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Revision: 1.20
Committed: Thu Aug 31 21:09:33 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/xml
Branch: MAIN
CVS Tags: rel-0_92, rel-0_91, rel-0_9
Changes since 1.19: +7 -4 lines
Log Message:
loading and saving of arches and a better documentation in types.xml for safe ground

File Contents

# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the definitions-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 entries 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 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute>
118 ">
119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121 Which movement types deactivate this object (e.g. button).
122 </attribute>
123 ">
124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets).
128 </attribute>
129 ">
130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'.
137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
153 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
161 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163 Whether the teleporter should only be activated on push.
164 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release.
167 </attribute>
168 ">
169 ]>
170
171 <types>
172
173 <!--###################### bitmask definitions ######################-->
174
175 <bitmask name="attacktype">
176 <entry bit="0" name="Physical" />
177 <entry bit="1" name="Magical" />
178 <entry bit="2" name="Fire" />
179 <entry bit="3" name="Electricity" />
180 <entry bit="4" name="Cold" />
181 <entry bit="5" name="Confusion" />
182 <entry bit="6" name="Acid" />
183 <entry bit="7" name="Drain" />
184 <entry bit="8" name="Weaponmagic" />
185 <entry bit="9" name="Ghosthit" />
186 <entry bit="10" name="Poison" />
187 <entry bit="11" name="Slow" />
188 <entry bit="12" name="Paralyze" />
189 <entry bit="13" name="Turn Undead" />
190 <entry bit="14" name="Fear" />
191 <entry bit="15" name="Cancellation" />
192 <entry bit="16" name="Depletion" />
193 <entry bit="17" name="Death" />
194 <entry bit="18" name="Chaos" />
195 <entry bit="19" name="Counterspell" />
196 <entry bit="20" name="God Power" />
197 <entry bit="21" name="Holy Power" />
198 <entry bit="22" name="Blinding" />
199 </bitmask>
200
201 <bitmask name="material">
202 <entry bit="0" name="Paper" />
203 <entry bit="1" name="Iron" />
204 <entry bit="2" name="Glass" />
205 <entry bit="3" name="Leather" />
206 <entry bit="4" name="Wood" />
207 <entry bit="5" name="Organics" />
208 <entry bit="6" name="Stone" />
209 <entry bit="7" name="Cloth" />
210 <entry bit="8" name="Adamantite" />
211 <entry bit="9" name="Liquid" />
212 <entry bit="10" name="Soft Metal" />
213 <entry bit="11" name="Bone" />
214 <entry bit="12" name="Ice" />
215 <entry bit="13" name="(supress name on display)" />
216
217 </bitmask>
218
219 <bitmask name="spellpath">
220 <entry bit="0" name="Protection" />
221 <entry bit="1" name="Fire" />
222 <entry bit="2" name="Frost" />
223 <entry bit="3" name="Electricity" />
224 <entry bit="4" name="Missiles" />
225 <entry bit="5" name="Self" />
226 <entry bit="6" name="Summoning" />
227 <entry bit="7" name="Abjuration" />
228 <entry bit="8" name="Restoration" />
229 <entry bit="9" name="Detonation" />
230 <entry bit="10" name="Mind" />
231 <entry bit="11" name="Creation" />
232 <entry bit="12" name="Teleportation" />
233 <entry bit="13" name="Information" />
234 <entry bit="14" name="Transmutation" />
235 <entry bit="15" name="Transferrence" />
236 <entry bit="16" name="Turning" />
237 <entry bit="17" name="Wounding" />
238 <entry bit="18" name="Death" />
239 <entry bit="19" name="Light" />
240 </bitmask>
241
242 <bitmask name="will_apply">
243 <entry bit="0" name="Apply Handles" />
244 <entry bit="1" name="Open Chests" />
245 <entry bit="2" name="Break Walls" />
246 <entry bit="3" name="Open Doors" />
247 </bitmask>
248
249 <bitmask name="pick_up">
250 <entry bit="0" name="Nothing" />
251 <entry bit="1" name="Wealth" />
252 <entry bit="2" name="Food" />
253 <entry bit="3" name="Weapons" />
254 <entry bit="4" name="Armour" />
255 <entry bit="5" name="Inverse" />
256 <entry bit="6" name="All" />
257 </bitmask>
258
259 <bitmask name="movement_type">
260 <entry bit="0" name="Walk" />
261 <entry bit="1" name="Fly Low" />
262 <entry bit="2" name="Fly High" />
263 <entry bit="3" name="Swim" />
264 <entry bit="4" name="Boat" />
265 <entry bit="16" name="Other" />
266 </bitmask>
267
268 <!--###################### list definitions ######################-->
269
270 <list name="direction">
271 <entry value="0" name="&lt;none&gt;" />
272 <entry value="1" name="north" />
273 <entry value="2" name="northeast" />
274 <entry value="3" name="east" />
275 <entry value="4" name="southeast" />
276 <entry value="5" name="south" />
277 <entry value="6" name="southwest" />
278 <entry value="7" name="west" />
279 <entry value="8" name="northwest" />
280 </list>
281
282 <list name="mood">
283 <entry value="0" name="furious" />
284 <entry value="1" name="angry" />
285 <entry value="2" name="calm" />
286 <entry value="3" name="sleep" />
287 <entry value="4" name="charm" />
288 </list>
289
290 <list name="potion_effect">
291 <entry value="0" name="&lt;none&gt;" />
292 <entry value="65536" name="life restoration" />
293 <entry value="1048576" name="improvement" />
294 </list>
295
296 <list name="weapon_type">
297 <entry value="0" name="&lt;unknown&gt;" />
298 <entry value="1" name="sword" />
299 <entry value="2" name="arrows" />
300 <entry value="3" name="axe" />
301 <entry value="4" name="katana" />
302 <entry value="5" name="knife, dagger" />
303 <entry value="6" name="whip, chain" />
304 <entry value="7" name="hammer, flail" />
305 <entry value="8" name="club, stick" />
306 </list>
307
308 <list name="skill_type">
309 <entry value="1" name="lockpicking" />
310 <entry value="2" name="hiding" />
311 <entry value="3" name="smithery" />
312 <entry value="4" name="bowyer" />
313 <entry value="5" name="jeweler" />
314 <entry value="6" name="alchemy" />
315 <entry value="7" name="stealing" />
316 <entry value="8" name="literacy" />
317 <entry value="9" name="bargaining" />
318 <entry value="10" name="jumping" />
319 <entry value="11" name="detect magic" />
320 <entry value="12" name="oratory" />
321 <entry value="13" name="singing" />
322 <entry value="14" name="detect curse" />
323 <entry value="15" name="find traps" />
324 <entry value="16" name="mediatation" />
325 <entry value="17" name="punching" />
326 <entry value="18" name="flame touch" />
327 <entry value="19" name="karate" />
328 <entry value="20" name="climbing" />
329 <entry value="21" name="woodsman" />
330 <entry value="22" name="inscription" />
331 <entry value="23" name="one handed weapons" />
332 <entry value="24" name="missile weapons" />
333 <entry value="25" name="throwing" />
334 <entry value="26" name="use magic item" />
335 <entry value="27" name="disarm traps" />
336 <entry value="28" name="set traps" />
337 <entry value="29" name="thaumaturgy" />
338 <entry value="30" name="praying" />
339 <entry value="31" name="clawing" />
340 <entry value="32" name="levitation" />
341 <entry value="33" name="summoning" />
342 <entry value="34" name="pyromancy" />
343 <entry value="35" name="evocation" />
344 <entry value="36" name="sorcery" />
345 <entry value="37" name="two handed weapons" />
346 </list>
347
348 <list name="spell_type">
349 <entry value="1" name="raise dead" />
350 <entry value="2" name="rune" />
351 <entry value="3" name="make mark" />
352 <entry value="4" name="bolt" />
353 <entry value="5" name="bullet" />
354 <entry value="6" name="explosion" />
355 <entry value="7" name="cone" />
356 <entry value="8" name="bomb" />
357 <entry value="9" name="wonder" />
358 <entry value="10" name="smite" />
359 <entry value="11" name="magic missile" />
360 <entry value="12" name="summon golem" />
361 <entry value="13" name="dimension door" />
362 <entry value="14" name="magic mapping" />
363 <entry value="15" name="magic wall" />
364 <entry value="16" name="destruction" />
365 <entry value="17" name="perceive self" />
366 <entry value="18" name="word of recall" />
367 <entry value="19" name="invisible" />
368 <entry value="20" name="probe" />
369 <entry value="21" name="healing" />
370 <entry value="22" name="create food" />
371 <entry value="23" name="earth to dust" />
372 <entry value="24" name="change ability" />
373 <entry value="25" name="bless" />
374 <entry value="26" name="curse" />
375 <entry value="27" name="summon monster" />
376 <entry value="28" name="recharge" />
377 <entry value="29" name="polymorph" />
378 <entry value="30" name="alchemy" />
379 <entry value="31" name="remove curse" />
380 <entry value="32" name="identify" />
381 <entry value="33" name="detection" />
382 <entry value="34" name="mood change" />
383 <entry value="35" name="moving ball" />
384 <entry value="36" name="swarm" />
385 <entry value="37" name="charge mana" />
386 <entry value="38" name="dispel rune" />
387 <entry value="39" name="create missile" />
388 <entry value="40" name="consecrate" />
389 <entry value="41" name="animate weapon" />
390 <entry value="42" name="light" />
391 <entry value="43" name="change map light" />
392 <entry value="44" name="faery fire" />
393 <entry value="45" name="disease" />
394 <entry value="46" name="aura" />
395 <entry value="47" name="town portal" />
396 </list>
397
398 <list name="event_type">
399 <entry value="0" name="none" />
400 <entry value="1" name="apply" />
401 <entry value="2" name="attack" />
402 <entry value="3" name="death" />
403 <entry value="4" name="drop" />
404 <entry value="5" name="pickup" />
405 <entry value="6" name="say" />
406 <entry value="7" name="stop" />
407 <entry value="8" name="time" />
408 <entry value="9" name="throw" />
409 <entry value="10" name="trigger" />
410 <entry value="11" name="close" />
411 <entry value="12" name="timer" />
412 <entry value="28" name="move" />
413 <entry value="41" name="drop_on" />
414 </list>
415
416 <list name="attack_movement_bits_0_3">
417 <entry value="0" name="default" />
418 <entry value="1" name="attack from distance" />
419 <entry value="2" name="run away" />
420 <entry value="3" name="hit and run" />
421 <entry value="4" name="wait, then hit, then move" />
422 <entry value="5" name="rush blindly" />
423 <entry value="6" name="always run" />
424 <entry value="7" name="attack from distance if hit" />
425 <entry value="8" name="do not approach" />
426 </list>
427
428 <list name="attack_movement_bits_4_7">
429 <entry value="0" name="none" />
430 <entry value="16" name="pet" />
431 <entry value="32" name="small circle" />
432 <entry value="48" name="large circle" />
433 <entry value="64" name="small horizontal" />
434 <entry value="80" name="large horizontal" />
435 <entry value="96" name="random direction" />
436 <entry value="112" name="random movement" />
437 <entry value="128" name="small vertical" />
438 <entry value="144" name="large vertical" />
439 </list>
440
441 <!--###################### default attributes ######################-->
442
443 <!--
444 The attributes of the default_type get added to all other types by default.
445 Every type can have an 'ignore' element however, which is used to specify
446 default attributes *not* to inherit.
447 -->
448 <default_type>
449 <attribute arch="name" editor="name" type="string">
450 This is the name of the object, displayed to the player.
451 </attribute>
452 <attribute arch="name_pl" editor="plural name" type="string">
453 This is the plural name of the object. A plural name must be set for
454 all items that can be picked up and collected by the player.
455 </attribute>
456 <attribute arch="title" editor="title" type="string">
457 This is the object's title. Once an object is identified the title is
458 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 </attribute>
460 <attribute arch="face" editor="image" type="string">
461 The image-name defines what image is displayed for this object in-game.
462 </attribute>
463 <attribute arch="nrof" editor="number" type="int">
464 This value determines the number of objects in one stack (for example:
465 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
466 any pickable object - otherwise it won't be mergeable into a stack.
467 </attribute>
468 <attribute arch="weight" editor="weight" type="int">
469 This value defines the object's weight in grams (1000g is 1kg). Objects with
470 zero weight are not pickable for players. Still, set the "non-pickable"-flag
471 for explicitly non-pickable objects (hey, this is opensource.. you
472 never know ;) ).
473 </attribute>
474 <attribute arch="value" editor="value" type="int">
475 Determines the value of the object, in units of silver coins (one
476 platinum coin == 50 silver coins). Value for buying/selling will be
477 further modified by various factors. Hence, testing values in-game is
478 usually inevitable.
479 </attribute>
480 <attribute arch="glow_radius" editor="glow radius" type="int">
481 If &lt;glow radius&gt; is set to a value greater zero, the object
482 appears lit up on dark maps. &lt;glow radius&gt; can be a value
483 between 0 and 4, the higher, the more light does the object emit.
484 </attribute>
485 <attribute arch="material" editor="material" type="bitmask_material">
486 This bitmask-value informs the player of which material(s) the
487 object consists. Material does also affect how likely the object
488 can be destroyed by hazardous spell-effects.
489 </attribute>
490 <attribute arch="no_pick" editor="non-pickable" type="bool">
491 If set, the object cannot be picked up (Neither by players nor monsters).
492 </attribute>
493 <attribute arch="invisible" editor="invisible" type="bool">
494 Generally makes the object invisible. Depending on the object-type,
495 some can be made visible by the show_invisible spell. If in doubt, test it.
496 Putting an invisible object under the floor always prevents it from being
497 shown.
498 </attribute>
499 <attribute arch="blocksview" editor="block view" type="bool">
500 If an item is set to block view, players (and monsters) cannot
501 see byond it unless they cross it or manage to stand ontop.
502 </attribute>
503 <attribute arch="identified" editor="identified" type="bool">
504 If an item is identified, the player has full knowledge about it.
505 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool">
507 An &lt;unpaid&gt; item cannot be used unless a player carried it over
508 a shop mat, paying the demanded price. Setting this flag makes sense
509 only for pickable items inside shops.
510 </attribute>
511 </default_type>
512
513 <!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. -->
515 <ignore_list name="system_object">
516 <attribute arch="value" />
517 <attribute arch="nrof" />
518 <attribute arch="weight" />
519 <attribute arch="name_pl" />
520 <attribute arch="material" />
521 <attribute arch="no_pick" />
522 <attribute arch="unpaid" />
523 <attribute arch="title" />
524 <attribute arch="glow_radius" />
525 <attribute arch="identified" />
526 <attribute arch="blocksview" />
527 <attribute arch="invisible" />
528 </ignore_list>
529
530 <!-- This ignorelist is for non-pickable objects. They can be seen by
531 the player, but don't have values like material or weight. -->
532 <ignore_list name="non_pickable">
533 <attribute arch="value" />
534 <attribute arch="nrof" />
535 <attribute arch="weight" />
536 <attribute arch="name_pl" />
537 <attribute arch="material" />
538 <attribute arch="no_pick" />
539 <attribute arch="unpaid" />
540 <attribute arch="title" />
541 <attribute arch="identified" />
542 </ignore_list>
543
544 <!--####################################################################-->
545 <type number="0" name="Misc">
546 <required>
547 <!-- this is a special case: The "misc" type with type number 0 is
548 the fallback for all types which don't match any other defined types.
549 The required attribute "misc x" prevents that it gets confused with
550 other types like "monster & npc" which also have type number 0. -->
551 <attribute arch="misc" value="x" />
552 </required>
553 &movement_types_terrain;
554 <attribute arch="cursed" editor="cursed" type="bool">
555 Curses can have various effects: On equipment and food,
556 they generally harm the player in some way.
557 </attribute>
558 <attribute arch="damned" editor="damned" type="bool">
559 A damned item/floor on the ground makes it impossible for players
560 to use prayers on that spot. It also prevents players from saving.
561 Damnation on equipment works similar to a curse.
562 </attribute>
563 <attribute arch="unique" editor="unique item" type="bool">
564 Unique items exist only one time on a server. If the item
565 is taken, lost or destroyed - it's gone for good.
566 </attribute>
567 <attribute arch="startequip" editor="godgiven item" type="bool">
568 A godgiven item vanishes as soon as the player
569 drops it to the ground.
570 </attribute>
571 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
572 This text may describe the object.
573 </attribute>
574 </type>
575
576 <!--####################################################################-->
577 <type number="110" name="Ability">
578 <ignore>
579 <ignore_list name="system_object" />
580 </ignore>
581 <description><![CDATA[
582 Abilities are to be put in a monster's inventory. They grant monsters the
583 knowledge to cast spells. Spells from abilities are usually magical in
584 nature, thus adding magic attacktype to the spell-damage they produce.
585 <br><br>
586 A particularly nice feature of abilities is that they can hold two
587 spells: One for short range- and one for long range use.
588 \n\n
589 You should know that spellcasting monsters receive abilities via
590 &lt;treasurelist&gt;. ]]>
591 </description>
592 <use><![CDATA[
593 If you want to create "customized" spellcasting monsters, you
594 should use abilities (rather than spellbooks/wands or something).
595 The long/short-range spell feature can make boss-monsters more
596 interesting and challenging.
597 <br><br>
598 You should keep in mind that magic abilities allow players
599 to get better resistance. You can turn off the magic part to
600 make the spells more dangerous. However, this really shouldn't
601 be neccessary unless you work on very high level maps.
602 And what fun is a magic resistance cloak when it has no effect? ]]>
603 </use>
604 <attribute arch="invisible" value="1" type="fixed" />
605 <attribute arch="no_drop" value="1" type="fixed" />
606 <attribute arch="sp" editor="short range spell" type="spell">
607 The monster will use the specified &lt;short range spell&gt;
608 when the player is within 6-square radius (of the
609 monster's head).
610 </attribute>
611 <attribute arch="hp" editor="long range spell" type="nz_spell">
612 The monster will use the specified &lt;long range spell&gt;
613 when the player is at least 6 squares away (from the
614 monster's head).
615
616 Setting a &lt;long range spell&gt; is optional. If unset, the
617 &lt;short range spell&gt; gets used all the time.
618 </attribute>
619 <attribute arch="maxsp" editor="importance" type="int">
620 Sometimes you'll want a monster to use one ability more than others.
621 To achieve this, set the &lt;importance&gt; to a value greater than
622 one. Abilities with this value zero/unset are counted to be of
623 &lt;importance&gt; one.
624
625 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
626 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
627 times the "small fireball".
628 </attribute>
629 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
630 This flag specifies whether the ability &lt;is magical&gt; in nature.
631 If enabled, all spells produced by this ability will have magic
632 attacktype added to the usual attacktypes.
633
634 This should always be set for spell-like abilities. "Natural"
635 abilities like a dragon's firebreath are an exception.
636 Note that non-magical abilities are more dangerous because
637 magic resistance does not protect from those.</attribute>
638 </type>
639
640 <!--####################################################################-->
641 <type number="18" name="Altar">
642 <ignore>
643 <ignore_list name="non_pickable" />
644 </ignore>
645 <description><![CDATA[
646 When a player puts a defined number of certain items on the altar,
647 then either a spell is casted (on the player) or a connector is
648 triggered. If the latter is the case, the altar works only once.
649 Either way, the sacrificed item disappears. ]]>
650 </description>
651 <attribute arch="no_pick" value="1" type="fixed" />
652 &move_on;
653 <attribute arch="slaying" editor="match item name" type="string">
654 This string specifies the item that must be put on the altar to
655 activate it. It can either be the name of an archetype, or directly
656 the name of an object. Yet, titles are not recognized by altars.
657 Remember to put a note somewhere, telling the player what he is
658 expected to drop on the altar. (Often this is put in the altar's
659 name: E.g. "drop 100 platinums")
660 </attribute>
661 <attribute arch="food" editor="drop amount" type="int">
662 The drop amount specifies the amount of items (specified
663 in &lt;match item name&gt;) that must be dropped to activate the altar.
664
665 If &lt;match item name&gt; is set to "money", then the value of the
666 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
667 200 silver, 20 gold, or 4 platinum will all work.)
668
669 Note that the maximum possible for &lt;drop amount&gt; is 32767.
670 </attribute>
671 <attribute arch="connected" editor="connection" type="int">
672 If a connection value is set, the altar will trigger all objects
673 with the same value, when activated. This will only work once.
674 </attribute>
675 <attribute arch="sp" editor="spell" type="spell">
676 When activated, the selected &lt;spell&gt; will be casted (once, on the
677 player). This should work for any given spell. The altar will work
678 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
679 one altar.
680 </attribute>
681 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
682 This text will be displayed to the player
683 in the exact moment when the altar is activated.
684 </attribute>
685 </type>
686
687 <!--####################################################################-->
688 <type number="31" name="Altar Trigger">
689 <ignore>
690 <ignore_list name="non_pickable" />
691 </ignore>
692 <description><![CDATA[
693 Altar_triggers work pretty much like normal altars
694 (drop sacrifice -> connection activated), except for the fact that
695 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
696 </description>
697 <use><![CDATA[
698 Altar_triggers are very useful if you want to charge a price for...
699 <UL>
700 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
701 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
702 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
703 </UL>
704 The big advantage over normal altars is the infinite usability
705 of altar_triggers! If there are ten players on one server, they're
706 quite grateful if things work more than once. =) ]]>
707 </use>
708 <attribute arch="no_pick" value="1" type="fixed" />
709 <attribute arch="slaying" editor="match item name" type="string">
710 This string specifies the item that must be put on the altar to
711 activate it. It can either be the name of an archetype, or directly
712 the name of an object. Yet, titles are not recognized by altars.
713 Remember to put a note somewhere, telling the player what he is
714 expected to drop on the altar. (Often this is put in the altar's
715 name: E.g. "drop 100 platinums")
716 </attribute>
717 <attribute arch="food" editor="drop amount" type="int">
718 The drop amount specifies the amount of items (specified
719 in &lt;match item name&gt;) that must be dropped to activate the altar.
720
721 If &lt;match item name&gt; is set to "money", then the value of the
722 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
723 200 silver, 20 gold, or 4 platinum will all work.)
724
725 Note that the maximum possible for &lt;drop amount&gt; is 32767.
726 </attribute>
727 <attribute arch="connected" editor="connection" type="int">
728 If a connection value is set, the altar will trigger all objects
729 with the same value, when activated. This will only work once.
730 </attribute>
731 <attribute arch="sp" editor="spell" type="spell">
732 When activated, this &lt;spell&gt; will be casted (once, on the player).
733 This should work for any given spell. The altar will work infinitely
734 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
735 </attribute>
736 <attribute arch="exp" editor="reset time" type="int">
737 Being activated, the altar will reset after &lt;reset time&gt; ticks.
738 After reset, the altar is ready to be activated once again.
739 The default &lt;reset time&gt; is 30.
740 </attribute>
741 <attribute arch="last_sp" editor="ignore reset" type="bool">
742 If this attribute is enabled, the altar_trigger won't push the
743 connected value by altar reset. Only ONCE by dropping the sacrifice.
744 This is typically used when the altar is connected to a creator,
745 e.g. for selling tickets.
746
747 If this attribute is disabled (default), the altar_trigger
748 will push the connected value TWICE per sacrifice: First by
749 dropping sacrifice, second by reset. This mode is typically
750 used for altars being connected to gates, resulting in the
751 gate being opened and closed again.
752 </attribute>
753 &move_on;
754 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
755 This text will be displayed to the player
756 in the exact moment when the altar is activated.
757 </attribute>
758 </type>
759
760 <!--####################################################################-->
761 <type number="39" name="Amulet">
762 <description><![CDATA[
763 Wearing an amulet, the object's stats will directly be inherited to
764 the player. Amulets are usually meant for protection and defense. ]]>
765 </description>
766 <use><![CDATA[
767 Feel free to create your own special artifacts. However, it is very
768 important that you keep your artifact in balance with existing maps. ]]>
769 </use>
770 <attribute arch="ac" editor="armour class" type="int">
771 This value defines the amount of armour-class bonus for wearing
772 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
773 values are better. It should usually be set only for armour-like equipment.
774 </attribute>
775 <attribute arch="wc" editor="weapon class" type="int">
776 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
777 melee attacks. Weapon class improves the chance of hitting the opponent.
778 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
779 be set only for weapon-like items. Lower values are better.
780 </attribute>
781 <attribute arch="item_power" editor="item power" type="int">
782 The &lt;item power&gt; value measures how "powerful" an artifact is.
783 Players will only be able to wear equipment with a certain total
784 amount of &lt;item power&gt;, depending on their own level. This is the
785 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items).
787
788 It is very important to adjust the &lt;item power&gt; value carefully
789 for every artifact you create! If zero/unset, the CF server will
790 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse
795 is removed. Removing damnations is a tick harder than removing curses.
796 </attribute>
797 <attribute arch="cursed" editor="curse" type="bool">
798 A cursed piece of equipment cannot be unwielded
799 unless the curse is removed.
800 </attribute>
801 <attribute arch="lifesave" editor="save life" type="bool">
802 An item with this flag enabled will save the players life
803 for one time: When the player is wearing this item and his
804 health points reach zero, the item disappears, replenishing
805 half of the player's health.
806
807 An item with &lt;save life&gt; should not have
808 any decent additional bonuses!
809 </attribute>
810 <attribute arch="unique" editor="unique item" type="bool">
811 Unique items exist only one time on a server. If the item
812 is taken, lost or destroyed - it's gone for good.
813 </attribute>
814 <attribute arch="startequip" editor="godgiven item" type="bool">
815 A godgiven item vanishes as soon as the player
816 drops it to the ground.
817 </attribute>
818 <attribute arch="applied" editor="is applied" type="bool">
819 If you put this item into the inventory of a monster, and
820 you want the monster to use/wear the item - you must set
821 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory.
824 </attribute>
825 <section name="resistance">
826 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
827 This adds physical resistance to the item (= armour value). The number is
828 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
829 and what they require to do for getting this-and-that artifact.
830 </attribute>
831 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
832 This adds magic resistance to the item. The number is a percent-value in
833 the range 0-100. Treat this with CARE. Look at other maps and what they
834 require to do for getting this-and-that artifact.
835 </attribute>
836 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
837 This adds fire resistance to the item. The number is a percent-value in
838 the range 0-100. Treat this with CARE. Look at other maps and what they
839 require to do for getting this-and-that artifact.
840 </attribute>
841 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
842 This adds electricity resistance to the item. The number is a percent-value in
843 the range 0-100. Treat this with CARE. Look at other maps and what they
844 require to do for getting this-and-that artifact.
845 </attribute>
846 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
847 This adds fire resistance to the item. The number is a percent-value in
848 the range 0-100. Treat this with CARE. Look at other maps and what they
849 require to do for getting this-and-that artifact.
850 </attribute>
851 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
852 This adds confusion resistance to the item. The number is a percent-value in
853 the range 0-100. Confusion resistance is not very effective
854 unless the value comes close to 100 (= perfect immunity).
855 </attribute>
856 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
857 This adds acid resistance to the item. The number is a percent-value in
858 the range 0-100. Treat this with CARE. Look at other maps and what they
859 require to do for getting this-and-that artifact.
860 </attribute>
861 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
862 This adds draining resistance to the item. The number is a percent-value
863 in the range 0-100. Draining resistance is little effective
864 unless the value is 100 (= perfect immunity).
865 </attribute>
866 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
867 This adds weaponmagic resistance to the item. The number is a percent-value in
868 the range 0-100. Weaponmagic resistance generally should not exist on
869 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
870 are not meant to be easily resisted.
871 </attribute>
872 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
873 This adds ghosthit resistance to the item. The number is a percent-value
874 in the range 0-100. Treat this with CARE. Look at other maps and what they
875 require to do for getting this-and-that artifact.
876 </attribute>
877 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
878 This adds poison resistance to the item. The number is a percent-value in
879 the range 0-100. Treat this with CARE. Look at other maps and what they
880 require to do for getting this-and-that artifact.
881 </attribute>
882 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
887 This adds paralyze resistance to the item. The number is a percent-value in
888 the range 0-100. Paralyze resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
892 This adds fear resistance to the item. The number is a percent-value in
893 the range 0-100. Resistance to fear is pretty useless.
894 </attribute>
895 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
896 This adds depletion resistance to the item. The number is a percent-value
897 in the range 0-100. Depletion resistance is little effective
898 unless the value is 100 (= perfect immunity).
899 </attribute>
900 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
901 This adds death-attack resistance to the item. The number is a
902 percent-value in the range 0-100. Death-attack resistance is little
903 effective unless the value is 100 (= perfect immunity).
904 Generally, resistance to death-attack is not supposed to be
905 available to players!
906 </attribute>
907 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
908 This adds chaos resistance to the item. The number is a percent-value in
909 the range 0-100. Treat this with CARE. Look at other maps and what they
910 require to do for getting this-and-that artifact.
911 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
912 combination of other attacktypes.
913 </attribute>
914 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
915 This adds blinding resistance to the item. The number is a percent-value
916 in the range 0-100. Treat this with CARE. Look at other maps and what they
917 require to do for getting this-and-that artifact.
918 </attribute>
919 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
920 This adds holy power resistance to the item. The number is a percent-value
921 in the range 0-100. Holy power is the attacktype that holyword-type spells
922 use to hurt undead creatures. This kind of resistance is only reasonable
923 for undead players (wraith or devourer cult).
924 Generally, resistance to holy word should not be available for players.
925 </attribute>
926 </section>
927 <section name="stats">
928 <attribute arch="Str" editor="strength" type="int">
929 The player's strentgh will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Dex" editor="dexterity" type="int">
933 The player's dexterity will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Con" editor="constitution" type="int">
937 The player's constitution will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Int" editor="intelligence" type="int">
941 The player's intelligence will rise/fall by the given value
942 while wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Pow" editor="power" type="int">
945 The player's power will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948 <attribute arch="Wis" editor="wisdom" type="int">
949 The player's wisdom will rise/fall by the given value while
950 wearing this piece of equipment.
951 </attribute>
952 <attribute arch="Cha" editor="charisma" type="int">
953 The player's charisma will rise/fall by the given value
954 while wearing this piece of equipment.
955 </attribute>
956 </section>
957 <section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...).
961 Unless the &lt;luck bonus&gt; is very high, the effect will be
962 barely visible in-game. Luck bonus on one piece of equipment
963 should never exceed 3, and such bonus should not be too
964 frequently available.
965 </attribute>
966 <attribute arch="hp" editor="health regen." type="int">
967 Positive &lt;health regen.&gt; bonus speeds up the
968 player's healing process. Negative values slow it down.
969 </attribute>
970 <attribute arch="sp" editor="mana regen." type="int">
971 Positive &lt;mana regen.&gt; bonus speeds up the
972 player's mana regeneration. Negative values slow it down.
973 </attribute>
974 <attribute arch="grace" editor="grace regen." type="int">
975 Positive &lt;grace regen.&gt; bonus speeds up the
976 player's grace regeneration. Negative values slow it down.
977 Since grace can be regenerated rather easy with praying,
978 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
979 </attribute>
980 <attribute arch="food" editor="food bonus" type="int">
981 Positive &lt;food bonus&gt; slows down the player's digestion,
982 thus he consumes less food. Negative values speed it up.
983
984 Note that food is consumed not only for "being alive", but
985 also for healing and mana-regeneration.
986 &lt;food bonus&gt; only affects the amount of food consumed
987 for "being alive". Hence, even with high &lt;food bonus&gt;,
988 during a fight a player can run out of food quickly.
989 </attribute>
990 <attribute arch="xrays" editor="xray vision" type="bool">
991 Xray vision allows the player to see through obstacles
992 in a two-square-wide radius. This is extremely helpful and
993 desirable, so don't give it away for cheap on equipment.
994 </attribute>
995 <attribute arch="stealth" editor="stealth" type="bool">
996 Stealth allows the player to move silently.
997 This comes to effect if a player turns himself
998 invisible and tries to sneak around monsters.
999 (At least that was the idea behind it)
1000 </attribute>
1001 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1002 If a player is wearing any piece of equipment with
1003 the ability to &lt;reflect spells&gt;, all kinds of
1004 spell-bullets and -beams will bounce off him.
1005 This works only about 90% of all times, to
1006 avoid players being completely immune to certain
1007 types of attacks.
1008
1009 This is a very powerful ability and it
1010 shouldn't be handed out cheap!
1011 </attribute>
1012 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1013 If a player is wearing any piece of equipment with
1014 the ability to &lt;reflect missiles&gt;, all kinds of
1015 projectiles (e.g. arrows, bolts, boulders) will
1016 bounce off him. This works only about 90% of all
1017 times, to avoid players being completely immune to
1018 certain types of attacks.
1019 </attribute>
1020 &move_type;
1021 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1022 Click on the &lt;attuned paths&gt; button to select spellpaths.
1023 The player will get attuned to the specified spellpaths
1024 while wearing this item.
1025 </attribute>
1026 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1027 Click on the &lt;repelled paths&gt; button to select spellpaths.
1028 The player will get repelled to the specified spellpaths
1029 while wearing this item.
1030 </attribute>
1031 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1032 Click on the &lt;denied paths&gt; button to select spellpaths.
1033 The specified spellpaths will be denied to the player
1034 while wearing this item.
1035 </attribute>
1036 </section>
1037 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1038 This text describes the item's "story". Every decent artifact
1039 should have such a description.
1040 </attribute>
1041 </type>
1042
1043 <!--####################################################################-->
1044 <type number="58" name="Battleground">
1045 <ignore>
1046 <ignore_list name="non_pickable" />
1047 </ignore>
1048 <description><![CDATA[
1049 Battleground is very special: In short, players can die on battleground
1050 without any death penalties. They don't loose or gain experience
1051 while on battleground. Acid, draining and depletion effects don't
1052 work either.
1053 When a player dies on battleground, he gets teleported to an exit
1054 location which is defined in the battleground object. ]]>
1055 </description>
1056 <use><![CDATA[
1057 Battleground is only meant for player vs. player duels. You can
1058 design combat arenas similiar to the one in scorn.<br>
1059 What should NEVER be done is placing battleground tiles in
1060 open dungeons or other free kinds of land.
1061 It must not be possible to gain significant treasure for fighting
1062 on battleground, because it bears no risk.<br><br>
1063 (Battleground will cease to work when the image or name is changed,
1064 or when it is placed beneath another floor tile.
1065 This is not a bug, it is there to prevent any attempts of placing
1066 "hidden" battleground tiles anywhere.) ]]>
1067 </use>
1068 <attribute arch="no_pick" value="1" type="fixed" />
1069 <attribute arch="is_floor" value="1" type="fixed" />
1070 <attribute arch="hp" editor="destination X" type="int">
1071 The exit destinations define the (x, y)-coordinates where players
1072 get teleported after they died on this battleground.
1073 </attribute>
1074 <attribute arch="sp" editor="destination Y" type="int">
1075 The exit destinations define the (x, y)-coordinates where players
1076 get teleported after they died on this battleground.
1077 </attribute>
1078 </type>
1079
1080 <!--####################################################################-->
1081 <type number="165" name="Safe ground (CF+)">
1082 <ignore>
1083 <ignore_list name="non_pickable" />
1084 </ignore>
1085 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might
1087 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding. Note that altars that
1090 do cast spells still work.
1091 (This is a Crossfire+ feature, and might not work elsewhere)
1092 ]]>
1093 </description>
1094 <use><![CDATA[
1095 Safe ground can be used to prevents any means of burning
1096 or destroying the items in a shop. Put this object below all floor tiles
1097 in your map and your shop will be safe. It's generally useful for making
1098 areas where really no kind of spell should be invoked by a player.
1099 ]]>
1100 </use>
1101 <attribute arch="no_pick" value="1" type="fixed" />
1102 </type>
1103
1104 <!--####################################################################-->
1105 <type number="8" name="Book">
1106 <description><![CDATA[
1107 Applying a book, the containing message is displayed to the player. ]]>
1108 </description>
1109 <attribute arch="level" editor="literacy level" type="int">
1110 If this value is set to be greater than zero, the player needs a
1111 certain literacy level to succeed reading the book. The book can be
1112 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1113 book can be a nice idea, personally I like it when a player needs
1114 more than his fighting skills to solve a quest. However, keep the
1115 booklevel at least below 15 because it is quite hard to gain high
1116 mental levels.
1117 </attribute>
1118 <attribute arch="startequip" editor="godgiven item" type="bool">
1119 A godgiven item vanishes as soon as the player
1120 drops it to the ground.
1121 </attribute>
1122 <attribute arch="unique" editor="unique item" type="bool">
1123 Unique items exist only one time on a server. If the item
1124 is taken, lost or destroyed - it's gone for good.
1125 </attribute>
1126 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1127 This is the text that appears "written" in the book.
1128 </attribute>
1129 <attribute arch="slaying" editor="key string" type="string">
1130 This is the key string of the book. The key string is checked by an inventory checker.
1131 (This is used eg. for the gate/port passes in scorn)
1132 </attribute>
1133 </type>
1134
1135 <!--####################################################################-->
1136 <type number="99" name="Boots">
1137 <import_type name="Amulet" />
1138 <description><![CDATA[
1139 Wearing boots, the object's stats will directly be inherited to
1140 the player. Usually enhancing his speed, or granting some minor
1141 protection bonus. ]]>
1142 </description>
1143 <use><![CDATA[
1144 Feel free to create your own special artifacts. However, it is very
1145 important that you keep your artifact in balance with existing maps. ]]>
1146 </use>
1147 <attribute arch="exp" editor="speed bonus" type="int">
1148 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1149 while worn. This kind of bonus is quite desirable for players of low-
1150 and medium level. High level players usually have fastest possible
1151 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1152 Still, this bonus is good for nice artifacts - not everything has
1153 to be for highest level.
1154 </attribute>
1155 <attribute arch="magic" editor="magic bonus" type="int">
1156 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1157 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1158 than direct armour-class bonus on the boots.
1159
1160 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1161 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1162 </attribute>
1163 </type>
1164
1165 <!--####################################################################-->
1166 <type number="104" name="Bracers">
1167 <import_type name="Amulet" />
1168 <description><![CDATA[
1169 Bracers are armour-plates worn around the wrists.
1170 Wearing bracer, the object's stats will directly be inherited to
1171 the player. Usually enhancing his defense. ]]>
1172 </description>
1173 <use><![CDATA[
1174 Feel free to create your own special artifacts. However, it is very
1175 important that you keep your artifact in balance with existing maps. ]]>
1176 </use>
1177 <attribute arch="magic" editor="magic bonus" type="int">
1178 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1179 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1180 than direct armour-class bonus on the bracers.
1181 </attribute>
1182 </type>
1183
1184 <!--####################################################################-->
1185 <type number="16" name="Brestplate Armour">
1186 <import_type name="Amulet" />
1187 <description><![CDATA[
1188 Wearing an armour, the object's stats will directly be inherited to
1189 the player. Usually enhancing his defense. ]]>
1190 </description>
1191 <use><![CDATA[
1192 Feel free to create your own special artifacts. However, it is very
1193 important that you keep your artifact in balance with existing maps. ]]>
1194 </use>
1195 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1196 This poses a penalty to spell regeneration speed, for wearing the armour.
1197 The bigger the spellpoint penalty, the worse.
1198 </attribute>
1199 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1200 Slowdown penalty reduces the player's walking speed when wearing the
1201 armour. Bigger values are worse - zero is best.
1202 </attribute>
1203 <attribute arch="magic" editor="magic bonus" type="int">
1204 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1205 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1206 than direct armour-class bonus on the armour.
1207 </attribute>
1208 </type>
1209
1210 <!--####################################################################-->
1211 <type number="92" name="Button">
1212 <ignore>
1213 <ignore_list name="non_pickable" />
1214 </ignore>
1215 <description><![CDATA[
1216 When a predefined amount of weigh is placed on a button, the
1217 &lt;connection&gt; value is triggered. In most cases this happens when a
1218 player or monster steps on it. When the button is "released", the
1219 &lt;connection&gt; value get's triggered a second time. ]]>
1220 </description>
1221 &move_on;
1222 &move_off;
1223 <attribute arch="no_pick" value="1" type="fixed" />
1224 <attribute arch="weight" editor="press weight" type="int">
1225 The button is pressed (triggered), as soon as
1226 &lt;press weigh&gt; gram are placed ontop of it.
1227 </attribute>
1228 <attribute arch="connected" editor="connection" type="int">
1229 Every time the button is pressed or released, all objects
1230 with the same &lt;connection&gt; value are activated.
1231 </attribute>
1232 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1233 This text may describe the item. You can use this
1234 message to explain the button's purpose to the player.
1235 </attribute>
1236 </type>
1237
1238 <!--####################################################################-->
1239 <type number="30" name="Button Trigger">
1240 <import_type name="Button" />
1241 <ignore>
1242 <ignore_list name="non_pickable" />
1243 </ignore>
1244 <description><![CDATA[
1245 Handle buttons are buttons which reset after a short period
1246 of time. Every time it is either applied or reset, the
1247 &lt;connection&gt; value is triggered. ]]>
1248 </description>
1249 </type>
1250
1251 <!--####################################################################-->
1252 <type number="37" name="Class Changer">
1253 <ignore>
1254 <ignore_list name="non_pickable" />
1255 </ignore>
1256 <description><![CDATA[
1257 Class changer are used while creating a character. ]]>
1258 </description>
1259 <attribute arch="randomitems" editor="class items" type="treasurelist">
1260 This entry determines which initial items the character receives.
1261 </attribute>
1262 <section name="stats">
1263 <attribute arch="Str" editor="strength" type="int">
1264 The player's strength will rise by the given value if he chooses this
1265 class. (Negative values make strength fall)
1266 </attribute>
1267 <attribute arch="Dex" editor="dexterity" type="int">
1268 The player's dexterity will rise by the given value if he chooses this
1269 class. (Negative values make dexterity fall)
1270 </attribute>
1271 <attribute arch="Con" editor="constitution" type="int">
1272 The player's constitution will rise by the given value if he chooses this
1273 class. (Negative values make constitution fall)
1274 </attribute>
1275 <attribute arch="Int" editor="intelligence" type="int">
1276 The player's intelligence will rise by the given value if he chooses this
1277 class. (Negative values make intelligence fall)
1278 </attribute>
1279 <attribute arch="Pow" editor="power" type="int">
1280 The player's power will rise by the given value if he chooses this
1281 class. (Negative values make power fall)
1282 </attribute>
1283 <attribute arch="Wis" editor="wisdom" type="int">
1284 The player's wisdom will rise by the given value if he chooses this
1285 class. (Negative values make wisdom fall)
1286 </attribute>
1287 <attribute arch="Cha" editor="charisma" type="int">
1288 The player's charisma will rise by the given value if he chooses this
1289 class. (Negative values make charisma fall)
1290 </attribute>
1291 </section>
1292 </type>
1293
1294 <!--####################################################################-->
1295 <type number="87" name="Cloak">
1296 <import_type name="Amulet" />
1297 <description><![CDATA[
1298 Wearing a cloak, the object's stats will directly be inherited to
1299 the player. Cloaks usually add minor &lt;armour class&gt; and
1300 sometimes a bit of resistance. ]]>
1301 </description>
1302 <use><![CDATA[
1303 Feel free to create your own special artifacts. However, it is very
1304 important that you keep your artifact in balance with existing maps. ]]>
1305 </use>
1306 <attribute arch="magic" editor="magic bonus" type="int">
1307 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1308 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1309 than direct armour-class bonus on the cloak.
1310
1311 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1312 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1313 </attribute>
1314 </type>
1315
1316 <!--####################################################################-->
1317 <type number="9" name="Clock">
1318 <description><![CDATA[
1319 Applying a clock, the time is displayed to the player. ]]>
1320 </description>
1321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322 This text may describe the item
1323 </attribute>
1324 </type>
1325
1326 <!--####################################################################-->
1327 <type number="122" name="Container">
1328 <description><![CDATA[
1329 A player can put (certain kinds of) items in the container.
1330 The overall weight of items is reduced when put inside a
1331 container, depending on the settings.
1332 <br><br>
1333 A special feature of containers is the "cauldron",
1334 capable of mixing alchemical receipes. ]]>
1335 </description>
1336 <use><![CDATA[
1337 Note on chests - There are two types of chests:
1338 <UL>
1339 <LI> First the random treasure chests - Those are NOT containers
1340 (but object type Treasure), they create random treasures when
1341 applied. Archetype name is "chest".
1342 <LI> Second there are the permanent chests - Those are containers,
1343 they can be opened and closed again. Archetype name is "chest_2".
1344 </UL> ]]>
1345 </use>
1346 <attribute arch="race" editor="container class" type="string">
1347 If set, the container will hold only certain types of objects.
1348 Possible choices for &lt;container class&gt; are: "gold and jewels",
1349 "arrows" and "keys".
1350
1351 Unfortunately it is not easy to create new container
1352 classes, because items need a matching counterpiece-attribute
1353 to the &lt;container class&gt; before they can be put inside a
1354 container. This attribute ("race") is set only for the existing
1355 container classes.
1356 </attribute>
1357 <attribute arch="slaying" editor="key string" type="string">
1358 If &lt;key string&gt; is set, only players with a special key
1359 of matching &lt;key string&gt; are able to open the container.
1360 </attribute>
1361 <attribute arch="container" editor="maximum weight" type="int">
1362 The container can hold a maximum total weight of the given value
1363 in gram. Note that this weight limit is calculated *after* the
1364 weight reduction (&lt;reduce weight&gt;) has been applied.
1365 </attribute>
1366 <attribute arch="Str" editor="reduce weight %" type="int">
1367 This value determines how much the weight of items is reduced in
1368 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1369 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1370 Most default values are in the range of ten.
1371 </attribute>
1372 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1373 If set, the container can be used as alchemy-cauldron.
1374 The player can put ingredients inside, close it, cast alchemy
1375 and if his formulae is true, he'll get what he longed for.
1376 </attribute>
1377 <attribute arch="unique" editor="unique item" type="bool">
1378 Unique items exist only one time on a server. If the item
1379 is taken, lost or destroyed - it's gone for good.
1380 All contents of a unique container are unique as well.
1381 </attribute>
1382 <attribute arch="startequip" editor="godgiven item" type="bool">
1383 A godgiven item vanishes as soon as the player
1384 drops it to the ground.
1385 </attribute>
1386 <attribute arch="other_arch" editor="animation arch" type="string">
1387 This is used for a certain kind of... "animation" when
1388 opening the container. Stick to the default arches here
1389 and you won't get into trouble.
1390 </attribute>
1391 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1392 This text may contain a description of the container.
1393 </attribute>
1394 </type>
1395
1396 <!--####################################################################-->
1397 <type number="103" name="Converter">
1398 <ignore>
1399 <attribute arch="value" />
1400 <attribute arch="nrof" />
1401 <attribute arch="name_pl" />
1402 <attribute arch="no_pick" />
1403 <attribute arch="unpaid" />
1404 <attribute arch="title" />
1405 </ignore>
1406 <description><![CDATA[
1407 Converters are like "exchange tables". When the player drops a
1408 specific type of items, they get converted into other items, at a
1409 predefined exchange-ratio. ]]>
1410 </description>
1411 <use><![CDATA[
1412 Converters are better than shopping with doormats, because the
1413 converters never get sold out. For some items like food or jewels
1414 those "exchange tables" are really nice, while for the more important
1415 stuff like potions converters should not exist.
1416 <br><br>
1417 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1418 items on a converter, the stuff you get must be of equal or lesser
1419 value than before! (Except if you are using "rare" items like
1420 dragonscales for payment). The code will not check if your ratio is
1421 sane, so the player could gain infinite wealth by using your converter. ]]>
1422 </use>
1423 <attribute arch="no_pick" value="1" type="fixed" />
1424 <attribute arch="slaying" editor="cost arch" type="string">
1425 &lt;cost arch&gt; is the name of the archetype the player has to
1426 put on the converter, as payment.
1427 </attribute>
1428 <attribute arch="food" editor="cost number" type="int">
1429 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1430 on the converter, in order to get &lt;receive number&gt; items
1431 of &lt;receive arch&gt;.
1432 </attribute>
1433 <attribute arch="other_arch" editor="receive arch" type="string">
1434 &lt;receive arch&gt; is the name of the archetype to convert into.
1435 This field is ignored if the converter has items in inventory. In this
1436 case one of the inventory items is duplicated. The duplicated item is
1437 randomly chosen from all items present.
1438 </attribute>
1439 <attribute arch="sp" editor="receive number" type="int">
1440 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1441 on the converter, in order to get &lt;receive number&gt; items
1442 of &lt;receive arch&gt;.
1443 </attribute>
1444 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1445 This text may contain a description of the converter.
1446 </attribute>
1447 </type>
1448
1449 <!--####################################################################-->
1450 <type number="42" name="Creator">
1451 <ignore>
1452 <ignore_list name="system_object" />
1453 </ignore>
1454 <description><![CDATA[
1455 A creator is an object which creates another object when it
1456 is triggered. The child object can be anything. Creators are
1457 VERY useful for all kinds of map-mechanisms. ]]>
1458 </description>
1459 <use><![CDATA[
1460 Don't hesitate to hide your creators under the floor.
1461 The created items will still always appear ontop of the floor. ]]>
1462 </use>
1463 <attribute arch="no_pick" value="1" type="fixed" />
1464 <attribute arch="other_arch" editor="create arch" type="string">
1465 This string defines the object that will be created.
1466 You can choose any of the existing arches.
1467 This field is ignored if the creator has items in inventory. In this case
1468 one of the inventory items is duplicated. The duplicated item is randomly
1469 chosen from all items present.
1470 </attribute>
1471 <attribute arch="connected" editor="connection" type="int">
1472 Whenever the connection value is activated,
1473 the creator gets triggered.
1474 </attribute>
1475 &activate_on;
1476 <attribute arch="lifesave" editor="infinit uses" type="bool">
1477 If &lt;infinit uses&gt; is set, the creator will work
1478 infinitely, regardless of the value in &lt;number of uses&gt;.
1479 </attribute>
1480 <attribute arch="hp" editor="number of uses" type="int">
1481 The creator can be triggered &lt;number of uses&gt; times, thus
1482 creating that many objects, before it dissappears.
1483 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1484 </attribute>
1485 <attribute arch="slaying" editor="name of creation" type="string">
1486 The created object will bear the name and title specified in &lt;name of
1487 creation&gt;. If nothing is set, the standard name and title of the
1488 archetype is used.
1489 </attribute>
1490 <attribute arch="level" editor="level of creation" type="int">
1491 The created object will be of that level. If zero/unset,
1492 the standard level of the archetype is used.
1493 </attribute>
1494 </type>
1495
1496 <!--####################################################################-->
1497 <type number="51" name="Detector">
1498 <ignore>
1499 <ignore_list name="system_object" />
1500 </ignore>
1501 <description><![CDATA[
1502 Detectors work quite much like inv. checkers/pedestals: If the detector
1503 finds a specific object, it toggles its connected value.
1504 <br><br>
1505 What is "unique" about them, compared to inv. checkers/ pedestals?
1506 - First, detectors check their square for a match periodically, not
1507 instantly. Second, detectors check directly for object names. Third,
1508 detectors do not check the inventory of players/monsters. ]]>
1509 </description>
1510 <use><![CDATA[
1511 There is one major speciality about detectors: You can detect spells
1512 blown over a detector! To detect a lighting bolt for example, set
1513 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1514 walls, this can be very useful for map-mechanisms. ]]>
1515 </use>
1516 <attribute arch="no_pick" value="1" type="fixed" />
1517 <attribute arch="slaying" editor="match name" type="string">
1518 &lt;match name&gt; specifies the name of the object we are looking for.
1519 Actually it does also check for the &lt;key string&gt; in key-objects,
1520 but for this case inventory checkers are often more powerful to use.
1521 </attribute>
1522 <attribute arch="connected" editor="connection" type="int">
1523 When the detector is triggered, all objects with the same
1524 connection value get activated.
1525 </attribute>
1526 <attribute arch="speed" editor="detection speed" type="float">
1527 This value defines the time between two detector-checks.
1528 If you want the detector to behave almost like pedestals/buttons,
1529 set speed rather high, like &lt;detection speed&gt; 1.0.
1530 </attribute>
1531 &speed_left;
1532 <attribute arch="speed_left" editor="speed left" type="float">
1533 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1534 If it is larger than 0, the detector checks, and the speed is decremented
1535 by 1.
1536 </attribute>
1537 </type>
1538
1539 <!--####################################################################-->
1540 <type number="112" name="Director">
1541 <ignore>
1542 <ignore_list name="non_pickable" />
1543 </ignore>
1544 <description><![CDATA[
1545 Directors change the direction of spell objects and other projectiles
1546 that fly past. Unlike spinners, directors always move objects in the
1547 same direction. It does not make a difference from what angle you
1548 shoot into it.<br>
1549 Directors are visible per default. ]]>
1550 </description>
1551 <use><![CDATA[
1552 Directors are rarely used in maps. Sometimes they are placed to
1553 change the direction of spells coming out of magic walls,
1554 "channeling" spell-projectiles in some direction. When doing this,
1555 <B>never place directors facing each other with magic walls fireing
1556 into them!</B> The spell-projectiles bouncing between the directors
1557 would accumulate to huge numbers and at some point slow down the
1558 server by eating memory- and CPU-time.
1559 <br><br>
1560 You'd better not place directors in monster vs. player combat
1561 areas too much, because that freaks out wizard-type players. ]]>
1562 </use>
1563 <attribute arch="sp" editor="direction" type="list_direction">
1564 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1565 A director with direction &lt;none&gt; simply stops projectiles.
1566 (The latter works out a bit strange for some spells).
1567 </attribute>
1568 &move_on;
1569 </type>
1570
1571 <!--####################################################################-->
1572 <type number="158" name="Disease">
1573 <ignore>
1574 <ignore_list name="system_object" />
1575 </ignore>
1576 <description><![CDATA[
1577 Diseases are an intersting form of spellcraft in Crossfire.
1578 Once casted, they can spread out and infect creatures in a large
1579 area. Being infected can have various effects, from amusing farts
1580 to horrible damage - almost everything is possible. ]]>
1581 </description>
1582 <use><![CDATA[
1583 Diseases are extremely flexible and usable in a many ways.
1584 So far they are mostly used for causing bad, unwanted effects.
1585 You could just as well create a disease which helps the player
1586 (recharging mana for example).
1587 Infection with a "positive disease" could even be a quest reward. ]]>
1588 </use>
1589 <attribute arch="invisible" value="1" type="fixed" />
1590 <attribute arch="level" editor="plaque level" type="int">
1591 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1592 This mainly reflects in the &lt;damage&gt;. It has no effect on
1593 most other symptoms. Neverthless, it is a very important value for
1594 all damage-inflicting diseases.
1595 </attribute>
1596 <attribute arch="race" editor="infect race" type="string">
1597 The disease will only infect creatures of the specified &lt;race&gt;.
1598 "&lt;race&gt; *" means every creature can be infected.
1599 </attribute>
1600 <attribute arch="ac" editor="progressiveness" type="int">
1601 Every time the disease "moves" the severity of the symptoms are increased
1602 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1603 </attribute>
1604 <section name="spreading">
1605 <attribute arch="wc" editor="infectiosness" type="int">
1606 The &lt;infectiosness&gt; defines the chance of new creatures getting
1607 infected. If you set this too high, the disease is very likely to
1608 be too effective.
1609
1610 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1611 </attribute>
1612 <attribute arch="last_grace" editor="attenuation" type="int">
1613 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1614 everytime it infects someone new. This limits how many generations
1615 a disease can propagate.
1616 </attribute>
1617 <attribute arch="magic" editor="infection range" type="int">
1618 &lt;infection range&gt; sets the range at which infection may occur.
1619 If positive, the &lt;infection range&gt; is level dependant - If negative,
1620 it is not:
1621 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1622 six square range, and &lt;plaque level&gt; doesn't modify that.
1623 </attribute>
1624 <attribute arch="maxhp" editor="persistence" type="int">
1625 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1626 The disease can "move" &lt;persistence&gt; times outside a host before it
1627 vanishes. A negative value means the disease lasts for permanent
1628 (which is only recommended to use in maps without monsters).
1629 </attribute>
1630 <attribute arch="maxgrace" editor="curing duration" type="int">
1631 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1632 (Assuming the host survives and doesn't use a curing spell).
1633 After this period the disease is naturally cured, which provides the
1634 host with immunity from this particular disease of lower or equal level.
1635
1636 A negative value means the disease can never be cured naturally.
1637
1638 Note that this value can be further modulated by spell-parameters,
1639 if the disease is registered as spell in the code. Due to that,
1640 most default diseases take a lot longer to cure than it seems.
1641 </attribute>
1642 <attribute arch="speed" editor="moving speed" type="float">
1643 The &lt;speed&gt; of the disease determines how fast the disease will
1644 "move", thus how fast the symptoms strike the host.
1645 </attribute>
1646 &speed_left;
1647 </section>
1648 <section name="symptoms">
1649 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1650 The disease will attack the host with the given &lt;attacktype&gt;.
1651 Godpower attacktype is commonly used for "unresistable" diseases.
1652 </attribute>
1653 <attribute arch="dam" editor="damage" type="int">
1654 A disease with a positive &lt;damage&gt; value will strike the player for that
1655 amount of damage every time the symptoms occur.
1656 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1657 the player's health is reduced by 10% every time the symptoms strike.
1658
1659 Diseases with %-based damage can be dangerous - but not deadly -
1660 for players of all levels.
1661 </attribute>
1662 <attribute arch="other_arch" editor="create arch" type="string">
1663 If set, the specified arch is created and dropped every time the
1664 symptoms strike.
1665
1666 This can be various things: farts, body pieces, eggs ...
1667 Even monsters can be created that way. You could also make a
1668 disease where some exotic stuff like money/gems is created.
1669 </attribute>
1670 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1671 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1672 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1673 </attribute>
1674 <attribute arch="exp" editor="exp. for curing" type="int">
1675 When the player manages to cure this disease (with a curing spell),
1676 he is awarded with &lt;exp. for curing&gt; experience.
1677 </attribute>
1678 <attribute arch="maxsp" editor="mana depletion" type="int">
1679 Every time the disease "moves", the player's mana is
1680 reduced by the value of &lt;mana depletion&gt;.
1681 For negative values, a %-based amount is taken.
1682 </attribute>
1683 <attribute arch="last_eat" editor="food depletion" type="int">
1684 Every time the disease "moves", the player's food is
1685 reduced by the value of &lt;food depletion&gt;.
1686 For negative values, a %-based amount is taken.
1687 </attribute>
1688 <attribute arch="hp" editor="health regen." type="int">
1689 This value increases the player's healing rate.
1690 Negative values decrease it.
1691 </attribute>
1692 <attribute arch="sp" editor="mana regen." type="int">
1693 This value increases the player's rate of mana regeneration.
1694 Negative values decrease it.
1695 </attribute>
1696 </section>
1697 <section name="disability">
1698 <attribute arch="Str" editor="strength" type="int">
1699 The player's strength will rise by the given value
1700 while being infected. (Negative values make strength fall)
1701 </attribute>
1702 <attribute arch="Dex" editor="dexterity" type="int">
1703 The player's dexterity will rise by the given value
1704 while being infected. (Negative values make dexterity fall)
1705 </attribute>
1706 <attribute arch="Con" editor="constitution" type="int">
1707 The player's constitution will rise by the given value
1708 while being infected. (Negative values make constitution fall)
1709 </attribute>
1710 <attribute arch="Int" editor="intelligence" type="int">
1711 The player's intelligence will rise by the given value
1712 while being infected. (Negative values make intelligence fall)
1713 </attribute>
1714 <attribute arch="Pow" editor="power" type="int">
1715 The player's power will rise by the given value
1716 while being infected. (Negative values make power fall)
1717 </attribute>
1718 <attribute arch="Wis" editor="wisdom" type="int">
1719 The player's wisdom will rise by the given value
1720 while being infected. (Negative values make wisdom fall)
1721 </attribute>
1722 <attribute arch="Cha" editor="charisma" type="int">
1723 The player's charisma will rise by the given value
1724 while being infected. (Negative values make charisma fall)
1725 </attribute>
1726 </section>
1727 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1728 This text is displayed to the player every time the
1729 symptoms strike.
1730 </attribute>
1731 </type>
1732
1733 <!--####################################################################-->
1734 <type number="23" name="Door">
1735 <ignore>
1736 <ignore_list name="non_pickable" />
1737 </ignore>
1738 <description><![CDATA[
1739 A door can be opened with a normal key. It also can be broken by attacking
1740 it, and it can be defeated with the lockpicking skill. If a door is
1741 defeated, horizontally and vertically adjacent doors are automatically
1742 removed. ]]>
1743 </description>
1744 <attribute arch="no_pick" value="1" type="fixed" />
1745 <attribute arch="alive" value="1" type="fixed" />
1746 &movement_types_terrain;
1747 <attribute arch="hp" editor="hitpoints" type="int">
1748 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1749 </attribute>
1750 <attribute arch="ac" editor="armour class" type="int">
1751 Doors of high &lt;armour class&gt; are less likely to get hit.
1752 &lt;armour class&gt; can be considered the "counterpiece" to
1753 &lt;weapon class&gt;.
1754 </attribute>
1755 <attribute arch="other_arch" editor="drop arch" type="string">
1756 This string defines the object that will be created when the door was
1757 defeated.
1758 </attribute>
1759 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1760 This entry determines what kind of traps will appear in the door.
1761 </attribute>
1762 </type>
1763
1764 <!--####################################################################-->
1765 <type number="83" name="Duplicator">
1766 <ignore>
1767 <ignore_list name="system_object" />
1768 </ignore>
1769 <description><![CDATA[
1770 When activated, a duplicator can duplicate, multiply or destroy a pile of
1771 objects which lies somewhere on top of the duplicator.
1772 The duplicator has one arch name specified as &lt;target arch&gt;,
1773 and only objects of this archetype can be affected.<br>
1774 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1775 If the latter is set to zero, it will destroy objects. ]]>
1776 </description>
1777 <use><![CDATA[
1778 I hope it is clear that one must be very cautious when inserting a duplicator
1779 anywhere with &lt;multiply factor&gt; greater than one.
1780 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1781 It is <b>not acceptable</b> to allow duplication of anything other than
1782 coins, gold and jewels. Besides, it is very important that the chance to
1783 loose the input matches the chance to earn winnings.<br>
1784 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1785 loosing rate of 2/3 = 67%. ]]>
1786 </use>
1787 <attribute arch="other_arch" editor="target arch" type="string">
1788 Only objects of matching archtype, lying ontop of the duplicator will be
1789 duplicated, multiplied or removed. All other objects will be ignored.
1790 </attribute>
1791 <attribute arch="level" editor="multiply factor" type="int">
1792 The number of items in the target pile will be multiplied by the
1793 &lt;multiply factor&gt;. If it is set to zero, all target objects
1794 will be destroyed.
1795 </attribute>
1796 <attribute arch="connected" editor="connection" type="int">
1797 An activator (lever, altar, button, etc) with matching connection value
1798 is able to trigger this duplicator. Be very careful that players cannot
1799 abuse it to create endless amounts of money or other valuable stuff!
1800 </attribute>
1801 &activate_on;
1802 </type>
1803
1804 <!--####################################################################-->
1805 <type number="66" name="Exit">
1806 <ignore>
1807 <ignore_list name="non_pickable" />
1808 </ignore>
1809 <description><![CDATA[
1810 When the player applies an exit, he is transferred to a different location.
1811 (Monsters cannot use exits.) Depending on how it is set, the player applies
1812 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1813 the exit. ]]>
1814 </description>
1815 <use><![CDATA[
1816 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1817 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1818 detected with the show_invisible spell.
1819 <br><br>
1820 You can be quite creative with the outlook of secret exits (their "face").
1821 Don't forget to give the player relyable hints about them though. ]]>
1822 </use>
1823 <attribute arch="slaying" editor="exit path" type="string">
1824 The exit path defines the map that the player is transferred to.
1825 You can enter an absolute path, beginning with '/' (for example
1826 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1827 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1828 relative path "Fire1"). Use relative paths whenever possible! Note that
1829 upper/lower case must always be set correctly. However, please use lower
1830 case only.
1831 It is well possible to have an exit pointing to the same map that the exit
1832 is on. If slaying is not set in an exit, the player will see a message like
1833 "the exit is closed".
1834 </attribute>
1835 <attribute arch="hp" editor="destination X" type="int">
1836 The exit destinations define the (x, y)-coordinates where the exit
1837 leads to.
1838 If both are set to zero, the player will be transferred to the "default
1839 enter location" of the destined map. The latter can be set in the map-
1840 properties as "Enter X/Y". Though, please DO NOT use that.
1841 It turned out to be a source for numerous map-bugs.
1842 </attribute>
1843 <attribute arch="sp" editor="destination Y" type="int">
1844 The exit destinations define the (x, y)-coordinates where the exit
1845 leads to.
1846 If both are set to zero, the player will be transferred to the "default
1847 enter location" of the destined map. The latter can be set in the map-
1848 properties as "Enter X/Y". Though, please DO NOT use that.
1849 It turned out to be a source for numerous map-bugs.
1850 </attribute>
1851 &move_on;
1852 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1853 If set, this message will be displayed to the player when he applies the exit.
1854 This is quite useful to throw in some "role-play feeling": "As you enter the
1855 dark cave you hear the sound of rustling dragonscales...". Well, my english
1856 is poor, but you get the point. =)
1857 </attribute>
1858 <attribute arch="unique" editor="unique destination" type="bool">
1859 This flag defines the destined map as "personal unique map". If set,
1860 there will be a seperate version of that map for every player out there.
1861 This feature is used for the permanent apartments
1862 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1863 than apartments, since Crossfire is a *multi*player game. In such a permanent
1864 apartment don't forget to set the unique-flag for all floor tiles too
1865 (see floors).
1866 An exit pointing outside of a personal unique map must have the
1867 "unique destination"-flag unset.
1868 </attribute>
1869 </type>
1870
1871 <!--####################################################################-->
1872 <type number="72" name="Flesh">
1873 <description><![CDATA[
1874 Just like with food, the player can fill his stomache and gain a
1875 little health by eating flesh-objects. <br>
1876 For dragon players, flesh plays a very special role though: If the
1877 flesh has resistances set, a dragon player has a chance to gain resistance in
1878 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1879 Don't forget that flesh items with resistances have to be balanced
1880 according to map/monster difficulty. ]]>
1881 </description>
1882 <use><![CDATA[
1883 For dragon players, flesh items can be highly valuable. Note that many
1884 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1885 These flesh items "inherit" resistances and level from the monster they belong to.
1886 When you add special flesh items to the inventory of a monster, this is
1887 not the case - so you have to set it manually.
1888 <br><br>
1889 Generally adding special flesh-treaties for dragon players is a great thing
1890 to do. Always consider that dragon players might really not be interested
1891 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1892 out on the reward completely. ]]>
1893 </use>
1894 <attribute arch="food" editor="foodpoints" type="int">
1895 The player's stomache will get filled with this amount of foodpoints.
1896 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1897 </attribute>
1898 <attribute arch="level" editor="flesh level" type="int">
1899 The &lt;flesh level&gt; is not visible to the players and it affects only
1900 dragon players. Normally this value reflects the level of the monster
1901 from which the flesh item originates.
1902 Dragon players always search for flesh of highest level possible,
1903 because it bears the best chance to gain high resistances.
1904 </attribute>
1905 <attribute arch="startequip" editor="godgiven item" type="bool">
1906 A godgiven item vanishes as soon as the player
1907 drops it to the ground.
1908 </attribute>
1909 <section name="resistance">
1910 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1911 Resistances on flesh items make them more durable against spellcraft
1912 of the appropriate kind. It also allows dragon players to eventually gain
1913 resistance by eating it. Usually resistance should only be set for flesh
1914 items in a monster's inventory.
1915 </attribute>
1916 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1917 Resistances on flesh items make them more durable against spellcraft
1918 of the appropriate kind. It also allows dragon players to eventually gain
1919 resistance by eating it. Usually resistance should only be set for flesh
1920 items in a monster's inventory.
1921 </attribute>
1922 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1923 Resistances on flesh items make them more durable against spellcraft
1924 of the appropriate kind. It also allows dragon players to eventually gain
1925 resistance by eating it. Usually resistance should only be set for flesh
1926 items in a monster's inventory.
1927 </attribute>
1928 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1929 Resistances on flesh items make them more durable against spellcraft
1930 of the appropriate kind. It also allows dragon players to eventually gain
1931 resistance by eating it. Usually resistance should only be set for flesh
1932 items in a monster's inventory.
1933 </attribute>
1934 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1935 Resistances on flesh items make them more durable against spellcraft
1936 of the appropriate kind. It also allows dragon players to eventually gain
1937 resistance by eating it. Usually resistance should only be set for flesh
1938 items in a monster's inventory.
1939 </attribute>
1940 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1941 Resistances on flesh items make them more durable against spellcraft
1942 of the appropriate kind. It also allows dragon players to eventually gain
1943 resistance by eating it. Usually resistance should only be set for flesh
1944 items in a monster's inventory.
1945 </attribute>
1946 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1947 Resistances on flesh items make them more durable against spellcraft
1948 of the appropriate kind. It also allows dragon players to eventually gain
1949 resistance by eating it. Usually resistance should only be set for flesh
1950 items in a monster's inventory.
1951 </attribute>
1952 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1953 Resistances on flesh items make them more durable against spellcraft
1954 of the appropriate kind. It also allows dragon players to eventually gain
1955 resistance by eating it. Usually resistance should only be set for flesh
1956 items in a monster's inventory.
1957 </attribute>
1958 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1959 Resistances on flesh items make them more durable against spellcraft
1960 of the appropriate kind. It also allows dragon players to eventually gain
1961 resistance by eating it. Usually resistance should only be set for flesh
1962 items in a monster's inventory.
1963 </attribute>
1964 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1965 Resistances on flesh items make them more durable against spellcraft
1966 of the appropriate kind. It also allows dragon players to eventually gain
1967 resistance by eating it. Usually resistance should only be set for flesh
1968 items in a monster's inventory.
1969 </attribute>
1970 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1971 Resistances on flesh items make them more durable against spellcraft
1972 of the appropriate kind. It also allows dragon players to eventually gain
1973 resistance by eating it. Usually resistance should only be set for flesh
1974 items in a monster's inventory.
1975 </attribute>
1976 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1977 Resistances on flesh items make them more durable against spellcraft
1978 of the appropriate kind. It also allows dragon players to eventually gain
1979 resistance by eating it. Usually resistance should only be set for flesh
1980 items in a monster's inventory.
1981 </attribute>
1982 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1983 Resistances on flesh items make them more durable against spellcraft
1984 of the appropriate kind. It also allows dragon players to eventually gain
1985 resistance by eating it. Usually resistance should only be set for flesh
1986 items in a monster's inventory.
1987 </attribute>
1988 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1989 Resistances on flesh items make them more durable against spellcraft
1990 of the appropriate kind. It also allows dragon players to eventually gain
1991 resistance by eating it. Usually resistance should only be set for flesh
1992 items in a monster's inventory.
1993 </attribute>
1994 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1995 Resistances on flesh items make them more durable against spellcraft
1996 of the appropriate kind. It also allows dragon players to eventually gain
1997 resistance by eating it. Usually resistance should only be set for flesh
1998 items in a monster's inventory.
1999 </attribute>
2000 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2001 RResistances on flesh items make them more durable against spellcraft
2002 of the appropriate kind. It also allows dragon players to eventually gain
2003 resistance by eating it. Usually resistance should only be set for flesh
2004 items in a monster's inventory.
2005 </attribute>
2006 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2007 Resistances on flesh items make them more durable against spellcraft
2008 of the appropriate kind. It also allows dragon players to eventually gain
2009 resistance by eating it. Usually resistance should only be set for flesh
2010 items in a monster's inventory.
2011 </attribute>
2012 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2013 Resistances on flesh items make them more durable against spellcraft
2014 of the appropriate kind. It also allows dragon players to eventually gain
2015 resistance by eating it. Usually resistance should only be set for flesh
2016 items in a monster's inventory.
2017 </attribute>
2018 </section>
2019 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2020 This text may describe the item.
2021 </attribute>
2022 </type>
2023
2024 <!--####################################################################-->
2025 <type number="0" name="Floor">
2026 <required>
2027 <attribute arch="is_floor" value="1" />
2028 <attribute arch="alive" value="0" />
2029 </required>
2030 <ignore>
2031 <ignore_list name="non_pickable" />
2032 </ignore>
2033 <description><![CDATA[
2034 Floor is a very basic thing whithout too much
2035 functionality. It's a floor - you stand on it. ]]>
2036 </description>
2037 <attribute arch="is_floor" value="1" type="fixed" />
2038 <attribute arch="no_pick" value="1" type="fixed" />
2039 <section name="terrain">
2040 &movement_types_terrain;
2041 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2042 This flag indicates this spot contains wood or high grass.
2043 Players with activated woodsman skill can move faster here.
2044 </attribute>
2045 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2046 This flag indicates this spot contains hills or large rocks.
2047 Players with activated mountaineer skill can move faster here.
2048 </attribute>
2049 </section>
2050 <attribute arch="no_magic" editor="no spells" type="bool">
2051 If enabled, it is impossible for players to use (wizard-)
2052 spells on that spot.
2053 </attribute>
2054 <attribute arch="damned" editor="no prayers" type="bool">
2055 If enabled, it is impossible for players to use prayers
2056 on that spot. It also prevents players from saving.
2057 </attribute>
2058 <attribute arch="unique" editor="unique map" type="bool">
2059 Unique floor means that any items dropped on that spot
2060 will be saved byond map reset. For permanent apartments,
2061 all floor tiles must be set &lt;unique map&gt;.
2062 </attribute>
2063 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2064 This text may describe the object.
2065 </attribute>
2066 </type>
2067
2068 <!--####################################################################-->
2069 <type number="67" name="Floor (Encounter)">
2070 <ignore>
2071 <ignore_list name="non_pickable" />
2072 </ignore>
2073 <description><![CDATA[
2074 Encounter-Floor is pretty much the same as normal floor.
2075 Most outdoor floor/ground-arches are set to be "encounters".
2076 That is kind of a relict from former code: When walking over
2077 encounter-floor, players sometimes got beamed to little maps
2078 with monsters on them. Nowadays this feature is disabled -
2079 Hence encounter floor is not different from normal floor. ]]>
2080 </description>
2081 <attribute arch="is_floor" value="1" type="fixed" />
2082 <attribute arch="no_pick" value="1" type="fixed" />
2083 <section name="terrain">
2084 &movement_types_terrain;
2085 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2086 This flag indicates this spot contains wood or high grass.
2087 Players with activated woodsman skill can move faster here.
2088 </attribute>
2089 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2090 This flag indicates this spot contains hills or large rocks.
2091 Players with activated mountaineer skill can move faster here.
2092 </attribute>
2093 </section>
2094 <attribute arch="no_magic" editor="no spells" type="bool">
2095 If enabled, it is impossible for players to use (wizard-)
2096 spells on that spot.
2097 </attribute>
2098 <attribute arch="damned" editor="no prayers" type="bool">
2099 If enabled, it is impossible for players to use prayers
2100 on that spot. It also prevents players from saving.
2101 </attribute>
2102 <attribute arch="unique" editor="unique map" type="bool">
2103 Unique floor means that any items dropped on that spot
2104 will be saved byond map reset. For permanent apartments,
2105 all floor tiles must be set &lt;unique map&gt;.
2106 </attribute>
2107 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2108 This text may describe the object.
2109 </attribute>
2110 </type>
2111
2112 <!--####################################################################-->
2113 <type number="6" name="Food">
2114 <description><![CDATA[
2115 By eating/drinking food-objects, the player can fill his
2116 stomache and gain a little health. ]]>
2117 </description>
2118 <attribute arch="food" editor="foodpoints" type="int">
2119 The player's stomache will get filled with this amount of foodpoints.
2120 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2121 </attribute>
2122 <attribute arch="startequip" editor="godgiven item" type="bool">
2123 A godgiven item vanishes as soon as the player
2124 drops it to the ground.
2125 </attribute>
2126 </type>
2127
2128 <!--####################################################################-->
2129 <type number="91" name="Gate">
2130 <ignore>
2131 <ignore_list name="non_pickable" />
2132 </ignore>
2133 <description><![CDATA[
2134 Gates play an important role in Crossfire. Gates can be opened
2135 by activating a button/trigger, by speaking passwords (-> magic_ear)
2136 or carrying special key-objects (-> inventory checker).
2137 Unlike locked doors, gates can get shut again after a player has
2138 passed, which makes them more practical in many cases. ]]>
2139 </description>
2140 <use><![CDATA[
2141 Use gates to divide your maps into seperated areas. After solving
2142 area A, the player gains access to area B, and so on. Make your
2143 maps more complex than "one-way". ]]>
2144 </use>
2145 <attribute arch="no_pick" value="1" type="fixed" />
2146 <attribute arch="speed" value="1" type="float">
2147 The speed of the gate affects how fast it is closing/opening.
2148 </attribute>
2149 <attribute arch="connected" editor="connection" type="int">
2150 Whenever the inventory checker is triggered, all objects with identical
2151 &lt;connection&gt; value get activated. This only makes sense together with
2152 &lt;blocking passage&gt; disabled.
2153 </attribute>
2154 <attribute arch="wc" editor="position state" type="int">
2155 The &lt;position state&gt; defines the position of the gate:
2156 Zero means completely open/down, the "number of animation-steps" (usually
2157 about 6 or 7) means completely closed/up state. I suggest you don't
2158 mess with this value - Leave the default in place.
2159 </attribute>
2160 &movement_types_terrain;
2161 <attribute arch="no_magic" editor="restrict spells" type="bool">
2162 Restricting the use of spells to pass this gate. This has
2163 an effect only if &lt;block view&gt; is disabled.
2164 </attribute>
2165 <attribute arch="damned" editor="restrict prayers" type="bool">
2166 Restricting the use of prayers to pass this door. This has
2167 an effect only if &lt;block view&gt; is disabled.
2168 </attribute>
2169 </type>
2170
2171 <!--####################################################################-->
2172 <type number="113" name="Girdle">
2173 <import_type name="Amulet" />
2174 <description><![CDATA[
2175 Wearing a girdle, the object's stats will directly be inherited to
2176 the player. Girdles usually provide stats- or damage bonuses and no
2177 defense. ]]>
2178 </description>
2179 <use><![CDATA[
2180 Feel free to create your own special artifacts. However, it is very
2181 important that you keep your artifact in balance with existing maps. ]]>
2182 </use>
2183 <attribute arch="magic" editor="magic bonus" type="int">
2184 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2185 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2186 than direct armour-class bonus on the helmet.
2187
2188 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2189 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2190 &lt;magic bonus&gt; is pointless here.
2191 </attribute>
2192 </type>
2193
2194 <!--####################################################################-->
2195 <type number="100" name="Gloves">
2196 <import_type name="Amulet" />
2197 <description><![CDATA[
2198 Wearing gloves, the object's stats will directly be inherited to
2199 the player. Gloves can add defense or damage bonuses. ]]>
2200 </description>
2201 <use><![CDATA[
2202 Feel free to create your own special artifacts. However, it is very
2203 important that you keep your artifact in balance with existing maps. ]]>
2204 </use>
2205 <attribute arch="magic" editor="magic bonus" type="int">
2206 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2207 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2208 will increase that.
2209 </attribute>
2210 </type>
2211
2212 <!--####################################################################-->
2213 <type number="93" name="Handle">
2214 <ignore>
2215 <ignore_list name="non_pickable" />
2216 </ignore>
2217 <description><![CDATA[
2218 A handle can be applied by players and (certain) monsters.
2219 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2220 </description>
2221 <use><![CDATA[
2222 Handles are commonly used to move gates. When placing your lever,
2223 don't forget that some monsters are able to apply it.
2224 The ability to apply levers is rare among monsters -
2225 but vampires can do it for example. ]]>
2226 </use>
2227 <attribute arch="no_pick" value="1" type="fixed" />
2228 <attribute arch="connected" editor="connection" type="int">
2229 Every time the handle is applied, all objects
2230 with the same &lt;connection&gt; value are activated.
2231 </attribute>
2232 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2233 This text may describe the item. You can use this
2234 message to explain the handle's purpose to the player.
2235 </attribute>
2236 </type>
2237
2238 <!--####################################################################-->
2239 <type number="27" name="Handle Trigger">
2240 <import_type name="Handle" />
2241 <ignore>
2242 <ignore_list name="non_pickable" />
2243 </ignore>
2244 <description><![CDATA[
2245 Handle triggers are handles which reset after a short period
2246 of time. Every time it is either applied or reset, the
2247 &lt;connection&gt; value is triggered. ]]>
2248 </description>
2249 <use><![CDATA[
2250 When you connect an ordinary handle to a gate, the gate normally remains
2251 opened after the first player passed. If you want to keep the gate shut,
2252 connecting it to a handle trigger is an easy solution. ]]>
2253 </use>
2254 </type>
2255
2256 <!--####################################################################-->
2257 <type number="88" name="Hazard Floor">
2258 <required>
2259 <attribute arch="is_floor" value="1" />
2260 </required>
2261 <ignore>
2262 <ignore_list name="non_pickable" />
2263 </ignore>
2264 <description><![CDATA[
2265 The best example for Hazard Floor is lava. It works like standard
2266 floor, but damages all creatures standing on it.
2267 Damage is taken in regular time intervals. ]]>
2268 </description>
2269 <use><![CDATA[
2270 The default lava for example does minor damage. But you can turn
2271 it up so that your hazard floor poses a real threat.<br>
2272 Like magic walls, such floors add a permanent thrill to your map.
2273 You can use that to safely chase off too-weak players, or just
2274 to have something different. ]]>
2275 </use>
2276 <attribute arch="is_floor" value="1" type="fixed" />
2277 <attribute arch="lifesave" value="1" type="fixed" />
2278 &move_on;
2279 <attribute arch="no_pick" value="1" type="fixed" />
2280 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2281 This attribute specifys the attacktypes that this floor uses to
2282 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2283 If you want a real tough hazard floor, add more than just one attacktype.
2284 </attribute>
2285 <attribute arch="dam" editor="base damage" type="int">
2286 The &lt;base damage&gt; defines how much damage is inflicted to the
2287 victim per hit. The final damage is influenced by several other
2288 factors like the victim's resistance and level.
2289 </attribute>
2290 <attribute arch="wc" editor="weaponclass" type="int">
2291 &lt;weapon class&gt; improves the chance of hitting the victim.
2292 Lower values are better.
2293 Usually, hazard floors like lava are supposed to hit the
2294 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2295 to something like -30.
2296 </attribute>
2297 <attribute arch="level" editor="attack level" type="int">
2298 I guess this value is supposed to work similar to monster levels.
2299 But in fact, it does not seem to have an effect. Set any non-zero
2300 value to be on the safe side.
2301 </attribute>
2302 <section name="terrain">
2303 &movement_types_terrain;
2304 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2305 This flag indicates this spot contains wood or high grass.
2306 Players with activated woodsman skill can move faster here.
2307 </attribute>
2308 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2309 This flag indicates this spot contains hills or large rocks.
2310 Players with activated mountaineer skill can move faster here.
2311 </attribute>
2312 </section>
2313 <attribute arch="no_magic" editor="no spells" type="bool">
2314 If enabled, it is impossible for players to use (wizard-)
2315 spells on that spot.
2316 </attribute>
2317 <attribute arch="damned" editor="no prayers" type="bool">
2318 If enabled, it is impossible for players to use prayers
2319 on that spot. It also prevents players from saving.
2320 </attribute>
2321 <attribute arch="unique" editor="unique map" type="bool">
2322 Unique floor means that any items dropped on that spot
2323 will be saved byond map reset. For permanent apartments,
2324 all floor tiles must be set &lt;unique map&gt;.
2325 </attribute>
2326 </type>
2327
2328 <!--####################################################################-->
2329 <type number="34" name="Helmet">
2330 <import_type name="Amulet" />
2331 <description><![CDATA[
2332 Wearing a helmet, the object's stats will directly be inherited to
2333 the player. Normal helmets usually increase defense, while crowns
2334 add more special bonuses like stats/resistances paired with
2335 low defense. ]]>
2336 </description>
2337 <use><![CDATA[
2338 Feel free to create your own special artifacts. However, it is very
2339 important that you keep your artifact in balance with existing maps. ]]>
2340 </use>
2341 <attribute arch="magic" editor="magic bonus" type="int">
2342 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2343 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2344 than direct armour-class bonus on the helmet.
2345
2346 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2347 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2348 Crowns for instance typically provide no &lt;amour class&gt;.
2349 </attribute>
2350 </type>
2351
2352 <!--####################################################################-->
2353 <type number="56" name="Holy Altar">
2354 <ignore>
2355 <ignore_list name="non_pickable" />
2356 </ignore>
2357 <description><![CDATA[
2358 Holy_altars are altars for the various religions. Praying
2359 at a Holy_altar will make you a follower of that god, and
2360 if you already follow that god, you may get some extra bonus. ]]>
2361 </description>
2362 <attribute arch="no_pick" value="1" type="fixed" />
2363 <attribute arch="other_arch" editor="god name" type="string">
2364 The altar belongs to the god of the given name. Possible options for
2365 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2366 Gorokh, Valriel and Sorig.
2367
2368 If you want to have an unconsecrated altar, set
2369 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2370 </attribute>
2371 <attribute arch="level" editor="reconsecrate level" type="int">
2372 To re-consecrate an altar, the player's wisdom level must be as
2373 high or higher than this value. In that way, some altars can not
2374 be re-consecrated, while other altars, like those in dungeons, could be.
2375
2376 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2377 Some characters might need those altars, they would be very unhappy to
2378 see them re-consecrated to another cult.
2379 </attribute>
2380 </type>
2381
2382 <!--####################################################################-->
2383 <type number="35" name="Horn">
2384 <ignore>
2385 <attribute arch="title" />
2386 </ignore>
2387 <description><![CDATA[
2388 Horns are very similar to rods. The difference is that horns regenerate
2389 spellpoints faster and thus are more valuable than rods.
2390 <br><br>
2391 A horn contains a spell. The player can use this spell by applying and
2392 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2393 used endlessly. ]]>
2394 </description>
2395 <use><![CDATA[
2396 Horns are powerful due to their fast recharge rate. They should
2397 never contain high level attacking spells. Even curing/healing spells
2398 are almost too good on a horn. ]]>
2399 </use>
2400 <attribute arch="sp" editor="spell" type="spell">
2401 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2402 horns to players, since they can be used endlessly without any mana cost!
2403 Horns with heal/ restoration/ protection spells, IF available, MUST be
2404 very very VERY hard to get!
2405 </attribute>
2406 <attribute arch="level" editor="casting level" type="int">
2407 The casting level of the &lt;spell&gt; determines it's power.
2408 For attack spells, level should not be set too high.
2409 </attribute>
2410 <attribute arch="hp" editor="initial spellpoints" type="int">
2411 This value represents the initial amount of spellpoints in the horn.
2412 Naturally, this is quite unimportant.
2413 </attribute>
2414 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2415 When the horn is fully charged up, it will hold this maximum amount of
2416 spellpoints. Make sure it is enough to cast the contained spell at least
2417 once. But don't set the value too high, as that might make the horn way
2418 too effective.
2419 </attribute>
2420 <attribute arch="startequip" editor="godgiven item" type="bool">
2421 A godgiven item vanishes as soon as the player
2422 drops it to the ground.
2423 </attribute>
2424 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2425 This text may contain a description of the horn.
2426 </attribute>
2427 </type>
2428
2429 <!--####################################################################-->
2430 <type number="73" name="Inorganic">
2431 <description><![CDATA[
2432 Inorganic materials are generally used as ingredients for
2433 alchemical receipes. By themselves, they have no special
2434 functionalities. ]]>
2435 </description>
2436 <attribute arch="is_dust" editor="is dust" type="bool">
2437 </attribute>
2438 <section name="resistance">
2439 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2440 </attribute>
2441 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2442 </attribute>
2443 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2444 </attribute>
2445 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2446 </attribute>
2447 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2448 </attribute>
2449 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2450 </attribute>
2451 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2452 </attribute>
2453 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2454 </attribute>
2455 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2456 </attribute>
2457 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2458 </attribute>
2459 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2460 </attribute>
2461 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2462 </attribute>
2463 </section>
2464 </type>
2465
2466 <!--####################################################################-->
2467 <type number="64" name="Inventory Checker">
2468 <ignore>
2469 <ignore_list name="system_object" />
2470 </ignore>
2471 <description><![CDATA[
2472 Inventory checkers passively check the players inventory for a
2473 specific object. You can set a connected value that is triggered
2474 either if that object is present or missing (-&gt; "last_sp") when a
2475 player walks over the inv. checker. A valid option is to remove the
2476 matching object (usually not recommended, see "last_heal").
2477 <br><br>
2478 Alternatively, you can set your inv. checker to block all players
2479 that do/don't carry the matching object.
2480 <br><br>
2481 As you can see, inv. checkers are quite powerful, holding a
2482 great variety of possibilities. ]]>
2483 </description>
2484 <use><![CDATA[
2485 Putting a check_inventory space in front of a gate (one below) and
2486 one on the opposite side works reasonably well as a control mechanism.
2487 Unlike the key/door-combo, this one works infinite since it is
2488 independant from map reset. Use it to put a "structure" into your
2489 maps: Player must solve area A to gain access to area B. This concept
2490 can be found in nearly every RPG - simple but effective. ]]>
2491 </use>
2492 <attribute arch="no_pick" value="1" type="fixed" />
2493 <attribute arch="slaying" editor="match key string" type="string">
2494 This string specifies the object we are looking for: We have a match
2495 if the player does/don't carry a key object or a mark with identical
2496 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2497 this context. A typical example is the city gate mechanism of scorn.
2498 </attribute>
2499 <attribute arch="race" editor="match arch name" type="string">
2500 This string specifies the object we are looking for: We have a match
2501 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2502 </attribute>
2503 <attribute arch="hp" editor="match type" type="int">
2504 This value specifies the object we are looking for: We have a match
2505 if the player does/don't carry an object that is of type &lt;match type&gt;.
2506
2507 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2508 enabled. Now you have an inv. checker blocking all players that carry any
2509 kind of melee weapon. To pass, a player is forced to leave behind all
2510 his weaponry... bad news for a warrior. ;)
2511 </attribute>
2512 <attribute arch="last_sp" editor="match = having" type="bool">
2513 Enabled means having that object is a match.
2514 Disabled means not having that object is a match.
2515 </attribute>
2516 <attribute arch="connected" editor="connection" type="int">
2517 Whenever the inventory checker is triggered, all objects with identical
2518 &lt;connection&gt; value get activated. This only makes sense together with
2519 &lt;blocking passage&gt; disabled.
2520 </attribute>
2521 &movement_types_terrain;
2522 <attribute arch="last_heal" editor="remove match" type="bool">
2523 &lt;remove match&gt; means remove object if found. Setting this is usually not
2524 recommended because inv. checkers are in general invisible. So, unlike
2525 for altars/ locked doors, the player won't expect to lose an object when
2526 walking over that square. And he doesn't even get a message either.
2527
2528 So, *if* you enable &lt;remove match&gt;, make sure
2529 to inform the player what's going on!
2530 </attribute>
2531 </type>
2532
2533 <!--####################################################################-->
2534 <type number="163" name="Item Transformer">
2535 <description><![CDATA[
2536 An item transformer is simply applied, after having marked a 'victim'
2537 item. If the victim is suitable, it will be transformed into something
2538 else.]]>
2539 </description>
2540 <use><![CDATA[
2541 To make an item transformable, you just have to fill the 'slaying' field.
2542 The syntax is:
2543 <br>
2544 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2545 <br>
2546 with [] denoting optional part, and * any number of preceding [].
2547 'new_item' must be the name of an existing archetype.
2548 <br><br>
2549 Example, for object apple: slaying knife:2 half_apple
2550 <br><br>
2551 This means that, when applying a knife (should be an Item Transformer),
2552 one 'apple' will be transformed into 2 'half_apple'.]]>
2553 </use>
2554 <attribute arch="food" editor="number of uses" type="int">
2555 &lt;number of uses&gt; controls how many times the item transformer can
2556 be used. The value 0 means "unlimited"
2557 </attribute>
2558 <attribute arch="slaying" editor="verb" type="string">
2559 Contains the verb that is used to construct a message to the player
2560 applying the item transformer.
2561 </attribute>
2562 <attribute arch="startequip" editor="godgiven item" type="bool">
2563 A godgiven item vanishes as soon as the player
2564 drops it to the ground.
2565 </attribute>
2566 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2567 This text may contain a description of the item transformer.
2568 </attribute>
2569 </type>
2570
2571 <!--####################################################################-->
2572 <type number="60" name="Jewel">
2573 <description><![CDATA[
2574 Items of the type Gold &amp; Jewels are handled like a currency.
2575 Unlike for any other type of item, in shops, the buy- and selling
2576 prices differ only marginally. ]]>
2577 </description>
2578 <attribute arch="race" value="gold and jewels" type="fixed" />
2579 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2580 This text may describe the object.
2581 </attribute>
2582 </type>
2583
2584 <!--####################################################################-->
2585 <type number="24" name="Key">
2586 <description><![CDATA[
2587 When carrying a key, a normal door can be opened. The key will
2588 disappear. ]]>
2589 </description>
2590 <attribute arch="startequip" editor="godgiven item" type="bool">
2591 A godgiven item vanishes as soon as the player
2592 drops it to the ground.
2593 </attribute>
2594 </type>
2595
2596 <!--####################################################################-->
2597 <type number="20" name="Locked Door">
2598 <ignore>
2599 <ignore_list name="non_pickable" />
2600 </ignore>
2601 <description><![CDATA[
2602 A locked door can be opened only when carrying
2603 the appropriate special key. ]]>
2604 </description>
2605 <use><![CDATA[
2606 If you want to create a locked door that cannot be opened (no key),
2607 set a &lt;key string&gt; like "no_key_available". This will clearify things
2608 and only a fool would create a key matching that string.
2609
2610 Door-objects can not only be used for "doors". In many maps these
2611 are used with all kinds of faces/names, especially often as
2612 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2613 There you have magic forces (door objects) put under certain artifact
2614 items. To get your hands on the artifacts, you need to bring up the
2615 appropriate quest items (key objects). ]]>
2616 </use>
2617 <attribute arch="move_type" value="0" type="fixed" />
2618 <attribute arch="no_pick" value="1" type="fixed" />
2619 <attribute arch="slaying" editor="key string" type="string">
2620 The &lt;key string&gt; in the door must be identical with the
2621 &lt;key string&gt; in the special key, then the door is unlocked.
2622 It is VERY important to set the &lt;key string&gt; to something that
2623 is unique among the CF mapset.
2624
2625 DONT EVER USE the default string "set_individual_value".
2626 </attribute>
2627 <attribute arch="no_magic" editor="restrict spells" type="bool">
2628 Restricting the use of spells to pass this door.
2629 This should be set in most cases.
2630 (Don't forget that the spell "dimension door" is easily
2631 available at about wisdom level 10).
2632 </attribute>
2633 <attribute arch="damned" editor="restrict prayers" type="bool">
2634 Restricting the use of prayers to pass this door.
2635 This should be set in most cases.
2636 </attribute>
2637 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2638 When a player is trying to open the door without carrying the
2639 appropriate key, this text is displayed to the player. This is
2640 a good opportunity to place hints about the special key needed
2641 to unlock the door.
2642 </attribute>
2643 </type>
2644
2645 <!--####################################################################-->
2646 <type number="29" name="Magic Ear">
2647 <ignore>
2648 <ignore_list name="system_object" />
2649 </ignore>
2650 <description><![CDATA[
2651 Magic_ears trigger a connected value
2652 when the player speaks a specific keyword. ]]>
2653 </description>
2654 <use><![CDATA[
2655 Whenever you put magic_ears on your maps, make sure there are
2656 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2657 something like a gate that is opened by speaking "open" or
2658 "sesame", expecting the player to figure this out all by himself.
2659 <br><br>
2660 Magic_ears are typically used for interaction with NPCs. You
2661 can create the impression that the NPC actually *does* something
2662 according to his conversation with a player. Mostly this means
2663 opening a gate or handing out some item, but you could be quite
2664 creative here. ]]>
2665 </use>
2666 <attribute arch="no_pick" value="1" type="fixed" />
2667 <attribute arch="connected" editor="connection" type="int">
2668 The Magic_ear will trigger all objects with the
2669 same connection value, every time it is activated.
2670 </attribute>
2671 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2672 This textfield contains the keyword-matching-syntax. The text should
2673 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2674 Any number of keywords from one to infinite is allowed. Make sure
2675 they are seperated by a '|'.
2676
2677 Examples: "@match yes", "@match gold|treasure". The connected
2678 value will be triggerd when the player speaks any of the given
2679 keywords within a two-square radius. IMPORTANT: Upper/lower case
2680 does not make a difference!
2681 </attribute>
2682 </type>
2683
2684 <!--####################################################################-->
2685 <type number="62" name="Magic Wall">
2686 <ignore>
2687 <ignore_list name="non_pickable" />
2688 </ignore>
2689 <description><![CDATA[
2690 Magic walls fire spells in a given direction, in regular intervals.
2691 Magic walls can contain any spell. However, some spells do not
2692 operate very successfully in them. The only way to know is to test
2693 the spell you want to use with a wall.
2694 <br><br>
2695 Several types of magical walls are predefined for you in the
2696 archetypes, and can be found on the "connected" Pickmap. ]]>
2697 </description>
2698 <use><![CDATA[
2699 Spellcasting walls pose an interesting alternative to monsters.
2700 Usually they are set to be undestroyable. Thus, while monsters
2701 in a map can be cleared out, the magic walls remain. Low level
2702 characters for example will not be able to pass through their
2703 spell-area, hence they cannot loot a map that a high level character
2704 might have cleared out.
2705 <br><br>
2706 Another point of magic walls is that if the player dies, he has to face
2707 them all again. Magic walls can add a kind of "permanent thrill" to
2708 your maps.
2709 <br><br>
2710 Be careful that your magic walls don't kill the monsters on a map. If
2711 placing monsters, eventually take ones that are immune to the
2712 walls' spell(s).
2713 <br><br>
2714 It is possible to make walls rotate when triggered. But that is so
2715 confusing (and useless IMHO) that I did not mention it above. You
2716 can find a working example on the map
2717 "/pup_land/castle_eureca/castle_eureca8". ]]>
2718 </use>
2719 <attribute arch="dam" editor="spell" type="spell">
2720 The magic wall will cast this &lt;spell&gt;.
2721 </attribute>
2722 <attribute arch="level" editor="spell level" type="int">
2723 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2724 walls cast spells at minimal strength. "level 100" walls cast deadly
2725 spells. Arch default is level 1 - you should always set this value
2726 to meet the overall difficulty of your map.
2727 </attribute>
2728 <attribute arch="connected" editor="connection" type="int">
2729 Every time the &lt;connection&gt; value is triggered, the wall will cast
2730 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2731 have much visible effect.
2732 </attribute>
2733 &activate_on;
2734 <attribute arch="speed" editor="casting speed" type="float">
2735 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2736 You can fine-tune how long the duration between two casts shall
2737 be. If you want to create a wall that can be activated (cast per
2738 trigger) via connected lever/button/etc, you must set "speed 0".
2739 </attribute>
2740 &speed_left;
2741 <attribute arch="sp" editor="direction" type="list_direction">
2742 The magic wall will cast it's spells always in the specified
2743 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2744 always fire in a random direction.
2745 </attribute>
2746 &movement_types_terrain;
2747 <section name="destroyable">
2748 <attribute arch="alive" editor="is destroyable" type="bool">
2749 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2750 destroyed by the player. If disabled, all other attributes on
2751 this tab, as well as resistances, are meaningless.
2752 </attribute>
2753 <attribute arch="hp" editor="hitpoints" type="int">
2754 The more &lt;hitpoints&gt; the wall has, the longer
2755 it takes to be destroyed.
2756 </attribute>
2757 <attribute arch="maxhp" editor="max hitpoints" type="int">
2758 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2759 can have. This only makes sense if the wall can regain health.
2760 </attribute>
2761 <attribute arch="ac" editor="armour class" type="int">
2762 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2763 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2764 to &lt;weapon class&gt;.
2765 </attribute>
2766 </section>
2767 <section name="resistance">
2768 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2769 </attribute>
2770 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2771 </attribute>
2772 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2773 </attribute>
2774 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2775 </attribute>
2776 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2777 </attribute>
2778 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2779 </attribute>
2780 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2781 </attribute>
2782 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2783 </attribute>
2784 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2785 </attribute>
2786 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2787 </attribute>
2788 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2789 </attribute>
2790 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2791 </attribute>
2792 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2793 </attribute>
2794 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2795 </attribute>
2796 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2797 </attribute>
2798 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2799 </attribute>
2800 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2801 </attribute>
2802 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2803 </attribute>
2804 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2805 </attribute>
2806 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2807 </attribute>
2808 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2809 </attribute>
2810 </section>
2811 </type>
2812
2813 <!--####################################################################-->
2814 <type number="55" name="Marker">
2815 <ignore>
2816 <ignore_list name="system_object" />
2817 </ignore>
2818 <description><![CDATA[
2819 A marker is an object that inserts an invisible force (a mark) into a
2820 player stepping on it. This force does nothing except containing a
2821 &lt;key string&gt; which can be discovered by detectors or inventory
2822 checkers. It is also possible to use markers for removing marks again.
2823 <br><br>
2824 Note that the player has no possibility to "see" his own marks,
2825 except by the effect that they cause on the maps. ]]>
2826 </description>
2827 <use><![CDATA[
2828 Markers hold real cool possibilities for map-making. I encourage
2829 you to use them frequently. However there is one negative point
2830 about markers: Players don't "see" what's going on with them. It is
2831 your task, as map-creator, to make sure the player is always well
2832 informed and never confused.
2833 <br><br>
2834 Please avoid infinite markers when they aren't needed. They're
2835 using a little space in the player file after all, so if there
2836 is no real purpose, set an expire time. ]]>
2837 </use>
2838 <attribute arch="no_pick" value="1" type="fixed" />
2839 <attribute arch="slaying" editor="key string" type="string">
2840 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2841 If the player already has a force with that &lt;key string&gt;,
2842 there won't be inserted a second one.
2843 </attribute>
2844 <attribute arch="connected" editor="connection" type="int">
2845 When the detector is triggered, all objects with the same
2846 connection value get activated.
2847 </attribute>
2848 <attribute arch="speed" editor="marking speed" type="float">
2849 The &lt;marking speed&gt; defines how quickly it will mark something
2850 standing on the marker. Set this value rather high to make
2851 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2852 should do fine.
2853 </attribute>
2854 &speed_left;
2855 <attribute arch="food" editor="mark duration" type="int">
2856 This value defines the duration of the force it inserts.
2857 If nonzero, the duration of the player's mark is finite:
2858 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2859 means the mark will stay on the player forever.
2860 </attribute>
2861 <attribute arch="name" editor="delete mark" type="string">
2862 When the player steps onto the marker, all existing forces in
2863 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2864 will be removed. If you don't want to remove any marks, leave
2865 this textfield empty.
2866
2867 Note that the string &lt;delete mark&gt; is set as the name of
2868 this marker. So don't be confused, and remember changing the
2869 name will take effect on the marker's functionality.
2870 </attribute>
2871 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2872 In the moment when the player gets marked, this text is displayed
2873 to him. You should really set a message in any marker you create,
2874 because it's the only way for the player to notice what's going on.
2875 </attribute>
2876 </type>
2877
2878 <!--####################################################################-->
2879 <type number="36" name="Money">
2880 <ignore>
2881 <attribute arch="unpaid" />
2882 </ignore>
2883 <description><![CDATA[
2884 Items of the type Money are handled as currency.
2885 Money cannot be sold/bought in shops. When money is dropped
2886 in a shop, it stays the same.<br>
2887 When a player picks an item from a shop and attempts to
2888 walk over the shop mat, the item's selling-price is automatically
2889 subtracted from the player's money.
2890 <br><br>
2891 For money, always use the default arches.
2892 Don't modify them. ]]>
2893 </description>
2894 <attribute arch="race" value="gold and jewels" type="fixed" />
2895 </type>
2896
2897 <!--####################################################################-->
2898 <type number="0" name="Monster &amp; NPC">
2899 <required>
2900 <attribute arch="is_floor" value="0" />
2901 <attribute arch="alive" value="1" />
2902 <attribute arch="tear_down" value="0" />
2903 </required>
2904 <ignore>
2905 <attribute arch="material" />
2906 <attribute arch="name_pl" />
2907 <attribute arch="nrof" />
2908 <attribute arch="value" />
2909 <attribute arch="unpaid" />
2910 </ignore>
2911 <description><![CDATA[
2912 Monsters can behave in various kinds of ways.
2913 They can be aggressive, attacking the player. Or peaceful,
2914 helping the player - maybe joining him as pet.
2915 The unagressive creatures who communicate with players are
2916 usually called "NPCs" (Non Player Character), a well-known
2917 term in role-play environments. ]]>
2918 </description>
2919 <use><![CDATA[
2920 Monsters play a central role in most maps. Choosing the right
2921 combination of monsters for your map is vital:
2922 <UL>
2923 <LI> Place only monsters of slightly varying (increasing) strength.
2924 It's no fun to play for two hours just to find out the last
2925 monster is unbeatable. Similar, it's not exciting to fight orcs
2926 after passing a room of dragons.<br>
2927 This rule applies only for linear maps (one room after the other),
2928 with treasure at the end. You can sprinkle the treasure around,
2929 or make non-linear maps - That is often more entertaining.
2930 <LI> Places with high level monsters must not be easy to reach.
2931 Balrogs, Dragonmen and the likes should be at the end of a quest,
2932 not at the beginning.
2933 <LI> Don't stick monsters together that tend to kill each other.
2934 Fire- and cold dragons in one room for example is a bad idea.
2935 By weakening and killing each other they are easy prey for players,
2936 not worth the experience they hold.
2937 <LI> Create your own monsters, especially for "boss"-type monsters.
2938 Having stage-bosses guarding treasure is a lot of fun when done right.
2939 Avoid to create monsters with completely non-intuitive abilities:
2940 Don't give ice-spells to firedragons or vice versa. Don't add
2941 draining attack to trolls, etc. Additionally, you should inform the
2942 player before he bumps right into some very special/unusual monster.
2943 <LI> Last but not least: Always keep an eye on the experience your monsters
2944 hold. Design your maps in a way that high experience
2945 is always well-defended. Don't make large rooms full with only one kind
2946 of monster. Keep in mind the different abilities/techniques players
2947 can use.
2948 </UL>
2949 I know it's impossible to make the perfectly balanced map. There's always
2950 some part which is found too easy or too hard for a certain kind of player.
2951 Just give it your best shot. And listen to feedback from players if you
2952 receive some. :-) ]]>
2953 </use>
2954 <attribute arch="alive" value="1" type="fixed" />
2955 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2956 When the monster is killed, items from the treasurelist will
2957 drop to the ground. This is a common way to reward players
2958 for killing (masses of) monsters.
2959
2960 Note that you can always put items into the monster's
2961 inventory. Those will drop-at-kill just like the stuff
2962 from the &lt;treasurelist&gt;.
2963 </attribute>
2964 <attribute arch="level" editor="level" type="int">
2965 A monster's &lt;level&gt; is the most important attribute.
2966 &lt;level&gt; affects the power of a monster in various ways.
2967 </attribute>
2968 <attribute arch="race" editor="race" type="string">
2969 Every monster should have a race set to categorize it.
2970 The monster's &lt;race&gt; can have different effects:
2971 Slaying weapons inflict tripple damage against enemy races
2972 and holy word kills only enemy races of the god.
2973 </attribute>
2974 <attribute arch="exp" editor="experience" type="int">
2975 When a player kills this monster, he will get exactly this
2976 amount of &lt;experience&gt;. The experience will flow into
2977 the skill-category the player used for the kill.
2978
2979 If you create special monsters of tweaked strenght/abilities,
2980 always make sure that the &lt;experience&gt; is set to a
2981 reasonable value. Compare with existing arches to get a feeling
2982 what reasonable means. Keep in mind that spellcasting monsters
2983 are a lot harder to kill than non-spellcasters!
2984 </attribute>
2985 <attribute arch="speed" editor="speed" type="float">
2986 The &lt;speed&gt; determines how fast a monster will both move
2987 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2988 </attribute>
2989 &speed_left;
2990 <attribute arch="other_arch" editor="breed monster" type="string">
2991 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2992 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2993 can be set to any valid arch-name of a monster. Multipart monster
2994 should not be used.
2995 </attribute>
2996 <attribute arch="generator" editor="multiply" type="bool">
2997 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2998 every once in a while. Mice are a good example for this effect.
2999 If enabled, you must also set &lt;breed monster&gt; or check
3000 &lt;template generation&gt; and put other monsters in the inventory.
3001 </attribute>
3002 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3003 This only takes effect if &lt;multiply&gt; is enabled. The monster
3004 will create a new monster every once in a while by duplicating it's inventory.
3005 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3006 Each time the monster need to generate an object, it will be
3007 a randomly chosen item from the inventory. When generator is destroyed,
3008 inventory is destroyed.
3009 </attribute>
3010 &move_type;
3011 <attribute arch="undead" editor="undead" type="bool">
3012 Several spells only affect undead monsters:
3013 turn undead, banish undead, holy word, etc.
3014 </attribute>
3015 <attribute arch="carrying" editor="carries weight" type="int">
3016 If a monster has something in the inventory, this
3017 value can be set to reflect the slowdown due to
3018 the carried weight.
3019 </attribute>
3020
3021 <section name="melee">
3022 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3023 This number is a bitmask, specifying the monster's attacktypes
3024 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3025 Strong monsters often have more than just physical attacktype.
3026
3027 When a monster with multiple attacktypes hits aan oponent, it will do
3028 as much damage as the "best" of it's attacktypes does. So, the more
3029 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3030 somehow exceptions.
3031 </attribute>
3032 <attribute arch="dam" editor="damage" type="int">
3033 Among other parameters, &lt;damage&gt; affects how much melee damage
3034 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3035 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3036 take effect on the melee damage of a monster.
3037 </attribute>
3038 <attribute arch="wc" editor="weapon class" type="int">
3039 Monsters of high &lt;weapon class&gt; are more likely to really hit
3040 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3041 to &lt;armour class&gt;.
3042 </attribute>
3043 <attribute arch="hp" editor="health points" type="int">
3044 The &lt;health points&gt; of a monster define how long it takes to
3045 kill it. With every successful hit from an opponent, &lt;health points&gt;
3046 get drained - The monster dies by zero &lt;health points&gt;.
3047 </attribute>
3048 <attribute arch="maxhp" editor="max health" type="int">
3049 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3050 monster can have.
3051 </attribute>
3052 <attribute arch="ac" editor="armour class" type="int">
3053 Monsters of low &lt;armour class&gt; are less likely to get hit from
3054 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3055 to &lt;weapon class&gt;.
3056 Values typically range between +20 (very bad) to -20 (quite good).
3057 </attribute>
3058 <attribute arch="Con" editor="healing rate" type="int">
3059 Monsters regenerate this many health points each 4 ticks. Hence, the
3060 healing rate is independent of &lt;speed&gt;.
3061 </attribute>
3062 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3063 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3064 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3065 bounce off.
3066 </attribute>
3067 <attribute arch="hitback" editor="hitback" type="bool">
3068 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3069 to the amount of damage the *attacker* inflicted. This damage
3070 is additional to the regular melee damage of the monster.
3071 As far as I know, hitback uses acid attacktype, and it only takes
3072 effect if the monster actually has acid attacktype at it's disposal.
3073 Acid spheres for example use this feature.
3074 </attribute>
3075 <attribute arch="one_hit" editor="one hit only" type="bool">
3076 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3077 to a player.
3078 </attribute>
3079 </section>
3080
3081 <section name="spellcraft">
3082 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3083 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3084 Only wands/rods/etc can be used, given the appropriate abilities.
3085 </attribute>
3086 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3087 A monster with this flag has the ability to &lt;reflect spells&gt;,
3088 all kinds of spell-bullets and -beams will bounce off.
3089
3090 Generally this flag should not be set because it puts
3091 wizard-type players at an unfair disadvantage.
3092 </attribute>
3093 <attribute arch="sp" editor="spellpoints" type="int">
3094 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3095 them for both wizard- and prayer-spells. However, this value defines
3096 only the amount of *initial* spellpoints the monster starts with.
3097 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3098 and &lt;spellpoint regen.&gt; are more important than just initial
3099 &lt;spellpoints&gt;.
3100 </attribute>
3101 <attribute arch="maxsp" editor="max spellpoints" type="int">
3102 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3103 can hold. Setting this to high values has little effect unless
3104 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3105 "regenerate mana" at it's disposal.
3106 </attribute>
3107 <attribute arch="Pow" editor="spellpoint regen." type="int">
3108 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3109 spellpoint regeneration rate is independent of &lt;speed&gt;.
3110
3111 To make a real tough spellcasting monster, the rate of spellpoint
3112 regeneration is most important. If your monster is still not casting
3113 fast enough, give it the spell-ability of "regenerate mana".
3114 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3115 </attribute>
3116 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3117 Click on the &lt;attuned paths&gt; button to select spellpaths.
3118 The creature will get attuned to the specified spellpaths.
3119 </attribute>
3120 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3121 Click on the &lt;repelled paths&gt; button to select spellpaths.
3122 The creature will get repelled to the specified spellpaths.
3123 </attribute>
3124 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3125 Click on the &lt;denied paths&gt; button to select spellpaths.
3126 The creature won't be able to cast spells of the specified paths.
3127 </attribute>
3128 </section>
3129
3130 <section name="ability">
3131 <attribute arch="Int" editor="detect hidden" type="int">
3132 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3133 hidden/invisible creatures. Higher values make for better
3134 detection-skills. Enabling &lt;see invisible&gt; makes this value
3135 obsolete.
3136 </attribute>
3137 <attribute arch="see_invisible" editor="see invisible" type="bool">
3138 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3139 with by invisible or hiding players. This flag is a must-have
3140 for high-level monsters. When a monster is unable to detect
3141 invisible players, it can be killed without fighting back.
3142 </attribute>
3143 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3144 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3145 by spells of darkness or dark maps. This flag is a "should-have"
3146 for high-level monsters. When a monster is unable to see in
3147 darkness, players can cast darkness and sneak around it safely.
3148 </attribute>
3149 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3150 Monster is able to wield weapon type objects.
3151 </attribute>
3152 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3153 Monster is able to use missile-weapon type objects.
3154 </attribute>
3155 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3156 Monster is able to wear protective equipment like brestplate
3157 armour, shields, helmets etc.
3158 </attribute>
3159 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3160 Monster is able to wear rings.
3161 </attribute>
3162 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3163 Monster is able to use wands and staves.
3164 </attribute>
3165 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3166 Monster is able to use rods.
3167 </attribute>
3168 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3169 Monster is able to read scrolls.
3170 </attribute>
3171 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3172 Monster is able to use skills from it's inventory.
3173 For example, you can put a throwing skill object and some
3174 boulders into the monster's object and set &lt;can use skills&gt;.
3175 </attribute>
3176 </section>
3177
3178 <section name="behave">
3179 <attribute arch="monster" editor="monster behaviour" type="bool">
3180 When &lt;monster behaviour&gt; is enabled, this object will behave
3181 like a monster: It can move and attack enemies (which are
3182 typically players).
3183 This flag should be set for all monsters as-such.
3184 Monsters which don't move, like guards, should also have
3185 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3186 It should *not* be set for things like immobile generators.
3187 </attribute>
3188 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3189 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3190 </attribute>
3191 <attribute arch="friendly" editor="friendly" type="bool">
3192 &lt;friendly&gt; monsters help the player, attacking any
3193 non-friendly monsters in range.
3194 </attribute>
3195 <attribute arch="stand_still" editor="stand still" type="bool">
3196 Monsters which &lt;stand still&gt; won't move to leave their position.
3197 When agressive, they will attack all enemies who get close to
3198 them. This behaviour is commonly known from castle guards.
3199
3200 In older versions of Crossfire it was possible to eventually
3201 push a &lt;stand still&gt;-monster out of position by force.
3202 I believe this is no longer possible. Neverthless, you should
3203 still be cautious when lining up &lt;stand still&gt;-monster in order
3204 to "defend" something: Such monsters are rather easy to kill.
3205 It's good for low level maps, but not much more.
3206 </attribute>
3207 <attribute arch="sleep" editor="asleep" type="bool">
3208 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3209 &lt;sensing range&gt; of the monster. Usually the sensing range is
3210 larger than the players line of sight. Due to that, in most cases
3211 the player won't ever notice weither a monster was asleep or not.
3212 </attribute>
3213 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3214 This entry defines which kinds of environment actions the
3215 creature is able to perform.
3216 </attribute>
3217 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3218 Click on the &lt;pick up&gt; button and select which types of objects
3219 the creature should try to pick up.
3220
3221 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3222 etc are set, then the creature will pick up the matching items even
3223 if this is not set here.
3224 </attribute>
3225 <attribute arch="Wis" editor="sensing range" type="int">
3226 &lt;sensing range&gt; determines how close a player needs to be before
3227 the creature wakes up. This is done as a square, for reasons of speed.
3228 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3229 11x11 square of the monster will wake the monster up. If the player
3230 has stealth, the size of this square is reduced in half plus 1.
3231 </attribute>
3232 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3233 If this is set to default, the standard mode of movement will be used.
3234 </attribute>
3235 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3236 This movement is not in effect when the monster has an enemy and should
3237 only be used for non agressive monsters.
3238 </attribute>
3239 <attribute arch="run_away" editor="run at % health" type="int">
3240 This is a percentage value in the range 0-100.
3241 When the monster's health points drop below this percentage
3242 (relative to max health), it attempts to run away from the
3243 attacker.
3244 </attribute>
3245 </section>
3246
3247 <section name="resistance">
3248 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3249 </attribute>
3250 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3251 </attribute>
3252 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3253 </attribute>
3254 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3255 </attribute>
3256 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3257 </attribute>
3258 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3259 </attribute>
3260 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3261 </attribute>
3262 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3263 </attribute>
3264 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3265 </attribute>
3266 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3267 </attribute>
3268 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3269 </attribute>
3270 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3271 </attribute>
3272 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3273 </attribute>
3274 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3275 </attribute>
3276 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3277 </attribute>
3278 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3279 </attribute>
3280 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3281 </attribute>
3282 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3283 </attribute>
3284 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3285 </attribute>
3286 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3287 </attribute>
3288 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3289 </attribute>
3290 </section>
3291 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3292 </attribute>
3293 </type>
3294
3295 <!--####################################################################-->
3296 <type number="28" name="Monster (Grimreaper)">
3297 <import_type name="Monster &amp; NPC" />
3298 <ignore>
3299 <attribute arch="material" />
3300 <attribute arch="name_pl" />
3301 <attribute arch="nrof" />
3302 <attribute arch="value" />
3303 <attribute arch="unpaid" />
3304 </ignore>
3305 <description><![CDATA[
3306 A grimreaper is a monster that vanishes after it did some number of
3307 draining attacks. ]]> <!-- XXX: is this ok? -->
3308 </description>
3309 <section name="grimreaper">
3310 <attribute arch="value" editor="attacks" type="int">
3311 The object vanishes after this number of draining attacks.
3312 </attribute>
3313 </section>
3314 </type>
3315
3316 <!--####################################################################-->
3317 <type number="65" name="Mood Floor">
3318 <ignore>
3319 <ignore_list name="system_object" />
3320 </ignore>
3321 <description><![CDATA[
3322 As the name implies, mood floors can change the "mood" of
3323 a monsters/NPC. For example, an unagressive monster could be
3324 turned mad to start attacking. Similar, an agressive monster
3325 could be calmed. ]]>
3326 </description>
3327 <use><![CDATA[
3328 Mood floors are absolutely cool for NPC interaction. To make an
3329 unaggressive monster/NPC attack, put a creator with "other_arch
3330 furious_floor" under it. Connect the creator to a magic_ear, so the
3331 player speaks a keyword like "stupid sucker" - and the monster attacks.
3332 <br><br>
3333 To turn an NPC into a pet, put a charm_floor under it and connect
3334 it directly to a magic_ear. Then the player speaks a keyword like
3335 "help me" - and the NPC joins him as pet.
3336 <br><br>
3337 (Of course you must always give clear hints about keywords!
3338 And there is no reason why you couldn't use a button/lever/pedestal
3339 etc. instead of a magic_ear.) ]]>
3340 </use>
3341 <attribute arch="no_pick" value="1" type="fixed" />
3342 <attribute arch="last_sp" editor="mood" type="list_mood">
3343 &lt;mood&gt; is used to determine what will happen to the
3344 monster when affected by the mood floor:
3345
3346 &lt;mood&gt; 'furious': Makes all monsters aggressive
3347
3348 &lt;mood&gt; 'angry': As above but pets are unaffected
3349
3350 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3351
3352 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3353
3354 &lt;mood&gt; 'charm': Turns monster into a pet of person
3355 who triggers the square. This setting is not
3356 enabled for continous operation, you need to
3357 insert a &lt;connection&gt; value!
3358 </attribute>
3359 <attribute arch="connected" editor="connection" type="int">
3360 This should only be set in combination with &lt;mood number&gt; 4.
3361 Normally, monsters are affected by the mood floor as soon as they
3362 step on it. But charming (monster -&gt; pet) is too powerful,
3363 so it needs to be activated.
3364
3365 Typically it is connected to an altar, for buying a "hireling".
3366 But a powerful pet could as well be the reward for solving a
3367 quest. Or even better: It could be *part* of a quest!
3368 </attribute>
3369 <attribute arch="no_magic" editor="no spells" type="bool">
3370 If enabled, it is impossible for players to use (wizard-)
3371 spells on that spot.
3372 </attribute>
3373 <attribute arch="damned" editor="no prayers" type="bool">
3374 If enabled, it is impossible for players to use prayers
3375 on that spot. It also prevents players from saving.
3376 </attribute>
3377 </type>
3378
3379 <!--####################################################################-->
3380 <type number="40" name="Mover">
3381 <ignore>
3382 <ignore_list name="non_pickable" />
3383 </ignore>
3384 <description><![CDATA[
3385 Movers move the objects above them. However, only living objects
3386 are affected (monsters/NPCs always, players optional). Movers have
3387 a direction, so players can be made to move in a pattern, and so
3388 can monsters. Motion is involuntary. Additionally, players or
3389 monsters can be "frozen" while ontop of movers so that they MUST
3390 move along a chain of them.
3391 <br><br>
3392 Multisquare monsters can be moved as well, given
3393 enough space. Movers are usually invisible. ]]>
3394 </description>
3395 <use><![CDATA[
3396 NEVER EVER consider a mover being unpassable in the backwards
3397 direction. Setting "forced movement" makes it seemingly impossible
3398 but there is still a trick: One player can push a second player
3399 past the mover, in opposite to the mover's direction! The more
3400 movers, the more players needed. Hence, don't make a treasure
3401 room that is surrounded by movers instead of solid walls/gates.
3402 <br><br>
3403 Btw, it does not make a difference putting movers above or
3404 below the floor. Moreover, movers that are set to be invisible
3405 cannot be discovered with the show_invisible spell.
3406 <br><br>
3407 Note that Movers and Directors are seperate objects, even though
3408 they look and act similar. Directors only do spells/missiles,
3409 while movers only do living creatures (depending on how it
3410 is set: monsters and players). ]]>
3411 </use>
3412 <attribute arch="attacktype" editor="forced movement" type="bool">
3413 If forced movement is enabled, the mover "freezes" anyone it
3414 moves (so they are forced to move along a chain).
3415 For players there is no way to escape this forced movement,
3416 except being pushed by a second player.
3417 </attribute>
3418 <attribute arch="maxsp" editor="freeze duration" type="int">
3419 The player will be "frozen" for that many moves.
3420 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3421 enabled, then &lt;freeze duration&gt; gets assigned the
3422 "default value" 2 automatically.
3423 </attribute>
3424 <attribute arch="speed" editor="movement speed" type="float">
3425 The movement speed value determines how fast a chain of
3426 these movers will push a player along (default is -0.2).
3427 </attribute>
3428 &speed_left;
3429 <attribute arch="sp" editor="direction" type="list_direction">
3430 The mover will push creatures in the specified &lt;direction&gt;.
3431 A mover with direction set to &lt;none&gt; will spin clockwise,
3432 thus pushing creatures in unpredictable directions.
3433 </attribute>
3434 <attribute arch="lifesave" editor="gets used up" type="bool">
3435 If enabled, the mover gets "used up" after a certain number of moves
3436 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3437 </attribute>
3438 <attribute arch="hp" editor="number of uses" type="int">
3439 This value has only a meaning if &lt;gets used up&gt; is set:
3440 &lt;number of uses&gt; is the number of times minus one, that it
3441 will move a creature before disappearing. (It will move
3442 someone &lt;number of uses&gt;+1 times, then vanish).
3443 </attribute>
3444 <section name="targets">
3445 <attribute arch="level" editor="move players" type="bool">
3446 If &lt;move players&gt; is enabled, both players and monsters will be
3447 moved. In the arches' default it is disabled - thus ONLY monsters
3448 get moved. Remember that "monsters" includes NPCs!
3449
3450 This feature provides you with the possibility to make NPCs
3451 literally "come to life". Example: The player is talking with an
3452 NPC, speaking a certain keyword. This triggers a magic_ear and
3453 activates creators, creating (per default: monster-only) movers
3454 under the NPC's feet. The NPC starts "walking" on a predefined
3455 route! Note that it's useful to set this NPC immune to everything,
3456 preventing the player to push the NPC off his trace.
3457 </attribute>
3458 <attribute arch="move_on" editor="movement type" type="movement_type">
3459 Which movement types activate the mover.
3460 </attribute>
3461 </section>
3462 </type>
3463
3464 <!--####################################################################-->
3465 <type number="17" name="Pedestal">
3466 <ignore>
3467 <ignore_list name="non_pickable" />
3468 </ignore>
3469 <description><![CDATA[
3470 Pedestals are designed to detect certain types of living objects.
3471 When a predefined type of living creature steps on the pedestal, the
3472 connected value is triggered. ]]>
3473 </description>
3474 <use><![CDATA[
3475 If you want to create a place where only players of a certain race
3476 can enter, put a teleporter over your pedestal. So the teleporter is
3477 only activated for players of the matching race. Do not use gates,
3478 because many other players could sneak in. If you put powerful
3479 artifacts into such places, generally set "startequip 1", so that
3480 they are preserved for that one race and can't be traded to others. ]]>
3481 </use>
3482 <attribute arch="no_pick" value="1" type="fixed" />
3483 <attribute arch="slaying" editor="match race" type="string">
3484 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3485 matches the monster's or the player's race, we have a match.
3486 Yes, pedestals can detect a player's race! E.g. you could create a
3487 place where only fireborns can enter, by setting "slaying unnatural".
3488
3489 If it is set to "player", any player stepping on the pedestal
3490 is a match. Very useful if you want to open a gate for players
3491 but not for monsters.
3492 </attribute>
3493 <attribute arch="connected" editor="connection" type="int">
3494 When the pedestal is triggered, all objects with the same
3495 connection value get activated.
3496 </attribute>
3497 &move_on;
3498 </type>
3499
3500 <!--####################################################################-->
3501 <type number="94" name="Pit">
3502 <ignore>
3503 <ignore_list name="non_pickable" />
3504 </ignore>
3505 <description><![CDATA[
3506 Pits are holes, transporting the player when he walks (and falls) into them.
3507 A speciality about pits is that they don't transport the player to
3508 the exact destination, but within a two-square radius of the destination
3509 (never on blocked squares).<br>
3510 Optionally, pits can get closed and opened, similar to gates.<br><br>
3511 Monsters and items are affected by pits just as well as players.
3512 Even multipart monsters can fall through them, given enough space. ]]>
3513 </description>
3514 <use><![CDATA[
3515 Pits can add interesting effects to your map. When using them, make
3516 sure to use them in a "logical way": Pits should always drop the
3517 player to some kind of lower level. They should not be used to
3518 randomly interconnect maps like teleporters do. ]]>
3519 </use>
3520 <attribute arch="no_pick" value="1" type="fixed" />
3521 <attribute arch="connected" editor="connection" type="int">
3522 When a &lt;connection&gt; value is set, the pit can be opened/closed
3523 by activating the connection.
3524 </attribute>
3525 &activate_on;
3526 <attribute arch="hp" editor="destination X" type="int">
3527 The pit will transport creatures (and items) randomly into a two-square
3528 radius of the destination coordinates.
3529 If the destination square becomes blocked, the pit will act like
3530 being filled up and not work anymore!
3531 </attribute>
3532 <attribute arch="sp" editor="destination Y" type="int">
3533 The pit will transport creatures (and items) randomly into a two-square
3534 radius of the destination coordinates.
3535 If the destination square becomes blocked, the pit will act like
3536 being filled up and not work anymore!
3537 </attribute>
3538 <attribute arch="wc" editor="position state" type="int">
3539 The &lt;position state&gt; defines the position of the gate:
3540 Zero means completely open/down, the "number of animation-steps" (usually
3541 about 6 or 7) means completely closed/up state. I suggest you don't
3542 mess with this value - Leave the default in place.
3543 </attribute>
3544 &move_on;
3545 </type>
3546
3547 <!--####################################################################-->
3548 <type number="7" name="Poison Food">
3549 <description><![CDATA[
3550 When eating, the player's stomache is drained by 1/4 of food.
3551 If his food drops to zero, the player might even die. ]]>
3552 </description>
3553 </type>
3554
3555 <!--####################################################################-->
3556 <type number="5" name="Potion">
3557 <description><![CDATA[
3558 The player can drink these and gain various kinds of benefits
3559 (/penalties) by doing so. ]]>
3560 </description>
3561 <use><![CDATA[
3562 One potion should never give multiple benefits at once. ]]>
3563 </use>
3564 <attribute arch="level" editor="potion level" type="int">
3565 If the potion contains a spell, the spell is cast at this level.
3566 For other potions it should be set at least to 1.
3567 </attribute>
3568 <attribute arch="sp" editor="spell" type="spell">
3569 When a player drinks this potion, the selected spell
3570 will be casted (once). This should work for any given spell.
3571 E.g. heal is "sp 35", magic power is "sp 67".
3572 </attribute>
3573 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3574 There are two types of special effects for potions:
3575 'life restoration' - restore the player's stats lost by death or draining
3576 (this has nothing in common with the restoration spell!)
3577 'improvement' - increase the player's maximum health/mana/grace
3578 by a very small amount.
3579 </attribute>
3580 <attribute arch="cursed" editor="cursed" type="bool">
3581 If a potion is cursed, benefits generally turn into penalties.
3582 Note that potions can be "uncursed" by praying over an altar,
3583 with relative ease. *But* the potion must be identified to notice
3584 that it is cursed &gt;:)
3585 </attribute>
3586 <attribute arch="startequip" editor="godgiven item" type="bool">
3587 A godgiven item vanishes as soon as the player
3588 drops it to the ground.
3589 </attribute>
3590 <section name="stats">
3591 <attribute arch="Str" editor="strength" type="int">
3592 The player's strentgh will rise/fall by the given value for permanent
3593 (of course there is an upper limit). Generally there shouldn't be stat
3594 potions granting more than one stat. Cursed potions will subtract the
3595 stats if positive.
3596 </attribute>
3597 <attribute arch="Dex" editor="dexterity" type="int">
3598 The player's dexterity will rise/fall by the given value for permanent
3599 (of course there is an upper limit). Generally there shouldn't be stat
3600 potions granting more than one stat. Cursed potions will subtract the
3601 stats if positive.
3602 </attribute>
3603 <attribute arch="Con" editor="constitution" type="int">
3604 The player's constitution will rise/fall by the given value for permanent
3605 (of course there is an upper limit). Generally there shouldn't be stat
3606 potions granting more than one stat. Cursed potions will subtract the
3607 stats if positive.
3608 </attribute>
3609 <attribute arch="Int" editor="intelligence" type="int">
3610 The player's intelligence will rise/fall by the given value for permanent
3611 (of course there is an upper limit). Generally there shouldn't be stat
3612 potions granting more than one stat. Cursed potions will subtract the
3613 stats if positive.
3614 </attribute>
3615 <attribute arch="Pow" editor="power" type="int">
3616 The player's power will rise/fall by the given value for permanent
3617 (of course there is an upper limit). Generally there shouldn't be stat
3618 potions granting more than one stat. Cursed potions will subtract the
3619 stats if positive.
3620 </attribute>
3621 <attribute arch="Wis" editor="wisdom" type="int">
3622 The player's wisdom will rise/fall by the given value for permanent
3623 (of course there is an upper limit). Generally there shouldn't be stat
3624 potions granting more than one stat. Cursed potions will subtract the
3625 stats if positive.
3626 </attribute>
3627 <attribute arch="Cha" editor="charisma" type="int">
3628 The player's charisma will rise/fall by the given value for permanent
3629 (of course there is an upper limit). Generally there shouldn't be stat
3630 potions granting more than one stat. Cursed potions will subtract the
3631 stats if positive.
3632 </attribute>
3633 </section>
3634 <section name="resistance">
3635 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3636 The player's resistance to physical will rise by this value in percent
3637 (range -100 till +100). The effect is only temporare, and it does NOT
3638 add on the values from the player's equipment.
3639 Cursed potions will make negative resistance.. very nasty in combat!
3640 </attribute>
3641 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3642 The player's resistance to magic will rise by this value in percent
3643 (range -100 till +100). The effect is only temporare, and it does NOT
3644 add on the values from the player's equipment.
3645 Cursed potions will make negative resistance.. very nasty in combat!
3646 </attribute>
3647 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3648 The player's resistance to fire will rise by this value in percent
3649 (range -100 till +100). The effect is only temporare, and it does NOT
3650 add on the values from the player's equipment.
3651 Cursed potions will make negative resistance.. very nasty in combat!
3652 </attribute>
3653 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3654 The player's resistance to electricity will rise by this value in percent
3655 (range -100 till +100). The effect is only temporare, and it does NOT
3656 add on the values from the player's equipment.
3657 Cursed potions will make negative resistance.. very nasty in combat!
3658 </attribute>
3659 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3660 The player's resistance to cold will rise by this value in percent
3661 (range -100 till +100). The effect is only temporare, and it does NOT
3662 add on the values from the player's equipment.
3663 Cursed potions will make negative resistance.. very nasty in combat!
3664 </attribute>
3665 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3666 The player's resistance to acid will rise by this value in percent
3667 (range -100 till +100). The effect is only temporare, and it does NOT
3668 add on the values from the player's equipment.
3669 Cursed potions will make negative resistance.. very nasty in combat!
3670 </attribute>
3671 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3672 The player's resistance to confusion will rise by this value in percent
3673 (range -100 till +100). The effect is only temporare, and it does NOT
3674 add on the values from the player's equipment.
3675 Cursed potions will make negative resistance.. very nasty in combat!
3676 </attribute>
3677 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3678 The player's resistance to weaponmagic will rise by this value in percent
3679 (range -100 till +100). The effect is only temporare, and it does NOT
3680 add on the values from the player's equipment.
3681 Cursed potions will make negative resistance.. very nasty in combat!
3682 </attribute>
3683 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3684 The player's resistance to paralyze will rise by this value in percent
3685 (range -100 till +100). The effect is only temporare, and it does NOT
3686 add on the values from the player's equipment.
3687 Cursed potions will make negative resistance.. very nasty in combat!
3688 </attribute>
3689 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3690 The player's resistance to draining will rise by this value in percent
3691 (range -100 till +100). The effect is only temporare, and it does NOT
3692 add on the values from the player's equipment.
3693 Cursed potions will make negative resistance.. very nasty in combat!
3694 </attribute>
3695 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3696 The player's resistance to depletion will rise by this value in percent
3697 (range -100 till +100). The effect is only temporare, and it does NOT
3698 add on the values from the player's equipment.
3699 Cursed potions will make negative resistance.. very nasty in combat!
3700 </attribute>
3701 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3702 The player's resistance to poison will rise by this value in percent
3703 (range -100 till +100). The effect is only temporare, and it does NOT
3704 add on the values from the player's equipment.
3705 Cursed potions will make negative resistance.. very nasty in combat!
3706 </attribute>
3707 </section>
3708 </type>
3709
3710 <!--####################################################################-->
3711 <type number="156" name="Power Crystal">
3712 <description><![CDATA[
3713 Power crystals can store a player's mana:
3714 When the player applies the crystal with full mana, half of
3715 it flows into the crystal. When the player applies it with
3716 lacking mana, the crystal replenishes the player's mana. ]]>
3717 </description>
3718 <attribute arch="sp" editor="initial mana" type="int">
3719 &lt;initial mana&gt; is the amount of spellpoints that the
3720 crystal holds when the map is loaded.
3721 </attribute>
3722 <attribute arch="maxsp" editor="mana capacity" type="int">
3723 The &lt;mana capacity&gt; defines how much mana can be stored
3724 in the crystal. This is what makes the crystal interesting.
3725 Wizard-players will always seek for crystals with large
3726 capacities.
3727 </attribute>
3728 </type>
3729
3730 <!--####################################################################-->
3731 <type number="13" name="Projectile">
3732 <description><![CDATA[
3733 Projectiles like arrows/crossbow bolts are used as ammunition
3734 for shooting weapons.
3735 <br><br>
3736 It's very easy to add new pairs of weapons &amp; projectiles.
3737 Just set matching &lt;ammunition class&gt; both for shooting
3738 weapon and projectile. ]]>
3739 </description>
3740 <use><![CDATA[
3741 If you want to create new kinds of projectiles, you could
3742 add an alchemical receipe to create these.
3743
3744 Don't create new pairs of weapons &amp; projectiles unless
3745 they really fullfill a useful purpose. In fact, even bows
3746 and crossbows are rarely ever used. ]]>
3747 </use>
3748 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3749 This number is a bitmask, specifying the projectile's attacktypes.
3750 Attacktypes are: physical, magical, fire, cold.. etc.
3751 This works identical to melee weapons. Note that shooting
3752 weapons cannot have attacktypes.
3753 </attribute>
3754 <attribute arch="race" editor="ammunition class" type="string">
3755 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3756 these projectiles. For arrows set "arrows", for crossbow bolts
3757 set "crossbow bolts" (big surprise).
3758
3759 In certain cases, the ammunition class is displayed in the game.
3760 Hence, when you create a new ammunition class, choose an
3761 intuitive name like "missiles", "spirit bolts" - whatever.
3762
3763 You can also make special containers holding these projectiles
3764 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3765 </attribute>
3766 <attribute arch="slaying" editor="slaying race" type="string">
3767 Slaying means the weapon does tripple (3x) damage to monsters
3768 of the specified race. If &lt;slaying race&gt; matches an arch name,
3769 only monsters of that archtype receive tripple damage.
3770 Tripple damage is very effective.
3771 </attribute>
3772 <attribute arch="dam" editor="damage" type="int">
3773 The projectile &lt;damage&gt; significantly affects the damage
3774 done. Damage can be further increased by the shooting
3775 weapon's attributes.
3776 </attribute>
3777 <attribute arch="wc" editor="weaponclass" type="int">
3778 This value is supposed to be the base &lt;weaponclass&gt;,
3779 but it seems to have rather little effect.
3780 High values are good here, low values bad.
3781 </attribute>
3782 <attribute arch="food" editor="chance to break" type="int">
3783 The &lt;chance to break&gt; defines the breaking probability when this
3784 projectile hits an obstacle, e.g. wall or monster.
3785 The value is the %-chance to break, ranging from 0 (never breaking)
3786 to 100 (breaking at first shot).
3787 </attribute>
3788 <attribute arch="magic" editor="magic bonus" type="int">
3789 Magic bonus increases chance to hit and damage a little bit.
3790 </attribute>
3791 <attribute arch="unique" editor="unique item" type="bool">
3792 Unique items exist only one time on a server. If the item
3793 is taken, lost or destroyed - it's gone for good.
3794 </attribute>
3795 <attribute arch="startequip" editor="godgiven item" type="bool">
3796 A godgiven item vanishes as soon as the player
3797 drops it to the ground.
3798 </attribute>
3799 <attribute arch="no_drop" editor="don't drop" type="bool">
3800 When a monster carries a projectile with &lt;don't drop&gt;,
3801 this item will never drop to the ground but
3802 vanish instead. If this object is shot, it can still drop
3803 after hitting an obstacle. You can prevent this by
3804 setting &lt;chance to break&gt; 100.
3805 </attribute>
3806 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3807 This text may describe the projectile. This
3808 could be nice for very special ones.
3809 </attribute>
3810 </type>
3811
3812 <!--####################################################################-->
3813 <type number="70" name="Ring">
3814 <import_type name="Amulet" />
3815 <description><![CDATA[
3816 Rings are worn on the hands - one ring each.
3817 Wearing rings, the object's stats will directly be inherited to
3818 the player. Usually enhancing his spellcasting potential. ]]>
3819 </description>
3820 <use><![CDATA[
3821 When you create an artifact ring, never forget that players can
3822 wear <B>two</B> rings! Due to that it is extremely important to
3823 keep rings in balance with the game.
3824 <br><br>
3825 Also keep in mind that rings are generally the wizard's tools.
3826 They should primarily grant bonuses to spellcasting abilities
3827 and non-physical resistances. ]]>
3828 </use>
3829 </type>
3830
3831 <!--####################################################################-->
3832 <type number="3" name="Rod">
3833 <ignore>
3834 <attribute arch="title" />
3835 </ignore>
3836 <description><![CDATA[
3837 A rod contains a spell. The player can use this spell by applying and
3838 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3839 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3840 used endlessly. ]]>
3841 </description>
3842 <use><![CDATA[
3843 Rods with healing/curing spells are extremely powerful. Usually, potions have
3844 to be used for that purpose. Though, potions are expensive and only good for
3845 one-time-use.<br> ]]>
3846 </use>
3847 <attribute arch="sp" editor="spell" type="spell">
3848 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3849 rods to players, since they can be used endlessly without any mana cost!
3850 Rods with heal/ restoration/ protection spells, IF available, MUST be
3851 very very VERY hard to get!
3852 </attribute>
3853 <attribute arch="level" editor="casting level" type="int">
3854 The casting level of the &lt;spell&gt; determines it's power.
3855 For attack spells, level should be set to something reasonable.
3856 </attribute>
3857 <attribute arch="hp" editor="initial spellpoints" type="int">
3858 This value represents the initial amount of spellpoints in the rod.
3859 Naturally, this is quite unimportant.
3860 </attribute>
3861 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3862 When the rod is fully charged up, it will hold this maximum amount of
3863 spellpoints. Make sure it is enough to cast the contained spell at least
3864 once. But don't set the value too high, as that might make the rod
3865 too effective.
3866 </attribute>
3867 <attribute arch="startequip" editor="godgiven item" type="bool">
3868 A godgiven item vanishes as soon as the player
3869 drops it to the ground.
3870 </attribute>
3871 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3872 This text may contain a description of the rod.
3873 </attribute>
3874 </type>
3875
3876 <!--####################################################################-->
3877 <type number="154" name="Rune">
3878 <ignore>
3879 <attribute arch="no_pick" />
3880 <attribute arch="title" />
3881 <attribute arch="name_pl" />
3882 <attribute arch="weight" />
3883 <attribute arch="value" />
3884 <attribute arch="material" />
3885 <attribute arch="unpaid" />
3886 </ignore>
3887 <description><![CDATA[
3888 A rune is a magical enscription on the dungeon floor.
3889 <br><br>
3890 Runes hit any monster or person who steps on them for 'dam' damage in
3891 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3892 and will cast this spell when it detonates. Yet another kind is the
3893 "summoning rune", summoning predefined monsters of any kind, at detonation.
3894 <br><br>
3895 Many runes are already defined in the archetypes. ]]>
3896 </description>
3897 <use><![CDATA[
3898 Avoid monsters stepping on your runes. For example, summoning runes
3899 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3900 </use>
3901 <attribute arch="no_pick" value="1" type="fixed" />
3902 &move_on;
3903 <attribute arch="level" editor="rune level" type="int">
3904 This value sets the level the rune will cast the spell it contains at,
3905 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3906 (&lt;rune level&gt; 0 runes won't detonate at all!)
3907
3908 Level Also effects how easily a rune may be found and disarmed, and
3909 how much experience the player gets for doing so. Beware: High level
3910 runes can be quite a cheap source of experience! So either make them
3911 tough, or keep the level low.
3912 </attribute>
3913 <attribute arch="Cha" editor="visibility" type="int">
3914 This value determines what fraction of the time the rune is visible:
3915 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3916 how easily the rune may be found.
3917 </attribute>
3918 <attribute arch="hp" editor="number of charges" type="int">
3919 The rune will detonate &lt;number of charges&gt; times before disappearing.
3920 </attribute>
3921 <attribute arch="dam" editor="direct damage" type="int">
3922 &lt;direct damage&gt; specifies how much damage is done by the rune,
3923 if it doesn't contain a spell. This should be set in reasonable
3924 relation to the rune's level.
3925 </attribute>
3926 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3927 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3928 attribute defines what attacktype to use for direct damage when
3929 the rune detonates.
3930 </attribute>
3931 <section name="spellcraft">
3932 <attribute arch="sp" editor="spell" type="spell">
3933 The selected &lt;spell&gt; defines the spell in the rune, if any.
3934 (Many runes do direct damage).
3935 </attribute>
3936 <attribute arch="slaying" editor="spell name" type="string">
3937 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3938 but if present, overrides the &lt;spell&gt; setting.
3939 </attribute>
3940 <attribute arch="other_arch" editor="spell arch" type="string">
3941 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3942 is optional, but if present, overrides the &lt;spell&gt; setting.
3943 You can choose any of the existing arches.
3944 </attribute>
3945 <attribute arch="maxsp" editor="direction" type="list_direction">
3946 If set, the rune will cast it's containing spell (if any) in
3947 this &lt;direction&gt;.In most cases this appears useless because
3948 the spell directly hits the player.
3949 </attribute>
3950 <attribute arch="race" editor="summon monster" type="string">
3951 If this is set to the arch name of any monster, together with
3952 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3953 of those on detonation. (dam and attacktype will still be ignored
3954 in this case). Runes are even capable of summoning multi-square
3955 monsters, given enough space. You'd better test it though.
3956 </attribute>
3957 <attribute arch="maxhp" editor="summon amount" type="int">
3958 This should only be set to a summoning rune. It will then summon
3959 that many creatures of the kind &lt;summon monster&gt;.
3960 </attribute>
3961 </section>
3962 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3963 When the rune detonates, this text is displayed to the
3964 victim. For especially powerful runes, create an appropriate
3965 thrilling description. ;)
3966 </attribute>
3967 </type>
3968
3969 <!--####################################################################-->
3970 <type number="106" name="Savebed">
3971 <ignore>
3972 <ignore_list name="non_pickable" />
3973 </ignore>
3974 <description><![CDATA[
3975 When the player applies a savebed, he is not only saved. Both his
3976 respawn-after-death and his word-of-recall positions are pointing
3977 to the last-applied savebed. ]]>
3978 </description>
3979 <use><![CDATA[
3980 Put savebed locations in towns, do not put them into dungeons.
3981 It is absolutely neccessary that a place with savebeds is 100% secure.
3982 That means:
3983 <UL>
3984 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3985 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3986 <LI> Insert a relyable exit! Make sure there is no possibility that
3987 players get trapped in a savebed location.
3988 <LI> If possible, mark the whole site as no-spell area (Insert this
3989 arch called "dungeon_magic" everywhere). This is not required,
3990 but it makes the place much more safe.
3991 </UL> ]]>
3992 </use>
3993 <attribute arch="no_pick" value="1" type="fixed" />
3994 <attribute arch="no_magic" value="1" type="fixed" />
3995 <attribute arch="damned" value="1" type="fixed" />
3996 </type>
3997
3998 <!--####################################################################-->
3999 <type number="111" name="Scroll">
4000 <ignore>
4001 <attribute arch="title" />
4002 </ignore>
4003 <description><![CDATA[
4004 Scrolls contain spells (similar to spell-potions). Unlike potions,
4005 scrolls require a certain literacy skill to read successfully.
4006 Accordingly, for a successful reading, a small amount of
4007 experience is gained. Scrolls allow only one time usage, but
4008 usually they are sold in bulks. ]]>
4009 </description>
4010 <use><![CDATA[
4011 For low level quests, scrolls of healing/curing-spells
4012 can be a nice reward. At higher levels, scrolls become less
4013 and less useful. ]]>
4014 </use>
4015 <attribute arch="level" editor="casting level" type="int">
4016 The spell of the scroll will be casted at this level.
4017 This value should always be set, at least to 1.
4018 </attribute>
4019 <attribute arch="sp" editor="spell" type="spell">
4020 When a player/monster applies this scroll, the selected &lt;spell&gt;
4021 will be casted (once). This should work for any given spell.
4022 </attribute>
4023 <attribute arch="startequip" editor="godgiven item" type="bool">
4024 A godgiven item vanishes as soon as the player
4025 drops it to the ground.
4026 </attribute>
4027 </type>
4028
4029 <!--####################################################################-->
4030 <type number="33" name="Shield">
4031 <import_type name="Amulet" />
4032 <description><![CDATA[
4033 Wearing a shield, the object's stats will directly be inherited to
4034 the player. Shields usually provide good defense, only surpassed
4035 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4036 </description>
4037 <use><![CDATA[
4038 Feel free to create your own special artifacts. However, it is very
4039 important that you keep your artifact in balance with existing maps. ]]>
4040 </use>
4041 <attribute arch="magic" editor="magic bonus" type="int">
4042 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4043 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4044 than direct armour-class bonus on the shield.
4045 </attribute>
4046 </type>
4047
4048 <!--####################################################################-->
4049 <type number="14" name="Shooting Weapon">
4050 <description><![CDATA[
4051 Shooting weapons like bows/crossbows are used to shoot projectiles
4052 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4053 wielded both at the same time. Like with any other equipment,
4054 stats/bonuses from shooting weapons are directly inherited to the player.
4055 <br><br>
4056 It's very easy to add new pairs of weapons &amp; projectiles.
4057 Just set matching &lt;ammunition class&gt; both for shooting
4058 weapon and projectile. ]]>
4059 </description>
4060 <use><![CDATA[
4061 Shooting weapons should not add bonuses in general. There's already
4062 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4063 Shooting weapons should especially not add bonuses to the player
4064 that have nothing to do with schooting. A Wisdom bonus on a bow
4065 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4066 - still crap. ]]>
4067 </use>
4068 <attribute arch="race" editor="ammunition class" type="string">
4069 Only projectiles with matching &lt;ammunition class&gt; can be fired
4070 with this weapon. For normal bows set "arrows", for normal
4071 crossbows set "crossbow bolts".
4072
4073 In certain cases, the ammunition class is displayed in the game.
4074 Hence, when you create a new ammunition class, choose an
4075 intuitive name like "missiles", "spirit bolts" - whatever.
4076 </attribute>
4077 <attribute arch="sp" editor="shooting speed" type="int">
4078 After shooting a projectile, the player is frozen for a short
4079 period of time (to prevent shooting arrows machine-gun-like).
4080 The greater &lt;shooting speed&gt;, the shorter this period of time.
4081 1 is minimum (=worst) and 100 is maximum (=best) value.
4082
4083 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4084 SET IT TO ZERO! (That would freeze the player for eternety).
4085 </attribute>
4086 <attribute arch="dam" editor="base damage" type="int">
4087 The &lt;base damage&gt; significantly affects the damage done
4088 by using this weapon. This damage is added to the projectile
4089 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4090 according to the player's strength is added.
4091 </attribute>
4092 <attribute arch="wc" editor="weaponclass" type="int">
4093 This value is supposed to be the base &lt;weaponclass&gt;,
4094 but it seems to have rather little effect.
4095 High values are good here, low values bad.
4096 </attribute>
4097 <attribute arch="item_power" editor="item power" type="int">
4098 The &lt;item power&gt; value measures how "powerful" an artifact is.
4099 Players will only be able to wear equipment with a certain total
4100 amount of &lt;item power&gt;, depending on their own level. This is the
4101 only way to prevent low level players to wear "undeserved" equipment
4102 (like gifts from other players or cheated items).
4103
4104 It is very important to adjust the &lt;item power&gt; value carefully
4105 for every artifact you create! If zero/unset, the CF server will
4106 calculate a provisional value at runtime, but this is never
4107 going to be an accurate measurement of &lt;item power&gt;.
4108 </attribute>
4109 <attribute arch="no_strength" editor="ignore strength" type="bool">
4110 Usually the player's strentgh takes effect on the damage
4111 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4112 the player's strength is ignored.
4113 </attribute>
4114 <attribute arch="damned" editor="damnation" type="bool">
4115 A damned shooting weapon cannot be unwielded unless
4116 the curse is removed. Removing damnations is
4117 a tick harder than removing curses.
4118 </attribute>
4119 <attribute arch="cursed" editor="curse" type="bool">
4120 A cursed shooting weapon cannot be unwielded unless
4121 the curse is removed.
4122 </attribute>
4123 <attribute arch="unique" editor="unique item" type="bool">
4124 Unique items exist only one time on a server. If the item
4125 is taken, lost or destroyed - it's gone for good.
4126 </attribute>
4127 <attribute arch="startequip" editor="godgiven item" type="bool">
4128 A godgiven item vanishes as soon as the player
4129 drops it to the ground.
4130 </attribute>
4131 <section name="stats">
4132 <attribute arch="Str" editor="strength" type="int">
4133 The player's strentgh will rise/fall by the given value
4134 while wearing this shooting weapon.
4135 </attribute>
4136 <attribute arch="Dex" editor="dexterity" type="int">
4137 The player's dexterity will rise/fall by the given value
4138 while wearing this shooting weapon.
4139 </attribute>
4140 <attribute arch="Con" editor="constitution" type="int">
4141 The player's constitution will rise/fall by the given value
4142 while wearing this shooting weapon.
4143 </attribute>
4144 <attribute arch="Int" editor="intelligence" type="int">
4145 The player's intelligence will rise/fall by the given value
4146 while wearing this shooting weapon.
4147 </attribute>
4148 <attribute arch="Pow" editor="power" type="int">
4149 The player's power will rise/fall by the given value
4150 while wearing this shooting weapon.
4151 </attribute>
4152 <attribute arch="Wis" editor="wisdom" type="int">
4153 The player's wisdom will rise/fall by the given value while
4154 wearing this shooting weapon.
4155 </attribute>
4156 <attribute arch="Cha" editor="charisma" type="int">
4157 The player's charisma will rise/fall by the given value
4158 while wearing this shooting weapon.
4159 </attribute>
4160 </section>
4161 <section name="bonus">
4162 <attribute arch="luck" editor="luck bonus" type="int">
4163 With positive luck bonus, the player is more likely to
4164 succeed in all sorts of things (spellcasting, praying,...).
4165 Unless the &lt;luck bonus&gt; is very high, the effect will be
4166 barely visible in-game. Luck bonus on one piece of equipment
4167 should never exceed 3, and such bonus should not be too
4168 frequently available.
4169 </attribute>
4170 <attribute arch="magic" editor="magic bonus" type="int">
4171 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4172 I'm not sure what exactly is increased - maybe weaponclass?
4173 However, &lt;magic bonus&gt; seems to have a little bit of positive
4174 influence on your chance to hit.
4175 </attribute>
4176 </section>
4177 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4178 This text describes the weapons's "story". Every decent artifact weapon
4179 should have such a description.
4180 </attribute>
4181 </type>
4182
4183 <!--####################################################################-->
4184 <type number="68" name="Shop Floor">
4185 <ignore>
4186 <ignore_list name="non_pickable" />
4187 </ignore>
4188 <description><![CDATA[
4189 Shop floor is used for shops. It acts like a combination of the
4190 common floor- and the treasure type: When the map is loaded,
4191 randomitems (depending on the setings) are generated on it.
4192 These items are all flagged as unpaid.
4193 When a player drops an item onto shop floor, the item becomes
4194 unpaid and the player receives payment according to the item's
4195 selling-value.
4196 Shopfloor always prevents magic (To hinder players from burning
4197 or freezing the goods). ]]>
4198 </description>
4199 <use><![CDATA[
4200 Tile your whole shop-interior space which shop floor.
4201 (That assures players receive payment for dropping items).
4202 Place shop mats to enter/leave the shop, and make sure
4203 there is no other exit than the shop mat. ]]>
4204 </use>
4205 <attribute arch="is_floor" value="1" type="fixed" />
4206 <attribute arch="no_pick" value="1" type="fixed" />
4207 <attribute arch="no_magic" value="1" type="fixed" />
4208 <attribute arch="auto_apply" editor="generate goods" type="bool">
4209 If enabled, items will appear on this square when the map is loaded.
4210 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4211 are generated. The items will be unpaid.
4212 </attribute>
4213 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4214 This entry determines what kind of treasure will appear, when
4215 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4216 for details about existing treasurelists.
4217 </attribute>
4218 <attribute arch="exp" editor="quality level" type="int">
4219 The &lt;quality level&gt; will be used for the quality of the generated
4220 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4221 doesn't need to be set, unless you want extraordinarily good/bad
4222 quality. If you want to make a shop with very high quality, meaybe
4223 charge an entrance fee, or make the shop hard-to-come-by.
4224 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4225 and appearance of artifact-items.
4226 </attribute>
4227 <attribute arch="damned" editor="no prayers" type="bool">
4228 If enabled, it is impossible for players to use prayers
4229 on that spot. It also prevents players from saving.
4230 (Remember that &lt;no magic&gt; is always set for shop floors.)
4231 </attribute>
4232 </type>
4233
4234 <!--####################################################################-->
4235 <type number="69" name="Shop Mat">
4236 <ignore>
4237 <ignore_list name="non_pickable" />
4238 </ignore>
4239 <description><![CDATA[
4240 Shop mats are used for entering/leaving shops. You should always
4241 have exactly TWO shop mats on your shop-map: One inside the
4242 "shopping-area" and one outside. Shop mats don't use exit paths/
4243 or -destinations. When stepping onto a shopmat the player gets beamed
4244 to the nearest other mat. If the player has unpaid items in his
4245 inventory, the price gets charged from his coins automatically.
4246 If the player has insufficient coins to buy his unpaid items, he
4247 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4248 </description>
4249 <use><![CDATA[
4250 As stated above, always place TWO shop mats into your shop.
4251 Not more and not less than that. ]]>
4252 </use>
4253 <attribute arch="no_pick" value="1" type="fixed" />
4254 &move_on;
4255 </type>
4256
4257 <!--####################################################################-->
4258 <type number="98" name="Sign &amp; MagicMouth">
4259 <ignore>
4260 <ignore_list name="non_pickable" />
4261 </ignore>
4262 <description><![CDATA[
4263 The purpose of a sign or magic_mouth is to display a certain message to
4264 the player. There are three ways to have the player get this message:
4265 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4266 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4267 </description>
4268 <use><![CDATA[
4269 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4270 some true roleplay feeling to your maps, support your storyline or give
4271 hints about hidden secrets/dangers. Place signs to provide the player
4272 with all kinds of useful information for getting along in your maps. ]]>
4273 </use>
4274 <attribute arch="connected" editor="connection" type="int">
4275 When a connection value is set, the message will be printed whenever
4276 the connection is triggered. This should be used in combination with
4277 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4278 If activating your magic_mouth this way, the message will not only be
4279 printed to one player, but all players on the current map.
4280 </attribute>
4281 &activate_on;
4282 &move_on;
4283 <attribute arch="food" editor="counter" type="int">
4284 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4285 (printing the message) only that many times. For signs this really shouldn't
4286 be used, while for magic_mouths it is extremely helpful.
4287 Monsters walking over the magic_mouth do not decrease the counter.
4288
4289 Often, you might want to have a message displayed only one time. For example:
4290 The player enters your map and you put a magic_mouth to tell him about the
4291 monsters and how dangerous they look and all. Later, when all the monsters
4292 are killed and the player leaves the map, displaying the same message a
4293 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4294 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4295 </attribute>
4296 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4297 This text will be displayed to the player.
4298 </attribute>
4299 </type>
4300
4301 <!--####################################################################-->
4302 <type number="43" name="Skill">
4303 <ignore>
4304 <ignore_list name="system_object" />
4305 </ignore>
4306 <description><![CDATA[
4307 Skills are objects which exist in the player/monster inventory.
4308 Both NPC/monsters and players use the same skill archetypes. Not all skills
4309 are enabled for monster use however. ]]>
4310 </description>
4311 <use><![CDATA[
4312 For mapmaking, Skill objects serve two purposes:
4313 <p>First, the predefined skill archtypes (in the 'skills' directory)
4314 can be seen as the global skill definitions. A skill which doesn't
4315 exists as an archtype cannot be learned or used by players. When you
4316 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4317 of defined skill archtypes, because those strings are used as a reference in
4318 many skill-related objects.
4319 </p><p>
4320 Secondly, in order to enable monsters to use skills, you will need to
4321 copy default skill archtypes into the monsters' inventories.
4322 You can even customize the skills by changing stats. It is not
4323 recommended however, to use skills in your maps which are totally
4324 unrelated to any predefined skill archtype.</p> ]]>
4325 </use>
4326 <attribute arch="invisible" value="1" type="fixed" />
4327 <attribute arch="no_drop" value="1" type="fixed" />
4328 <attribute arch="skill" editor="skill name" type="string">
4329 The &lt;skill name&gt; is used for matchings. When a usable
4330 object has an identical &lt;skill name&gt;, players
4331 (or monsters) will need this skill to apply/use the object.
4332 </attribute>
4333 <attribute arch="expmul" editor="exp multiplier" type="float">
4334 This is the ratio of experience the players total should increase by
4335 when this skill is used. If this is zero, then experience only goes to
4336 to the skill. Values higher than 1 are allowed. Note that experience
4337 rewarded to the players total is in addition to that given to the
4338 skill. Eg, if player should get 500 exp for using a skill, and
4339 expmul is 1, the player will get 500 added to that skill as well as
4340 500 to their total.
4341 </attribute>
4342 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4343 The &lt;skill type&gt; defines the base functionality of the skill.
4344 Skill types are hardcoded in the Crossfire server. It isn't hard to
4345 create new skill types, but it requires a bit of server-coding.
4346 </attribute>
4347 <attribute arch="level" editor="level" type="int">
4348 </attribute>
4349 <attribute arch="exp" editor="experience" type="int">
4350 </attribute>
4351 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4352 The &lt;is native skill&gt; flag has an effect only when this
4353 skill object is placed in the inventory of a monster (or player).
4354 If it is set, the monster or player knows the skill natively, which
4355 means he does not need a skill tool to use it.
4356 </attribute>
4357 </type>
4358
4359 <!--####################################################################-->
4360 <type number="130" name="Skill Scroll">
4361 <description><![CDATA[
4362 By reading a skill scroll, a player has a chance to learn the
4363 contained skill. ]]>
4364 </description>
4365 <use><![CDATA[
4366 Skill scrolls are very much sought for by players. Currently,
4367 all skill scrolls are sold in shops randomly, which is in fact not
4368 a good system. It would be nice to have some cool quests with
4369 skill scrolls rewarded at the end. ]]>
4370 </use>
4371 <attribute arch="race" value="scrolls" type="fixed" />
4372 <attribute arch="skill" editor="skill name" type="string">
4373 The &lt;skill name&gt; matches the skill object that can
4374 be learned from this scroll.
4375 </attribute>
4376 </type>
4377
4378 <!--####################################################################-->
4379 <type number="21" name="Special Key">
4380 <ignore>
4381 <attribute arch="material" />
4382 </ignore>
4383 <description><![CDATA[
4384 When carrying the appropriate special key, a locked door can
4385 be opened. The key will dissapear.
4386 <br><br>
4387 This object-type can also be used for "passport"-like items:
4388 When walking onto an invetory checker, a gate for example might
4389 get opened. The "passport" will stay in the player's inventory. ]]>
4390 </description>
4391 <use><![CDATA[
4392 How to make a "passport": You take the special key arch
4393 (archetype name is "key2"), set the face to something like
4394 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4395 certainly must match with the appropiate inventory checker.
4396 <br><br>
4397 Of course you can be creative with names and faces of
4398 key-objects. A "mysterious crystal" or a "big dragon claw"
4399 (with appropriate faces) appear more interesting than just
4400 a "strange key", or "passport". ]]>
4401 </use>
4402 <attribute arch="slaying" editor="key string" type="string">
4403 This string must be identical with the &lt;key string&gt; in the
4404 locked door, then it can be unlocked. It can also be used
4405 to trigger inventory checkers.
4406 </attribute>
4407 <attribute arch="material" editor="material" type="bitmask_material">
4408 For Special Keys, material should always be unset or set
4409 to Adamantite. This prevents the key from getting
4410 burned or otherwise destroyed.
4411 </attribute>
4412 <attribute arch="unique" editor="unique item" type="bool">
4413 Unique items exist only one time on a server. If the item
4414 is taken, lost or destroyed - it's gone for good.
4415
4416 This can be used if you want to sell apartments on your
4417 map: Simply sell a unique passport/key, and place
4418 an inventory checker at the entrance of your apartment.
4419 </attribute>
4420 <attribute arch="startequip" editor="godgiven item" type="bool">
4421 A godgiven item vanishes as soon as the player
4422 drops it to the ground.
4423 </attribute>
4424 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4425 This will add a description to the object. The player can read
4426 this text by clicking on the item in his inventory. Use this
4427 message to describe what the key/passport is good for. A player
4428 might have 50 different keys on his key-ring. Don't expect
4429 players to recall their purpose just by their names.
4430 </attribute>
4431 </type>
4432
4433 <!--####################################################################-->
4434 <type number="101" name="Spell">
4435 <ignore>
4436 <ignore_list name="system_object" />
4437 </ignore>
4438 <description><![CDATA[
4439 Spell objects define a spell. When a spell is put in a spellbook,
4440 players can learn it by reading the book. Once learned, players
4441 can use the spell as often as they like. With increasing skill level
4442 of the player, spells may gain power but also increase cost.<br>
4443 Monsters can use spells which are put in their inventory (provided
4444 that certain "enabling" settings are correct). The monster's
4445 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4446 </description>
4447 <use><![CDATA[
4448 A lot of the spells' settings can be tuned and customized.
4449 When creating new spells which are accessible to players, it is
4450 important to think about balance. A single spell which is too
4451 powerful and/or too easy to use can eventually toss the whole skill
4452 and magic school system out of whack. Testing new spells is
4453 quite important therefore. ]]>
4454 </use>
4455 <attribute arch="no_drop" value="1" type="fixed" />
4456 <attribute arch="invisible" value="1" type="fixed" />
4457 <attribute arch="skill" editor="skill name" type="string">
4458 The &lt;skill name&gt; matches the skill which is needed
4459 to cast this spell. This should be one out of "sorcery",
4460 "pyromancy", "evocation", "summoning" or "praying".
4461 If you want to fiddle with these, please take care not
4462 to upset the concept and balance of the various skills.
4463 </attribute>
4464 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4465 The &lt;spell type&gt; defines the basic type of spell.
4466 Some of these types are of a more generic nature than others.
4467 </attribute>
4468 <attribute arch="level" editor="spell level" type="int">
4469 </attribute>
4470 <attribute arch="casting_time" editor="casting time" type="int">
4471 </attribute>
4472 <attribute arch="duration" editor="duration" type="int">
4473 </attribute>
4474 <attribute arch="other_arch" editor="create object" type="string">
4475 </attribute>
4476 <attribute arch="sp" editor="cost spellpoints" type="int">
4477 </attribute>
4478 <attribute arch="grace" editor="cost grace" type="int">
4479 </attribute>
4480 <attribute arch="maxsp" editor="double cost per level" type="int">
4481 </attribute>
4482 </type>
4483
4484 <!--####################################################################-->
4485 <type number="85" name="Spellbook">
4486 <description><![CDATA[
4487 By reading a spellbook, the player has a chance of learning the
4488 contained spell. Once learned from a book, the spell is available
4489 forever. Spellbooks with high level spells require some skill-level
4490 to read.<br><br>
4491 You can create widely customized spells only by adjusting the
4492 spell object in the spellbooks inventory. Refer to the description
4493 of spell objects for detailed information how to customize spells.<br>
4494 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4495 with a compilation of spells that the book may contain. ]]>
4496 </description>
4497 <use><![CDATA[
4498 Don't put any of the godgiven spells into a spellbook! These are
4499 reserved for the followers of the appropriate cults. Handing them
4500 out in a spellbook would violate the balance between different religions.
4501 <br><br>
4502 Note that there is no fundamental difference between the spellbooks
4503 of varying schools (pyromancy, sorcery, evocation, summoning, and
4504 even praying). The difference lies only in the spells they contain.
4505 It is up to you, the mapmaker, to pick the right type of book
4506 for your spells. ]]>
4507 </use>
4508 <attribute arch="skill" value="literacy" type="fixed" />
4509 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4510 There are two ways to put spells into a spellbook:
4511 1. Put a spell object in the books inventory. In this case,
4512 treasurelist must be set to &lt;none&gt;.
4513 2. Choose a treasurelist which contains spells.
4514 In that way, a spell will be chosen randomly from the list.
4515 </attribute>
4516 <attribute arch="startequip" editor="godgiven item" type="bool">
4517 A godgiven item vanishes as soon as the player
4518 drops it to the ground.
4519 </attribute>
4520 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4521 This text may contain a nice description
4522 of the spellbook's cover or something.
4523 </attribute>
4524 </type>
4525
4526 <!--####################################################################-->
4527 <type number="90" name="Spinner">
4528 <ignore>
4529 <ignore_list name="non_pickable" />
4530 </ignore>
4531 <description><![CDATA[
4532 Spinners change the direction of spell objects and other projectiles
4533 that fly past. Unlike directors, it does make a difference from what
4534 angle you shoot into the spinner. The direction of objects flying past
4535 is always changed by a certain degree. ]]>
4536 </description>
4537 <use><![CDATA[
4538 Spinners are very rarely used. I believe they are quite
4539 confusing and pointless. The only use I can think of is building
4540 some puzzle about where to shoot into spinners to shoot somewhere you
4541 otherwise couldn't.
4542
4543 When placing spinners on a map with magic walls, make sure the spell-
4544 projectiles from magic walls don't get to fly in loops. ]]>
4545 </use>
4546 <attribute arch="sp" editor="direction number" type="int">
4547 The spinner will change the direction of flying objects by
4548 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4549 positive values counter clockwise.
4550
4551 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4552 </attribute>
4553 &move_on;
4554 </type>
4555
4556 <!--####################################################################-->
4557 <type number="138" name="Swamp">
4558 <ignore>
4559 <ignore_list name="non_pickable" />
4560 </ignore>
4561 <description><![CDATA[
4562 Swamp areas show a special behaviour:
4563 When a player stands still on a swamp-square for too long,
4564 he will start to sink in and eventually drown and die.
4565 Items dropped on the swamp sink in and dissapear.
4566 Players with knowledge of the woodsman skill are a lot less likely
4567 to die in the swamp. ]]>
4568 </description>
4569 <attribute arch="is_floor" value="1" type="fixed" />
4570 <attribute arch="is_wooded" value="1" type="fixed" />
4571 <attribute arch="speed" editor="drowning speed" type="float">
4572 The higher the &lt;drowning speed&gt;, the faster will players and items
4573 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4574 and unexpected death-trap. Players should get a warning before such areas.
4575 </attribute>
4576 &speed_left;
4577 &move_on;
4578 &movement_types_terrain;
4579 <attribute arch="no_magic" editor="no spells" type="bool">
4580 If enabled, it is impossible for players to use (wizard-)
4581 spells on that spot.
4582 </attribute>
4583 <attribute arch="damned" editor="no prayers" type="bool">
4584 If enabled, it is impossible for players to use prayers
4585 on that spot. It also prevents players from saving.
4586 </attribute>
4587 </type>
4588
4589 <!--####################################################################-->
4590 <type number="41" name="Teleporter">
4591 <ignore>
4592 <ignore_list name="non_pickable" />
4593 </ignore>
4594 <description><![CDATA[
4595 When the player walks into a teleporter, he is transferred to a
4596 different location. The main difference to the object-type exit
4597 is the possibility to have teleporters connected to levers/buttons/etc.
4598 Sometimes teleporters are activated even against the players will.
4599 <br><br>
4600 Unlike exits, teleporters can also transfer items and
4601 monsters to different locations on the same map. ]]>
4602 </description>
4603 <use><![CDATA[
4604 When creating maps, I guess sooner or later you'll want to have
4605 an invisible teleporter. If using "invisible 1", the teleporter
4606 can still be discovered with the show_invisible spell. And in
4607 some cases you can't place it under the floor to prevent this.
4608 <br><br>
4609 Fortunately, there is a cool trick to make a perfectly invisible
4610 teleporter: You simply add teleporter functionality to the floor
4611 itself. That means: You take the floor arch (e.g. "flagstone"),
4612 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4613 </use>
4614 <attribute arch="slaying" editor="exit path" type="string">
4615 The exit path specifies the map that the player is transferred to.
4616 &lt;exit path&gt; can be an absolute path, beginning with '/'
4617 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4618 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4619 for example I could use the relative path "Fire1"). Use relative
4620 paths whenever possible! Note that upper/lower case must always be
4621 set correctly. However, please use lower case only.
4622
4623 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4624 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4625 monsters and items. In this case, the destined map is automatically
4626 the same map the teleporter is on.
4627 </attribute>
4628 <attribute arch="hp" editor="destination X" type="int">
4629 The exit destinations define the (x, y)-coordinates where the exit
4630 leads to.
4631
4632 If both are set to zero and &lt;exit path&gt; is empty, the player will
4633 get teleported to another, randomly chosen teleporter on the same
4634 map (Slightly confusing for the player though). Make sure there
4635 actually *is* a second one in that case.
4636
4637 If both are set to zero and &lt;exit path&gt; is set, the player will
4638 be transferred to the "default enter location" of the destined map.
4639 The latter can be set in the map-properties as "Enter X/Y". Though,
4640 please DO NOT use that. It turned out to be a source for numerous
4641 map-bugs.
4642 </attribute>
4643 <attribute arch="sp" editor="destination Y" type="int">
4644 The exit destinations define the (x, y)-coordinates where the exit
4645 leads to.
4646
4647 If both are set to zero and &lt;exit path&gt; is empty, the player will
4648 get teleported to another, randomly chosen teleporter on the same
4649 map (Slightly confusing for the player though). Make sure there
4650 actually *is* a second one in that case.
4651
4652 If both are set to zero and &lt;exit path&gt; is set, the player will
4653 be transferred to the "default enter location" of the destined map.
4654 The latter can be set in the map-properties as "Enter X/Y". Though,
4655 please DO NOT use that. It turned out to be a source for numerous
4656 map-bugs.
4657 </attribute>
4658 <attribute arch="connected" editor="connection" type="int">
4659 If a connection value is set, the teleporter will be activated
4660 whenever the connection is triggered. To use this properly,
4661 &lt;activation speed&gt; must be zero.
4662 </attribute>
4663 &activate_on;
4664 <attribute arch="speed" editor="activation speed" type="float">
4665 If the &lt;activation speed&gt; is nonzero, the teleporter will
4666 automatically be activated in regular time-intervals. Hence, the
4667 player can just step on it and gets teleported sooner or later.
4668 The duration between two activates depends on the given value.
4669 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4670
4671 VERY IMPORTANT: If you want to have your teleporter activated via
4672 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4673 </attribute>
4674 &speed_left;
4675 </type>
4676
4677 <!--####################################################################-->
4678 <type number="26" name="Timed Gate">
4679 <ignore>
4680 <ignore_list name="non_pickable" />
4681 </ignore>
4682 <description><![CDATA[
4683 Gates play an important role in Crossfire. Gates can be opened
4684 by activating a button/trigger, by speaking passwords (-> magic_ear)
4685 or carrying special key-objects (-> inventory checker).
4686 Unlike locked doors, gates can get shut again after a player has
4687 passed, which makes them more practical in many cases. Unlike normal
4688 gates, timed gates open when triggered but automatically close again
4689 after some time.]]>
4690 </description>
4691 <use><![CDATA[
4692 Use gates to divide your maps into separated areas. After solving
4693 area A, the player gains access to area B, and so on. Make your
4694 maps more complex than "one-way". ]]>
4695 </use>
4696 <attribute arch="no_pick" value="1" type="fixed" />
4697 <attribute arch="connected" editor="connection" type="int">
4698 Whenever the inventory checker is triggered, all objects with identical
4699 &lt;connection&gt; value get activated. This only makes sense together with
4700 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4701 after some time.
4702 </attribute>
4703 &activate_on;
4704 <attribute arch="wc" editor="position state" type="int">
4705 The &lt;position state&gt; defines the position of the gate:
4706 Zero means completely open/down, the "number of animation-steps" (usually
4707 about 6 or 7) means completely closed/up state. I suggest you don't
4708 mess with this value - Leave the default in place.
4709 </attribute>
4710 &movement_types_terrain;
4711 <attribute arch="no_magic" editor="restrict spells" type="bool">
4712 Restricting the use of spells to pass this gate. This has
4713 an effect only if &lt;block view&gt; is disabled.
4714 </attribute>
4715 <attribute arch="damned" editor="restrict prayers" type="bool">
4716 Restricting the use of prayers to pass this door. This has
4717 an effect only if &lt;block view&gt; is disabled.
4718 </attribute>
4719 <attribute arch="hp" editor="open duration" type="int">
4720 Defines the duration the gate remains closed. This only takes effect
4721 if the gate is not connected.
4722 </attribute>
4723 </type>
4724
4725 <!--####################################################################-->
4726 <type number="155" name="Trap">
4727 <ignore>
4728 <attribute arch="no_pick" />
4729 <attribute arch="title" />
4730 <attribute arch="name_pl" />
4731 <attribute arch="weight" />
4732 <attribute arch="value" />
4733 <attribute arch="material" />
4734 <attribute arch="unpaid" />
4735 </ignore>
4736 <description><![CDATA[
4737 A trap is a object that can either do damage or trigger another connected object
4738 when detonated. Traps are like runes except they are not magical in nature,
4739 and generally have either a physical attack or trigger a reaction.
4740 <br><br>
4741 Traps hit any monster or person who steps on them for 'dam' damage in
4742 'attacktype' attacktype and/or trigger a reaction.
4743 <br><br>
4744 Many traps are already defined in the archetypes. ]]>
4745 </description>
4746 <use><![CDATA[
4747 Avoid monsters stepping on your traps. For example, a party of orcs setting
4748 off your lightning wall and pit trap is usually a bad idea. ]]>
4749 </use>
4750 <attribute arch="no_pick" value="1" type="fixed" />
4751 &move_on;
4752 <attribute arch="level" editor="trap level" type="int">
4753 Level effects how easily a trap may be found and disarmed, and
4754 how much experience the player gets for doing so. Beware: High level
4755 traps can be quite a cheap source of experience! So either make them
4756 tough, or keep the level low.
4757 </attribute>
4758 <attribute arch="Cha" editor="visibility" type="int">
4759 This value determines what fraction of the time the trap is visible:
4760 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4761 how easily the trap may be found.
4762 </attribute>
4763 <attribute arch="hp" editor="number of charges" type="int">
4764 The trap will detonate &lt;number of charges&gt; times before disappearing.
4765 </attribute>
4766 <attribute arch="dam" editor="direct damage" type="int">
4767 &lt;direct damage&gt; specifies how much damage is done by the trap.
4768 This should be set in reasonable relation to the trap's level.
4769 </attribute>
4770 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4771 This attribute defines what attacktype to use for direct damage when
4772 the trap detonates.
4773 </attribute>
4774 <attribute arch="connected" editor="connection" type="int">
4775 When the trap is detonated, all objects with the same
4776 connection value get activated.
4777 </attribute>
4778 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4779 When the trap detonates, this text is displayed to the
4780 victim. For especially powerful or complex traps, create an appropriate
4781 and thrilling description. ;)
4782 </attribute>
4783 </type>
4784
4785 <!--####################################################################-->
4786 <type number="95" name="Trapdoor">
4787 <ignore>
4788 <ignore_list name="non_pickable" />
4789 </ignore>
4790 <description><![CDATA[
4791 Trapdoors are very similar to pits. The difference is that they
4792 can not be closed. Instead, the weight of the object on the
4793 trapdoor determines weither it slams the trapdoor open and falls through
4794 or not.<br>
4795 Once a trapdoor has been opened (by a creature or items of sufficient
4796 weight,) it remains open, acting like an opened pit. ]]>
4797 </description>
4798 <use><![CDATA[
4799 Trapdoors should be used in the same fashion as pits:
4800 They should always drop the victims to some kind of lower level. They
4801 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4802 </use>
4803 <attribute arch="no_pick" value="1" type="fixed" />
4804 &move_on;
4805 <attribute arch="weight" editor="hold weight" type="int">
4806 This value defines how much weight the trapdoor can hold.
4807 Once items or creatures are gathered on the trapdoor, with
4808 a total weight surpassing this value, then the trapdoor will
4809 open and things start falling through.
4810 </attribute>
4811 <attribute arch="hp" editor="destination X" type="int">
4812 The trapdoor will transport creatures (and items) randomly into
4813 a two-square radius of the destination coordinates.
4814 If the destination square becomes blocked, the trapdoor will act like
4815 being filled up and not work anymore!
4816 </attribute>
4817 <attribute arch="sp" editor="destination Y" type="int">
4818 The trapdoor will transport creatures (and items) randomly into
4819 a two-square radius of the destination coordinates.
4820 If the destination square becomes blocked, the trapdoor will act like
4821 being filled up and not work anymore!
4822 </attribute>
4823 </type>
4824
4825 <!--####################################################################-->
4826 <type number="4" name="Treasure">
4827 <ignore>
4828 <attribute arch="nrof" />
4829 <attribute arch="title" />
4830 <attribute arch="name_pl" />
4831 <attribute arch="weight" />
4832 <attribute arch="value" />
4833 <attribute arch="material" />
4834 </ignore>
4835 <description><![CDATA[
4836 A treasure-object turns into certain randomitems when the map is loaded
4837 into the game. ]]>
4838 </description>
4839 <use><![CDATA[
4840 About usage of the "random-artifact" treasurelist:
4841 This will generate powerful stuff like girdles, xray helmets, special
4842 swords etc. If you put this as reward to your quest, players might be
4843 motivated to do it more than once. BUT, by doing so they will get a huge
4844 number of different artifacts! Besides, players will always seek the place
4845 with the most easy-to-get random artifact and ignore all others.
4846 My advice: Don't use it! Attract players with good fighting experience
4847 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4848 </use>
4849 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4850 This entry determines what kind of treasure will appear. Look into
4851 /crossfire/share/crossfire/treasures for details about existing
4852 treasurelists.
4853 </attribute>
4854 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4855 "Auto-generate" must be set in order to have the treasure be created
4856 when the map is loaded.
4857 If you want to create a random treasure chest, you unset this flag.
4858 That way, the player has to apply the object (the chest), then the
4859 treasure is generated.
4860 </attribute>
4861 <attribute arch="hp" editor="create number" type="int">
4862 "Create number" specifies how many pieces of the given treasurelist
4863 will appear. Note that for every piece there is a chance that nothing is
4864 generated. Also, sometimes there can be stacks of items generated, like
4865 for gems/money.
4866 </attribute>
4867 <attribute arch="exp" editor="quality level" type="int">
4868 The &lt;quality level&gt; will be used for the quality of the generated
4869 treasure instead of the map difficulty (as was done with shops).
4870 If zero/unset, the map difficulty will instead be used.
4871 (Example for comparison: Shop floors generate treasure of
4872 &lt;quality level&gt; 5 per default).
4873 </attribute>
4874 </type>
4875
4876 <!--####################################################################-->
4877 <type number="52" name="Trigger Marker">
4878 <ignore>
4879 <ignore_list name="system_object" />
4880 </ignore>
4881 <description><![CDATA[
4882 A trigger marker is an object that inserts an invisible force (a mark) into a
4883 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4884 &lt;key string&gt; which can be discovered by detectors or inventory
4885 checkers. It is also possible to use markers for removing marks again.
4886 <br><br>
4887 Note that the player has no possibility to "see" his own marks,
4888 except by the effect that they cause on the maps. ]]>
4889 </description>
4890 <use><![CDATA[
4891 Markers hold real cool possibilities for map-making. I encourage
4892 you to use them frequently. However there is one negative point
4893 about markers: Players don't "see" what's going on with them. It is
4894 your task, as map-creator, to make sure the player is always well
4895 informed and never confused.
4896 <br><br>
4897 Please avoid infinite markers when they aren't needed. They're
4898 using a little space in the player file after all, so if there
4899 is no real purpose, set an expire time. ]]>
4900 </use>
4901 <attribute arch="no_pick" value="1" type="fixed" />
4902 <attribute arch="slaying" editor="key string" type="string">
4903 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4904 If the player already has a force with that &lt;key string&gt;,
4905 there won't be inserted a second one.
4906 </attribute>
4907 <attribute arch="connected" editor="connection" type="int">
4908 Unlike a regular marker this is the connection that triggers this marker to activate.
4909 </attribute>
4910 <attribute arch="food" editor="mark duration" type="int">
4911 This value defines the duration of the force it inserts.
4912 If nonzero, the duration of the player's mark is finite:
4913 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4914 means the mark will stay on the player forever.
4915 </attribute>
4916 <attribute arch="name" editor="delete mark" type="string">
4917 When the player steps onto the marker, all existing forces in
4918 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4919 will be removed. If you don't want to remove any marks, leave
4920 this textfield empty.
4921
4922 Note that the string &lt;delete mark&gt; is set as the name of
4923 this marker. So don't be confused, and remember changing the
4924 name will take effect on the marker's functionality.
4925 </attribute>
4926 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4927 In the moment when the player gets marked, this text is displayed
4928 to him. You should really set a message in any marker you create,
4929 because it's the only way for the player to notice what's going on.
4930 </attribute>
4931 </type>
4932
4933 <!--####################################################################-->
4934 <type number="0" name="Wall">
4935 <required>
4936 <attribute arch="is_floor" value="0" />
4937 <attribute arch="alive" value="0" />
4938 <attribute arch="no_pass" value="1" />
4939 </required>
4940 <ignore>
4941 <attribute arch="nrof" />
4942 <attribute arch="title" />
4943 <attribute arch="name_pl" />
4944 <attribute arch="value" />
4945 <attribute arch="unpaid" />
4946 </ignore>
4947 <description><![CDATA[
4948 Walls usually block passage and sight. ]]>
4949 </description>
4950 &movement_types_terrain;
4951 <attribute arch="can_roll" editor="moveable" type="bool">
4952 If set, the object is able to "roll", so it can be pushed around.
4953 This setting is used for boulders and barrels.
4954 </attribute>
4955 <attribute arch="no_magic" editor="restrict spells" type="bool">
4956 This takes effect only with &lt;blocksview&gt; disabled.
4957 Restricting the use of spells to pass this wall.
4958 </attribute>
4959 <attribute arch="damned" editor="restrict prayers" type="bool">
4960 This takes effect only with &lt;blocksview&gt; disabled.
4961 Restricting the use of spells to pass this wall.
4962 </attribute>
4963 </type>
4964
4965 <!--####################################################################-->
4966 <type number="109" name="Wand &amp; Staff">
4967 <description><![CDATA[
4968 Wands contain a certain spell. The player can apply (ready) and
4969 fire the wand. After a defined number of casts, the wand is
4970 "used up". It is possible to recharge a wand with scrolls of
4971 charging, but usually that isn't worth the cost. ]]>
4972 </description>
4973 <use><![CDATA[
4974 Wands are quite seldomly used. The reason prolly is that they're
4975 generally not cost-efficient. Handing out high-level wands with
4976 powerful special spells isn't a good idea either, because of
4977 the recharge ability.
4978 <br><br>
4979 For low levels, staffs of healing/cure and word of recall are
4980 quite desirable though. Ideal rewards for low level quests. ]]>
4981 </use>
4982 <attribute arch="sp" editor="spell" type="spell">
4983 The &lt;spell&gt; specifies the contained spell.
4984 </attribute>
4985 <attribute arch="level" editor="casting level" type="int">
4986 The &lt;casting level&gt; of the wand determines it's power.
4987 An average level for wands in shops is about 10.
4988 </attribute>
4989 <attribute arch="food" editor="number of charges" type="int">
4990 The wand can be used &lt;number of charges&gt; times before it is
4991 used up. It can be recharged with scrolls of charging.
4992 </attribute>
4993 <attribute arch="startequip" editor="godgiven item" type="bool">
4994 A godgiven item vanishes as soon as the player
4995 drops it to the ground.
4996 </attribute>
4997 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4998 This text may contain a description of the wand.
4999 </attribute>
5000 </type>
5001
5002 <!--####################################################################-->
5003 <type number="0" name="Weak Wall">
5004 <required>
5005 <attribute arch="is_floor" value="0" />
5006 <attribute arch="alive" value="1" />
5007 <attribute arch="tear_down" value="1" />
5008 </required>
5009 <ignore>
5010 <ignore_list name="non_pickable" />
5011 </ignore>
5012 <description><![CDATA[
5013 A weak wall is a breakable spot amidsts a solid wall. Typically
5014 these weak walls look similar to their solid "relatives" except
5015 for a small crack or little chunks of wall on the ground. ]]>
5016 </description>
5017 <use><![CDATA[
5018 If you want to create hidden rooms, using weak walls is alot
5019 better than completely indiscernible passages in a wall.<br>
5020 Anyways, there can be a lot more to weak walls than just finding
5021 them: Rising their defensive stats, weak walls can become a
5022 serious obstacle. An ice wall might only be torn down by a fire
5023 attack for example. A granite wall for instance might be very
5024 hard to destroy. ]]>
5025 </use>
5026 <attribute arch="alive" value="1" type="fixed" />
5027 <attribute arch="no_pick" value="1" type="fixed" />
5028 <attribute arch="tear_down" value="1" type="fixed" />
5029 <attribute arch="race" editor="race" type="string">
5030 For weak walls, &lt;race&gt; should always be set to "wall",
5031 unless you create something fancy like a building which
5032 is in fact meant to be a huge animal.
5033 Note that shovels slay walls, so they do tripple damage
5034 against weak walls.
5035 </attribute>
5036 <attribute arch="level" editor="level" type="int">
5037 The &lt;level&gt; of a weak wall works similar to monster levels.
5038 Due to the fact that weak walls cannot attack, the level
5039 is much less important though.
5040 </attribute>
5041 <attribute arch="hp" editor="health points" type="int">
5042 The &lt;health points&gt; of a weak wall define how long it takes to
5043 tear it down. With every successful hit from an opponent,
5044 &lt;health points&gt; get drained.
5045 </attribute>
5046 <attribute arch="maxhp" editor="max health" type="int">
5047 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5048 weak wall can have. Since walls generally don't heal, I doubt
5049 this has much real effect.
5050 </attribute>
5051 <attribute arch="ac" editor="armour class" type="int">
5052 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5053 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5054 </attribute>
5055 <section name="resistance">
5056 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5057 </attribute>
5058 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5059 </attribute>
5060 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5061 </attribute>
5062 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5063 </attribute>
5064 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5065 </attribute>
5066 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5067 </attribute>
5068 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5069 </attribute>
5070 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5071 </attribute>
5072 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5073 </attribute>
5074 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5075 </attribute>
5076 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5077 </attribute>
5078 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5079 </attribute>
5080 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5081 </attribute>
5082 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5083 </attribute>
5084 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5085 </attribute>
5086 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5087 </attribute>
5088 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5089 </attribute>
5090 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5091 </attribute>
5092 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5093 </attribute>
5094 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5095 </attribute>
5096 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5097 </attribute>
5098 </section>
5099 </type>
5100
5101 <!--####################################################################-->
5102 <type number="15" name="Weapon">
5103 <description><![CDATA[
5104 Wielding a weapon, the object's stats will directly be inherited to the
5105 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5106 be improved with scrolls. ]]>
5107 </description>
5108 <use><![CDATA[
5109 If you create artifacts (equipment) with stats- or resistance-bonus:
5110 Keep playbalance in mind! Such items mustn't be reachable without hard
5111 fighting AND questing. ]]>
5112 </use>
5113 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5114 This number is a bitmask, specifying the weapon's attacktypes.
5115 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5116 have no more than one or two attacktypes. Keep in mind that all weapons
5117 can be blessed by the player's diety, thus adding an additional attacktype.
5118
5119 When a player hits a monster with a weapon that has more than one attacktype,
5120 then he will do as much damage as the "best" of his attacktypes does. So,
5121 the more attacktypes you've got, the better your chance to take advantage
5122 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5123 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5124 </attribute>
5125 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5126 The &lt;weapontype&gt; characterizes the weapon's type of physical
5127 attack. It could best be considered a "subclassification"
5128 of the physical attacktype. For now, this is only used for
5129 attack messages!
5130
5131 You should always set this correctly when creating new
5132 weapons for your maps.
5133 </attribute>
5134 <attribute arch="skill" editor="skill name" type="string">
5135 Matching &lt;skill name&gt; of the skill that is required
5136 to use this weapon.
5137 </attribute>
5138 <attribute arch="dam" editor="damage" type="int">
5139 The damage value is used as base value for how much damage the weapon
5140 does per hit. The actual damage involves more dependencies,
5141 like wielder's level and defender's level. Look at existing weapons
5142 to get a feel for the range of weapon damage values.
5143 </attribute>
5144 <attribute arch="slaying" editor="slaying race" type="string">
5145 Slaying means the weapon does tripple (3x) damage to monsters of the
5146 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5147 only monsters of that archtype are hit with tripple damage.
5148
5149 No god blessings are possible for weapons with a race set in this entry
5150 (That's because god blessings add tripple damage against their own
5151 enemy races). Tripple damage is very effective.
5152 </attribute>
5153 <attribute arch="last_sp" editor="weapon speed" type="int">
5154 The weapon speed determines how often the wielder can swing the weapon
5155 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5156 is best (that is lightning- fast). A typical average value is 8.
5157 Speed and damage should be kept in reasonable relation.
5158 </attribute>
5159 <attribute arch="wc" editor="weapon class" type="int">
5160 The weapon class value adds to the overall weapon class of the wielder's
5161 melee attacks. Weapon class improves the chance of hitting the opponent.
5162 </attribute>
5163 <attribute arch="magic" editor="magic bonus" type="int">
5164 For a weapon, magic bonus works just like weapon class, except that
5165 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5166 less useful than direct weapon class value on a weapon.
5167 </attribute>
5168 <attribute arch="item_power" editor="item power" type="int">
5169 The &lt;item power&gt; value measures how "powerful" an artifact is.
5170 Players will only be able to wear equipment with a certain total
5171 amount of &lt;item power&gt;, depending on their own level. This is the
5172 only way to prevent low level players to wear "undeserved" equipment
5173 (like gifts from other players or cheated items).
5174
5175 It is very important to adjust the &lt;item power&gt; value carefully
5176 for every artifact you create! If zero/unset, the CF server will
5177 calculate a provisional value at runtime, but this is never
5178 going to be an accurate measurement of &lt;item power&gt;.
5179 </attribute>
5180 <attribute arch="damned" editor="damnation" type="bool">
5181 A damned weapon cannot be unwielded unless
5182 the curse is removed. Removing damnations is
5183 a tick harder than removing curses.
5184 </attribute>
5185 <attribute arch="cursed" editor="curse" type="bool">
5186 A cursed weapon cannot be unwielded unless
5187 the curse is removed.
5188 </attribute>
5189 <attribute arch="lifesave" editor="save life" type="bool">
5190 An item with this flag enabled will save the players life
5191 for one time: When the player is wearing this item and his
5192 health points reach zero, the item disappears, replenishing
5193 half of the player's health.
5194
5195 An item with &lt;save life&gt; should not have
5196 any decent additional bonuses!
5197 </attribute>
5198 <attribute arch="unique" editor="unique item" type="bool">
5199 Unique items exist only one time on a server. If the item
5200 is taken, lost or destroyed - it's gone for good.
5201 </attribute>
5202 <attribute arch="startequip" editor="godgiven item" type="bool">
5203 A godgiven item vanishes as soon as the player
5204 drops it to the ground.
5205 </attribute>
5206 <section name="resistance">
5207 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5208 This adds physical resistance to the weapon (= armour value). The number is
5209 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5210 and what they require to do for getting this-and-that artifact.
5211 </attribute>
5212 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5213 This adds magic resistance to the weapon. The number is a percent-value in
5214 the range 0-100. Treat this with CARE. Look at other maps and what they
5215 require to do for getting this-and-that artifact.
5216 </attribute>
5217 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5218 This adds fire resistance to the weapon. The number is a percent-value in
5219 the range 0-100. Treat this with CARE. Look at other maps and what they
5220 require to do for getting this-and-that artifact.
5221 </attribute>
5222 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5223 This adds electricity resistance to the weapon. The number is a percent-value in
5224 the range 0-100. Treat this with CARE. Look at other maps and what they
5225 require to do for getting this-and-that artifact.
5226 </attribute>
5227 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5228 This adds fire resistance to the weapon. The number is a percent-value in
5229 the range 0-100. Treat this with CARE. Look at other maps and what they
5230 require to do for getting this-and-that artifact.
5231 </attribute>
5232 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5233 This adds confusion resistance to the weapon. The number is a percent-value in
5234 the range 0-100. Confusion resistance is not very effective
5235 unless the value comes close to 100 (= perfect immunity).
5236 </attribute>
5237 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5238 This adds acid resistance to the weapon. The number is a percent-value in
5239 the range 0-100. Treat this with CARE. Look at other maps and what they
5240 require to do for getting this-and-that artifact.
5241 </attribute>
5242 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5243 This adds draining resistance to the weapon. The number is a percent-value
5244 in the range 0-100. Draining resistance is little effective
5245 unless the value is 100 (= perfect immunity).
5246 </attribute>
5247 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5248 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5249 the range 0-100. Weaponmagic resistance generally should not exist on
5250 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5251 are not meant to be easily resisted.
5252 </attribute>
5253 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5254 This adds ghosthit resistance to the weapon. The number is a percent-value
5255 in the range 0-100. Treat this with CARE. Look at other maps and what they
5256 require to do for getting this-and-that artifact.
5257 </attribute>
5258 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5259 This adds poison resistance to the weapon. The number is a percent-value in
5260 the range 0-100. Treat this with CARE. Look at other maps and what they
5261 require to do for getting this-and-that artifact.
5262 </attribute>
5263 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5264 This adds fear resistance to the weapon. The number is a percent-value in
5265 the range 0-100. Resistance to fear is pretty useless.
5266 </attribute>
5267 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5268 This adds paralyze resistance to the weapon. The number is a percent-value in
5269 the range 0-100. Paralyze resistance is little effective
5270 unless the value is 100 (= perfect immunity).
5271 </attribute>
5272 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5273 This adds fear resistance to the weapon. The number is a percent-value in
5274 the range 0-100. Resistance to fear is pretty useless.
5275 </attribute>
5276 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5277 This adds depletion resistance to the weapon. The number is a percent-value
5278 in the range 0-100. Depletion resistance is little effective
5279 unless the value is 100 (= perfect immunity).
5280 </attribute>
5281 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5282 This adds death-attack resistance to the weapon. The number is a
5283 percent-value in the range 0-100. Death-attack resistance is little
5284 effective unless the value is 100 (= perfect immunity).
5285 Generally, resistance to death-attack is not supposed to be
5286 available to players!
5287 </attribute>
5288 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5289 This adds chaos resistance to the weapon. The number is a percent-value in
5290 the range 0-100. Treat this with CARE. Look at other maps and what they
5291 require to do for getting this-and-that artifact.
5292 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5293 combination of other attacktypes.
5294 </attribute>
5295 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5296 This adds blinding resistance to the weapon. The number is a percent-value
5297 in the range 0-100. Treat this with CARE. Look at other maps and what they
5298 require to do for getting this-and-that artifact.
5299 </attribute>
5300 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5301 This adds holy power resistance to the weapon. The number is a percent-value
5302 in the range 0-100. Holy power is the attacktype that holyword-type spells
5303 use to hurt undead creatures. This kind of resistance is only reasonable
5304 for undead players (wraith or devourer cult).
5305 Generally, resistance to holy word should not be available for players.
5306 </attribute>
5307 </section>
5308 <section name="stats">
5309 <attribute arch="Str" editor="strength" type="int">
5310 The player's strentgh will rise/fall by the given value
5311 while wearing this weapon.
5312 </attribute>
5313 <attribute arch="Dex" editor="dexterity" type="int">
5314 The player's dexterity will rise/fall by the given value
5315 while wearing this weapon.
5316 </attribute>
5317 <attribute arch="Con" editor="constitution" type="int">
5318 The player's constitution will rise/fall by the given value
5319 while wearing this weapon.
5320 </attribute>
5321 <attribute arch="Int" editor="intelligence" type="int">
5322 The player's intelligence will rise/fall by the given value
5323 while wearing this weapon.
5324 </attribute>
5325 <attribute arch="Pow" editor="power" type="int">
5326 The player's power will rise/fall by the given value
5327 while wearing this weapon.
5328 </attribute>
5329 <attribute arch="Wis" editor="wisdom" type="int">
5330 The player's wisdom will rise/fall by the given value while
5331 wearing this weapon.
5332 </attribute>
5333 <attribute arch="Cha" editor="charisma" type="int">
5334 The player's charisma will rise/fall by the given value
5335 while wearing this weapon.
5336 </attribute>
5337 </section>
5338 <section name="misc">
5339 <attribute arch="luck" editor="luck bonus" type="int">
5340 With positive luck bonus, the player is more likely to
5341 succeed in all sorts of things (spellcasting, praying,...).
5342 Unless the &lt;luck bonus&gt; is very high, the effect will be
5343 barely visible in-game. Luck bonus on one piece of equipment
5344 should never exceed 3, and such bonus should not be too
5345 frequently available.
5346 </attribute>
5347 <attribute arch="hp" editor="health regen." type="int">
5348 Positive &lt;health regen.&gt; bonus speeds up the
5349 player's healing process. Negative values slow it down.
5350 </attribute>
5351 <attribute arch="sp" editor="mana regen." type="int">
5352 Positive &lt;mana regen.&gt; bonus speeds up the
5353 player's mana regeneration. Negative values slow it down.
5354 </attribute>
5355 <attribute arch="grace" editor="grace regen." type="int">
5356 Positive &lt;grace regen.&gt; bonus speeds up the
5357 player's grace regeneration. Negative values slow it down.
5358 Since grace can be regenerated rather easy with praying,
5359 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5360 </attribute>
5361 <attribute arch="food" editor="food bonus" type="int">
5362 Positive &lt;food bonus&gt; slows down the player's digestion,
5363 thus he consumes less food. Negative values speed it up.
5364
5365 Note that food is consumed not only for "being alive", but
5366 also for healing and mana-regeneration.
5367 &lt;food bonus&gt; only affects the amount of food consumed
5368 for "being alive". Hence, even with high &lt;food bonus&gt;,
5369 during a fight a player can run out of food quickly.
5370 </attribute>
5371 <attribute arch="xrays" editor="xray vision" type="bool">
5372 Xray vision allows the player to see through obstacles
5373 in a two-square-wide radius. This is extremely helpful and
5374 desirable, so don't give it away for cheap on equipment.
5375 </attribute>
5376 <attribute arch="stealth" editor="stealth" type="bool">
5377 Stealth allows the player to move silently.
5378 This comes to effect if a player turns himself
5379 invisible and tries to sneak around monsters.
5380 (At least that was the idea behind it)
5381 </attribute>
5382 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5383 If a player is wearing any piece of equipment with
5384 the ability to &lt;reflect spells&gt;, all kinds of
5385 spell-bullets and -beams will bounce off him.
5386 This works only about 90% of all times, to
5387 avoid players being completely immune to certain
5388 types of attacks.
5389
5390 This is a very powerful ability and it
5391 shouldn't be handed out cheap!
5392 </attribute>
5393 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5394 If a player is wearing any piece of equipment with
5395 the ability to &lt;reflect missiles&gt;, all kinds of
5396 projectiles (e.g. arrows, bolts, boulders) will
5397 bounce off him. This works only about 90% of all
5398 times, to avoid players being completely immune to
5399 certain types of attacks.
5400 </attribute>
5401 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5402 Click on the &lt;attuned paths&gt; button to select spellpaths.
5403 The player will get attuned to the specified spellpaths
5404 while wearing this weapon.
5405 </attribute>
5406 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5407 Click on the &lt;repelled paths&gt; button to select spellpaths.
5408 The player will get repelled to the specified spellpaths
5409 while wearing this weapon.
5410 </attribute>
5411 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5412 Click on the &lt;denied paths&gt; button to select spellpaths.
5413 The specified spellpaths will be denied to the player
5414 while wearing this weapon.
5415 </attribute>
5416 </section>
5417 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5418 This text describes the weapons's "story". Every decent artifact weapon
5419 should have such a description.
5420 </attribute>
5421 </type>
5422
5423 <type number="116" name="Event Connector">
5424 <description><![CDATA[
5425 Event connectors link specific events that happen to objects to
5426 a crossfire plug-in. ]]>
5427 </description>
5428 <attribute arch="subtype" editor="event type" type="list_event_type">
5429 The type of event that triggers a notify to the plug-in.
5430 </attribute>
5431 <attribute arch="title" editor="plug-in" type="string">
5432 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5433 for python and "perl" for the Crossfire-Perl plug-in.
5434 </attribute>
5435 <attribute arch="slaying" editor="extension" type="string">
5436 The name of the extension to invoke (for python, this is the path to a script,
5437 for perl this is the name of a extension package without the ".ext" extension.
5438 </attribute>
5439 <attribute arch="name" editor="options" type="string">
5440 A string that is passed unaltered to the extension above. Often used to pass
5441 options to the extension that alter its behaviour.
5442 </attribute>
5443 </type>
5444
5445 </types>