729 <attribute arch="title" />
3730 </ignore>
3731 <description><![CDATA[
3732 A rod contains a spell. The player can use this spell by applying and
3733 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3734 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3735 used endlessly. ]]>
3736 </description>
3737 <use><![CDATA[
3738 Rods with healing/curing spells are extremely powerful. Usually, potions have
3739 to be used for that purpose. Though, potions are expensive and only good for
3740 one-time-use.<br> ]]>
3741 </use>
3742 <attribute arch="sp" editor="spell" type="spell">
3743 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3744 rods to players, since they can be used endlessly without any mana cost!
3745 Rods with heal/ restoration/ protection spells, IF available, MUST be
3746 very very VERY hard to get!
3747 </attribute>
3748 <attribute arch="level" editor="casting level" type="int">
3749 The casting level of the &lt;spell&gt; determines it's power.
3750 For attack spells, level should be set to something reasonable.
3751 </attribute>
3752 <attribute arch="hp" editor="initial spellpoints" type="int">
3753 This value represents the initial amount of spellpoints in the rod.
3754 Naturally, this is quite unimportant.
3755 </attribute>
3756 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3757 When the rod is fully charged up, it will hold this maximum amount of
3758 spellpoints. Make sure it is enough to cast the contained spell at least
3759 once. But don't set the value too high, as that might make the rod
3760 too effective.
3761 </attribute>
3762 <attribute arch="startequip" editor="godgiven item" type="bool">
3763 A godgiven item vanishes as soon as the player
3764 drops it to the ground.
3765 </attribute>
3766 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3767 This text may contain a description of the rod.
3768 </attribute>
3769 </type>
3770
3771 <!--####################################################################-->
3772 <type number="154" name="Rune">
3773 <ignore>
3774 <attribute arch="no_pick" />
3775 <attribute arch="title" />
3776 <attribute arch="name_pl" />
3777 <attribute arch="weight" />
3778 <attribute arch="value" />
3779 <attribute arch="material" />
3780 <attribute arch="unpaid" />
3781 </ignore>
3782 <description><![CDATA[
3783 A rune is a magical enscription on the dungeon floor.
3784 <br><br>
3785 Runes hit any monster or person who steps on them for 'dam' damage in
3786 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3787 and will cast this spell when it detonates. Yet another kind is the
3788 "summoning rune", summoning predefined monsters of any kind, at detonation.
3789 <br><br>
3790 Many runes are already defined in the archetypes. ]]>
3791 </description>
3792 <use><![CDATA[
3793 Avoid monsters stepping on your runes. For example, summoning runes
3794 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3795 </use>
3796 <attribute arch="no_pick" value="1" type="fixed" />
3797 <attribute arch="walk_on" value="1" type="fixed" />
3798 <attribute arch="level" editor="rune level" type="int">
3799 This value sets the level the rune will cast the spell it contains at,
3800 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3801 (&lt;rune level&gt; 0 runes won't detonate at all!)
3802
3803 Level Also effects how easily a rune may be found and disarmed, and
3804 how much experience the player gets for doing so. Beware: High level
3805 runes can be quite a cheap source of experience! So either make them
3806 tough, or keep the level low.
3807 </attribute>
3808 <attribute arch="Cha" editor="visibility" type="int">
3809 This value determines what fraction of the time the rune is visible:
3810 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3811 how easily the rune may be found.
3812 </attribute>
3813 <attribute arch="hp" editor="number of charges" type="int">
3814 The rune will detonate &lt;number of charges&gt; times before disappearing.
3815 </attribute>
3816 <attribute arch="dam" editor="direct damage" type="int">
3817 &lt;direct damage&gt; specifies how much damage is done by the rune,
3818 if it doesn't contain a spell. This should be set in reasonable
3819 relation to the rune's level.
3820 </attribute>
3821 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3822 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3823 attribute defines what attacktype to use for direct damage when
3824 the rune detonates.
3825 </attribute>
3826 <section name="spellcraft">
3827 <attribute arch="sp" editor="spell" type="spell">
3828 The selected &lt;spell&gt; defines the spell in the rune, if any.
3829 (Many runes do direct damage).
3830 </attribute>
3831 <attribute arch="slaying" editor="spell name" type="string">
3832 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3833 but if present, overrides the &lt;spell&gt; setting.
3834 </attribute>
3835 <attribute arch="other_arch" editor="spell arch" type="string">
3836 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3837 is optional, but if present, overrides the &lt;spell&gt; setting.
3838 You can choose any of the existing arches.
3839 </attribute>
3840 <attribute arch="maxsp" editor="direction" type="list_direction">
3841 If set, the rune will cast it's containing spell (if any) in
3842 this &lt;direction&gt;.In most cases this appears useless because
3843 the spell directly hits the player.
3844 </attribute>
3845 <attribute arch="race" editor="summon monster" type="string">
3846 If this is set to the arch name of any monster, together with
3847 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3848 of those on detonation. (dam and attacktype will still be ignored
3849 in this case). Runes are even capable of summoning multi-square
3850 monsters, given enough space. You'd better test it though.
3851 </attribute>
3852 <attribute arch="maxhp" editor="summon amount" type="int">
3853 This should only be set to a summoning rune. It will then summon
3854 that many creatures of the kind &lt;summon monster&gt;.
3855 </attribute>
3856 </section>
3857 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3858 When the rune detonates, this text is displayed to the
3859 victim. For especially powerful runes, create an appropriate
3860 thrilling description. ;)
3861 </attribute>
3862 </type>
3863
3864 <!--####################################################################-->
3865 <type number="106" name="Savebed">
3866 <ignore>
3867 <ignore_list name="non_pickable" />
3868 </ignore>
3869 <description><![CDATA[
3870 When the player applies a savebed, he is not only saved. Both his
3871 respawn-after-death and his word-of-recall positions are pointing
3872 to the last-applied savebed. ]]>
3873 </description>
3874 <use><![CDATA[
3875 Put savebed locations in towns, do not put them into dungeons.
3876 It is absolutely neccessary that a place with savebeds is 100% secure.
3877 That means:
3878 <UL>
3879 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3880 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3881 <LI> Insert a relyable exit! Make sure there is no possibility that
3882 players get trapped in a savebed location.
3883 <LI> If possible, mark the whole site as no-spell area (Insert this
3884 arch called "dungeon_magic" everywhere). This is not required,
3885 but it makes the place much more safe.
3886 </UL> ]]>
3887 </use>
3888 <attribute arch="no_pick" value="1" type="fixed" />
3889 <attribute arch="no_magic" value="1" type="fixed" />
3890 <attribute arch="damned" value="1" type="fixed" />
3891 </type>
3892
3893 <!--####################################################################-->
3894 <type number="14" name="Shooting Weapon">
3895 <description><![CDATA[
3896 Schooting weapons like bows/crossbows are used to shoot projectiles
3897 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3898 wielded both at the same time. Like with any other equipment,
3899 stats/bonuses from shooting weapons are directly inherited to the player.
3900 <br><br>
3901 It's very easy to add new pairs of weapons &amp; projectiles.
3902 Just set matching &lt;ammunition class&gt; both for shooting
3903 weapon and projectile. ]]>
3904 </description>
3905 <use><![CDATA[
3906 Shooting weapons should not add bonuses in general. There's already
3907 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3908 Schooting weapons should especially not add bonuses to the player
3909 that have nothing to do with schooting. A Wisdom bonus on a bow
3910 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3911 - still crap. ]]>
3912 </use>
3913 <attribute arch="race" editor="ammunition class" type="string">
3914 Only projectiles with matching &lt;ammunition class&gt; can be fired
3915 with this weapon. For normal bows set "arrows", for normal
3916 crossbows set "crossbow bolts".
3917
3918 In certain cases, the ammunition class is displayed in the game.
3919 Hence, when you create a new ammunition class, choose an
3920 intuitive name like "missiles", "spirit bolts" - whatever.
3921 </attribute>
3922 <attribute arch="sp" editor="shooting speed" type="int">
3923 After shooting a projectile, the player is frozen for a short
3924 period of time (to prevent shooting arrows machine-gun-like).
3925 The greater &lt;shooting speed&gt;, the shorter this period of time.
3926 1 is minimum (=worst) and 100 is maximum (=best) value.
3927
3928 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3929 SET IT TO ZERO! (That would freeze the player for eternety).
3930 </attribute>
3931 <attribute arch="dam" editor="base damage" type="int">
3932 The &lt;base damage&gt; significantly affects the damage done
3933 by using this weapon. This damage is added to the projectile
3934 damage and then (if &lt;ignore strength&gt; disabled) a bonus
3935 according to the player's strength is added.
3936 </attribute>
3937 <attribute arch="wc" editor="weaponclass" type="int">
3938 This value is supposed to be the base &lt;weaponclass&gt;,
3939 but it seems to have rather little effect.
3940 High values are good here, low values bad.
3941 </attribute>
3942 <attribute arch="item_power" editor="item power" type="int">
3943 The &lt;item power&gt; value measures how "powerful" an artifact is.
3944 Players will only be able to wear equipment with a certain total
3945 amount of &lt;item power&gt;, depending on their own level. This is the
3946 only way to prevent low level players to wear "undeserved" equipment
3947 (like gifts from other players or cheated items).
3948
3949 It is very important to adjust the &lt;item power&gt; value carefully
3950 for every artifact you create! If zero/unset, the CF server will
3951 calculate a provisional value at runtime, but this is never
3952 going to be an accurate measurement of &lt;item power&gt;.
3953 </attribute>
3954 <attribute arch="no_strength" editor="ignore strength" type="bool">
3955 Usually the player's strentgh takes effect on the damage
3956 done by the shooting weapon. If &lt;ignore strength&gt; is set,
3957 the player's strength is ignored.
3958 </attribute>
3959 <attribute arch="damned" editor="damnation" type="bool">
3960 A damned shooting weapon cannot be unwielded unless
3961 the curse is removed. Removing damnations is
3962 a tick harder than removing curses.
3963 </attribute>
3964 <attribute arch="cursed" editor="curse" type="bool">
3965 A cursed shooting weapon cannot be unwielded unless
3966 the curse is removed.
3967 </attribute>
3968 <attribute arch="unique" editor="unique item" type="bool">
3969 Unique items exist only one time on a server. If the item
3970 is taken, lost or destroyed - it's gone for good.
3971 </attribute>
3972 <attribute arch="startequip" editor="godgiven item" type="bool">
3973 A godgiven item vanishes as soon as the player
3974 drops it to the ground.
3975 </attribute>
3976 <section name="stats">
3977 <attribute arch="Str" editor="strength" type="int">
3978 The player's strentgh will rise/fall by the given value
3979 while wearing this shooting weapon.
3980 </attribute>
3981 <attribute arch="Dex" editor="dexterity" type="int">
3982 The player's dexterity will rise/fall by the given value
3983 while wearing this shooting weapon.
3984 </attribute>
3985 <attribute arch="Con" editor="constitution" type="int">
3986 The player's constitution will rise/fall by the given value
3987 while wearing this shooting weapon.
3988 </attribute>
3989 <attribute arch="Int" editor="intelligence" type="int">
3990 The player's intelligence will rise/fall by the given value
3991 while wearing this shooting weapon.
3992 </attribute>
3993 <attribute arch="Pow" editor="power" type="int">
3994 The player's power will rise/fall by the given value
3995 while wearing this shooting weapon.
3996 </attribute>
3997 <attribute arch="Wis" editor="wisdom" type="int">
3998 The player's wisdom will rise/fall by the given value while
3999 wearing this shooting weapon.
4000 </attribute>
4001 <attribute arch="Cha" editor="charisma" type="int">
4002 The player's charisma will rise/fall by the given value
4003 while wearing this shooting weapon.
4004 </attribute>
4005 </section>
4006 <section name="bonus">
4007 <attribute arch="luck" editor="luck bonus" type="int">
4008 With positive luck bonus, the player is more likely to
4009 succeed in all sorts of things (spellcasting, praying,...).
4010 Unless the &lt;luck bonus&gt; is very high, the effect will be
4011 barely visible in-game. Luck bonus on one piece of equipment
4012 should never exceed 3, and such bonus should not be too
4013 frequently available.
4014 </attribute>
4015 <attribute arch="magic" editor="magic bonus" type="int">
4016 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4017 I'm not sure what exactly is increased - maybe weaponclass?
4018 However, &lt;magic bonus&gt; seems to have a little bit of positive
4019 influence on your chance to hit.
4020 </attribute>
4021 </section>
4022 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4023 This text describes the weapons's "story". Every decent artifact weapon
4024 should have such a description.
4025 </attribute>
4026 </type>
4027
4028 <!--####################################################################-->
4029 <type number="111" name="Scroll">
4030 <ignore>
4031 <attribute arch="title" />
4032 </ignore>
4033 <description><![CDATA[
4034 Scrolls contain spells (similar to spell-potions). Unlike potions,
4035 scrolls require a certain literacy skill to read successfully.
4036 Accordingly, for a successful reading, a small amount of
4037 experience is gained. Scrolls allow only one time usage, but
4038 usually they are sold in bulks. ]]>
4039 </description>
4040 <use><![CDATA[
4041 For low level quests, scrolls of healing/curing-spells
4042 can be a nice reward. At higher levels, scrolls become less
4043 and less useful. ]]>
4044 </use>
4045 <attribute arch="level" editor="casting level" type="int">
4046 The spell of the scroll will be casted at this level.
4047 This value should always be set, at least to 1.
4048 </attribute>
4049 <attribute arch="sp" editor="spell" type="spell">
4050 When a player/monster applies this scroll, the selected &lt;spell&gt;
4051 will be casted (once). This should work for any given spell.
4052 </attribute>
4053 <attribute arch="startequip" editor="godgiven item" type="bool">
4054 A godgiven item vanishes as soon as the player
4055 drops it to the ground.
4056 </attribute>
4057 </type>
4058
4059 <!--####################################################################-->
4060 <type number="33" name="Shield">
4061 <import_type name="Amulet" />
4062 <description><![CDATA[
4063 Wearing a shield, the object's stats will directly be inherited to
4064 the player. Shields usually provide good defense, only surpassed
4065 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4066 </description>
4067 <use><![CDATA[
4068 Feel free to create your own special artifacts. However, it is very
4069 important that you keep your artifact in balance with existing maps. ]]>
4070 </use>
4071 <attribute arch="magic" editor="magic bonus" type="int">
4072 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4073 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4074 than direct armour-class bonus on the shield.
4075 </attribute>
4076 </type>
4077
4078 <!--####################################################################-->
4079 <type number="68" name="Shop Floor">
4080 <ignore>
4081 <ignore_list name="non_pickable" />
4082 </ignore>
4083 <description><![CDATA[
4084 Shop floor is used for shops. It acts like a combination of the
4085 common floor- and the treasure type: When the map is loaded,
4086 randomitems (depending on the setings) are generated on it.
4087 These items are all flagged as unpaid.
4088 When a player drops an item onto shop floor, the item becomes
4089 unpaid and the player receives payment according to the item's
4090 selling-value.
4091 Shopfloor always prevents magic (To hinder players from burning
4092 or freezing the goods). ]]>
4093 </description>
4094 <use><![CDATA[
4095 Tile your whole shop-interior space which shop floor.
4096 (That assures players receive payment for dropping items).
4097 Place shop mats to enter/leave the shop, and make sure
4098 there is no other exit than the shop mat. ]]>
4099 </use>
4100 <attribute arch="is_floor" value="1" type="fixed" />
4101 <attribute arch="no_pick" value="1" type="fixed" />
4102 <attribute arch="no_magic" value="1" type="fixed" />
4103 <attribute arch="auto_apply" editor="generate goods" type="bool">
4104 If enabled, items will appear on this square when the map is loaded.
4105 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4106 are generated. The items will be unpaid.
4107 </attribute>
4108 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4109 This entry determines what kind of treasure will appear, when
4110 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4111 for details about existing treasurelists.
4112 </attribute>
4113 <attribute arch="exp" editor="quality level" type="int">
4114 The &lt;quality level&gt; will be used for the quality of the generated
4115 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4116 doesn't need to be set, unless you want extraordinarily good/bad
4117 quality. If you want to make a shop with very high quality, meaybe
4118 charge an entrance fee, or make the shop hard-to-come-by.
4119 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4120 and appearance of artifact-items.
4121 </attribute>
4122 <attribute arch="damned" editor="no prayers" type="bool">
4123 If enabled, it is impossible for players to use prayers
4124 on that spot. It also prevents players from saving.
4125 (Remember that &lt;no magic&gt; is always set for shop floors.)
4126 </attribute>
4127 </type>
4128
4129 <!--####################################################################-->
4130 <type number="69" name="Shop Mat">
4131 <ignore>
4132 <ignore_list name="non_pickable" />
4133 </ignore>
4134 <description><![CDATA[
4135 Shop mats are used for entering/leaving shops. You should always
4136 have exactly TWO shop mats on your shop-map: One inside the
4137 "shopping-area" and one outside. Shop mats don't use exit paths/
4138 or -destinations. When stepping onto a shopmat the player gets beamed
4139 to the nearest other mat. If the player has unpaid items in his
4140 inventory, the price gets charged from his coins automatically.
4141 If the player has insufficient coins to buy his unpaid items, he
4142 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4143 </description>
4144 <use><![CDATA[
4145 As stated above, always place TWO shop mats into your shop.
4146 Not more and not less than that. ]]>
4147 </use>
4148 <attribute arch="no_pick" value="1" type="fixed" />
4149 <attribute arch="walk_on" editor="apply by walking" type="bool">
4150 If set, the player can enter/leave the
4151 shop by just walking into the shop mat.
4152 </attribute>
4153 <attribute arch="fly_on" editor="apply by flying" type="bool">
4154 If set, the player can enter/leave the
4155 shop by "flying" into the shop mat.
4156 </attribute>
4157 </type>
4158
4159 <!--####################################################################-->
4160 <type number="98" name="Sign &amp; MagicMouth">
4161 <ignore>
4162 <ignore_list name="non_pickable" />
4163 </ignore>
4164 <description><![CDATA[
4165 The purpose of a sign or magic_mouth is to display a certain message to
4166 the player. There are three ways to have the player get this message:
4167 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4168 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4169 </description>
4170 <use><![CDATA[
4171 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4172 some true roleplay feeling to your maps, support your storyline or give
4173 hints about hidden secrets/dangers. Place signs to provide the player
4174 with all kinds of useful information for getting along in your maps. ]]>
4175 </use>
4176 <attribute arch="connected" editor="connection" type="int">
4177 When a connection value is set, the message will be printed whenever
4178 the connection is triggered. This should be used in combination with
4179 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4180 If activating your magic_mouth this way, the message will not only be
4181 printed to one player, but all players on the current map.
4182 </attribute>
4183 <attribute arch="walk_on" editor="activate by walking" type="bool">
4184 If set, the player gets the message when walking ontop of the object.
4185 "invisible 1" should be set in this case. This is the typical configuration
4186 for a "magic_mouth": The player walks through a dungeon and suddenly he
4187 gets a message. Use this to create some roleplay atmosphere, and to inform
4188 the player about possible dangers or secrets.
4189 </attribute>
4190 <attribute arch="fly_on" editor="activate by flying" type="bool">
4191 If set, the player gets the message when flying (=levitating) ontop
4192 of the object. Usually this should be set together with walk_on.
4193 </attribute>
4194 <attribute arch="food" editor="counter" type="int">
4195 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4196 (printing the message) only that many times. For signs this really shouldn't
4197 be used, while for magic_mouths it is extremely helpful.
4198 Monsters walking over the magic_mouth do not decrease the counter.
4199
4200 Often, you might want to have a message displayed only one time. For example:
4201 The player enters your map and you put a magic_mouth to tell him about the
4202 monsters and how dangerous they look and all. Later, when all the monsters
4203 are killed and the player leaves the map, displaying the same message a
4204 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4205 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4206 </attribute>
4207 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4208 This text will be displayed to the player.
4209 </attribute>
4210 </type>
4211
4212 <!--####################################################################-->
4213 <type number="43" name="Skill">
4214 <ignore>
4215 <ignore_list name="system_object" />
4216 </ignore>
4217 <description><![CDATA[
4218 Skills are objects which exist in the player/monster inventory.
4219 Both NPC/monsters and players use the same skill archetypes. Not all skills
4220 are enabled for monster use however. ]]>
4221 </description>
4222 <use><![CDATA[
4223 For mapmaking, Skill objects serve two purposes:
4224 <p>First, the predefined skill archtypes (in the 'skills' directory)
4225 can be seen as the global skill definitions. A skill which doesn't
4226 exists as an archtype cannot be learned or used by players. When you
4227 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4228 of defined skill archtypes, because those strings are used as a reference in
4229 many skill-related objects.
4230 </p><p>
4231 Secondly, in order to enable monsters to use skills, you will need to
4232 copy default skill archtypes into the monsters' inventories.
4233 You can even customize the skills by changing stats. It is not
4234 recommended however, to use skills in your maps which are totally
4235 unrelated to any predefined skill archtype.</p> ]]>
4236 </use>
4237 <attribute arch="invisible" value="1" type="fixed" />
4238 <attribute arch="no_drop" value="1" type="fixed" />
4239 <attribute arch="skill" editor="skill name" type="string">
4240 The &lt;skill name&gt; is used for matchings. When a usable
4241 object has an identical &lt;skill name&gt;, players
4242 (or monsters) will need this skill to apply/use the object.
4243 </attribute>
4244 <attribute arch="expmul" editor="exp multiplier" type="float">
4245 This is the ratio of experience the players total should increase by
4246 when this skill is used. If this is zero, then experience only goes to
4247 to the skill. Values higher than 1 are allowed. Note that experience
4248 rewarded to the players total is in addition to that given to the
4249 skill. Eg, if player should get 500 exp for using a skill, and
4250 expmul is 1, the player will get 500 added to that skill as well as
4251 500 to their total.
4252 </attribute>
4253 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4254 The &lt;skill type&gt; defines the base functionality of the skill.
4255 Skill types are hardcoded in the Crossfire server. It isn't hard to
4256 create new skill types, but it requires a bit of server-coding.
4257 </attribute>
4258 <attribute arch="level" editor="level" type="int">
4259 </attribute>
4260 <attribute arch="exp" editor="experience" type="int">
4261 </attribute>
4262 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4263 The &lt;is native skill&gt; flag has an effect only when this
4264 skill object is placed in the inventory of a monster (or player).
4265 If it is set, the monster or player knows the skill natively, which
4266 means he does not need a skill tool to use it.
4267 </attribute>
4268 </type>
4269
4270 <!--####################################################################-->
4271 <type number="130" name="Skill Scroll">
4272 <description><![CDATA[
4273 By reading a skill scroll, a player has a chance to learn the
4274 contained skill. ]]>
4275 </description>
4276 <use><![CDATA[
4277 Skill scrolls are very much sought for by players. Currently,
4278 all skill scrolls are sold in shops randomly, which is in fact not
4279 a good system. It would be nice to have some cool quests with
4280 skill scrolls rewarded at the end. ]]>
4281 </use>
4282 <attribute arch="race" value="scrolls" type="fixed" />
4283 <attribute arch="skill" editor="skill name" type="string">
4284 The &lt;skill name&gt; matches the skill object that can
4285 be learned from this scroll.
4286 </attribute>
4287 </type>
4288
4289 <!--####################################################################-->
4290 <type number="21" name="Special Key">
4291 <ignore>
4292 <attribute arch="material" />
4293 </ignore>
4294 <description><![CDATA[
4295 When carrying the appropriate special key, a locked door can
4296 be opened. The key will dissapear.
4297 <br><br>
4298 This object-type can also be used for "passport"-like items:
4299 When walking onto an invetory checker, a gate for example might
4300 get opened. The "passport" will stay in the player's inventory. ]]>
4301 </description>
4302 <use><![CDATA[
4303 How to make a "passport": You take the special key arch
4304 (archetype name is "key2"), set the face to something like
4305 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4306 certainly must match with the appropiate inventory checker.
4307 <br><br>
4308 Of course you can be creative with names and faces of
4309 key-objects. A "mysterious crystal" or a "big dragon claw"
4310 (with appropriate faces) appear more interesting than just
4311 a "strange key", or "passport". ]]>
4312 </use>
4313 <attribute arch="slaying" editor="key string" type="string">
4314 This string must be identical with the &lt;key string&gt; in the
4315 locked door, then it can be unlocked. It can also be used
4316 to trigger inventory checkers.
4317 </attribute>
4318 <attribute arch="material" editor="material" type="bitmask_material">
4319 For Special Keys, material should always be unset or set
4320 to Adamantite. This prevents the key from getting
4321 burned or otherwise destroyed.
4322 </attribute>
4323 <attribute arch="unique" editor="unique item" type="bool">
4324 Unique items exist only one time on a server. If the item
4325 is taken, lost or destroyed - it's gone for good.
4326
4327 This can be used if you want to sell apartments on your
4328 map: Simply sell a unique passport/key, and place
4329 an inventory checker at the entrance of your apartment.
4330 </attribute>
4331 <attribute arch="startequip" editor="godgiven item" type="bool">
4332 A godgiven item vanishes as soon as the player
4333 drops it to the ground.
4334 </attribute>
4335 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4336 This will add a description to the object. The player can read
4337 this text by clicking on the item in his inventory. Use this
4338 message to describe what the key/passport is good for. A player
4339 might have 50 different keys on his key-ring. Don't expect
4340 players to recall their purpose just by their names.
4341 </attribute>
4342 </type>
4343
4344 <!--####################################################################-->
4345 <type number="101" name="Spell">
4346 <ignore>
4347 <ignore_list name="system_object" />
4348 </ignore>
4349 <description><![CDATA[
4350 Spell objects define a spell. When a spell is put in a spellbook,
4351 players can learn it by reading the book. Once learned, players
4352 can use the spell as often as they like. With increasing skill level
4353 of the player, spells may gain power but also increase cost.<br>
4354 Monsters can use spells which are put in their inventory (provided
4355 that certain "enabling" settings are correct). The monster's
4356 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4357 </description>
4358 <use><![CDATA[
4359 A lot of the spells' settings can be tuned and customized.
4360 When creating new spells which are accessible to players, it is
4361 important to think about balance. A single spell which is too
4362 powerful and/or too easy to use can eventually toss the whole skill
4363 and magic school system out of whack. Testing new spells is
4364 quite important therefore. ]]>
4365 </use>
4366 <attribute arch="no_drop" value="1" type="fixed" />
4367 <attribute arch="invisible" value="1" type="fixed" />
4368 <attribute arch="skill" editor="skill name" type="string">
4369 The &lt;skill name&gt; matches the skill which is needed
4370 to cast this spell. This should be one out of "sorcery",
4371 "pyromancy", "evocation", "summoning" or "praying".
4372 If you want to fiddle with these, please take care not
4373 to upset the concept and balance of the various skills.
4374 </attribute>
4375 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4376 The &lt;spell type&gt; defines the basic type of spell.
4377 Some of these types are of a more generic nature than others.
4378 </attribute>
4379 <attribute arch="level" editor="spell level" type="int">
4380 </attribute>
4381 <attribute arch="casting_time" editor="casting time" type="int">
4382 </attribute>
4383 <attribute arch="duration" editor="duration" type="int">
4384 </attribute>
4385 <attribute arch="other_arch" editor="create object" type="string">
4386 </attribute>
4387 <attribute arch="sp" editor="cost spellpoints" type="int">
4388 </attribute>
4389 <attribute arch="grace" editor="cost grace" type="int">
4390 </attribute>
4391 <attribute arch="maxsp" editor="double cost per level" type="int">
4392 </attribute>
4393 </type>
4394
4395 <!--####################################################################-->
4396 <type number="85" name="Spellbook">
4397 <description><![CDATA[
4398 By reading a spellbook, the player has a chance of learning the
4399 contained spell. Once learned from a book, the spell is available
4400 forever. Spellbooks with high level spells require some skill-level
4401 to read.<br><br>
4402 You can create widely customized spells only by adjusting the
4403 spell object in the spellbooks inventory. Refer to the description
4404 of spell objects for detailed information how to customize spells.<br>
4405 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4406 with a compilation of spells that the book may contain. ]]>
4407 </description>
4408 <use><![CDATA[
4409 Don't put any of the godgiven spells into a spellbook! These are
4410 reserved for the followers of the appropriate cults. Handing them
4411 out in a spellbook would violate the balance between different religions.
4412 <br><br>
4413 Note that there is no fundamental difference between the spellbooks
4414 of varying schools (pyromancy, sorcery, evocation, summoning, and
4415 even praying). The difference lies only in the spells they contain.
4416 It is up to you, the mapmaker, to pick the right type of book
4417 for your spells. ]]>
4418 </use>
4419 <attribute arch="skill" value="literacy" type="fixed" />
4420 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4421 There are two ways to put spells into a spellbook:
4422 1. Put a spell object in the books inventory. In this case,
4423 treasurelist must be set to &lt;none&gt;.
4424 2. Choose a treasurelist which contains spells.
4425 In that way, a spell will be chosen randomly from the list.
4426 </attribute>
4427 <attribute arch="startequip" editor="godgiven item" type="bool">
4428 A godgiven item vanishes as soon as the player
4429 drops it to the ground.
4430 </attribute>
4431 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4432 This text may contain a nice description
4433 of the spellbook's cover or something.
4434 </attribute>
4435 </type>
4436
4437 <!--####################################################################-->
4438 <type number="90" name="Spinner">
4439 <ignore>
4440 <ignore_list name="non_pickable" />
4441 </ignore>
4442 <description><![CDATA[
4443 Spinners change the direction of spell objects and other projectiles
4444 that fly past. Unlike directors, it does make a difference from what
4445 angle you shoot into the spinner. The direction of objects flying past
4446 is always changed by a certain degree. ]]>
4447 </description>
4448 <use><![CDATA[
4449 Spinners are very rarely used. I believe they are quite
4450 confusing and pointless. The only use I can think of is building
4451 some puzzle about where to shoot into spinners to shoot somewhere you
4452 otherwise couldn't.
4453
4454 When placing spinners on a map with magic walls, make sure the spell-
4455 projectiles from magic walls don't get to fly in loops. ]]>
4456 </use>
4457 <attribute arch="sp" editor="direction number" type="int">
4458 The spinner will change the direction of flying objects by
4459 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4460 positive values counter clockwise.
4461
4462 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4463 </attribute>
4464 <attribute arch="walk_on" value="1" type="fixed" />
4465 <attribute arch="fly_on" value="1" type="fixed" />
4466 </type>
4467
4468 <!--####################################################################-->
4469 <type number="138" name="Swamp">
4470 <ignore>
4471 <ignore_list name="non_pickable" />
4472 </ignore>
4473 <description><![CDATA[
4474 Swamp areas show a special behaviour:
4475 When a player stands still on a swamp-square for too long,
4476 he will start to sink in and eventually drown and die.
4477 Items dropped on the swamp sink in and dissapear.
4478 Players with knowledge of the woodsman skill are a lot less likely
4479 to die in the swamp. ]]>
4480 </description>
4481 <attribute arch="walk_on" value="1" type="fixed" />
4482 <attribute arch="is_floor" value="1" type="fixed" />
4483 <attribute arch="is_wooded" value="1" type="fixed" />
4484 <attribute arch="speed" editor="drowning speed" type="float">
4485 The higher the &lt;drowning speed&gt;, the faster will players and items
4486 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4487 and unexpected death-trap. Players should get a warning before such areas.
4488 </attribute>
4489 <attribute arch="slow_move" editor="slow movement" type="int">
4490 If &lt;slow movement&gt; is set to a value greater zero, all
4491 creatures moving over this spot will be slower than normal.
4492
4493 &lt;slow movement&gt; 1 - rough terrain
4494 &lt;slow movement&gt; 2 - very rough terrain
4495 ...
4496 &lt;slow movement&gt; 5 - default for deep swamp
4497 </attribute>
4498 <attribute arch="no_magic" editor="no spells" type="bool">
4499 If enabled, it is impossible for players to use (wizard-)
4500 spells on that spot.
4501 </attribute>
4502 <attribute arch="damned" editor="no prayers" type="bool">
4503 If enabled, it is impossible for players to use prayers
4504 on that spot. It also prevents players from saving.
4505 </attribute>
4506 </type>
4507
4508 <!--####################################################################-->
4509 <type number="41" name="Teleporter">
4510 <ignore>
4511 <ignore_list name="non_pickable" />
4512 </ignore>
4513 <description><![CDATA[
4514 When the player walks into a teleporter, he is transferred to a
4515 different location. The main difference to the object-type exit
4516 is the possibility to have teleporters connected to levers/buttons/etc.
4517 Sometimes teleporters are activated even against the players will.
4518 <br><br>
4519 Unlike exits, teleporters can also transfer items and
4520 monsters to different locations on the same map. ]]>
4521 </description>
4522 <use><![CDATA[
4523 When creating maps, I guess sooner or later you'll want to have
4524 an invisible teleporter. If using "invisible 1", the teleporter
4525 can still be discovered with the show_invisible spell. And in
4526 some cases you can't place it under the floor to prevent this.
4527 <br><br>
4528 Fortunately, there is a cool trick to make a perfectly invisible
4529 teleporter: You simply add teleporter functionality to the floor
4530 itself. That means: You take the floor arch (e.g. "flagstone"),
4531 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4532 </use>
4533 <attribute arch="slaying" editor="exit path" type="string">
4534 The exit path specifies the map that the player is transferred to.
4535 &lt;exit path&gt; can be an absolute path, beginning with '/'
4536 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4537 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4538 for example I could use the relative path "Fire1"). Use relative
4539 paths whenever possible! Note that upper/lower case must always be
4540 set correctly. However, please use lower case only.
4541
4542 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4543 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4544 monsters and items. In this case, the destined map is automatically
4545 the same map the teleporter is on.
4546 </attribute>
4547 <attribute arch="hp" editor="destination X" type="int">
4548 The exit destinations define the (x, y)-coordinates where the exit
4549 leads to.
4550
4551 If both are set to zero and &lt;exit path&gt; is empty, the player will
4552 get teleported to another, randomly chosen teleporter on the same
4553 map (Slightly confusing for the player though). Make sure there
4554 actually *is* a second one in that case.
4555
4556 If both are set to zero and &lt;exit path&gt; is set, the player will
4557 be transferred to the "default enter location" of the destined map.
4558 The latter can be set in the map-properties as "Enter X/Y". Though,
4559 please DO NOT use that. It turned out to be a source for numerous
4560 map-bugs.
4561 </attribute>
4562 <attribute arch="sp" editor="destination Y" type="int">
4563 The exit destinations define the (x, y)-coordinates where the exit
4564 leads to.
4565
4566 If both are set to zero and &lt;exit path&gt; is empty, the player will
4567 get teleported to another, randomly chosen teleporter on the same
4568 map (Slightly confusing for the player though). Make sure there
4569 actually *is* a second one in that case.
4570
4571 If both are set to zero and &lt;exit path&gt; is set, the player will
4572 be transferred to the "default enter location" of the destined map.
4573 The latter can be set in the map-properties as "Enter X/Y". Though,
4574 please DO NOT use that. It turned out to be a source for numerous
4575 map-bugs.
4576 </attribute>
4577 <attribute arch="connected" editor="connection" type="int">
4578 If a connection value is set, the teleporter will be activated
4579 whenever the connection is triggered. To use this properly,
4580 &lt;activation speed&gt; must be zero.
4581 </attribute>
4582 <attribute arch="speed" editor="activation speed" type="float">
4583 If the &lt;activation speed&gt; is nonzero, the teleporter will
4584 automatically be activated in regular time-intervals. Hence, the
4585 player can just step on it and gets teleported sooner or later.
4586 The duration between two activates depends on the given value.
4587 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4588
4589 VERY IMPORTANT: If you want to have your teleporter activated via
4590 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4591 </attribute>
4592 </type>
4593
4594 <!--####################################################################-->
4595 <type number="155" name="Trap">
4596 <ignore>
4597 <attribute arch="no_pick" />
4598 <attribute arch="title" />
4599 <attribute arch="name_pl" />
4600 <attribute arch="weight" />
4601 <attribute arch="value" />
4602 <attribute arch="material" />
4603 <attribute arch="unpaid" />
4604 </ignore>
4605 <description><![CDATA[
4606 A trap is a object that can either do damage or trigger another connected object
4607 when detonated. Traps are like runes except they are not magical in nature,
4608 and generally have either a physical attack or trigger a reaction.
4609 <br><br>
4610 Traps hit any monster or person who steps on them for 'dam' damage in
4611 'attacktype' attacktype and/or trigger a reaction.
4612 <br><br>
4613 Many traps are already defined in the archetypes. ]]>
4614 </description>
4615 <use><![CDATA[
4616 Avoid monsters stepping on your traps. For example, a party of orcs setting
4617 off your lightning wall and pit trap is usually a bad idea. ]]>
4618 </use>
4619 <attribute arch="no_pick" value="1" type="fixed" />
4620 <attribute arch="walk_on" value="1" type="fixed" />
4621 <attribute arch="level" editor="trap level" type="int">
4622 Level effects how easily a trap may be found and disarmed, and
4623 how much experience the player gets for doing so. Beware: High level
4624 traps can be quite a cheap source of experience! So either make them
4625 tough, or keep the level low.
4626 </attribute>
4627 <attribute arch="Cha" editor="visibility" type="int">
4628 This value determines what fraction of the time the trap is visible:
4629 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4630 how easily the trap may be found.
4631 </attribute>
4632 <attribute arch="hp" editor="number of charges" type="int">
4633 The trap will detonate &lt;number of charges&gt; times before disappearing.
4634 </attribute>
4635 <attribute arch="dam" editor="direct damage" type="int">
4636 &lt;direct damage&gt; specifies how much damage is done by the trap.
4637 This should be set in reasonable relation to the trap's level.
4638 </attribute>
4639 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4640 This attribute defines what attacktype to use for direct damage when
4641 the trap detonates.
4642 </attribute>
4643 <attribute arch="connected" editor="connection" type="int">
4644 When the trap is detonated, all objects with the same
4645 connection value get activated.
4646 </attribute>
4647 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4648 When the trap detonates, this text is displayed to the
4649 victim. For especially powerful or complex traps, create an appropriate
4650 and thrilling description. ;)
4651 </attribute>
4652 </type>
4653
4654 <!--####################################################################-->
4655 <type number="95" name="Trapdoor">
4656 <ignore>
4657 <ignore_list name="non_pickable" />
4658 </ignore>
4659 <description><![CDATA[
4660 Trapdoors are very similar to pits. The difference is that they
4661 can not be closed. Instead, the weight of the object on the
4662 trapdoor determines weither it slams the trapdoor open and falls through
4663 or not.<br>
4664 Once a trapdoor has been opened (by a creature or items of sufficient
4665 weight,) it remains open, acting like an opened pit. ]]>
4666 </description>
4667 <use><![CDATA[
4668 Trapdoors should be used in the same fashion as pits:
4669 They should always drop the victims to some kind of lower level. They
4670 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4671 </use>
4672 <attribute arch="no_pick" value="1" type="fixed" />
4673 <attribute arch="walk_on" value="1" type="fixed" />
4674 <attribute arch="weight" editor="hold weight" type="int">
4675 This value defines how much weight the trapdoor can hold.
4676 Once items or creatures are gathered on the trapdoor, with
4677 a total weight surpassing this value, then the trapdoor will
4678 open and things start falling through.
4679 </attribute>
4680 <attribute arch="hp" editor="destination X" type="int">
4681 The trapdoor will transport creatures (and items) randomly into
4682 a two-square radius of the destination coordinates.
4683 If the destination square becomes blocked, the trapdoor will act like
4684 being filled up and not work anymore!
4685 </attribute>
4686 <attribute arch="sp" editor="destination Y" type="int">
4687 The trapdoor will transport creatures (and items) randomly into
4688 a two-square radius of the destination coordinates.
4689 If the destination square becomes blocked, the trapdoor will act like
4690 being filled up and not work anymore!
4691 </attribute>
4692 </type>
4693
4694 <!--####################################################################-->
4695 <type number="4" name="Treasure">
4696 <ignore>
4697 <attribute arch="nrof" />
4698 <attribute arch="title" />
4699 <attribute arch="name_pl" />
4700 <attribute arch="weight" />
4701 <attribute arch="value" />
4702 <attribute arch="material" />
4703 </ignore>
4704 <description><![CDATA[
4705 A treasure-object turns into certain randomitems when the map is loaded
4706 into the game. ]]>
4707 </description>
4708 <use><![CDATA[
4709 About usage of the "random-artifact" treasurelist:
4710 This will generate powerful stuff like girdles, xray helmets, special
4711 swords etc. If you put this as reward to your quest, players might be
4712 motivated to do it more than once. BUT, by doing so they will get a huge
4713 number of different artifacts! Besides, players will always seek the place
4714 with the most easy-to-get random artifact and ignore all others.
4715 My advice: Don't use it! Attract players with good fighting experience
4716 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4717 </use>
4718 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4719 This entry determines what kind of treasure will appear. Look into
4720 /crossfire/share/crossfire/treasures for details about existing
4721 treasurelists.
4722 </attribute>
4723 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4724 "Auto-generate" must be set in order to have the treasure be created
4725 when the map is loaded.
4726 If you want to create a random treasure chest, you unset this flag.
4727 That way, the player has to apply the object (the chest), then the
4728 treasure is generated.
4729 </attribute>
4730 <attribute arch="hp" editor="create number" type="int">
4731 "Create number" specifies how many pieces of the given treasurelist
4732 will appear. Note that for every piece there is a chance that nothing is
4733 generated. Also, sometimes there can be stacks of items generated, like
4734 for gems/money.
4735 </attribute>
4736 <attribute arch="exp" editor="quality level" type="int">
4737 The &lt;quality level&gt; will be used for the quality of the generated
4738 treasure instead of the map difficulty (as was done with shops).
4739 If zero/unset, the map difficulty will instead be used.
4740 (Example for comparison: Shop floors generate treasure of
4741 &lt;quality level&gt; 5 per default).
4742 </attribute>
4743 </type>
4744
4745 <!--####################################################################-->
4746 <type number="0" name="Wall">
4747 <required>
4748 <attribute arch="is_floor" value="0" />
4749 <attribute arch="alive" value="0" />
4750 <attribute arch="no_pass" value="1" />
4751 </required>
4752 <ignore>
4753 <attribute arch="nrof" />
4754 <attribute arch="title" />
4755 <attribute arch="name_pl" />
4756 <attribute arch="value" />
4757 <attribute arch="unpaid" />
4758 </ignore>
4759 <description><![CDATA[
4760 Walls usually block passage and sight. ]]>
4761 </description>
4762 <attribute arch="no_pass" editor="blocking passage" type="bool">
4763 If set, the object cannot be passed by players nor monsters.
4764 </attribute>
4765 <attribute arch="can_roll" editor="moveable" type="bool">
4766 If set, the object is able to "roll", so it can be pushed around.
4767 This setting is used for boulders and barrels.
4768 </attribute>
4769 <attribute arch="no_magic" editor="restrict spells" type="bool">
4770 This takes effect only with &lt;blocksview&gt; disabled.
4771 Restricting the use of spells to pass this wall.
4772 </attribute>
4773 <attribute arch="damned" editor="restrict prayers" type="bool">
4774 This takes effect only with &lt;blocksview&gt; disabled.
4775 Restricting the use of spells to pass this wall.
4776 </attribute>
4777 </type>
4778
4779 <!--####################################################################-->
4780 <type number="0" name="Weak Wall">
4781 <required>
4782 <attribute arch="is_floor" value="0" />
4783 <attribute arch="alive" value="1" />
4784 <attribute arch="tear_down" value="1" />
4785 </required>
4786 <ignore>
4787 <ignore_list name="non_pickable" />
4788 </ignore>
4789 <description><![CDATA[
4790 A weak wall is a breakable spot amidsts a solid wall. Typically
4791 these weak walls look similar to their solid "relatives" except
4792 for a small crack or little chunks of wall on the ground. ]]>
4793 </description>
4794 <use><![CDATA[
4795 If you want to create hidden rooms, using weak walls is alot
4796 better than completely indiscernible passages in a wall.<br>
4797 Anyways, there can be a lot more to weak walls than just finding
4798 them: Rising their defensive stats, weak walls can become a
4799 serious obstacle. An ice wall might only be torn down by a fire
4800 attack for example. A granite wall for instance might be very
4801 hard to destroy. ]]>
4802 </use>
4803 <attribute arch="alive" value="1" type="fixed" />
4804 <attribute arch="no_pick" value="1" type="fixed" />
4805 <attribute arch="tear_down" value="1" type="fixed" />
4806 <attribute arch="race" editor="race" type="string">
4807 For weak walls, &lt;race&gt; should always be set to "wall",
4808 unless you create something fancy like a building which
4809 is in fact meant to be a huge animal.
4810 Note that shovels slay walls, so they do tripple damage
4811 against weak walls.
4812 </attribute>
4813 <attribute arch="level" editor="level" type="int">
4814 The &lt;level&gt; of a weak wall works similar to monster levels.
4815 Due to the fact that weak walls cannot attack, the level
4816 is much less important though.
4817 </attribute>
4818 <attribute arch="hp" editor="health points" type="int">
4819 The &lt;health points&gt; of a weak wall define how long it takes to
4820 tear it down. With every successful hit from an opponent,
4821 &lt;health points&gt; get drained.
4822 </attribute>
4823 <attribute arch="maxhp" editor="max health" type="int">
4824 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4825 weak wall can have. Since walls generally don't heal, I doubt
4826 this has much real effect.
4827 </attribute>
4828 <attribute arch="ac" editor="armour class" type="int">
4829 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4830 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4831 </attribute>
4832 <section name="resistance">
4833 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4834 </attribute>
4835 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4836 </attribute>
4837 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4838 </attribute>
4839 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4840 </attribute>
4841 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
4842 </attribute>
4843 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
4844 </attribute>
4845 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
4846 </attribute>
4847 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
4848 </attribute>
4849 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
4850 </attribute>
4851 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
4852 </attribute>
4853 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
4854 </attribute>
4855 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
4856 </attribute>
4857 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
4858 </attribute>
4859 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
4860 </attribute>
4861 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
4862 </attribute>
4863 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
4864 </attribute>
4865 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
4866 </attribute>
4867 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
4868 </attribute>
4869 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
4870 </attribute>
4871 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
4872 </attribute>
4873 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
4874 </attribute>
4875 </section>
4876 </type>
4877
4878 <!--####################################################################-->
4879 <type number="15" name="Weapon">
4880 <description><![CDATA[
4881 Wielding a weapon, the object's stats will directly be inherited to the
4882 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4883 be improved with scrolls. ]]>
4884 </description>
4885 <use><![CDATA[
4886 If you create artifacts (equipment) with stats- or resistance-bonus:
4887 Keep playbalance in mind! Such items mustn't be reachable without hard
4888 fighting AND questing. ]]>
4889 </use>
4890 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4891 This number is a bitmask, specifying the weapon's attacktypes.
4892 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4893 have no more than one or two attacktypes. Keep in mind that all weapons
4894 can be blessed by the player's diety, thus adding an additional attacktype.
4895
4896 When a player hits a monster with a weapon that has more than one attacktype,
4897 then he will do as much damage as the "best" of his attacktypes does. So,
4898 the more attacktypes you've got, the better your chance to take advantage
4899 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4900 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4901 </attribute>
4902 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4903 The &lt;weapontype&gt; characterizes the weapon's type of physical
4904 attack. It could best be considered a "subclassification"
4905 of the physical attacktype. For now, this is only used for
4906 attack messages!
4907
4908 You should always set this correctly when creating new
4909 weapons for your maps.
4910 </attribute>
4911 <attribute arch="skill" editor="skill name" type="string">
4912 Matching &lt;skill name&gt; of the skill that is required
4913 to use this weapon.
4914 </attribute>
4915 <attribute arch="dam" editor="damage" type="int">
4916 The damage value is used as base value for how much damage the weapon
4917 does per hit. The actual damage involves more dependencies,
4918 like wielder's level and defender's level. Look at existing weapons
4919 to get a feel for the range of weapon damage values.
4920 </attribute>
4921 <attribute arch="slaying" editor="slaying race" type="string">
4922 Slaying means the weapon does tripple (3x) damage to monsters of the
4923 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4924 only monsters of that archtype are hit with tripple damage.
4925
4926 No god blessings are possible for weapons with a race set in this entry
4927 (That's because god blessings add tripple damage against their own
4928 enemy races). Tripple damage is very effective.
4929 </attribute>
4930 <attribute arch="last_sp" editor="weapon speed" type="int">
4931 The weapon speed determines how often the wielder can swing the weapon
4932 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4933 is best (that is lightning- fast). A typical average value is 8.
4934 Speed and damage should be kept in reasonable relation.
4935 </attribute>
4936 <attribute arch="wc" editor="weapon class" type="int">
4937 The weapon class value adds to the overall weapon class of the wielder's
4938 melee attacks. Weapon class improves the chance of hitting the opponent.
4939 </attribute>
4940 <attribute arch="magic" editor="magic bonus" type="int">
4941 For a weapon, magic bonus works just like weapon class, except that
4942 magic bonus can be improved by the gods or reduced by acid. Hence, it is
4943 less useful than direct weapon class value on a weapon.
4944 </attribute>
4945 <attribute arch="item_power" editor="item power" type="int">
4946 The &lt;item power&gt; value measures how "powerful" an artifact is.
4947 Players will only be able to wear equipment with a certain total
4948 amount of &lt;item power&gt;, depending on their own level. This is the
4949 only way to prevent low level players to wear "undeserved" equipment
4950 (like gifts from other players or cheated items).
4951
4952 It is very important to adjust the &lt;item power&gt; value carefully
4953 for every artifact you create! If zero/unset, the CF server will
4954 calculate a provisional value at runtime, but this is never
4955 going to be an accurate measurement of &lt;item power&gt;.
4956 </attribute>
4957 <attribute arch="damned" editor="damnation" type="bool">
4958 A damned weapon cannot be unwielded unless
4959 the curse is removed. Removing damnations is
4960 a tick harder than removing curses.
4961 </attribute>
4962 <attribute arch="cursed" editor="curse" type="bool">
4963 A cursed weapon cannot be unwielded unless
4964 the curse is removed.
4965 </attribute>
4966 <attribute arch="lifesave" editor="save life" type="bool">
4967 An item with this flag enabled will save the players life
4968 for one time: When the player is wearing this item and his
4969 healthpoints reach zero, the item dissapears, replenishing
4970 half of the player's health.
4971
4972 An item with &lt;save life&gt; should not have
4973 any decent additional bonuses!
4974 </attribute>
4975 <attribute arch="unique" editor="unique item" type="bool">
4976 Unique items exist only one time on a server. If the item
4977 is taken, lost or destroyed - it's gone for good.
4978 </attribute>
4979 <attribute arch="startequip" editor="godgiven item" type="bool">
4980 A godgiven item vanishes as soon as the player
4981 drops it to the ground.
4982 </attribute>
4983 <section name="resistance">
4984 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4985 This adds physical resistance to the weapon (= armour value). The number is
4986 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
4987 and what they require to do for getting this-and-that artifact.
4988 </attribute>
4989 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4990 This adds magic resistance to the weapon. The number is a percent-value in
4991 the range 0-100. Treat this with CARE. Look at other maps and what they
4992 require to do for getting this-and-that artifact.
4993 </attribute>
4994 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4995 This adds fire resistance to the weapon. The number is a percent-value in
4996 the range 0-100. Treat this with CARE. Look at other maps and what they
4997 require to do for getting this-and-that artifact.
4998 </attribute>
4999 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5000 This adds electricity resistance to the weapon. The number is a percent-value in
5001 the range 0-100. Treat this with CARE. Look at other maps and what they
5002 require to do for getting this-and-that artifact.
5003 </attribute>
5004 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5005 This adds fire resistance to the weapon. The number is a percent-value in
5006 the range 0-100. Treat this with CARE. Look at other maps and what they
5007 require to do for getting this-and-that artifact.
5008 </attribute>
5009 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5010 This adds confusion resistance to the weapon. The number is a percent-value in
5011 the range 0-100. Confusion resistance is not very effective
5012 unless the value comes close to 100 (= perfect immunity).
5013 </attribute>
5014 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5015 This adds acid resistance to the weapon. The number is a percent-value in
5016 the range 0-100. Treat this with CARE. Look at other maps and what they
5017 require to do for getting this-and-that artifact.
5018 </attribute>
5019 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5020 This adds draining resistance to the weapon. The number is a percent-value
5021 in the range 0-100. Draining resistance is little effective
5022 unless the value is 100 (= perfect immunity).
5023 </attribute>
5024 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5025 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5026 the range 0-100. Weaponmagic resistance generally should not exist on
5027 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5028 are not meant to be easily resisted.
5029 </attribute>
5030 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5031 This adds ghosthit resistance to the weapon. The number is a percent-value
5032 in the range 0-100. Treat this with CARE. Look at other maps and what they
5033 require to do for getting this-and-that artifact.
5034 </attribute>
5035 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5036 This adds poison resistance to the weapon. The number is a percent-value in
5037 the range 0-100. Treat this with CARE. Look at other maps and what they
5038 require to do for getting this-and-that artifact.
5039 </attribute>
5040 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5041 This adds fear resistance to the weapon. The number is a percent-value in
5042 the range 0-100. Resistance to fear is pretty useless.
5043 </attribute>
5044 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5045 This adds paralyze resistance to the weapon. The number is a percent-value in
5046 the range 0-100. Paralyze resistance is little effective
5047 unless the value is 100 (= perfect immunity).
5048 </attribute>
5049 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5050 This adds fear resistance to the weapon. The number is a percent-value in
5051 the range 0-100. Resistance to fear is pretty useless.
5052 </attribute>
5053 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5054 This adds depletion resistance to the weapon. The number is a percent-value
5055 in the range 0-100. Depletion resistance is little effective
5056 unless the value is 100 (= perfect immunity).
5057 </attribute>
5058 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5059 This adds death-attack resistance to the weapon. The number is a
5060 percent-value in the range 0-100. Death-attack resistance is little
5061 effective unless the value is 100 (= perfect immunity).
5062 Generally, resistance to death-attack is not supposed to be
5063 available to players!
5064 </attribute>
5065 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5066 This adds chaos resistance to the weapon. The number is a percent-value in
5067 the range 0-100. Treat this with CARE. Look at other maps and what they
5068 require to do for getting this-and-that artifact.
5069 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5070 combination of other attacktypes.
5071 </attribute>
5072 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5073 This adds blinding resistance to the weapon. The number is a percent-value
5074 in the range 0-100. Treat this with CARE. Look at other maps and what they
5075 require to do for getting this-and-that artifact.
5076 </attribute>
5077 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5078 This adds holy power resistance to the weapon. The number is a percent-value
5079 in the range 0-100. Holy power is the attacktype that holyword-type spells
5080 use to hurt undead creatures. This kind of resistance is only reasonable
5081 for undead players (wraith or devourer cult).
5082 Generally, resistance to holy word should not be available for players.
5083 </attribute>
5084 </section>
5085 <section name="stats">
5086 <attribute arch="Str" editor="strength" type="int">
5087 The player's strentgh will rise/fall by the given value
5088 while wearing this weapon.
5089 </attribute>
5090 <attribute arch="Dex" editor="dexterity" type="int">
5091 The player's dexterity will rise/fall by the given value
5092 while wearing this weapon.
5093 </attribute>
5094 <attribute arch="Con" editor="constitution" type="int">
5095 The player's constitution will rise/fall by the given value
5096 while wearing this weapon.
5097 </attribute>
5098 <attribute arch="Int" editor="intelligence" type="int">
5099 The player's intelligence will rise/fall by the given value
5100 while wearing this weapon.
5101 </attribute>
5102 <attribute arch="Pow" editor="power" type="int">
5103 The player's power will rise/fall by the given value
5104 while wearing this weapon.
5105 </attribute>
5106 <attribute arch="Wis" editor="wisdom" type="int">
5107 The player's wisdom will rise/fall by the given value while
5108 wearing this weapon.
5109 </attribute>
5110 <attribute arch="Cha" editor="charisma" type="int">
5111 The player's charisma will rise/fall by the given value
5112 while wearing this weapon.
5113 </attribute>
5114 </section>
5115 <section name="misc">
5116 <attribute arch="luck" editor="luck bonus" type="int">
5117 With positive luck bonus, the player is more likely to
5118 succeed in all sorts of things (spellcasting, praying,...).
5119 Unless the &lt;luck bonus&gt; is very high, the effect will be
5120 barely visible in-game. Luck bonus on one piece of equipment
5121 should never exceed 3, and such bonus should not be too
5122 frequently available.
5123 </attribute>
5124 <attribute arch="hp" editor="health regen." type="int">
5125 Positive &lt;health regen.&gt; bonus speeds up the
5126 player's healing process. Negative values slow it down.
5127 </attribute>
5128 <attribute arch="sp" editor="mana regen." type="int">
5129 Positive &lt;mana regen.&gt; bonus speeds up the
5130 player's mana regeneration. Negative values slow it down.
5131 </attribute>
5132 <attribute arch="grace" editor="grace regen." type="int">
5133 Positive &lt;grace regen.&gt; bonus speeds up the
5134 player's grace regeneration. Negative values slow it down.
5135 Since grace can be regenerated rather easy with praying,
5136 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5137 </attribute>
5138 <attribute arch="food" editor="food bonus" type="int">
5139 Positive &lt;food bonus&gt; slows down the player's digestion,
5140 thus he consumes less food. Negative values speed it up.
5141
5142 Note that food is consumed not only for "being alive", but
5143 also for healing and mana-regeneration.
5144 &lt;food bonus&gt; only affects the amount of food consumed
5145 for "being alive". Hence, even with high &lt;food bonus&gt;,
5146 during a fight a player can run out of food quickly.
5147 </attribute>
5148 <attribute arch="xrays" editor="xray vision" type="bool">
5149 Xray vision allows the player to see through obstacles
5150 in a two-square-wide radius. This is extremely helpful and
5151 desireable, so don't give it away for cheap on equipment.
5152 </attribute>
5153 <attribute arch="stealth" editor="stealth" type="bool">
5154 Stealth allows the player to move silently.
5155 This comes to effect if a player turns himself
5156 invisible and tries to sneak around monsters.
5157 (At least that was the idea behind it)
5158 </attribute>
5159 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5160 If a player is wearing any piece of equipment with
5161 the ability to &lt;reflect spells&gt;, all kinds of
5162 spell-bullets and -beams will bounce off him.
5163 This works only about 90% of all times, to
5164 avoid players being completely immune to certain
5165 types of attacks.
5166
5167 This is a very powerful ability and it
5168 shouldn't be handed out cheap!
5169 </attribute>
5170 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5171 If a player is wearing any piece of equipment with
5172 the ability to &lt;reflect missiles&gt;, all kinds of
5173 projectiles (e.g. arrows, bolts, boulders) will
5174 bounce off him. This works only about 90% of all
5175 times, to avoid players being completely immune to
5176 certain types of attacks.
5177 </attribute>
5178 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5179 Click on the &lt;attuned paths&gt; button to select spellpaths.
5180 The player will get attuned to the specified spellpaths
5181 while wearing this weapon.
5182 </attribute>
5183 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5184 Click on the &lt;repelled paths&gt; button to select spellpaths.
5185 The player will get repelled to the specified spellpaths
5186 while wearing this weapon.
5187 </attribute>
5188 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5189 Click on the &lt;denied paths&gt; button to select spellpaths.
5190 The specified spellpaths will be denied to the player
5191 while wearing this weapon.
5192 </attribute>
5193 </section>
5194 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5195 This text describes the weapons's "story". Every decent artifact weapon
5196 should have such a description.
5197 </attribute>
5198 </type>
5199
5200 <!--####################################################################-->
5201 <type number="109" name="Wand &amp; Staff">
5202 <description><![CDATA[
5203 Wands contain a certain spell. The player can apply (ready) and
5204 fire the wand. After a defined number of casts, the wand is
5205 "used up". It is possible to recharge a wand with scrolls of
5206 charging, but usually that isn't worth the cost. ]]>
5207 </description>
5208 <use><![CDATA[
5209 Wands are quite seldomly used. The reason prolly is that they're
5210 generally not cost-efficient. Handing out high-level wands with
5211 powerfull special spells isn't a good idea either, because of
5212 the recharge ability.
5213 <br><br>
5214 For low levels, staffs of healing/cure and word of recall are
5215 quite desireable though. Ideal rewards for low level quests. ]]>
5216 </use>
5217 <attribute arch="sp" editor="spell" type="spell">
5218 The &lt;spell&gt; specifies the contained spell.
5219 </attribute>
5220 <attribute arch="level" editor="casting level" type="int">
5221 The &lt;casting level&gt; of the wand determines it's power.
5222 An average level for wands in shops is about 10.
5223 </attribute>
5224 <attribute arch="food" editor="number of charges" type="int">
5225 The wand can be used &lt;number of charges&gt; times before it is
5226 used up. It can be recharged with scrolls of charging.
5227 </attribute>
5228 <attribute arch="startequip" editor="godgiven item" type="bool">
5229 A godgiven item vanishes as soon as the player
5230 drops it to the ground.
5231 </attribute>
5232 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5233 This text may contain a description of the wand.
5234 </attribute>
5235 </type>
5236
5237 </types>