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Revision: 1.24
Committed: Wed May 9 11:44:41 2007 UTC (17 years ago) by root
Content type: text/xml
Branch: MAIN
CVS Tags: rel-0_98, rel-0_99, rel-2_1
Changes since 1.23: +14 -0 lines
Log Message:
*** empty log message ***

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='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='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='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='movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='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='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. They can even
1458 periodically create things. ]]>
1459 </description>
1460 <use><![CDATA[
1461 Don't hesitate to hide your creators under the floor.
1462 The created items will still always appear ontop of the floor. ]]>
1463 </use>
1464 <attribute arch="no_pick" value="1" type="fixed" />
1465 <attribute arch="other_arch" editor="create arch" type="string">
1466 This string defines the object that will be created.
1467 You can choose any of the existing arches.
1468 This field is ignored if the creator has items in inventory. In this case
1469 one of the inventory items is duplicated. The duplicated item is randomly
1470 chosen from all items present.
1471 </attribute>
1472 <attribute arch="connected" editor="connection" type="int">
1473 Whenever the connection value is activated,
1474 the creator gets triggered.
1475 </attribute>
1476 &activate_on;
1477 <attribute arch="lifesave" editor="infinit uses" type="bool">
1478 If &lt;infinit uses&gt; is set, the creator will work
1479 infinitely, regardless of the value in &lt;number of uses&gt;.
1480 </attribute>
1481 <attribute arch="speed" editor="speed" type="float">
1482 When this field is set the creator will periodically create stuff
1483 (and will still do so when the connection is triggered).
1484 A value of 1 means roughly 8 times a second.
1485 </attribute>
1486 <attribute arch="hp" editor="number of uses" type="int">
1487 The creator can be triggered &lt;number of uses&gt; times, thus
1488 creating that many objects, before it dissappears.
1489 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1490 </attribute>
1491 <attribute arch="slaying" editor="name of creation" type="string">
1492 The created object will bear the name and title specified in &lt;name of
1493 creation&gt;. If nothing is set, the standard name and title of the
1494 archetype is used.
1495 </attribute>
1496 <attribute arch="level" editor="level of creation" type="int">
1497 The created object will be of that level. If zero/unset,
1498 the standard level of the archetype is used.
1499 </attribute>
1500 </type>
1501
1502 <!--####################################################################-->
1503 <type number="51" name="Detector">
1504 <ignore>
1505 <ignore_list name="system_object" />
1506 </ignore>
1507 <description><![CDATA[
1508 Detectors work quite much like inv. checkers/pedestals: If the detector
1509 finds a specific object, it toggles its connected value.
1510 <br><br>
1511 What is "unique" about them, compared to inv. checkers/ pedestals?
1512 - First, detectors check their square for a match periodically, not
1513 instantly. Second, detectors check directly for object names. Third,
1514 detectors do not check the inventory of players/monsters. ]]>
1515 </description>
1516 <use><![CDATA[
1517 There is one major speciality about detectors: You can detect spells
1518 blown over a detector! To detect a lighting bolt for example, set
1519 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1520 walls, this can be very useful for map-mechanisms. ]]>
1521 </use>
1522 <attribute arch="no_pick" value="1" type="fixed" />
1523 <attribute arch="slaying" editor="match name" type="string">
1524 &lt;match name&gt; specifies the name of the object we are looking for.
1525 Actually it does also check for the &lt;key string&gt; in key-objects,
1526 but for this case inventory checkers are often more powerful to use.
1527 </attribute>
1528 <attribute arch="connected" editor="connection" type="int">
1529 When the detector is triggered, all objects with the same
1530 connection value get activated.
1531 </attribute>
1532 <attribute arch="speed" editor="detection speed" type="float">
1533 This value defines the time between two detector-checks.
1534 If you want the detector to behave almost like pedestals/buttons,
1535 set speed rather high, like &lt;detection speed&gt; 1.0.
1536 </attribute>
1537 &speed_left;
1538 <attribute arch="speed_left" editor="speed left" type="float">
1539 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1540 If it is larger than 0, the detector checks, and the speed is decremented
1541 by 1.
1542 </attribute>
1543 </type>
1544
1545 <!--####################################################################-->
1546 <type number="112" name="Director">
1547 <ignore>
1548 <ignore_list name="non_pickable" />
1549 </ignore>
1550 <description><![CDATA[
1551 Directors change the direction of spell objects and other projectiles
1552 that fly past. Unlike spinners, directors always move objects in the
1553 same direction. It does not make a difference from what angle you
1554 shoot into it.<br>
1555 Directors are visible per default. ]]>
1556 </description>
1557 <use><![CDATA[
1558 Directors are rarely used in maps. Sometimes they are placed to
1559 change the direction of spells coming out of magic walls,
1560 "channeling" spell-projectiles in some direction. When doing this,
1561 <B>never place directors facing each other with magic walls fireing
1562 into them!</B> The spell-projectiles bouncing between the directors
1563 would accumulate to huge numbers and at some point slow down the
1564 server by eating memory- and CPU-time.
1565 <br><br>
1566 You'd better not place directors in monster vs. player combat
1567 areas too much, because that freaks out wizard-type players. ]]>
1568 </use>
1569 <attribute arch="sp" editor="direction" type="list_direction">
1570 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1571 A director with direction &lt;none&gt; simply stops projectiles.
1572 (The latter works out a bit strange for some spells).
1573 </attribute>
1574 &move_on;
1575 </type>
1576
1577 <!--####################################################################-->
1578 <type number="158" name="Disease">
1579 <ignore>
1580 <ignore_list name="system_object" />
1581 </ignore>
1582 <description><![CDATA[
1583 Diseases are an intersting form of spellcraft in Crossfire.
1584 Once casted, they can spread out and infect creatures in a large
1585 area. Being infected can have various effects, from amusing farts
1586 to horrible damage - almost everything is possible. ]]>
1587 </description>
1588 <use><![CDATA[
1589 Diseases are extremely flexible and usable in a many ways.
1590 So far they are mostly used for causing bad, unwanted effects.
1591 You could just as well create a disease which helps the player
1592 (recharging mana for example).
1593 Infection with a "positive disease" could even be a quest reward. ]]>
1594 </use>
1595 <attribute arch="invisible" value="1" type="fixed" />
1596 <attribute arch="level" editor="plaque level" type="int">
1597 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1598 This mainly reflects in the &lt;damage&gt;. It has no effect on
1599 most other symptoms. Neverthless, it is a very important value for
1600 all damage-inflicting diseases.
1601 </attribute>
1602 <attribute arch="race" editor="infect race" type="string">
1603 The disease will only infect creatures of the specified &lt;race&gt;.
1604 "&lt;race&gt; *" means every creature can be infected.
1605 </attribute>
1606 <attribute arch="ac" editor="progressiveness" type="int">
1607 Every time the disease "moves" the severity of the symptoms are increased
1608 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1609 </attribute>
1610 <section name="spreading">
1611 <attribute arch="wc" editor="infectiosness" type="int">
1612 The &lt;infectiosness&gt; defines the chance of new creatures getting
1613 infected. If you set this too high, the disease is very likely to
1614 be too effective.
1615
1616 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1617 </attribute>
1618 <attribute arch="last_grace" editor="attenuation" type="int">
1619 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1620 everytime it infects someone new. This limits how many generations
1621 a disease can propagate.
1622 </attribute>
1623 <attribute arch="magic" editor="infection range" type="int">
1624 &lt;infection range&gt; sets the range at which infection may occur.
1625 If positive, the &lt;infection range&gt; is level dependant - If negative,
1626 it is not:
1627 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1628 six square range, and &lt;plaque level&gt; doesn't modify that.
1629 </attribute>
1630 <attribute arch="maxhp" editor="persistence" type="int">
1631 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1632 The disease can "move" &lt;persistence&gt; times outside a host before it
1633 vanishes. A negative value means the disease lasts for permanent
1634 (which is only recommended to use in maps without monsters).
1635 </attribute>
1636 <attribute arch="maxgrace" editor="curing duration" type="int">
1637 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1638 (Assuming the host survives and doesn't use a curing spell).
1639 After this period the disease is naturally cured, which provides the
1640 host with immunity from this particular disease of lower or equal level.
1641
1642 A negative value means the disease can never be cured naturally.
1643
1644 Note that this value can be further modulated by spell-parameters,
1645 if the disease is registered as spell in the code. Due to that,
1646 most default diseases take a lot longer to cure than it seems.
1647 </attribute>
1648 <attribute arch="speed" editor="moving speed" type="float">
1649 The &lt;speed&gt; of the disease determines how fast the disease will
1650 "move", thus how fast the symptoms strike the host.
1651 </attribute>
1652 &speed_left;
1653 </section>
1654 <section name="symptoms">
1655 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1656 The disease will attack the host with the given &lt;attacktype&gt;.
1657 Godpower attacktype is commonly used for "unresistable" diseases.
1658 </attribute>
1659 <attribute arch="dam" editor="damage" type="int">
1660 A disease with a positive &lt;damage&gt; value will strike the player for that
1661 amount of damage every time the symptoms occur.
1662 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1663 the player's health is reduced by 10% every time the symptoms strike.
1664
1665 Diseases with %-based damage can be dangerous - but not deadly -
1666 for players of all levels.
1667 </attribute>
1668 <attribute arch="other_arch" editor="create arch" type="string">
1669 If set, the specified arch is created and dropped every time the
1670 symptoms strike.
1671
1672 This can be various things: farts, body pieces, eggs ...
1673 Even monsters can be created that way. You could also make a
1674 disease where some exotic stuff like money/gems is created.
1675 </attribute>
1676 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1677 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1678 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1679 </attribute>
1680 <attribute arch="exp" editor="exp. for curing" type="int">
1681 When the player manages to cure this disease (with a curing spell),
1682 he is awarded with &lt;exp. for curing&gt; experience.
1683 </attribute>
1684 <attribute arch="maxsp" editor="mana depletion" type="int">
1685 Every time the disease "moves", the player's mana is
1686 reduced by the value of &lt;mana depletion&gt;.
1687 For negative values, a %-based amount is taken.
1688 </attribute>
1689 <attribute arch="last_eat" editor="food depletion" type="int">
1690 Every time the disease "moves", the player's food is
1691 reduced by the value of &lt;food depletion&gt;.
1692 For negative values, a %-based amount is taken.
1693 </attribute>
1694 <attribute arch="hp" editor="health regen." type="int">
1695 This value increases the player's healing rate.
1696 Negative values decrease it.
1697 </attribute>
1698 <attribute arch="sp" editor="mana regen." type="int">
1699 This value increases the player's rate of mana regeneration.
1700 Negative values decrease it.
1701 </attribute>
1702 </section>
1703 <section name="disability">
1704 <attribute arch="Str" editor="strength" type="int">
1705 The player's strength will rise by the given value
1706 while being infected. (Negative values make strength fall)
1707 </attribute>
1708 <attribute arch="Dex" editor="dexterity" type="int">
1709 The player's dexterity will rise by the given value
1710 while being infected. (Negative values make dexterity fall)
1711 </attribute>
1712 <attribute arch="Con" editor="constitution" type="int">
1713 The player's constitution will rise by the given value
1714 while being infected. (Negative values make constitution fall)
1715 </attribute>
1716 <attribute arch="Int" editor="intelligence" type="int">
1717 The player's intelligence will rise by the given value
1718 while being infected. (Negative values make intelligence fall)
1719 </attribute>
1720 <attribute arch="Pow" editor="power" type="int">
1721 The player's power will rise by the given value
1722 while being infected. (Negative values make power fall)
1723 </attribute>
1724 <attribute arch="Wis" editor="wisdom" type="int">
1725 The player's wisdom will rise by the given value
1726 while being infected. (Negative values make wisdom fall)
1727 </attribute>
1728 <attribute arch="Cha" editor="charisma" type="int">
1729 The player's charisma will rise by the given value
1730 while being infected. (Negative values make charisma fall)
1731 </attribute>
1732 </section>
1733 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1734 This text is displayed to the player every time the
1735 symptoms strike.
1736 </attribute>
1737 </type>
1738
1739 <!--####################################################################-->
1740 <type number="23" name="Door">
1741 <ignore>
1742 <ignore_list name="non_pickable" />
1743 </ignore>
1744 <description><![CDATA[
1745 A door can be opened with a normal key. It also can be broken by attacking
1746 it, and it can be defeated with the lockpicking skill. If a door is
1747 defeated, horizontally and vertically adjacent doors are automatically
1748 removed. ]]>
1749 </description>
1750 <attribute arch="no_pick" value="1" type="fixed" />
1751 <attribute arch="alive" value="1" type="fixed" />
1752 &movement_types_terrain;
1753 <attribute arch="hp" editor="hitpoints" type="int">
1754 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1755 </attribute>
1756 <attribute arch="ac" editor="armour class" type="int">
1757 Doors of high &lt;armour class&gt; are less likely to get hit.
1758 &lt;armour class&gt; can be considered the "counterpiece" to
1759 &lt;weapon class&gt;.
1760 </attribute>
1761 <attribute arch="other_arch" editor="drop arch" type="string">
1762 This string defines the object that will be created when the door was
1763 defeated.
1764 </attribute>
1765 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1766 This entry determines what kind of traps will appear in the door.
1767 </attribute>
1768 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1769 Set this flag to move treasure items created into the environment (map)
1770 instead of putting them into the object.
1771 </attribute>
1772 </type>
1773
1774 <!--####################################################################-->
1775 <type number="83" name="Duplicator">
1776 <ignore>
1777 <ignore_list name="system_object" />
1778 </ignore>
1779 <description><![CDATA[
1780 When activated, a duplicator can duplicate, multiply or destroy a pile of
1781 objects which lies somewhere on top of the duplicator.
1782 The duplicator has one arch name specified as &lt;target arch&gt;,
1783 and only objects of this archetype can be affected.<br>
1784 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1785 If the latter is set to zero, it will destroy objects. ]]>
1786 </description>
1787 <use><![CDATA[
1788 I hope it is clear that one must be very cautious when inserting a duplicator
1789 anywhere with &lt;multiply factor&gt; greater than one.
1790 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1791 It is <b>not acceptable</b> to allow duplication of anything other than
1792 coins, gold and jewels. Besides, it is very important that the chance to
1793 loose the input matches the chance to earn winnings.<br>
1794 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1795 loosing rate of 2/3 = 67%. ]]>
1796 </use>
1797 <attribute arch="other_arch" editor="target arch" type="string">
1798 Only objects of matching archtype, lying ontop of the duplicator will be
1799 duplicated, multiplied or removed. All other objects will be ignored.
1800 </attribute>
1801 <attribute arch="level" editor="multiply factor" type="int">
1802 The number of items in the target pile will be multiplied by the
1803 &lt;multiply factor&gt;. If it is set to zero, all target objects
1804 will be destroyed.
1805 </attribute>
1806 <attribute arch="connected" editor="connection" type="int">
1807 An activator (lever, altar, button, etc) with matching connection value
1808 is able to trigger this duplicator. Be very careful that players cannot
1809 abuse it to create endless amounts of money or other valuable stuff!
1810 </attribute>
1811 &activate_on;
1812 </type>
1813
1814 <!--####################################################################-->
1815 <type number="66" name="Exit">
1816 <ignore>
1817 <ignore_list name="non_pickable" />
1818 </ignore>
1819 <description><![CDATA[
1820 When the player applies an exit, he is transferred to a different location.
1821 (Monsters cannot use exits.) Depending on how it is set, the player applies
1822 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1823 the exit. ]]>
1824 </description>
1825 <use><![CDATA[
1826 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1827 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1828 detected with the show_invisible spell.
1829 <br><br>
1830 You can be quite creative with the outlook of secret exits (their "face").
1831 Don't forget to give the player relyable hints about them though. ]]>
1832 </use>
1833 <attribute arch="slaying" editor="exit path" type="string">
1834 The exit path defines the map that the player is transferred to.
1835 You can enter an absolute path, beginning with '/' (for example
1836 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1837 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1838 relative path "Fire1"). Use relative paths whenever possible! Note that
1839 upper/lower case must always be set correctly. However, please use lower
1840 case only.
1841 It is well possible to have an exit pointing to the same map that the exit
1842 is on. If slaying is not set in an exit, the player will see a message like
1843 "the exit is closed".
1844 </attribute>
1845 <attribute arch="hp" editor="destination X" type="int">
1846 The exit destinations define the (x, y)-coordinates where the exit
1847 leads to.
1848 If both are set to zero, the player will be transferred to the "default
1849 enter location" of the destined map. The latter can be set in the map-
1850 properties as "Enter X/Y". Though, please DO NOT use that.
1851 It turned out to be a source for numerous map-bugs.
1852 </attribute>
1853 <attribute arch="sp" editor="destination Y" type="int">
1854 The exit destinations define the (x, y)-coordinates where the exit
1855 leads to.
1856 If both are set to zero, the player will be transferred to the "default
1857 enter location" of the destined map. The latter can be set in the map-
1858 properties as "Enter X/Y". Though, please DO NOT use that.
1859 It turned out to be a source for numerous map-bugs.
1860 </attribute>
1861 &move_on;
1862 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1863 If set, this message will be displayed to the player when he applies the exit.
1864 This is quite useful to throw in some "role-play feeling": "As you enter the
1865 dark cave you hear the sound of rustling dragonscales...". Well, my english
1866 is poor, but you get the point. =)
1867 </attribute>
1868 <attribute arch="unique" editor="unique destination" type="bool">
1869 This flag defines the destined map as "personal unique map". If set,
1870 there will be a seperate version of that map for every player out there.
1871 This feature is used for the permanent apartments
1872 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1873 than apartments, since Crossfire is a *multi*player game. In such a permanent
1874 apartment don't forget to set the unique-flag for all floor tiles too
1875 (see floors).
1876 An exit pointing outside of a personal unique map must have the
1877 "unique destination"-flag unset.
1878 </attribute>
1879 </type>
1880
1881 <!--####################################################################-->
1882 <type number="72" name="Flesh">
1883 <description><![CDATA[
1884 Just like with food, the player can fill his stomache and gain a
1885 little health by eating flesh-objects. <br>
1886 For dragon players, flesh plays a very special role though: If the
1887 flesh has resistances set, a dragon player has a chance to gain resistance in
1888 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1889 Don't forget that flesh items with resistances have to be balanced
1890 according to map/monster difficulty. ]]>
1891 </description>
1892 <use><![CDATA[
1893 For dragon players, flesh items can be highly valuable. Note that many
1894 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1895 These flesh items "inherit" resistances and level from the monster they belong to.
1896 When you add special flesh items to the inventory of a monster, this is
1897 not the case - so you have to set it manually.
1898 <br><br>
1899 Generally adding special flesh-treaties for dragon players is a great thing
1900 to do. Always consider that dragon players might really not be interested
1901 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1902 out on the reward completely. ]]>
1903 </use>
1904 <attribute arch="food" editor="foodpoints" type="int">
1905 The player's stomache will get filled with this amount of foodpoints.
1906 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1907 </attribute>
1908 <attribute arch="level" editor="flesh level" type="int">
1909 The &lt;flesh level&gt; is not visible to the players and it affects only
1910 dragon players. Normally this value reflects the level of the monster
1911 from which the flesh item originates.
1912 Dragon players always search for flesh of highest level possible,
1913 because it bears the best chance to gain high resistances.
1914 </attribute>
1915 <attribute arch="startequip" editor="godgiven item" type="bool">
1916 A godgiven item vanishes as soon as the player
1917 drops it to the ground.
1918 </attribute>
1919 <section name="resistance">
1920 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1921 Resistances on flesh items make them more durable against spellcraft
1922 of the appropriate kind. It also allows dragon players to eventually gain
1923 resistance by eating it. Usually resistance should only be set for flesh
1924 items in a monster's inventory.
1925 </attribute>
1926 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1927 Resistances on flesh items make them more durable against spellcraft
1928 of the appropriate kind. It also allows dragon players to eventually gain
1929 resistance by eating it. Usually resistance should only be set for flesh
1930 items in a monster's inventory.
1931 </attribute>
1932 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1933 Resistances on flesh items make them more durable against spellcraft
1934 of the appropriate kind. It also allows dragon players to eventually gain
1935 resistance by eating it. Usually resistance should only be set for flesh
1936 items in a monster's inventory.
1937 </attribute>
1938 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1939 Resistances on flesh items make them more durable against spellcraft
1940 of the appropriate kind. It also allows dragon players to eventually gain
1941 resistance by eating it. Usually resistance should only be set for flesh
1942 items in a monster's inventory.
1943 </attribute>
1944 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1945 Resistances on flesh items make them more durable against spellcraft
1946 of the appropriate kind. It also allows dragon players to eventually gain
1947 resistance by eating it. Usually resistance should only be set for flesh
1948 items in a monster's inventory.
1949 </attribute>
1950 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1951 Resistances on flesh items make them more durable against spellcraft
1952 of the appropriate kind. It also allows dragon players to eventually gain
1953 resistance by eating it. Usually resistance should only be set for flesh
1954 items in a monster's inventory.
1955 </attribute>
1956 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1957 Resistances on flesh items make them more durable against spellcraft
1958 of the appropriate kind. It also allows dragon players to eventually gain
1959 resistance by eating it. Usually resistance should only be set for flesh
1960 items in a monster's inventory.
1961 </attribute>
1962 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1963 Resistances on flesh items make them more durable against spellcraft
1964 of the appropriate kind. It also allows dragon players to eventually gain
1965 resistance by eating it. Usually resistance should only be set for flesh
1966 items in a monster's inventory.
1967 </attribute>
1968 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1969 Resistances on flesh items make them more durable against spellcraft
1970 of the appropriate kind. It also allows dragon players to eventually gain
1971 resistance by eating it. Usually resistance should only be set for flesh
1972 items in a monster's inventory.
1973 </attribute>
1974 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1975 Resistances on flesh items make them more durable against spellcraft
1976 of the appropriate kind. It also allows dragon players to eventually gain
1977 resistance by eating it. Usually resistance should only be set for flesh
1978 items in a monster's inventory.
1979 </attribute>
1980 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1981 Resistances on flesh items make them more durable against spellcraft
1982 of the appropriate kind. It also allows dragon players to eventually gain
1983 resistance by eating it. Usually resistance should only be set for flesh
1984 items in a monster's inventory.
1985 </attribute>
1986 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1987 Resistances on flesh items make them more durable against spellcraft
1988 of the appropriate kind. It also allows dragon players to eventually gain
1989 resistance by eating it. Usually resistance should only be set for flesh
1990 items in a monster's inventory.
1991 </attribute>
1992 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1993 Resistances on flesh items make them more durable against spellcraft
1994 of the appropriate kind. It also allows dragon players to eventually gain
1995 resistance by eating it. Usually resistance should only be set for flesh
1996 items in a monster's inventory.
1997 </attribute>
1998 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1999 Resistances on flesh items make them more durable against spellcraft
2000 of the appropriate kind. It also allows dragon players to eventually gain
2001 resistance by eating it. Usually resistance should only be set for flesh
2002 items in a monster's inventory.
2003 </attribute>
2004 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2005 Resistances on flesh items make them more durable against spellcraft
2006 of the appropriate kind. It also allows dragon players to eventually gain
2007 resistance by eating it. Usually resistance should only be set for flesh
2008 items in a monster's inventory.
2009 </attribute>
2010 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2011 RResistances on flesh items make them more durable against spellcraft
2012 of the appropriate kind. It also allows dragon players to eventually gain
2013 resistance by eating it. Usually resistance should only be set for flesh
2014 items in a monster's inventory.
2015 </attribute>
2016 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2017 Resistances on flesh items make them more durable against spellcraft
2018 of the appropriate kind. It also allows dragon players to eventually gain
2019 resistance by eating it. Usually resistance should only be set for flesh
2020 items in a monster's inventory.
2021 </attribute>
2022 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2023 Resistances on flesh items make them more durable against spellcraft
2024 of the appropriate kind. It also allows dragon players to eventually gain
2025 resistance by eating it. Usually resistance should only be set for flesh
2026 items in a monster's inventory.
2027 </attribute>
2028 </section>
2029 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2030 This text may describe the item.
2031 </attribute>
2032 </type>
2033
2034 <!--####################################################################-->
2035 <type number="0" name="Floor">
2036 <required>
2037 <attribute arch="is_floor" value="1" />
2038 <attribute arch="alive" value="0" />
2039 </required>
2040 <ignore>
2041 <ignore_list name="non_pickable" />
2042 </ignore>
2043 <description><![CDATA[
2044 Floor is a very basic thing whithout too much
2045 functionality. It's a floor - you stand on it. ]]>
2046 </description>
2047 <attribute arch="is_floor" value="1" type="fixed" />
2048 <attribute arch="no_pick" value="1" type="fixed" />
2049 <section name="terrain">
2050 &movement_types_terrain;
2051 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2052 This flag indicates this spot contains wood or high grass.
2053 Players with activated woodsman skill can move faster here.
2054 </attribute>
2055 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2056 This flag indicates this spot contains hills or large rocks.
2057 Players with activated mountaineer skill can move faster here.
2058 </attribute>
2059 </section>
2060 <attribute arch="no_magic" editor="no spells" type="bool">
2061 If enabled, it is impossible for players to use (wizard-)
2062 spells on that spot.
2063 </attribute>
2064 <attribute arch="damned" editor="no prayers" type="bool">
2065 If enabled, it is impossible for players to use prayers
2066 on that spot. It also prevents players from saving.
2067 </attribute>
2068 <attribute arch="unique" editor="unique map" type="bool">
2069 Unique floor means that any items dropped on that spot
2070 will be saved byond map reset. For permanent apartments,
2071 all floor tiles must be set &lt;unique map&gt;.
2072 </attribute>
2073 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2074 This text may describe the object.
2075 </attribute>
2076 </type>
2077
2078 <!--####################################################################-->
2079 <type number="67" name="Floor (Encounter)">
2080 <ignore>
2081 <ignore_list name="non_pickable" />
2082 </ignore>
2083 <description><![CDATA[
2084 Encounter-Floor is pretty much the same as normal floor.
2085 Most outdoor floor/ground-arches are set to be "encounters".
2086 That is kind of a relict from former code: When walking over
2087 encounter-floor, players sometimes got beamed to little maps
2088 with monsters on them. Nowadays this feature is disabled -
2089 Hence encounter floor is not different from normal floor. ]]>
2090 </description>
2091 <attribute arch="is_floor" value="1" type="fixed" />
2092 <attribute arch="no_pick" value="1" type="fixed" />
2093 <section name="terrain">
2094 &movement_types_terrain;
2095 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2096 This flag indicates this spot contains wood or high grass.
2097 Players with activated woodsman skill can move faster here.
2098 </attribute>
2099 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2100 This flag indicates this spot contains hills or large rocks.
2101 Players with activated mountaineer skill can move faster here.
2102 </attribute>
2103 </section>
2104 <attribute arch="no_magic" editor="no spells" type="bool">
2105 If enabled, it is impossible for players to use (wizard-)
2106 spells on that spot.
2107 </attribute>
2108 <attribute arch="damned" editor="no prayers" type="bool">
2109 If enabled, it is impossible for players to use prayers
2110 on that spot. It also prevents players from saving.
2111 </attribute>
2112 <attribute arch="unique" editor="unique map" type="bool">
2113 Unique floor means that any items dropped on that spot
2114 will be saved byond map reset. For permanent apartments,
2115 all floor tiles must be set &lt;unique map&gt;.
2116 </attribute>
2117 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2118 This text may describe the object.
2119 </attribute>
2120 </type>
2121
2122 <!--####################################################################-->
2123 <type number="6" name="Food">
2124 <description><![CDATA[
2125 By eating/drinking food-objects, the player can fill his
2126 stomache and gain a little health. ]]>
2127 </description>
2128 <attribute arch="food" editor="foodpoints" type="int">
2129 The player's stomache will get filled with this amount of foodpoints.
2130 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2131 </attribute>
2132 <attribute arch="startequip" editor="godgiven item" type="bool">
2133 A godgiven item vanishes as soon as the player
2134 drops it to the ground.
2135 </attribute>
2136 </type>
2137
2138 <!--####################################################################-->
2139 <type number="91" name="Gate">
2140 <ignore>
2141 <ignore_list name="non_pickable" />
2142 </ignore>
2143 <description><![CDATA[
2144 Gates play an important role in Crossfire. Gates can be opened
2145 by activating a button/trigger, by speaking passwords (-> magic_ear)
2146 or carrying special key-objects (-> inventory checker).
2147 Unlike locked doors, gates can get shut again after a player has
2148 passed, which makes them more practical in many cases. ]]>
2149 </description>
2150 <use><![CDATA[
2151 Use gates to divide your maps into seperated areas. After solving
2152 area A, the player gains access to area B, and so on. Make your
2153 maps more complex than "one-way". ]]>
2154 </use>
2155 <attribute arch="no_pick" value="1" type="fixed" />
2156 <attribute arch="speed" value="1" type="float">
2157 The speed of the gate affects how fast it is closing/opening.
2158 </attribute>
2159 <attribute arch="connected" editor="connection" type="int">
2160 Whenever the inventory checker is triggered, all objects with identical
2161 &lt;connection&gt; value get activated. This only makes sense together with
2162 &lt;blocking passage&gt; disabled.
2163 </attribute>
2164 <attribute arch="wc" editor="position state" type="int">
2165 The &lt;position state&gt; defines the position of the gate:
2166 Zero means completely open/down, the "number of animation-steps" (usually
2167 about 6 or 7) means completely closed/up state. I suggest you don't
2168 mess with this value - Leave the default in place.
2169 </attribute>
2170 &movement_types_terrain;
2171 <attribute arch="no_magic" editor="restrict spells" type="bool">
2172 Restricting the use of spells to pass this gate. This has
2173 an effect only if &lt;block view&gt; is disabled.
2174 </attribute>
2175 <attribute arch="damned" editor="restrict prayers" type="bool">
2176 Restricting the use of prayers to pass this door. This has
2177 an effect only if &lt;block view&gt; is disabled.
2178 </attribute>
2179 </type>
2180
2181 <!--####################################################################-->
2182 <type number="113" name="Girdle">
2183 <import_type name="Amulet" />
2184 <description><![CDATA[
2185 Wearing a girdle, the object's stats will directly be inherited to
2186 the player. Girdles usually provide stats- or damage bonuses and no
2187 defense. ]]>
2188 </description>
2189 <use><![CDATA[
2190 Feel free to create your own special artifacts. However, it is very
2191 important that you keep your artifact in balance with existing maps. ]]>
2192 </use>
2193 <attribute arch="magic" editor="magic bonus" type="int">
2194 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2195 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2196 than direct armour-class bonus on the helmet.
2197
2198 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2199 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2200 &lt;magic bonus&gt; is pointless here.
2201 </attribute>
2202 </type>
2203
2204 <!--####################################################################-->
2205 <type number="100" name="Gloves">
2206 <import_type name="Amulet" />
2207 <description><![CDATA[
2208 Wearing gloves, the object's stats will directly be inherited to
2209 the player. Gloves can add defense or damage bonuses. ]]>
2210 </description>
2211 <use><![CDATA[
2212 Feel free to create your own special artifacts. However, it is very
2213 important that you keep your artifact in balance with existing maps. ]]>
2214 </use>
2215 <attribute arch="magic" editor="magic bonus" type="int">
2216 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2217 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2218 will increase that.
2219 </attribute>
2220 </type>
2221
2222 <!--####################################################################-->
2223 <type number="93" name="Handle">
2224 <ignore>
2225 <ignore_list name="non_pickable" />
2226 </ignore>
2227 <description><![CDATA[
2228 A handle can be applied by players and (certain) monsters.
2229 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2230 </description>
2231 <use><![CDATA[
2232 Handles are commonly used to move gates. When placing your lever,
2233 don't forget that some monsters are able to apply it.
2234 The ability to apply levers is rare among monsters -
2235 but vampires can do it for example. ]]>
2236 </use>
2237 <attribute arch="no_pick" value="1" type="fixed" />
2238 <attribute arch="connected" editor="connection" type="int">
2239 Every time the handle is applied, all objects
2240 with the same &lt;connection&gt; value are activated.
2241 </attribute>
2242 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2243 This text may describe the item. You can use this
2244 message to explain the handle's purpose to the player.
2245 </attribute>
2246 </type>
2247
2248 <!--####################################################################-->
2249 <type number="27" name="Handle Trigger">
2250 <import_type name="Handle" />
2251 <ignore>
2252 <ignore_list name="non_pickable" />
2253 </ignore>
2254 <description><![CDATA[
2255 Handle triggers are handles which reset after a short period
2256 of time. Every time it is either applied or reset, the
2257 &lt;connection&gt; value is triggered. ]]>
2258 </description>
2259 <use><![CDATA[
2260 When you connect an ordinary handle to a gate, the gate normally remains
2261 opened after the first player passed. If you want to keep the gate shut,
2262 connecting it to a handle trigger is an easy solution. ]]>
2263 </use>
2264 </type>
2265
2266 <!--####################################################################-->
2267 <type number="88" name="Hazard Floor">
2268 <required>
2269 <attribute arch="is_floor" value="1" />
2270 </required>
2271 <ignore>
2272 <ignore_list name="non_pickable" />
2273 </ignore>
2274 <description><![CDATA[
2275 The best example for Hazard Floor is lava. It works like standard
2276 floor, but damages all creatures standing on it.
2277 Damage is taken in regular time intervals. ]]>
2278 </description>
2279 <use><![CDATA[
2280 The default lava for example does minor damage. But you can turn
2281 it up so that your hazard floor poses a real threat.<br>
2282 Like magic walls, such floors add a permanent thrill to your map.
2283 You can use that to safely chase off too-weak players, or just
2284 to have something different. ]]>
2285 </use>
2286 <attribute arch="is_floor" value="1" type="fixed" />
2287 <attribute arch="lifesave" value="1" type="fixed" />
2288 &move_on;
2289 <attribute arch="no_pick" value="1" type="fixed" />
2290 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2291 This attribute specifys the attacktypes that this floor uses to
2292 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2293 If you want a real tough hazard floor, add more than just one attacktype.
2294 </attribute>
2295 <attribute arch="dam" editor="base damage" type="int">
2296 The &lt;base damage&gt; defines how much damage is inflicted to the
2297 victim per hit. The final damage is influenced by several other
2298 factors like the victim's resistance and level.
2299 </attribute>
2300 <attribute arch="wc" editor="weaponclass" type="int">
2301 &lt;weapon class&gt; improves the chance of hitting the victim.
2302 Lower values are better.
2303 Usually, hazard floors like lava are supposed to hit the
2304 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2305 to something like -30.
2306 </attribute>
2307 <attribute arch="level" editor="attack level" type="int">
2308 I guess this value is supposed to work similar to monster levels.
2309 But in fact, it does not seem to have an effect. Set any non-zero
2310 value to be on the safe side.
2311 </attribute>
2312 <section name="terrain">
2313 &movement_types_terrain;
2314 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2315 This flag indicates this spot contains wood or high grass.
2316 Players with activated woodsman skill can move faster here.
2317 </attribute>
2318 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2319 This flag indicates this spot contains hills or large rocks.
2320 Players with activated mountaineer skill can move faster here.
2321 </attribute>
2322 </section>
2323 <attribute arch="no_magic" editor="no spells" type="bool">
2324 If enabled, it is impossible for players to use (wizard-)
2325 spells on that spot.
2326 </attribute>
2327 <attribute arch="damned" editor="no prayers" type="bool">
2328 If enabled, it is impossible for players to use prayers
2329 on that spot. It also prevents players from saving.
2330 </attribute>
2331 <attribute arch="unique" editor="unique map" type="bool">
2332 Unique floor means that any items dropped on that spot
2333 will be saved byond map reset. For permanent apartments,
2334 all floor tiles must be set &lt;unique map&gt;.
2335 </attribute>
2336 </type>
2337
2338 <!--####################################################################-->
2339 <type number="34" name="Helmet">
2340 <import_type name="Amulet" />
2341 <description><![CDATA[
2342 Wearing a helmet, the object's stats will directly be inherited to
2343 the player. Normal helmets usually increase defense, while crowns
2344 add more special bonuses like stats/resistances paired with
2345 low defense. ]]>
2346 </description>
2347 <use><![CDATA[
2348 Feel free to create your own special artifacts. However, it is very
2349 important that you keep your artifact in balance with existing maps. ]]>
2350 </use>
2351 <attribute arch="magic" editor="magic bonus" type="int">
2352 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2353 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2354 than direct armour-class bonus on the helmet.
2355
2356 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2357 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2358 Crowns for instance typically provide no &lt;amour class&gt;.
2359 </attribute>
2360 </type>
2361
2362 <!--####################################################################-->
2363 <type number="56" name="Holy Altar">
2364 <ignore>
2365 <ignore_list name="non_pickable" />
2366 </ignore>
2367 <description><![CDATA[
2368 Holy_altars are altars for the various religions. Praying
2369 at a Holy_altar will make you a follower of that god, and
2370 if you already follow that god, you may get some extra bonus. ]]>
2371 </description>
2372 <attribute arch="no_pick" value="1" type="fixed" />
2373 <attribute arch="other_arch" editor="god name" type="string">
2374 The altar belongs to the god of the given name. Possible options for
2375 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2376 Gorokh, Valriel and Sorig.
2377
2378 If you want to have an unconsecrated altar, set
2379 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2380 </attribute>
2381 <attribute arch="level" editor="reconsecrate level" type="int">
2382 To re-consecrate an altar, the player's wisdom level must be as
2383 high or higher than this value. In that way, some altars can not
2384 be re-consecrated, while other altars, like those in dungeons, could be.
2385
2386 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2387 Some characters might need those altars, they would be very unhappy to
2388 see them re-consecrated to another cult.
2389 </attribute>
2390 </type>
2391
2392 <!--####################################################################-->
2393 <type number="35" name="Horn">
2394 <ignore>
2395 <attribute arch="title" />
2396 </ignore>
2397 <description><![CDATA[
2398 Horns are very similar to rods. The difference is that horns regenerate
2399 spellpoints faster and thus are more valuable than rods.
2400 <br><br>
2401 A horn contains a spell. The player can use this spell by applying and
2402 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2403 used endlessly. ]]>
2404 </description>
2405 <use><![CDATA[
2406 Horns are powerful due to their fast recharge rate. They should
2407 never contain high level attacking spells. Even curing/healing spells
2408 are almost too good on a horn. ]]>
2409 </use>
2410 <attribute arch="sp" editor="spell" type="spell">
2411 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2412 horns to players, since they can be used endlessly without any mana cost!
2413 Horns with heal/ restoration/ protection spells, IF available, MUST be
2414 very very VERY hard to get!
2415 </attribute>
2416 <attribute arch="level" editor="casting level" type="int">
2417 The casting level of the &lt;spell&gt; determines it's power.
2418 For attack spells, level should not be set too high.
2419 </attribute>
2420 <attribute arch="hp" editor="initial spellpoints" type="int">
2421 This value represents the initial amount of spellpoints in the horn.
2422 Naturally, this is quite unimportant.
2423 </attribute>
2424 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2425 When the horn is fully charged up, it will hold this maximum amount of
2426 spellpoints. Make sure it is enough to cast the contained spell at least
2427 once. But don't set the value too high, as that might make the horn way
2428 too effective.
2429 </attribute>
2430 <attribute arch="startequip" editor="godgiven item" type="bool">
2431 A godgiven item vanishes as soon as the player
2432 drops it to the ground.
2433 </attribute>
2434 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2435 This text may contain a description of the horn.
2436 </attribute>
2437 </type>
2438
2439 <!--####################################################################-->
2440 <type number="73" name="Inorganic">
2441 <description><![CDATA[
2442 Inorganic materials are generally used as ingredients for
2443 alchemical receipes. By themselves, they have no special
2444 functionalities. ]]>
2445 </description>
2446 <attribute arch="is_dust" editor="is dust" type="bool">
2447 </attribute>
2448 <section name="resistance">
2449 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2450 </attribute>
2451 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2452 </attribute>
2453 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2454 </attribute>
2455 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2456 </attribute>
2457 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2458 </attribute>
2459 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2460 </attribute>
2461 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2462 </attribute>
2463 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2464 </attribute>
2465 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2466 </attribute>
2467 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2468 </attribute>
2469 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2470 </attribute>
2471 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2472 </attribute>
2473 </section>
2474 </type>
2475
2476 <!--####################################################################-->
2477 <type number="64" name="Inventory Checker">
2478 <ignore>
2479 <ignore_list name="system_object" />
2480 </ignore>
2481 <description><![CDATA[
2482 Inventory checkers passively check the players inventory for a
2483 specific object. You can set a connected value that is triggered
2484 either if that object is present or missing (-&gt; "last_sp") when a
2485 player walks over the inv. checker. A valid option is to remove the
2486 matching object (usually not recommended, see "last_heal").
2487 <br><br>
2488 Alternatively, you can set your inv. checker to block all players
2489 that do/don't carry the matching object.
2490 <br><br>
2491 As you can see, inv. checkers are quite powerful, holding a
2492 great variety of possibilities. ]]>
2493 </description>
2494 <use><![CDATA[
2495 Putting a check_inventory space in front of a gate (one below) and
2496 one on the opposite side works reasonably well as a control mechanism.
2497 Unlike the key/door-combo, this one works infinite since it is
2498 independant from map reset. Use it to put a "structure" into your
2499 maps: Player must solve area A to gain access to area B. This concept
2500 can be found in nearly every RPG - simple but effective. ]]>
2501 </use>
2502 <attribute arch="no_pick" value="1" type="fixed" />
2503 <attribute arch="slaying" editor="match key string" type="string">
2504 This string specifies the object we are looking for: We have a match
2505 if the player does/don't carry a key object or a mark with identical
2506 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2507 this context. A typical example is the city gate mechanism of scorn.
2508 </attribute>
2509 <attribute arch="race" editor="match arch name" type="string">
2510 This string specifies the object we are looking for: We have a match
2511 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2512 </attribute>
2513 <attribute arch="hp" editor="match type" type="int">
2514 This value specifies the object we are looking for: We have a match
2515 if the player does/don't carry an object that is of type &lt;match type&gt;.
2516
2517 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2518 enabled. Now you have an inv. checker blocking all players that carry any
2519 kind of melee weapon. To pass, a player is forced to leave behind all
2520 his weaponry... bad news for a warrior. ;)
2521 </attribute>
2522 <attribute arch="last_sp" editor="match = having" type="bool">
2523 Enabled means having that object is a match.
2524 Disabled means not having that object is a match.
2525 </attribute>
2526 <attribute arch="connected" editor="connection" type="int">
2527 Whenever the inventory checker is triggered, all objects with identical
2528 &lt;connection&gt; value get activated. This only makes sense together with
2529 &lt;blocking passage&gt; disabled.
2530 </attribute>
2531 &movement_types_terrain;
2532 <attribute arch="last_heal" editor="remove match" type="bool">
2533 &lt;remove match&gt; means remove object if found. Setting this is usually not
2534 recommended because inv. checkers are in general invisible. So, unlike
2535 for altars/ locked doors, the player won't expect to lose an object when
2536 walking over that square. And he doesn't even get a message either.
2537
2538 So, *if* you enable &lt;remove match&gt;, make sure
2539 to inform the player what's going on!
2540 </attribute>
2541 </type>
2542
2543 <!--####################################################################-->
2544 <type number="163" name="Item Transformer">
2545 <description><![CDATA[
2546 An item transformer is simply applied, after having marked a 'victim'
2547 item. If the victim is suitable, it will be transformed into something
2548 else.]]>
2549 </description>
2550 <use><![CDATA[
2551 To make an item transformable, you just have to fill the 'slaying' field.
2552 The syntax is:
2553 <br>
2554 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2555 <br>
2556 with [] denoting optional part, and * any number of preceding [].
2557 'new_item' must be the name of an existing archetype.
2558 <br><br>
2559 Example, for object apple: slaying knife:2 half_apple
2560 <br><br>
2561 This means that, when applying a knife (should be an Item Transformer),
2562 one 'apple' will be transformed into 2 'half_apple'.]]>
2563 </use>
2564 <attribute arch="food" editor="number of uses" type="int">
2565 &lt;number of uses&gt; controls how many times the item transformer can
2566 be used. The value 0 means "unlimited"
2567 </attribute>
2568 <attribute arch="slaying" editor="verb" type="string">
2569 Contains the verb that is used to construct a message to the player
2570 applying the item transformer.
2571 </attribute>
2572 <attribute arch="startequip" editor="godgiven item" type="bool">
2573 A godgiven item vanishes as soon as the player
2574 drops it to the ground.
2575 </attribute>
2576 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2577 This text may contain a description of the item transformer.
2578 </attribute>
2579 </type>
2580
2581 <!--####################################################################-->
2582 <type number="60" name="Jewel">
2583 <description><![CDATA[
2584 Items of the type Gold &amp; Jewels are handled like a currency.
2585 Unlike for any other type of item, in shops, the buy- and selling
2586 prices differ only marginally. ]]>
2587 </description>
2588 <attribute arch="race" value="gold and jewels" type="fixed" />
2589 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2590 This text may describe the object.
2591 </attribute>
2592 </type>
2593
2594 <!--####################################################################-->
2595 <type number="24" name="Key">
2596 <description><![CDATA[
2597 When carrying a key, a normal door can be opened. The key will
2598 disappear. ]]>
2599 </description>
2600 <attribute arch="startequip" editor="godgiven item" type="bool">
2601 A godgiven item vanishes as soon as the player
2602 drops it to the ground.
2603 </attribute>
2604 </type>
2605
2606 <!--####################################################################-->
2607 <type number="20" name="Locked Door">
2608 <ignore>
2609 <ignore_list name="non_pickable" />
2610 </ignore>
2611 <description><![CDATA[
2612 A locked door can be opened only when carrying
2613 the appropriate special key. ]]>
2614 </description>
2615 <use><![CDATA[
2616 If you want to create a locked door that cannot be opened (no key),
2617 set a &lt;key string&gt; like "no_key_available". This will clearify things
2618 and only a fool would create a key matching that string.
2619
2620 Door-objects can not only be used for "doors". In many maps these
2621 are used with all kinds of faces/names, especially often as
2622 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2623 There you have magic forces (door objects) put under certain artifact
2624 items. To get your hands on the artifacts, you need to bring up the
2625 appropriate quest items (key objects). ]]>
2626 </use>
2627 <attribute arch="move_type" value="0" type="fixed" />
2628 <attribute arch="no_pick" value="1" type="fixed" />
2629 <attribute arch="slaying" editor="key string" type="string">
2630 The &lt;key string&gt; in the door must be identical with the
2631 &lt;key string&gt; in the special key, then the door is unlocked.
2632 It is VERY important to set the &lt;key string&gt; to something that
2633 is unique among the CF mapset.
2634
2635 DONT EVER USE the default string "set_individual_value".
2636 </attribute>
2637 <attribute arch="no_magic" editor="restrict spells" type="bool">
2638 Restricting the use of spells to pass this door.
2639 This should be set in most cases.
2640 (Don't forget that the spell "dimension door" is easily
2641 available at about wisdom level 10).
2642 </attribute>
2643 <attribute arch="damned" editor="restrict prayers" type="bool">
2644 Restricting the use of prayers to pass this door.
2645 This should be set in most cases.
2646 </attribute>
2647 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2648 When a player is trying to open the door without carrying the
2649 appropriate key, this text is displayed to the player. This is
2650 a good opportunity to place hints about the special key needed
2651 to unlock the door.
2652 </attribute>
2653 </type>
2654
2655 <!--####################################################################-->
2656 <type number="29" name="Magic Ear">
2657 <ignore>
2658 <ignore_list name="system_object" />
2659 </ignore>
2660 <description><![CDATA[
2661 Magic_ears trigger a connected value
2662 when the player speaks a specific keyword. ]]>
2663 </description>
2664 <use><![CDATA[
2665 Whenever you put magic_ears on your maps, make sure there are
2666 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2667 something like a gate that is opened by speaking "open" or
2668 "sesame", expecting the player to figure this out all by himself.
2669 <br><br>
2670 Magic_ears are typically used for interaction with NPCs. You
2671 can create the impression that the NPC actually *does* something
2672 according to his conversation with a player. Mostly this means
2673 opening a gate or handing out some item, but you could be quite
2674 creative here. ]]>
2675 </use>
2676 <attribute arch="no_pick" value="1" type="fixed" />
2677 <attribute arch="connected" editor="connection" type="int">
2678 The Magic_ear will trigger all objects with the
2679 same connection value, every time it is activated.
2680 </attribute>
2681 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2682 This textfield contains the keyword-matching-syntax. The text should
2683 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2684 Any number of keywords from one to infinite is allowed. Make sure
2685 they are seperated by a '|'.
2686
2687 Examples: "@match yes", "@match gold|treasure". The connected
2688 value will be triggerd when the player speaks any of the given
2689 keywords within a two-square radius. IMPORTANT: Upper/lower case
2690 does not make a difference!
2691 </attribute>
2692 </type>
2693
2694 <!--####################################################################-->
2695 <type number="62" name="Magic Wall">
2696 <ignore>
2697 <ignore_list name="non_pickable" />
2698 </ignore>
2699 <description><![CDATA[
2700 Magic walls fire spells in a given direction, in regular intervals.
2701 Magic walls can contain any spell. However, some spells do not
2702 operate very successfully in them. The only way to know is to test
2703 the spell you want to use with a wall.
2704 <br><br>
2705 Several types of magical walls are predefined for you in the
2706 archetypes, and can be found on the "connected" Pickmap. ]]>
2707 </description>
2708 <use><![CDATA[
2709 Spellcasting walls pose an interesting alternative to monsters.
2710 Usually they are set to be undestroyable. Thus, while monsters
2711 in a map can be cleared out, the magic walls remain. Low level
2712 characters for example will not be able to pass through their
2713 spell-area, hence they cannot loot a map that a high level character
2714 might have cleared out.
2715 <br><br>
2716 Another point of magic walls is that if the player dies, he has to face
2717 them all again. Magic walls can add a kind of "permanent thrill" to
2718 your maps.
2719 <br><br>
2720 Be careful that your magic walls don't kill the monsters on a map. If
2721 placing monsters, eventually take ones that are immune to the
2722 walls' spell(s).
2723 <br><br>
2724 It is possible to make walls rotate when triggered. But that is so
2725 confusing (and useless IMHO) that I did not mention it above. You
2726 can find a working example on the map
2727 "/pup_land/castle_eureca/castle_eureca8". ]]>
2728 </use>
2729 <attribute arch="dam" editor="spell" type="spell">
2730 The magic wall will cast this &lt;spell&gt;.
2731 </attribute>
2732 <attribute arch="level" editor="spell level" type="int">
2733 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2734 walls cast spells at minimal strength. "level 100" walls cast deadly
2735 spells. Arch default is level 1 - you should always set this value
2736 to meet the overall difficulty of your map.
2737 </attribute>
2738 <attribute arch="connected" editor="connection" type="int">
2739 Every time the &lt;connection&gt; value is triggered, the wall will cast
2740 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2741 have much visible effect.
2742 </attribute>
2743 &activate_on;
2744 <attribute arch="speed" editor="casting speed" type="float">
2745 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2746 You can fine-tune how long the duration between two casts shall
2747 be. If you want to create a wall that can be activated (cast per
2748 trigger) via connected lever/button/etc, you must set "speed 0".
2749 </attribute>
2750 &speed_left;
2751 <attribute arch="sp" editor="direction" type="list_direction">
2752 The magic wall will cast it's spells always in the specified
2753 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2754 always fire in a random direction.
2755 </attribute>
2756 &movement_types_terrain;
2757 <section name="destroyable">
2758 <attribute arch="alive" editor="is destroyable" type="bool">
2759 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2760 destroyed by the player. If disabled, all other attributes on
2761 this tab, as well as resistances, are meaningless.
2762 </attribute>
2763 <attribute arch="hp" editor="hitpoints" type="int">
2764 The more &lt;hitpoints&gt; the wall has, the longer
2765 it takes to be destroyed.
2766 </attribute>
2767 <attribute arch="maxhp" editor="max hitpoints" type="int">
2768 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2769 can have. This only makes sense if the wall can regain health.
2770 </attribute>
2771 <attribute arch="ac" editor="armour class" type="int">
2772 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2773 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2774 to &lt;weapon class&gt;.
2775 </attribute>
2776 </section>
2777 <section name="resistance">
2778 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2779 </attribute>
2780 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2781 </attribute>
2782 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2783 </attribute>
2784 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2785 </attribute>
2786 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2787 </attribute>
2788 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2789 </attribute>
2790 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2791 </attribute>
2792 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2793 </attribute>
2794 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2795 </attribute>
2796 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2797 </attribute>
2798 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2799 </attribute>
2800 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2801 </attribute>
2802 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2803 </attribute>
2804 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2805 </attribute>
2806 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2807 </attribute>
2808 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2809 </attribute>
2810 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2811 </attribute>
2812 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2813 </attribute>
2814 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2815 </attribute>
2816 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2817 </attribute>
2818 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2819 </attribute>
2820 </section>
2821 </type>
2822
2823 <!--####################################################################-->
2824 <type number="55" name="Marker">
2825 <ignore>
2826 <ignore_list name="system_object" />
2827 </ignore>
2828 <description><![CDATA[
2829 A marker is an object that inserts an invisible force (a mark) into a
2830 player stepping on it. This force does nothing except containing a
2831 &lt;key string&gt; which can be discovered by detectors or inventory
2832 checkers. It is also possible to use markers for removing marks again.
2833 <br><br>
2834 Note that the player has no possibility to "see" his own marks,
2835 except by the effect that they cause on the maps. ]]>
2836 </description>
2837 <use><![CDATA[
2838 Markers hold real cool possibilities for map-making. I encourage
2839 you to use them frequently. However there is one negative point
2840 about markers: Players don't "see" what's going on with them. It is
2841 your task, as map-creator, to make sure the player is always well
2842 informed and never confused.
2843 <br><br>
2844 Please avoid infinite markers when they aren't needed. They're
2845 using a little space in the player file after all, so if there
2846 is no real purpose, set an expire time. ]]>
2847 </use>
2848 <attribute arch="no_pick" value="1" type="fixed" />
2849 <attribute arch="slaying" editor="key string" type="string">
2850 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2851 If the player already has a force with that &lt;key string&gt;,
2852 there won't be inserted a second one.
2853 </attribute>
2854 <attribute arch="connected" editor="connection" type="int">
2855 When the detector is triggered, all objects with the same
2856 connection value get activated.
2857 </attribute>
2858 <attribute arch="speed" editor="marking speed" type="float">
2859 The &lt;marking speed&gt; defines how quickly it will mark something
2860 standing on the marker. Set this value rather high to make
2861 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2862 should do fine.
2863 </attribute>
2864 &speed_left;
2865 <attribute arch="food" editor="mark duration" type="int">
2866 This value defines the duration of the force it inserts.
2867 If nonzero, the duration of the player's mark is finite:
2868 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2869 means the mark will stay on the player forever.
2870 </attribute>
2871 <attribute arch="name" editor="delete mark" type="string">
2872 When the player steps onto the marker, all existing forces in
2873 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2874 will be removed. If you don't want to remove any marks, leave
2875 this textfield empty.
2876
2877 Note that the string &lt;delete mark&gt; is set as the name of
2878 this marker. So don't be confused, and remember changing the
2879 name will take effect on the marker's functionality.
2880 </attribute>
2881 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2882 In the moment when the player gets marked, this text is displayed
2883 to him. You should really set a message in any marker you create,
2884 because it's the only way for the player to notice what's going on.
2885 </attribute>
2886 </type>
2887
2888 <!--####################################################################-->
2889 <type number="36" name="Money">
2890 <ignore>
2891 <attribute arch="unpaid" />
2892 </ignore>
2893 <description><![CDATA[
2894 Items of the type Money are handled as currency.
2895 Money cannot be sold/bought in shops. When money is dropped
2896 in a shop, it stays the same.<br>
2897 When a player picks an item from a shop and attempts to
2898 walk over the shop mat, the item's selling-price is automatically
2899 subtracted from the player's money.
2900 <br><br>
2901 For money, always use the default arches.
2902 Don't modify them. ]]>
2903 </description>
2904 <attribute arch="race" value="gold and jewels" type="fixed" />
2905 </type>
2906
2907 <!--####################################################################-->
2908 <type number="0" name="Monster &amp; NPC">
2909 <required>
2910 <attribute arch="is_floor" value="0" />
2911 <attribute arch="alive" value="1" />
2912 <attribute arch="tear_down" value="0" />
2913 </required>
2914 <ignore>
2915 <attribute arch="material" />
2916 <attribute arch="name_pl" />
2917 <attribute arch="nrof" />
2918 <attribute arch="value" />
2919 <attribute arch="unpaid" />
2920 </ignore>
2921 <description><![CDATA[
2922 Monsters can behave in various kinds of ways.
2923 They can be aggressive, attacking the player. Or peaceful,
2924 helping the player - maybe joining him as pet.
2925 The unagressive creatures who communicate with players are
2926 usually called "NPCs" (Non Player Character), a well-known
2927 term in role-play environments. ]]>
2928 </description>
2929 <use><![CDATA[
2930 Monsters play a central role in most maps. Choosing the right
2931 combination of monsters for your map is vital:
2932 <UL>
2933 <LI> Place only monsters of slightly varying (increasing) strength.
2934 It's no fun to play for two hours just to find out the last
2935 monster is unbeatable. Similar, it's not exciting to fight orcs
2936 after passing a room of dragons.<br>
2937 This rule applies only for linear maps (one room after the other),
2938 with treasure at the end. You can sprinkle the treasure around,
2939 or make non-linear maps - That is often more entertaining.
2940 <LI> Places with high level monsters must not be easy to reach.
2941 Balrogs, Dragonmen and the likes should be at the end of a quest,
2942 not at the beginning.
2943 <LI> Don't stick monsters together that tend to kill each other.
2944 Fire- and cold dragons in one room for example is a bad idea.
2945 By weakening and killing each other they are easy prey for players,
2946 not worth the experience they hold.
2947 <LI> Create your own monsters, especially for "boss"-type monsters.
2948 Having stage-bosses guarding treasure is a lot of fun when done right.
2949 Avoid to create monsters with completely non-intuitive abilities:
2950 Don't give ice-spells to firedragons or vice versa. Don't add
2951 draining attack to trolls, etc. Additionally, you should inform the
2952 player before he bumps right into some very special/unusual monster.
2953 <LI> Last but not least: Always keep an eye on the experience your monsters
2954 hold. Design your maps in a way that high experience
2955 is always well-defended. Don't make large rooms full with only one kind
2956 of monster. Keep in mind the different abilities/techniques players
2957 can use.
2958 </UL>
2959 I know it's impossible to make the perfectly balanced map. There's always
2960 some part which is found too easy or too hard for a certain kind of player.
2961 Just give it your best shot. And listen to feedback from players if you
2962 receive some. :-) ]]>
2963 </use>
2964 <attribute arch="alive" value="1" type="fixed" />
2965 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2966 When the monster is killed, items from the treasurelist will
2967 drop to the ground. This is a common way to reward players
2968 for killing (masses of) monsters.
2969
2970 Note that you can always put items into the monster's
2971 inventory. Those will drop-at-kill just like the stuff
2972 from the &lt;treasurelist&gt;.
2973 </attribute>
2974 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2975 Set this flag to move treasure items created into the environment (map)
2976 instead of putting them into the object.
2977 </attribute>
2978 <attribute arch="level" editor="level" type="int">
2979 A monster's &lt;level&gt; is the most important attribute.
2980 &lt;level&gt; affects the power of a monster in various ways.
2981 </attribute>
2982 <attribute arch="race" editor="race" type="string">
2983 Every monster should have a race set to categorize it.
2984 The monster's &lt;race&gt; can have different effects:
2985 Slaying weapons inflict tripple damage against enemy races
2986 and holy word kills only enemy races of the god.
2987 </attribute>
2988 <attribute arch="exp" editor="experience" type="int">
2989 When a player kills this monster, he will get exactly this
2990 amount of &lt;experience&gt;. The experience will flow into
2991 the skill-category the player used for the kill.
2992
2993 If you create special monsters of tweaked strenght/abilities,
2994 always make sure that the &lt;experience&gt; is set to a
2995 reasonable value. Compare with existing arches to get a feeling
2996 what reasonable means. Keep in mind that spellcasting monsters
2997 are a lot harder to kill than non-spellcasters!
2998 </attribute>
2999 <attribute arch="speed" editor="speed" type="float">
3000 The &lt;speed&gt; determines how fast a monster will both move
3001 and fight. High &lt;speed&gt; makes a monster considerably stronger.
3002 </attribute>
3003 &speed_left;
3004 <attribute arch="other_arch" editor="breed monster" type="string">
3005 This only takes effect if &lt;multiply&gt; is enabled. The monster will
3006 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3007 can be set to any valid arch-name of a monster. Multipart monster
3008 should not be used.
3009 </attribute>
3010 <attribute arch="generator" editor="multiply" type="bool">
3011 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3012 every once in a while. Mice are a good example for this effect.
3013 If enabled, you must also set &lt;breed monster&gt; or check
3014 &lt;template generation&gt; and put other monsters in the inventory.
3015 </attribute>
3016 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3017 This only takes effect if &lt;multiply&gt; is enabled. The monster
3018 will create a new monster every once in a while by duplicating it's inventory.
3019 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3020 Each time the monster need to generate an object, it will be
3021 a randomly chosen item from the inventory. When generator is destroyed,
3022 inventory is destroyed.
3023 </attribute>
3024 &move_type;
3025 <attribute arch="undead" editor="undead" type="bool">
3026 Several spells only affect undead monsters:
3027 turn undead, banish undead, holy word, etc.
3028 </attribute>
3029 <attribute arch="carrying" editor="carries weight" type="int">
3030 If a monster has something in the inventory, this
3031 value can be set to reflect the slowdown due to
3032 the carried weight.
3033 </attribute>
3034 <attribute arch="precious" editor="precious" type="bool">
3035 Set this flag to indicate that this monster is <i>precious</i>, i.e.
3036 it should not be lightly destroyed. This is most useful on pets and
3037 keeps the server from destroying them on destroy_pets/monster floors
3038 and will try to save them when the player logs out.
3039 </attribute>
3040
3041 <section name="melee">
3042 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3043 This number is a bitmask, specifying the monster's attacktypes
3044 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3045 Strong monsters often have more than just physical attacktype.
3046
3047 When a monster with multiple attacktypes hits aan oponent, it will do
3048 as much damage as the "best" of it's attacktypes does. So, the more
3049 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3050 somehow exceptions.
3051 </attribute>
3052 <attribute arch="dam" editor="damage" type="int">
3053 Among other parameters, &lt;damage&gt; affects how much melee damage
3054 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3055 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3056 take effect on the melee damage of a monster.
3057 </attribute>
3058 <attribute arch="wc" editor="weapon class" type="int">
3059 Monsters of high &lt;weapon class&gt; are more likely to really hit
3060 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3061 to &lt;armour class&gt;.
3062 </attribute>
3063 <attribute arch="hp" editor="health points" type="int">
3064 The &lt;health points&gt; of a monster define how long it takes to
3065 kill it. With every successful hit from an opponent, &lt;health points&gt;
3066 get drained - The monster dies by zero &lt;health points&gt;.
3067 </attribute>
3068 <attribute arch="maxhp" editor="max health" type="int">
3069 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3070 monster can have.
3071 </attribute>
3072 <attribute arch="ac" editor="armour class" type="int">
3073 Monsters of low &lt;armour class&gt; are less likely to get hit from
3074 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3075 to &lt;weapon class&gt;.
3076 Values typically range between +20 (very bad) to -20 (quite good).
3077 </attribute>
3078 <attribute arch="Con" editor="healing rate" type="int">
3079 Monsters regenerate this many health points each 4 ticks. Hence, the
3080 healing rate is independent of &lt;speed&gt;.
3081 </attribute>
3082 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3083 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3084 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3085 bounce off.
3086 </attribute>
3087 <attribute arch="hitback" editor="hitback" type="bool">
3088 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3089 to the amount of damage the *attacker* inflicted. This damage
3090 is additional to the regular melee damage of the monster.
3091 As far as I know, hitback uses acid attacktype, and it only takes
3092 effect if the monster actually has acid attacktype at it's disposal.
3093 Acid spheres for example use this feature.
3094 </attribute>
3095 <attribute arch="one_hit" editor="one hit only" type="bool">
3096 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3097 to a player.
3098 </attribute>
3099 </section>
3100
3101 <section name="spellcraft">
3102 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3103 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3104 Only wands/rods/etc can be used, given the appropriate abilities.
3105 </attribute>
3106 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3107 A monster with this flag has the ability to &lt;reflect spells&gt;,
3108 all kinds of spell-bullets and -beams will bounce off.
3109
3110 Generally this flag should not be set because it puts
3111 wizard-type players at an unfair disadvantage.
3112 </attribute>
3113 <attribute arch="sp" editor="spellpoints" type="int">
3114 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3115 them for both wizard- and prayer-spells. However, this value defines
3116 only the amount of *initial* spellpoints the monster starts with.
3117 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3118 and &lt;spellpoint regen.&gt; are more important than just initial
3119 &lt;spellpoints&gt;.
3120 </attribute>
3121 <attribute arch="maxsp" editor="max spellpoints" type="int">
3122 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3123 can hold. Setting this to high values has little effect unless
3124 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3125 "regenerate mana" at it's disposal.
3126 </attribute>
3127 <attribute arch="Pow" editor="spellpoint regen." type="int">
3128 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3129 spellpoint regeneration rate is independent of &lt;speed&gt;.
3130
3131 To make a real tough spellcasting monster, the rate of spellpoint
3132 regeneration is most important. If your monster is still not casting
3133 fast enough, give it the spell-ability of "regenerate mana".
3134 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3135 </attribute>
3136 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3137 Click on the &lt;attuned paths&gt; button to select spellpaths.
3138 The creature will get attuned to the specified spellpaths.
3139 </attribute>
3140 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3141 Click on the &lt;repelled paths&gt; button to select spellpaths.
3142 The creature will get repelled to the specified spellpaths.
3143 </attribute>
3144 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3145 Click on the &lt;denied paths&gt; button to select spellpaths.
3146 The creature won't be able to cast spells of the specified paths.
3147 </attribute>
3148 </section>
3149
3150 <section name="ability">
3151 <attribute arch="Int" editor="detect hidden" type="int">
3152 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3153 hidden/invisible creatures. Higher values make for better
3154 detection-skills. Enabling &lt;see invisible&gt; makes this value
3155 obsolete.
3156 </attribute>
3157 <attribute arch="see_invisible" editor="see invisible" type="bool">
3158 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3159 with by invisible or hiding players. This flag is a must-have
3160 for high-level monsters. When a monster is unable to detect
3161 invisible players, it can be killed without fighting back.
3162 </attribute>
3163 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3164 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3165 by spells of darkness or dark maps. This flag is a "should-have"
3166 for high-level monsters. When a monster is unable to see in
3167 darkness, players can cast darkness and sneak around it safely.
3168 </attribute>
3169 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3170 Monster is able to wield weapon type objects.
3171 </attribute>
3172 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3173 Monster is able to use missile-weapon type objects.
3174 </attribute>
3175 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3176 Monster is able to wear protective equipment like brestplate
3177 armour, shields, helmets etc.
3178 </attribute>
3179 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3180 Monster is able to wear rings.
3181 </attribute>
3182 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3183 Monster is able to use wands and staves.
3184 </attribute>
3185 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3186 Monster is able to use rods.
3187 </attribute>
3188 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3189 Monster is able to read scrolls.
3190 </attribute>
3191 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3192 Monster is able to use skills from it's inventory.
3193 For example, you can put a throwing skill object and some
3194 boulders into the monster's object and set &lt;can use skills&gt;.
3195 </attribute>
3196 </section>
3197
3198 <section name="behave">
3199 <attribute arch="monster" editor="monster behaviour" type="bool">
3200 When &lt;monster behaviour&gt; is enabled, this object will behave
3201 like a monster: It can move and attack enemies (which are
3202 typically players).
3203 This flag should be set for all monsters as-such.
3204 Monsters which don't move, like guards, should also have
3205 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3206 It should *not* be set for things like immobile generators.
3207 </attribute>
3208 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3209 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3210 </attribute>
3211 <attribute arch="friendly" editor="friendly" type="bool">
3212 &lt;friendly&gt; monsters help the player, attacking any
3213 non-friendly monsters in range.
3214 </attribute>
3215 <attribute arch="stand_still" editor="stand still" type="bool">
3216 Monsters which &lt;stand still&gt; won't move to leave their position.
3217 When agressive, they will attack all enemies who get close to
3218 them. This behaviour is commonly known from castle guards.
3219
3220 In older versions of Crossfire it was possible to eventually
3221 push a &lt;stand still&gt;-monster out of position by force.
3222 I believe this is no longer possible. Neverthless, you should
3223 still be cautious when lining up &lt;stand still&gt;-monster in order
3224 to "defend" something: Such monsters are rather easy to kill.
3225 It's good for low level maps, but not much more.
3226 </attribute>
3227 <attribute arch="sleep" editor="asleep" type="bool">
3228 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3229 &lt;sensing range&gt; of the monster. Usually the sensing range is
3230 larger than the players line of sight. Due to that, in most cases
3231 the player won't ever notice weither a monster was asleep or not.
3232 </attribute>
3233 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3234 This entry defines which kinds of environment actions the
3235 creature is able to perform.
3236 </attribute>
3237 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3238 Click on the &lt;pick up&gt; button and select which types of objects
3239 the creature should try to pick up.
3240
3241 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3242 etc are set, then the creature will pick up the matching items even
3243 if this is not set here.
3244 </attribute>
3245 <attribute arch="Wis" editor="sensing range" type="int">
3246 &lt;sensing range&gt; determines how close a player needs to be before
3247 the creature wakes up. This is done as a square, for reasons of speed.
3248 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3249 11x11 square of the monster will wake the monster up. If the player
3250 has stealth, the size of this square is reduced in half plus 1.
3251 </attribute>
3252 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3253 If this is set to default, the standard mode of movement will be used.
3254 </attribute>
3255 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3256 This movement is not in effect when the monster has an enemy and should
3257 only be used for non agressive monsters.
3258 </attribute>
3259 <attribute arch="run_away" editor="run at % health" type="int">
3260 This is a percentage value in the range 0-100.
3261 When the monster's health points drop below this percentage
3262 (relative to max health), it attempts to run away from the
3263 attacker.
3264 </attribute>
3265 </section>
3266
3267 <section name="resistance">
3268 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3269 </attribute>
3270 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3271 </attribute>
3272 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3273 </attribute>
3274 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3275 </attribute>
3276 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3277 </attribute>
3278 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3279 </attribute>
3280 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3281 </attribute>
3282 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3283 </attribute>
3284 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3285 </attribute>
3286 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3287 </attribute>
3288 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3289 </attribute>
3290 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3291 </attribute>
3292 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3293 </attribute>
3294 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3295 </attribute>
3296 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3297 </attribute>
3298 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3299 </attribute>
3300 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3301 </attribute>
3302 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3303 </attribute>
3304 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3305 </attribute>
3306 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3307 </attribute>
3308 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3309 </attribute>
3310 </section>
3311 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3312 </attribute>
3313 </type>
3314
3315 <!--####################################################################-->
3316 <type number="28" name="Monster (Grimreaper)">
3317 <import_type name="Monster &amp; NPC" />
3318 <ignore>
3319 <attribute arch="material" />
3320 <attribute arch="name_pl" />
3321 <attribute arch="nrof" />
3322 <attribute arch="value" />
3323 <attribute arch="unpaid" />
3324 </ignore>
3325 <description><![CDATA[
3326 A grimreaper is a monster that vanishes after it did some number of
3327 draining attacks. ]]> <!-- XXX: is this ok? -->
3328 </description>
3329 <section name="grimreaper">
3330 <attribute arch="value" editor="attacks" type="int">
3331 The object vanishes after this number of draining attacks.
3332 </attribute>
3333 </section>
3334 </type>
3335
3336 <!--####################################################################-->
3337 <type number="65" name="Mood Floor">
3338 <ignore>
3339 <ignore_list name="system_object" />
3340 </ignore>
3341 <description><![CDATA[
3342 As the name implies, mood floors can change the "mood" of
3343 a monsters/NPC. For example, an unagressive monster could be
3344 turned mad to start attacking. Similar, an agressive monster
3345 could be calmed. ]]>
3346 </description>
3347 <use><![CDATA[
3348 Mood floors are absolutely cool for NPC interaction. To make an
3349 unaggressive monster/NPC attack, put a creator with "other_arch
3350 furious_floor" under it. Connect the creator to a magic_ear, so the
3351 player speaks a keyword like "stupid sucker" - and the monster attacks.
3352 <br><br>
3353 To turn an NPC into a pet, put a charm_floor under it and connect
3354 it directly to a magic_ear. Then the player speaks a keyword like
3355 "help me" - and the NPC joins him as pet.
3356 <br><br>
3357 (Of course you must always give clear hints about keywords!
3358 And there is no reason why you couldn't use a button/lever/pedestal
3359 etc. instead of a magic_ear.) ]]>
3360 </use>
3361 <attribute arch="no_pick" value="1" type="fixed" />
3362 <attribute arch="last_sp" editor="mood" type="list_mood">
3363 &lt;mood&gt; is used to determine what will happen to the
3364 monster when affected by the mood floor:
3365
3366 &lt;mood&gt; 'furious': Makes all monsters aggressive
3367
3368 &lt;mood&gt; 'angry': As above but pets are unaffected
3369
3370 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3371
3372 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3373
3374 &lt;mood&gt; 'charm': Turns monster into a pet of person
3375 who triggers the square. This setting is not
3376 enabled for continous operation, you need to
3377 insert a &lt;connection&gt; value!
3378 </attribute>
3379 <attribute arch="connected" editor="connection" type="int">
3380 This should only be set in combination with &lt;mood number&gt; 4.
3381 Normally, monsters are affected by the mood floor as soon as they
3382 step on it. But charming (monster -&gt; pet) is too powerful,
3383 so it needs to be activated.
3384
3385 Typically it is connected to an altar, for buying a "hireling".
3386 But a powerful pet could as well be the reward for solving a
3387 quest. Or even better: It could be *part* of a quest!
3388 </attribute>
3389 <attribute arch="no_magic" editor="no spells" type="bool">
3390 If enabled, it is impossible for players to use (wizard-)
3391 spells on that spot.
3392 </attribute>
3393 <attribute arch="damned" editor="no prayers" type="bool">
3394 If enabled, it is impossible for players to use prayers
3395 on that spot. It also prevents players from saving.
3396 </attribute>
3397 </type>
3398
3399 <!--####################################################################-->
3400 <type number="40" name="Mover">
3401 <ignore>
3402 <ignore_list name="non_pickable" />
3403 </ignore>
3404 <description><![CDATA[
3405 Movers move the objects above them. However, only living objects
3406 are affected (monsters/NPCs always, players optional). Movers have
3407 a direction, so players can be made to move in a pattern, and so
3408 can monsters. Motion is involuntary. Additionally, players or
3409 monsters can be "frozen" while ontop of movers so that they MUST
3410 move along a chain of them.
3411 <br><br>
3412 Multisquare monsters can be moved as well, given
3413 enough space. Movers are usually invisible. ]]>
3414 </description>
3415 <use><![CDATA[
3416 NEVER EVER consider a mover being unpassable in the backwards
3417 direction. Setting "forced movement" makes it seemingly impossible
3418 but there is still a trick: One player can push a second player
3419 past the mover, in opposite to the mover's direction! The more
3420 movers, the more players needed. Hence, don't make a treasure
3421 room that is surrounded by movers instead of solid walls/gates.
3422 <br><br>
3423 Btw, it does not make a difference putting movers above or
3424 below the floor. Moreover, movers that are set to be invisible
3425 cannot be discovered with the show_invisible spell.
3426 <br><br>
3427 Note that Movers and Directors are seperate objects, even though
3428 they look and act similar. Directors only do spells/missiles,
3429 while movers only do living creatures (depending on how it
3430 is set: monsters and players). ]]>
3431 </use>
3432 <attribute arch="attacktype" editor="forced movement" type="bool">
3433 If forced movement is enabled, the mover "freezes" anyone it
3434 moves (so they are forced to move along a chain).
3435 For players there is no way to escape this forced movement,
3436 except being pushed by a second player.
3437 </attribute>
3438 <attribute arch="maxsp" editor="freeze duration" type="int">
3439 The player will be "frozen" for that many moves.
3440 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3441 enabled, then &lt;freeze duration&gt; gets assigned the
3442 "default value" 2 automatically.
3443 </attribute>
3444 <attribute arch="speed" editor="movement speed" type="float">
3445 The movement speed value determines how fast a chain of
3446 these movers will push a player along (default is -0.2).
3447 </attribute>
3448 &speed_left;
3449 <attribute arch="sp" editor="direction" type="list_direction">
3450 The mover will push creatures in the specified &lt;direction&gt;.
3451 A mover with direction set to &lt;none&gt; will spin clockwise,
3452 thus pushing creatures in unpredictable directions.
3453 </attribute>
3454 <attribute arch="lifesave" editor="gets used up" type="bool">
3455 If enabled, the mover gets "used up" after a certain number of moves
3456 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3457 </attribute>
3458 <attribute arch="hp" editor="number of uses" type="int">
3459 This value has only a meaning if &lt;gets used up&gt; is set:
3460 &lt;number of uses&gt; is the number of times minus one, that it
3461 will move a creature before disappearing. (It will move
3462 someone &lt;number of uses&gt;+1 times, then vanish).
3463 </attribute>
3464 <section name="targets">
3465 <attribute arch="level" editor="move players" type="bool">
3466 If &lt;move players&gt; is enabled, both players and monsters will be
3467 moved. In the arches' default it is disabled - thus ONLY monsters
3468 get moved. Remember that "monsters" includes NPCs!
3469
3470 This feature provides you with the possibility to make NPCs
3471 literally "come to life". Example: The player is talking with an
3472 NPC, speaking a certain keyword. This triggers a magic_ear and
3473 activates creators, creating (per default: monster-only) movers
3474 under the NPC's feet. The NPC starts "walking" on a predefined
3475 route! Note that it's useful to set this NPC immune to everything,
3476 preventing the player to push the NPC off his trace.
3477 </attribute>
3478 <attribute arch="move_on" editor="movement type" type="movement_type">
3479 Which movement types activate the mover.
3480 </attribute>
3481 </section>
3482 </type>
3483
3484 <!--####################################################################-->
3485 <type number="17" name="Pedestal">
3486 <ignore>
3487 <ignore_list name="non_pickable" />
3488 </ignore>
3489 <description><![CDATA[
3490 Pedestals are designed to detect certain types of living objects.
3491 When a predefined type of living creature steps on the pedestal, the
3492 connected value is triggered. ]]>
3493 </description>
3494 <use><![CDATA[
3495 If you want to create a place where only players of a certain race
3496 can enter, put a teleporter over your pedestal. So the teleporter is
3497 only activated for players of the matching race. Do not use gates,
3498 because many other players could sneak in. If you put powerful
3499 artifacts into such places, generally set "startequip 1", so that
3500 they are preserved for that one race and can't be traded to others. ]]>
3501 </use>
3502 <attribute arch="no_pick" value="1" type="fixed" />
3503 <attribute arch="slaying" editor="match race" type="string">
3504 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3505 matches the monster's or the player's race, we have a match.
3506 Yes, pedestals can detect a player's race! E.g. you could create a
3507 place where only fireborns can enter, by setting "slaying unnatural".
3508
3509 If it is set to "player", any player stepping on the pedestal
3510 is a match. Very useful if you want to open a gate for players
3511 but not for monsters.
3512 </attribute>
3513 <attribute arch="connected" editor="connection" type="int">
3514 When the pedestal is triggered, all objects with the same
3515 connection value get activated.
3516 </attribute>
3517 &move_on;
3518 </type>
3519
3520 <!--####################################################################-->
3521 <type number="94" name="Pit">
3522 <ignore>
3523 <ignore_list name="non_pickable" />
3524 </ignore>
3525 <description><![CDATA[
3526 Pits are holes, transporting the player when he walks (and falls) into them.
3527 A speciality about pits is that they don't transport the player to
3528 the exact destination, but within a two-square radius of the destination
3529 (never on blocked squares).<br>
3530 Optionally, pits can get closed and opened, similar to gates.<br><br>
3531 Monsters and items are affected by pits just as well as players.
3532 Even multipart monsters can fall through them, given enough space. ]]>
3533 </description>
3534 <use><![CDATA[
3535 Pits can add interesting effects to your map. When using them, make
3536 sure to use them in a "logical way": Pits should always drop the
3537 player to some kind of lower level. They should not be used to
3538 randomly interconnect maps like teleporters do. ]]>
3539 </use>
3540 <attribute arch="no_pick" value="1" type="fixed" />
3541 <attribute arch="connected" editor="connection" type="int">
3542 When a &lt;connection&gt; value is set, the pit can be opened/closed
3543 by activating the connection.
3544 </attribute>
3545 &activate_on;
3546 <attribute arch="hp" editor="destination X" type="int">
3547 The pit will transport creatures (and items) randomly into a two-square
3548 radius of the destination coordinates.
3549 If the destination square becomes blocked, the pit will act like
3550 being filled up and not work anymore!
3551 </attribute>
3552 <attribute arch="sp" editor="destination Y" type="int">
3553 The pit will transport creatures (and items) randomly into a two-square
3554 radius of the destination coordinates.
3555 If the destination square becomes blocked, the pit will act like
3556 being filled up and not work anymore!
3557 </attribute>
3558 <attribute arch="wc" editor="position state" type="int">
3559 The &lt;position state&gt; defines the position of the gate:
3560 Zero means completely open/down, the "number of animation-steps" (usually
3561 about 6 or 7) means completely closed/up state. I suggest you don't
3562 mess with this value - Leave the default in place.
3563 </attribute>
3564 &move_on;
3565 </type>
3566
3567 <!--####################################################################-->
3568 <type number="7" name="Poison Food">
3569 <description><![CDATA[
3570 When eating, the player's stomache is drained by 1/4 of food.
3571 If his food drops to zero, the player might even die. ]]>
3572 </description>
3573 </type>
3574
3575 <!--####################################################################-->
3576 <type number="5" name="Potion">
3577 <description><![CDATA[
3578 The player can drink these and gain various kinds of benefits
3579 (/penalties) by doing so. ]]>
3580 </description>
3581 <use><![CDATA[
3582 One potion should never give multiple benefits at once. ]]>
3583 </use>
3584 <attribute arch="level" editor="potion level" type="int">
3585 If the potion contains a spell, the spell is cast at this level.
3586 For other potions it should be set at least to 1.
3587 </attribute>
3588 <attribute arch="sp" editor="spell" type="spell">
3589 When a player drinks this potion, the selected spell
3590 will be casted (once). This should work for any given spell.
3591 E.g. heal is "sp 35", magic power is "sp 67".
3592 </attribute>
3593 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3594 There are two types of special effects for potions:
3595 'life restoration' - restore the player's stats lost by death or draining
3596 (this has nothing in common with the restoration spell!)
3597 'improvement' - increase the player's maximum health/mana/grace
3598 by a very small amount.
3599 </attribute>
3600 <attribute arch="cursed" editor="cursed" type="bool">
3601 If a potion is cursed, benefits generally turn into penalties.
3602 Note that potions can be "uncursed" by praying over an altar,
3603 with relative ease. *But* the potion must be identified to notice
3604 that it is cursed &gt;:)
3605 </attribute>
3606 <attribute arch="startequip" editor="godgiven item" type="bool">
3607 A godgiven item vanishes as soon as the player
3608 drops it to the ground.
3609 </attribute>
3610 <section name="stats">
3611 <attribute arch="Str" editor="strength" type="int">
3612 The player's strentgh will rise/fall by the given value for permanent
3613 (of course there is an upper limit). Generally there shouldn't be stat
3614 potions granting more than one stat. Cursed potions will subtract the
3615 stats if positive.
3616 </attribute>
3617 <attribute arch="Dex" editor="dexterity" type="int">
3618 The player's dexterity will rise/fall by the given value for permanent
3619 (of course there is an upper limit). Generally there shouldn't be stat
3620 potions granting more than one stat. Cursed potions will subtract the
3621 stats if positive.
3622 </attribute>
3623 <attribute arch="Con" editor="constitution" type="int">
3624 The player's constitution will rise/fall by the given value for permanent
3625 (of course there is an upper limit). Generally there shouldn't be stat
3626 potions granting more than one stat. Cursed potions will subtract the
3627 stats if positive.
3628 </attribute>
3629 <attribute arch="Int" editor="intelligence" type="int">
3630 The player's intelligence will rise/fall by the given value for permanent
3631 (of course there is an upper limit). Generally there shouldn't be stat
3632 potions granting more than one stat. Cursed potions will subtract the
3633 stats if positive.
3634 </attribute>
3635 <attribute arch="Pow" editor="power" type="int">
3636 The player's power will rise/fall by the given value for permanent
3637 (of course there is an upper limit). Generally there shouldn't be stat
3638 potions granting more than one stat. Cursed potions will subtract the
3639 stats if positive.
3640 </attribute>
3641 <attribute arch="Wis" editor="wisdom" type="int">
3642 The player's wisdom will rise/fall by the given value for permanent
3643 (of course there is an upper limit). Generally there shouldn't be stat
3644 potions granting more than one stat. Cursed potions will subtract the
3645 stats if positive.
3646 </attribute>
3647 <attribute arch="Cha" editor="charisma" type="int">
3648 The player's charisma will rise/fall by the given value for permanent
3649 (of course there is an upper limit). Generally there shouldn't be stat
3650 potions granting more than one stat. Cursed potions will subtract the
3651 stats if positive.
3652 </attribute>
3653 </section>
3654 <section name="resistance">
3655 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3656 The player's resistance to physical will rise by this value in percent
3657 (range -100 till +100). The effect is only temporare, and it does NOT
3658 add on the values from the player's equipment.
3659 Cursed potions will make negative resistance.. very nasty in combat!
3660 </attribute>
3661 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3662 The player's resistance to magic will rise by this value in percent
3663 (range -100 till +100). The effect is only temporare, and it does NOT
3664 add on the values from the player's equipment.
3665 Cursed potions will make negative resistance.. very nasty in combat!
3666 </attribute>
3667 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3668 The player's resistance to fire will rise by this value in percent
3669 (range -100 till +100). The effect is only temporare, and it does NOT
3670 add on the values from the player's equipment.
3671 Cursed potions will make negative resistance.. very nasty in combat!
3672 </attribute>
3673 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3674 The player's resistance to electricity will rise by this value in percent
3675 (range -100 till +100). The effect is only temporare, and it does NOT
3676 add on the values from the player's equipment.
3677 Cursed potions will make negative resistance.. very nasty in combat!
3678 </attribute>
3679 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3680 The player's resistance to cold will rise by this value in percent
3681 (range -100 till +100). The effect is only temporare, and it does NOT
3682 add on the values from the player's equipment.
3683 Cursed potions will make negative resistance.. very nasty in combat!
3684 </attribute>
3685 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3686 The player's resistance to acid will rise by this value in percent
3687 (range -100 till +100). The effect is only temporare, and it does NOT
3688 add on the values from the player's equipment.
3689 Cursed potions will make negative resistance.. very nasty in combat!
3690 </attribute>
3691 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3692 The player's resistance to confusion will rise by this value in percent
3693 (range -100 till +100). The effect is only temporare, and it does NOT
3694 add on the values from the player's equipment.
3695 Cursed potions will make negative resistance.. very nasty in combat!
3696 </attribute>
3697 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3698 The player's resistance to weaponmagic will rise by this value in percent
3699 (range -100 till +100). The effect is only temporare, and it does NOT
3700 add on the values from the player's equipment.
3701 Cursed potions will make negative resistance.. very nasty in combat!
3702 </attribute>
3703 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3704 The player's resistance to paralyze will rise by this value in percent
3705 (range -100 till +100). The effect is only temporare, and it does NOT
3706 add on the values from the player's equipment.
3707 Cursed potions will make negative resistance.. very nasty in combat!
3708 </attribute>
3709 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3710 The player's resistance to draining will rise by this value in percent
3711 (range -100 till +100). The effect is only temporare, and it does NOT
3712 add on the values from the player's equipment.
3713 Cursed potions will make negative resistance.. very nasty in combat!
3714 </attribute>
3715 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3716 The player's resistance to depletion will rise by this value in percent
3717 (range -100 till +100). The effect is only temporare, and it does NOT
3718 add on the values from the player's equipment.
3719 Cursed potions will make negative resistance.. very nasty in combat!
3720 </attribute>
3721 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3722 The player's resistance to poison will rise by this value in percent
3723 (range -100 till +100). The effect is only temporare, and it does NOT
3724 add on the values from the player's equipment.
3725 Cursed potions will make negative resistance.. very nasty in combat!
3726 </attribute>
3727 </section>
3728 </type>
3729
3730 <!--####################################################################-->
3731 <type number="156" name="Power Crystal">
3732 <description><![CDATA[
3733 Power crystals can store a player's mana:
3734 When the player applies the crystal with full mana, half of
3735 it flows into the crystal. When the player applies it with
3736 lacking mana, the crystal replenishes the player's mana. ]]>
3737 </description>
3738 <attribute arch="sp" editor="initial mana" type="int">
3739 &lt;initial mana&gt; is the amount of spellpoints that the
3740 crystal holds when the map is loaded.
3741 </attribute>
3742 <attribute arch="maxsp" editor="mana capacity" type="int">
3743 The &lt;mana capacity&gt; defines how much mana can be stored
3744 in the crystal. This is what makes the crystal interesting.
3745 Wizard-players will always seek for crystals with large
3746 capacities.
3747 </attribute>
3748 </type>
3749
3750 <!--####################################################################-->
3751 <type number="13" name="Projectile">
3752 <description><![CDATA[
3753 Projectiles like arrows/crossbow bolts are used as ammunition
3754 for shooting weapons.
3755 <br><br>
3756 It's very easy to add new pairs of weapons &amp; projectiles.
3757 Just set matching &lt;ammunition class&gt; both for shooting
3758 weapon and projectile. ]]>
3759 </description>
3760 <use><![CDATA[
3761 If you want to create new kinds of projectiles, you could
3762 add an alchemical receipe to create these.
3763
3764 Don't create new pairs of weapons &amp; projectiles unless
3765 they really fullfill a useful purpose. In fact, even bows
3766 and crossbows are rarely ever used. ]]>
3767 </use>
3768 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3769 This number is a bitmask, specifying the projectile's attacktypes.
3770 Attacktypes are: physical, magical, fire, cold.. etc.
3771 This works identical to melee weapons. Note that shooting
3772 weapons cannot have attacktypes.
3773 </attribute>
3774 <attribute arch="race" editor="ammunition class" type="string">
3775 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3776 these projectiles. For arrows set "arrows", for crossbow bolts
3777 set "crossbow bolts" (big surprise).
3778
3779 In certain cases, the ammunition class is displayed in the game.
3780 Hence, when you create a new ammunition class, choose an
3781 intuitive name like "missiles", "spirit bolts" - whatever.
3782
3783 You can also make special containers holding these projectiles
3784 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3785 </attribute>
3786 <attribute arch="slaying" editor="slaying race" type="string">
3787 Slaying means the weapon does tripple (3x) damage to monsters
3788 of the specified race. If &lt;slaying race&gt; matches an arch name,
3789 only monsters of that archtype receive tripple damage.
3790 Tripple damage is very effective.
3791 </attribute>
3792 <attribute arch="dam" editor="damage" type="int">
3793 The projectile &lt;damage&gt; significantly affects the damage
3794 done. Damage can be further increased by the shooting
3795 weapon's attributes.
3796 </attribute>
3797 <attribute arch="wc" editor="weaponclass" type="int">
3798 This value is supposed to be the base &lt;weaponclass&gt;,
3799 but it seems to have rather little effect.
3800 High values are good here, low values bad.
3801 </attribute>
3802 <attribute arch="food" editor="chance to break" type="int">
3803 The &lt;chance to break&gt; defines the breaking probability when this
3804 projectile hits an obstacle, e.g. wall or monster.
3805 The value is the %-chance to break, ranging from 0 (never breaking)
3806 to 100 (breaking at first shot).
3807 </attribute>
3808 <attribute arch="magic" editor="magic bonus" type="int">
3809 Magic bonus increases chance to hit and damage a little bit.
3810 </attribute>
3811 <attribute arch="unique" editor="unique item" type="bool">
3812 Unique items exist only one time on a server. If the item
3813 is taken, lost or destroyed - it's gone for good.
3814 </attribute>
3815 <attribute arch="startequip" editor="godgiven item" type="bool">
3816 A godgiven item vanishes as soon as the player
3817 drops it to the ground.
3818 </attribute>
3819 <attribute arch="no_drop" editor="don't drop" type="bool">
3820 When a monster carries a projectile with &lt;don't drop&gt;,
3821 this item will never drop to the ground but
3822 vanish instead. If this object is shot, it can still drop
3823 after hitting an obstacle. You can prevent this by
3824 setting &lt;chance to break&gt; 100.
3825 </attribute>
3826 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3827 This text may describe the projectile. This
3828 could be nice for very special ones.
3829 </attribute>
3830 </type>
3831
3832 <!--####################################################################-->
3833 <type number="70" name="Ring">
3834 <import_type name="Amulet" />
3835 <description><![CDATA[
3836 Rings are worn on the hands - one ring each.
3837 Wearing rings, the object's stats will directly be inherited to
3838 the player. Usually enhancing his spellcasting potential. ]]>
3839 </description>
3840 <use><![CDATA[
3841 When you create an artifact ring, never forget that players can
3842 wear <B>two</B> rings! Due to that it is extremely important to
3843 keep rings in balance with the game.
3844 <br><br>
3845 Also keep in mind that rings are generally the wizard's tools.
3846 They should primarily grant bonuses to spellcasting abilities
3847 and non-physical resistances. ]]>
3848 </use>
3849 </type>
3850
3851 <!--####################################################################-->
3852 <type number="3" name="Rod">
3853 <ignore>
3854 <attribute arch="title" />
3855 </ignore>
3856 <description><![CDATA[
3857 A rod contains a spell. The player can use this spell by applying and
3858 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3859 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3860 used endlessly. ]]>
3861 </description>
3862 <use><![CDATA[
3863 Rods with healing/curing spells are extremely powerful. Usually, potions have
3864 to be used for that purpose. Though, potions are expensive and only good for
3865 one-time-use.<br> ]]>
3866 </use>
3867 <attribute arch="sp" editor="spell" type="spell">
3868 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3869 rods to players, since they can be used endlessly without any mana cost!
3870 Rods with heal/ restoration/ protection spells, IF available, MUST be
3871 very very VERY hard to get!
3872 </attribute>
3873 <attribute arch="level" editor="casting level" type="int">
3874 The casting level of the &lt;spell&gt; determines it's power.
3875 For attack spells, level should be set to something reasonable.
3876 </attribute>
3877 <attribute arch="hp" editor="initial spellpoints" type="int">
3878 This value represents the initial amount of spellpoints in the rod.
3879 Naturally, this is quite unimportant.
3880 </attribute>
3881 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3882 When the rod is fully charged up, it will hold this maximum amount of
3883 spellpoints. Make sure it is enough to cast the contained spell at least
3884 once. But don't set the value too high, as that might make the rod
3885 too effective.
3886 </attribute>
3887 <attribute arch="startequip" editor="godgiven item" type="bool">
3888 A godgiven item vanishes as soon as the player
3889 drops it to the ground.
3890 </attribute>
3891 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3892 This text may contain a description of the rod.
3893 </attribute>
3894 </type>
3895
3896 <!--####################################################################-->
3897 <type number="154" name="Rune">
3898 <ignore>
3899 <attribute arch="no_pick" />
3900 <attribute arch="title" />
3901 <attribute arch="name_pl" />
3902 <attribute arch="weight" />
3903 <attribute arch="value" />
3904 <attribute arch="material" />
3905 <attribute arch="unpaid" />
3906 </ignore>
3907 <description><![CDATA[
3908 A rune is a magical enscription on the dungeon floor.
3909 <br><br>
3910 Runes hit any monster or person who steps on them for 'dam' damage in
3911 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3912 and will cast this spell when it detonates. Yet another kind is the
3913 "summoning rune", summoning predefined monsters of any kind, at detonation.
3914 <br><br>
3915 Many runes are already defined in the archetypes. ]]>
3916 </description>
3917 <use><![CDATA[
3918 Avoid monsters stepping on your runes. For example, summoning runes
3919 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3920 </use>
3921 <attribute arch="no_pick" value="1" type="fixed" />
3922 &move_on;
3923 <attribute arch="level" editor="rune level" type="int">
3924 This value sets the level the rune will cast the spell it contains at,
3925 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3926 (&lt;rune level&gt; 0 runes won't detonate at all!)
3927
3928 Level Also effects how easily a rune may be found and disarmed, and
3929 how much experience the player gets for doing so. Beware: High level
3930 runes can be quite a cheap source of experience! So either make them
3931 tough, or keep the level low.
3932 </attribute>
3933 <attribute arch="Cha" editor="visibility" type="int">
3934 This value determines what fraction of the time the rune is visible:
3935 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3936 how easily the rune may be found.
3937 </attribute>
3938 <attribute arch="hp" editor="number of charges" type="int">
3939 The rune will detonate &lt;number of charges&gt; times before disappearing.
3940 </attribute>
3941 <attribute arch="dam" editor="direct damage" type="int">
3942 &lt;direct damage&gt; specifies how much damage is done by the rune,
3943 if it doesn't contain a spell. This should be set in reasonable
3944 relation to the rune's level.
3945 </attribute>
3946 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3947 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3948 attribute defines what attacktype to use for direct damage when
3949 the rune detonates.
3950 </attribute>
3951 <section name="spellcraft">
3952 <attribute arch="sp" editor="spell" type="spell">
3953 The selected &lt;spell&gt; defines the spell in the rune, if any.
3954 (Many runes do direct damage).
3955 </attribute>
3956 <attribute arch="slaying" editor="spell name" type="string">
3957 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3958 but if present, overrides the &lt;spell&gt; setting.
3959 </attribute>
3960 <attribute arch="other_arch" editor="spell arch" type="string">
3961 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3962 is optional, but if present, overrides the &lt;spell&gt; setting.
3963 You can choose any of the existing arches.
3964 </attribute>
3965 <attribute arch="maxsp" editor="direction" type="list_direction">
3966 If set, the rune will cast it's containing spell (if any) in
3967 this &lt;direction&gt;.In most cases this appears useless because
3968 the spell directly hits the player.
3969 </attribute>
3970 <attribute arch="race" editor="summon monster" type="string">
3971 If this is set to the arch name of any monster, together with
3972 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3973 of those on detonation. (dam and attacktype will still be ignored
3974 in this case). Runes are even capable of summoning multi-square
3975 monsters, given enough space. You'd better test it though.
3976 </attribute>
3977 <attribute arch="maxhp" editor="summon amount" type="int">
3978 This should only be set to a summoning rune. It will then summon
3979 that many creatures of the kind &lt;summon monster&gt;.
3980 </attribute>
3981 </section>
3982 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3983 When the rune detonates, this text is displayed to the
3984 victim. For especially powerful runes, create an appropriate
3985 thrilling description. ;)
3986 </attribute>
3987 </type>
3988
3989 <!--####################################################################-->
3990 <type number="106" name="Savebed">
3991 <ignore>
3992 <ignore_list name="non_pickable" />
3993 </ignore>
3994 <description><![CDATA[
3995 When the player applies a savebed, he is not only saved. Both his
3996 respawn-after-death and his word-of-recall positions are pointing
3997 to the last-applied savebed. ]]>
3998 </description>
3999 <use><![CDATA[
4000 Put savebed locations in towns, do not put them into dungeons.
4001 It is absolutely neccessary that a place with savebeds is 100% secure.
4002 That means:
4003 <UL>
4004 <LI> Monsters must not be able to reach the savebeds under any circumstances!
4005 <LI> If there are NPCs around, make sure they have the friendly-flag set.
4006 <LI> Insert a relyable exit! Make sure there is no possibility that
4007 players get trapped in a savebed location.
4008 <LI> If possible, mark the whole site as no-spell area (Insert this
4009 arch called "dungeon_magic" everywhere). This is not required,
4010 but it makes the place much more safe.
4011 </UL> ]]>
4012 </use>
4013 <attribute arch="no_pick" value="1" type="fixed" />
4014 <attribute arch="no_magic" value="1" type="fixed" />
4015 <attribute arch="damned" value="1" type="fixed" />
4016 </type>
4017
4018 <!--####################################################################-->
4019 <type number="111" name="Scroll">
4020 <ignore>
4021 <attribute arch="title" />
4022 </ignore>
4023 <description><![CDATA[
4024 Scrolls contain spells (similar to spell-potions). Unlike potions,
4025 scrolls require a certain literacy skill to read successfully.
4026 Accordingly, for a successful reading, a small amount of
4027 experience is gained. Scrolls allow only one time usage, but
4028 usually they are sold in bulks. ]]>
4029 </description>
4030 <use><![CDATA[
4031 For low level quests, scrolls of healing/curing-spells
4032 can be a nice reward. At higher levels, scrolls become less
4033 and less useful. ]]>
4034 </use>
4035 <attribute arch="level" editor="casting level" type="int">
4036 The spell of the scroll will be casted at this level.
4037 This value should always be set, at least to 1.
4038 </attribute>
4039 <attribute arch="sp" editor="spell" type="spell">
4040 When a player/monster applies this scroll, the selected &lt;spell&gt;
4041 will be casted (once). This should work for any given spell.
4042 </attribute>
4043 <attribute arch="startequip" editor="godgiven item" type="bool">
4044 A godgiven item vanishes as soon as the player
4045 drops it to the ground.
4046 </attribute>
4047 </type>
4048
4049 <!--####################################################################-->
4050 <type number="33" name="Shield">
4051 <import_type name="Amulet" />
4052 <description><![CDATA[
4053 Wearing a shield, the object's stats will directly be inherited to
4054 the player. Shields usually provide good defense, only surpassed
4055 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4056 </description>
4057 <use><![CDATA[
4058 Feel free to create your own special artifacts. However, it is very
4059 important that you keep your artifact in balance with existing maps. ]]>
4060 </use>
4061 <attribute arch="magic" editor="magic bonus" type="int">
4062 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4063 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4064 than direct armour-class bonus on the shield.
4065 </attribute>
4066 </type>
4067
4068 <!--####################################################################-->
4069 <type number="14" name="Shooting Weapon">
4070 <description><![CDATA[
4071 Shooting weapons like bows/crossbows are used to shoot projectiles
4072 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4073 wielded both at the same time. Like with any other equipment,
4074 stats/bonuses from shooting weapons are directly inherited to the player.
4075 <br><br>
4076 It's very easy to add new pairs of weapons &amp; projectiles.
4077 Just set matching &lt;ammunition class&gt; both for shooting
4078 weapon and projectile. ]]>
4079 </description>
4080 <use><![CDATA[
4081 Shooting weapons should not add bonuses in general. There's already
4082 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4083 Shooting weapons should especially not add bonuses to the player
4084 that have nothing to do with schooting. A Wisdom bonus on a bow
4085 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4086 - still crap. ]]>
4087 </use>
4088 <attribute arch="race" editor="ammunition class" type="string">
4089 Only projectiles with matching &lt;ammunition class&gt; can be fired
4090 with this weapon. For normal bows set "arrows", for normal
4091 crossbows set "crossbow bolts".
4092
4093 In certain cases, the ammunition class is displayed in the game.
4094 Hence, when you create a new ammunition class, choose an
4095 intuitive name like "missiles", "spirit bolts" - whatever.
4096 </attribute>
4097 <attribute arch="sp" editor="shooting speed" type="int">
4098 After shooting a projectile, the player is frozen for a short
4099 period of time (to prevent shooting arrows machine-gun-like).
4100 The greater &lt;shooting speed&gt;, the shorter this period of time.
4101 1 is minimum (=worst) and 100 is maximum (=best) value.
4102
4103 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4104 SET IT TO ZERO! (That would freeze the player for eternety).
4105 </attribute>
4106 <attribute arch="dam" editor="base damage" type="int">
4107 The &lt;base damage&gt; significantly affects the damage done
4108 by using this weapon. This damage is added to the projectile
4109 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4110 according to the player's strength is added.
4111 </attribute>
4112 <attribute arch="wc" editor="weaponclass" type="int">
4113 This value is supposed to be the base &lt;weaponclass&gt;,
4114 but it seems to have rather little effect.
4115 High values are good here, low values bad.
4116 </attribute>
4117 <attribute arch="item_power" editor="item power" type="int">
4118 The &lt;item power&gt; value measures how "powerful" an artifact is.
4119 Players will only be able to wear equipment with a certain total
4120 amount of &lt;item power&gt;, depending on their own level. This is the
4121 only way to prevent low level players to wear "undeserved" equipment
4122 (like gifts from other players or cheated items).
4123
4124 It is very important to adjust the &lt;item power&gt; value carefully
4125 for every artifact you create! If zero/unset, the CF server will
4126 calculate a provisional value at runtime, but this is never
4127 going to be an accurate measurement of &lt;item power&gt;.
4128 </attribute>
4129 <attribute arch="no_strength" editor="ignore strength" type="bool">
4130 Usually the player's strentgh takes effect on the damage
4131 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4132 the player's strength is ignored.
4133 </attribute>
4134 <attribute arch="damned" editor="damnation" type="bool">
4135 A damned shooting weapon cannot be unwielded unless
4136 the curse is removed. Removing damnations is
4137 a tick harder than removing curses.
4138 </attribute>
4139 <attribute arch="cursed" editor="curse" type="bool">
4140 A cursed shooting weapon cannot be unwielded unless
4141 the curse is removed.
4142 </attribute>
4143 <attribute arch="unique" editor="unique item" type="bool">
4144 Unique items exist only one time on a server. If the item
4145 is taken, lost or destroyed - it's gone for good.
4146 </attribute>
4147 <attribute arch="startequip" editor="godgiven item" type="bool">
4148 A godgiven item vanishes as soon as the player
4149 drops it to the ground.
4150 </attribute>
4151 <section name="stats">
4152 <attribute arch="Str" editor="strength" type="int">
4153 The player's strentgh will rise/fall by the given value
4154 while wearing this shooting weapon.
4155 </attribute>
4156 <attribute arch="Dex" editor="dexterity" type="int">
4157 The player's dexterity will rise/fall by the given value
4158 while wearing this shooting weapon.
4159 </attribute>
4160 <attribute arch="Con" editor="constitution" type="int">
4161 The player's constitution will rise/fall by the given value
4162 while wearing this shooting weapon.
4163 </attribute>
4164 <attribute arch="Int" editor="intelligence" type="int">
4165 The player's intelligence will rise/fall by the given value
4166 while wearing this shooting weapon.
4167 </attribute>
4168 <attribute arch="Pow" editor="power" type="int">
4169 The player's power will rise/fall by the given value
4170 while wearing this shooting weapon.
4171 </attribute>
4172 <attribute arch="Wis" editor="wisdom" type="int">
4173 The player's wisdom will rise/fall by the given value while
4174 wearing this shooting weapon.
4175 </attribute>
4176 <attribute arch="Cha" editor="charisma" type="int">
4177 The player's charisma will rise/fall by the given value
4178 while wearing this shooting weapon.
4179 </attribute>
4180 </section>
4181 <section name="bonus">
4182 <attribute arch="luck" editor="luck bonus" type="int">
4183 With positive luck bonus, the player is more likely to
4184 succeed in all sorts of things (spellcasting, praying,...).
4185 Unless the &lt;luck bonus&gt; is very high, the effect will be
4186 barely visible in-game. Luck bonus on one piece of equipment
4187 should never exceed 3, and such bonus should not be too
4188 frequently available.
4189 </attribute>
4190 <attribute arch="magic" editor="magic bonus" type="int">
4191 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4192 I'm not sure what exactly is increased - maybe weaponclass?
4193 However, &lt;magic bonus&gt; seems to have a little bit of positive
4194 influence on your chance to hit.
4195 </attribute>
4196 </section>
4197 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4198 This text describes the weapons's "story". Every decent artifact weapon
4199 should have such a description.
4200 </attribute>
4201 </type>
4202
4203 <!--####################################################################-->
4204 <type number="68" name="Shop Floor">
4205 <ignore>
4206 <ignore_list name="non_pickable" />
4207 </ignore>
4208 <description><![CDATA[
4209 Shop floor is used for shops. It acts like a combination of the
4210 common floor- and the treasure type: When the map is loaded,
4211 randomitems (depending on the setings) are generated on it.
4212 These items are all flagged as unpaid.
4213 When a player drops an item onto shop floor, the item becomes
4214 unpaid and the player receives payment according to the item's
4215 selling-value.
4216 Shopfloor always prevents magic (To hinder players from burning
4217 or freezing the goods). ]]>
4218 </description>
4219 <use><![CDATA[
4220 Tile your whole shop-interior space which shop floor.
4221 (That assures players receive payment for dropping items).
4222 Place shop mats to enter/leave the shop, and make sure
4223 there is no other exit than the shop mat. ]]>
4224 </use>
4225 <attribute arch="is_floor" value="1" type="fixed" />
4226 <attribute arch="no_pick" value="1" type="fixed" />
4227 <attribute arch="no_magic" value="1" type="fixed" />
4228 <attribute arch="auto_apply" editor="generate goods" type="bool">
4229 If enabled, items will appear on this square when the map is loaded.
4230 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4231 are generated. The items will be unpaid.
4232 </attribute>
4233 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4234 This entry determines what kind of treasure will appear, when
4235 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4236 for details about existing treasurelists.
4237 </attribute>
4238 <attribute arch="exp" editor="quality level" type="int">
4239 The &lt;quality level&gt; will be used for the quality of the generated
4240 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4241 doesn't need to be set, unless you want extraordinarily good/bad
4242 quality. If you want to make a shop with very high quality, meaybe
4243 charge an entrance fee, or make the shop hard-to-come-by.
4244 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4245 and appearance of artifact-items.
4246 </attribute>
4247 <attribute arch="damned" editor="no prayers" type="bool">
4248 If enabled, it is impossible for players to use prayers
4249 on that spot. It also prevents players from saving.
4250 (Remember that &lt;no magic&gt; is always set for shop floors.)
4251 </attribute>
4252 </type>
4253
4254 <!--####################################################################-->
4255 <type number="69" name="Shop Mat">
4256 <ignore>
4257 <ignore_list name="non_pickable" />
4258 </ignore>
4259 <description><![CDATA[
4260 Shop mats are used for entering/leaving shops. You should always
4261 have exactly TWO shop mats on your shop-map: One inside the
4262 "shopping-area" and one outside. Shop mats don't use exit paths/
4263 or -destinations. When stepping onto a shopmat the player gets beamed
4264 to the nearest other mat. If the player has unpaid items in his
4265 inventory, the price gets charged from his coins automatically.
4266 If the player has insufficient coins to buy his unpaid items, he
4267 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4268 </description>
4269 <use><![CDATA[
4270 As stated above, always place TWO shop mats into your shop.
4271 Not more and not less than that. ]]>
4272 </use>
4273 <attribute arch="no_pick" value="1" type="fixed" />
4274 &move_on;
4275 </type>
4276
4277 <!--####################################################################-->
4278 <type number="98" name="Sign &amp; MagicMouth">
4279 <ignore>
4280 <ignore_list name="non_pickable" />
4281 </ignore>
4282 <description><![CDATA[
4283 The purpose of a sign or magic_mouth is to display a certain message to
4284 the player. There are three ways to have the player get this message:
4285 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4286 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4287 </description>
4288 <use><![CDATA[
4289 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4290 some true roleplay feeling to your maps, support your storyline or give
4291 hints about hidden secrets/dangers. Place signs to provide the player
4292 with all kinds of useful information for getting along in your maps. ]]>
4293 </use>
4294 <attribute arch="connected" editor="connection" type="int">
4295 When a connection value is set, the message will be printed whenever
4296 the connection is triggered. This should be used in combination with
4297 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4298 If activating your magic_mouth this way, the message will not only be
4299 printed to one player, but all players on the current map.
4300 </attribute>
4301 &activate_on;
4302 &move_on;
4303 <attribute arch="food" editor="counter" type="int">
4304 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4305 (printing the message) only that many times. For signs this really shouldn't
4306 be used, while for magic_mouths it is extremely helpful.
4307 Monsters walking over the magic_mouth do not decrease the counter.
4308
4309 Often, you might want to have a message displayed only one time. For example:
4310 The player enters your map and you put a magic_mouth to tell him about the
4311 monsters and how dangerous they look and all. Later, when all the monsters
4312 are killed and the player leaves the map, displaying the same message a
4313 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4314 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4315 </attribute>
4316 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4317 This text will be displayed to the player.
4318 </attribute>
4319 </type>
4320
4321 <type number="150" name="Shop Inventory">
4322 <ignore>
4323 <ignore_list name="non_pickable" />
4324 </ignore>
4325 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4326 </description>
4327 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4328 </use>
4329 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4330 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4331 the map that will be searched for unpaid items.
4332 </attribute>
4333 </type>
4334
4335 <!--####################################################################-->
4336 <type number="43" name="Skill">
4337 <ignore>
4338 <ignore_list name="system_object" />
4339 </ignore>
4340 <description><![CDATA[
4341 Skills are objects which exist in the player/monster inventory.
4342 Both NPC/monsters and players use the same skill archetypes. Not all skills
4343 are enabled for monster use however. ]]>
4344 </description>
4345 <use><![CDATA[
4346 For mapmaking, Skill objects serve two purposes:
4347 <p>First, the predefined skill archtypes (in the 'skills' directory)
4348 can be seen as the global skill definitions. A skill which doesn't
4349 exists as an archtype cannot be learned or used by players. When you
4350 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4351 of defined skill archtypes, because those strings are used as a reference in
4352 many skill-related objects.
4353 </p><p>
4354 Secondly, in order to enable monsters to use skills, you will need to
4355 copy default skill archtypes into the monsters' inventories.
4356 You can even customize the skills by changing stats. It is not
4357 recommended however, to use skills in your maps which are totally
4358 unrelated to any predefined skill archtype.</p> ]]>
4359 </use>
4360 <attribute arch="invisible" value="1" type="fixed" />
4361 <attribute arch="no_drop" value="1" type="fixed" />
4362 <attribute arch="skill" editor="skill name" type="string">
4363 The &lt;skill name&gt; is used for matchings. When a usable
4364 object has an identical &lt;skill name&gt;, players
4365 (or monsters) will need this skill to apply/use the object.
4366 </attribute>
4367 <attribute arch="expmul" editor="exp multiplier" type="float">
4368 This is the ratio of experience the players total should increase by
4369 when this skill is used. If this is zero, then experience only goes to
4370 to the skill. Values higher than 1 are allowed. Note that experience
4371 rewarded to the players total is in addition to that given to the
4372 skill. Eg, if player should get 500 exp for using a skill, and
4373 expmul is 1, the player will get 500 added to that skill as well as
4374 500 to their total.
4375 </attribute>
4376 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4377 The &lt;skill type&gt; defines the base functionality of the skill.
4378 Skill types are hardcoded in the Crossfire server. It isn't hard to
4379 create new skill types, but it requires a bit of server-coding.
4380 </attribute>
4381 <attribute arch="level" editor="level" type="int">
4382 </attribute>
4383 <attribute arch="exp" editor="experience" type="int">
4384 </attribute>
4385 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4386 The &lt;is native skill&gt; flag has an effect only when this
4387 skill object is placed in the inventory of a monster (or player).
4388 If it is set, the monster or player knows the skill natively, which
4389 means he does not need a skill tool to use it.
4390 </attribute>
4391 </type>
4392
4393 <!--####################################################################-->
4394 <type number="130" name="Skill Scroll">
4395 <description><![CDATA[
4396 By reading a skill scroll, a player has a chance to learn the
4397 contained skill. ]]>
4398 </description>
4399 <use><![CDATA[
4400 Skill scrolls are very much sought for by players. Currently,
4401 all skill scrolls are sold in shops randomly, which is in fact not
4402 a good system. It would be nice to have some cool quests with
4403 skill scrolls rewarded at the end. ]]>
4404 </use>
4405 <attribute arch="race" value="scrolls" type="fixed" />
4406 <attribute arch="skill" editor="skill name" type="string">
4407 The &lt;skill name&gt; matches the skill object that can
4408 be learned from this scroll.
4409 </attribute>
4410 </type>
4411
4412 <!--####################################################################-->
4413 <type number="21" name="Special Key">
4414 <ignore>
4415 <attribute arch="material" />
4416 </ignore>
4417 <description><![CDATA[
4418 When carrying the appropriate special key, a locked door can
4419 be opened. The key will dissapear.
4420 <br><br>
4421 This object-type can also be used for "passport"-like items:
4422 When walking onto an invetory checker, a gate for example might
4423 get opened. The "passport" will stay in the player's inventory. ]]>
4424 </description>
4425 <use><![CDATA[
4426 How to make a "passport": You take the special key arch
4427 (archetype name is "key2"), set the face to something like
4428 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4429 certainly must match with the appropiate inventory checker.
4430 <br><br>
4431 Of course you can be creative with names and faces of
4432 key-objects. A "mysterious crystal" or a "big dragon claw"
4433 (with appropriate faces) appear more interesting than just
4434 a "strange key", or "passport". ]]>
4435 </use>
4436 <attribute arch="slaying" editor="key string" type="string">
4437 This string must be identical with the &lt;key string&gt; in the
4438 locked door, then it can be unlocked. It can also be used
4439 to trigger inventory checkers.
4440 </attribute>
4441 <attribute arch="material" editor="material" type="bitmask_material">
4442 For Special Keys, material should always be unset or set
4443 to Adamantite. This prevents the key from getting
4444 burned or otherwise destroyed.
4445 </attribute>
4446 <attribute arch="unique" editor="unique item" type="bool">
4447 Unique items exist only one time on a server. If the item
4448 is taken, lost or destroyed - it's gone for good.
4449
4450 This can be used if you want to sell apartments on your
4451 map: Simply sell a unique passport/key, and place
4452 an inventory checker at the entrance of your apartment.
4453 </attribute>
4454 <attribute arch="startequip" editor="godgiven item" type="bool">
4455 A godgiven item vanishes as soon as the player
4456 drops it to the ground.
4457 </attribute>
4458 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4459 This will add a description to the object. The player can read
4460 this text by clicking on the item in his inventory. Use this
4461 message to describe what the key/passport is good for. A player
4462 might have 50 different keys on his key-ring. Don't expect
4463 players to recall their purpose just by their names.
4464 </attribute>
4465 </type>
4466
4467 <!--####################################################################-->
4468 <type number="101" name="Spell">
4469 <ignore>
4470 <ignore_list name="system_object" />
4471 </ignore>
4472 <description><![CDATA[
4473 Spell objects define a spell. When a spell is put in a spellbook,
4474 players can learn it by reading the book. Once learned, players
4475 can use the spell as often as they like. With increasing skill level
4476 of the player, spells may gain power but also increase cost.<br>
4477 Monsters can use spells which are put in their inventory (provided
4478 that certain "enabling" settings are correct). The monster's
4479 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4480 </description>
4481 <use><![CDATA[
4482 A lot of the spells' settings can be tuned and customized.
4483 When creating new spells which are accessible to players, it is
4484 important to think about balance. A single spell which is too
4485 powerful and/or too easy to use can eventually toss the whole skill
4486 and magic school system out of whack. Testing new spells is
4487 quite important therefore. ]]>
4488 </use>
4489 <attribute arch="no_drop" value="1" type="fixed" />
4490 <attribute arch="invisible" value="1" type="fixed" />
4491 <attribute arch="skill" editor="skill name" type="string">
4492 The &lt;skill name&gt; matches the skill which is needed
4493 to cast this spell. This should be one out of "sorcery",
4494 "pyromancy", "evocation", "summoning" or "praying".
4495 If you want to fiddle with these, please take care not
4496 to upset the concept and balance of the various skills.
4497 </attribute>
4498 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4499 The &lt;spell type&gt; defines the basic type of spell.
4500 Some of these types are of a more generic nature than others.
4501 </attribute>
4502 <attribute arch="level" editor="spell level" type="int">
4503 </attribute>
4504 <attribute arch="casting_time" editor="casting time" type="int">
4505 </attribute>
4506 <attribute arch="duration" editor="duration" type="int">
4507 </attribute>
4508 <attribute arch="other_arch" editor="create object" type="string">
4509 </attribute>
4510 <attribute arch="sp" editor="cost spellpoints" type="int">
4511 </attribute>
4512 <attribute arch="grace" editor="cost grace" type="int">
4513 </attribute>
4514 <attribute arch="maxsp" editor="double cost per level" type="int">
4515 </attribute>
4516 </type>
4517
4518 <!--####################################################################-->
4519 <type number="85" name="Spellbook">
4520 <description><![CDATA[
4521 By reading a spellbook, the player has a chance of learning the
4522 contained spell. Once learned from a book, the spell is available
4523 forever. Spellbooks with high level spells require some skill-level
4524 to read.<br><br>
4525 You can create widely customized spells only by adjusting the
4526 spell object in the spellbooks inventory. Refer to the description
4527 of spell objects for detailed information how to customize spells.<br>
4528 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4529 with a compilation of spells that the book may contain. ]]>
4530 </description>
4531 <use><![CDATA[
4532 Don't put any of the godgiven spells into a spellbook! These are
4533 reserved for the followers of the appropriate cults. Handing them
4534 out in a spellbook would violate the balance between different religions.
4535 <br><br>
4536 Note that there is no fundamental difference between the spellbooks
4537 of varying schools (pyromancy, sorcery, evocation, summoning, and
4538 even praying). The difference lies only in the spells they contain.
4539 It is up to you, the mapmaker, to pick the right type of book
4540 for your spells. ]]>
4541 </use>
4542 <attribute arch="skill" value="literacy" type="fixed" />
4543 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4544 There are two ways to put spells into a spellbook:
4545 1. Put a spell object in the books inventory. In this case,
4546 treasurelist must be set to &lt;none&gt;.
4547 2. Choose a treasurelist which contains spells.
4548 In that way, a spell will be chosen randomly from the list.
4549 </attribute>
4550 <attribute arch="startequip" editor="godgiven item" type="bool">
4551 A godgiven item vanishes as soon as the player
4552 drops it to the ground.
4553 </attribute>
4554 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4555 This text may contain a nice description
4556 of the spellbook's cover or something.
4557 </attribute>
4558 </type>
4559
4560 <!--####################################################################-->
4561 <type number="90" name="Spinner">
4562 <ignore>
4563 <ignore_list name="non_pickable" />
4564 </ignore>
4565 <description><![CDATA[
4566 Spinners change the direction of spell objects and other projectiles
4567 that fly past. Unlike directors, it does make a difference from what
4568 angle you shoot into the spinner. The direction of objects flying past
4569 is always changed by a certain degree. ]]>
4570 </description>
4571 <use><![CDATA[
4572 Spinners are very rarely used. I believe they are quite
4573 confusing and pointless. The only use I can think of is building
4574 some puzzle about where to shoot into spinners to shoot somewhere you
4575 otherwise couldn't.
4576
4577 When placing spinners on a map with magic walls, make sure the spell-
4578 projectiles from magic walls don't get to fly in loops. ]]>
4579 </use>
4580 <attribute arch="sp" editor="direction number" type="int">
4581 The spinner will change the direction of flying objects by
4582 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4583 positive values counter clockwise.
4584
4585 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4586 </attribute>
4587 &move_on;
4588 </type>
4589
4590 <!--####################################################################-->
4591 <type number="138" name="Swamp">
4592 <ignore>
4593 <ignore_list name="non_pickable" />
4594 </ignore>
4595 <description><![CDATA[
4596 Swamp areas show a special behaviour:
4597 When a player stands still on a swamp-square for too long,
4598 he will start to sink in and eventually drown and die.
4599 Items dropped on the swamp sink in and dissapear.
4600 Players with knowledge of the woodsman skill are a lot less likely
4601 to die in the swamp. ]]>
4602 </description>
4603 <attribute arch="is_floor" value="1" type="fixed" />
4604 <attribute arch="is_wooded" value="1" type="fixed" />
4605 <attribute arch="speed" editor="drowning speed" type="float">
4606 The higher the &lt;drowning speed&gt;, the faster will players and items
4607 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4608 and unexpected death-trap. Players should get a warning before such areas.
4609 </attribute>
4610 &speed_left;
4611 &move_on;
4612 &movement_types_terrain;
4613 <attribute arch="no_magic" editor="no spells" type="bool">
4614 If enabled, it is impossible for players to use (wizard-)
4615 spells on that spot.
4616 </attribute>
4617 <attribute arch="damned" editor="no prayers" type="bool">
4618 If enabled, it is impossible for players to use prayers
4619 on that spot. It also prevents players from saving.
4620 </attribute>
4621 </type>
4622
4623 <!--####################################################################-->
4624 <type number="41" name="Teleporter">
4625 <ignore>
4626 <ignore_list name="non_pickable" />
4627 </ignore>
4628 <description><![CDATA[
4629 When the player walks into a teleporter, he is transferred to a
4630 different location. The main difference to the object-type exit
4631 is the possibility to have teleporters connected to levers/buttons/etc.
4632 Sometimes teleporters are activated even against the players will.
4633 <br><br>
4634 Unlike exits, teleporters can also transfer items and
4635 monsters to different locations on the same map. ]]>
4636 </description>
4637 <use><![CDATA[
4638 When creating maps, I guess sooner or later you'll want to have
4639 an invisible teleporter. If using "invisible 1", the teleporter
4640 can still be discovered with the show_invisible spell. And in
4641 some cases you can't place it under the floor to prevent this.
4642 <br><br>
4643 Fortunately, there is a cool trick to make a perfectly invisible
4644 teleporter: You simply add teleporter functionality to the floor
4645 itself. That means: You take the floor arch (e.g. "flagstone"),
4646 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4647 </use>
4648 <attribute arch="slaying" editor="exit path" type="string">
4649 The exit path specifies the map that the player is transferred to.
4650 &lt;exit path&gt; can be an absolute path, beginning with '/'
4651 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4652 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4653 for example I could use the relative path "Fire1"). Use relative
4654 paths whenever possible! Note that upper/lower case must always be
4655 set correctly. However, please use lower case only.
4656
4657 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4658 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4659 monsters and items. In this case, the destined map is automatically
4660 the same map the teleporter is on.
4661 </attribute>
4662 <attribute arch="hp" editor="destination X" type="int">
4663 The exit destinations define the (x, y)-coordinates where the exit
4664 leads to.
4665
4666 If both are set to zero and &lt;exit path&gt; is empty, the player will
4667 get teleported to another, randomly chosen teleporter on the same
4668 map (Slightly confusing for the player though). Make sure there
4669 actually *is* a second one in that case.
4670
4671 If both are set to zero and &lt;exit path&gt; is set, the player will
4672 be transferred to the "default enter location" of the destined map.
4673 The latter can be set in the map-properties as "Enter X/Y". Though,
4674 please DO NOT use that. It turned out to be a source for numerous
4675 map-bugs.
4676 </attribute>
4677 <attribute arch="sp" editor="destination Y" type="int">
4678 The exit destinations define the (x, y)-coordinates where the exit
4679 leads to.
4680
4681 If both are set to zero and &lt;exit path&gt; is empty, the player will
4682 get teleported to another, randomly chosen teleporter on the same
4683 map (Slightly confusing for the player though). Make sure there
4684 actually *is* a second one in that case.
4685
4686 If both are set to zero and &lt;exit path&gt; is set, the player will
4687 be transferred to the "default enter location" of the destined map.
4688 The latter can be set in the map-properties as "Enter X/Y". Though,
4689 please DO NOT use that. It turned out to be a source for numerous
4690 map-bugs.
4691 </attribute>
4692 <attribute arch="connected" editor="connection" type="int">
4693 If a connection value is set, the teleporter will be activated
4694 whenever the connection is triggered. To use this properly,
4695 &lt;activation speed&gt; must be zero.
4696 </attribute>
4697 &activate_on;
4698 <attribute arch="speed" editor="activation speed" type="float">
4699 If the &lt;activation speed&gt; is nonzero, the teleporter will
4700 automatically be activated in regular time-intervals. Hence, the
4701 player can just step on it and gets teleported sooner or later.
4702 The duration between two activates depends on the given value.
4703 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4704
4705 VERY IMPORTANT: If you want to have your teleporter activated via
4706 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4707 </attribute>
4708 &speed_left;
4709 </type>
4710
4711 <!--####################################################################-->
4712 <type number="26" name="Timed Gate">
4713 <ignore>
4714 <ignore_list name="non_pickable" />
4715 </ignore>
4716 <description><![CDATA[
4717 Gates play an important role in Crossfire. Gates can be opened
4718 by activating a button/trigger, by speaking passwords (-> magic_ear)
4719 or carrying special key-objects (-> inventory checker).
4720 Unlike locked doors, gates can get shut again after a player has
4721 passed, which makes them more practical in many cases. Unlike normal
4722 gates, timed gates open when triggered but automatically close again
4723 after some time.]]>
4724 </description>
4725 <use><![CDATA[
4726 Use gates to divide your maps into separated areas. After solving
4727 area A, the player gains access to area B, and so on. Make your
4728 maps more complex than "one-way". ]]>
4729 </use>
4730 <attribute arch="no_pick" value="1" type="fixed" />
4731 <attribute arch="connected" editor="connection" type="int">
4732 Whenever the inventory checker is triggered, all objects with identical
4733 &lt;connection&gt; value get activated. This only makes sense together with
4734 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4735 after some time.
4736 </attribute>
4737 &activate_on;
4738 <attribute arch="wc" editor="position state" type="int">
4739 The &lt;position state&gt; defines the position of the gate:
4740 Zero means completely open/down, the "number of animation-steps" (usually
4741 about 6 or 7) means completely closed/up state. I suggest you don't
4742 mess with this value - Leave the default in place.
4743 </attribute>
4744 &movement_types_terrain;
4745 <attribute arch="no_magic" editor="restrict spells" type="bool">
4746 Restricting the use of spells to pass this gate. This has
4747 an effect only if &lt;block view&gt; is disabled.
4748 </attribute>
4749 <attribute arch="damned" editor="restrict prayers" type="bool">
4750 Restricting the use of prayers to pass this door. This has
4751 an effect only if &lt;block view&gt; is disabled.
4752 </attribute>
4753 <attribute arch="hp" editor="open duration" type="int">
4754 Defines the duration the gate remains closed. This only takes effect
4755 if the gate is not connected.
4756 </attribute>
4757 </type>
4758
4759 <!--####################################################################-->
4760 <type number="155" name="Trap">
4761 <ignore>
4762 <attribute arch="no_pick" />
4763 <attribute arch="title" />
4764 <attribute arch="name_pl" />
4765 <attribute arch="weight" />
4766 <attribute arch="value" />
4767 <attribute arch="material" />
4768 <attribute arch="unpaid" />
4769 </ignore>
4770 <description><![CDATA[
4771 A trap is a object that can either do damage or trigger another connected object
4772 when detonated. Traps are like runes except they are not magical in nature,
4773 and generally have either a physical attack or trigger a reaction.
4774 <br><br>
4775 Traps hit any monster or person who steps on them for 'dam' damage in
4776 'attacktype' attacktype and/or trigger a reaction.
4777 <br><br>
4778 Many traps are already defined in the archetypes. ]]>
4779 </description>
4780 <use><![CDATA[
4781 Avoid monsters stepping on your traps. For example, a party of orcs setting
4782 off your lightning wall and pit trap is usually a bad idea. ]]>
4783 </use>
4784 <attribute arch="no_pick" value="1" type="fixed" />
4785 &move_on;
4786 <attribute arch="level" editor="trap level" type="int">
4787 Level effects how easily a trap may be found and disarmed, and
4788 how much experience the player gets for doing so. Beware: High level
4789 traps can be quite a cheap source of experience! So either make them
4790 tough, or keep the level low.
4791 </attribute>
4792 <attribute arch="Cha" editor="visibility" type="int">
4793 This value determines what fraction of the time the trap is visible:
4794 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4795 how easily the trap may be found.
4796 </attribute>
4797 <attribute arch="hp" editor="number of charges" type="int">
4798 The trap will detonate &lt;number of charges&gt; times before disappearing.
4799 </attribute>
4800 <attribute arch="dam" editor="direct damage" type="int">
4801 &lt;direct damage&gt; specifies how much damage is done by the trap.
4802 This should be set in reasonable relation to the trap's level.
4803 </attribute>
4804 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4805 This attribute defines what attacktype to use for direct damage when
4806 the trap detonates.
4807 </attribute>
4808 <attribute arch="connected" editor="connection" type="int">
4809 When the trap is detonated, all objects with the same
4810 connection value get activated.
4811 </attribute>
4812 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4813 When the trap detonates, this text is displayed to the
4814 victim. For especially powerful or complex traps, create an appropriate
4815 and thrilling description. ;)
4816 </attribute>
4817 </type>
4818
4819 <!--####################################################################-->
4820 <type number="95" name="Trapdoor">
4821 <ignore>
4822 <ignore_list name="non_pickable" />
4823 </ignore>
4824 <description><![CDATA[
4825 Trapdoors are very similar to pits. The difference is that they
4826 can not be closed. Instead, the weight of the object on the
4827 trapdoor determines weither it slams the trapdoor open and falls through
4828 or not.<br>
4829 Once a trapdoor has been opened (by a creature or items of sufficient
4830 weight,) it remains open, acting like an opened pit. ]]>
4831 </description>
4832 <use><![CDATA[
4833 Trapdoors should be used in the same fashion as pits:
4834 They should always drop the victims to some kind of lower level. They
4835 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4836 </use>
4837 <attribute arch="no_pick" value="1" type="fixed" />
4838 &move_on;
4839 <attribute arch="weight" editor="hold weight" type="int">
4840 This value defines how much weight the trapdoor can hold.
4841 Once items or creatures are gathered on the trapdoor, with
4842 a total weight surpassing this value, then the trapdoor will
4843 open and things start falling through.
4844 </attribute>
4845 <attribute arch="hp" editor="destination X" type="int">
4846 The trapdoor will transport creatures (and items) randomly into
4847 a two-square radius of the destination coordinates.
4848 If the destination square becomes blocked, the trapdoor will act like
4849 being filled up and not work anymore!
4850 </attribute>
4851 <attribute arch="sp" editor="destination Y" type="int">
4852 The trapdoor will transport creatures (and items) randomly into
4853 a two-square radius of the destination coordinates.
4854 If the destination square becomes blocked, the trapdoor will act like
4855 being filled up and not work anymore!
4856 </attribute>
4857 </type>
4858
4859 <!--####################################################################-->
4860 <type number="4" name="Treasure">
4861 <ignore>
4862 <attribute arch="nrof" />
4863 <attribute arch="title" />
4864 <attribute arch="name_pl" />
4865 <attribute arch="weight" />
4866 <attribute arch="value" />
4867 <attribute arch="material" />
4868 </ignore>
4869 <description><![CDATA[
4870 A treasure-object turns into certain randomitems when the map is loaded
4871 into the game. ]]>
4872 </description>
4873 <use><![CDATA[
4874 About usage of the "random-artifact" treasurelist:
4875 This will generate powerful stuff like girdles, xray helmets, special
4876 swords etc. If you put this as reward to your quest, players might be
4877 motivated to do it more than once. BUT, by doing so they will get a huge
4878 number of different artifacts! Besides, players will always seek the place
4879 with the most easy-to-get random artifact and ignore all others.
4880 My advice: Don't use it! Attract players with good fighting experience
4881 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4882 </use>
4883 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4884 This entry determines what kind of treasure will appear. Look into
4885 /crossfire/share/crossfire/treasures for details about existing
4886 treasurelists.
4887 </attribute>
4888 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4889 "Auto-generate" must be set in order to have the treasure be created
4890 when the map is loaded.
4891 If you want to create a random treasure chest, you unset this flag.
4892 That way, the player has to apply the object (the chest), then the
4893 treasure is generated.
4894 </attribute>
4895 <attribute arch="hp" editor="create number" type="int">
4896 "Create number" specifies how many pieces of the given treasurelist
4897 will appear. Note that for every piece there is a chance that nothing is
4898 generated. Also, sometimes there can be stacks of items generated, like
4899 for gems/money.
4900 </attribute>
4901 <attribute arch="exp" editor="quality level" type="int">
4902 The &lt;quality level&gt; will be used for the quality of the generated
4903 treasure instead of the map difficulty (as was done with shops).
4904 If zero/unset, the map difficulty will instead be used.
4905 (Example for comparison: Shop floors generate treasure of
4906 &lt;quality level&gt; 5 per default).
4907 </attribute>
4908 </type>
4909
4910 <!--####################################################################-->
4911 <type number="52" name="Trigger Marker">
4912 <ignore>
4913 <ignore_list name="system_object" />
4914 </ignore>
4915 <description><![CDATA[
4916 A trigger marker is an object that inserts an invisible force (a mark) into a
4917 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4918 &lt;key string&gt; which can be discovered by detectors or inventory
4919 checkers. It is also possible to use markers for removing marks again.
4920 <br><br>
4921 Note that the player has no possibility to "see" his own marks,
4922 except by the effect that they cause on the maps. ]]>
4923 </description>
4924 <use><![CDATA[
4925 Markers hold real cool possibilities for map-making. I encourage
4926 you to use them frequently. However there is one negative point
4927 about markers: Players don't "see" what's going on with them. It is
4928 your task, as map-creator, to make sure the player is always well
4929 informed and never confused.
4930 <br><br>
4931 Please avoid infinite markers when they aren't needed. They're
4932 using a little space in the player file after all, so if there
4933 is no real purpose, set an expire time. ]]>
4934 </use>
4935 <attribute arch="no_pick" value="1" type="fixed" />
4936 <attribute arch="slaying" editor="key string" type="string">
4937 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4938 If the player already has a force with that &lt;key string&gt;,
4939 there won't be inserted a second one.
4940 </attribute>
4941 <attribute arch="connected" editor="connection" type="int">
4942 Unlike a regular marker this is the connection that triggers this marker to activate.
4943 </attribute>
4944 <attribute arch="food" editor="mark duration" type="int">
4945 This value defines the duration of the force it inserts.
4946 If nonzero, the duration of the player's mark is finite:
4947 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4948 means the mark will stay on the player forever.
4949 </attribute>
4950 <attribute arch="name" editor="delete mark" type="string">
4951 When the player steps onto the marker, all existing forces in
4952 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4953 will be removed. If you don't want to remove any marks, leave
4954 this textfield empty.
4955
4956 Note that the string &lt;delete mark&gt; is set as the name of
4957 this marker. So don't be confused, and remember changing the
4958 name will take effect on the marker's functionality.
4959 </attribute>
4960 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4961 In the moment when the player gets marked, this text is displayed
4962 to him. You should really set a message in any marker you create,
4963 because it's the only way for the player to notice what's going on.
4964 </attribute>
4965 </type>
4966
4967 <!--####################################################################-->
4968 <type number="0" name="Wall">
4969 <required>
4970 <attribute arch="is_floor" value="0" />
4971 <attribute arch="alive" value="0" />
4972 <attribute arch="no_pass" value="1" />
4973 </required>
4974 <ignore>
4975 <attribute arch="nrof" />
4976 <attribute arch="title" />
4977 <attribute arch="name_pl" />
4978 <attribute arch="value" />
4979 <attribute arch="unpaid" />
4980 </ignore>
4981 <description><![CDATA[
4982 Walls usually block passage and sight. ]]>
4983 </description>
4984 &movement_types_terrain;
4985 <attribute arch="can_roll" editor="moveable" type="bool">
4986 If set, the object is able to "roll", so it can be pushed around.
4987 This setting is used for boulders and barrels.
4988 </attribute>
4989 <attribute arch="no_magic" editor="restrict spells" type="bool">
4990 This takes effect only with &lt;blocksview&gt; disabled.
4991 Restricting the use of spells to pass this wall.
4992 </attribute>
4993 <attribute arch="damned" editor="restrict prayers" type="bool">
4994 This takes effect only with &lt;blocksview&gt; disabled.
4995 Restricting the use of spells to pass this wall.
4996 </attribute>
4997 </type>
4998
4999 <!--####################################################################-->
5000 <type number="109" name="Wand &amp; Staff">
5001 <description><![CDATA[
5002 Wands contain a certain spell. The player can apply (ready) and
5003 fire the wand. After a defined number of casts, the wand is
5004 "used up". It is possible to recharge a wand with scrolls of
5005 charging, but usually that isn't worth the cost. ]]>
5006 </description>
5007 <use><![CDATA[
5008 Wands are quite seldomly used. The reason prolly is that they're
5009 generally not cost-efficient. Handing out high-level wands with
5010 powerful special spells isn't a good idea either, because of
5011 the recharge ability.
5012 <br><br>
5013 For low levels, staffs of healing/cure and word of recall are
5014 quite desirable though. Ideal rewards for low level quests. ]]>
5015 </use>
5016 <attribute arch="sp" editor="spell" type="spell">
5017 The &lt;spell&gt; specifies the contained spell.
5018 </attribute>
5019 <attribute arch="level" editor="casting level" type="int">
5020 The &lt;casting level&gt; of the wand determines it's power.
5021 An average level for wands in shops is about 10.
5022 </attribute>
5023 <attribute arch="food" editor="number of charges" type="int">
5024 The wand can be used &lt;number of charges&gt; times before it is
5025 used up. It can be recharged with scrolls of charging.
5026 </attribute>
5027 <attribute arch="startequip" editor="godgiven item" type="bool">
5028 A godgiven item vanishes as soon as the player
5029 drops it to the ground.
5030 </attribute>
5031 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5032 This text may contain a description of the wand.
5033 </attribute>
5034 </type>
5035
5036 <!--####################################################################-->
5037 <type number="0" name="Weak Wall">
5038 <required>
5039 <attribute arch="is_floor" value="0" />
5040 <attribute arch="alive" value="1" />
5041 <attribute arch="tear_down" value="1" />
5042 </required>
5043 <ignore>
5044 <ignore_list name="non_pickable" />
5045 </ignore>
5046 <description><![CDATA[
5047 A weak wall is a breakable spot amidsts a solid wall. Typically
5048 these weak walls look similar to their solid "relatives" except
5049 for a small crack or little chunks of wall on the ground. ]]>
5050 </description>
5051 <use><![CDATA[
5052 If you want to create hidden rooms, using weak walls is alot
5053 better than completely indiscernible passages in a wall.<br>
5054 Anyways, there can be a lot more to weak walls than just finding
5055 them: Rising their defensive stats, weak walls can become a
5056 serious obstacle. An ice wall might only be torn down by a fire
5057 attack for example. A granite wall for instance might be very
5058 hard to destroy. ]]>
5059 </use>
5060 <attribute arch="alive" value="1" type="fixed" />
5061 <attribute arch="no_pick" value="1" type="fixed" />
5062 <attribute arch="tear_down" value="1" type="fixed" />
5063 <attribute arch="race" editor="race" type="string">
5064 For weak walls, &lt;race&gt; should always be set to "wall",
5065 unless you create something fancy like a building which
5066 is in fact meant to be a huge animal.
5067 Note that shovels slay walls, so they do tripple damage
5068 against weak walls.
5069 </attribute>
5070 <attribute arch="level" editor="level" type="int">
5071 The &lt;level&gt; of a weak wall works similar to monster levels.
5072 Due to the fact that weak walls cannot attack, the level
5073 is much less important though.
5074 </attribute>
5075 <attribute arch="hp" editor="health points" type="int">
5076 The &lt;health points&gt; of a weak wall define how long it takes to
5077 tear it down. With every successful hit from an opponent,
5078 &lt;health points&gt; get drained.
5079 </attribute>
5080 <attribute arch="maxhp" editor="max health" type="int">
5081 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5082 weak wall can have. Since walls generally don't heal, I doubt
5083 this has much real effect.
5084 </attribute>
5085 <attribute arch="ac" editor="armour class" type="int">
5086 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5087 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5088 </attribute>
5089 <section name="resistance">
5090 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5091 </attribute>
5092 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5093 </attribute>
5094 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5095 </attribute>
5096 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5097 </attribute>
5098 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5099 </attribute>
5100 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5101 </attribute>
5102 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5103 </attribute>
5104 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5105 </attribute>
5106 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5107 </attribute>
5108 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5109 </attribute>
5110 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5111 </attribute>
5112 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5113 </attribute>
5114 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5115 </attribute>
5116 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5117 </attribute>
5118 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5119 </attribute>
5120 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5121 </attribute>
5122 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5123 </attribute>
5124 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5125 </attribute>
5126 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5127 </attribute>
5128 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5129 </attribute>
5130 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5131 </attribute>
5132 </section>
5133 </type>
5134
5135 <!--####################################################################-->
5136 <type number="15" name="Weapon">
5137 <description><![CDATA[
5138 Wielding a weapon, the object's stats will directly be inherited to the
5139 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5140 be improved with scrolls. ]]>
5141 </description>
5142 <use><![CDATA[
5143 If you create artifacts (equipment) with stats- or resistance-bonus:
5144 Keep playbalance in mind! Such items mustn't be reachable without hard
5145 fighting AND questing. ]]>
5146 </use>
5147 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5148 This number is a bitmask, specifying the weapon's attacktypes.
5149 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5150 have no more than one or two attacktypes. Keep in mind that all weapons
5151 can be blessed by the player's diety, thus adding an additional attacktype.
5152
5153 When a player hits a monster with a weapon that has more than one attacktype,
5154 then he will do as much damage as the "best" of his attacktypes does. So,
5155 the more attacktypes you've got, the better your chance to take advantage
5156 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5157 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5158 </attribute>
5159 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5160 The &lt;weapontype&gt; characterizes the weapon's type of physical
5161 attack. It could best be considered a "subclassification"
5162 of the physical attacktype. For now, this is only used for
5163 attack messages!
5164
5165 You should always set this correctly when creating new
5166 weapons for your maps.
5167 </attribute>
5168 <attribute arch="skill" editor="skill name" type="string">
5169 Matching &lt;skill name&gt; of the skill that is required
5170 to use this weapon.
5171 </attribute>
5172 <attribute arch="dam" editor="damage" type="int">
5173 The damage value is used as base value for how much damage the weapon
5174 does per hit. The actual damage involves more dependencies,
5175 like wielder's level and defender's level. Look at existing weapons
5176 to get a feel for the range of weapon damage values.
5177 </attribute>
5178 <attribute arch="slaying" editor="slaying race" type="string">
5179 Slaying means the weapon does tripple (3x) damage to monsters of the
5180 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5181 only monsters of that archtype are hit with tripple damage.
5182
5183 No god blessings are possible for weapons with a race set in this entry
5184 (That's because god blessings add tripple damage against their own
5185 enemy races). Tripple damage is very effective.
5186 </attribute>
5187 <attribute arch="last_sp" editor="weapon speed" type="int">
5188 The weapon speed determines how often the wielder can swing the weapon
5189 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5190 is best (that is lightning- fast). A typical average value is 8.
5191 Speed and damage should be kept in reasonable relation.
5192 </attribute>
5193 <attribute arch="wc" editor="weapon class" type="int">
5194 The weapon class value adds to the overall weapon class of the wielder's
5195 melee attacks. Weapon class improves the chance of hitting the opponent.
5196 </attribute>
5197 <attribute arch="magic" editor="magic bonus" type="int">
5198 For a weapon, magic bonus works just like weapon class, except that
5199 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5200 less useful than direct weapon class value on a weapon.
5201 </attribute>
5202 <attribute arch="item_power" editor="item power" type="int">
5203 The &lt;item power&gt; value measures how "powerful" an artifact is.
5204 Players will only be able to wear equipment with a certain total
5205 amount of &lt;item power&gt;, depending on their own level. This is the
5206 only way to prevent low level players to wear "undeserved" equipment
5207 (like gifts from other players or cheated items).
5208
5209 It is very important to adjust the &lt;item power&gt; value carefully
5210 for every artifact you create! If zero/unset, the CF server will
5211 calculate a provisional value at runtime, but this is never
5212 going to be an accurate measurement of &lt;item power&gt;.
5213 </attribute>
5214 <attribute arch="damned" editor="damnation" type="bool">
5215 A damned weapon cannot be unwielded unless
5216 the curse is removed. Removing damnations is
5217 a tick harder than removing curses.
5218 </attribute>
5219 <attribute arch="cursed" editor="curse" type="bool">
5220 A cursed weapon cannot be unwielded unless
5221 the curse is removed.
5222 </attribute>
5223 <attribute arch="lifesave" editor="save life" type="bool">
5224 An item with this flag enabled will save the players life
5225 for one time: When the player is wearing this item and his
5226 health points reach zero, the item disappears, replenishing
5227 half of the player's health.
5228
5229 An item with &lt;save life&gt; should not have
5230 any decent additional bonuses!
5231 </attribute>
5232 <attribute arch="unique" editor="unique item" type="bool">
5233 Unique items exist only one time on a server. If the item
5234 is taken, lost or destroyed - it's gone for good.
5235 </attribute>
5236 <attribute arch="startequip" editor="godgiven item" type="bool">
5237 A godgiven item vanishes as soon as the player
5238 drops it to the ground.
5239 </attribute>
5240 <section name="resistance">
5241 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5242 This adds physical resistance to the weapon (= armour value). The number is
5243 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5244 and what they require to do for getting this-and-that artifact.
5245 </attribute>
5246 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5247 This adds magic resistance to the weapon. The number is a percent-value in
5248 the range 0-100. Treat this with CARE. Look at other maps and what they
5249 require to do for getting this-and-that artifact.
5250 </attribute>
5251 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5252 This adds fire resistance to the weapon. The number is a percent-value in
5253 the range 0-100. Treat this with CARE. Look at other maps and what they
5254 require to do for getting this-and-that artifact.
5255 </attribute>
5256 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5257 This adds electricity resistance to the weapon. The number is a percent-value in
5258 the range 0-100. Treat this with CARE. Look at other maps and what they
5259 require to do for getting this-and-that artifact.
5260 </attribute>
5261 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5262 This adds fire resistance to the weapon. The number is a percent-value in
5263 the range 0-100. Treat this with CARE. Look at other maps and what they
5264 require to do for getting this-and-that artifact.
5265 </attribute>
5266 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5267 This adds confusion resistance to the weapon. The number is a percent-value in
5268 the range 0-100. Confusion resistance is not very effective
5269 unless the value comes close to 100 (= perfect immunity).
5270 </attribute>
5271 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5272 This adds acid resistance to the weapon. The number is a percent-value in
5273 the range 0-100. Treat this with CARE. Look at other maps and what they
5274 require to do for getting this-and-that artifact.
5275 </attribute>
5276 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5277 This adds draining resistance to the weapon. The number is a percent-value
5278 in the range 0-100. Draining resistance is little effective
5279 unless the value is 100 (= perfect immunity).
5280 </attribute>
5281 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5282 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5283 the range 0-100. Weaponmagic resistance generally should not exist on
5284 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5285 are not meant to be easily resisted.
5286 </attribute>
5287 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5288 This adds ghosthit resistance to the weapon. The number is a percent-value
5289 in the range 0-100. Treat this with CARE. Look at other maps and what they
5290 require to do for getting this-and-that artifact.
5291 </attribute>
5292 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5293 This adds poison resistance to the weapon. The number is a percent-value in
5294 the range 0-100. Treat this with CARE. Look at other maps and what they
5295 require to do for getting this-and-that artifact.
5296 </attribute>
5297 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5298 This adds fear resistance to the weapon. The number is a percent-value in
5299 the range 0-100. Resistance to fear is pretty useless.
5300 </attribute>
5301 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5302 This adds paralyze resistance to the weapon. The number is a percent-value in
5303 the range 0-100. Paralyze resistance is little effective
5304 unless the value is 100 (= perfect immunity).
5305 </attribute>
5306 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5307 This adds fear resistance to the weapon. The number is a percent-value in
5308 the range 0-100. Resistance to fear is pretty useless.
5309 </attribute>
5310 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5311 This adds depletion resistance to the weapon. The number is a percent-value
5312 in the range 0-100. Depletion resistance is little effective
5313 unless the value is 100 (= perfect immunity).
5314 </attribute>
5315 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5316 This adds death-attack resistance to the weapon. The number is a
5317 percent-value in the range 0-100. Death-attack resistance is little
5318 effective unless the value is 100 (= perfect immunity).
5319 Generally, resistance to death-attack is not supposed to be
5320 available to players!
5321 </attribute>
5322 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5323 This adds chaos resistance to the weapon. The number is a percent-value in
5324 the range 0-100. Treat this with CARE. Look at other maps and what they
5325 require to do for getting this-and-that artifact.
5326 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5327 combination of other attacktypes.
5328 </attribute>
5329 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5330 This adds blinding resistance to the weapon. The number is a percent-value
5331 in the range 0-100. Treat this with CARE. Look at other maps and what they
5332 require to do for getting this-and-that artifact.
5333 </attribute>
5334 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5335 This adds holy power resistance to the weapon. The number is a percent-value
5336 in the range 0-100. Holy power is the attacktype that holyword-type spells
5337 use to hurt undead creatures. This kind of resistance is only reasonable
5338 for undead players (wraith or devourer cult).
5339 Generally, resistance to holy word should not be available for players.
5340 </attribute>
5341 </section>
5342 <section name="stats">
5343 <attribute arch="Str" editor="strength" type="int">
5344 The player's strentgh will rise/fall by the given value
5345 while wearing this weapon.
5346 </attribute>
5347 <attribute arch="Dex" editor="dexterity" type="int">
5348 The player's dexterity will rise/fall by the given value
5349 while wearing this weapon.
5350 </attribute>
5351 <attribute arch="Con" editor="constitution" type="int">
5352 The player's constitution will rise/fall by the given value
5353 while wearing this weapon.
5354 </attribute>
5355 <attribute arch="Int" editor="intelligence" type="int">
5356 The player's intelligence will rise/fall by the given value
5357 while wearing this weapon.
5358 </attribute>
5359 <attribute arch="Pow" editor="power" type="int">
5360 The player's power will rise/fall by the given value
5361 while wearing this weapon.
5362 </attribute>
5363 <attribute arch="Wis" editor="wisdom" type="int">
5364 The player's wisdom will rise/fall by the given value while
5365 wearing this weapon.
5366 </attribute>
5367 <attribute arch="Cha" editor="charisma" type="int">
5368 The player's charisma will rise/fall by the given value
5369 while wearing this weapon.
5370 </attribute>
5371 </section>
5372 <section name="misc">
5373 <attribute arch="luck" editor="luck bonus" type="int">
5374 With positive luck bonus, the player is more likely to
5375 succeed in all sorts of things (spellcasting, praying,...).
5376 Unless the &lt;luck bonus&gt; is very high, the effect will be
5377 barely visible in-game. Luck bonus on one piece of equipment
5378 should never exceed 3, and such bonus should not be too
5379 frequently available.
5380 </attribute>
5381 <attribute arch="hp" editor="health regen." type="int">
5382 Positive &lt;health regen.&gt; bonus speeds up the
5383 player's healing process. Negative values slow it down.
5384 </attribute>
5385 <attribute arch="sp" editor="mana regen." type="int">
5386 Positive &lt;mana regen.&gt; bonus speeds up the
5387 player's mana regeneration. Negative values slow it down.
5388 </attribute>
5389 <attribute arch="grace" editor="grace regen." type="int">
5390 Positive &lt;grace regen.&gt; bonus speeds up the
5391 player's grace regeneration. Negative values slow it down.
5392 Since grace can be regenerated rather easy with praying,
5393 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5394 </attribute>
5395 <attribute arch="food" editor="food bonus" type="int">
5396 Positive &lt;food bonus&gt; slows down the player's digestion,
5397 thus he consumes less food. Negative values speed it up.
5398
5399 Note that food is consumed not only for "being alive", but
5400 also for healing and mana-regeneration.
5401 &lt;food bonus&gt; only affects the amount of food consumed
5402 for "being alive". Hence, even with high &lt;food bonus&gt;,
5403 during a fight a player can run out of food quickly.
5404 </attribute>
5405 <attribute arch="xrays" editor="xray vision" type="bool">
5406 Xray vision allows the player to see through obstacles
5407 in a two-square-wide radius. This is extremely helpful and
5408 desirable, so don't give it away for cheap on equipment.
5409 </attribute>
5410 <attribute arch="stealth" editor="stealth" type="bool">
5411 Stealth allows the player to move silently.
5412 This comes to effect if a player turns himself
5413 invisible and tries to sneak around monsters.
5414 (At least that was the idea behind it)
5415 </attribute>
5416 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5417 If a player is wearing any piece of equipment with
5418 the ability to &lt;reflect spells&gt;, all kinds of
5419 spell-bullets and -beams will bounce off him.
5420 This works only about 90% of all times, to
5421 avoid players being completely immune to certain
5422 types of attacks.
5423
5424 This is a very powerful ability and it
5425 shouldn't be handed out cheap!
5426 </attribute>
5427 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5428 If a player is wearing any piece of equipment with
5429 the ability to &lt;reflect missiles&gt;, all kinds of
5430 projectiles (e.g. arrows, bolts, boulders) will
5431 bounce off him. This works only about 90% of all
5432 times, to avoid players being completely immune to
5433 certain types of attacks.
5434 </attribute>
5435 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5436 Click on the &lt;attuned paths&gt; button to select spellpaths.
5437 The player will get attuned to the specified spellpaths
5438 while wearing this weapon.
5439 </attribute>
5440 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5441 Click on the &lt;repelled paths&gt; button to select spellpaths.
5442 The player will get repelled to the specified spellpaths
5443 while wearing this weapon.
5444 </attribute>
5445 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5446 Click on the &lt;denied paths&gt; button to select spellpaths.
5447 The specified spellpaths will be denied to the player
5448 while wearing this weapon.
5449 </attribute>
5450 </section>
5451 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5452 This text describes the weapons's "story". Every decent artifact weapon
5453 should have such a description.
5454 </attribute>
5455 </type>
5456
5457 <type number="116" name="Event Connector">
5458 <description><![CDATA[
5459 Event connectors link specific events that happen to objects to
5460 a crossfire plug-in. ]]>
5461 </description>
5462 <attribute arch="subtype" editor="event type" type="list_event_type">
5463 The type of event that triggers a notify to the plug-in.
5464 </attribute>
5465 <attribute arch="title" editor="plug-in" type="string">
5466 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5467 for python and "perl" for the Crossfire-Perl plug-in.
5468 </attribute>
5469 <attribute arch="slaying" editor="extension" type="string">
5470 The name of the extension to invoke (for python, this is the path to a script,
5471 for perl this is the name of a extension package without the ".ext" extension.
5472 </attribute>
5473 <attribute arch="name" editor="options" type="string">
5474 A string that is passed unaltered to the extension above. Often used to pass
5475 options to the extension that alter its behaviour.
5476 </attribute>
5477 </type>
5478
5479 </types>