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Revision: 1.27
Committed: Fri Aug 10 12:13:35 2007 UTC (16 years, 9 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.26: +13 -3 lines
Log Message:
added sound and sound_destroy fields

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 <attribute arch="sound" editor="sound" type="string">
512 The sound this objects makes on a map. Enter either a sound alias from
513 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
514 field it will point to sound/&lt;path&gt;.ext
515 </attribute>
516 <attribute arch="sound_destroy" editor="destroy sound" type="string">
517 The sound this objects makes when it is destroyed. Enter either a sound alias from
518 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
519 field it will point to sound/&lt;path&gt;.ext
520 </attribute>
521 </default_type>
522
523 <!-- This ignorelist is for all system objects which are non pickable
524 and invisible. They don't interact with players at all. -->
525 <ignore_list name="system_object">
526 <attribute arch="value" />
527 <attribute arch="nrof" />
528 <attribute arch="weight" />
529 <attribute arch="name_pl" />
530 <attribute arch="material" />
531 <attribute arch="no_pick" />
532 <attribute arch="unpaid" />
533 <attribute arch="title" />
534 <attribute arch="glow_radius" />
535 <attribute arch="identified" />
536 <attribute arch="blocksview" />
537 <attribute arch="invisible" />
538 </ignore_list>
539
540 <!-- This ignorelist is for non-pickable objects. They can be seen by
541 the player, but don't have values like material or weight. -->
542 <ignore_list name="non_pickable">
543 <attribute arch="value" />
544 <attribute arch="nrof" />
545 <attribute arch="weight" />
546 <attribute arch="name_pl" />
547 <attribute arch="material" />
548 <attribute arch="no_pick" />
549 <attribute arch="unpaid" />
550 <attribute arch="title" />
551 <attribute arch="identified" />
552 </ignore_list>
553
554 <!--####################################################################-->
555 <type number="0" name="Misc">
556 <required>
557 <!-- this is a special case: The "misc" type with type number 0 is
558 the fallback for all types which don't match any other defined types.
559 The required attribute "misc x" prevents that it gets confused with
560 other types like "monster & npc" which also have type number 0. -->
561 <attribute arch="misc" value="x" />
562 </required>
563 &movement_types_terrain;
564 <attribute arch="cursed" editor="cursed" type="bool">
565 Curses can have various effects: On equipment and food,
566 they generally harm the player in some way.
567 </attribute>
568 <attribute arch="damned" editor="damned" type="bool">
569 A damned item/floor on the ground makes it impossible for players
570 to use prayers on that spot. It also prevents players from saving.
571 Damnation on equipment works similar to a curse.
572 </attribute>
573 <attribute arch="unique" editor="unique item" type="bool">
574 Unique items exist only one time on a server. If the item
575 is taken, lost or destroyed - it's gone for good.
576 </attribute>
577 <attribute arch="startequip" editor="godgiven item" type="bool">
578 A godgiven item vanishes as soon as the player
579 drops it to the ground.
580 </attribute>
581 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
582 This text may describe the object.
583 </attribute>
584 </type>
585
586 <!--####################################################################-->
587 <type number="110" name="Ability">
588 <ignore>
589 <ignore_list name="system_object" />
590 </ignore>
591 <description><![CDATA[
592 Abilities are to be put in a monster's inventory. They grant monsters the
593 knowledge to cast spells. Spells from abilities are usually magical in
594 nature, thus adding magic attacktype to the spell-damage they produce.
595 <br><br>
596 A particularly nice feature of abilities is that they can hold two
597 spells: One for short range- and one for long range use.
598 \n\n
599 You should know that spellcasting monsters receive abilities via
600 &lt;treasurelist&gt;. ]]>
601 </description>
602 <use><![CDATA[
603 If you want to create "customized" spellcasting monsters, you
604 should use abilities (rather than spellbooks/wands or something).
605 The long/short-range spell feature can make boss-monsters more
606 interesting and challenging.
607 <br><br>
608 You should keep in mind that magic abilities allow players
609 to get better resistance. You can turn off the magic part to
610 make the spells more dangerous. However, this really shouldn't
611 be neccessary unless you work on very high level maps.
612 And what fun is a magic resistance cloak when it has no effect? ]]>
613 </use>
614 <attribute arch="invisible" value="1" type="fixed" />
615 <attribute arch="no_drop" value="1" type="fixed" />
616 <attribute arch="sp" editor="short range spell" type="spell">
617 The monster will use the specified &lt;short range spell&gt;
618 when the player is within 6-square radius (of the
619 monster's head).
620 </attribute>
621 <attribute arch="hp" editor="long range spell" type="nz_spell">
622 The monster will use the specified &lt;long range spell&gt;
623 when the player is at least 6 squares away (from the
624 monster's head).
625
626 Setting a &lt;long range spell&gt; is optional. If unset, the
627 &lt;short range spell&gt; gets used all the time.
628 </attribute>
629 <attribute arch="maxsp" editor="importance" type="int">
630 Sometimes you'll want a monster to use one ability more than others.
631 To achieve this, set the &lt;importance&gt; to a value greater than
632 one. Abilities with this value zero/unset are counted to be of
633 &lt;importance&gt; one.
634
635 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
636 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
637 times the "small fireball".
638 </attribute>
639 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
640 This flag specifies whether the ability &lt;is magical&gt; in nature.
641 If enabled, all spells produced by this ability will have magic
642 attacktype added to the usual attacktypes.
643
644 This should always be set for spell-like abilities. "Natural"
645 abilities like a dragon's firebreath are an exception.
646 Note that non-magical abilities are more dangerous because
647 magic resistance does not protect from those.</attribute>
648 </type>
649
650 <!--####################################################################-->
651 <type number="18" name="Altar">
652 <ignore>
653 <ignore_list name="non_pickable" />
654 </ignore>
655 <description><![CDATA[
656 When a player puts a defined number of certain items on the altar,
657 then either a spell is casted (on the player) or a connector is
658 triggered. If the latter is the case, the altar works only once.
659 Either way, the sacrificed item disappears. ]]>
660 </description>
661 <attribute arch="no_pick" value="1" type="fixed" />
662 &move_on;
663 <attribute arch="slaying" editor="match item name" type="string">
664 This string specifies the item that must be put on the altar to
665 activate it. It can either be the name of an archetype, or directly
666 the name of an object. Yet, titles are not recognized by altars.
667 Remember to put a note somewhere, telling the player what he is
668 expected to drop on the altar. (Often this is put in the altar's
669 name: E.g. "drop 100 platinums")
670 </attribute>
671 <attribute arch="food" editor="drop amount" type="int">
672 The drop amount specifies the amount of items (specified
673 in &lt;match item name&gt;) that must be dropped to activate the altar.
674
675 If &lt;match item name&gt; is set to "money", then the value of the
676 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
677 200 silver, 20 gold, or 4 platinum will all work.)
678
679 Note that the maximum possible for &lt;drop amount&gt; is 32767.
680 </attribute>
681 <attribute arch="connected" editor="connection" type="int">
682 If a connection value is set, the altar will trigger all objects
683 with the same value, when activated. This will only work once.
684 </attribute>
685 <attribute arch="sp" editor="spell" type="spell">
686 When activated, the selected &lt;spell&gt; will be casted (once, on the
687 player). This should work for any given spell. The altar will work
688 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
689 one altar.
690 </attribute>
691 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
692 This text will be displayed to the player
693 in the exact moment when the altar is activated.
694 </attribute>
695 </type>
696
697 <!--####################################################################-->
698 <type number="31" name="Altar Trigger">
699 <ignore>
700 <ignore_list name="non_pickable" />
701 </ignore>
702 <description><![CDATA[
703 Altar_triggers work pretty much like normal altars
704 (drop sacrifice -> connection activated), except for the fact that
705 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
706 </description>
707 <use><![CDATA[
708 Altar_triggers are very useful if you want to charge a price for...
709 <UL>
710 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
711 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
712 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
713 </UL>
714 The big advantage over normal altars is the infinite usability
715 of altar_triggers! If there are ten players on one server, they're
716 quite grateful if things work more than once. =) ]]>
717 </use>
718 <attribute arch="no_pick" value="1" type="fixed" />
719 <attribute arch="slaying" editor="match item name" type="string">
720 This string specifies the item that must be put on the altar to
721 activate it. It can either be the name of an archetype, or directly
722 the name of an object. Yet, titles are not recognized by altars.
723 Remember to put a note somewhere, telling the player what he is
724 expected to drop on the altar. (Often this is put in the altar's
725 name: E.g. "drop 100 platinums")
726 </attribute>
727 <attribute arch="food" editor="drop amount" type="int">
728 The drop amount specifies the amount of items (specified
729 in &lt;match item name&gt;) that must be dropped to activate the altar.
730
731 If &lt;match item name&gt; is set to "money", then the value of the
732 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
733 200 silver, 20 gold, or 4 platinum will all work.)
734
735 Note that the maximum possible for &lt;drop amount&gt; is 32767.
736 </attribute>
737 <attribute arch="connected" editor="connection" type="int">
738 If a connection value is set, the altar will trigger all objects
739 with the same value, when activated. This will only work once.
740 </attribute>
741 <attribute arch="sp" editor="spell" type="spell">
742 When activated, this &lt;spell&gt; will be casted (once, on the player).
743 This should work for any given spell. The altar will work infinitely
744 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
745 </attribute>
746 <attribute arch="exp" editor="reset time" type="int">
747 Being activated, the altar will reset after &lt;reset time&gt; ticks.
748 After reset, the altar is ready to be activated once again.
749 The default &lt;reset time&gt; is 30.
750 </attribute>
751 <attribute arch="last_sp" editor="ignore reset" type="bool">
752 If this attribute is enabled, the altar_trigger won't push the
753 connected value by altar reset. Only ONCE by dropping the sacrifice.
754 This is typically used when the altar is connected to a creator,
755 e.g. for selling tickets.
756
757 If this attribute is disabled (default), the altar_trigger
758 will push the connected value TWICE per sacrifice: First by
759 dropping sacrifice, second by reset. This mode is typically
760 used for altars being connected to gates, resulting in the
761 gate being opened and closed again.
762 </attribute>
763 &move_on;
764 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
765 This text will be displayed to the player
766 in the exact moment when the altar is activated.
767 </attribute>
768 </type>
769
770 <!--####################################################################-->
771 <type number="39" name="Amulet">
772 <description><![CDATA[
773 Wearing an amulet, the object's stats will directly be inherited to
774 the player. Amulets are usually meant for protection and defense. ]]>
775 </description>
776 <use><![CDATA[
777 Feel free to create your own special artifacts. However, it is very
778 important that you keep your artifact in balance with existing maps. ]]>
779 </use>
780 <attribute arch="ac" editor="armour class" type="int">
781 This value defines the amount of armour-class bonus for wearing
782 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
783 values are better. It should usually be set only for armour-like equipment.
784 </attribute>
785 <attribute arch="wc" editor="weapon class" type="int">
786 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
787 melee attacks. Weapon class improves the chance of hitting the opponent.
788 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
789 be set only for weapon-like items. Lower values are better.
790 </attribute>
791 <attribute arch="item_power" editor="item power" type="int">
792 The &lt;item power&gt; value measures how "powerful" an artifact is.
793 Players will only be able to wear equipment with a certain total
794 amount of &lt;item power&gt;, depending on their own level. This is the
795 only way to prevent low level players to wear "undeserved" equipment
796 (like gifts from other players or cheated items).
797
798 It is very important to adjust the &lt;item power&gt; value carefully
799 for every artifact you create! If zero/unset, the CF server will
800 calculate a provisional value at runtime, but this is never
801 going to be an accurate measurement of &lt;item power&gt;.
802 </attribute>
803 <attribute arch="damned" editor="damnation" type="bool">
804 A damned piece of equipment cannot be unwielded unless the curse
805 is removed. Removing damnations is a tick harder than removing curses.
806 </attribute>
807 <attribute arch="cursed" editor="curse" type="bool">
808 A cursed piece of equipment cannot be unwielded
809 unless the curse is removed.
810 </attribute>
811 <attribute arch="lifesave" editor="save life" type="bool">
812 An item with this flag enabled will save the players life
813 for one time: When the player is wearing this item and his
814 health points reach zero, the item disappears, replenishing
815 half of the player's health.
816
817 An item with &lt;save life&gt; should not have
818 any decent additional bonuses!
819 </attribute>
820 <attribute arch="unique" editor="unique item" type="bool">
821 Unique items exist only one time on a server. If the item
822 is taken, lost or destroyed - it's gone for good.
823 </attribute>
824 <attribute arch="startequip" editor="godgiven item" type="bool">
825 A godgiven item vanishes as soon as the player
826 drops it to the ground.
827 </attribute>
828 <attribute arch="applied" editor="is applied" type="bool">
829 If you put this item into the inventory of a monster, and
830 you want the monster to use/wear the item - you must set
831 &lt;is applied&gt;.
832 Enabling this flag doesn't make any sense if the item
833 is NOT in a monster's inventory.
834 </attribute>
835 <section name="resistance">
836 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
837 This adds physical resistance to the item (= armour value). The number is
838 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
839 and what they require to do for getting this-and-that artifact.
840 </attribute>
841 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
842 This adds magic 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_fire" editor="resist fire %" 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_electricity" editor="resist electricity %" length="15" type="int">
852 This adds electricity resistance to the item. The number is a percent-value in
853 the range 0-100. Treat this with CARE. Look at other maps and what they
854 require to do for getting this-and-that artifact.
855 </attribute>
856 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
857 This adds fire 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_confusion" editor="resist confusion %" length="15" type="int">
862 This adds confusion resistance to the item. The number is a percent-value in
863 the range 0-100. Confusion resistance is not very effective
864 unless the value comes close to 100 (= perfect immunity).
865 </attribute>
866 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
867 This adds acid resistance to the item. The number is a percent-value in
868 the range 0-100. Treat this with CARE. Look at other maps and what they
869 require to do for getting this-and-that artifact.
870 </attribute>
871 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
872 This adds draining resistance to the item. The number is a percent-value
873 in the range 0-100. Draining resistance is little effective
874 unless the value is 100 (= perfect immunity).
875 </attribute>
876 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
877 This adds weaponmagic resistance to the item. The number is a percent-value in
878 the range 0-100. Weaponmagic resistance generally should not exist on
879 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
880 are not meant to be easily resisted.
881 </attribute>
882 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
883 This adds ghosthit resistance to the item. The number is a percent-value
884 in the range 0-100. Treat this with CARE. Look at other maps and what they
885 require to do for getting this-and-that artifact.
886 </attribute>
887 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
888 This adds poison resistance to the item. The number is a percent-value in
889 the range 0-100. Treat this with CARE. Look at other maps and what they
890 require to do for getting this-and-that artifact.
891 </attribute>
892 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
893 This adds fear resistance to the item. The number is a percent-value in
894 the range 0-100. Resistance to fear is pretty useless.
895 </attribute>
896 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
897 This adds paralyze resistance to the item. The number is a percent-value in
898 the range 0-100. Paralyze resistance is little effective
899 unless the value is 100 (= perfect immunity).
900 </attribute>
901 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
902 This adds fear resistance to the item. The number is a percent-value in
903 the range 0-100. Resistance to fear is pretty useless.
904 </attribute>
905 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
906 This adds depletion resistance to the item. The number is a percent-value
907 in the range 0-100. Depletion resistance is little effective
908 unless the value is 100 (= perfect immunity).
909 </attribute>
910 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
911 This adds death-attack resistance to the item. The number is a
912 percent-value in the range 0-100. Death-attack resistance is little
913 effective unless the value is 100 (= perfect immunity).
914 Generally, resistance to death-attack is not supposed to be
915 available to players!
916 </attribute>
917 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
918 This adds chaos resistance to the item. The number is a percent-value in
919 the range 0-100. Treat this with CARE. Look at other maps and what they
920 require to do for getting this-and-that artifact.
921 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
922 combination of other attacktypes.
923 </attribute>
924 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
925 This adds blinding resistance to the item. The number is a percent-value
926 in the range 0-100. Treat this with CARE. Look at other maps and what they
927 require to do for getting this-and-that artifact.
928 </attribute>
929 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
930 This adds holy power resistance to the item. The number is a percent-value
931 in the range 0-100. Holy power is the attacktype that holyword-type spells
932 use to hurt undead creatures. This kind of resistance is only reasonable
933 for undead players (wraith or devourer cult).
934 Generally, resistance to holy word should not be available for players.
935 </attribute>
936 </section>
937 <section name="stats">
938 <attribute arch="Str" editor="strength" type="int">
939 The player's strentgh will rise/fall by the given value
940 while wearing this piece of equipment.
941 </attribute>
942 <attribute arch="Dex" editor="dexterity" type="int">
943 The player's dexterity will rise/fall by the given value
944 while wearing this piece of equipment.
945 </attribute>
946 <attribute arch="Con" editor="constitution" type="int">
947 The player's constitution will rise/fall by the given value
948 while wearing this piece of equipment.
949 </attribute>
950 <attribute arch="Int" editor="intelligence" type="int">
951 The player's intelligence will rise/fall by the given value
952 while wearing this piece of equipment.
953 </attribute>
954 <attribute arch="Pow" editor="power" type="int">
955 The player's power will rise/fall by the given value
956 while wearing this piece of equipment.
957 </attribute>
958 <attribute arch="Wis" editor="wisdom" type="int">
959 The player's wisdom will rise/fall by the given value while
960 wearing this piece of equipment.
961 </attribute>
962 <attribute arch="Cha" editor="charisma" type="int">
963 The player's charisma will rise/fall by the given value
964 while wearing this piece of equipment.
965 </attribute>
966 </section>
967 <section name="misc">
968 <attribute arch="luck" editor="luck bonus" type="int">
969 With positive luck bonus, the player is more likely to
970 succeed in all sorts of things (spellcasting, praying,...).
971 Unless the &lt;luck bonus&gt; is very high, the effect will be
972 barely visible in-game. Luck bonus on one piece of equipment
973 should never exceed 3, and such bonus should not be too
974 frequently available.
975 </attribute>
976 <attribute arch="hp" editor="health regen." type="int">
977 Positive &lt;health regen.&gt; bonus speeds up the
978 player's healing process. Negative values slow it down.
979 </attribute>
980 <attribute arch="sp" editor="mana regen." type="int">
981 Positive &lt;mana regen.&gt; bonus speeds up the
982 player's mana regeneration. Negative values slow it down.
983 </attribute>
984 <attribute arch="grace" editor="grace regen." type="int">
985 Positive &lt;grace regen.&gt; bonus speeds up the
986 player's grace regeneration. Negative values slow it down.
987 Since grace can be regenerated rather easy with praying,
988 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
989 </attribute>
990 <attribute arch="food" editor="food bonus" type="int">
991 Positive &lt;food bonus&gt; slows down the player's digestion,
992 thus he consumes less food. Negative values speed it up.
993
994 Note that food is consumed not only for "being alive", but
995 also for healing and mana-regeneration.
996 &lt;food bonus&gt; only affects the amount of food consumed
997 for "being alive". Hence, even with high &lt;food bonus&gt;,
998 during a fight a player can run out of food quickly.
999 </attribute>
1000 <attribute arch="xrays" editor="xray vision" type="bool">
1001 Xray vision allows the player to see through obstacles
1002 in a two-square-wide radius. This is extremely helpful and
1003 desirable, so don't give it away for cheap on equipment.
1004 </attribute>
1005 <attribute arch="stealth" editor="stealth" type="bool">
1006 Stealth allows the player to move silently.
1007 This comes to effect if a player turns himself
1008 invisible and tries to sneak around monsters.
1009 (At least that was the idea behind it)
1010 </attribute>
1011 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1012 If a player is wearing any piece of equipment with
1013 the ability to &lt;reflect spells&gt;, all kinds of
1014 spell-bullets and -beams will bounce off him.
1015 This works only about 90% of all times, to
1016 avoid players being completely immune to certain
1017 types of attacks.
1018
1019 This is a very powerful ability and it
1020 shouldn't be handed out cheap!
1021 </attribute>
1022 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1023 If a player is wearing any piece of equipment with
1024 the ability to &lt;reflect missiles&gt;, all kinds of
1025 projectiles (e.g. arrows, bolts, boulders) will
1026 bounce off him. This works only about 90% of all
1027 times, to avoid players being completely immune to
1028 certain types of attacks.
1029 </attribute>
1030 &move_type;
1031 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1032 Click on the &lt;attuned paths&gt; button to select spellpaths.
1033 The player will get attuned to the specified spellpaths
1034 while wearing this item.
1035 </attribute>
1036 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1037 Click on the &lt;repelled paths&gt; button to select spellpaths.
1038 The player will get repelled to the specified spellpaths
1039 while wearing this item.
1040 </attribute>
1041 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1042 Click on the &lt;denied paths&gt; button to select spellpaths.
1043 The specified spellpaths will be denied to the player
1044 while wearing this item.
1045 </attribute>
1046 </section>
1047 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1048 This text describes the item's "story". Every decent artifact
1049 should have such a description.
1050 </attribute>
1051 </type>
1052
1053 <!--####################################################################-->
1054 <type number="58" name="Battleground">
1055 <ignore>
1056 <ignore_list name="non_pickable" />
1057 </ignore>
1058 <description><![CDATA[
1059 Battleground is very special: In short, players can die on battleground
1060 without any death penalties. They don't loose or gain experience
1061 while on battleground. Acid, draining and depletion effects don't
1062 work either.
1063 When a player dies on battleground, he gets teleported to an exit
1064 location which is defined in the battleground object. ]]>
1065 </description>
1066 <use><![CDATA[
1067 Battleground is only meant for player vs. player duels. You can
1068 design combat arenas similiar to the one in scorn.<br>
1069 What should NEVER be done is placing battleground tiles in
1070 open dungeons or other free kinds of land.
1071 It must not be possible to gain significant treasure for fighting
1072 on battleground, because it bears no risk.<br><br>
1073 (Battleground will cease to work when the image or name is changed,
1074 or when it is placed beneath another floor tile.
1075 This is not a bug, it is there to prevent any attempts of placing
1076 "hidden" battleground tiles anywhere.) ]]>
1077 </use>
1078 <attribute arch="no_pick" value="1" type="fixed" />
1079 <attribute arch="is_floor" value="1" type="fixed" />
1080 <attribute arch="hp" editor="destination X" type="int">
1081 The exit destinations define the (x, y)-coordinates where players
1082 get teleported after they died on this battleground.
1083 </attribute>
1084 <attribute arch="sp" editor="destination Y" type="int">
1085 The exit destinations define the (x, y)-coordinates where players
1086 get teleported after they died on this battleground.
1087 </attribute>
1088 </type>
1089
1090 <!--####################################################################-->
1091 <type number="165" name="Safe ground (CF+)">
1092 <ignore>
1093 <ignore_list name="non_pickable" />
1094 </ignore>
1095 <description><![CDATA[
1096 Safe ground is a special object that prevents any effects that might
1097 be harmful for the map, other players or items on the map.
1098 It blocks all magic and prayers, usage of alchemy, prevents potions
1099 from being used and blocks bombs from exploding. Note that altars that
1100 do cast spells still work.
1101 (This is a Crossfire+ feature, and might not work elsewhere)
1102 ]]>
1103 </description>
1104 <use><![CDATA[
1105 Safe ground can be used to prevents any means of burning
1106 or destroying the items in a shop. Put this object below all floor tiles
1107 in your map and your shop will be safe. It's generally useful for making
1108 areas where really no kind of spell should be invoked by a player.
1109 ]]>
1110 </use>
1111 <attribute arch="no_pick" value="1" type="fixed" />
1112 </type>
1113
1114 <!--####################################################################-->
1115 <type number="8" name="Book">
1116 <description><![CDATA[
1117 Applying a book, the containing message is displayed to the player. ]]>
1118 </description>
1119 <attribute arch="level" editor="literacy level" type="int">
1120 If this value is set to be greater than zero, the player needs a
1121 certain literacy level to succeed reading the book. The book can be
1122 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1123 book can be a nice idea, personally I like it when a player needs
1124 more than his fighting skills to solve a quest. However, keep the
1125 booklevel at least below 15 because it is quite hard to gain high
1126 mental levels.
1127 </attribute>
1128 <attribute arch="startequip" editor="godgiven item" type="bool">
1129 A godgiven item vanishes as soon as the player
1130 drops it to the ground.
1131 </attribute>
1132 <attribute arch="unique" editor="unique item" type="bool">
1133 Unique items exist only one time on a server. If the item
1134 is taken, lost or destroyed - it's gone for good.
1135 </attribute>
1136 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1137 This is the text that appears "written" in the book.
1138 </attribute>
1139 <attribute arch="slaying" editor="key string" type="string">
1140 This is the key string of the book. The key string is checked by an inventory checker.
1141 (This is used eg. for the gate/port passes in scorn)
1142 </attribute>
1143 </type>
1144
1145 <!--####################################################################-->
1146 <type number="99" name="Boots">
1147 <import_type name="Amulet" />
1148 <description><![CDATA[
1149 Wearing boots, the object's stats will directly be inherited to
1150 the player. Usually enhancing his speed, or granting some minor
1151 protection bonus. ]]>
1152 </description>
1153 <use><![CDATA[
1154 Feel free to create your own special artifacts. However, it is very
1155 important that you keep your artifact in balance with existing maps. ]]>
1156 </use>
1157 <attribute arch="exp" editor="speed bonus" type="int">
1158 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1159 while worn. This kind of bonus is quite desirable for players of low-
1160 and medium level. High level players usually have fastest possible
1161 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1162 Still, this bonus is good for nice artifacts - not everything has
1163 to be for highest level.
1164 </attribute>
1165 <attribute arch="magic" editor="magic bonus" type="int">
1166 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1167 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1168 than direct armour-class bonus on the boots.
1169
1170 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1171 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1172 </attribute>
1173 </type>
1174
1175 <!--####################################################################-->
1176 <type number="104" name="Bracers">
1177 <import_type name="Amulet" />
1178 <description><![CDATA[
1179 Bracers are armour-plates worn around the wrists.
1180 Wearing bracer, the object's stats will directly be inherited to
1181 the player. Usually enhancing his defense. ]]>
1182 </description>
1183 <use><![CDATA[
1184 Feel free to create your own special artifacts. However, it is very
1185 important that you keep your artifact in balance with existing maps. ]]>
1186 </use>
1187 <attribute arch="magic" editor="magic bonus" type="int">
1188 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1189 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1190 than direct armour-class bonus on the bracers.
1191 </attribute>
1192 </type>
1193
1194 <!--####################################################################-->
1195 <type number="16" name="Brestplate Armour">
1196 <import_type name="Amulet" />
1197 <description><![CDATA[
1198 Wearing an armour, the object's stats will directly be inherited to
1199 the player. Usually enhancing his defense. ]]>
1200 </description>
1201 <use><![CDATA[
1202 Feel free to create your own special artifacts. However, it is very
1203 important that you keep your artifact in balance with existing maps. ]]>
1204 </use>
1205 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1206 This poses a penalty to spell regeneration speed, for wearing the armour.
1207 The bigger the spellpoint penalty, the worse.
1208 </attribute>
1209 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1210 Slowdown penalty reduces the player's walking speed when wearing the
1211 armour. Bigger values are worse - zero is best.
1212 </attribute>
1213 <attribute arch="magic" editor="magic bonus" type="int">
1214 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1215 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1216 than direct armour-class bonus on the armour.
1217 </attribute>
1218 </type>
1219
1220 <!--####################################################################-->
1221 <type number="92" name="Button">
1222 <ignore>
1223 <ignore_list name="non_pickable" />
1224 </ignore>
1225 <description><![CDATA[
1226 When a predefined amount of weigh is placed on a button, the
1227 &lt;connection&gt; value is triggered. In most cases this happens when a
1228 player or monster steps on it. When the button is "released", the
1229 &lt;connection&gt; value get's triggered a second time. ]]>
1230 </description>
1231 &move_on;
1232 &move_off;
1233 <attribute arch="no_pick" value="1" type="fixed" />
1234 <attribute arch="weight" editor="press weight" type="int">
1235 The button is pressed (triggered), as soon as
1236 &lt;press weigh&gt; gram are placed ontop of it.
1237 </attribute>
1238 <attribute arch="connected" editor="connection" type="int">
1239 Every time the button is pressed or released, all objects
1240 with the same &lt;connection&gt; value are activated.
1241 </attribute>
1242 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1243 This text may describe the item. You can use this
1244 message to explain the button's purpose to the player.
1245 </attribute>
1246 </type>
1247
1248 <!--####################################################################-->
1249 <type number="30" name="Button Trigger">
1250 <import_type name="Button" />
1251 <ignore>
1252 <ignore_list name="non_pickable" />
1253 </ignore>
1254 <description><![CDATA[
1255 Handle buttons are buttons which reset after a short period
1256 of time. Every time it is either applied or reset, the
1257 &lt;connection&gt; value is triggered. ]]>
1258 </description>
1259 </type>
1260
1261 <!--####################################################################-->
1262 <type number="37" name="Class Changer">
1263 <ignore>
1264 <ignore_list name="non_pickable" />
1265 </ignore>
1266 <description><![CDATA[
1267 Class changer are used while creating a character. ]]>
1268 </description>
1269 <attribute arch="randomitems" editor="class items" type="treasurelist">
1270 This entry determines which initial items the character receives.
1271 </attribute>
1272 <section name="stats">
1273 <attribute arch="Str" editor="strength" type="int">
1274 The player's strength will rise by the given value if he chooses this
1275 class. (Negative values make strength fall)
1276 </attribute>
1277 <attribute arch="Dex" editor="dexterity" type="int">
1278 The player's dexterity will rise by the given value if he chooses this
1279 class. (Negative values make dexterity fall)
1280 </attribute>
1281 <attribute arch="Con" editor="constitution" type="int">
1282 The player's constitution will rise by the given value if he chooses this
1283 class. (Negative values make constitution fall)
1284 </attribute>
1285 <attribute arch="Int" editor="intelligence" type="int">
1286 The player's intelligence will rise by the given value if he chooses this
1287 class. (Negative values make intelligence fall)
1288 </attribute>
1289 <attribute arch="Pow" editor="power" type="int">
1290 The player's power will rise by the given value if he chooses this
1291 class. (Negative values make power fall)
1292 </attribute>
1293 <attribute arch="Wis" editor="wisdom" type="int">
1294 The player's wisdom will rise by the given value if he chooses this
1295 class. (Negative values make wisdom fall)
1296 </attribute>
1297 <attribute arch="Cha" editor="charisma" type="int">
1298 The player's charisma will rise by the given value if he chooses this
1299 class. (Negative values make charisma fall)
1300 </attribute>
1301 </section>
1302 </type>
1303
1304 <!--####################################################################-->
1305 <type number="87" name="Cloak">
1306 <import_type name="Amulet" />
1307 <description><![CDATA[
1308 Wearing a cloak, the object's stats will directly be inherited to
1309 the player. Cloaks usually add minor &lt;armour class&gt; and
1310 sometimes a bit of resistance. ]]>
1311 </description>
1312 <use><![CDATA[
1313 Feel free to create your own special artifacts. However, it is very
1314 important that you keep your artifact in balance with existing maps. ]]>
1315 </use>
1316 <attribute arch="magic" editor="magic bonus" type="int">
1317 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1318 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1319 than direct armour-class bonus on the cloak.
1320
1321 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1322 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1323 </attribute>
1324 </type>
1325
1326 <!--####################################################################-->
1327 <type number="9" name="Clock">
1328 <description><![CDATA[
1329 Applying a clock, the time is displayed to the player. ]]>
1330 </description>
1331 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1332 This text may describe the item
1333 </attribute>
1334 </type>
1335
1336 <!--####################################################################-->
1337 <type number="122" name="Container">
1338 <description><![CDATA[
1339 A player can put (certain kinds of) items in the container.
1340 The overall weight of items is reduced when put inside a
1341 container, depending on the settings.
1342 <br><br>
1343 A special feature of containers is the "cauldron",
1344 capable of mixing alchemical receipes. ]]>
1345 </description>
1346 <use><![CDATA[
1347 Note on chests - There are two types of chests:
1348 <UL>
1349 <LI> First the random treasure chests - Those are NOT containers
1350 (but object type Treasure), they create random treasures when
1351 applied. Archetype name is "chest".
1352 <LI> Second there are the permanent chests - Those are containers,
1353 they can be opened and closed again. Archetype name is "chest_2".
1354 </UL> ]]>
1355 </use>
1356 <attribute arch="race" editor="container class" type="string">
1357 If set, the container will hold only certain types of objects.
1358 Possible choices for &lt;container class&gt; are: "gold and jewels",
1359 "arrows" and "keys".
1360
1361 Unfortunately it is not easy to create new container
1362 classes, because items need a matching counterpiece-attribute
1363 to the &lt;container class&gt; before they can be put inside a
1364 container. This attribute ("race") is set only for the existing
1365 container classes.
1366 </attribute>
1367 <attribute arch="slaying" editor="key string" type="string">
1368 If &lt;key string&gt; is set, only players with a special key
1369 of matching &lt;key string&gt; are able to open the container.
1370 </attribute>
1371 <attribute arch="container" editor="maximum weight" type="int">
1372 The container can hold a maximum total weight of the given value
1373 in gram. Note that this weight limit is calculated *after* the
1374 weight reduction (&lt;reduce weight&gt;) has been applied.
1375 </attribute>
1376 <attribute arch="Str" editor="reduce weight %" type="int">
1377 This value determines how much the weight of items is reduced in
1378 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1379 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1380 Most default values are in the range of ten.
1381 </attribute>
1382 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1383 If set, the container can be used as alchemy-cauldron.
1384 The player can put ingredients inside, close it, cast alchemy
1385 and if his formulae is true, he'll get what he longed for.
1386 </attribute>
1387 <attribute arch="unique" editor="unique item" type="bool">
1388 Unique items exist only one time on a server. If the item
1389 is taken, lost or destroyed - it's gone for good.
1390 All contents of a unique container are unique as well.
1391 </attribute>
1392 <attribute arch="startequip" editor="godgiven item" type="bool">
1393 A godgiven item vanishes as soon as the player
1394 drops it to the ground.
1395 </attribute>
1396 <attribute arch="other_arch" editor="animation arch" type="string">
1397 This is used for a certain kind of... "animation" when
1398 opening the container. Stick to the default arches here
1399 and you won't get into trouble.
1400 </attribute>
1401 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1402 This text may contain a description of the container.
1403 </attribute>
1404 </type>
1405
1406 <!--####################################################################-->
1407 <type number="103" name="Converter">
1408 <ignore>
1409 <attribute arch="value" />
1410 <attribute arch="nrof" />
1411 <attribute arch="name_pl" />
1412 <attribute arch="no_pick" />
1413 <attribute arch="unpaid" />
1414 <attribute arch="title" />
1415 </ignore>
1416 <description><![CDATA[
1417 Converters are like "exchange tables". When the player drops a
1418 specific type of items, they get converted into other items, at a
1419 predefined exchange-ratio. ]]>
1420 </description>
1421 <use><![CDATA[
1422 Converters are better than shopping with doormats, because the
1423 converters never get sold out. For some items like food or jewels
1424 those "exchange tables" are really nice, while for the more important
1425 stuff like potions converters should not exist.
1426 <br><br>
1427 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1428 items on a converter, the stuff you get must be of equal or lesser
1429 value than before! (Except if you are using "rare" items like
1430 dragonscales for payment). The code will not check if your ratio is
1431 sane, so the player could gain infinite wealth by using your converter. ]]>
1432 </use>
1433 <attribute arch="no_pick" value="1" type="fixed" />
1434 <attribute arch="slaying" editor="cost arch" type="string">
1435 &lt;cost arch&gt; is the name of the archetype the player has to
1436 put on the converter, as payment.
1437 </attribute>
1438 <attribute arch="food" editor="cost number" type="int">
1439 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1440 on the converter, in order to get &lt;receive number&gt; items
1441 of &lt;receive arch&gt;.
1442 </attribute>
1443 <attribute arch="other_arch" editor="receive arch" type="string">
1444 &lt;receive arch&gt; is the name of the archetype to convert into.
1445 This field is ignored if the converter has items in inventory. In this
1446 case one of the inventory items is duplicated. The duplicated item is
1447 randomly chosen from all items present.
1448 </attribute>
1449 <attribute arch="sp" editor="receive number" type="int">
1450 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1451 on the converter, in order to get &lt;receive number&gt; items
1452 of &lt;receive arch&gt;.
1453 </attribute>
1454 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1455 This text may contain a description of the converter.
1456 </attribute>
1457 </type>
1458
1459 <!--####################################################################-->
1460 <type number="42" name="Creator">
1461 <ignore>
1462 <ignore_list name="system_object" />
1463 </ignore>
1464 <description><![CDATA[
1465 A creator is an object which creates another object when it
1466 is triggered. The child object can be anything. Creators are
1467 VERY useful for all kinds of map-mechanisms. They can even
1468 periodically create things. ]]>
1469 </description>
1470 <use><![CDATA[
1471 Don't hesitate to hide your creators under the floor.
1472 The created items will still always appear ontop of the floor. ]]>
1473 </use>
1474 <attribute arch="no_pick" value="1" type="fixed" />
1475 <attribute arch="other_arch" editor="create arch" type="string">
1476 This string defines the object that will be created.
1477 You can choose any of the existing arches.
1478 This field is ignored if the creator has items in inventory. In this case
1479 one of the inventory items is duplicated. The duplicated item is randomly
1480 chosen from all items present.
1481 </attribute>
1482 <attribute arch="connected" editor="connection" type="int">
1483 Whenever the connection value is activated,
1484 the creator gets triggered.
1485 </attribute>
1486 &activate_on;
1487 <attribute arch="lifesave" editor="infinit uses" type="bool">
1488 If &lt;infinit uses&gt; is set, the creator will work
1489 infinitely, regardless of the value in &lt;number of uses&gt;.
1490 </attribute>
1491 <attribute arch="speed" editor="speed" type="float">
1492 When this field is set the creator will periodically create stuff
1493 (and will still do so when the connection is triggered).
1494 A value of 1 means roughly 8 times a second.
1495 </attribute>
1496 <attribute arch="hp" editor="number of uses" type="int">
1497 The creator can be triggered &lt;number of uses&gt; times, thus
1498 creating that many objects, before it dissappears.
1499 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1500 </attribute>
1501 <attribute arch="slaying" editor="name of creation" type="string">
1502 The created object will bear the name and title specified in &lt;name of
1503 creation&gt;. If nothing is set, the standard name and title of the
1504 archetype is used.
1505 </attribute>
1506 <attribute arch="level" editor="level of creation" type="int">
1507 The created object will be of that level. If zero/unset,
1508 the standard level of the archetype is used.
1509 </attribute>
1510 </type>
1511
1512 <!--####################################################################-->
1513 <type number="51" name="Detector">
1514 <ignore>
1515 <ignore_list name="system_object" />
1516 </ignore>
1517 <description><![CDATA[
1518 Detectors work quite much like inv. checkers/pedestals: If the detector
1519 finds a specific object, it toggles its connected value.
1520 <br><br>
1521 What is "unique" about them, compared to inv. checkers/ pedestals?
1522 - First, detectors check their square for a match periodically, not
1523 instantly. Second, detectors check directly for object names. Third,
1524 detectors do not check the inventory of players/monsters. ]]>
1525 </description>
1526 <use><![CDATA[
1527 There is one major speciality about detectors: You can detect spells
1528 blown over a detector! To detect a lighting bolt for example, set
1529 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1530 walls, this can be very useful for map-mechanisms. ]]>
1531 </use>
1532 <attribute arch="no_pick" value="1" type="fixed" />
1533 <attribute arch="slaying" editor="match name" type="string">
1534 &lt;match name&gt; specifies the name of the object we are looking for.
1535 Actually it does also check for the &lt;key string&gt; in key-objects,
1536 but for this case inventory checkers are often more powerful to use.
1537 </attribute>
1538 <attribute arch="connected" editor="connection" type="int">
1539 When the detector is triggered, all objects with the same
1540 connection value get activated.
1541 </attribute>
1542 <attribute arch="speed" editor="detection speed" type="float">
1543 This value defines the time between two detector-checks.
1544 If you want the detector to behave almost like pedestals/buttons,
1545 set speed rather high, like &lt;detection speed&gt; 1.0.
1546 </attribute>
1547 &speed_left;
1548 <attribute arch="speed_left" editor="speed left" type="float">
1549 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1550 If it is larger than 0, the detector checks, and the speed is decremented
1551 by 1.
1552 </attribute>
1553 </type>
1554
1555 <!--####################################################################-->
1556 <type number="112" name="Director">
1557 <ignore>
1558 <ignore_list name="non_pickable" />
1559 </ignore>
1560 <description><![CDATA[
1561 Directors change the direction of spell objects and other projectiles
1562 that fly past. Unlike spinners, directors always move objects in the
1563 same direction. It does not make a difference from what angle you
1564 shoot into it.<br>
1565 Directors are visible per default. ]]>
1566 </description>
1567 <use><![CDATA[
1568 Directors are rarely used in maps. Sometimes they are placed to
1569 change the direction of spells coming out of magic walls,
1570 "channeling" spell-projectiles in some direction. When doing this,
1571 <B>never place directors facing each other with magic walls fireing
1572 into them!</B> The spell-projectiles bouncing between the directors
1573 would accumulate to huge numbers and at some point slow down the
1574 server by eating memory- and CPU-time.
1575 <br><br>
1576 You'd better not place directors in monster vs. player combat
1577 areas too much, because that freaks out wizard-type players. ]]>
1578 </use>
1579 <attribute arch="sp" editor="direction" type="list_direction">
1580 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1581 A director with direction &lt;none&gt; simply stops projectiles.
1582 (The latter works out a bit strange for some spells).
1583 </attribute>
1584 &move_on;
1585 </type>
1586
1587 <!--####################################################################-->
1588 <type number="158" name="Disease">
1589 <ignore>
1590 <ignore_list name="system_object" />
1591 </ignore>
1592 <description><![CDATA[
1593 Diseases are an intersting form of spellcraft in Crossfire.
1594 Once casted, they can spread out and infect creatures in a large
1595 area. Being infected can have various effects, from amusing farts
1596 to horrible damage - almost everything is possible. ]]>
1597 </description>
1598 <use><![CDATA[
1599 Diseases are extremely flexible and usable in a many ways.
1600 So far they are mostly used for causing bad, unwanted effects.
1601 You could just as well create a disease which helps the player
1602 (recharging mana for example).
1603 Infection with a "positive disease" could even be a quest reward. ]]>
1604 </use>
1605 <attribute arch="invisible" value="1" type="fixed" />
1606 <attribute arch="level" editor="plaque level" type="int">
1607 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1608 This mainly reflects in the &lt;damage&gt;. It has no effect on
1609 most other symptoms. Neverthless, it is a very important value for
1610 all damage-inflicting diseases.
1611 </attribute>
1612 <attribute arch="race" editor="infect race" type="string">
1613 The disease will only infect creatures of the specified &lt;race&gt;.
1614 "&lt;race&gt; *" means every creature can be infected.
1615 </attribute>
1616 <attribute arch="ac" editor="progressiveness" type="int">
1617 Every time the disease "moves" the severity of the symptoms are increased
1618 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1619 </attribute>
1620 <section name="spreading">
1621 <attribute arch="wc" editor="infectiosness" type="int">
1622 The &lt;infectiosness&gt; defines the chance of new creatures getting
1623 infected. If you set this too high, the disease is very likely to
1624 be too effective.
1625
1626 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1627 </attribute>
1628 <attribute arch="last_grace" editor="attenuation" type="int">
1629 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1630 everytime it infects someone new. This limits how many generations
1631 a disease can propagate.
1632 </attribute>
1633 <attribute arch="magic" editor="infection range" type="int">
1634 &lt;infection range&gt; sets the range at which infection may occur.
1635 If positive, the &lt;infection range&gt; is level dependant - If negative,
1636 it is not:
1637 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1638 six square range, and &lt;plaque level&gt; doesn't modify that.
1639 </attribute>
1640 <attribute arch="maxhp" editor="persistence" type="int">
1641 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1642 The disease can "move" &lt;persistence&gt; times outside a host before it
1643 vanishes. A negative value means the disease lasts for permanent
1644 (which is only recommended to use in maps without monsters).
1645 </attribute>
1646 <attribute arch="maxgrace" editor="curing duration" type="int">
1647 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1648 (Assuming the host survives and doesn't use a curing spell).
1649 After this period the disease is naturally cured, which provides the
1650 host with immunity from this particular disease of lower or equal level.
1651
1652 A negative value means the disease can never be cured naturally.
1653
1654 Note that this value can be further modulated by spell-parameters,
1655 if the disease is registered as spell in the code. Due to that,
1656 most default diseases take a lot longer to cure than it seems.
1657 </attribute>
1658 <attribute arch="speed" editor="moving speed" type="float">
1659 The &lt;speed&gt; of the disease determines how fast the disease will
1660 "move", thus how fast the symptoms strike the host.
1661 </attribute>
1662 &speed_left;
1663 </section>
1664 <section name="symptoms">
1665 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1666 The disease will attack the host with the given &lt;attacktype&gt;.
1667 Godpower attacktype is commonly used for "unresistable" diseases.
1668 </attribute>
1669 <attribute arch="dam" editor="damage" type="int">
1670 A disease with a positive &lt;damage&gt; value will strike the player for that
1671 amount of damage every time the symptoms occur.
1672 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1673 the player's health is reduced by 10% every time the symptoms strike.
1674
1675 Diseases with %-based damage can be dangerous - but not deadly -
1676 for players of all levels.
1677 </attribute>
1678 <attribute arch="other_arch" editor="create arch" type="string">
1679 If set, the specified arch is created and dropped every time the
1680 symptoms strike.
1681
1682 This can be various things: farts, body pieces, eggs ...
1683 Even monsters can be created that way. You could also make a
1684 disease where some exotic stuff like money/gems is created.
1685 </attribute>
1686 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1687 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1688 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1689 </attribute>
1690 <attribute arch="exp" editor="exp. for curing" type="int">
1691 When the player manages to cure this disease (with a curing spell),
1692 he is awarded with &lt;exp. for curing&gt; experience.
1693 </attribute>
1694 <attribute arch="maxsp" editor="mana depletion" type="int">
1695 Every time the disease "moves", the player's mana is
1696 reduced by the value of &lt;mana depletion&gt;.
1697 For negative values, a %-based amount is taken.
1698 </attribute>
1699 <attribute arch="last_eat" editor="food depletion" type="int">
1700 Every time the disease "moves", the player's food is
1701 reduced by the value of &lt;food depletion&gt;.
1702 For negative values, a %-based amount is taken.
1703 </attribute>
1704 <attribute arch="hp" editor="health regen." type="int">
1705 This value increases the player's healing rate.
1706 Negative values decrease it.
1707 </attribute>
1708 <attribute arch="sp" editor="mana regen." type="int">
1709 This value increases the player's rate of mana regeneration.
1710 Negative values decrease it.
1711 </attribute>
1712 </section>
1713 <section name="disability">
1714 <attribute arch="Str" editor="strength" type="int">
1715 The player's strength will rise by the given value
1716 while being infected. (Negative values make strength fall)
1717 </attribute>
1718 <attribute arch="Dex" editor="dexterity" type="int">
1719 The player's dexterity will rise by the given value
1720 while being infected. (Negative values make dexterity fall)
1721 </attribute>
1722 <attribute arch="Con" editor="constitution" type="int">
1723 The player's constitution will rise by the given value
1724 while being infected. (Negative values make constitution fall)
1725 </attribute>
1726 <attribute arch="Int" editor="intelligence" type="int">
1727 The player's intelligence will rise by the given value
1728 while being infected. (Negative values make intelligence fall)
1729 </attribute>
1730 <attribute arch="Pow" editor="power" type="int">
1731 The player's power will rise by the given value
1732 while being infected. (Negative values make power fall)
1733 </attribute>
1734 <attribute arch="Wis" editor="wisdom" type="int">
1735 The player's wisdom will rise by the given value
1736 while being infected. (Negative values make wisdom fall)
1737 </attribute>
1738 <attribute arch="Cha" editor="charisma" type="int">
1739 The player's charisma will rise by the given value
1740 while being infected. (Negative values make charisma fall)
1741 </attribute>
1742 </section>
1743 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1744 This text is displayed to the player every time the
1745 symptoms strike.
1746 </attribute>
1747 </type>
1748
1749 <!--####################################################################-->
1750 <type number="23" name="Door">
1751 <ignore>
1752 <ignore_list name="non_pickable" />
1753 </ignore>
1754 <description><![CDATA[
1755 A door can be opened with a normal key. It also can be broken by attacking
1756 it, and it can be defeated with the lockpicking skill. If a door is
1757 defeated, horizontally and vertically adjacent doors are automatically
1758 removed. ]]>
1759 </description>
1760 <attribute arch="no_pick" value="1" type="fixed" />
1761 <attribute arch="alive" value="1" type="fixed" />
1762 &movement_types_terrain;
1763 <attribute arch="hp" editor="hitpoints" type="int">
1764 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1765 </attribute>
1766 <attribute arch="ac" editor="armour class" type="int">
1767 Doors of high &lt;armour class&gt; are less likely to get hit.
1768 &lt;armour class&gt; can be considered the "counterpiece" to
1769 &lt;weapon class&gt;.
1770 </attribute>
1771 <attribute arch="other_arch" editor="drop arch" type="string">
1772 This string defines the object that will be created when the door was
1773 defeated.
1774 </attribute>
1775 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1776 This entry determines what kind of traps will appear in the door.
1777 </attribute>
1778 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1779 Set this flag to move treasure items created into the environment (map)
1780 instead of putting them into the object.
1781 </attribute>
1782 </type>
1783
1784 <!--####################################################################-->
1785 <type number="83" name="Duplicator">
1786 <ignore>
1787 <ignore_list name="system_object" />
1788 </ignore>
1789 <description><![CDATA[
1790 When activated, a duplicator can duplicate, multiply or destroy a pile of
1791 objects which lies somewhere on top of the duplicator.
1792 The duplicator has one arch name specified as &lt;target arch&gt;,
1793 and only objects of this archetype can be affected.<br>
1794 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1795 If the latter is set to zero, it will destroy objects. ]]>
1796 </description>
1797 <use><![CDATA[
1798 I hope it is clear that one must be very cautious when inserting a duplicator
1799 anywhere with &lt;multiply factor&gt; greater than one.
1800 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1801 It is <b>not acceptable</b> to allow duplication of anything other than
1802 coins, gold and jewels. Besides, it is very important that the chance to
1803 loose the input matches the chance to earn winnings.<br>
1804 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1805 loosing rate of 2/3 = 67%. ]]>
1806 </use>
1807 <attribute arch="other_arch" editor="target arch" type="string">
1808 Only objects of matching archtype, lying ontop of the duplicator will be
1809 duplicated, multiplied or removed. All other objects will be ignored.
1810 </attribute>
1811 <attribute arch="level" editor="multiply factor" type="int">
1812 The number of items in the target pile will be multiplied by the
1813 &lt;multiply factor&gt;. If it is set to zero, all target objects
1814 will be destroyed.
1815 </attribute>
1816 <attribute arch="connected" editor="connection" type="int">
1817 An activator (lever, altar, button, etc) with matching connection value
1818 is able to trigger this duplicator. Be very careful that players cannot
1819 abuse it to create endless amounts of money or other valuable stuff!
1820 </attribute>
1821 &activate_on;
1822 </type>
1823
1824 <!--####################################################################-->
1825 <type number="66" name="Exit">
1826 <ignore>
1827 <ignore_list name="non_pickable" />
1828 </ignore>
1829 <description><![CDATA[
1830 When the player applies an exit, he is transferred to a different location.
1831 (Monsters cannot use exits.) Depending on how it is set, the player applies
1832 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1833 the exit. ]]>
1834 </description>
1835 <use><![CDATA[
1836 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1837 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1838 detected with the show_invisible spell.
1839 <br><br>
1840 You can be quite creative with the outlook of secret exits (their "face").
1841 Don't forget to give the player relyable hints about them though. ]]>
1842 </use>
1843 <attribute arch="slaying" editor="exit path" type="string">
1844 The exit path defines the map that the player is transferred to.
1845 You can enter an absolute path, beginning with '/' (for example
1846 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1847 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1848 relative path "Fire1"). Use relative paths whenever possible! Note that
1849 upper/lower case must always be set correctly. However, please use lower
1850 case only.
1851 It is well possible to have an exit pointing to the same map that the exit
1852 is on. If slaying is not set in an exit, the player will see a message like
1853 "the exit is closed".
1854 </attribute>
1855 <attribute arch="hp" editor="destination X" type="int">
1856 The exit destinations define the (x, y)-coordinates where the exit
1857 leads to.
1858 If both are set to zero, the player will be transferred to the "default
1859 enter location" of the destined map. The latter can be set in the map-
1860 properties as "Enter X/Y". Though, please DO NOT use that.
1861 It turned out to be a source for numerous map-bugs.
1862 </attribute>
1863 <attribute arch="sp" editor="destination Y" type="int">
1864 The exit destinations define the (x, y)-coordinates where the exit
1865 leads to.
1866 If both are set to zero, the player will be transferred to the "default
1867 enter location" of the destined map. The latter can be set in the map-
1868 properties as "Enter X/Y". Though, please DO NOT use that.
1869 It turned out to be a source for numerous map-bugs.
1870 </attribute>
1871 &move_on;
1872 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1873 If set, this message will be displayed to the player when he applies the exit.
1874 This is quite useful to throw in some "role-play feeling": "As you enter the
1875 dark cave you hear the sound of rustling dragonscales...". Well, my english
1876 is poor, but you get the point. =)
1877 </attribute>
1878 <attribute arch="damned" editor="set savebed" type="bool">
1879 If set, then players using this exit will have their savebed position
1880 set to the destination of the exit when passing through.
1881 </attribute>
1882 </type>
1883
1884 <!--####################################################################-->
1885 <type number="72" name="Flesh">
1886 <description><![CDATA[
1887 Just like with food, the player can fill his stomache and gain a
1888 little health by eating flesh-objects. <br>
1889 For dragon players, flesh plays a very special role though: If the
1890 flesh has resistances set, a dragon player has a chance to gain resistance in
1891 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1892 Don't forget that flesh items with resistances have to be balanced
1893 according to map/monster difficulty. ]]>
1894 </description>
1895 <use><![CDATA[
1896 For dragon players, flesh items can be highly valuable. Note that many
1897 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1898 These flesh items "inherit" resistances and level from the monster they belong to.
1899 When you add special flesh items to the inventory of a monster, this is
1900 not the case - so you have to set it manually.
1901 <br><br>
1902 Generally adding special flesh-treaties for dragon players is a great thing
1903 to do. Always consider that dragon players might really not be interested
1904 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1905 out on the reward completely. ]]>
1906 </use>
1907 <attribute arch="food" editor="foodpoints" type="int">
1908 The player's stomache will get filled with this amount of foodpoints.
1909 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1910 </attribute>
1911 <attribute arch="level" editor="flesh level" type="int">
1912 The &lt;flesh level&gt; is not visible to the players and it affects only
1913 dragon players. Normally this value reflects the level of the monster
1914 from which the flesh item originates.
1915 Dragon players always search for flesh of highest level possible,
1916 because it bears the best chance to gain high resistances.
1917 </attribute>
1918 <attribute arch="startequip" editor="godgiven item" type="bool">
1919 A godgiven item vanishes as soon as the player
1920 drops it to the ground.
1921 </attribute>
1922 <section name="resistance">
1923 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1924 Resistances on flesh items make them more durable against spellcraft
1925 of the appropriate kind. It also allows dragon players to eventually gain
1926 resistance by eating it. Usually resistance should only be set for flesh
1927 items in a monster's inventory.
1928 </attribute>
1929 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1930 Resistances on flesh items make them more durable against spellcraft
1931 of the appropriate kind. It also allows dragon players to eventually gain
1932 resistance by eating it. Usually resistance should only be set for flesh
1933 items in a monster's inventory.
1934 </attribute>
1935 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1936 Resistances on flesh items make them more durable against spellcraft
1937 of the appropriate kind. It also allows dragon players to eventually gain
1938 resistance by eating it. Usually resistance should only be set for flesh
1939 items in a monster's inventory.
1940 </attribute>
1941 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1942 Resistances on flesh items make them more durable against spellcraft
1943 of the appropriate kind. It also allows dragon players to eventually gain
1944 resistance by eating it. Usually resistance should only be set for flesh
1945 items in a monster's inventory.
1946 </attribute>
1947 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1948 Resistances on flesh items make them more durable against spellcraft
1949 of the appropriate kind. It also allows dragon players to eventually gain
1950 resistance by eating it. Usually resistance should only be set for flesh
1951 items in a monster's inventory.
1952 </attribute>
1953 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1954 Resistances on flesh items make them more durable against spellcraft
1955 of the appropriate kind. It also allows dragon players to eventually gain
1956 resistance by eating it. Usually resistance should only be set for flesh
1957 items in a monster's inventory.
1958 </attribute>
1959 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1960 Resistances on flesh items make them more durable against spellcraft
1961 of the appropriate kind. It also allows dragon players to eventually gain
1962 resistance by eating it. Usually resistance should only be set for flesh
1963 items in a monster's inventory.
1964 </attribute>
1965 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1966 Resistances on flesh items make them more durable against spellcraft
1967 of the appropriate kind. It also allows dragon players to eventually gain
1968 resistance by eating it. Usually resistance should only be set for flesh
1969 items in a monster's inventory.
1970 </attribute>
1971 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1972 Resistances on flesh items make them more durable against spellcraft
1973 of the appropriate kind. It also allows dragon players to eventually gain
1974 resistance by eating it. Usually resistance should only be set for flesh
1975 items in a monster's inventory.
1976 </attribute>
1977 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1978 Resistances on flesh items make them more durable against spellcraft
1979 of the appropriate kind. It also allows dragon players to eventually gain
1980 resistance by eating it. Usually resistance should only be set for flesh
1981 items in a monster's inventory.
1982 </attribute>
1983 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1984 Resistances on flesh items make them more durable against spellcraft
1985 of the appropriate kind. It also allows dragon players to eventually gain
1986 resistance by eating it. Usually resistance should only be set for flesh
1987 items in a monster's inventory.
1988 </attribute>
1989 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1990 Resistances on flesh items make them more durable against spellcraft
1991 of the appropriate kind. It also allows dragon players to eventually gain
1992 resistance by eating it. Usually resistance should only be set for flesh
1993 items in a monster's inventory.
1994 </attribute>
1995 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1996 Resistances on flesh items make them more durable against spellcraft
1997 of the appropriate kind. It also allows dragon players to eventually gain
1998 resistance by eating it. Usually resistance should only be set for flesh
1999 items in a monster's inventory.
2000 </attribute>
2001 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2002 Resistances on flesh items make them more durable against spellcraft
2003 of the appropriate kind. It also allows dragon players to eventually gain
2004 resistance by eating it. Usually resistance should only be set for flesh
2005 items in a monster's inventory.
2006 </attribute>
2007 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2008 Resistances on flesh items make them more durable against spellcraft
2009 of the appropriate kind. It also allows dragon players to eventually gain
2010 resistance by eating it. Usually resistance should only be set for flesh
2011 items in a monster's inventory.
2012 </attribute>
2013 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2014 RResistances on flesh items make them more durable against spellcraft
2015 of the appropriate kind. It also allows dragon players to eventually gain
2016 resistance by eating it. Usually resistance should only be set for flesh
2017 items in a monster's inventory.
2018 </attribute>
2019 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2020 Resistances on flesh items make them more durable against spellcraft
2021 of the appropriate kind. It also allows dragon players to eventually gain
2022 resistance by eating it. Usually resistance should only be set for flesh
2023 items in a monster's inventory.
2024 </attribute>
2025 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2026 Resistances on flesh items make them more durable against spellcraft
2027 of the appropriate kind. It also allows dragon players to eventually gain
2028 resistance by eating it. Usually resistance should only be set for flesh
2029 items in a monster's inventory.
2030 </attribute>
2031 </section>
2032 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2033 This text may describe the item.
2034 </attribute>
2035 </type>
2036
2037 <!--####################################################################-->
2038 <type number="0" name="Floor">
2039 <required>
2040 <attribute arch="is_floor" value="1" />
2041 <attribute arch="alive" value="0" />
2042 </required>
2043 <ignore>
2044 <ignore_list name="non_pickable" />
2045 </ignore>
2046 <description><![CDATA[
2047 Floor is a very basic thing whithout too much
2048 functionality. It's a floor - you stand on it. ]]>
2049 </description>
2050 <attribute arch="is_floor" value="1" type="fixed" />
2051 <attribute arch="no_pick" value="1" type="fixed" />
2052 <section name="terrain">
2053 &movement_types_terrain;
2054 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2055 This flag indicates this spot contains wood or high grass.
2056 Players with activated woodsman skill can move faster here.
2057 </attribute>
2058 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2059 This flag indicates this spot contains hills or large rocks.
2060 Players with activated mountaineer skill can move faster here.
2061 </attribute>
2062 </section>
2063 <attribute arch="no_magic" editor="no spells" type="bool">
2064 If enabled, it is impossible for players to use (wizard-)
2065 spells on that spot.
2066 </attribute>
2067 <attribute arch="damned" editor="no prayers" type="bool">
2068 If enabled, it is impossible for players to use prayers
2069 on that spot. It also prevents players from saving.
2070 </attribute>
2071 <attribute arch="unique" editor="unique map" type="bool">
2072 Unique floor means that any items dropped on that spot
2073 will be saved byond map reset. For permanent apartments,
2074 all floor tiles must be set &lt;unique map&gt;.
2075 </attribute>
2076 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2077 This text may describe the object.
2078 </attribute>
2079 </type>
2080
2081 <!--####################################################################-->
2082 <type number="67" name="Floor (Encounter)">
2083 <ignore>
2084 <ignore_list name="non_pickable" />
2085 </ignore>
2086 <description><![CDATA[
2087 Encounter-Floor is pretty much the same as normal floor.
2088 Most outdoor floor/ground-arches are set to be "encounters".
2089 That is kind of a relict from former code: When walking over
2090 encounter-floor, players sometimes got beamed to little maps
2091 with monsters on them. Nowadays this feature is disabled -
2092 Hence encounter floor is not different from normal floor. ]]>
2093 </description>
2094 <attribute arch="is_floor" value="1" type="fixed" />
2095 <attribute arch="no_pick" value="1" type="fixed" />
2096 <section name="terrain">
2097 &movement_types_terrain;
2098 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2099 This flag indicates this spot contains wood or high grass.
2100 Players with activated woodsman skill can move faster here.
2101 </attribute>
2102 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2103 This flag indicates this spot contains hills or large rocks.
2104 Players with activated mountaineer skill can move faster here.
2105 </attribute>
2106 </section>
2107 <attribute arch="no_magic" editor="no spells" type="bool">
2108 If enabled, it is impossible for players to use (wizard-)
2109 spells on that spot.
2110 </attribute>
2111 <attribute arch="damned" editor="no prayers" type="bool">
2112 If enabled, it is impossible for players to use prayers
2113 on that spot. It also prevents players from saving.
2114 </attribute>
2115 <attribute arch="unique" editor="unique map" type="bool">
2116 Unique floor means that any items dropped on that spot
2117 will be saved byond map reset. For permanent apartments,
2118 all floor tiles must be set &lt;unique map&gt;.
2119 </attribute>
2120 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2121 This text may describe the object.
2122 </attribute>
2123 </type>
2124
2125 <!--####################################################################-->
2126 <type number="6" name="Food">
2127 <description><![CDATA[
2128 By eating/drinking food-objects, the player can fill his
2129 stomache and gain a little health. ]]>
2130 </description>
2131 <attribute arch="food" editor="foodpoints" type="int">
2132 The player's stomache will get filled with this amount of foodpoints.
2133 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2134 </attribute>
2135 <attribute arch="startequip" editor="godgiven item" type="bool">
2136 A godgiven item vanishes as soon as the player
2137 drops it to the ground.
2138 </attribute>
2139 </type>
2140
2141 <!--####################################################################-->
2142 <type number="91" name="Gate">
2143 <ignore>
2144 <ignore_list name="non_pickable" />
2145 </ignore>
2146 <description><![CDATA[
2147 Gates play an important role in Crossfire. Gates can be opened
2148 by activating a button/trigger, by speaking passwords (-> magic_ear)
2149 or carrying special key-objects (-> inventory checker).
2150 Unlike locked doors, gates can get shut again after a player has
2151 passed, which makes them more practical in many cases. ]]>
2152 </description>
2153 <use><![CDATA[
2154 Use gates to divide your maps into seperated areas. After solving
2155 area A, the player gains access to area B, and so on. Make your
2156 maps more complex than "one-way". ]]>
2157 </use>
2158 <attribute arch="no_pick" value="1" type="fixed" />
2159 <attribute arch="speed" value="1" type="float">
2160 The speed of the gate affects how fast it is closing/opening.
2161 </attribute>
2162 <attribute arch="connected" editor="connection" type="int">
2163 Whenever the inventory checker is triggered, all objects with identical
2164 &lt;connection&gt; value get activated. This only makes sense together with
2165 &lt;blocking passage&gt; disabled.
2166 </attribute>
2167 <attribute arch="wc" editor="position state" type="int">
2168 The &lt;position state&gt; defines the position of the gate:
2169 Zero means completely open/down, the "number of animation-steps" (usually
2170 about 6 or 7) means completely closed/up state. I suggest you don't
2171 mess with this value - Leave the default in place.
2172 </attribute>
2173 &movement_types_terrain;
2174 <attribute arch="no_magic" editor="restrict spells" type="bool">
2175 Restricting the use of spells to pass this gate. This has
2176 an effect only if &lt;block view&gt; is disabled.
2177 </attribute>
2178 <attribute arch="damned" editor="restrict prayers" type="bool">
2179 Restricting the use of prayers to pass this door. This has
2180 an effect only if &lt;block view&gt; is disabled.
2181 </attribute>
2182 </type>
2183
2184 <!--####################################################################-->
2185 <type number="113" name="Girdle">
2186 <import_type name="Amulet" />
2187 <description><![CDATA[
2188 Wearing a girdle, the object's stats will directly be inherited to
2189 the player. Girdles usually provide stats- or damage bonuses and no
2190 defense. ]]>
2191 </description>
2192 <use><![CDATA[
2193 Feel free to create your own special artifacts. However, it is very
2194 important that you keep your artifact in balance with existing maps. ]]>
2195 </use>
2196 <attribute arch="magic" editor="magic bonus" type="int">
2197 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2198 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2199 than direct armour-class bonus on the helmet.
2200
2201 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2202 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2203 &lt;magic bonus&gt; is pointless here.
2204 </attribute>
2205 </type>
2206
2207 <!--####################################################################-->
2208 <type number="100" name="Gloves">
2209 <import_type name="Amulet" />
2210 <description><![CDATA[
2211 Wearing gloves, the object's stats will directly be inherited to
2212 the player. Gloves can add defense or damage bonuses. ]]>
2213 </description>
2214 <use><![CDATA[
2215 Feel free to create your own special artifacts. However, it is very
2216 important that you keep your artifact in balance with existing maps. ]]>
2217 </use>
2218 <attribute arch="magic" editor="magic bonus" type="int">
2219 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2220 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2221 will increase that.
2222 </attribute>
2223 </type>
2224
2225 <!--####################################################################-->
2226 <type number="93" name="Handle">
2227 <ignore>
2228 <ignore_list name="non_pickable" />
2229 </ignore>
2230 <description><![CDATA[
2231 A handle can be applied by players and (certain) monsters.
2232 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2233 </description>
2234 <use><![CDATA[
2235 Handles are commonly used to move gates. When placing your lever,
2236 don't forget that some monsters are able to apply it.
2237 The ability to apply levers is rare among monsters -
2238 but vampires can do it for example. ]]>
2239 </use>
2240 <attribute arch="no_pick" value="1" type="fixed" />
2241 <attribute arch="connected" editor="connection" type="int">
2242 Every time the handle is applied, all objects
2243 with the same &lt;connection&gt; value are activated.
2244 </attribute>
2245 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2246 This text may describe the item. You can use this
2247 message to explain the handle's purpose to the player.
2248 </attribute>
2249 </type>
2250
2251 <!--####################################################################-->
2252 <type number="27" name="Handle Trigger">
2253 <import_type name="Handle" />
2254 <ignore>
2255 <ignore_list name="non_pickable" />
2256 </ignore>
2257 <description><![CDATA[
2258 Handle triggers are handles which reset after a short period
2259 of time. Every time it is either applied or reset, the
2260 &lt;connection&gt; value is triggered. ]]>
2261 </description>
2262 <use><![CDATA[
2263 When you connect an ordinary handle to a gate, the gate normally remains
2264 opened after the first player passed. If you want to keep the gate shut,
2265 connecting it to a handle trigger is an easy solution. ]]>
2266 </use>
2267 </type>
2268
2269 <!--####################################################################-->
2270 <type number="88" name="Hazard Floor">
2271 <required>
2272 <attribute arch="is_floor" value="1" />
2273 </required>
2274 <ignore>
2275 <ignore_list name="non_pickable" />
2276 </ignore>
2277 <description><![CDATA[
2278 The best example for Hazard Floor is lava. It works like standard
2279 floor, but damages all creatures standing on it.
2280 Damage is taken in regular time intervals. ]]>
2281 </description>
2282 <use><![CDATA[
2283 The default lava for example does minor damage. But you can turn
2284 it up so that your hazard floor poses a real threat.<br>
2285 Like magic walls, such floors add a permanent thrill to your map.
2286 You can use that to safely chase off too-weak players, or just
2287 to have something different. ]]>
2288 </use>
2289 <attribute arch="is_floor" value="1" type="fixed" />
2290 <attribute arch="lifesave" value="1" type="fixed" />
2291 &move_on;
2292 <attribute arch="no_pick" value="1" type="fixed" />
2293 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2294 This attribute specifys the attacktypes that this floor uses to
2295 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2296 If you want a real tough hazard floor, add more than just one attacktype.
2297 </attribute>
2298 <attribute arch="dam" editor="base damage" type="int">
2299 The &lt;base damage&gt; defines how much damage is inflicted to the
2300 victim per hit. The final damage is influenced by several other
2301 factors like the victim's resistance and level.
2302 </attribute>
2303 <attribute arch="wc" editor="weaponclass" type="int">
2304 &lt;weapon class&gt; improves the chance of hitting the victim.
2305 Lower values are better.
2306 Usually, hazard floors like lava are supposed to hit the
2307 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2308 to something like -30.
2309 </attribute>
2310 <attribute arch="level" editor="attack level" type="int">
2311 I guess this value is supposed to work similar to monster levels.
2312 But in fact, it does not seem to have an effect. Set any non-zero
2313 value to be on the safe side.
2314 </attribute>
2315 <section name="terrain">
2316 &movement_types_terrain;
2317 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2318 This flag indicates this spot contains wood or high grass.
2319 Players with activated woodsman skill can move faster here.
2320 </attribute>
2321 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2322 This flag indicates this spot contains hills or large rocks.
2323 Players with activated mountaineer skill can move faster here.
2324 </attribute>
2325 </section>
2326 <attribute arch="no_magic" editor="no spells" type="bool">
2327 If enabled, it is impossible for players to use (wizard-)
2328 spells on that spot.
2329 </attribute>
2330 <attribute arch="damned" editor="no prayers" type="bool">
2331 If enabled, it is impossible for players to use prayers
2332 on that spot. It also prevents players from saving.
2333 </attribute>
2334 <attribute arch="unique" editor="unique map" type="bool">
2335 Unique floor means that any items dropped on that spot
2336 will be saved byond map reset. For permanent apartments,
2337 all floor tiles must be set &lt;unique map&gt;.
2338 </attribute>
2339 </type>
2340
2341 <!--####################################################################-->
2342 <type number="34" name="Helmet">
2343 <import_type name="Amulet" />
2344 <description><![CDATA[
2345 Wearing a helmet, the object's stats will directly be inherited to
2346 the player. Normal helmets usually increase defense, while crowns
2347 add more special bonuses like stats/resistances paired with
2348 low defense. ]]>
2349 </description>
2350 <use><![CDATA[
2351 Feel free to create your own special artifacts. However, it is very
2352 important that you keep your artifact in balance with existing maps. ]]>
2353 </use>
2354 <attribute arch="magic" editor="magic bonus" type="int">
2355 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2356 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2357 than direct armour-class bonus on the helmet.
2358
2359 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2360 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2361 Crowns for instance typically provide no &lt;amour class&gt;.
2362 </attribute>
2363 </type>
2364
2365 <!--####################################################################-->
2366 <type number="56" name="Holy Altar">
2367 <ignore>
2368 <ignore_list name="non_pickable" />
2369 </ignore>
2370 <description><![CDATA[
2371 Holy_altars are altars for the various religions. Praying
2372 at a Holy_altar will make you a follower of that god, and
2373 if you already follow that god, you may get some extra bonus. ]]>
2374 </description>
2375 <attribute arch="no_pick" value="1" type="fixed" />
2376 <attribute arch="other_arch" editor="god name" type="string">
2377 The altar belongs to the god of the given name. Possible options for
2378 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2379 Gorokh, Valriel and Sorig.
2380
2381 If you want to have an unconsecrated altar, set
2382 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2383 </attribute>
2384 <attribute arch="level" editor="reconsecrate level" type="int">
2385 To re-consecrate an altar, the player's wisdom level must be as
2386 high or higher than this value. In that way, some altars can not
2387 be re-consecrated, while other altars, like those in dungeons, could be.
2388
2389 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2390 Some characters might need those altars, they would be very unhappy to
2391 see them re-consecrated to another cult.
2392 </attribute>
2393 </type>
2394
2395 <!--####################################################################-->
2396 <type number="35" name="Horn">
2397 <ignore>
2398 <attribute arch="title" />
2399 </ignore>
2400 <description><![CDATA[
2401 Horns are very similar to rods. The difference is that horns regenerate
2402 spellpoints faster and thus are more valuable than rods.
2403 <br><br>
2404 A horn contains a spell. The player can use this spell by applying and
2405 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2406 used endlessly. ]]>
2407 </description>
2408 <use><![CDATA[
2409 Horns are powerful due to their fast recharge rate. They should
2410 never contain high level attacking spells. Even curing/healing spells
2411 are almost too good on a horn. ]]>
2412 </use>
2413 <attribute arch="sp" editor="spell" type="spell">
2414 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2415 horns to players, since they can be used endlessly without any mana cost!
2416 Horns with heal/ restoration/ protection spells, IF available, MUST be
2417 very very VERY hard to get!
2418 </attribute>
2419 <attribute arch="level" editor="casting level" type="int">
2420 The casting level of the &lt;spell&gt; determines it's power.
2421 For attack spells, level should not be set too high.
2422 </attribute>
2423 <attribute arch="hp" editor="initial spellpoints" type="int">
2424 This value represents the initial amount of spellpoints in the horn.
2425 Naturally, this is quite unimportant.
2426 </attribute>
2427 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2428 When the horn is fully charged up, it will hold this maximum amount of
2429 spellpoints. Make sure it is enough to cast the contained spell at least
2430 once. But don't set the value too high, as that might make the horn way
2431 too effective.
2432 </attribute>
2433 <attribute arch="startequip" editor="godgiven item" type="bool">
2434 A godgiven item vanishes as soon as the player
2435 drops it to the ground.
2436 </attribute>
2437 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2438 This text may contain a description of the horn.
2439 </attribute>
2440 </type>
2441
2442 <!--####################################################################-->
2443 <type number="73" name="Inorganic">
2444 <description><![CDATA[
2445 Inorganic materials are generally used as ingredients for
2446 alchemical receipes. By themselves, they have no special
2447 functionalities. ]]>
2448 </description>
2449 <attribute arch="is_dust" editor="is dust" type="bool">
2450 </attribute>
2451 <section name="resistance">
2452 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2453 </attribute>
2454 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2455 </attribute>
2456 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2457 </attribute>
2458 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2459 </attribute>
2460 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2461 </attribute>
2462 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2463 </attribute>
2464 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2465 </attribute>
2466 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2467 </attribute>
2468 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2469 </attribute>
2470 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2471 </attribute>
2472 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2473 </attribute>
2474 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2475 </attribute>
2476 </section>
2477 </type>
2478
2479 <!--####################################################################-->
2480 <type number="64" name="Inventory Checker">
2481 <ignore>
2482 <ignore_list name="system_object" />
2483 </ignore>
2484 <description><![CDATA[
2485 Inventory checkers passively check the players inventory for a
2486 specific object. You can set a connected value that is triggered
2487 either if that object is present or missing (-&gt; "last_sp") when a
2488 player walks over the inv. checker. A valid option is to remove the
2489 matching object (usually not recommended, see "last_heal").
2490 <br><br>
2491 Alternatively, you can set your inv. checker to block all players
2492 that do/don't carry the matching object.
2493 <br><br>
2494 As you can see, inv. checkers are quite powerful, holding a
2495 great variety of possibilities. ]]>
2496 </description>
2497 <use><![CDATA[
2498 Putting a check_inventory space in front of a gate (one below) and
2499 one on the opposite side works reasonably well as a control mechanism.
2500 Unlike the key/door-combo, this one works infinite since it is
2501 independant from map reset. Use it to put a "structure" into your
2502 maps: Player must solve area A to gain access to area B. This concept
2503 can be found in nearly every RPG - simple but effective. ]]>
2504 </use>
2505 <attribute arch="no_pick" value="1" type="fixed" />
2506 <attribute arch="slaying" editor="match key string" type="string">
2507 This string specifies the object we are looking for: We have a match
2508 if the player does/don't carry a key object or a mark with identical
2509 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2510 this context. A typical example is the city gate mechanism of scorn.
2511 </attribute>
2512 <attribute arch="race" editor="match arch name" type="string">
2513 This string specifies the object we are looking for: We have a match
2514 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2515 </attribute>
2516 <attribute arch="hp" editor="match type" type="int">
2517 This value specifies the object we are looking for: We have a match
2518 if the player does/don't carry an object that is of type &lt;match type&gt;.
2519
2520 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2521 enabled. Now you have an inv. checker blocking all players that carry any
2522 kind of melee weapon. To pass, a player is forced to leave behind all
2523 his weaponry... bad news for a warrior. ;)
2524 </attribute>
2525 <attribute arch="last_sp" editor="match = having" type="bool">
2526 Enabled means having that object is a match.
2527 Disabled means not having that object is a match.
2528 </attribute>
2529 <attribute arch="connected" editor="connection" type="int">
2530 Whenever the inventory checker is triggered, all objects with identical
2531 &lt;connection&gt; value get activated. This only makes sense together with
2532 &lt;blocking passage&gt; disabled.
2533 </attribute>
2534 &movement_types_terrain;
2535 <attribute arch="last_heal" editor="remove match" type="bool">
2536 &lt;remove match&gt; means remove object if found. Setting this is usually not
2537 recommended because inv. checkers are in general invisible. So, unlike
2538 for altars/ locked doors, the player won't expect to lose an object when
2539 walking over that square. And he doesn't even get a message either.
2540
2541 So, *if* you enable &lt;remove match&gt;, make sure
2542 to inform the player what's going on!
2543 </attribute>
2544 </type>
2545
2546 <!--####################################################################-->
2547 <type number="163" name="Item Transformer">
2548 <description><![CDATA[
2549 An item transformer is simply applied, after having marked a 'victim'
2550 item. If the victim is suitable, it will be transformed into something
2551 else.]]>
2552 </description>
2553 <use><![CDATA[
2554 To make an item transformable, you just have to fill the 'slaying' field.
2555 The syntax is:
2556 <br>
2557 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2558 <br>
2559 with [] denoting optional part, and * any number of preceding [].
2560 'new_item' must be the name of an existing archetype.
2561 <br><br>
2562 Example, for object apple: slaying knife:2 half_apple
2563 <br><br>
2564 This means that, when applying a knife (should be an Item Transformer),
2565 one 'apple' will be transformed into 2 'half_apple'.]]>
2566 </use>
2567 <attribute arch="food" editor="number of uses" type="int">
2568 &lt;number of uses&gt; controls how many times the item transformer can
2569 be used. The value 0 means "unlimited"
2570 </attribute>
2571 <attribute arch="slaying" editor="verb" type="string">
2572 Contains the verb that is used to construct a message to the player
2573 applying the item transformer.
2574 </attribute>
2575 <attribute arch="startequip" editor="godgiven item" type="bool">
2576 A godgiven item vanishes as soon as the player
2577 drops it to the ground.
2578 </attribute>
2579 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2580 This text may contain a description of the item transformer.
2581 </attribute>
2582 </type>
2583
2584 <!--####################################################################-->
2585 <type number="60" name="Jewel">
2586 <description><![CDATA[
2587 Items of the type Gold &amp; Jewels are handled like a currency.
2588 Unlike for any other type of item, in shops, the buy- and selling
2589 prices differ only marginally. ]]>
2590 </description>
2591 <attribute arch="race" value="gold and jewels" type="fixed" />
2592 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2593 This text may describe the object.
2594 </attribute>
2595 </type>
2596
2597 <!--####################################################################-->
2598 <type number="24" name="Key">
2599 <description><![CDATA[
2600 When carrying a key, a normal door can be opened. The key will
2601 disappear. ]]>
2602 </description>
2603 <attribute arch="startequip" editor="godgiven item" type="bool">
2604 A godgiven item vanishes as soon as the player
2605 drops it to the ground.
2606 </attribute>
2607 </type>
2608
2609 <!--####################################################################-->
2610 <type number="20" name="Locked Door">
2611 <ignore>
2612 <ignore_list name="non_pickable" />
2613 </ignore>
2614 <description><![CDATA[
2615 A locked door can be opened only when carrying
2616 the appropriate special key. ]]>
2617 </description>
2618 <use><![CDATA[
2619 If you want to create a locked door that cannot be opened (no key),
2620 set a &lt;key string&gt; like "no_key_available". This will clearify things
2621 and only a fool would create a key matching that string.
2622
2623 Door-objects can not only be used for "doors". In many maps these
2624 are used with all kinds of faces/names, especially often as
2625 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2626 There you have magic forces (door objects) put under certain artifact
2627 items. To get your hands on the artifacts, you need to bring up the
2628 appropriate quest items (key objects). ]]>
2629 </use>
2630 <attribute arch="move_type" value="0" type="fixed" />
2631 <attribute arch="no_pick" value="1" type="fixed" />
2632 <attribute arch="slaying" editor="key string" type="string">
2633 The &lt;key string&gt; in the door must be identical with the
2634 &lt;key string&gt; in the special key, then the door is unlocked.
2635 It is VERY important to set the &lt;key string&gt; to something that
2636 is unique among the CF mapset.
2637
2638 DONT EVER USE the default string "set_individual_value".
2639 </attribute>
2640 <attribute arch="no_magic" editor="restrict spells" type="bool">
2641 Restricting the use of spells to pass this door.
2642 This should be set in most cases.
2643 (Don't forget that the spell "dimension door" is easily
2644 available at about wisdom level 10).
2645 </attribute>
2646 <attribute arch="damned" editor="restrict prayers" type="bool">
2647 Restricting the use of prayers to pass this door.
2648 This should be set in most cases.
2649 </attribute>
2650 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2651 When a player is trying to open the door without carrying the
2652 appropriate key, this text is displayed to the player. This is
2653 a good opportunity to place hints about the special key needed
2654 to unlock the door.
2655 </attribute>
2656 </type>
2657
2658 <!--####################################################################-->
2659 <type number="29" name="Magic Ear">
2660 <ignore>
2661 <ignore_list name="system_object" />
2662 </ignore>
2663 <description><![CDATA[
2664 Magic_ears trigger a connected value
2665 when the player speaks a specific keyword. ]]>
2666 </description>
2667 <use><![CDATA[
2668 Whenever you put magic_ears on your maps, make sure there are
2669 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2670 something like a gate that is opened by speaking "open" or
2671 "sesame", expecting the player to figure this out all by himself.
2672 <br><br>
2673 Magic_ears are typically used for interaction with NPCs. You
2674 can create the impression that the NPC actually *does* something
2675 according to his conversation with a player. Mostly this means
2676 opening a gate or handing out some item, but you could be quite
2677 creative here. ]]>
2678 </use>
2679 <attribute arch="no_pick" value="1" type="fixed" />
2680 <attribute arch="connected" editor="connection" type="int">
2681 The Magic_ear will trigger all objects with the
2682 same connection value, every time it is activated.
2683 </attribute>
2684 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2685 This textfield contains the keyword-matching-syntax. The text should
2686 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2687 Any number of keywords from one to infinite is allowed. Make sure
2688 they are seperated by a '|'.
2689
2690 Examples: "@match yes", "@match gold|treasure". The connected
2691 value will be triggerd when the player speaks any of the given
2692 keywords within a two-square radius. IMPORTANT: Upper/lower case
2693 does not make a difference!
2694 </attribute>
2695 </type>
2696
2697 <!--####################################################################-->
2698 <type number="62" name="Magic Wall">
2699 <ignore>
2700 <ignore_list name="non_pickable" />
2701 </ignore>
2702 <description><![CDATA[
2703 Magic walls fire spells in a given direction, in regular intervals.
2704 Magic walls can contain any spell. However, some spells do not
2705 operate very successfully in them. The only way to know is to test
2706 the spell you want to use with a wall.
2707 <br><br>
2708 Several types of magical walls are predefined for you in the
2709 archetypes, and can be found on the "connected" Pickmap. ]]>
2710 </description>
2711 <use><![CDATA[
2712 Spellcasting walls pose an interesting alternative to monsters.
2713 Usually they are set to be undestroyable. Thus, while monsters
2714 in a map can be cleared out, the magic walls remain. Low level
2715 characters for example will not be able to pass through their
2716 spell-area, hence they cannot loot a map that a high level character
2717 might have cleared out.
2718 <br><br>
2719 Another point of magic walls is that if the player dies, he has to face
2720 them all again. Magic walls can add a kind of "permanent thrill" to
2721 your maps.
2722 <br><br>
2723 Be careful that your magic walls don't kill the monsters on a map. If
2724 placing monsters, eventually take ones that are immune to the
2725 walls' spell(s).
2726 <br><br>
2727 It is possible to make walls rotate when triggered. But that is so
2728 confusing (and useless IMHO) that I did not mention it above. You
2729 can find a working example on the map
2730 "/pup_land/castle_eureca/castle_eureca8". ]]>
2731 </use>
2732 <attribute arch="dam" editor="spell" type="spell">
2733 The magic wall will cast this &lt;spell&gt;.
2734 </attribute>
2735 <attribute arch="level" editor="spell level" type="int">
2736 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2737 walls cast spells at minimal strength. "level 100" walls cast deadly
2738 spells. Arch default is level 1 - you should always set this value
2739 to meet the overall difficulty of your map.
2740 </attribute>
2741 <attribute arch="connected" editor="connection" type="int">
2742 Every time the &lt;connection&gt; value is triggered, the wall will cast
2743 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2744 have much visible effect.
2745 </attribute>
2746 &activate_on;
2747 <attribute arch="speed" editor="casting speed" type="float">
2748 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2749 You can fine-tune how long the duration between two casts shall
2750 be. If you want to create a wall that can be activated (cast per
2751 trigger) via connected lever/button/etc, you must set "speed 0".
2752 </attribute>
2753 &speed_left;
2754 <attribute arch="sp" editor="direction" type="list_direction">
2755 The magic wall will cast it's spells always in the specified
2756 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2757 always fire in a random direction.
2758 </attribute>
2759 &movement_types_terrain;
2760 <section name="destroyable">
2761 <attribute arch="alive" editor="is destroyable" type="bool">
2762 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2763 destroyed by the player. If disabled, all other attributes on
2764 this tab, as well as resistances, are meaningless.
2765 </attribute>
2766 <attribute arch="hp" editor="hitpoints" type="int">
2767 The more &lt;hitpoints&gt; the wall has, the longer
2768 it takes to be destroyed.
2769 </attribute>
2770 <attribute arch="maxhp" editor="max hitpoints" type="int">
2771 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2772 can have. This only makes sense if the wall can regain health.
2773 </attribute>
2774 <attribute arch="ac" editor="armour class" type="int">
2775 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2776 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2777 to &lt;weapon class&gt;.
2778 </attribute>
2779 </section>
2780 <section name="resistance">
2781 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2782 </attribute>
2783 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2784 </attribute>
2785 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2786 </attribute>
2787 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2788 </attribute>
2789 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2790 </attribute>
2791 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2792 </attribute>
2793 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2794 </attribute>
2795 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2796 </attribute>
2797 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2798 </attribute>
2799 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2800 </attribute>
2801 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2802 </attribute>
2803 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2804 </attribute>
2805 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2806 </attribute>
2807 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2808 </attribute>
2809 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2810 </attribute>
2811 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2812 </attribute>
2813 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2814 </attribute>
2815 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2816 </attribute>
2817 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2818 </attribute>
2819 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2820 </attribute>
2821 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2822 </attribute>
2823 </section>
2824 </type>
2825
2826 <!--####################################################################-->
2827 <type number="55" name="Marker">
2828 <ignore>
2829 <ignore_list name="system_object" />
2830 </ignore>
2831 <description><![CDATA[
2832 A marker is an object that inserts an invisible force (a mark) into a
2833 player stepping on it. This force does nothing except containing a
2834 &lt;key string&gt; which can be discovered by detectors or inventory
2835 checkers. It is also possible to use markers for removing marks again.
2836 <br><br>
2837 Note that the player has no possibility to "see" his own marks,
2838 except by the effect that they cause on the maps. ]]>
2839 </description>
2840 <use><![CDATA[
2841 Markers hold real cool possibilities for map-making. I encourage
2842 you to use them frequently. However there is one negative point
2843 about markers: Players don't "see" what's going on with them. It is
2844 your task, as map-creator, to make sure the player is always well
2845 informed and never confused.
2846 <br><br>
2847 Please avoid infinite markers when they aren't needed. They're
2848 using a little space in the player file after all, so if there
2849 is no real purpose, set an expire time. ]]>
2850 </use>
2851 <attribute arch="no_pick" value="1" type="fixed" />
2852 <attribute arch="slaying" editor="key string" type="string">
2853 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2854 If the player already has a force with that &lt;key string&gt;,
2855 there won't be inserted a second one.
2856 </attribute>
2857 <attribute arch="connected" editor="connection" type="int">
2858 When the detector is triggered, all objects with the same
2859 connection value get activated.
2860 </attribute>
2861 <attribute arch="speed" editor="marking speed" type="float">
2862 The &lt;marking speed&gt; defines how quickly it will mark something
2863 standing on the marker. Set this value rather high to make
2864 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2865 should do fine.
2866 </attribute>
2867 &speed_left;
2868 <attribute arch="food" editor="mark duration" type="int">
2869 This value defines the duration of the force it inserts.
2870 If nonzero, the duration of the player's mark is finite:
2871 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2872 means the mark will stay on the player forever.
2873 </attribute>
2874 <attribute arch="name" editor="delete mark" type="string">
2875 When the player steps onto the marker, all existing forces in
2876 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2877 will be removed. If you don't want to remove any marks, leave
2878 this textfield empty.
2879
2880 Note that the string &lt;delete mark&gt; is set as the name of
2881 this marker. So don't be confused, and remember changing the
2882 name will take effect on the marker's functionality.
2883 </attribute>
2884 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2885 In the moment when the player gets marked, this text is displayed
2886 to him. You should really set a message in any marker you create,
2887 because it's the only way for the player to notice what's going on.
2888 </attribute>
2889 </type>
2890
2891 <!--####################################################################-->
2892 <type number="36" name="Money">
2893 <ignore>
2894 <attribute arch="unpaid" />
2895 </ignore>
2896 <description><![CDATA[
2897 Items of the type Money are handled as currency.
2898 Money cannot be sold/bought in shops. When money is dropped
2899 in a shop, it stays the same.<br>
2900 When a player picks an item from a shop and attempts to
2901 walk over the shop mat, the item's selling-price is automatically
2902 subtracted from the player's money.
2903 <br><br>
2904 For money, always use the default arches.
2905 Don't modify them. ]]>
2906 </description>
2907 <attribute arch="race" value="gold and jewels" type="fixed" />
2908 </type>
2909
2910 <!--####################################################################-->
2911 <type number="0" name="Monster &amp; NPC">
2912 <required>
2913 <attribute arch="is_floor" value="0" />
2914 <attribute arch="alive" value="1" />
2915 <attribute arch="tear_down" value="0" />
2916 </required>
2917 <ignore>
2918 <attribute arch="material" />
2919 <attribute arch="name_pl" />
2920 <attribute arch="nrof" />
2921 <attribute arch="value" />
2922 <attribute arch="unpaid" />
2923 </ignore>
2924 <description><![CDATA[
2925 Monsters can behave in various kinds of ways.
2926 They can be aggressive, attacking the player. Or peaceful,
2927 helping the player - maybe joining him as pet.
2928 The unagressive creatures who communicate with players are
2929 usually called "NPCs" (Non Player Character), a well-known
2930 term in role-play environments. ]]>
2931 </description>
2932 <use><![CDATA[
2933 Monsters play a central role in most maps. Choosing the right
2934 combination of monsters for your map is vital:
2935 <UL>
2936 <LI> Place only monsters of slightly varying (increasing) strength.
2937 It's no fun to play for two hours just to find out the last
2938 monster is unbeatable. Similar, it's not exciting to fight orcs
2939 after passing a room of dragons.<br>
2940 This rule applies only for linear maps (one room after the other),
2941 with treasure at the end. You can sprinkle the treasure around,
2942 or make non-linear maps - That is often more entertaining.
2943 <LI> Places with high level monsters must not be easy to reach.
2944 Balrogs, Dragonmen and the likes should be at the end of a quest,
2945 not at the beginning.
2946 <LI> Don't stick monsters together that tend to kill each other.
2947 Fire- and cold dragons in one room for example is a bad idea.
2948 By weakening and killing each other they are easy prey for players,
2949 not worth the experience they hold.
2950 <LI> Create your own monsters, especially for "boss"-type monsters.
2951 Having stage-bosses guarding treasure is a lot of fun when done right.
2952 Avoid to create monsters with completely non-intuitive abilities:
2953 Don't give ice-spells to firedragons or vice versa. Don't add
2954 draining attack to trolls, etc. Additionally, you should inform the
2955 player before he bumps right into some very special/unusual monster.
2956 <LI> Last but not least: Always keep an eye on the experience your monsters
2957 hold. Design your maps in a way that high experience
2958 is always well-defended. Don't make large rooms full with only one kind
2959 of monster. Keep in mind the different abilities/techniques players
2960 can use.
2961 </UL>
2962 I know it's impossible to make the perfectly balanced map. There's always
2963 some part which is found too easy or too hard for a certain kind of player.
2964 Just give it your best shot. And listen to feedback from players if you
2965 receive some. :-) ]]>
2966 </use>
2967 <attribute arch="alive" value="1" type="fixed" />
2968 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2969 When the monster is killed, items from the treasurelist will
2970 drop to the ground. This is a common way to reward players
2971 for killing (masses of) monsters.
2972
2973 Note that you can always put items into the monster's
2974 inventory. Those will drop-at-kill just like the stuff
2975 from the &lt;treasurelist&gt;.
2976 </attribute>
2977 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2978 Set this flag to move treasure items created into the environment (map)
2979 instead of putting them into the object.
2980 </attribute>
2981 <attribute arch="level" editor="level" type="int">
2982 A monster's &lt;level&gt; is the most important attribute.
2983 &lt;level&gt; affects the power of a monster in various ways.
2984 </attribute>
2985 <attribute arch="race" editor="race" type="string">
2986 Every monster should have a race set to categorize it.
2987 The monster's &lt;race&gt; can have different effects:
2988 Slaying weapons inflict tripple damage against enemy races
2989 and holy word kills only enemy races of the god.
2990 </attribute>
2991 <attribute arch="exp" editor="experience" type="int">
2992 When a player kills this monster, he will get exactly this
2993 amount of &lt;experience&gt;. The experience will flow into
2994 the skill-category the player used for the kill.
2995
2996 If you create special monsters of tweaked strenght/abilities,
2997 always make sure that the &lt;experience&gt; is set to a
2998 reasonable value. Compare with existing arches to get a feeling
2999 what reasonable means. Keep in mind that spellcasting monsters
3000 are a lot harder to kill than non-spellcasters!
3001 </attribute>
3002 <attribute arch="speed" editor="speed" type="float">
3003 The &lt;speed&gt; determines how fast a monster will both move
3004 and fight. High &lt;speed&gt; makes a monster considerably stronger.
3005 </attribute>
3006 &speed_left;
3007 <attribute arch="other_arch" editor="breed monster" type="string">
3008 This only takes effect if &lt;multiply&gt; is enabled. The monster will
3009 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3010 can be set to any valid arch-name of a monster. Multipart monster
3011 should not be used.
3012 </attribute>
3013 <attribute arch="generator" editor="multiply" type="bool">
3014 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3015 every once in a while. Mice are a good example for this effect.
3016 If enabled, you must also set &lt;breed monster&gt; or check
3017 &lt;template generation&gt; and put other monsters in the inventory.
3018 </attribute>
3019 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3020 This only takes effect if &lt;multiply&gt; is enabled. The monster
3021 will create a new monster every once in a while by duplicating it's inventory.
3022 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3023 Each time the monster need to generate an object, it will be
3024 a randomly chosen item from the inventory. When generator is destroyed,
3025 inventory is destroyed.
3026 </attribute>
3027 &move_type;
3028 <attribute arch="undead" editor="undead" type="bool">
3029 Several spells only affect undead monsters:
3030 turn undead, banish undead, holy word, etc.
3031 </attribute>
3032 <attribute arch="carrying" editor="carries weight" type="int">
3033 If a monster has something in the inventory, this
3034 value can be set to reflect the slowdown due to
3035 the carried weight.
3036 </attribute>
3037 <attribute arch="precious" editor="precious" type="bool">
3038 Set this flag to indicate that this monster is precious, i.e.
3039 it should not be lightly destroyed. This is most useful on pets and
3040 keeps the server from destroying them on destroy_pets/monster floors
3041 and will try to save them when the player logs out.
3042 </attribute>
3043
3044 <section name="melee">
3045 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3046 This number is a bitmask, specifying the monster's attacktypes
3047 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3048 Strong monsters often have more than just physical attacktype.
3049
3050 When a monster with multiple attacktypes hits aan oponent, it will do
3051 as much damage as the "best" of it's attacktypes does. So, the more
3052 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3053 somehow exceptions.
3054 </attribute>
3055 <attribute arch="dam" editor="damage" type="int">
3056 Among other parameters, &lt;damage&gt; affects how much melee damage
3057 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3058 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3059 take effect on the melee damage of a monster.
3060 </attribute>
3061 <attribute arch="wc" editor="weapon class" type="int">
3062 Monsters of high &lt;weapon class&gt; are more likely to really hit
3063 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3064 to &lt;armour class&gt;.
3065 </attribute>
3066 <attribute arch="hp" editor="health points" type="int">
3067 The &lt;health points&gt; of a monster define how long it takes to
3068 kill it. With every successful hit from an opponent, &lt;health points&gt;
3069 get drained - The monster dies by zero &lt;health points&gt;.
3070 </attribute>
3071 <attribute arch="maxhp" editor="max health" type="int">
3072 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3073 monster can have.
3074 </attribute>
3075 <attribute arch="ac" editor="armour class" type="int">
3076 Monsters of low &lt;armour class&gt; are less likely to get hit from
3077 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3078 to &lt;weapon class&gt;.
3079 Values typically range between +20 (very bad) to -20 (quite good).
3080 </attribute>
3081 <attribute arch="Con" editor="healing rate" type="int">
3082 Monsters regenerate this many health points each 4 ticks. Hence, the
3083 healing rate is independent of &lt;speed&gt;.
3084 </attribute>
3085 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3086 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3087 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3088 bounce off.
3089 </attribute>
3090 <attribute arch="hitback" editor="hitback" type="bool">
3091 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3092 to the amount of damage the *attacker* inflicted. This damage
3093 is additional to the regular melee damage of the monster.
3094 As far as I know, hitback uses acid attacktype, and it only takes
3095 effect if the monster actually has acid attacktype at it's disposal.
3096 Acid spheres for example use this feature.
3097 </attribute>
3098 <attribute arch="one_hit" editor="one hit only" type="bool">
3099 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3100 to a player.
3101 </attribute>
3102 </section>
3103
3104 <section name="spellcraft">
3105 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3106 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3107 Only wands/rods/etc can be used, given the appropriate abilities.
3108 </attribute>
3109 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3110 A monster with this flag has the ability to &lt;reflect spells&gt;,
3111 all kinds of spell-bullets and -beams will bounce off.
3112
3113 Generally this flag should not be set because it puts
3114 wizard-type players at an unfair disadvantage.
3115 </attribute>
3116 <attribute arch="sp" editor="spellpoints" type="int">
3117 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3118 them for both wizard- and prayer-spells. However, this value defines
3119 only the amount of *initial* spellpoints the monster starts with.
3120 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3121 and &lt;spellpoint regen.&gt; are more important than just initial
3122 &lt;spellpoints&gt;.
3123 </attribute>
3124 <attribute arch="maxsp" editor="max spellpoints" type="int">
3125 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3126 can hold. Setting this to high values has little effect unless
3127 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3128 "regenerate mana" at it's disposal.
3129 </attribute>
3130 <attribute arch="Pow" editor="spellpoint regen." type="int">
3131 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3132 spellpoint regeneration rate is independent of &lt;speed&gt;.
3133
3134 To make a real tough spellcasting monster, the rate of spellpoint
3135 regeneration is most important. If your monster is still not casting
3136 fast enough, give it the spell-ability of "regenerate mana".
3137 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3138 </attribute>
3139 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3140 Click on the &lt;attuned paths&gt; button to select spellpaths.
3141 The creature will get attuned to the specified spellpaths.
3142 </attribute>
3143 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3144 Click on the &lt;repelled paths&gt; button to select spellpaths.
3145 The creature will get repelled to the specified spellpaths.
3146 </attribute>
3147 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3148 Click on the &lt;denied paths&gt; button to select spellpaths.
3149 The creature won't be able to cast spells of the specified paths.
3150 </attribute>
3151 </section>
3152
3153 <section name="ability">
3154 <attribute arch="Int" editor="detect hidden" type="int">
3155 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3156 hidden/invisible creatures. Higher values make for better
3157 detection-skills. Enabling &lt;see invisible&gt; makes this value
3158 obsolete.
3159 </attribute>
3160 <attribute arch="see_invisible" editor="see invisible" type="bool">
3161 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3162 with by invisible or hiding players. This flag is a must-have
3163 for high-level monsters. When a monster is unable to detect
3164 invisible players, it can be killed without fighting back.
3165 </attribute>
3166 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3167 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3168 by spells of darkness or dark maps. This flag is a "should-have"
3169 for high-level monsters. When a monster is unable to see in
3170 darkness, players can cast darkness and sneak around it safely.
3171 </attribute>
3172 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3173 Monster is able to wield weapon type objects.
3174 </attribute>
3175 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3176 Monster is able to use missile-weapon type objects.
3177 </attribute>
3178 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3179 Monster is able to wear protective equipment like brestplate
3180 armour, shields, helmets etc.
3181 </attribute>
3182 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3183 Monster is able to wear rings.
3184 </attribute>
3185 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3186 Monster is able to use wands and staves.
3187 </attribute>
3188 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3189 Monster is able to use rods.
3190 </attribute>
3191 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3192 Monster is able to read scrolls.
3193 </attribute>
3194 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3195 Monster is able to use skills from it's inventory.
3196 For example, you can put a throwing skill object and some
3197 boulders into the monster's object and set &lt;can use skills&gt;.
3198 </attribute>
3199 </section>
3200
3201 <section name="behave">
3202 <attribute arch="monster" editor="monster behaviour" type="bool">
3203 When &lt;monster behaviour&gt; is enabled, this object will behave
3204 like a monster: It can move and attack enemies (which are
3205 typically players).
3206 This flag should be set for all monsters as-such.
3207 Monsters which don't move, like guards, should also have
3208 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3209 It should *not* be set for things like immobile generators.
3210 </attribute>
3211 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3212 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3213 </attribute>
3214 <attribute arch="friendly" editor="friendly" type="bool">
3215 &lt;friendly&gt; monsters help the player, attacking any
3216 non-friendly monsters in range.
3217 </attribute>
3218 <attribute arch="stand_still" editor="stand still" type="bool">
3219 Monsters which &lt;stand still&gt; won't move to leave their position.
3220 When agressive, they will attack all enemies who get close to
3221 them. This behaviour is commonly known from castle guards.
3222
3223 In older versions of Crossfire it was possible to eventually
3224 push a &lt;stand still&gt;-monster out of position by force.
3225 I believe this is no longer possible. Neverthless, you should
3226 still be cautious when lining up &lt;stand still&gt;-monster in order
3227 to "defend" something: Such monsters are rather easy to kill.
3228 It's good for low level maps, but not much more.
3229 </attribute>
3230 <attribute arch="sleep" editor="asleep" type="bool">
3231 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3232 &lt;sensing range&gt; of the monster. Usually the sensing range is
3233 larger than the players line of sight. Due to that, in most cases
3234 the player won't ever notice weither a monster was asleep or not.
3235 </attribute>
3236 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3237 This entry defines which kinds of environment actions the
3238 creature is able to perform.
3239 </attribute>
3240 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3241 Click on the &lt;pick up&gt; button and select which types of objects
3242 the creature should try to pick up.
3243
3244 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3245 etc are set, then the creature will pick up the matching items even
3246 if this is not set here.
3247 </attribute>
3248 <attribute arch="Wis" editor="sensing range" type="int">
3249 &lt;sensing range&gt; determines how close a player needs to be before
3250 the creature wakes up. This is done as a square, for reasons of speed.
3251 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3252 11x11 square of the monster will wake the monster up. If the player
3253 has stealth, the size of this square is reduced in half plus 1.
3254 </attribute>
3255 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3256 If this is set to default, the standard mode of movement will be used.
3257 </attribute>
3258 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3259 This movement is not in effect when the monster has an enemy and should
3260 only be used for non agressive monsters.
3261 </attribute>
3262 <attribute arch="run_away" editor="run at % health" type="int">
3263 This is a percentage value in the range 0-100.
3264 When the monster's health points drop below this percentage
3265 (relative to max health), it attempts to run away from the
3266 attacker.
3267 </attribute>
3268 </section>
3269
3270 <section name="resistance">
3271 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3272 </attribute>
3273 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3274 </attribute>
3275 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3276 </attribute>
3277 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3278 </attribute>
3279 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3280 </attribute>
3281 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3282 </attribute>
3283 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3284 </attribute>
3285 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3286 </attribute>
3287 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3288 </attribute>
3289 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3290 </attribute>
3291 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3292 </attribute>
3293 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3294 </attribute>
3295 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3296 </attribute>
3297 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3298 </attribute>
3299 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3300 </attribute>
3301 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3302 </attribute>
3303 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3304 </attribute>
3305 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3306 </attribute>
3307 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3308 </attribute>
3309 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3310 </attribute>
3311 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3312 </attribute>
3313 </section>
3314 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3315 </attribute>
3316 </type>
3317
3318 <!--####################################################################-->
3319 <type number="28" name="Monster (Grimreaper)">
3320 <import_type name="Monster &amp; NPC" />
3321 <ignore>
3322 <attribute arch="material" />
3323 <attribute arch="name_pl" />
3324 <attribute arch="nrof" />
3325 <attribute arch="value" />
3326 <attribute arch="unpaid" />
3327 </ignore>
3328 <description>
3329 A grimreaper is a monster that vanishes after it did some number of
3330 draining attacks.
3331 </description>
3332 <section name="grimreaper">
3333 <attribute arch="value" editor="attacks" type="int">
3334 The object vanishes after this number of draining attacks.
3335 </attribute>
3336 </section>
3337 </type>
3338
3339 <!--####################################################################-->
3340 <type number="65" name="Mood Floor">
3341 <ignore>
3342 <ignore_list name="system_object" />
3343 </ignore>
3344 <description><![CDATA[
3345 As the name implies, mood floors can change the "mood" of
3346 a monsters/NPC. For example, an unagressive monster could be
3347 turned mad to start attacking. Similar, an agressive monster
3348 could be calmed. ]]>
3349 </description>
3350 <use><![CDATA[
3351 Mood floors are absolutely cool for NPC interaction. To make an
3352 unaggressive monster/NPC attack, put a creator with "other_arch
3353 furious_floor" under it. Connect the creator to a magic_ear, so the
3354 player speaks a keyword like "stupid sucker" - and the monster attacks.
3355 <br><br>
3356 To turn an NPC into a pet, put a charm_floor under it and connect
3357 it directly to a magic_ear. Then the player speaks a keyword like
3358 "help me" - and the NPC joins him as pet.
3359 <br><br>
3360 (Of course you must always give clear hints about keywords!
3361 And there is no reason why you couldn't use a button/lever/pedestal
3362 etc. instead of a magic_ear.) ]]>
3363 </use>
3364 <attribute arch="no_pick" value="1" type="fixed" />
3365 <attribute arch="last_sp" editor="mood" type="list_mood">
3366 &lt;mood&gt; is used to determine what will happen to the
3367 monster when affected by the mood floor:
3368
3369 &lt;mood&gt; 'furious': Makes all monsters aggressive
3370
3371 &lt;mood&gt; 'angry': As above but pets are unaffected
3372
3373 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3374
3375 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3376
3377 &lt;mood&gt; 'charm': Turns monster into a pet of person
3378 who triggers the square. This setting is not
3379 enabled for continous operation, you need to
3380 insert a &lt;connection&gt; value!
3381 </attribute>
3382 <attribute arch="connected" editor="connection" type="int">
3383 This should only be set in combination with &lt;mood number&gt; 4.
3384 Normally, monsters are affected by the mood floor as soon as they
3385 step on it. But charming (monster -&gt; pet) is too powerful,
3386 so it needs to be activated.
3387
3388 Typically it is connected to an altar, for buying a "hireling".
3389 But a powerful pet could as well be the reward for solving a
3390 quest. Or even better: It could be *part* of a quest!
3391 </attribute>
3392 <attribute arch="no_magic" editor="no spells" type="bool">
3393 If enabled, it is impossible for players to use (wizard-)
3394 spells on that spot.
3395 </attribute>
3396 <attribute arch="damned" editor="no prayers" type="bool">
3397 If enabled, it is impossible for players to use prayers
3398 on that spot. It also prevents players from saving.
3399 </attribute>
3400 </type>
3401
3402 <!--####################################################################-->
3403 <type number="40" name="Mover">
3404 <ignore>
3405 <ignore_list name="non_pickable" />
3406 </ignore>
3407 <description><![CDATA[
3408 Movers move the objects above them. However, only living objects
3409 are affected (monsters/NPCs always, players optional). Movers have
3410 a direction, so players can be made to move in a pattern, and so
3411 can monsters. Motion is involuntary. Additionally, players or
3412 monsters can be "frozen" while ontop of movers so that they MUST
3413 move along a chain of them.
3414 <br><br>
3415 Multisquare monsters can be moved as well, given
3416 enough space. Movers are usually invisible. ]]>
3417 </description>
3418 <use><![CDATA[
3419 NEVER EVER consider a mover being unpassable in the backwards
3420 direction. Setting "forced movement" makes it seemingly impossible
3421 but there is still a trick: One player can push a second player
3422 past the mover, in opposite to the mover's direction! The more
3423 movers, the more players needed. Hence, don't make a treasure
3424 room that is surrounded by movers instead of solid walls/gates.
3425 <br><br>
3426 Btw, it does not make a difference putting movers above or
3427 below the floor. Moreover, movers that are set to be invisible
3428 cannot be discovered with the show_invisible spell.
3429 <br><br>
3430 Note that Movers and Directors are seperate objects, even though
3431 they look and act similar. Directors only do spells/missiles,
3432 while movers only do living creatures (depending on how it
3433 is set: monsters and players). ]]>
3434 </use>
3435 <attribute arch="attacktype" editor="forced movement" type="bool">
3436 If forced movement is enabled, the mover "freezes" anyone it
3437 moves (so they are forced to move along a chain).
3438 For players there is no way to escape this forced movement,
3439 except being pushed by a second player.
3440 </attribute>
3441 <attribute arch="maxsp" editor="freeze duration" type="int">
3442 The player will be "frozen" for that many moves.
3443 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3444 enabled, then &lt;freeze duration&gt; gets assigned the
3445 "default value" 2 automatically.
3446 </attribute>
3447 <attribute arch="speed" editor="movement speed" type="float">
3448 The movement speed value determines how fast a chain of
3449 these movers will push a player along (default is -0.2).
3450 </attribute>
3451 &speed_left;
3452 <attribute arch="sp" editor="direction" type="list_direction">
3453 The mover will push creatures in the specified &lt;direction&gt;.
3454 A mover with direction set to &lt;none&gt; will spin clockwise,
3455 thus pushing creatures in unpredictable directions.
3456 </attribute>
3457 <attribute arch="lifesave" editor="gets used up" type="bool">
3458 If enabled, the mover gets "used up" after a certain number of moves
3459 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3460 </attribute>
3461 <attribute arch="hp" editor="number of uses" type="int">
3462 This value has only a meaning if &lt;gets used up&gt; is set:
3463 &lt;number of uses&gt; is the number of times minus one, that it
3464 will move a creature before disappearing. (It will move
3465 someone &lt;number of uses&gt;+1 times, then vanish).
3466 </attribute>
3467 <section name="targets">
3468 <attribute arch="level" editor="move players" type="bool">
3469 If &lt;move players&gt; is enabled, both players and monsters will be
3470 moved. In the arches' default it is disabled - thus ONLY monsters
3471 get moved. Remember that "monsters" includes NPCs!
3472
3473 This feature provides you with the possibility to make NPCs
3474 literally "come to life". Example: The player is talking with an
3475 NPC, speaking a certain keyword. This triggers a magic_ear and
3476 activates creators, creating (per default: monster-only) movers
3477 under the NPC's feet. The NPC starts "walking" on a predefined
3478 route! Note that it's useful to set this NPC immune to everything,
3479 preventing the player to push the NPC off his trace.
3480 </attribute>
3481 <attribute arch="move_on" editor="movement type" type="movement_type">
3482 Which movement types activate the mover.
3483 </attribute>
3484 </section>
3485 </type>
3486
3487 <!--####################################################################-->
3488 <type number="17" name="Pedestal">
3489 <ignore>
3490 <ignore_list name="non_pickable" />
3491 </ignore>
3492 <description><![CDATA[
3493 Pedestals are designed to detect certain types of living objects.
3494 When a predefined type of living creature steps on the pedestal, the
3495 connected value is triggered. ]]>
3496 </description>
3497 <use><![CDATA[
3498 If you want to create a place where only players of a certain race
3499 can enter, put a teleporter over your pedestal. So the teleporter is
3500 only activated for players of the matching race. Do not use gates,
3501 because many other players could sneak in. If you put powerful
3502 artifacts into such places, generally set "startequip 1", so that
3503 they are preserved for that one race and can't be traded to others. ]]>
3504 </use>
3505 <attribute arch="no_pick" value="1" type="fixed" />
3506 <attribute arch="slaying" editor="match race" type="string">
3507 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3508 matches the monster's or the player's race, we have a match.
3509 Yes, pedestals can detect a player's race! E.g. you could create a
3510 place where only fireborns can enter, by setting "slaying unnatural".
3511
3512 If it is set to "player", any player stepping on the pedestal
3513 is a match. Very useful if you want to open a gate for players
3514 but not for monsters.
3515 </attribute>
3516 <attribute arch="connected" editor="connection" type="int">
3517 When the pedestal is triggered, all objects with the same
3518 connection value get activated.
3519 </attribute>
3520 &move_on;
3521 </type>
3522
3523 <!--####################################################################-->
3524 <type number="94" name="Pit">
3525 <ignore>
3526 <ignore_list name="non_pickable" />
3527 </ignore>
3528 <description><![CDATA[
3529 Pits are holes, transporting the player when he walks (and falls) into them.
3530 A speciality about pits is that they don't transport the player to
3531 the exact destination, but within a two-square radius of the destination
3532 (never on blocked squares).<br>
3533 Optionally, pits can get closed and opened, similar to gates.<br><br>
3534 Monsters and items are affected by pits just as well as players.
3535 Even multipart monsters can fall through them, given enough space. ]]>
3536 </description>
3537 <use><![CDATA[
3538 Pits can add interesting effects to your map. When using them, make
3539 sure to use them in a "logical way": Pits should always drop the
3540 player to some kind of lower level. They should not be used to
3541 randomly interconnect maps like teleporters do. ]]>
3542 </use>
3543 <attribute arch="no_pick" value="1" type="fixed" />
3544 <attribute arch="connected" editor="connection" type="int">
3545 When a &lt;connection&gt; value is set, the pit can be opened/closed
3546 by activating the connection.
3547 </attribute>
3548 &activate_on;
3549 <attribute arch="hp" editor="destination X" type="int">
3550 The pit will transport creatures (and items) randomly into a two-square
3551 radius of the destination coordinates.
3552 If the destination square becomes blocked, the pit will act like
3553 being filled up and not work anymore!
3554 </attribute>
3555 <attribute arch="sp" editor="destination Y" type="int">
3556 The pit will transport creatures (and items) randomly into a two-square
3557 radius of the destination coordinates.
3558 If the destination square becomes blocked, the pit will act like
3559 being filled up and not work anymore!
3560 </attribute>
3561 <attribute arch="wc" editor="position state" type="int">
3562 The &lt;position state&gt; defines the position of the gate:
3563 Zero means completely open/down, the "number of animation-steps" (usually
3564 about 6 or 7) means completely closed/up state. I suggest you don't
3565 mess with this value - Leave the default in place.
3566 </attribute>
3567 &move_on;
3568 </type>
3569
3570 <!--####################################################################-->
3571 <type number="7" name="Poison Food">
3572 <description><![CDATA[
3573 When eating, the player's stomache is drained by 1/4 of food.
3574 If his food drops to zero, the player might even die. ]]>
3575 </description>
3576 </type>
3577
3578 <!--####################################################################-->
3579 <type number="5" name="Potion">
3580 <description><![CDATA[
3581 The player can drink these and gain various kinds of benefits
3582 (/penalties) by doing so. ]]>
3583 </description>
3584 <use><![CDATA[
3585 One potion should never give multiple benefits at once. ]]>
3586 </use>
3587 <attribute arch="level" editor="potion level" type="int">
3588 If the potion contains a spell, the spell is cast at this level.
3589 For other potions it should be set at least to 1.
3590 </attribute>
3591 <attribute arch="sp" editor="spell" type="spell">
3592 When a player drinks this potion, the selected spell
3593 will be casted (once). This should work for any given spell.
3594 E.g. heal is "sp 35", magic power is "sp 67".
3595 </attribute>
3596 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3597 There are two types of special effects for potions:
3598 'life restoration' - restore the player's stats lost by death or draining
3599 (this has nothing in common with the restoration spell!)
3600 'improvement' - increase the player's maximum health/mana/grace
3601 by a very small amount.
3602 </attribute>
3603 <attribute arch="cursed" editor="cursed" type="bool">
3604 If a potion is cursed, benefits generally turn into penalties.
3605 Note that potions can be "uncursed" by praying over an altar,
3606 with relative ease. *But* the potion must be identified to notice
3607 that it is cursed &gt;:)
3608 </attribute>
3609 <attribute arch="startequip" editor="godgiven item" type="bool">
3610 A godgiven item vanishes as soon as the player
3611 drops it to the ground.
3612 </attribute>
3613 <section name="stats">
3614 <attribute arch="Str" editor="strength" type="int">
3615 The player's strentgh will rise/fall by the given value for permanent
3616 (of course there is an upper limit). Generally there shouldn't be stat
3617 potions granting more than one stat. Cursed potions will subtract the
3618 stats if positive.
3619 </attribute>
3620 <attribute arch="Dex" editor="dexterity" type="int">
3621 The player's dexterity will rise/fall by the given value for permanent
3622 (of course there is an upper limit). Generally there shouldn't be stat
3623 potions granting more than one stat. Cursed potions will subtract the
3624 stats if positive.
3625 </attribute>
3626 <attribute arch="Con" editor="constitution" type="int">
3627 The player's constitution will rise/fall by the given value for permanent
3628 (of course there is an upper limit). Generally there shouldn't be stat
3629 potions granting more than one stat. Cursed potions will subtract the
3630 stats if positive.
3631 </attribute>
3632 <attribute arch="Int" editor="intelligence" type="int">
3633 The player's intelligence will rise/fall by the given value for permanent
3634 (of course there is an upper limit). Generally there shouldn't be stat
3635 potions granting more than one stat. Cursed potions will subtract the
3636 stats if positive.
3637 </attribute>
3638 <attribute arch="Pow" editor="power" type="int">
3639 The player's power will rise/fall by the given value for permanent
3640 (of course there is an upper limit). Generally there shouldn't be stat
3641 potions granting more than one stat. Cursed potions will subtract the
3642 stats if positive.
3643 </attribute>
3644 <attribute arch="Wis" editor="wisdom" type="int">
3645 The player's wisdom will rise/fall by the given value for permanent
3646 (of course there is an upper limit). Generally there shouldn't be stat
3647 potions granting more than one stat. Cursed potions will subtract the
3648 stats if positive.
3649 </attribute>
3650 <attribute arch="Cha" editor="charisma" type="int">
3651 The player's charisma will rise/fall by the given value for permanent
3652 (of course there is an upper limit). Generally there shouldn't be stat
3653 potions granting more than one stat. Cursed potions will subtract the
3654 stats if positive.
3655 </attribute>
3656 </section>
3657 <section name="resistance">
3658 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3659 The player's resistance to physical will rise by this value in percent
3660 (range -100 till +100). The effect is only temporare, and it does NOT
3661 add on the values from the player's equipment.
3662 Cursed potions will make negative resistance.. very nasty in combat!
3663 </attribute>
3664 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3665 The player's resistance to magic will rise by this value in percent
3666 (range -100 till +100). The effect is only temporare, and it does NOT
3667 add on the values from the player's equipment.
3668 Cursed potions will make negative resistance.. very nasty in combat!
3669 </attribute>
3670 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3671 The player's resistance to fire will rise by this value in percent
3672 (range -100 till +100). The effect is only temporare, and it does NOT
3673 add on the values from the player's equipment.
3674 Cursed potions will make negative resistance.. very nasty in combat!
3675 </attribute>
3676 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3677 The player's resistance to electricity will rise by this value in percent
3678 (range -100 till +100). The effect is only temporare, and it does NOT
3679 add on the values from the player's equipment.
3680 Cursed potions will make negative resistance.. very nasty in combat!
3681 </attribute>
3682 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3683 The player's resistance to cold will rise by this value in percent
3684 (range -100 till +100). The effect is only temporare, and it does NOT
3685 add on the values from the player's equipment.
3686 Cursed potions will make negative resistance.. very nasty in combat!
3687 </attribute>
3688 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3689 The player's resistance to acid will rise by this value in percent
3690 (range -100 till +100). The effect is only temporare, and it does NOT
3691 add on the values from the player's equipment.
3692 Cursed potions will make negative resistance.. very nasty in combat!
3693 </attribute>
3694 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3695 The player's resistance to confusion will rise by this value in percent
3696 (range -100 till +100). The effect is only temporare, and it does NOT
3697 add on the values from the player's equipment.
3698 Cursed potions will make negative resistance.. very nasty in combat!
3699 </attribute>
3700 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3701 The player's resistance to weaponmagic will rise by this value in percent
3702 (range -100 till +100). The effect is only temporare, and it does NOT
3703 add on the values from the player's equipment.
3704 Cursed potions will make negative resistance.. very nasty in combat!
3705 </attribute>
3706 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3707 The player's resistance to paralyze will rise by this value in percent
3708 (range -100 till +100). The effect is only temporare, and it does NOT
3709 add on the values from the player's equipment.
3710 Cursed potions will make negative resistance.. very nasty in combat!
3711 </attribute>
3712 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3713 The player's resistance to draining will rise by this value in percent
3714 (range -100 till +100). The effect is only temporare, and it does NOT
3715 add on the values from the player's equipment.
3716 Cursed potions will make negative resistance.. very nasty in combat!
3717 </attribute>
3718 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3719 The player's resistance to depletion will rise by this value in percent
3720 (range -100 till +100). The effect is only temporare, and it does NOT
3721 add on the values from the player's equipment.
3722 Cursed potions will make negative resistance.. very nasty in combat!
3723 </attribute>
3724 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3725 The player's resistance to poison will rise by this value in percent
3726 (range -100 till +100). The effect is only temporare, and it does NOT
3727 add on the values from the player's equipment.
3728 Cursed potions will make negative resistance.. very nasty in combat!
3729 </attribute>
3730 </section>
3731 </type>
3732
3733 <!--####################################################################-->
3734 <type number="156" name="Power Crystal">
3735 <description><![CDATA[
3736 Power crystals can store a player's mana:
3737 When the player applies the crystal with full mana, half of
3738 it flows into the crystal. When the player applies it with
3739 lacking mana, the crystal replenishes the player's mana. ]]>
3740 </description>
3741 <attribute arch="sp" editor="initial mana" type="int">
3742 &lt;initial mana&gt; is the amount of spellpoints that the
3743 crystal holds when the map is loaded.
3744 </attribute>
3745 <attribute arch="maxsp" editor="mana capacity" type="int">
3746 The &lt;mana capacity&gt; defines how much mana can be stored
3747 in the crystal. This is what makes the crystal interesting.
3748 Wizard-players will always seek for crystals with large
3749 capacities.
3750 </attribute>
3751 </type>
3752
3753 <!--####################################################################-->
3754 <type number="13" name="Projectile">
3755 <description><![CDATA[
3756 Projectiles like arrows/crossbow bolts are used as ammunition
3757 for shooting weapons.
3758 <br><br>
3759 It's very easy to add new pairs of weapons &amp; projectiles.
3760 Just set matching &lt;ammunition class&gt; both for shooting
3761 weapon and projectile. ]]>
3762 </description>
3763 <use><![CDATA[
3764 If you want to create new kinds of projectiles, you could
3765 add an alchemical receipe to create these.
3766
3767 Don't create new pairs of weapons &amp; projectiles unless
3768 they really fullfill a useful purpose. In fact, even bows
3769 and crossbows are rarely ever used. ]]>
3770 </use>
3771 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3772 This number is a bitmask, specifying the projectile's attacktypes.
3773 Attacktypes are: physical, magical, fire, cold.. etc.
3774 This works identical to melee weapons. Note that shooting
3775 weapons cannot have attacktypes.
3776 </attribute>
3777 <attribute arch="race" editor="ammunition class" type="string">
3778 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3779 these projectiles. For arrows set "arrows", for crossbow bolts
3780 set "crossbow bolts" (big surprise).
3781
3782 In certain cases, the ammunition class is displayed in the game.
3783 Hence, when you create a new ammunition class, choose an
3784 intuitive name like "missiles", "spirit bolts" - whatever.
3785
3786 You can also make special containers holding these projectiles
3787 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3788 </attribute>
3789 <attribute arch="slaying" editor="slaying race" type="string">
3790 Slaying means the weapon does tripple (3x) damage to monsters
3791 of the specified race. If &lt;slaying race&gt; matches an arch name,
3792 only monsters of that archtype receive tripple damage.
3793 Tripple damage is very effective.
3794 </attribute>
3795 <attribute arch="dam" editor="damage" type="int">
3796 The projectile &lt;damage&gt; significantly affects the damage
3797 done. Damage can be further increased by the shooting
3798 weapon's attributes.
3799 </attribute>
3800 <attribute arch="wc" editor="weaponclass" type="int">
3801 This value is supposed to be the base &lt;weaponclass&gt;,
3802 but it seems to have rather little effect.
3803 High values are good here, low values bad.
3804 </attribute>
3805 <attribute arch="food" editor="chance to break" type="int">
3806 The &lt;chance to break&gt; defines the breaking probability when this
3807 projectile hits an obstacle, e.g. wall or monster.
3808 The value is the %-chance to break, ranging from 0 (never breaking)
3809 to 100 (breaking at first shot).
3810 </attribute>
3811 <attribute arch="magic" editor="magic bonus" type="int">
3812 Magic bonus increases chance to hit and damage a little bit.
3813 </attribute>
3814 <attribute arch="unique" editor="unique item" type="bool">
3815 Unique items exist only one time on a server. If the item
3816 is taken, lost or destroyed - it's gone for good.
3817 </attribute>
3818 <attribute arch="startequip" editor="godgiven item" type="bool">
3819 A godgiven item vanishes as soon as the player
3820 drops it to the ground.
3821 </attribute>
3822 <attribute arch="no_drop" editor="don't drop" type="bool">
3823 When a monster carries a projectile with &lt;don't drop&gt;,
3824 this item will never drop to the ground but
3825 vanish instead. If this object is shot, it can still drop
3826 after hitting an obstacle. You can prevent this by
3827 setting &lt;chance to break&gt; 100.
3828 </attribute>
3829 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3830 This text may describe the projectile. This
3831 could be nice for very special ones.
3832 </attribute>
3833 </type>
3834
3835 <!--####################################################################-->
3836 <type number="70" name="Ring">
3837 <import_type name="Amulet" />
3838 <description><![CDATA[
3839 Rings are worn on the hands - one ring each.
3840 Wearing rings, the object's stats will directly be inherited to
3841 the player. Usually enhancing his spellcasting potential. ]]>
3842 </description>
3843 <use><![CDATA[
3844 When you create an artifact ring, never forget that players can
3845 wear <B>two</B> rings! Due to that it is extremely important to
3846 keep rings in balance with the game.
3847 <br><br>
3848 Also keep in mind that rings are generally the wizard's tools.
3849 They should primarily grant bonuses to spellcasting abilities
3850 and non-physical resistances. ]]>
3851 </use>
3852 </type>
3853
3854 <!--####################################################################-->
3855 <type number="3" name="Rod">
3856 <ignore>
3857 <attribute arch="title" />
3858 </ignore>
3859 <description><![CDATA[
3860 A rod contains a spell. The player can use this spell by applying and
3861 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3862 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3863 used endlessly. ]]>
3864 </description>
3865 <use><![CDATA[
3866 Rods with healing/curing spells are extremely powerful. Usually, potions have
3867 to be used for that purpose. Though, potions are expensive and only good for
3868 one-time-use.<br> ]]>
3869 </use>
3870 <attribute arch="sp" editor="spell" type="spell">
3871 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3872 rods to players, since they can be used endlessly without any mana cost!
3873 Rods with heal/ restoration/ protection spells, IF available, MUST be
3874 very very VERY hard to get!
3875 </attribute>
3876 <attribute arch="level" editor="casting level" type="int">
3877 The casting level of the &lt;spell&gt; determines it's power.
3878 For attack spells, level should be set to something reasonable.
3879 </attribute>
3880 <attribute arch="hp" editor="initial spellpoints" type="int">
3881 This value represents the initial amount of spellpoints in the rod.
3882 Naturally, this is quite unimportant.
3883 </attribute>
3884 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3885 When the rod is fully charged up, it will hold this maximum amount of
3886 spellpoints. Make sure it is enough to cast the contained spell at least
3887 once. But don't set the value too high, as that might make the rod
3888 too effective.
3889 </attribute>
3890 <attribute arch="startequip" editor="godgiven item" type="bool">
3891 A godgiven item vanishes as soon as the player
3892 drops it to the ground.
3893 </attribute>
3894 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3895 This text may contain a description of the rod.
3896 </attribute>
3897 </type>
3898
3899 <!--####################################################################-->
3900 <type number="154" name="Rune">
3901 <ignore>
3902 <attribute arch="no_pick" />
3903 <attribute arch="title" />
3904 <attribute arch="name_pl" />
3905 <attribute arch="weight" />
3906 <attribute arch="value" />
3907 <attribute arch="material" />
3908 <attribute arch="unpaid" />
3909 </ignore>
3910 <description><![CDATA[
3911 A rune is a magical enscription on the dungeon floor.
3912 <br><br>
3913 Runes hit any monster or person who steps on them for 'dam' damage in
3914 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3915 and will cast this spell when it detonates. Yet another kind is the
3916 "summoning rune", summoning predefined monsters of any kind, at detonation.
3917 <br><br>
3918 Many runes are already defined in the archetypes. ]]>
3919 </description>
3920 <use><![CDATA[
3921 Avoid monsters stepping on your runes. For example, summoning runes
3922 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3923 </use>
3924 <attribute arch="no_pick" value="1" type="fixed" />
3925 &move_on;
3926 <attribute arch="level" editor="rune level" type="int">
3927 This value sets the level the rune will cast the spell it contains at,
3928 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3929 (&lt;rune level&gt; 0 runes won't detonate at all!)
3930
3931 Level Also effects how easily a rune may be found and disarmed, and
3932 how much experience the player gets for doing so. Beware: High level
3933 runes can be quite a cheap source of experience! So either make them
3934 tough, or keep the level low.
3935 </attribute>
3936 <attribute arch="Cha" editor="visibility" type="int">
3937 This value determines what fraction of the time the rune is visible:
3938 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3939 how easily the rune may be found.
3940 </attribute>
3941 <attribute arch="hp" editor="number of charges" type="int">
3942 The rune will detonate &lt;number of charges&gt; times before disappearing.
3943 </attribute>
3944 <attribute arch="dam" editor="direct damage" type="int">
3945 &lt;direct damage&gt; specifies how much damage is done by the rune,
3946 if it doesn't contain a spell. This should be set in reasonable
3947 relation to the rune's level.
3948 </attribute>
3949 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3950 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3951 attribute defines what attacktype to use for direct damage when
3952 the rune detonates.
3953 </attribute>
3954 <section name="spellcraft">
3955 <attribute arch="sp" editor="spell" type="spell">
3956 The selected &lt;spell&gt; defines the spell in the rune, if any.
3957 (Many runes do direct damage).
3958 </attribute>
3959 <attribute arch="slaying" editor="spell name" type="string">
3960 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3961 but if present, overrides the &lt;spell&gt; setting.
3962 </attribute>
3963 <attribute arch="other_arch" editor="spell arch" type="string">
3964 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3965 is optional, but if present, overrides the &lt;spell&gt; setting.
3966 You can choose any of the existing arches.
3967 </attribute>
3968 <attribute arch="maxsp" editor="direction" type="list_direction">
3969 If set, the rune will cast it's containing spell (if any) in
3970 this &lt;direction&gt;.In most cases this appears useless because
3971 the spell directly hits the player.
3972 </attribute>
3973 <attribute arch="race" editor="summon monster" type="string">
3974 If this is set to the arch name of any monster, together with
3975 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3976 of those on detonation. (dam and attacktype will still be ignored
3977 in this case). Runes are even capable of summoning multi-square
3978 monsters, given enough space. You'd better test it though.
3979 </attribute>
3980 <attribute arch="maxhp" editor="summon amount" type="int">
3981 This should only be set to a summoning rune. It will then summon
3982 that many creatures of the kind &lt;summon monster&gt;.
3983 </attribute>
3984 </section>
3985 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3986 When the rune detonates, this text is displayed to the
3987 victim. For especially powerful runes, create an appropriate
3988 thrilling description. ;)
3989 </attribute>
3990 </type>
3991
3992 <!--####################################################################-->
3993 <type number="106" name="Savebed">
3994 <ignore>
3995 <ignore_list name="non_pickable" />
3996 </ignore>
3997 <description><![CDATA[
3998 When the player applies a savebed, he is not only saved. Both his
3999 respawn-after-death and his word-of-recall positions are pointing
4000 to the last-applied savebed. ]]>
4001 </description>
4002 <use><![CDATA[
4003 Put savebed locations in towns, do not put them into dungeons.
4004 It is absolutely neccessary that a place with savebeds is 100% secure.
4005 That means:
4006 <UL>
4007 <LI> Monsters must not be able to reach the savebeds under any circumstances!
4008 <LI> If there are NPCs around, make sure they have the friendly-flag set.
4009 <LI> Insert a relyable exit! Make sure there is no possibility that
4010 players get trapped in a savebed location.
4011 <LI> If possible, mark the whole site as no-spell area (Insert this
4012 arch called "dungeon_magic" everywhere). This is not required,
4013 but it makes the place much more safe.
4014 </UL> ]]>
4015 </use>
4016 <attribute arch="no_pick" value="1" type="fixed" />
4017 <attribute arch="no_magic" value="1" type="fixed" />
4018 <attribute arch="damned" value="1" type="fixed" />
4019 </type>
4020
4021 <!--####################################################################-->
4022 <type number="111" name="Scroll">
4023 <ignore>
4024 <attribute arch="title" />
4025 </ignore>
4026 <description><![CDATA[
4027 Scrolls contain spells (similar to spell-potions). Unlike potions,
4028 scrolls require a certain literacy skill to read successfully.
4029 Accordingly, for a successful reading, a small amount of
4030 experience is gained. Scrolls allow only one time usage, but
4031 usually they are sold in bulks. ]]>
4032 </description>
4033 <use><![CDATA[
4034 For low level quests, scrolls of healing/curing-spells
4035 can be a nice reward. At higher levels, scrolls become less
4036 and less useful. ]]>
4037 </use>
4038 <attribute arch="level" editor="casting level" type="int">
4039 The spell of the scroll will be casted at this level.
4040 This value should always be set, at least to 1.
4041 </attribute>
4042 <attribute arch="sp" editor="spell" type="spell">
4043 When a player/monster applies this scroll, the selected &lt;spell&gt;
4044 will be casted (once). This should work for any given spell.
4045 </attribute>
4046 <attribute arch="startequip" editor="godgiven item" type="bool">
4047 A godgiven item vanishes as soon as the player
4048 drops it to the ground.
4049 </attribute>
4050 </type>
4051
4052 <!--####################################################################-->
4053 <type number="33" name="Shield">
4054 <import_type name="Amulet" />
4055 <description><![CDATA[
4056 Wearing a shield, the object's stats will directly be inherited to
4057 the player. Shields usually provide good defense, only surpassed
4058 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4059 </description>
4060 <use><![CDATA[
4061 Feel free to create your own special artifacts. However, it is very
4062 important that you keep your artifact in balance with existing maps. ]]>
4063 </use>
4064 <attribute arch="magic" editor="magic bonus" type="int">
4065 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4066 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4067 than direct armour-class bonus on the shield.
4068 </attribute>
4069 </type>
4070
4071 <!--####################################################################-->
4072 <type number="14" name="Shooting Weapon">
4073 <description><![CDATA[
4074 Shooting weapons like bows/crossbows are used to shoot projectiles
4075 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4076 wielded both at the same time. Like with any other equipment,
4077 stats/bonuses from shooting weapons are directly inherited to the player.
4078 <br><br>
4079 It's very easy to add new pairs of weapons &amp; projectiles.
4080 Just set matching &lt;ammunition class&gt; both for shooting
4081 weapon and projectile. ]]>
4082 </description>
4083 <use><![CDATA[
4084 Shooting weapons should not add bonuses in general. There's already
4085 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4086 Shooting weapons should especially not add bonuses to the player
4087 that have nothing to do with schooting. A Wisdom bonus on a bow
4088 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4089 - still crap. ]]>
4090 </use>
4091 <attribute arch="race" editor="ammunition class" type="string">
4092 Only projectiles with matching &lt;ammunition class&gt; can be fired
4093 with this weapon. For normal bows set "arrows", for normal
4094 crossbows set "crossbow bolts".
4095
4096 In certain cases, the ammunition class is displayed in the game.
4097 Hence, when you create a new ammunition class, choose an
4098 intuitive name like "missiles", "spirit bolts" - whatever.
4099 </attribute>
4100 <attribute arch="sp" editor="shooting speed" type="int">
4101 After shooting a projectile, the player is frozen for a short
4102 period of time (to prevent shooting arrows machine-gun-like).
4103 The greater &lt;shooting speed&gt;, the shorter this period of time.
4104 1 is minimum (=worst) and 100 is maximum (=best) value.
4105
4106 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4107 SET IT TO ZERO! (That would freeze the player for eternety).
4108 </attribute>
4109 <attribute arch="dam" editor="base damage" type="int">
4110 The &lt;base damage&gt; significantly affects the damage done
4111 by using this weapon. This damage is added to the projectile
4112 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4113 according to the player's strength is added.
4114 </attribute>
4115 <attribute arch="wc" editor="weaponclass" type="int">
4116 This value is supposed to be the base &lt;weaponclass&gt;,
4117 but it seems to have rather little effect.
4118 High values are good here, low values bad.
4119 </attribute>
4120 <attribute arch="item_power" editor="item power" type="int">
4121 The &lt;item power&gt; value measures how "powerful" an artifact is.
4122 Players will only be able to wear equipment with a certain total
4123 amount of &lt;item power&gt;, depending on their own level. This is the
4124 only way to prevent low level players to wear "undeserved" equipment
4125 (like gifts from other players or cheated items).
4126
4127 It is very important to adjust the &lt;item power&gt; value carefully
4128 for every artifact you create! If zero/unset, the CF server will
4129 calculate a provisional value at runtime, but this is never
4130 going to be an accurate measurement of &lt;item power&gt;.
4131 </attribute>
4132 <attribute arch="no_strength" editor="ignore strength" type="bool">
4133 Usually the player's strentgh takes effect on the damage
4134 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4135 the player's strength is ignored.
4136 </attribute>
4137 <attribute arch="damned" editor="damnation" type="bool">
4138 A damned shooting weapon cannot be unwielded unless
4139 the curse is removed. Removing damnations is
4140 a tick harder than removing curses.
4141 </attribute>
4142 <attribute arch="cursed" editor="curse" type="bool">
4143 A cursed shooting weapon cannot be unwielded unless
4144 the curse is removed.
4145 </attribute>
4146 <attribute arch="unique" editor="unique item" type="bool">
4147 Unique items exist only one time on a server. If the item
4148 is taken, lost or destroyed - it's gone for good.
4149 </attribute>
4150 <attribute arch="startequip" editor="godgiven item" type="bool">
4151 A godgiven item vanishes as soon as the player
4152 drops it to the ground.
4153 </attribute>
4154 <section name="stats">
4155 <attribute arch="Str" editor="strength" type="int">
4156 The player's strentgh will rise/fall by the given value
4157 while wearing this shooting weapon.
4158 </attribute>
4159 <attribute arch="Dex" editor="dexterity" type="int">
4160 The player's dexterity will rise/fall by the given value
4161 while wearing this shooting weapon.
4162 </attribute>
4163 <attribute arch="Con" editor="constitution" type="int">
4164 The player's constitution will rise/fall by the given value
4165 while wearing this shooting weapon.
4166 </attribute>
4167 <attribute arch="Int" editor="intelligence" type="int">
4168 The player's intelligence will rise/fall by the given value
4169 while wearing this shooting weapon.
4170 </attribute>
4171 <attribute arch="Pow" editor="power" type="int">
4172 The player's power will rise/fall by the given value
4173 while wearing this shooting weapon.
4174 </attribute>
4175 <attribute arch="Wis" editor="wisdom" type="int">
4176 The player's wisdom will rise/fall by the given value while
4177 wearing this shooting weapon.
4178 </attribute>
4179 <attribute arch="Cha" editor="charisma" type="int">
4180 The player's charisma will rise/fall by the given value
4181 while wearing this shooting weapon.
4182 </attribute>
4183 </section>
4184 <section name="bonus">
4185 <attribute arch="luck" editor="luck bonus" type="int">
4186 With positive luck bonus, the player is more likely to
4187 succeed in all sorts of things (spellcasting, praying,...).
4188 Unless the &lt;luck bonus&gt; is very high, the effect will be
4189 barely visible in-game. Luck bonus on one piece of equipment
4190 should never exceed 3, and such bonus should not be too
4191 frequently available.
4192 </attribute>
4193 <attribute arch="magic" editor="magic bonus" type="int">
4194 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4195 I'm not sure what exactly is increased - maybe weaponclass?
4196 However, &lt;magic bonus&gt; seems to have a little bit of positive
4197 influence on your chance to hit.
4198 </attribute>
4199 </section>
4200 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4201 This text describes the weapons's "story". Every decent artifact weapon
4202 should have such a description.
4203 </attribute>
4204 </type>
4205
4206 <!--####################################################################-->
4207 <type number="68" name="Shop Floor">
4208 <ignore>
4209 <ignore_list name="non_pickable" />
4210 </ignore>
4211 <description><![CDATA[
4212 Shop floor is used for shops. It acts like a combination of the
4213 common floor- and the treasure type: When the map is loaded,
4214 randomitems (depending on the setings) are generated on it.
4215 These items are all flagged as unpaid.
4216 When a player drops an item onto shop floor, the item becomes
4217 unpaid and the player receives payment according to the item's
4218 selling-value.
4219 Shopfloor always prevents magic (To hinder players from burning
4220 or freezing the goods). ]]>
4221 </description>
4222 <use><![CDATA[
4223 Tile your whole shop-interior space which shop floor.
4224 (That assures players receive payment for dropping items).
4225 Place shop mats to enter/leave the shop, and make sure
4226 there is no other exit than the shop mat. ]]>
4227 </use>
4228 <attribute arch="is_floor" value="1" type="fixed" />
4229 <attribute arch="no_pick" value="1" type="fixed" />
4230 <attribute arch="no_magic" value="1" type="fixed" />
4231 <attribute arch="auto_apply" editor="generate goods" type="bool">
4232 If enabled, items will appear on this square when the map is loaded.
4233 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4234 are generated. The items will be unpaid.
4235 </attribute>
4236 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4237 This entry determines what kind of treasure will appear, when
4238 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4239 for details about existing treasurelists.
4240 </attribute>
4241 <attribute arch="exp" editor="quality level" type="int">
4242 The &lt;quality level&gt; will be used for the quality of the generated
4243 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4244 doesn't need to be set, unless you want extraordinarily good/bad
4245 quality. If you want to make a shop with very high quality, meaybe
4246 charge an entrance fee, or make the shop hard-to-come-by.
4247 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4248 and appearance of artifact-items.
4249 </attribute>
4250 <attribute arch="damned" editor="no prayers" type="bool">
4251 If enabled, it is impossible for players to use prayers
4252 on that spot. It also prevents players from saving.
4253 (Remember that &lt;no magic&gt; is always set for shop floors.)
4254 </attribute>
4255 </type>
4256
4257 <!--####################################################################-->
4258 <type number="69" name="Shop Mat">
4259 <ignore>
4260 <ignore_list name="non_pickable" />
4261 </ignore>
4262 <description><![CDATA[
4263 Shop mats are used for entering/leaving shops. You should always
4264 have exactly TWO shop mats on your shop-map: One inside the
4265 "shopping-area" and one outside. Shop mats don't use exit paths/
4266 or -destinations. When stepping onto a shopmat the player gets beamed
4267 to the nearest other mat. If the player has unpaid items in his
4268 inventory, the price gets charged from his coins automatically.
4269 If the player has insufficient coins to buy his unpaid items, he
4270 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4271 </description>
4272 <use><![CDATA[
4273 As stated above, always place TWO shop mats into your shop.
4274 Not more and not less than that. ]]>
4275 </use>
4276 <attribute arch="no_pick" value="1" type="fixed" />
4277 &move_on;
4278 </type>
4279
4280 <!--####################################################################-->
4281 <type number="98" name="Sign &amp; MagicMouth">
4282 <ignore>
4283 <ignore_list name="non_pickable" />
4284 </ignore>
4285 <description><![CDATA[
4286 The purpose of a sign or magic_mouth is to display a certain message to
4287 the player. There are three ways to have the player get this message:
4288 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4289 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4290 </description>
4291 <use><![CDATA[
4292 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4293 some true roleplay feeling to your maps, support your storyline or give
4294 hints about hidden secrets/dangers. Place signs to provide the player
4295 with all kinds of useful information for getting along in your maps. ]]>
4296 </use>
4297 <attribute arch="connected" editor="connection" type="int">
4298 When a connection value is set, the message will be printed whenever
4299 the connection is triggered. This should be used in combination with
4300 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4301 If activating your magic_mouth this way, the message will not only be
4302 printed to one player, but all players on the current map.
4303 </attribute>
4304 &activate_on;
4305 &move_on;
4306 <attribute arch="food" editor="counter" type="int">
4307 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4308 (printing the message) only that many times. For signs this really shouldn't
4309 be used, while for magic_mouths it is extremely helpful.
4310 Monsters walking over the magic_mouth do not decrease the counter.
4311
4312 Often, you might want to have a message displayed only one time. For example:
4313 The player enters your map and you put a magic_mouth to tell him about the
4314 monsters and how dangerous they look and all. Later, when all the monsters
4315 are killed and the player leaves the map, displaying the same message a
4316 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4317 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4318 </attribute>
4319 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4320 This text will be displayed to the player.
4321 </attribute>
4322 </type>
4323
4324 <type number="150" name="Shop Inventory">
4325 <ignore>
4326 <ignore_list name="non_pickable" />
4327 </ignore>
4328 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4329 </description>
4330 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4331 </use>
4332 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4333 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4334 the map that will be searched for unpaid items.
4335 </attribute>
4336 </type>
4337
4338 <!--####################################################################-->
4339 <type number="43" name="Skill">
4340 <ignore>
4341 <ignore_list name="system_object" />
4342 </ignore>
4343 <description><![CDATA[
4344 Skills are objects which exist in the player/monster inventory.
4345 Both NPC/monsters and players use the same skill archetypes. Not all skills
4346 are enabled for monster use however. ]]>
4347 </description>
4348 <use><![CDATA[
4349 For mapmaking, Skill objects serve two purposes:
4350 <p>First, the predefined skill archtypes (in the 'skills' directory)
4351 can be seen as the global skill definitions. A skill which doesn't
4352 exists as an archtype cannot be learned or used by players. When you
4353 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4354 of defined skill archtypes, because those strings are used as a reference in
4355 many skill-related objects.
4356 </p><p>
4357 Secondly, in order to enable monsters to use skills, you will need to
4358 copy default skill archtypes into the monsters' inventories.
4359 You can even customize the skills by changing stats. It is not
4360 recommended however, to use skills in your maps which are totally
4361 unrelated to any predefined skill archtype.</p> ]]>
4362 </use>
4363 <attribute arch="invisible" value="1" type="fixed" />
4364 <attribute arch="no_drop" value="1" type="fixed" />
4365 <attribute arch="skill" editor="skill name" type="string">
4366 The &lt;skill name&gt; is used for matchings. When a usable
4367 object has an identical &lt;skill name&gt;, players
4368 (or monsters) will need this skill to apply/use the object.
4369 </attribute>
4370 <attribute arch="expmul" editor="exp multiplier" type="float">
4371 This is the ratio of experience the players total should increase by
4372 when this skill is used. If this is zero, then experience only goes to
4373 to the skill. Values higher than 1 are allowed. Note that experience
4374 rewarded to the players total is in addition to that given to the
4375 skill. Eg, if player should get 500 exp for using a skill, and
4376 expmul is 1, the player will get 500 added to that skill as well as
4377 500 to their total.
4378 </attribute>
4379 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4380 The &lt;skill type&gt; defines the base functionality of the skill.
4381 Skill types are hardcoded in the Crossfire server. It isn't hard to
4382 create new skill types, but it requires a bit of server-coding.
4383 </attribute>
4384 <attribute arch="level" editor="level" type="int">
4385 </attribute>
4386 <attribute arch="exp" editor="experience" type="int">
4387 </attribute>
4388 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4389 The &lt;is native skill&gt; flag has an effect only when this
4390 skill object is placed in the inventory of a monster (or player).
4391 If it is set, the monster or player knows the skill natively, which
4392 means he does not need a skill tool to use it.
4393 </attribute>
4394 </type>
4395
4396 <!--####################################################################-->
4397 <type number="130" name="Skill Scroll">
4398 <description><![CDATA[
4399 By reading a skill scroll, a player has a chance to learn the
4400 contained skill. ]]>
4401 </description>
4402 <use><![CDATA[
4403 Skill scrolls are very much sought for by players. Currently,
4404 all skill scrolls are sold in shops randomly, which is in fact not
4405 a good system. It would be nice to have some cool quests with
4406 skill scrolls rewarded at the end. ]]>
4407 </use>
4408 <attribute arch="race" value="scrolls" type="fixed" />
4409 <attribute arch="skill" editor="skill name" type="string">
4410 The &lt;skill name&gt; matches the skill object that can
4411 be learned from this scroll.
4412 </attribute>
4413 </type>
4414
4415 <!--####################################################################-->
4416 <type number="21" name="Special Key">
4417 <ignore>
4418 <attribute arch="material" />
4419 </ignore>
4420 <description><![CDATA[
4421 When carrying the appropriate special key, a locked door can
4422 be opened. The key will dissapear.
4423 <br><br>
4424 This object-type can also be used for "passport"-like items:
4425 When walking onto an invetory checker, a gate for example might
4426 get opened. The "passport" will stay in the player's inventory. ]]>
4427 </description>
4428 <use><![CDATA[
4429 How to make a "passport": You take the special key arch
4430 (archetype name is "key2"), set the face to something like
4431 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4432 certainly must match with the appropiate inventory checker.
4433 <br><br>
4434 Of course you can be creative with names and faces of
4435 key-objects. A "mysterious crystal" or a "big dragon claw"
4436 (with appropriate faces) appear more interesting than just
4437 a "strange key", or "passport". ]]>
4438 </use>
4439 <attribute arch="slaying" editor="key string" type="string">
4440 This string must be identical with the &lt;key string&gt; in the
4441 locked door, then it can be unlocked. It can also be used
4442 to trigger inventory checkers.
4443 </attribute>
4444 <attribute arch="material" editor="material" type="bitmask_material">
4445 For Special Keys, material should always be unset or set
4446 to Adamantite. This prevents the key from getting
4447 burned or otherwise destroyed.
4448 </attribute>
4449 <attribute arch="unique" editor="unique item" type="bool">
4450 Unique items exist only one time on a server. If the item
4451 is taken, lost or destroyed - it's gone for good.
4452
4453 This can be used if you want to sell apartments on your
4454 map: Simply sell a unique passport/key, and place
4455 an inventory checker at the entrance of your apartment.
4456 </attribute>
4457 <attribute arch="startequip" editor="godgiven item" type="bool">
4458 A godgiven item vanishes as soon as the player
4459 drops it to the ground.
4460 </attribute>
4461 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4462 This will add a description to the object. The player can read
4463 this text by clicking on the item in his inventory. Use this
4464 message to describe what the key/passport is good for. A player
4465 might have 50 different keys on his key-ring. Don't expect
4466 players to recall their purpose just by their names.
4467 </attribute>
4468 </type>
4469
4470 <!--####################################################################-->
4471 <type number="101" name="Spell">
4472 <ignore>
4473 <ignore_list name="system_object" />
4474 </ignore>
4475 <description><![CDATA[
4476 Spell objects define a spell. When a spell is put in a spellbook,
4477 players can learn it by reading the book. Once learned, players
4478 can use the spell as often as they like. With increasing skill level
4479 of the player, spells may gain power but also increase cost.<br>
4480 Monsters can use spells which are put in their inventory (provided
4481 that certain "enabling" settings are correct). The monster's
4482 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4483 </description>
4484 <use><![CDATA[
4485 A lot of the spells' settings can be tuned and customized.
4486 When creating new spells which are accessible to players, it is
4487 important to think about balance. A single spell which is too
4488 powerful and/or too easy to use can eventually toss the whole skill
4489 and magic school system out of whack. Testing new spells is
4490 quite important therefore. ]]>
4491 </use>
4492 <attribute arch="no_drop" value="1" type="fixed" />
4493 <attribute arch="invisible" value="1" type="fixed" />
4494 <attribute arch="skill" editor="skill name" type="string">
4495 The &lt;skill name&gt; matches the skill which is needed
4496 to cast this spell. This should be one out of "sorcery",
4497 "pyromancy", "evocation", "summoning" or "praying".
4498 If you want to fiddle with these, please take care not
4499 to upset the concept and balance of the various skills.
4500 </attribute>
4501 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4502 The &lt;spell type&gt; defines the basic type of spell.
4503 Some of these types are of a more generic nature than others.
4504 </attribute>
4505 <attribute arch="level" editor="spell level" type="int">
4506 </attribute>
4507 <attribute arch="casting_time" editor="casting time" type="int">
4508 </attribute>
4509 <attribute arch="duration" editor="duration" type="int">
4510 </attribute>
4511 <attribute arch="other_arch" editor="create object" type="string">
4512 </attribute>
4513 <attribute arch="sp" editor="cost spellpoints" type="int">
4514 </attribute>
4515 <attribute arch="grace" editor="cost grace" type="int">
4516 </attribute>
4517 <attribute arch="maxsp" editor="double cost per level" type="int">
4518 </attribute>
4519 </type>
4520
4521 <!--####################################################################-->
4522 <type number="85" name="Spellbook">
4523 <description><![CDATA[
4524 By reading a spellbook, the player has a chance of learning the
4525 contained spell. Once learned from a book, the spell is available
4526 forever. Spellbooks with high level spells require some skill-level
4527 to read.<br><br>
4528 You can create widely customized spells only by adjusting the
4529 spell object in the spellbooks inventory. Refer to the description
4530 of spell objects for detailed information how to customize spells.<br>
4531 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4532 with a compilation of spells that the book may contain. ]]>
4533 </description>
4534 <use><![CDATA[
4535 Don't put any of the godgiven spells into a spellbook! These are
4536 reserved for the followers of the appropriate cults. Handing them
4537 out in a spellbook would violate the balance between different religions.
4538 <br><br>
4539 Note that there is no fundamental difference between the spellbooks
4540 of varying schools (pyromancy, sorcery, evocation, summoning, and
4541 even praying). The difference lies only in the spells they contain.
4542 It is up to you, the mapmaker, to pick the right type of book
4543 for your spells. ]]>
4544 </use>
4545 <attribute arch="skill" value="literacy" type="fixed" />
4546 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4547 There are two ways to put spells into a spellbook:
4548 1. Put a spell object in the books inventory. In this case,
4549 treasurelist must be set to &lt;none&gt;.
4550 2. Choose a treasurelist which contains spells.
4551 In that way, a spell will be chosen randomly from the list.
4552 </attribute>
4553 <attribute arch="startequip" editor="godgiven item" type="bool">
4554 A godgiven item vanishes as soon as the player
4555 drops it to the ground.
4556 </attribute>
4557 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4558 This text may contain a nice description
4559 of the spellbook's cover or something.
4560 </attribute>
4561 </type>
4562
4563 <!--####################################################################-->
4564 <type number="90" name="Spinner">
4565 <ignore>
4566 <ignore_list name="non_pickable" />
4567 </ignore>
4568 <description><![CDATA[
4569 Spinners change the direction of spell objects and other projectiles
4570 that fly past. Unlike directors, it does make a difference from what
4571 angle you shoot into the spinner. The direction of objects flying past
4572 is always changed by a certain degree. ]]>
4573 </description>
4574 <use><![CDATA[
4575 Spinners are very rarely used. I believe they are quite
4576 confusing and pointless. The only use I can think of is building
4577 some puzzle about where to shoot into spinners to shoot somewhere you
4578 otherwise couldn't.
4579
4580 When placing spinners on a map with magic walls, make sure the spell-
4581 projectiles from magic walls don't get to fly in loops. ]]>
4582 </use>
4583 <attribute arch="sp" editor="direction number" type="int">
4584 The spinner will change the direction of flying objects by
4585 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4586 positive values counter clockwise.
4587
4588 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4589 </attribute>
4590 &move_on;
4591 </type>
4592
4593 <!--####################################################################-->
4594 <type number="138" name="Swamp">
4595 <ignore>
4596 <ignore_list name="non_pickable" />
4597 </ignore>
4598 <description><![CDATA[
4599 Swamp areas show a special behaviour:
4600 When a player stands still on a swamp-square for too long,
4601 he will start to sink in and eventually drown and die.
4602 Items dropped on the swamp sink in and dissapear.
4603 Players with knowledge of the woodsman skill are a lot less likely
4604 to die in the swamp. ]]>
4605 </description>
4606 <attribute arch="is_floor" value="1" type="fixed" />
4607 <attribute arch="is_wooded" value="1" type="fixed" />
4608 <attribute arch="speed" editor="drowning speed" type="float">
4609 The higher the &lt;drowning speed&gt;, the faster will players and items
4610 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4611 and unexpected death-trap. Players should get a warning before such areas.
4612 </attribute>
4613 &speed_left;
4614 &move_on;
4615 &movement_types_terrain;
4616 <attribute arch="no_magic" editor="no spells" type="bool">
4617 If enabled, it is impossible for players to use (wizard-)
4618 spells on that spot.
4619 </attribute>
4620 <attribute arch="damned" editor="no prayers" type="bool">
4621 If enabled, it is impossible for players to use prayers
4622 on that spot. It also prevents players from saving.
4623 </attribute>
4624 </type>
4625
4626 <!--####################################################################-->
4627 <type number="41" name="Teleporter">
4628 <ignore>
4629 <ignore_list name="non_pickable" />
4630 </ignore>
4631 <description><![CDATA[
4632 When the player walks into a teleporter, he is transferred to a
4633 different location. The main difference to the object-type exit
4634 is the possibility to have teleporters connected to levers/buttons/etc.
4635 Sometimes teleporters are activated even against the players will.
4636 <br><br>
4637 Unlike exits, teleporters can also transfer items and
4638 monsters to different locations on the same map. ]]>
4639 </description>
4640 <use><![CDATA[
4641 When creating maps, I guess sooner or later you'll want to have
4642 an invisible teleporter. If using "invisible 1", the teleporter
4643 can still be discovered with the show_invisible spell. And in
4644 some cases you can't place it under the floor to prevent this.
4645 <br><br>
4646 Fortunately, there is a cool trick to make a perfectly invisible
4647 teleporter: You simply add teleporter functionality to the floor
4648 itself. That means: You take the floor arch (e.g. "flagstone"),
4649 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4650 </use>
4651 <attribute arch="slaying" editor="exit path" type="string">
4652 The exit path specifies the map that the player is transferred to.
4653 &lt;exit path&gt; can be an absolute path, beginning with '/'
4654 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4655 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4656 for example I could use the relative path "Fire1"). Use relative
4657 paths whenever possible! Note that upper/lower case must always be
4658 set correctly. However, please use lower case only.
4659
4660 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4661 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4662 monsters and items. In this case, the destined map is automatically
4663 the same map the teleporter is on.
4664 </attribute>
4665 <attribute arch="hp" editor="destination X" type="int">
4666 The exit destinations define the (x, y)-coordinates where the exit
4667 leads to.
4668
4669 If both are set to zero and &lt;exit path&gt; is empty, the player will
4670 get teleported to another, randomly chosen teleporter on the same
4671 map (Slightly confusing for the player though). Make sure there
4672 actually *is* a second one in that case.
4673
4674 If both are set to zero and &lt;exit path&gt; is set, the player will
4675 be transferred to the "default enter location" of the destined map.
4676 The latter can be set in the map-properties as "Enter X/Y". Though,
4677 please DO NOT use that. It turned out to be a source for numerous
4678 map-bugs.
4679 </attribute>
4680 <attribute arch="sp" editor="destination Y" type="int">
4681 The exit destinations define the (x, y)-coordinates where the exit
4682 leads to.
4683
4684 If both are set to zero and &lt;exit path&gt; is empty, the player will
4685 get teleported to another, randomly chosen teleporter on the same
4686 map (Slightly confusing for the player though). Make sure there
4687 actually *is* a second one in that case.
4688
4689 If both are set to zero and &lt;exit path&gt; is set, the player will
4690 be transferred to the "default enter location" of the destined map.
4691 The latter can be set in the map-properties as "Enter X/Y". Though,
4692 please DO NOT use that. It turned out to be a source for numerous
4693 map-bugs.
4694 </attribute>
4695 <attribute arch="connected" editor="connection" type="int">
4696 If a connection value is set, the teleporter will be activated
4697 whenever the connection is triggered. To use this properly,
4698 &lt;activation speed&gt; must be zero.
4699 </attribute>
4700 &activate_on;
4701 <attribute arch="speed" editor="activation speed" type="float">
4702 If the &lt;activation speed&gt; is nonzero, the teleporter will
4703 automatically be activated in regular time-intervals. Hence, the
4704 player can just step on it and gets teleported sooner or later.
4705 The duration between two activates depends on the given value.
4706 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4707
4708 VERY IMPORTANT: If you want to have your teleporter activated via
4709 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4710 </attribute>
4711 &speed_left;
4712 </type>
4713
4714 <!--####################################################################-->
4715 <type number="26" name="Timed Gate">
4716 <ignore>
4717 <ignore_list name="non_pickable" />
4718 </ignore>
4719 <description><![CDATA[
4720 Gates play an important role in Crossfire. Gates can be opened
4721 by activating a button/trigger, by speaking passwords (-> magic_ear)
4722 or carrying special key-objects (-> inventory checker).
4723 Unlike locked doors, gates can get shut again after a player has
4724 passed, which makes them more practical in many cases. Unlike normal
4725 gates, timed gates open when triggered but automatically close again
4726 after some time.]]>
4727 </description>
4728 <use><![CDATA[
4729 Use gates to divide your maps into separated areas. After solving
4730 area A, the player gains access to area B, and so on. Make your
4731 maps more complex than "one-way". ]]>
4732 </use>
4733 <attribute arch="no_pick" value="1" type="fixed" />
4734 <attribute arch="connected" editor="connection" type="int">
4735 Whenever the inventory checker is triggered, all objects with identical
4736 &lt;connection&gt; value get activated. This only makes sense together with
4737 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4738 after some time.
4739 </attribute>
4740 &activate_on;
4741 <attribute arch="wc" editor="position state" type="int">
4742 The &lt;position state&gt; defines the position of the gate:
4743 Zero means completely open/down, the "number of animation-steps" (usually
4744 about 6 or 7) means completely closed/up state. I suggest you don't
4745 mess with this value - Leave the default in place.
4746 </attribute>
4747 &movement_types_terrain;
4748 <attribute arch="no_magic" editor="restrict spells" type="bool">
4749 Restricting the use of spells to pass this gate. This has
4750 an effect only if &lt;block view&gt; is disabled.
4751 </attribute>
4752 <attribute arch="damned" editor="restrict prayers" type="bool">
4753 Restricting the use of prayers to pass this door. This has
4754 an effect only if &lt;block view&gt; is disabled.
4755 </attribute>
4756 <attribute arch="hp" editor="open duration" type="int">
4757 Defines the duration the gate remains closed. This only takes effect
4758 if the gate is not connected.
4759 </attribute>
4760 </type>
4761
4762 <!--####################################################################-->
4763 <type number="155" name="Trap">
4764 <ignore>
4765 <attribute arch="no_pick" />
4766 <attribute arch="title" />
4767 <attribute arch="name_pl" />
4768 <attribute arch="weight" />
4769 <attribute arch="value" />
4770 <attribute arch="material" />
4771 <attribute arch="unpaid" />
4772 </ignore>
4773 <description><![CDATA[
4774 A trap is a object that can either do damage or trigger another connected object
4775 when detonated. Traps are like runes except they are not magical in nature,
4776 and generally have either a physical attack or trigger a reaction.
4777 <br><br>
4778 Traps hit any monster or person who steps on them for 'dam' damage in
4779 'attacktype' attacktype and/or trigger a reaction.
4780 <br><br>
4781 Many traps are already defined in the archetypes. ]]>
4782 </description>
4783 <use><![CDATA[
4784 Avoid monsters stepping on your traps. For example, a party of orcs setting
4785 off your lightning wall and pit trap is usually a bad idea. ]]>
4786 </use>
4787 <attribute arch="no_pick" value="1" type="fixed" />
4788 &move_on;
4789 <attribute arch="level" editor="trap level" type="int">
4790 Level effects how easily a trap may be found and disarmed, and
4791 how much experience the player gets for doing so. Beware: High level
4792 traps can be quite a cheap source of experience! So either make them
4793 tough, or keep the level low.
4794 </attribute>
4795 <attribute arch="Cha" editor="visibility" type="int">
4796 This value determines what fraction of the time the trap is visible:
4797 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4798 how easily the trap may be found.
4799 </attribute>
4800 <attribute arch="hp" editor="number of charges" type="int">
4801 The trap will detonate &lt;number of charges&gt; times before disappearing.
4802 </attribute>
4803 <attribute arch="dam" editor="direct damage" type="int">
4804 &lt;direct damage&gt; specifies how much damage is done by the trap.
4805 This should be set in reasonable relation to the trap's level.
4806 </attribute>
4807 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4808 This attribute defines what attacktype to use for direct damage when
4809 the trap detonates.
4810 </attribute>
4811 <attribute arch="connected" editor="connection" type="int">
4812 When the trap is detonated, all objects with the same
4813 connection value get activated.
4814 </attribute>
4815 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4816 When the trap detonates, this text is displayed to the
4817 victim. For especially powerful or complex traps, create an appropriate
4818 and thrilling description. ;)
4819 </attribute>
4820 </type>
4821
4822 <!--####################################################################-->
4823 <type number="95" name="Trapdoor">
4824 <ignore>
4825 <ignore_list name="non_pickable" />
4826 </ignore>
4827 <description><![CDATA[
4828 Trapdoors are very similar to pits. The difference is that they
4829 can not be closed. Instead, the weight of the object on the
4830 trapdoor determines weither it slams the trapdoor open and falls through
4831 or not.<br>
4832 Once a trapdoor has been opened (by a creature or items of sufficient
4833 weight,) it remains open, acting like an opened pit. ]]>
4834 </description>
4835 <use><![CDATA[
4836 Trapdoors should be used in the same fashion as pits:
4837 They should always drop the victims to some kind of lower level. They
4838 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4839 </use>
4840 <attribute arch="no_pick" value="1" type="fixed" />
4841 &move_on;
4842 <attribute arch="weight" editor="hold weight" type="int">
4843 This value defines how much weight the trapdoor can hold.
4844 Once items or creatures are gathered on the trapdoor, with
4845 a total weight surpassing this value, then the trapdoor will
4846 open and things start falling through.
4847 </attribute>
4848 <attribute arch="hp" editor="destination X" type="int">
4849 The trapdoor will transport creatures (and items) randomly into
4850 a two-square radius of the destination coordinates.
4851 If the destination square becomes blocked, the trapdoor will act like
4852 being filled up and not work anymore!
4853 </attribute>
4854 <attribute arch="sp" editor="destination Y" type="int">
4855 The trapdoor will transport creatures (and items) randomly into
4856 a two-square radius of the destination coordinates.
4857 If the destination square becomes blocked, the trapdoor will act like
4858 being filled up and not work anymore!
4859 </attribute>
4860 </type>
4861
4862 <!--####################################################################-->
4863 <type number="4" name="Treasure">
4864 <ignore>
4865 <attribute arch="nrof" />
4866 <attribute arch="title" />
4867 <attribute arch="name_pl" />
4868 <attribute arch="weight" />
4869 <attribute arch="value" />
4870 <attribute arch="material" />
4871 </ignore>
4872 <description><![CDATA[
4873 A treasure-object turns into certain randomitems when the map is loaded
4874 into the game. ]]>
4875 </description>
4876 <use><![CDATA[
4877 About usage of the "random-artifact" treasurelist:
4878 This will generate powerful stuff like girdles, xray helmets, special
4879 swords etc. If you put this as reward to your quest, players might be
4880 motivated to do it more than once. BUT, by doing so they will get a huge
4881 number of different artifacts! Besides, players will always seek the place
4882 with the most easy-to-get random artifact and ignore all others.
4883 My advice: Don't use it! Attract players with good fighting experience
4884 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4885 </use>
4886 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4887 This entry determines what kind of treasure will appear. Look into
4888 /crossfire/share/crossfire/treasures for details about existing
4889 treasurelists.
4890 </attribute>
4891 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4892 "Auto-generate" must be set in order to have the treasure be created
4893 when the map is loaded.
4894 If you want to create a random treasure chest, you unset this flag.
4895 That way, the player has to apply the object (the chest), then the
4896 treasure is generated.
4897 </attribute>
4898 <attribute arch="hp" editor="create number" type="int">
4899 "Create number" specifies how many pieces of the given treasurelist
4900 will appear. Note that for every piece there is a chance that nothing is
4901 generated. Also, sometimes there can be stacks of items generated, like
4902 for gems/money.
4903 </attribute>
4904 <attribute arch="exp" editor="quality level" type="int">
4905 The &lt;quality level&gt; will be used for the quality of the generated
4906 treasure instead of the map difficulty (as was done with shops).
4907 If zero/unset, the map difficulty will instead be used.
4908 (Example for comparison: Shop floors generate treasure of
4909 &lt;quality level&gt; 5 per default).
4910 </attribute>
4911 </type>
4912
4913 <!--####################################################################-->
4914 <type number="52" name="Trigger Marker">
4915 <ignore>
4916 <ignore_list name="system_object" />
4917 </ignore>
4918 <description><![CDATA[
4919 A trigger marker is an object that inserts an invisible force (a mark) into a
4920 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4921 &lt;key string&gt; which can be discovered by detectors or inventory
4922 checkers. It is also possible to use markers for removing marks again.
4923 <br><br>
4924 Note that the player has no possibility to "see" his own marks,
4925 except by the effect that they cause on the maps. ]]>
4926 </description>
4927 <use><![CDATA[
4928 Markers hold real cool possibilities for map-making. I encourage
4929 you to use them frequently. However there is one negative point
4930 about markers: Players don't "see" what's going on with them. It is
4931 your task, as map-creator, to make sure the player is always well
4932 informed and never confused.
4933 <br><br>
4934 Please avoid infinite markers when they aren't needed. They're
4935 using a little space in the player file after all, so if there
4936 is no real purpose, set an expire time. ]]>
4937 </use>
4938 <attribute arch="no_pick" value="1" type="fixed" />
4939 <attribute arch="slaying" editor="key string" type="string">
4940 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4941 If the player already has a force with that &lt;key string&gt;,
4942 there won't be inserted a second one.
4943 </attribute>
4944 <attribute arch="connected" editor="connection" type="int">
4945 Unlike a regular marker this is the connection that triggers this marker to activate.
4946 </attribute>
4947 <attribute arch="food" editor="mark duration" type="int">
4948 This value defines the duration of the force it inserts.
4949 If nonzero, the duration of the player's mark is finite:
4950 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4951 means the mark will stay on the player forever.
4952 </attribute>
4953 <attribute arch="name" editor="delete mark" type="string">
4954 When the player steps onto the marker, all existing forces in
4955 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4956 will be removed. If you don't want to remove any marks, leave
4957 this textfield empty.
4958
4959 Note that the string &lt;delete mark&gt; is set as the name of
4960 this marker. So don't be confused, and remember changing the
4961 name will take effect on the marker's functionality.
4962 </attribute>
4963 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4964 In the moment when the player gets marked, this text is displayed
4965 to him. You should really set a message in any marker you create,
4966 because it's the only way for the player to notice what's going on.
4967 </attribute>
4968 </type>
4969
4970 <!--####################################################################-->
4971 <type number="0" name="Wall">
4972 <required>
4973 <attribute arch="is_floor" value="0" />
4974 <attribute arch="alive" value="0" />
4975 <attribute arch="no_pass" value="1" />
4976 </required>
4977 <ignore>
4978 <attribute arch="nrof" />
4979 <attribute arch="title" />
4980 <attribute arch="name_pl" />
4981 <attribute arch="value" />
4982 <attribute arch="unpaid" />
4983 </ignore>
4984 <description><![CDATA[
4985 Walls usually block passage and sight. ]]>
4986 </description>
4987 &movement_types_terrain;
4988 <attribute arch="can_roll" editor="moveable" type="bool">
4989 If set, the object is able to "roll", so it can be pushed around.
4990 This setting is used for boulders and barrels.
4991 </attribute>
4992 <attribute arch="no_magic" editor="restrict spells" type="bool">
4993 This takes effect only with &lt;blocksview&gt; disabled.
4994 Restricting the use of spells to pass this wall.
4995 </attribute>
4996 <attribute arch="damned" editor="restrict prayers" type="bool">
4997 This takes effect only with &lt;blocksview&gt; disabled.
4998 Restricting the use of spells to pass this wall.
4999 </attribute>
5000 </type>
5001
5002 <!--####################################################################-->
5003 <type number="109" name="Wand &amp; Staff">
5004 <description><![CDATA[
5005 Wands contain a certain spell. The player can apply (ready) and
5006 fire the wand. After a defined number of casts, the wand is
5007 "used up". It is possible to recharge a wand with scrolls of
5008 charging, but usually that isn't worth the cost. ]]>
5009 </description>
5010 <use><![CDATA[
5011 Wands are quite seldomly used. The reason prolly is that they're
5012 generally not cost-efficient. Handing out high-level wands with
5013 powerful special spells isn't a good idea either, because of
5014 the recharge ability.
5015 <br><br>
5016 For low levels, staffs of healing/cure and word of recall are
5017 quite desirable though. Ideal rewards for low level quests. ]]>
5018 </use>
5019 <attribute arch="sp" editor="spell" type="spell">
5020 The &lt;spell&gt; specifies the contained spell.
5021 </attribute>
5022 <attribute arch="level" editor="casting level" type="int">
5023 The &lt;casting level&gt; of the wand determines it's power.
5024 An average level for wands in shops is about 10.
5025 </attribute>
5026 <attribute arch="food" editor="number of charges" type="int">
5027 The wand can be used &lt;number of charges&gt; times before it is
5028 used up. It can be recharged with scrolls of charging.
5029 </attribute>
5030 <attribute arch="startequip" editor="godgiven item" type="bool">
5031 A godgiven item vanishes as soon as the player
5032 drops it to the ground.
5033 </attribute>
5034 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5035 This text may contain a description of the wand.
5036 </attribute>
5037 </type>
5038
5039 <!--####################################################################-->
5040 <type number="0" name="Weak Wall">
5041 <required>
5042 <attribute arch="is_floor" value="0" />
5043 <attribute arch="alive" value="1" />
5044 <attribute arch="tear_down" value="1" />
5045 </required>
5046 <ignore>
5047 <ignore_list name="non_pickable" />
5048 </ignore>
5049 <description><![CDATA[
5050 A weak wall is a breakable spot amidsts a solid wall. Typically
5051 these weak walls look similar to their solid "relatives" except
5052 for a small crack or little chunks of wall on the ground. ]]>
5053 </description>
5054 <use><![CDATA[
5055 If you want to create hidden rooms, using weak walls is alot
5056 better than completely indiscernible passages in a wall.<br>
5057 Anyways, there can be a lot more to weak walls than just finding
5058 them: Rising their defensive stats, weak walls can become a
5059 serious obstacle. An ice wall might only be torn down by a fire
5060 attack for example. A granite wall for instance might be very
5061 hard to destroy. ]]>
5062 </use>
5063 <attribute arch="alive" value="1" type="fixed" />
5064 <attribute arch="no_pick" value="1" type="fixed" />
5065 <attribute arch="tear_down" value="1" type="fixed" />
5066 <attribute arch="race" editor="race" type="string">
5067 For weak walls, &lt;race&gt; should always be set to "wall",
5068 unless you create something fancy like a building which
5069 is in fact meant to be a huge animal.
5070 Note that shovels slay walls, so they do tripple damage
5071 against weak walls.
5072 </attribute>
5073 <attribute arch="level" editor="level" type="int">
5074 The &lt;level&gt; of a weak wall works similar to monster levels.
5075 Due to the fact that weak walls cannot attack, the level
5076 is much less important though.
5077 </attribute>
5078 <attribute arch="hp" editor="health points" type="int">
5079 The &lt;health points&gt; of a weak wall define how long it takes to
5080 tear it down. With every successful hit from an opponent,
5081 &lt;health points&gt; get drained.
5082 </attribute>
5083 <attribute arch="maxhp" editor="max health" type="int">
5084 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5085 weak wall can have. Since walls generally don't heal, I doubt
5086 this has much real effect.
5087 </attribute>
5088 <attribute arch="ac" editor="armour class" type="int">
5089 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5090 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5091 </attribute>
5092 <section name="resistance">
5093 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5094 </attribute>
5095 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5096 </attribute>
5097 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5098 </attribute>
5099 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5100 </attribute>
5101 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5102 </attribute>
5103 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5104 </attribute>
5105 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5106 </attribute>
5107 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5108 </attribute>
5109 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5110 </attribute>
5111 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5112 </attribute>
5113 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5114 </attribute>
5115 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5116 </attribute>
5117 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5118 </attribute>
5119 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5120 </attribute>
5121 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5122 </attribute>
5123 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5124 </attribute>
5125 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5126 </attribute>
5127 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5128 </attribute>
5129 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5130 </attribute>
5131 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5132 </attribute>
5133 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5134 </attribute>
5135 </section>
5136 </type>
5137
5138 <!--####################################################################-->
5139 <type number="15" name="Weapon">
5140 <description><![CDATA[
5141 Wielding a weapon, the object's stats will directly be inherited to the
5142 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5143 be improved with scrolls. ]]>
5144 </description>
5145 <use><![CDATA[
5146 If you create artifacts (equipment) with stats- or resistance-bonus:
5147 Keep playbalance in mind! Such items mustn't be reachable without hard
5148 fighting AND questing. ]]>
5149 </use>
5150 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5151 This number is a bitmask, specifying the weapon's attacktypes.
5152 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5153 have no more than one or two attacktypes. Keep in mind that all weapons
5154 can be blessed by the player's diety, thus adding an additional attacktype.
5155
5156 When a player hits a monster with a weapon that has more than one attacktype,
5157 then he will do as much damage as the "best" of his attacktypes does. So,
5158 the more attacktypes you've got, the better your chance to take advantage
5159 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5160 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5161 </attribute>
5162 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5163 The &lt;weapontype&gt; characterizes the weapon's type of physical
5164 attack. It could best be considered a "subclassification"
5165 of the physical attacktype. For now, this is only used for
5166 attack messages!
5167
5168 You should always set this correctly when creating new
5169 weapons for your maps.
5170 </attribute>
5171 <attribute arch="skill" editor="skill name" type="string">
5172 Matching &lt;skill name&gt; of the skill that is required
5173 to use this weapon.
5174 </attribute>
5175 <attribute arch="dam" editor="damage" type="int">
5176 The damage value is used as base value for how much damage the weapon
5177 does per hit. The actual damage involves more dependencies,
5178 like wielder's level and defender's level. Look at existing weapons
5179 to get a feel for the range of weapon damage values.
5180 </attribute>
5181 <attribute arch="slaying" editor="slaying race" type="string">
5182 Slaying means the weapon does tripple (3x) damage to monsters of the
5183 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5184 only monsters of that archtype are hit with tripple damage.
5185
5186 No god blessings are possible for weapons with a race set in this entry
5187 (That's because god blessings add tripple damage against their own
5188 enemy races). Tripple damage is very effective.
5189 </attribute>
5190 <attribute arch="last_sp" editor="weapon speed" type="int">
5191 The weapon speed determines how often the wielder can swing the weapon
5192 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5193 is best (that is lightning- fast). A typical average value is 8.
5194 Speed and damage should be kept in reasonable relation.
5195 </attribute>
5196 <attribute arch="wc" editor="weapon class" type="int">
5197 The weapon class value adds to the overall weapon class of the wielder's
5198 melee attacks. Weapon class improves the chance of hitting the opponent.
5199 </attribute>
5200 <attribute arch="magic" editor="magic bonus" type="int">
5201 For a weapon, magic bonus works just like weapon class, except that
5202 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5203 less useful than direct weapon class value on a weapon.
5204 </attribute>
5205 <attribute arch="item_power" editor="item power" type="int">
5206 The &lt;item power&gt; value measures how "powerful" an artifact is.
5207 Players will only be able to wear equipment with a certain total
5208 amount of &lt;item power&gt;, depending on their own level. This is the
5209 only way to prevent low level players to wear "undeserved" equipment
5210 (like gifts from other players or cheated items).
5211
5212 It is very important to adjust the &lt;item power&gt; value carefully
5213 for every artifact you create! If zero/unset, the CF server will
5214 calculate a provisional value at runtime, but this is never
5215 going to be an accurate measurement of &lt;item power&gt;.
5216 </attribute>
5217 <attribute arch="damned" editor="damnation" type="bool">
5218 A damned weapon cannot be unwielded unless
5219 the curse is removed. Removing damnations is
5220 a tick harder than removing curses.
5221 </attribute>
5222 <attribute arch="cursed" editor="curse" type="bool">
5223 A cursed weapon cannot be unwielded unless
5224 the curse is removed.
5225 </attribute>
5226 <attribute arch="lifesave" editor="save life" type="bool">
5227 An item with this flag enabled will save the players life
5228 for one time: When the player is wearing this item and his
5229 health points reach zero, the item disappears, replenishing
5230 half of the player's health.
5231
5232 An item with &lt;save life&gt; should not have
5233 any decent additional bonuses!
5234 </attribute>
5235 <attribute arch="unique" editor="unique item" type="bool">
5236 Unique items exist only one time on a server. If the item
5237 is taken, lost or destroyed - it's gone for good.
5238 </attribute>
5239 <attribute arch="startequip" editor="godgiven item" type="bool">
5240 A godgiven item vanishes as soon as the player
5241 drops it to the ground.
5242 </attribute>
5243 <section name="resistance">
5244 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5245 This adds physical resistance to the weapon (= armour value). The number is
5246 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5247 and what they require to do for getting this-and-that artifact.
5248 </attribute>
5249 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5250 This adds magic resistance to the weapon. The number is a percent-value in
5251 the range 0-100. Treat this with CARE. Look at other maps and what they
5252 require to do for getting this-and-that artifact.
5253 </attribute>
5254 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5255 This adds fire resistance to the weapon. The number is a percent-value in
5256 the range 0-100. Treat this with CARE. Look at other maps and what they
5257 require to do for getting this-and-that artifact.
5258 </attribute>
5259 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5260 This adds electricity resistance to the weapon. The number is a percent-value in
5261 the range 0-100. Treat this with CARE. Look at other maps and what they
5262 require to do for getting this-and-that artifact.
5263 </attribute>
5264 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5265 This adds fire resistance to the weapon. The number is a percent-value in
5266 the range 0-100. Treat this with CARE. Look at other maps and what they
5267 require to do for getting this-and-that artifact.
5268 </attribute>
5269 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5270 This adds confusion resistance to the weapon. The number is a percent-value in
5271 the range 0-100. Confusion resistance is not very effective
5272 unless the value comes close to 100 (= perfect immunity).
5273 </attribute>
5274 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5275 This adds acid resistance to the weapon. The number is a percent-value in
5276 the range 0-100. Treat this with CARE. Look at other maps and what they
5277 require to do for getting this-and-that artifact.
5278 </attribute>
5279 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5280 This adds draining resistance to the weapon. The number is a percent-value
5281 in the range 0-100. Draining resistance is little effective
5282 unless the value is 100 (= perfect immunity).
5283 </attribute>
5284 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5285 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5286 the range 0-100. Weaponmagic resistance generally should not exist on
5287 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5288 are not meant to be easily resisted.
5289 </attribute>
5290 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5291 This adds ghosthit resistance to the weapon. The number is a percent-value
5292 in the range 0-100. Treat this with CARE. Look at other maps and what they
5293 require to do for getting this-and-that artifact.
5294 </attribute>
5295 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5296 This adds poison resistance to the weapon. The number is a percent-value in
5297 the range 0-100. Treat this with CARE. Look at other maps and what they
5298 require to do for getting this-and-that artifact.
5299 </attribute>
5300 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5301 This adds fear resistance to the weapon. The number is a percent-value in
5302 the range 0-100. Resistance to fear is pretty useless.
5303 </attribute>
5304 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5305 This adds paralyze resistance to the weapon. The number is a percent-value in
5306 the range 0-100. Paralyze resistance is little effective
5307 unless the value is 100 (= perfect immunity).
5308 </attribute>
5309 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5310 This adds fear resistance to the weapon. The number is a percent-value in
5311 the range 0-100. Resistance to fear is pretty useless.
5312 </attribute>
5313 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5314 This adds depletion resistance to the weapon. The number is a percent-value
5315 in the range 0-100. Depletion resistance is little effective
5316 unless the value is 100 (= perfect immunity).
5317 </attribute>
5318 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5319 This adds death-attack resistance to the weapon. The number is a
5320 percent-value in the range 0-100. Death-attack resistance is little
5321 effective unless the value is 100 (= perfect immunity).
5322 Generally, resistance to death-attack is not supposed to be
5323 available to players!
5324 </attribute>
5325 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5326 This adds chaos resistance to the weapon. The number is a percent-value in
5327 the range 0-100. Treat this with CARE. Look at other maps and what they
5328 require to do for getting this-and-that artifact.
5329 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5330 combination of other attacktypes.
5331 </attribute>
5332 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5333 This adds blinding resistance to the weapon. The number is a percent-value
5334 in the range 0-100. Treat this with CARE. Look at other maps and what they
5335 require to do for getting this-and-that artifact.
5336 </attribute>
5337 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5338 This adds holy power resistance to the weapon. The number is a percent-value
5339 in the range 0-100. Holy power is the attacktype that holyword-type spells
5340 use to hurt undead creatures. This kind of resistance is only reasonable
5341 for undead players (wraith or devourer cult).
5342 Generally, resistance to holy word should not be available for players.
5343 </attribute>
5344 </section>
5345 <section name="stats">
5346 <attribute arch="Str" editor="strength" type="int">
5347 The player's strentgh will rise/fall by the given value
5348 while wearing this weapon.
5349 </attribute>
5350 <attribute arch="Dex" editor="dexterity" type="int">
5351 The player's dexterity will rise/fall by the given value
5352 while wearing this weapon.
5353 </attribute>
5354 <attribute arch="Con" editor="constitution" type="int">
5355 The player's constitution will rise/fall by the given value
5356 while wearing this weapon.
5357 </attribute>
5358 <attribute arch="Int" editor="intelligence" type="int">
5359 The player's intelligence will rise/fall by the given value
5360 while wearing this weapon.
5361 </attribute>
5362 <attribute arch="Pow" editor="power" type="int">
5363 The player's power will rise/fall by the given value
5364 while wearing this weapon.
5365 </attribute>
5366 <attribute arch="Wis" editor="wisdom" type="int">
5367 The player's wisdom will rise/fall by the given value while
5368 wearing this weapon.
5369 </attribute>
5370 <attribute arch="Cha" editor="charisma" type="int">
5371 The player's charisma will rise/fall by the given value
5372 while wearing this weapon.
5373 </attribute>
5374 </section>
5375 <section name="misc">
5376 <attribute arch="luck" editor="luck bonus" type="int">
5377 With positive luck bonus, the player is more likely to
5378 succeed in all sorts of things (spellcasting, praying,...).
5379 Unless the &lt;luck bonus&gt; is very high, the effect will be
5380 barely visible in-game. Luck bonus on one piece of equipment
5381 should never exceed 3, and such bonus should not be too
5382 frequently available.
5383 </attribute>
5384 <attribute arch="hp" editor="health regen." type="int">
5385 Positive &lt;health regen.&gt; bonus speeds up the
5386 player's healing process. Negative values slow it down.
5387 </attribute>
5388 <attribute arch="sp" editor="mana regen." type="int">
5389 Positive &lt;mana regen.&gt; bonus speeds up the
5390 player's mana regeneration. Negative values slow it down.
5391 </attribute>
5392 <attribute arch="grace" editor="grace regen." type="int">
5393 Positive &lt;grace regen.&gt; bonus speeds up the
5394 player's grace regeneration. Negative values slow it down.
5395 Since grace can be regenerated rather easy with praying,
5396 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5397 </attribute>
5398 <attribute arch="food" editor="food bonus" type="int">
5399 Positive &lt;food bonus&gt; slows down the player's digestion,
5400 thus he consumes less food. Negative values speed it up.
5401
5402 Note that food is consumed not only for "being alive", but
5403 also for healing and mana-regeneration.
5404 &lt;food bonus&gt; only affects the amount of food consumed
5405 for "being alive". Hence, even with high &lt;food bonus&gt;,
5406 during a fight a player can run out of food quickly.
5407 </attribute>
5408 <attribute arch="xrays" editor="xray vision" type="bool">
5409 Xray vision allows the player to see through obstacles
5410 in a two-square-wide radius. This is extremely helpful and
5411 desirable, so don't give it away for cheap on equipment.
5412 </attribute>
5413 <attribute arch="stealth" editor="stealth" type="bool">
5414 Stealth allows the player to move silently.
5415 This comes to effect if a player turns himself
5416 invisible and tries to sneak around monsters.
5417 (At least that was the idea behind it)
5418 </attribute>
5419 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5420 If a player is wearing any piece of equipment with
5421 the ability to &lt;reflect spells&gt;, all kinds of
5422 spell-bullets and -beams will bounce off him.
5423 This works only about 90% of all times, to
5424 avoid players being completely immune to certain
5425 types of attacks.
5426
5427 This is a very powerful ability and it
5428 shouldn't be handed out cheap!
5429 </attribute>
5430 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5431 If a player is wearing any piece of equipment with
5432 the ability to &lt;reflect missiles&gt;, all kinds of
5433 projectiles (e.g. arrows, bolts, boulders) will
5434 bounce off him. This works only about 90% of all
5435 times, to avoid players being completely immune to
5436 certain types of attacks.
5437 </attribute>
5438 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5439 Click on the &lt;attuned paths&gt; button to select spellpaths.
5440 The player will get attuned to the specified spellpaths
5441 while wearing this weapon.
5442 </attribute>
5443 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5444 Click on the &lt;repelled paths&gt; button to select spellpaths.
5445 The player will get repelled to the specified spellpaths
5446 while wearing this weapon.
5447 </attribute>
5448 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5449 Click on the &lt;denied paths&gt; button to select spellpaths.
5450 The specified spellpaths will be denied to the player
5451 while wearing this weapon.
5452 </attribute>
5453 </section>
5454 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5455 This text describes the weapons's "story". Every decent artifact weapon
5456 should have such a description.
5457 </attribute>
5458 </type>
5459
5460 <type number="116" name="Event Connector">
5461 <description><![CDATA[
5462 Event connectors link specific events that happen to objects to
5463 a crossfire plug-in. ]]>
5464 </description>
5465 <attribute arch="subtype" editor="event type" type="list_event_type">
5466 The type of event that triggers a notify to the plug-in.
5467 </attribute>
5468 <attribute arch="title" editor="plug-in" type="string">
5469 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5470 for python and "perl" for the Crossfire-Perl plug-in.
5471 </attribute>
5472 <attribute arch="slaying" editor="extension" type="string">
5473 The name of the extension to invoke (for python, this is the path to a script,
5474 for perl this is the name of a extension package without the ".ext" extension.
5475 </attribute>
5476 <attribute arch="name" editor="options" type="string">
5477 A string that is passed unaltered to the extension above. Often used to pass
5478 options to the extension that alter its behaviour.
5479 </attribute>
5480 </type>
5481
5482 </types>