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Revision: 1.3
Committed: Mon Mar 13 04:38:47 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Branch point for: UPSTREAM
Changes since 1.2: +518 -394 lines
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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
115 <types>
116
117 <!--###################### bitmask definitions ######################-->
118
119 <bitmask name="attacktype">
120 <entry bit="0" name="Physical" />
121 <entry bit="1" name="Magical" />
122 <entry bit="2" name="Fire" />
123 <entry bit="3" name="Electricity" />
124 <entry bit="4" name="Cold" />
125 <entry bit="5" name="Confusion" />
126 <entry bit="6" name="Acid" />
127 <entry bit="7" name="Drain" />
128 <entry bit="8" name="Weaponmagic" />
129 <entry bit="9" name="Ghosthit" />
130 <entry bit="10" name="Poison" />
131 <entry bit="11" name="Slow" />
132 <entry bit="12" name="Paralyze" />
133 <entry bit="13" name="Turn Undead" />
134 <entry bit="14" name="Fear" />
135 <entry bit="15" name="Cancellation" />
136 <entry bit="16" name="Depletion" />
137 <entry bit="17" name="Death" />
138 <entry bit="18" name="Chaos" />
139 <entry bit="19" name="Counterspell" />
140 <entry bit="20" name="God Power" />
141 <entry bit="21" name="Holy Power" />
142 <entry bit="22" name="Blinding" />
143 </bitmask>
144
145 <bitmask name="material">
146 <entry bit="0" name="Paper" />
147 <entry bit="1" name="Iron" />
148 <entry bit="2" name="Glass" />
149 <entry bit="3" name="Leather" />
150 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" />
155 </bitmask>
156
157 <bitmask name="spellpath">
158 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" />
160 <entry bit="2" name="Frost" />
161 <entry bit="3" name="Electricity" />
162 <entry bit="4" name="Missiles" />
163 <entry bit="5" name="Self" />
164 <entry bit="6" name="Summoning" />
165 <entry bit="7" name="Abjuration" />
166 <entry bit="8" name="Restoration" />
167 <entry bit="9" name="Detonation" />
168 <entry bit="10" name="Mind" />
169 <entry bit="11" name="Creation" />
170 <entry bit="12" name="Teleportation" />
171 <entry bit="13" name="Information" />
172 <entry bit="14" name="Transmutation" />
173 <entry bit="15" name="Transferrence" />
174 <entry bit="16" name="Turning" />
175 <entry bit="17" name="Wounding" />
176 <entry bit="18" name="Death" />
177 <entry bit="19" name="Light" />
178 </bitmask>
179
180 <bitmask name="will_apply">
181 <entry bit="0" name="Apply Handles" />
182 <entry bit="1" name="Open Chests" />
183 <entry bit="2" name="Break Walls" />
184 <entry bit="3" name="Open Doors" />
185 </bitmask>
186
187 <bitmask name="pick_up">
188 <entry bit="0" name="Nothing" />
189 <entry bit="1" name="Wealth" />
190 <entry bit="2" name="Food" />
191 <entry bit="3" name="Weapons" />
192 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" />
195 </bitmask>
196
197 <!--###################### list definitions ######################-->
198
199 <list name="direction">
200 <entry value="0" name="&lt;none&gt;" />
201 <entry value="1" name="north" />
202 <entry value="2" name="northeast" />
203 <entry value="3" name="east" />
204 <entry value="4" name="southeast" />
205 <entry value="5" name="south" />
206 <entry value="6" name="southwest" />
207 <entry value="7" name="west" />
208 <entry value="8" name="northwest" />
209 </list>
210
211 <list name="mood">
212 <entry value="0" name="furious" />
213 <entry value="1" name="angry" />
214 <entry value="2" name="calm" />
215 <entry value="3" name="sleep" />
216 <entry value="4" name="charm" />
217 </list>
218
219 <list name="potion_effect">
220 <entry value="0" name="&lt;none&gt;" />
221 <entry value="65536" name="life restoration" />
222 <entry value="1048576" name="improvement" />
223 </list>
224
225 <list name="weapon_type">
226 <entry value="0" name="&lt;unknown&gt;" />
227 <entry value="1" name="sword" />
228 <entry value="2" name="arrows" />
229 <entry value="3" name="axe" />
230 <entry value="4" name="katana" />
231 <entry value="5" name="knife, dagger" />
232 <entry value="6" name="whip, chain" />
233 <entry value="7" name="hammer, flail" />
234 <entry value="8" name="club, stick" />
235 </list>
236
237 <list name="skill_type">
238 <entry value="1" name="lockpicking" />
239 <entry value="2" name="hiding" />
240 <entry value="3" name="smithery" />
241 <entry value="4" name="bowyer" />
242 <entry value="5" name="jeweler" />
243 <entry value="6" name="alchemy" />
244 <entry value="7" name="stealing" />
245 <entry value="8" name="literacy" />
246 <entry value="9" name="bargaining" />
247 <entry value="10" name="jumping" />
248 <entry value="11" name="detect magic" />
249 <entry value="12" name="oratory" />
250 <entry value="13" name="singing" />
251 <entry value="14" name="detect curse" />
252 <entry value="15" name="find traps" />
253 <entry value="16" name="mediatation" />
254 <entry value="17" name="punching" />
255 <entry value="18" name="flame touch" />
256 <entry value="19" name="karate" />
257 <entry value="20" name="climbing" />
258 <entry value="21" name="woodsman" />
259 <entry value="22" name="inscription" />
260 <entry value="23" name="one handed weapons" />
261 <entry value="24" name="missile weapons" />
262 <entry value="25" name="throwing" />
263 <entry value="26" name="use magic item" />
264 <entry value="27" name="disarm traps" />
265 <entry value="28" name="set traps" />
266 <entry value="29" name="thaumaturgy" />
267 <entry value="30" name="praying" />
268 <entry value="31" name="clawing" />
269 <entry value="32" name="levitation" />
270 <entry value="33" name="summoning" />
271 <entry value="34" name="pyromancy" />
272 <entry value="35" name="evocation" />
273 <entry value="36" name="sorcery" />
274 <entry value="37" name="two handed weapons" />
275 </list>
276
277 <list name="spell_type">
278 <entry value="1" name="raise dead" />
279 <entry value="2" name="rune" />
280 <entry value="3" name="make mark" />
281 <entry value="4" name="bolt" />
282 <entry value="5" name="bullet" />
283 <entry value="6" name="explosion" />
284 <entry value="7" name="cone" />
285 <entry value="8" name="bomb" />
286 <entry value="9" name="wonder" />
287 <entry value="10" name="smite" />
288 <entry value="11" name="magic missile" />
289 <entry value="12" name="summon golem" />
290 <entry value="13" name="dimension door" />
291 <entry value="14" name="magic mapping" />
292 <entry value="15" name="magic wall" />
293 <entry value="16" name="destruction" />
294 <entry value="17" name="perceive self" />
295 <entry value="18" name="word of recall" />
296 <entry value="19" name="invisible" />
297 <entry value="20" name="probe" />
298 <entry value="21" name="healing" />
299 <entry value="22" name="create food" />
300 <entry value="23" name="earth to dust" />
301 <entry value="24" name="change ability" />
302 <entry value="25" name="bless" />
303 <entry value="26" name="curse" />
304 <entry value="27" name="summon monster" />
305 <entry value="28" name="recharge" />
306 <entry value="29" name="polymorph" />
307 <entry value="30" name="alchemy" />
308 <entry value="31" name="remove curse" />
309 <entry value="32" name="identify" />
310 <entry value="33" name="detection" />
311 <entry value="34" name="mood change" />
312 <entry value="35" name="moving ball" />
313 <entry value="36" name="swarm" />
314 <entry value="37" name="charge mana" />
315 <entry value="38" name="dispel rune" />
316 <entry value="39" name="create missile" />
317 <entry value="40" name="consecrate" />
318 <entry value="41" name="animate weapon" />
319 <entry value="42" name="light" />
320 <entry value="43" name="change map light" />
321 <entry value="44" name="faery fire" />
322 <entry value="45" name="disease" />
323 <entry value="46" name="aura" />
324 <entry value="47" name="town portal" />
325 </list>
326
327 <!--###################### default attributes ######################-->
328
329 <!--
330 The attributes of the default_type get added to all other types by default.
331 Every type can have an 'ignore' element however, which is used to specify
332 default attributes *not* to inherit.
333 -->
334 <default_type>
335 <attribute arch="name" editor="name" type="string">
336 This is the name of the object, displayed to the player.
337 </attribute>
338 <attribute arch="name_pl" editor="plural name" type="string">
339 This is the plural name of the object. A plural name must be set for
340 all items that can be picked up and collected by the player.
341 </attribute>
342 <attribute arch="title" editor="title" type="string">
343 This is the object's title. Once an object is identified the title is
344 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
345 </attribute>
346 <attribute arch="face" editor="image" type="string">
347 The image-name defines what image is displayed for this object in-game.
348 </attribute>
349 <attribute arch="nrof" editor="number" type="int">
350 This value determines the number of objects in one stack (for example:
351 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
352 any pickable object - otherwise it won't be mergeable into a stack.
353 </attribute>
354 <attribute arch="weight" editor="weight" type="int">
355 This value defines the object's weight in grams (1000g is 1kg). Objects with
356 zero weight are not pickable for players. Still, set the "non-pickable"-flag
357 for explicitly non-pickable objects (hey, this is opensource.. you
358 never know ;) ).
359 </attribute>
360 <attribute arch="value" editor="value" type="int">
361 Adds a certain value to the object: It will be worth that many times the
362 default value from it's archetype (E.g. "value = 3" means three times
363 worth the default value). Value for buying/selling will be
364 further modified by various factors. Hence, testing values in-game is
365 usually inevitable.
366 </attribute>
367 <attribute arch="glow_radius" editor="glow radius" type="int">
368 If &lt;glow radius&gt; is set to a value greater zero, the object
369 appears lit up on dark maps. &lt;glow radius&gt; can be a value
370 between 0 and 4, the higher, the more light does the object emit.
371 </attribute>
372 <attribute arch="material" editor="material" type="bitmask_material">
373 This bitmask-value informs the player of which material(s) the
374 object consists. Material does also affect how likely the object
375 can be destroyed by hazardous spell-effects.
376 </attribute>
377 <attribute arch="no_pick" editor="non-pickable" type="bool">
378 If set, the object cannot be picked up (Neither by players nor monsters).
379 </attribute>
380 <attribute arch="invisible" editor="invisible" type="bool">
381 Generally makes the object invisible. Depending on the object-type,
382 some can be made visible by the show_invisible spell. If in doubt, test it.
383 Putting an invisible object under the floor always prevents it from being
384 shown.
385 </attribute>
386 <attribute arch="blocksview" editor="block view" type="bool">
387 If an item is set to block view, players (and monsters) cannot
388 see byond it unless they cross it or manage to stand ontop.
389 </attribute>
390 <attribute arch="identified" editor="identified" type="bool">
391 If an item is identified, the player has full knowledge about it.
392 </attribute>
393 <attribute arch="unpaid" editor="unpaid" type="bool">
394 An &lt;unpaid&gt; item cannot be used unless a player carried it over
395 a shop mat, paying the demanded price. Setting this flag makes sense
396 only for pickable items inside shops.
397 </attribute>
398 </default_type>
399
400 <!-- This ignorelist is for all system objects which are non pickable
401 and invisible. They don't interact with players at all. -->
402 <ignore_list name="system_object">
403 <attribute arch="value" />
404 <attribute arch="nrof" />
405 <attribute arch="weight" />
406 <attribute arch="name_pl" />
407 <attribute arch="material" />
408 <attribute arch="no_pick" />
409 <attribute arch="unpaid" />
410 <attribute arch="title" />
411 <attribute arch="glow_radius" />
412 <attribute arch="identified" />
413 <attribute arch="blocksview" />
414 <attribute arch="invisible" />
415 </ignore_list>
416
417 <!-- This ignorelist is for non-pickable objects. They can be seen by
418 the player, but don't have values like material or weight. -->
419 <ignore_list name="non_pickable">
420 <attribute arch="value" />
421 <attribute arch="nrof" />
422 <attribute arch="weight" />
423 <attribute arch="name_pl" />
424 <attribute arch="material" />
425 <attribute arch="no_pick" />
426 <attribute arch="unpaid" />
427 <attribute arch="title" />
428 <attribute arch="identified" />
429 </ignore_list>
430
431 <!--####################################################################-->
432 <type number="0" name="Misc">
433 <required>
434 <!-- this is a special case: The "misc" type with type number 0 is
435 the fallback for all types which don't match any other defined types.
436 The required attribute "misc x" prevents that it gets confused with
437 other types like "monster & npc" which also have type number 0. -->
438 <attribute arch="misc" value="x" />
439 </required>
440 <attribute arch="no_pass" editor="blocking passage" type="bool">
441 If set, the object cannot be passed by players nor monsters.
442 </attribute>
443 <attribute arch="cursed" editor="cursed" type="bool">
444 Curses can have various effects: On equipment and food,
445 they generally harm the player in some way.
446 </attribute>
447 <attribute arch="damned" editor="damned" type="bool">
448 A damned item/floor on the ground makes it impossible for players
449 to use prayers on that spot. It also prevents players from saving.
450 Damnation on equipment works similar to a curse.
451 </attribute>
452 <attribute arch="unique" editor="unique item" type="bool">
453 Unique items exist only one time on a server. If the item
454 is taken, lost or destroyed - it's gone for good.
455 </attribute>
456 <attribute arch="startequip" editor="godgiven item" type="bool">
457 A godgiven item vanishes as soon as the player
458 drops it to the ground.
459 </attribute>
460 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
461 This text may describe the object.
462 </attribute>
463 </type>
464
465 <!--####################################################################-->
466 <type number="110" name="Ability">
467 <ignore>
468 <ignore_list name="system_object" />
469 </ignore>
470 <description><![CDATA[
471 Abilities are to be put in a monster's inventory. They grant monsters the
472 knowledge to cast spells. Spells from abilities are usually magical in
473 nature, thus adding magic attacktype to the spell-damage they produce.
474 <br><br>
475 A particularly nice feature of abilities is that they can hold two
476 spells: One for short range- and one for long range use.
477 \n\n
478 You should know that spellcasting monsters receive abilities via
479 &lt;treasurelist&gt;. ]]>
480 </description>
481 <use><![CDATA[
482 If you want to create "customized" spellcasting monsters, you
483 should use abilities (rather than spellbooks/wands or something).
484 The long/short-range spell feature can make boss-monsters more
485 interesting and challenging.
486 <br><br>
487 You should keep in mind that magic abilities allow players
488 to get better resistance. You can turn off the magic part to
489 make the spells more dangerous. However, this really shouldn't
490 be neccessary unless you work on very high level maps.
491 And what fun is a magic resistance cloak when it has no effect? ]]>
492 </use>
493 <attribute arch="invisible" value="1" type="fixed" />
494 <attribute arch="no_drop" value="1" type="fixed" />
495 <attribute arch="sp" editor="short range spell" type="spell">
496 The monster will use the specified &lt;short range spell&gt;
497 when the player is within 6-square radius (of the
498 monster's head).
499 </attribute>
500 <attribute arch="hp" editor="long range spell" type="nz_spell">
501 The monster will use the specified &lt;long range spell&gt;
502 when the player is at least 6 squares away (from the
503 monster's head).
504
505 Setting a &lt;long range spell&gt; is optional. If unset, the
506 &lt;short range spell&gt; gets used all the time.
507 </attribute>
508 <attribute arch="maxsp" editor="importance" type="int">
509 Sometimes you'll want a monster to use one ability more than others.
510 To achieve this, set the &lt;importance&gt; to a value greater than
511 one. Abilities with this value zero/unset are counted to be of
512 &lt;importance&gt; one.
513
514 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
515 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
516 times the "small fireball".
517 </attribute>
518 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
519 This flag specifies whether the ability &lt;is magical&gt; in nature.
520 If enabled, all spells produced by this ability will have magic
521 attacktype added to the usual attacktypes.
522
523 This should always be set for spell-like abilities. "Natural"
524 abilities like a dragon's firebreath are an exception.
525 Note that non-magical abilities are more dangerous because
526 magic resistance does not protect from those.</attribute>
527 </type>
528
529 <!--####################################################################-->
530 <type number="18" name="Altar">
531 <ignore>
532 <ignore_list name="non_pickable" />
533 </ignore>
534 <description><![CDATA[
535 When a player puts a defined number of certain items on the altar,
536 then either a spell is casted (on the player) or a connector is
537 triggered. If the latter is the case, the altar works only once.
538 Either way, the sacrificed item disappears. ]]>
539 </description>
540 <attribute arch="no_pick" value="1" type="fixed" />
541 <attribute arch="walk_on" value="1" type="fixed" />
542 <attribute arch="slaying" editor="match item name" type="string">
543 This string specifies the item that must be put on the altar to
544 activate it. It can either be the name of an archetype, or directly
545 the name of an object. Yet, titles are not recognized by altars.
546 Remember to put a note somewhere, telling the player what he is
547 expected to drop on the altar. (Often this is put in the altar's
548 name: E.g. "drop 100 platinums")
549 </attribute>
550 <attribute arch="food" editor="drop amount" type="int">
551 The drop amount specifies the amount of items (specified
552 in &lt;match item name&gt;) that must be dropped to activate the altar.
553
554 If &lt;match item name&gt; is set to "money", then the value of the
555 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
556 200 silver, 20 gold, or 4 platinum will all work.)
557
558 Note that the maximum possible for &lt;drop amount&gt; is 32767.
559 </attribute>
560 <attribute arch="connected" editor="connection" type="int">
561 If a connection value is set, the altar will trigger all objects
562 with the same value, when activated. This will only work once.
563 </attribute>
564 <attribute arch="sp" editor="spell" type="spell">
565 When activated, the selected &lt;spell&gt; will be casted (once, on the
566 player). This should work for any given spell. The altar will work
567 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
568 one altar.
569 </attribute>
570 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
571 This text will be displayed to the player
572 in the exact moment when the altar is activated.
573 </attribute>
574 </type>
575
576 <!--####################################################################-->
577 <type number="31" name="Altar Trigger">
578 <ignore>
579 <ignore_list name="non_pickable" />
580 </ignore>
581 <description><![CDATA[
582 Altar_triggers work pretty much like normal altars
583 (drop sacrifice -> connection activated), except for the fact that
584 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
585 </description>
586 <use><![CDATA[
587 Altar_triggers are very useful if you want to charge a price for...
588 <UL>
589 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
590 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
591 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
592 </UL>
593 The big advantage over normal altars is the infinite usability
594 of altar_triggers! If there are ten players on one server, they're
595 quite grateful if things work more than once. =) ]]>
596 </use>
597 <attribute arch="no_pick" value="1" type="fixed" />
598 <attribute arch="slaying" editor="match item name" type="string">
599 This string specifies the item that must be put on the altar to
600 activate it. It can either be the name of an archetype, or directly
601 the name of an object. Yet, titles are not recognized by altars.
602 Remember to put a note somewhere, telling the player what he is
603 expected to drop on the altar. (Often this is put in the altar's
604 name: E.g. "drop 100 platinums")
605 </attribute>
606 <attribute arch="food" editor="drop amount" type="int">
607 The drop amount specifies the amount of items (specified
608 in &lt;match item name&gt;) that must be dropped to activate the altar.
609
610 If &lt;match item name&gt; is set to "money", then the value of the
611 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
612 200 silver, 20 gold, or 4 platinum will all work.)
613
614 Note that the maximum possible for &lt;drop amount&gt; is 32767.
615 </attribute>
616 <attribute arch="connected" editor="connection" type="int">
617 If a connection value is set, the altar will trigger all objects
618 with the same value, when activated. This will only work once.
619 </attribute>
620 <attribute arch="sp" editor="spell" type="spell">
621 When activated, this &lt;spell&gt; will be casted (once, on the player).
622 This should work for any given spell. The altar will work infinitely
623 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
624 </attribute>
625 <attribute arch="exp" editor="reset time" type="int">
626 Being activated, the altar will reset after &lt;reset time&gt; ticks.
627 After reset, the altar is ready to be activated once again.
628 The default &lt;reset time&gt; is 30.
629 </attribute>
630 <attribute arch="last_sp" editor="ignore reset" type="bool">
631 If this attribute is enabled, the altar_trigger won't push the
632 connected value by altar reset. Only ONCE by dropping the sacrifice.
633 This is typically used when the altar is connected to a creator,
634 e.g. for selling tickets.
635
636 If this attribute is disabled (default), the altar_trigger
637 will push the connected value TWICE per sacrifice: First by
638 dropping sacrifice, second by reset. This mode is typically
639 used for altars being connected to gates, resulting in the
640 gate being opened and closed again.
641 </attribute>
642 <attribute arch="walk_on" value="1" type="fixed">
643 </attribute>
644 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645 This text will be displayed to the player
646 in the exact moment when the altar is activated.
647 </attribute>
648 </type>
649
650 <!--####################################################################-->
651 <type number="39" name="Amulet">
652 <description><![CDATA[
653 Wearing an amulet, the object's stats will directly be inherited to
654 the player. Amulets are usually meant for protection and defense. ]]>
655 </description>
656 <use><![CDATA[
657 Feel free to create your own special artifacts. However, it is very
658 important that you keep your artifact in balance with existing maps. ]]>
659 </use>
660 <attribute arch="ac" editor="armour class" type="int">
661 This value defines the amount of armour-class bonus for wearing
662 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
663 values are better. It should usually be set only for armour-like equipment.
664 </attribute>
665 <attribute arch="wc" editor="weapon class" type="int">
666 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
667 melee attacks. Weapon class improves the chance of hitting the opponent.
668 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
669 be set only for weapon-like items. Lower values are better.
670 </attribute>
671 <attribute arch="item_power" editor="item power" type="int">
672 The &lt;item power&gt; value measures how "powerful" an artifact is.
673 Players will only be able to wear equipment with a certain total
674 amount of &lt;item power&gt;, depending on their own level. This is the
675 only way to prevent low level players to wear "undeserved" equipment
676 (like gifts from other players or cheated items).
677
678 It is very important to adjust the &lt;item power&gt; value carefully
679 for every artifact you create! If zero/unset, the CF server will
680 calculate a provisional value at runtime, but this is never
681 going to be an accurate measurement of &lt;item power&gt;.
682 </attribute>
683 <attribute arch="damned" editor="damnation" type="bool">
684 A damned piece of equipment cannot be unwielded unless the curse
685 is removed. Removing damnations is a tick harder than removing curses.
686 </attribute>
687 <attribute arch="cursed" editor="curse" type="bool">
688 A cursed piece of equipment cannot be unwielded
689 unless the curse is removed.
690 </attribute>
691 <attribute arch="lifesave" editor="save life" type="bool">
692 An item with this flag enabled will save the players life
693 for one time: When the player is wearing this item and his
694 health points reach zero, the item disappears, replenishing
695 half of the player's health.
696
697 An item with &lt;save life&gt; should not have
698 any decent additional bonuses!
699 </attribute>
700 <attribute arch="unique" editor="unique item" type="bool">
701 Unique items exist only one time on a server. If the item
702 is taken, lost or destroyed - it's gone for good.
703 </attribute>
704 <attribute arch="startequip" editor="godgiven item" type="bool">
705 A godgiven item vanishes as soon as the player
706 drops it to the ground.
707 </attribute>
708 <attribute arch="applied" editor="is applied" type="bool">
709 If you put this item into the inventory of a monster, and
710 you want the monster to use/wear the item - you must set
711 &lt;is applied&gt;.
712 Enabling this flag doesn't make any sense if the item
713 is NOT in a monster's inventory.
714 </attribute>
715 <section name="resistance">
716 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
717 This adds physical resistance to the item (= armour value). The number is
718 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
719 and what they require to do for getting this-and-that artifact.
720 </attribute>
721 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
722 This adds magic resistance to the item. The number is a percent-value in
723 the range 0-100. Treat this with CARE. Look at other maps and what they
724 require to do for getting this-and-that artifact.
725 </attribute>
726 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
727 This adds fire resistance to the item. The number is a percent-value in
728 the range 0-100. Treat this with CARE. Look at other maps and what they
729 require to do for getting this-and-that artifact.
730 </attribute>
731 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
732 This adds electricity resistance to the item. The number is a percent-value in
733 the range 0-100. Treat this with CARE. Look at other maps and what they
734 require to do for getting this-and-that artifact.
735 </attribute>
736 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
737 This adds fire resistance to the item. The number is a percent-value in
738 the range 0-100. Treat this with CARE. Look at other maps and what they
739 require to do for getting this-and-that artifact.
740 </attribute>
741 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
742 This adds confusion resistance to the item. The number is a percent-value in
743 the range 0-100. Confusion resistance is not very effective
744 unless the value comes close to 100 (= perfect immunity).
745 </attribute>
746 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
747 This adds acid resistance to the item. The number is a percent-value in
748 the range 0-100. Treat this with CARE. Look at other maps and what they
749 require to do for getting this-and-that artifact.
750 </attribute>
751 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
752 This adds draining resistance to the item. The number is a percent-value
753 in the range 0-100. Draining resistance is little effective
754 unless the value is 100 (= perfect immunity).
755 </attribute>
756 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
757 This adds weaponmagic resistance to the item. The number is a percent-value in
758 the range 0-100. Weaponmagic resistance generally should not exist on
759 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
760 are not meant to be easily resisted.
761 </attribute>
762 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
763 This adds ghosthit resistance to the item. The number is a percent-value
764 in the range 0-100. Treat this with CARE. Look at other maps and what they
765 require to do for getting this-and-that artifact.
766 </attribute>
767 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
768 This adds poison resistance to the item. The number is a percent-value in
769 the range 0-100. Treat this with CARE. Look at other maps and what they
770 require to do for getting this-and-that artifact.
771 </attribute>
772 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
773 This adds fear resistance to the item. The number is a percent-value in
774 the range 0-100. Resistance to fear is pretty useless.
775 </attribute>
776 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
777 This adds paralyze resistance to the item. The number is a percent-value in
778 the range 0-100. Paralyze resistance is little effective
779 unless the value is 100 (= perfect immunity).
780 </attribute>
781 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
782 This adds fear resistance to the item. The number is a percent-value in
783 the range 0-100. Resistance to fear is pretty useless.
784 </attribute>
785 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
786 This adds depletion resistance to the item. The number is a percent-value
787 in the range 0-100. Depletion resistance is little effective
788 unless the value is 100 (= perfect immunity).
789 </attribute>
790 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
791 This adds death-attack resistance to the item. The number is a
792 percent-value in the range 0-100. Death-attack resistance is little
793 effective unless the value is 100 (= perfect immunity).
794 Generally, resistance to death-attack is not supposed to be
795 available to players!
796 </attribute>
797 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
798 This adds chaos resistance to the item. The number is a percent-value in
799 the range 0-100. Treat this with CARE. Look at other maps and what they
800 require to do for getting this-and-that artifact.
801 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
802 combination of other attacktypes.
803 </attribute>
804 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
805 This adds blinding resistance to the item. The number is a percent-value
806 in the range 0-100. Treat this with CARE. Look at other maps and what they
807 require to do for getting this-and-that artifact.
808 </attribute>
809 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
810 This adds holy power resistance to the item. The number is a percent-value
811 in the range 0-100. Holy power is the attacktype that holyword-type spells
812 use to hurt undead creatures. This kind of resistance is only reasonable
813 for undead players (wraith or devourer cult).
814 Generally, resistance to holy word should not be available for players.
815 </attribute>
816 </section>
817 <section name="stats">
818 <attribute arch="Str" editor="strength" type="int">
819 The player's strentgh will rise/fall by the given value
820 while wearing this piece of equipment.
821 </attribute>
822 <attribute arch="Dex" editor="dexterity" type="int">
823 The player's dexterity will rise/fall by the given value
824 while wearing this piece of equipment.
825 </attribute>
826 <attribute arch="Con" editor="constitution" type="int">
827 The player's constitution will rise/fall by the given value
828 while wearing this piece of equipment.
829 </attribute>
830 <attribute arch="Int" editor="intelligence" type="int">
831 The player's intelligence will rise/fall by the given value
832 while wearing this piece of equipment.
833 </attribute>
834 <attribute arch="Pow" editor="power" type="int">
835 The player's power will rise/fall by the given value
836 while wearing this piece of equipment.
837 </attribute>
838 <attribute arch="Wis" editor="wisdom" type="int">
839 The player's wisdom will rise/fall by the given value while
840 wearing this piece of equipment.
841 </attribute>
842 <attribute arch="Cha" editor="charisma" type="int">
843 The player's charisma will rise/fall by the given value
844 while wearing this piece of equipment.
845 </attribute>
846 </section>
847 <section name="misc">
848 <attribute arch="luck" editor="luck bonus" type="int">
849 With positive luck bonus, the player is more likely to
850 succeed in all sorts of things (spellcasting, praying,...).
851 Unless the &lt;luck bonus&gt; is very high, the effect will be
852 barely visible in-game. Luck bonus on one piece of equipment
853 should never exceed 3, and such bonus should not be too
854 frequently available.
855 </attribute>
856 <attribute arch="hp" editor="health regen." type="int">
857 Positive &lt;health regen.&gt; bonus speeds up the
858 player's healing process. Negative values slow it down.
859 </attribute>
860 <attribute arch="sp" editor="mana regen." type="int">
861 Positive &lt;mana regen.&gt; bonus speeds up the
862 player's mana regeneration. Negative values slow it down.
863 </attribute>
864 <attribute arch="grace" editor="grace regen." type="int">
865 Positive &lt;grace regen.&gt; bonus speeds up the
866 player's grace regeneration. Negative values slow it down.
867 Since grace can be regenerated rather easy with praying,
868 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
869 </attribute>
870 <attribute arch="food" editor="food bonus" type="int">
871 Positive &lt;food bonus&gt; slows down the player's digestion,
872 thus he consumes less food. Negative values speed it up.
873
874 Note that food is consumed not only for "being alive", but
875 also for healing and mana-regeneration.
876 &lt;food bonus&gt; only affects the amount of food consumed
877 for "being alive". Hence, even with high &lt;food bonus&gt;,
878 during a fight a player can run out of food quickly.
879 </attribute>
880 <attribute arch="xrays" editor="xray vision" type="bool">
881 Xray vision allows the player to see through obstacles
882 in a two-square-wide radius. This is extremely helpful and
883 desirable, so don't give it away for cheap on equipment.
884 </attribute>
885 <attribute arch="stealth" editor="stealth" type="bool">
886 Stealth allows the player to move silently.
887 This comes to effect if a player turns himself
888 invisible and tries to sneak around monsters.
889 (At least that was the idea behind it)
890 </attribute>
891 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
892 If a player is wearing any piece of equipment with
893 the ability to &lt;reflect spells&gt;, all kinds of
894 spell-bullets and -beams will bounce off him.
895 This works only about 90% of all times, to
896 avoid players being completely immune to certain
897 types of attacks.
898
899 This is a very powerful ability and it
900 shouldn't be handed out cheap!
901 </attribute>
902 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
903 If a player is wearing any piece of equipment with
904 the ability to &lt;reflect missiles&gt;, all kinds of
905 projectiles (e.g. arrows, bolts, boulders) will
906 bounce off him. This works only about 90% of all
907 times, to avoid players being completely immune to
908 certain types of attacks.
909 </attribute>
910 <attribute arch="flying" editor="levitate" type="bool">
911 As soon as the player applies a piece of equipment with
912 &lt;levitate&gt; set, the player will start to float in the air.
913 </attribute>
914 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915 Click on the &lt;attuned paths&gt; button to select spellpaths.
916 The player will get attuned to the specified spellpaths
917 while wearing this item.
918 </attribute>
919 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
920 Click on the &lt;repelled paths&gt; button to select spellpaths.
921 The player will get repelled to the specified spellpaths
922 while wearing this item.
923 </attribute>
924 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
925 Click on the &lt;denied paths&gt; button to select spellpaths.
926 The specified spellpaths will be denied to the player
927 while wearing this item.
928 </attribute>
929 </section>
930 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
931 This text describes the item's "story". Every decent artifact
932 should have such a description.
933 </attribute>
934 </type>
935
936 <!--####################################################################-->
937 <type number="58" name="Battleground">
938 <ignore>
939 <ignore_list name="non_pickable" />
940 </ignore>
941 <description><![CDATA[
942 Battleground is very special: In short, players can die on battleground
943 without any death penalties. They don't loose or gain experience
944 while on battleground. Acid, draining and depletion effects don't
945 work either.
946 When a player dies on battleground, he gets teleported to an exit
947 location which is defined in the battleground object. ]]>
948 </description>
949 <use><![CDATA[
950 Battleground is only meant for player vs. player duels. You can
951 design combat arenas similiar to the one in scorn.<br>
952 What should NEVER be done is placing battleground tiles in
953 open dungeons or other free kinds of land.
954 It must not be possible to gain significant treasure for fighting
955 on battleground, because it bears no risk.<br><br>
956 (Battleground will cease to work when the image or name is changed,
957 or when it is placed beneath another floor tile.
958 This is not a bug, it is there to prevent any attempts of placing
959 "hidden" battleground tiles anywhere.) ]]>
960 </use>
961 <attribute arch="no_pick" value="1" type="fixed" />
962 <attribute arch="is_floor" value="1" type="fixed" />
963 <attribute arch="hp" editor="destination X" type="int">
964 The exit destinations define the (x, y)-coordinates where players
965 get teleported after they died on this battleground.
966 </attribute>
967 <attribute arch="sp" editor="destination Y" type="int">
968 The exit destinations define the (x, y)-coordinates where players
969 get teleported after they died on this battleground.
970 </attribute>
971 </type>
972
973 <!--####################################################################-->
974 <type number="8" name="Book">
975 <description><![CDATA[
976 Applying a book, the containing message is displayed to the player. ]]>
977 </description>
978 <attribute arch="level" editor="literacy level" type="int">
979 If this value is set to be greater than zero, the player needs a
980 certain literacy level to succeed reading the book. The book can be
981 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
982 book can be a nice idea, personally I like it when a player needs
983 more than his fighting skills to solve a quest. However, keep the
984 booklevel at least below 15 because it is quite hard to gain high
985 mental levels.
986 </attribute>
987 <attribute arch="startequip" editor="godgiven item" type="bool">
988 A godgiven item vanishes as soon as the player
989 drops it to the ground.
990 </attribute>
991 <attribute arch="unique" editor="unique item" type="bool">
992 Unique items exist only one time on a server. If the item
993 is taken, lost or destroyed - it's gone for good.
994 </attribute>
995 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
996 This is the text that appears "written" in the book.
997 </attribute>
998 </type>
999
1000 <!--####################################################################-->
1001 <type number="99" name="Boots">
1002 <import_type name="Amulet" />
1003 <description><![CDATA[
1004 Wearing boots, the object's stats will directly be inherited to
1005 the player. Usually enhancing his speed, or granting some minor
1006 protection bonus. ]]>
1007 </description>
1008 <use><![CDATA[
1009 Feel free to create your own special artifacts. However, it is very
1010 important that you keep your artifact in balance with existing maps. ]]>
1011 </use>
1012 <attribute arch="exp" editor="speed bonus" type="int">
1013 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1014 while worn. This kind of bonus is quite desirable for players of low-
1015 and medium level. High level players usually have fastest possible
1016 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1017 Still, this bonus is good for nice artifacts - not everything has
1018 to be for highest level.
1019 </attribute>
1020 <attribute arch="magic" editor="magic bonus" type="int">
1021 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1022 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1023 than direct armour-class bonus on the boots.
1024
1025 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1026 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1027 </attribute>
1028 </type>
1029
1030 <!--####################################################################-->
1031 <type number="104" name="Bracers">
1032 <import_type name="Amulet" />
1033 <description><![CDATA[
1034 Bracers are armour-plates worn around the wrists.
1035 Wearing bracer, the object's stats will directly be inherited to
1036 the player. Usually enhancing his defense. ]]>
1037 </description>
1038 <use><![CDATA[
1039 Feel free to create your own special artifacts. However, it is very
1040 important that you keep your artifact in balance with existing maps. ]]>
1041 </use>
1042 <attribute arch="magic" editor="magic bonus" type="int">
1043 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1044 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1045 than direct armour-class bonus on the bracers.
1046 </attribute>
1047 </type>
1048
1049 <!--####################################################################-->
1050 <type number="16" name="Brestplate Armour">
1051 <import_type name="Amulet" />
1052 <description><![CDATA[
1053 Wearing an armour, the object's stats will directly be inherited to
1054 the player. Usually enhancing his defense. ]]>
1055 </description>
1056 <use><![CDATA[
1057 Feel free to create your own special artifacts. However, it is very
1058 important that you keep your artifact in balance with existing maps. ]]>
1059 </use>
1060 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1061 This poses a penalty to spell regeneration speed, for wearing the armour.
1062 The bigger the spellpoint penalty, the worse.
1063 </attribute>
1064 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1065 Slowdown penalty reduces the player's walking speed when wearing the
1066 armour. Bigger values are worse - zero is best.
1067 </attribute>
1068 <attribute arch="magic" editor="magic bonus" type="int">
1069 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1070 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1071 than direct armour-class bonus on the armour.
1072 </attribute>
1073 </type>
1074
1075 <!--####################################################################-->
1076 <type number="92" name="Button">
1077 <ignore>
1078 <ignore_list name="non_pickable" />
1079 </ignore>
1080 <description><![CDATA[
1081 When a predefined amount of weigh is placed on a button, the
1082 &lt;connection&gt; value is triggered. In most cases this happens when a
1083 player or monster steps on it. When the button is "released", the
1084 &lt;connection&gt; value get's triggered a second time. ]]>
1085 </description>
1086 <attribute arch="walk_on" value="1" type="fixed" />
1087 <attribute arch="walk_off" value="1" type="fixed" />
1088 <attribute arch="no_pick" value="1" type="fixed" />
1089 <attribute arch="weight" editor="press weight" type="int">
1090 The button is pressed (triggered), as soon as
1091 &lt;press weigh&gt; gram are placed ontop of it.
1092 </attribute>
1093 <attribute arch="connected" editor="connection" type="int">
1094 Every time the button is pressed or released, all objects
1095 with the same &lt;connection&gt; value are activated.
1096 </attribute>
1097 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1098 This text may describe the item. You can use this
1099 message to explain the button's purpose to the player.
1100 </attribute>
1101 </type>
1102
1103 <!--####################################################################-->
1104 <type number="30" name="Button Trigger">
1105 <import_type name="Button" />
1106 <ignore>
1107 <ignore_list name="non_pickable" />
1108 </ignore>
1109 <description><![CDATA[
1110 Handle buttons are buttons which reset after a short period
1111 of time. Every time it is either applied or reset, the
1112 &lt;connection&gt; value is triggered. ]]>
1113 </description>
1114 </type>
1115
1116 <!--####################################################################-->
1117 <type number="37" name="Class Changer">
1118 <ignore>
1119 <ignore_list name="non_pickable" />
1120 </ignore>
1121 <description><![CDATA[
1122 Class changer are used while creating a character. ]]>
1123 </description>
1124 <attribute arch="randomitems" editor="class items" type="treasurelist">
1125 This entry determines which initial items the character receives.
1126 </attribute>
1127 <section name="stats">
1128 <attribute arch="Str" editor="strength" type="int">
1129 The player's strength will rise by the given value if he chooses this
1130 class. (Negative values make strength fall)
1131 </attribute>
1132 <attribute arch="Dex" editor="dexterity" type="int">
1133 The player's dexterity will rise by the given value if he chooses this
1134 class. (Negative values make dexterity fall)
1135 </attribute>
1136 <attribute arch="Con" editor="constitution" type="int">
1137 The player's constitution will rise by the given value if he chooses this
1138 class. (Negative values make constitution fall)
1139 </attribute>
1140 <attribute arch="Int" editor="intelligence" type="int">
1141 The player's intelligence will rise by the given value if he chooses this
1142 class. (Negative values make intelligence fall)
1143 </attribute>
1144 <attribute arch="Pow" editor="power" type="int">
1145 The player's power will rise by the given value if he chooses this
1146 class. (Negative values make power fall)
1147 </attribute>
1148 <attribute arch="Wis" editor="wisdom" type="int">
1149 The player's wisdom will rise by the given value if he chooses this
1150 class. (Negative values make wisdom fall)
1151 </attribute>
1152 <attribute arch="Cha" editor="charisma" type="int">
1153 The player's charisma will rise by the given value if he chooses this
1154 class. (Negative values make charisma fall)
1155 </attribute>
1156 </section>
1157 </type>
1158
1159 <!--####################################################################-->
1160 <type number="87" name="Cloak">
1161 <import_type name="Amulet" />
1162 <description><![CDATA[
1163 Wearing a cloak, the object's stats will directly be inherited to
1164 the player. Cloaks usually add minor &lt;armour class&gt; and
1165 sometimes a bit of resistance. ]]>
1166 </description>
1167 <use><![CDATA[
1168 Feel free to create your own special artifacts. However, it is very
1169 important that you keep your artifact in balance with existing maps. ]]>
1170 </use>
1171 <attribute arch="magic" editor="magic bonus" type="int">
1172 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1173 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1174 than direct armour-class bonus on the cloak.
1175
1176 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1177 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1178 </attribute>
1179 </type>
1180
1181 <!--####################################################################-->
1182 <type number="9" name="Clock">
1183 <description><![CDATA[
1184 Applying a clock, the time is displayed to the player. ]]>
1185 </description>
1186 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1187 This text may describe the item
1188 </attribute>
1189 </type>
1190
1191 <!--####################################################################-->
1192 <type number="122" name="Container">
1193 <description><![CDATA[
1194 A player can put (certain kinds of) items in the container.
1195 The overall weight of items is reduced when put inside a
1196 container, depending on the settings.
1197 <br><br>
1198 A special feature of containers is the "cauldron",
1199 capable of mixing alchemical receipes. ]]>
1200 </description>
1201 <use><![CDATA[
1202 Note on chests - There are two types of chests:
1203 <UL>
1204 <LI> First the random treasure chests - Those are NOT containers
1205 (but object type Treasure), they create random treasures when
1206 applied. Archetype name is "chest".
1207 <LI> Second there are the permanent chests - Those are containers,
1208 they can be opened and closed again. Archetype name is "chest_2".
1209 </UL> ]]>
1210 </use>
1211 <attribute arch="race" editor="container class" type="string">
1212 If set, the container will hold only certain types of objects.
1213 Possible choices for &lt;container class&gt; are: "gold and jewels",
1214 "arrows" and "keys".
1215
1216 Unfortunately it is not easy to create new container
1217 classes, because items need a matching counterpiece-attribute
1218 to the &lt;container class&gt; before they can be put inside a
1219 container. This attribute ("race") is set only for the existing
1220 container classes.
1221 </attribute>
1222 <attribute arch="slaying" editor="key string" type="string">
1223 If &lt;key string&gt; is set, only players with a special key
1224 of matching &lt;key string&gt; are able to open the container.
1225 </attribute>
1226 <attribute arch="container" editor="maximum weight" type="int">
1227 The container can hold a maximum total weight of the given value
1228 in gram. Note that this weight limit is calculated *after* the
1229 weight reduction (&lt;reduce weight&gt;) has been applied.
1230 </attribute>
1231 <attribute arch="Str" editor="reduce weight %" type="int">
1232 This value determines how much the weight of items is reduced in
1233 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1234 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1235 Most default values are in the range of ten.
1236 </attribute>
1237 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1238 If set, the container can be used as alchemy-cauldron.
1239 The player can put ingredients inside, close it, cast alchemy
1240 and if his formulae is true, he'll get what he longed for.
1241 </attribute>
1242 <attribute arch="unique" editor="unique item" type="bool">
1243 Unique items exist only one time on a server. If the item
1244 is taken, lost or destroyed - it's gone for good.
1245 All contents of a unique container are unique as well.
1246 </attribute>
1247 <attribute arch="startequip" editor="godgiven item" type="bool">
1248 A godgiven item vanishes as soon as the player
1249 drops it to the ground.
1250 </attribute>
1251 <attribute arch="other_arch" editor="animation arch" type="string">
1252 This is used for a certain kind of... "animation" when
1253 opening the container. Stick to the default arches here
1254 and you won't get into trouble.
1255 </attribute>
1256 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1257 This text may contain a description of the container.
1258 </attribute>
1259 </type>
1260
1261 <!--####################################################################-->
1262 <type number="103" name="Converter">
1263 <ignore>
1264 <attribute arch="value" />
1265 <attribute arch="nrof" />
1266 <attribute arch="name_pl" />
1267 <attribute arch="no_pick" />
1268 <attribute arch="unpaid" />
1269 <attribute arch="title" />
1270 </ignore>
1271 <description><![CDATA[
1272 Converters are like "exchange tables". When the player drops a
1273 specific type of items, they get converted into other items, at a
1274 predefined exchange-ratio. ]]>
1275 </description>
1276 <use><![CDATA[
1277 Converters are better than shopping with doormats, because the
1278 converters never get sold out. For some items like food or jewels
1279 those "exchange tables" are really nice, while for the more important
1280 stuff like potions converters should not exist.
1281 <br><br>
1282 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1283 items on a converter, the stuff you get must be of equal or lesser
1284 value than before! (Except if you are using "rare" items like
1285 dragonscales for payment). The code will not check if your ratio is
1286 sane, so the player could gain infinite wealth by using your converter. ]]>
1287 </use>
1288 <attribute arch="no_pick" value="1" type="fixed" />
1289 <attribute arch="slaying" editor="cost arch" type="string">
1290 &lt;cost arch&gt; is the name of the archetype the player has to
1291 put on the converter, as payment.
1292 </attribute>
1293 <attribute arch="food" editor="cost number" type="int">
1294 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1295 on the converter, in order to get &lt;receive number&gt; items
1296 of &lt;receive arch&gt;.
1297 </attribute>
1298 <attribute arch="other_arch" editor="receive arch" type="string">
1299 &lt;receive arch&gt; is the name of the archetype to convert into.
1300 This field is ignored if the converter has items in inventory. In this
1301 case one of the inventory items is duplicated. The duplicated item is
1302 randomly chosen from all items present.
1303 </attribute>
1304 <attribute arch="sp" editor="receive number" type="int">
1305 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1306 on the converter, in order to get &lt;receive number&gt; items
1307 of &lt;receive arch&gt;.
1308 </attribute>
1309 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1310 This text may contain a description of the converter.
1311 </attribute>
1312 </type>
1313
1314 <!--####################################################################-->
1315 <type number="42" name="Creator">
1316 <ignore>
1317 <ignore_list name="system_object" />
1318 </ignore>
1319 <description><![CDATA[
1320 A creator is an object which creates another object when it
1321 is triggered. The child object can be anything. Creators are
1322 VERY useful for all kinds of map-mechanisms. ]]>
1323 </description>
1324 <use><![CDATA[
1325 Don't hesitate to hide your creators under the floor.
1326 The created items will still always appear ontop of the floor. ]]>
1327 </use>
1328 <attribute arch="no_pick" value="1" type="fixed" />
1329 <attribute arch="other_arch" editor="create arch" type="string">
1330 This string defines the object that will be created.
1331 You can choose any of the existing arches.
1332 This field is ignored if the creator has items in inventory. In this case
1333 one of the inventory items is duplicated. The duplicated item is randomly
1334 chosen from all items present.
1335 </attribute>
1336 <attribute arch="connected" editor="connection" type="int">
1337 Whenever the connection value is activated,
1338 the creator gets triggered.
1339 </attribute>
1340 <attribute arch="lifesave" editor="infinit uses" type="bool">
1341 If &lt;infinit uses&gt; is set, the creator will work
1342 infinitely, regardless of the value in &lt;number of uses&gt;.
1343 </attribute>
1344 <attribute arch="hp" editor="number of uses" type="int">
1345 The creator can be triggered &lt;number of uses&gt; times, thus
1346 creating that many objects, before it dissappears.
1347 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1348 </attribute>
1349 <attribute arch="slaying" editor="name of creation" type="string">
1350 The created object will bear the name and title specified in &lt;name of
1351 creation&gt;. If nothing is set, the standard name and title of the
1352 archetype is used.
1353 </attribute>
1354 <attribute arch="level" editor="level of creation" type="int">
1355 The created object will be of that level. If zero/unset,
1356 the standard level of the archetype is used.
1357 </attribute>
1358 </type>
1359
1360 <!--####################################################################-->
1361 <type number="51" name="Detector">
1362 <ignore>
1363 <ignore_list name="system_object" />
1364 </ignore>
1365 <description><![CDATA[
1366 Detectors work quite much like inv. checkers/pedestals: If the detector
1367 finds a specific object, it toggles its connected value.
1368 <br><br>
1369 What is "unique" about them, compared to inv. checkers/ pedestals?
1370 - First, detectors check their square for a match periodically, not
1371 instantly. Second, detectors check directly for object names. Third,
1372 detectors do not check the inventory of players/monsters. ]]>
1373 </description>
1374 <use><![CDATA[
1375 There is one major speciality about detectors: You can detect spells
1376 blown over a detector! To detect a lighting bolt for example, set
1377 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1378 walls, this can be very useful for map-mechanisms. ]]>
1379 </use>
1380 <attribute arch="no_pick" value="1" type="fixed" />
1381 <attribute arch="slaying" editor="match name" type="string">
1382 &lt;match name&gt; specifies the name of the object we are looking for.
1383 Actually it does also check for the &lt;key string&gt; in key-objects,
1384 but for this case inventory checkers are often more powerful to use.
1385 </attribute>
1386 <attribute arch="connected" editor="connection" type="int">
1387 When the detector is triggered, all objects with the same
1388 connection value get activated.
1389 </attribute>
1390 <attribute arch="speed" editor="detection speed" type="float">
1391 This value defines the time between two detector-checks.
1392 If you want the detector to behave almost like pedestals/buttons,
1393 set speed rather high, like &lt;detection speed&gt; 1.0.
1394 </attribute>
1395 </type>
1396
1397 <!--####################################################################-->
1398 <type number="112" name="Director">
1399 <ignore>
1400 <ignore_list name="non_pickable" />
1401 </ignore>
1402 <description><![CDATA[
1403 Directors change the direction of spell objects and other projectiles
1404 that fly past. Unlike spinners, directors always move objects in the
1405 same direction. It does not make a difference from what angle you
1406 shoot into it.<br>
1407 Directors are visible per default. ]]>
1408 </description>
1409 <use><![CDATA[
1410 Directors are rarely used in maps. Sometimes they are placed to
1411 change the direction of spells coming out of magic walls,
1412 "channeling" spell-projectiles in some direction. When doing this,
1413 <B>never place directors facing each other with magic walls fireing
1414 into them!</B> The spell-projectiles bouncing between the directors
1415 would accumulate to huge numbers and at some point slow down the
1416 server by eating memory- and CPU-time.
1417 <br><br>
1418 You'd better not place directors in monster vs. player combat
1419 areas too much, because that freaks out wizard-type players. ]]>
1420 </use>
1421 <attribute arch="sp" editor="direction" type="list_direction">
1422 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1423 A director with direction &lt;none&gt; simply stops projectiles.
1424 (The latter works out a bit strange for some spells).
1425 </attribute>
1426 <attribute arch="walk_on" value="1" type="fixed" />
1427 <attribute arch="fly_on" value="1" type="fixed" />
1428 </type>
1429
1430 <!--####################################################################-->
1431 <type number="158" name="Disease">
1432 <ignore>
1433 <ignore_list name="system_object" />
1434 </ignore>
1435 <description><![CDATA[
1436 Diseases are an intersting form of spellcraft in Crossfire.
1437 Once casted, they can spread out and infect creatures in a large
1438 area. Being infected can have various effects, from amusing farts
1439 to horrible damage - almost everything is possible. ]]>
1440 </description>
1441 <use><![CDATA[
1442 Diseases are extremely flexible and usable in a many ways.
1443 So far they are mostly used for causing bad, unwanted effects.
1444 You could just as well create a disease which helps the player
1445 (recharging mana for example).
1446 Infection with a "positive disease" could even be a quest reward. ]]>
1447 </use>
1448 <attribute arch="invisible" value="1" type="fixed" />
1449 <attribute arch="level" editor="plaque level" type="int">
1450 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1451 This mainly reflects in the &lt;damage&gt;. It has no effect on
1452 most other symptoms. Neverthless, it is a very important value for
1453 all damage-inflicting diseases.
1454 </attribute>
1455 <attribute arch="race" editor="infect race" type="string">
1456 The disease will only infect creatures of the specified &lt;race&gt;.
1457 "&lt;race&gt; *" means every creature can be infected.
1458 </attribute>
1459 <attribute arch="ac" editor="progressiveness" type="int">
1460 Every time the disease "moves" the severity of the symptoms are increased
1461 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1462 </attribute>
1463 <section name="spreading">
1464 <attribute arch="wc" editor="infectiosness" type="int">
1465 The &lt;infectiosness&gt; defines the chance of new creatures getting
1466 infected. If you set this too high, the disease is very likely to
1467 be too effective.
1468
1469 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1470 </attribute>
1471 <attribute arch="last_grace" editor="attenuation" type="int">
1472 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1473 everytime it infects someone new. This limits how many generations
1474 a disease can propagate.
1475 </attribute>
1476 <attribute arch="magic" editor="infection range" type="int">
1477 &lt;infection range&gt; sets the range at which infection may occur.
1478 If positive, the &lt;infection range&gt; is level dependant - If negative,
1479 it is not:
1480 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1481 six square range, and &lt;plaque level&gt; doesn't modify that.
1482 </attribute>
1483 <attribute arch="maxhp" editor="persistence" type="int">
1484 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1485 The disease can "move" &lt;persistence&gt; times outside a host before it
1486 vanishes. A negative value means the disease lasts for permanent
1487 (which is only recommended to use in maps without monsters).
1488 </attribute>
1489 <attribute arch="maxgrace" editor="curing duration" type="int">
1490 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1491 (Assuming the host survives and doesn't use a curing spell).
1492 After this period the disease is naturally cured, which provides the
1493 host with immunity from this particular disease of lower or equal level.
1494
1495 A negative value means the disease can never be cured naturally.
1496
1497 Note that this value can be further modulated by spell-parameters,
1498 if the disease is registered as spell in the code. Due to that,
1499 most default diseases take a lot longer to cure than it seems.
1500 </attribute>
1501 <attribute arch="speed" editor="moving speed" type="float">
1502 The &lt;speed&gt; of the disease determines how fast the disease will
1503 "move", thus how fast the symptoms strike the host.
1504 </attribute>
1505 </section>
1506 <section name="symptoms">
1507 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1508 The disease will attack the host with the given &lt;attacktype&gt;.
1509 Godpower attacktype is commonly used for "unresistable" diseases.
1510 </attribute>
1511 <attribute arch="dam" editor="damage" type="int">
1512 A disease with a positive &lt;damage&gt; value will strike the player for that
1513 amount of damage every time the symptoms occur.
1514 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1515 the player's health is reduced by 10% every time the symptoms strike.
1516
1517 Diseases with %-based damage can be dangerous - but not deadly -
1518 for players of all levels.
1519 </attribute>
1520 <attribute arch="other_arch" editor="create arch" type="string">
1521 If set, the specified arch is created and dropped every time the
1522 symptoms strike.
1523
1524 This can be various things: farts, body pieces, eggs ...
1525 Even monsters can be created that way. You could also make a
1526 disease where some exotic stuff like money/gems is created.
1527 </attribute>
1528 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1529 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1530 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1531 </attribute>
1532 <attribute arch="exp" editor="exp. for curing" type="int">
1533 When the player manages to cure this disease (with a curing spell),
1534 he is awarded with &lt;exp. for curing&gt; experience.
1535 </attribute>
1536 <attribute arch="maxsp" editor="mana depletion" type="int">
1537 Every time the disease "moves", the player's mana is
1538 reduced by the value of &lt;mana depletion&gt;.
1539 For negative values, a %-based amount is taken.
1540 </attribute>
1541 <attribute arch="last_eat" editor="food depletion" type="int">
1542 Every time the disease "moves", the player's food is
1543 reduced by the value of &lt;food depletion&gt;.
1544 For negative values, a %-based amount is taken.
1545 </attribute>
1546 <attribute arch="hp" editor="health regen." type="int">
1547 This value increases the player's healing rate.
1548 Negative values decrease it.
1549 </attribute>
1550 <attribute arch="sp" editor="mana regen." type="int">
1551 This value increases the player's rate of mana regeneration.
1552 Negative values decrease it.
1553 </attribute>
1554 </section>
1555 <section name="disability">
1556 <attribute arch="Str" editor="strength" type="int">
1557 The player's strength will rise by the given value
1558 while being infected. (Negative values make strength fall)
1559 </attribute>
1560 <attribute arch="Dex" editor="dexterity" type="int">
1561 The player's dexterity will rise by the given value
1562 while being infected. (Negative values make dexterity fall)
1563 </attribute>
1564 <attribute arch="Con" editor="constitution" type="int">
1565 The player's constitution will rise by the given value
1566 while being infected. (Negative values make constitution fall)
1567 </attribute>
1568 <attribute arch="Int" editor="intelligence" type="int">
1569 The player's intelligence will rise by the given value
1570 while being infected. (Negative values make intelligence fall)
1571 </attribute>
1572 <attribute arch="Pow" editor="power" type="int">
1573 The player's power will rise by the given value
1574 while being infected. (Negative values make power fall)
1575 </attribute>
1576 <attribute arch="Wis" editor="wisdom" type="int">
1577 The player's wisdom will rise by the given value
1578 while being infected. (Negative values make wisdom fall)
1579 </attribute>
1580 <attribute arch="Cha" editor="charisma" type="int">
1581 The player's charisma will rise by the given value
1582 while being infected. (Negative values make charisma fall)
1583 </attribute>
1584 </section>
1585 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1586 This text is displayed to the player every time the
1587 symptoms strike.
1588 </attribute>
1589 </type>
1590
1591 <!--####################################################################-->
1592 <type number="23" name="Door">
1593 <ignore>
1594 <ignore_list name="non_pickable" />
1595 </ignore>
1596 <description><![CDATA[
1597 A door can be opened with a normal key. It also can be broken by attacking
1598 it, and it can be defeated with the lockpicking skill. If a door is
1599 defeated, horizontally and vertically adjacent doors are automatically
1600 removed. ]]>
1601 </description>
1602 <attribute arch="no_pick" value="1" type="fixed" />
1603 <attribute arch="alive" value="1" type="fixed" />
1604 <attribute arch="no_pass" editor="blocking passage" type="bool">
1605 If set, a player must defeat the door to enter.
1606 </attribute>
1607 <attribute arch="hp" editor="hitpoints" type="int">
1608 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1609 </attribute>
1610 <attribute arch="ac" editor="armour class" type="int">
1611 Doors of high &lt;armour class&gt; are less likely to get hit.
1612 &lt;armour class&gt; can be considered the "counterpiece" to
1613 &lt;weapon class&gt;.
1614 </attribute>
1615 <attribute arch="other_arch" editor="drop arch" type="string">
1616 This string defines the object that will be created when the door was
1617 defeated.
1618 </attribute>
1619 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1620 This entry determines what kind of traps will appear in the door.
1621 </attribute>
1622 </type>
1623
1624 <!--####################################################################-->
1625 <type number="83" name="Duplicator">
1626 <ignore>
1627 <ignore_list name="system_object" />
1628 </ignore>
1629 <description><![CDATA[
1630 When activated, a duplicator can duplicate, multiply or destroy a pile of
1631 objects which lies somewhere on top of the duplicator.
1632 The duplicator has one arch name specified as &lt;target arch&gt;,
1633 and only objects of this archetype can be affected.<br>
1634 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1635 If the latter is set to zero, it will destroy objects. ]]>
1636 </description>
1637 <use><![CDATA[
1638 I hope it is clear that one must be very cautious when inserting a duplicator
1639 anywhere with &lt;multiply factor&gt; greater than one.
1640 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1641 It is <b>not acceptable</b> to allow duplication of anything other than
1642 coins, gold and jewels. Besides, it is very important that the chance to
1643 loose the input matches the chance to earn winnings.<br>
1644 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1645 loosing rate of 2/3 = 67%. ]]>
1646 </use>
1647 <attribute arch="other_arch" editor="target arch" type="string">
1648 Only objects of matching archtype, lying ontop of the dublicator will be
1649 dublicated, multiplied or removed. All other objects will be ignored.
1650 </attribute>
1651 <attribute arch="level" editor="multiply factor" type="int">
1652 The number of items in the target pile will be multiplied by the
1653 &lt;multiply factor&gt;. If it is set to zero, all target objects
1654 will be destroyed.
1655 </attribute>
1656 <attribute arch="connected" editor="connection" type="int">
1657 An activator (lever, altar, button, etc) with matching connection value
1658 is able to trigger this duplicator. Be very careful that players cannot
1659 abuse it to create endless amounts of money or other valuable stuff!
1660 </attribute>
1661 </type>
1662
1663 <!--####################################################################-->
1664 <type number="66" name="Exit">
1665 <ignore>
1666 <ignore_list name="non_pickable" />
1667 </ignore>
1668 <description><![CDATA[
1669 When the player applies an exit, he is transferred to a different location.
1670 (Monsters cannot use exits.) Depending on how it is set, the player applies
1671 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1672 the exit. ]]>
1673 </description>
1674 <use><![CDATA[
1675 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1676 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1677 detected with the show_invisible spell.
1678 <br><br>
1679 You can be quite creative with the outlook of secret exits (their "face").
1680 Don't forget to give the player relyable hints about them though. ]]>
1681 </use>
1682 <attribute arch="slaying" editor="exit path" type="string">
1683 The exit path defines the map that the player is transferred to.
1684 You can enter an absolute path, beginning with '/' (for example
1685 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1686 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1687 relative path "Fire1"). Use relative paths whenever possible! Note that
1688 upper/lower case must always be set correctly. However, please use lower
1689 case only.
1690 It is well possible to have an exit pointing to the same map that the exit
1691 is on. If slaying is not set in an exit, the player will see a message like
1692 "the exit is closed".
1693 </attribute>
1694 <attribute arch="hp" editor="destination X" type="int">
1695 The exit destinations define the (x, y)-coordinates where the exit
1696 leads to.
1697 If both are set to zero, the player will be transferred to the "default
1698 enter location" of the destined map. The latter can be set in the map-
1699 properties as "Enter X/Y". Though, please DO NOT use that.
1700 It turned out to be a source for numerous map-bugs.
1701 </attribute>
1702 <attribute arch="sp" editor="destination Y" type="int">
1703 The exit destinations define the (x, y)-coordinates where the exit
1704 leads to.
1705 If both are set to zero, the player will be transferred to the "default
1706 enter location" of the destined map. The latter can be set in the map-
1707 properties as "Enter X/Y". Though, please DO NOT use that.
1708 It turned out to be a source for numerous map-bugs.
1709 </attribute>
1710 <attribute arch="walk_on" editor="apply by walking" type="bool">
1711 If set, the player will apply the exit by just walking into it. This must
1712 be set for the invisible exits for example. If unset, the player has
1713 to step onto the exit and press 'a' to get transferred.
1714 </attribute>
1715 <attribute arch="fly_on" editor="apply by flying" type="bool">
1716 If set, the player will apply the exit by "flying into it". Flying means
1717 the player is levitating. E.g. wearing levitation boots.
1718 </attribute>
1719 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1720 If set, this message will be displayed to the player when he applies the exit.
1721 This is quite useful to throw in some "role-play feeling": "As you enter the
1722 dark cave you hear the sound of rustling dragonscales...". Well, my english
1723 is poor, but you get the point. =)
1724 </attribute>
1725 <attribute arch="unique" editor="unique destination" type="bool">
1726 This flag defines the destined map as "personal unique map". If set,
1727 there will be a seperate version of that map for every player out there.
1728 This feature is used for the permanent apartments
1729 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1730 than apartments, since Crossfire is a *multi*player game. In such a permanent
1731 apartment don't forget to set the unique-flag for all floor tiles too
1732 (see floors).
1733 An exit pointing outside of a personal unique map must have the
1734 "unique destination"-flag unset.
1735 </attribute>
1736 </type>
1737
1738 <!--####################################################################-->
1739 <type number="72" name="Flesh">
1740 <description><![CDATA[
1741 Just like with food, the player can fill his stomache and gain a
1742 little health by eating flesh-objects. <br>
1743 For dragon players, flesh plays a very special role though: If the
1744 flesh has resistances set, a dragon player has a chance to gain resistance in
1745 those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1746 Don't forget that flesh items with resistances have to be balanced
1747 according to map/monster difficulty. ]]>
1748 </description>
1749 <use><![CDATA[
1750 For dragon players, flesh items can be highly valuable. Note that many
1751 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1752 These flesh items "inherit" resistances and level from the monster they belong to.
1753 When you add special flesh items to the inventory of a monster, this is
1754 not the case - so you have to set it manually.
1755 <br><br>
1756 Generally adding special flesh-treaties for dragon players is a great thing
1757 to do. Always consider that dragon players might really not be interested
1758 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1759 out on the reward completely. ]]>
1760 </use>
1761 <attribute arch="food" editor="foodpoints" type="int">
1762 The player's stomache will get filled with this amount of foodpoints.
1763 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1764 </attribute>
1765 <attribute arch="level" editor="flesh level" type="int">
1766 The &lt;flesh level&gt; is not visible to the players and it affects only
1767 dragon players. Normally this value reflects the level of the monster
1768 from which the flesh item originates.
1769 Dragon players always search for flesh of highest level possible,
1770 because it bears the best chance to gain high resistances.
1771 </attribute>
1772 <attribute arch="startequip" editor="godgiven item" type="bool">
1773 A godgiven item vanishes as soon as the player
1774 drops it to the ground.
1775 </attribute>
1776 <section name="resistance">
1777 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1778 Resistances on flesh items make them more durable against spellcraft
1779 of the appropriate kind. It also allows dragon players to eventually gain
1780 resistance by eating it. Usually resistance should only be set for flesh
1781 items in a monster's inventory.
1782 </attribute>
1783 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1784 Resistances on flesh items make them more durable against spellcraft
1785 of the appropriate kind. It also allows dragon players to eventually gain
1786 resistance by eating it. Usually resistance should only be set for flesh
1787 items in a monster's inventory.
1788 </attribute>
1789 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1790 Resistances on flesh items make them more durable against spellcraft
1791 of the appropriate kind. It also allows dragon players to eventually gain
1792 resistance by eating it. Usually resistance should only be set for flesh
1793 items in a monster's inventory.
1794 </attribute>
1795 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1796 Resistances on flesh items make them more durable against spellcraft
1797 of the appropriate kind. It also allows dragon players to eventually gain
1798 resistance by eating it. Usually resistance should only be set for flesh
1799 items in a monster's inventory.
1800 </attribute>
1801 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1802 Resistances on flesh items make them more durable against spellcraft
1803 of the appropriate kind. It also allows dragon players to eventually gain
1804 resistance by eating it. Usually resistance should only be set for flesh
1805 items in a monster's inventory.
1806 </attribute>
1807 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1808 Resistances on flesh items make them more durable against spellcraft
1809 of the appropriate kind. It also allows dragon players to eventually gain
1810 resistance by eating it. Usually resistance should only be set for flesh
1811 items in a monster's inventory.
1812 </attribute>
1813 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1814 Resistances on flesh items make them more durable against spellcraft
1815 of the appropriate kind. It also allows dragon players to eventually gain
1816 resistance by eating it. Usually resistance should only be set for flesh
1817 items in a monster's inventory.
1818 </attribute>
1819 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1820 Resistances on flesh items make them more durable against spellcraft
1821 of the appropriate kind. It also allows dragon players to eventually gain
1822 resistance by eating it. Usually resistance should only be set for flesh
1823 items in a monster's inventory.
1824 </attribute>
1825 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1826 Resistances on flesh items make them more durable against spellcraft
1827 of the appropriate kind. It also allows dragon players to eventually gain
1828 resistance by eating it. Usually resistance should only be set for flesh
1829 items in a monster's inventory.
1830 </attribute>
1831 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1832 Resistances on flesh items make them more durable against spellcraft
1833 of the appropriate kind. It also allows dragon players to eventually gain
1834 resistance by eating it. Usually resistance should only be set for flesh
1835 items in a monster's inventory.
1836 </attribute>
1837 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1838 Resistances on flesh items make them more durable against spellcraft
1839 of the appropriate kind. It also allows dragon players to eventually gain
1840 resistance by eating it. Usually resistance should only be set for flesh
1841 items in a monster's inventory.
1842 </attribute>
1843 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1844 Resistances on flesh items make them more durable against spellcraft
1845 of the appropriate kind. It also allows dragon players to eventually gain
1846 resistance by eating it. Usually resistance should only be set for flesh
1847 items in a monster's inventory.
1848 </attribute>
1849 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1850 Resistances on flesh items make them more durable against spellcraft
1851 of the appropriate kind. It also allows dragon players to eventually gain
1852 resistance by eating it. Usually resistance should only be set for flesh
1853 items in a monster's inventory.
1854 </attribute>
1855 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1856 Resistances on flesh items make them more durable against spellcraft
1857 of the appropriate kind. It also allows dragon players to eventually gain
1858 resistance by eating it. Usually resistance should only be set for flesh
1859 items in a monster's inventory.
1860 </attribute>
1861 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1862 Resistances on flesh items make them more durable against spellcraft
1863 of the appropriate kind. It also allows dragon players to eventually gain
1864 resistance by eating it. Usually resistance should only be set for flesh
1865 items in a monster's inventory.
1866 </attribute>
1867 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1868 RResistances on flesh items make them more durable against spellcraft
1869 of the appropriate kind. It also allows dragon players to eventually gain
1870 resistance by eating it. Usually resistance should only be set for flesh
1871 items in a monster's inventory.
1872 </attribute>
1873 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1874 Resistances on flesh items make them more durable against spellcraft
1875 of the appropriate kind. It also allows dragon players to eventually gain
1876 resistance by eating it. Usually resistance should only be set for flesh
1877 items in a monster's inventory.
1878 </attribute>
1879 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1880 Resistances on flesh items make them more durable against spellcraft
1881 of the appropriate kind. It also allows dragon players to eventually gain
1882 resistance by eating it. Usually resistance should only be set for flesh
1883 items in a monster's inventory.
1884 </attribute>
1885 </section>
1886 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1887 This text may describe the item.
1888 </attribute>
1889 </type>
1890
1891 <!--####################################################################-->
1892 <type number="0" name="Floor">
1893 <required>
1894 <attribute arch="is_floor" value="1" />
1895 <attribute arch="alive" value="0" />
1896 </required>
1897 <ignore>
1898 <ignore_list name="non_pickable" />
1899 </ignore>
1900 <description><![CDATA[
1901 Floor is a very basic thing whithout too much
1902 functionality. It's a floor - you stand on it. ]]>
1903 </description>
1904 <attribute arch="is_floor" value="1" type="fixed" />
1905 <attribute arch="no_pick" value="1" type="fixed" />
1906 <attribute arch="no_pass" editor="blocking passage" type="bool">
1907 If set, the object cannot be passed by players nor monsters.
1908 </attribute>
1909 <section name="terrain">
1910 <attribute arch="slow_move" editor="slow movement" type="int">
1911 If &lt;slow movement&gt; is set to a value greater zero, all
1912 creatures moving over this spot will be slower than normal.
1913
1914 &lt;slow movement&gt; 1 - rough terrain
1915 &lt;slow movement&gt; 2 - very rough terrain
1916 ...
1917 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1918 </attribute>
1919 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1920 This flag indicates this spot contains wood or high grass.
1921 Players with activated woodsman skill can move faster here.
1922 </attribute>
1923 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1924 This flag indicates this spot contains hills or large rocks.
1925 Players with activated mountaineer skill can move faster here.
1926 </attribute>
1927 </section>
1928 <attribute arch="no_magic" editor="no spells" type="bool">
1929 If enabled, it is impossible for players to use (wizard-)
1930 spells on that spot.
1931 </attribute>
1932 <attribute arch="damned" editor="no prayers" type="bool">
1933 If enabled, it is impossible for players to use prayers
1934 on that spot. It also prevents players from saving.
1935 </attribute>
1936 <attribute arch="unique" editor="unique map" type="bool">
1937 Unique floor means that any items dropped on that spot
1938 will be saved byond map reset. For permanent apartments,
1939 all floor tiles must be set &lt;unique map&gt;.
1940 </attribute>
1941 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1942 This text may describe the object.
1943 </attribute>
1944 </type>
1945
1946 <!--####################################################################-->
1947 <type number="67" name="Floor (Encounter)">
1948 <ignore>
1949 <ignore_list name="non_pickable" />
1950 </ignore>
1951 <description><![CDATA[
1952 Encounter-Floor is pretty much the same as normal floor.
1953 Most outdoor floor/ground-arches are set to be "encounters".
1954 That is kind of a relict from former code: When walking over
1955 encounter-floor, players sometimes got beamed to little maps
1956 with monsters on them. Nowadays this feature is disabled -
1957 Hence encounter floor is not different from normal floor. ]]>
1958 </description>
1959 <attribute arch="is_floor" value="1" type="fixed" />
1960 <attribute arch="no_pick" value="1" type="fixed" />
1961 <attribute arch="no_pass" editor="blocking passage" type="bool">
1962 If set, the object cannot be passed by players nor monsters.
1963 </attribute>
1964 <section name="terrain">
1965 <attribute arch="slow_move" editor="slow movement" type="int">
1966 If &lt;slow movement&gt; is set to a value greater zero, all
1967 creatures moving over this spot will be slower than normal.
1968
1969 &lt;slow movement&gt; 1 - rough terrain
1970 &lt;slow movement&gt; 2 - very rough terrain
1971 ...
1972 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1973 </attribute>
1974 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1975 This flag indicates this spot contains wood or high grass.
1976 Players with activated woodsman skill can move faster here.
1977 </attribute>
1978 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1979 This flag indicates this spot contains hills or large rocks.
1980 Players with activated mountaineer skill can move faster here.
1981 </attribute>
1982 </section>
1983 <attribute arch="no_magic" editor="no spells" type="bool">
1984 If enabled, it is impossible for players to use (wizard-)
1985 spells on that spot.
1986 </attribute>
1987 <attribute arch="damned" editor="no prayers" type="bool">
1988 If enabled, it is impossible for players to use prayers
1989 on that spot. It also prevents players from saving.
1990 </attribute>
1991 <attribute arch="unique" editor="unique map" type="bool">
1992 Unique floor means that any items dropped on that spot
1993 will be saved byond map reset. For permanent apartments,
1994 all floor tiles must be set &lt;unique map&gt;.
1995 </attribute>
1996 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1997 This text may describe the object.
1998 </attribute>
1999 </type>
2000
2001 <!--####################################################################-->
2002 <type number="6" name="Food">
2003 <description><![CDATA[
2004 By eating/drinking food-objects, the player can fill his
2005 stomache and gain a little health. ]]>
2006 </description>
2007 <attribute arch="food" editor="foodpoints" type="int">
2008 The player's stomache will get filled with this amount of foodpoints.
2009 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2010 </attribute>
2011 <attribute arch="startequip" editor="godgiven item" type="bool">
2012 A godgiven item vanishes as soon as the player
2013 drops it to the ground.
2014 </attribute>
2015 </type>
2016
2017 <!--####################################################################-->
2018 <type number="91" name="Gate">
2019 <ignore>
2020 <ignore_list name="non_pickable" />
2021 </ignore>
2022 <description><![CDATA[
2023 Gates play an important role in Crossfire. Gates can be opened
2024 by activating a button/trigger, by speaking passwords (-> magic_ear)
2025 or carrying special key-objects (-> inventory checker).
2026 Unlike locked doors, gates can get shut again after a player has
2027 passed, which makes them more practical in many cases. ]]>
2028 </description>
2029 <use><![CDATA[
2030 Use gates to divide your maps into seperated areas. After solving
2031 area A, the player gains access to area B, and so on. Make your
2032 maps more complex than "one-way". ]]>
2033 </use>
2034 <attribute arch="no_pick" value="1" type="fixed" />
2035 <attribute arch="connected" editor="connection" type="int">
2036 Whenever the inventory checker is triggered, all objects with identical
2037 &lt;connection&gt; value get activated. This only makes sense together with
2038 &lt;blocking passage&gt; disabled.
2039 </attribute>
2040 <attribute arch="wc" editor="position state" type="int">
2041 The &lt;position state&gt; defines the position of the gate:
2042 Zero means completely open/down, the "number of animation-steps" (usually
2043 about 6 or 7) means completely closed/up state. I suggest you don't
2044 mess with this value - Leave the default in place.
2045 </attribute>
2046 <attribute arch="no_pass" editor="blocking passage" type="bool">
2047 For open gates, &lt;blocking passage&gt; should be unset.
2048 For closed gates it must be set.
2049 </attribute>
2050 <attribute arch="no_magic" editor="restrict spells" type="bool">
2051 Restricting the use of spells to pass this gate. This has
2052 an effect only if &lt;block view&gt; is disabled.
2053 </attribute>
2054 <attribute arch="damned" editor="restrict prayers" type="bool">
2055 Restricting the use of prayers to pass this door. This has
2056 an effect only if &lt;block view&gt; is disabled.
2057 </attribute>
2058 </type>
2059
2060 <!--####################################################################-->
2061 <type number="113" name="Girdle">
2062 <import_type name="Amulet" />
2063 <description><![CDATA[
2064 Wearing a girdle, the object's stats will directly be inherited to
2065 the player. Girdles usually provide stats- or damage bonuses and no
2066 defense. ]]>
2067 </description>
2068 <use><![CDATA[
2069 Feel free to create your own special artifacts. However, it is very
2070 important that you keep your artifact in balance with existing maps. ]]>
2071 </use>
2072 <attribute arch="magic" editor="magic bonus" type="int">
2073 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2074 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2075 than direct armour-class bonus on the helmet.
2076
2077 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2078 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2079 &lt;magic bonus&gt; is pointless here.
2080 </attribute>
2081 </type>
2082
2083 <!--####################################################################-->
2084 <type number="100" name="Gloves">
2085 <import_type name="Amulet" />
2086 <description><![CDATA[
2087 Wearing gloves, the object's stats will directly be inherited to
2088 the player. Gloves can add defense or damage bonuses. ]]>
2089 </description>
2090 <use><![CDATA[
2091 Feel free to create your own special artifacts. However, it is very
2092 important that you keep your artifact in balance with existing maps. ]]>
2093 </use>
2094 <attribute arch="magic" editor="magic bonus" type="int">
2095 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2096 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2097 will increase that.
2098 </attribute>
2099 </type>
2100
2101 <!--####################################################################-->
2102 <type number="93" name="Handle">
2103 <ignore>
2104 <ignore_list name="non_pickable" />
2105 </ignore>
2106 <description><![CDATA[
2107 A handle can be applied by players and (certain) monsters.
2108 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2109 </description>
2110 <use><![CDATA[
2111 Handles are commonly used to move gates. When placing your lever,
2112 don't forget that some monsters are able to apply it.
2113 The ability to apply levers is rare among monsters -
2114 but vampires can do it for example. ]]>
2115 </use>
2116 <attribute arch="no_pick" value="1" type="fixed" />
2117 <attribute arch="connected" editor="connection" type="int">
2118 Every time the handle is applied, all objects
2119 with the same &lt;connection&gt; value are activated.
2120 </attribute>
2121 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2122 This text may describe the item. You can use this
2123 message to explain the handle's purpose to the player.
2124 </attribute>
2125 </type>
2126
2127 <!--####################################################################-->
2128 <type number="27" name="Handle Trigger">
2129 <import_type name="Handle" />
2130 <ignore>
2131 <ignore_list name="non_pickable" />
2132 </ignore>
2133 <description><![CDATA[
2134 Handle triggers are handles which reset after a short period
2135 of time. Every time it is either applied or reset, the
2136 &lt;connection&gt; value is triggered. ]]>
2137 </description>
2138 <use><![CDATA[
2139 When you connect an ordinary handle to a gate, the gate normally remains
2140 opened after the first player passed. If you want to keep the gate shut,
2141 connecting it to a handle trigger is an easy solution. ]]>
2142 </use>
2143 </type>
2144
2145 <!--####################################################################-->
2146 <type number="88" name="Hazard Floor">
2147 <required>
2148 <attribute arch="is_floor" value="1" />
2149 </required>
2150 <ignore>
2151 <ignore_list name="non_pickable" />
2152 </ignore>
2153 <description><![CDATA[
2154 The best example for Hazard Floor is lava. It works like standard
2155 floor, but damages all creatures standing on it.
2156 Damage is taken in regular time intervals. ]]>
2157 </description>
2158 <use><![CDATA[
2159 The default lava for example does minor damage. But you can turn
2160 it up so that your hazard floor poses a real threat.<br>
2161 Like magic walls, such floors add a permanent thrill to your map.
2162 You can use that to safely chase off too-weak players, or just
2163 to have something different. ]]>
2164 </use>
2165 <attribute arch="is_floor" value="1" type="fixed" />
2166 <attribute arch="lifesave" value="1" type="fixed" />
2167 <attribute arch="walk_on" value="1" type="fixed" />
2168 <attribute arch="no_pick" value="1" type="fixed" />
2169 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2170 This attribute specifys the attacktypes that this floor uses to
2171 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2172 If you want a real tough hazard floor, add more than just one attacktype.
2173 </attribute>
2174 <attribute arch="dam" editor="base damage" type="int">
2175 The &lt;base damage&gt; defines how much damage is inflicted to the
2176 victim per hit. The final damage is influenced by several other
2177 factors like the victim's resistance and level.
2178 </attribute>
2179 <attribute arch="wc" editor="weaponclass" type="int">
2180 &lt;weapon class&gt; improves the chance of hitting the victim.
2181 Lower values are better.
2182 Usually, hazard floors like lava are supposed to hit the
2183 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2184 to something like -30.
2185 </attribute>
2186 <attribute arch="level" editor="attack level" type="int">
2187 I guess this value is supposed to work similar to monster levels.
2188 But in fact, it does not seem to have an effect. Set any non-zero
2189 value to be on the safe side.
2190 </attribute>
2191 <section name="terrain">
2192 <attribute arch="slow_move" editor="slow movement" type="int">
2193 If &lt;slow movement&gt; is set to a value greater zero, all
2194 creatures moving over this spot will be slower than normal.
2195
2196 &lt;slow movement&gt; 1 - rough terrain
2197 &lt;slow movement&gt; 2 - very rough terrain
2198 ...
2199 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2200 </attribute>
2201 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2202 This flag indicates this spot contains wood or high grass.
2203 Players with activated woodsman skill can move faster here.
2204 </attribute>
2205 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2206 This flag indicates this spot contains hills or large rocks.
2207 Players with activated mountaineer skill can move faster here.
2208 </attribute>
2209 </section>
2210 <attribute arch="no_magic" editor="no spells" type="bool">
2211 If enabled, it is impossible for players to use (wizard-)
2212 spells on that spot.
2213 </attribute>
2214 <attribute arch="damned" editor="no prayers" type="bool">
2215 If enabled, it is impossible for players to use prayers
2216 on that spot. It also prevents players from saving.
2217 </attribute>
2218 <attribute arch="unique" editor="unique map" type="bool">
2219 Unique floor means that any items dropped on that spot
2220 will be saved byond map reset. For permanent apartments,
2221 all floor tiles must be set &lt;unique map&gt;.
2222 </attribute>
2223 </type>
2224
2225 <!--####################################################################-->
2226 <type number="34" name="Helmet">
2227 <import_type name="Amulet" />
2228 <description><![CDATA[
2229 Wearing a helmet, the object's stats will directly be inherited to
2230 the player. Normal helmets usually increase defense, while crowns
2231 add more special bonuses like stats/resistances paired with
2232 low defense. ]]>
2233 </description>
2234 <use><![CDATA[
2235 Feel free to create your own special artifacts. However, it is very
2236 important that you keep your artifact in balance with existing maps. ]]>
2237 </use>
2238 <attribute arch="magic" editor="magic bonus" type="int">
2239 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2240 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2241 than direct armour-class bonus on the helmet.
2242
2243 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2244 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2245 Crowns for instance typically provide no &lt;amour class&gt;.
2246 </attribute>
2247 </type>
2248
2249 <!--####################################################################-->
2250 <type number="56" name="Holy Altar">
2251 <ignore>
2252 <ignore_list name="non_pickable" />
2253 </ignore>
2254 <description><![CDATA[
2255 Holy_altars are altars for the various religions. Praying
2256 at a Holy_altar will make you a follower of that god, and
2257 if you already follow that god, you may get some extra bonus. ]]>
2258 </description>
2259 <attribute arch="no_pick" value="1" type="fixed" />
2260 <attribute arch="other_arch" editor="god name" type="string">
2261 The altar belongs to the god of the given name. Possible options for
2262 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2263 Gorokh, Valriel and Sorig.
2264
2265 If you want to have an unconsecrated altar, set
2266 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2267 </attribute>
2268 <attribute arch="level" editor="reconsecrate level" type="int">
2269 To re-consecrate an altar, the player's wisdom level must be as
2270 high or higher than this value. In that way, some altars can not
2271 be re-consecrated, while other altars, like those in dungeons, could be.
2272
2273 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2274 Some characters might need those altars, they would be very unhappy to
2275 see them re-consecrated to another cult.
2276 </attribute>
2277 </type>
2278
2279 <!--####################################################################-->
2280 <type number="35" name="Horn">
2281 <ignore>
2282 <attribute arch="title" />
2283 </ignore>
2284 <description><![CDATA[
2285 Horns are very similar to rods. The difference is that horns regenerate
2286 spellpoints faster and thus are more valuable than rods.
2287 <br><br>
2288 A horn contains a spell. The player can use this spell by applying and
2289 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2290 used endlessly. ]]>
2291 </description>
2292 <use><![CDATA[
2293 Horns are powerful due to their fast recharge rate. They should
2294 never contain high level attacking spells. Even curing/healing spells
2295 are almost too good on a horn. ]]>
2296 </use>
2297 <attribute arch="sp" editor="spell" type="spell">
2298 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2299 horns to players, since they can be used endlessly without any mana cost!
2300 Horns with heal/ restoration/ protection spells, IF available, MUST be
2301 very very VERY hard to get!
2302 </attribute>
2303 <attribute arch="level" editor="casting level" type="int">
2304 The casting level of the &lt;spell&gt; determines it's power.
2305 For attack spells, level should not be set too high.
2306 </attribute>
2307 <attribute arch="hp" editor="initial spellpoints" type="int">
2308 This value represents the initial amount of spellpoints in the horn.
2309 Naturally, this is quite unimportant.
2310 </attribute>
2311 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2312 When the horn is fully charged up, it will hold this maximum amount of
2313 spellpoints. Make sure it is enough to cast the contained spell at least
2314 once. But don't set the value too high, as that might make the horn way
2315 too effective.
2316 </attribute>
2317 <attribute arch="startequip" editor="godgiven item" type="bool">
2318 A godgiven item vanishes as soon as the player
2319 drops it to the ground.
2320 </attribute>
2321 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2322 This text may contain a description of the horn.
2323 </attribute>
2324 </type>
2325
2326 <!--####################################################################-->
2327 <type number="73" name="Inorganic">
2328 <description><![CDATA[
2329 Inorganic materials are generally used as ingredients for
2330 alchemical receipes. By themselves, they have no special
2331 functionalities. ]]>
2332 </description>
2333 <attribute arch="is_dust" editor="is dust" type="bool">
2334 </attribute>
2335 <section name="resistance">
2336 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2337 </attribute>
2338 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2339 </attribute>
2340 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2341 </attribute>
2342 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2343 </attribute>
2344 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2345 </attribute>
2346 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2347 </attribute>
2348 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2349 </attribute>
2350 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2351 </attribute>
2352 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2353 </attribute>
2354 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2355 </attribute>
2356 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2357 </attribute>
2358 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2359 </attribute>
2360 </section>
2361 </type>
2362
2363 <!--####################################################################-->
2364 <type number="64" name="Inventory Checker">
2365 <ignore>
2366 <ignore_list name="system_object" />
2367 </ignore>
2368 <description><![CDATA[
2369 Inventory checkers passively check the players inventory for a
2370 specific object. You can set a connected value that is triggered
2371 either if that object is present or missing (-&gt; "last_sp") when a
2372 player walks over the inv. checker. A valid option is to remove the
2373 matching object (usually not recommended, see "last_heal").
2374 <br><br>
2375 Alternatively, you can set your inv. checker to block all players
2376 that do/don't carry the matching object (-&gt; "no_pass").
2377 <br><br>
2378 As you can see, inv. checkers are quite powerful, holding a
2379 great variety of possibilities. ]]>
2380 </description>
2381 <use><![CDATA[
2382 Putting a check_inventory space in front of a gate (one below) and
2383 one on the opposite side works reasonably well as a control mechanism.
2384 Unlike the key/door-combo, this one works infinite since it is
2385 independant from map reset. Use it to put a "structure" into your
2386 maps: Player must solve area A to gain access to area B. This concept
2387 can be found in nearly every RPG - simple but effective. ]]>
2388 </use>
2389 <attribute arch="no_pick" value="1" type="fixed" />
2390 <attribute arch="slaying" editor="match key string" type="string">
2391 This string specifies the object we are looking for: We have a match
2392 if the player does/don't carry a key object or a mark with identical
2393 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2394 this context. A typical example is the city gate mechanism of scorn.
2395 </attribute>
2396 <attribute arch="race" editor="match arch name" type="string">
2397 This string specifies the object we are looking for: We have a match
2398 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2399 </attribute>
2400 <attribute arch="hp" editor="match type" type="int">
2401 This value specifies the object we are looking for: We have a match
2402 if the player does/don't carry an object that is of type &lt;match type&gt;.
2403
2404 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2405 enabled. Now you have an inv. checker blocking all players that carry any
2406 kind of melee weapon. To pass, a player is forced to leave behind all
2407 his weaponry... bad news for a warrior. ;)
2408 </attribute>
2409 <attribute arch="last_sp" editor="match = having" type="bool">
2410 Enabled means having that object is a match.
2411 Disabled means not having that object is a match.
2412 </attribute>
2413 <attribute arch="connected" editor="connection" type="int">
2414 Whenever the inventory checker is triggered, all objects with identical
2415 &lt;connection&gt; value get activated. This only makes sense together with
2416 &lt;blocking passage&gt; disabled.
2417 </attribute>
2418 <attribute arch="no_pass" editor="blocking passage" type="bool">
2419 If set, only players meeting the match criteria can pass
2420 through that space. If unset (default), the inventory
2421 checker acts like a trigger/button.
2422 </attribute>
2423 <attribute arch="last_heal" editor="remove match" type="bool">
2424 &lt;remove match&gt; means remove object if found. Setting this is usually not
2425 recommended because inv. checkers are in general invisible. So, unlike
2426 for altars/ locked doors, the player won't expect to lose an object when
2427 walking over that square. And he doesn't even get a message either.
2428
2429 So, *if* you enable &lt;remove match&gt;, make sure
2430 to inform the player what's going on!
2431 </attribute>
2432 </type>
2433
2434 <!--####################################################################-->
2435 <type number="163" name="Item Transformer">
2436 <description><![CDATA[
2437 An item transformer is simply applied, after having marked a 'victim'
2438 item. If the victim is suitable, it will be transformed into something
2439 else.]]>
2440 </description>
2441 <use><![CDATA[
2442 To make an item transformable, you just have to fill the 'slaying' field.
2443 The syntax is:
2444 <br>
2445 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2446 <br>
2447 with [] denoting optional part, and * any number of preceding [].
2448 'new_item' must be the name of an existing archetype.
2449 <br><br>
2450 Example, for object apple: slaying knife:2 half_apple
2451 <br><br>
2452 This means that, when applying a knife (should be an Item Transformer),
2453 one 'apple' will be transformed into 2 'half_apple'.]]>
2454 </use>
2455 <attribute arch="food" editor="number of uses" type="int">
2456 &lt;number of uses&gt; controls how many times the item transformer can
2457 be used. The value 0 means "unlimited"
2458 </attribute>
2459 <attribute arch="slaying" editor="verb" type="string">
2460 Contains the verb that is used to construct a message to the player
2461 applying the item transformer.
2462 </attribute>
2463 <attribute arch="startequip" editor="godgiven item" type="bool">
2464 A godgiven item vanishes as soon as the player
2465 drops it to the ground.
2466 </attribute>
2467 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2468 This text may contain a description of the item transformer.
2469 </attribute>
2470 </type>
2471
2472 <!--####################################################################-->
2473 <type number="60" name="Jewel">
2474 <description><![CDATA[
2475 Items of the type Gold &amp; Jewels are handled like a currency.
2476 Unlike for any other type of item, in shops, the buy- and selling
2477 prices differ only marginally. ]]>
2478 </description>
2479 <attribute arch="race" value="gold and jewels" type="fixed" />
2480 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2481 This text may describe the object.
2482 </attribute>
2483 </type>
2484
2485 <!--####################################################################-->
2486 <type number="24" name="Key">
2487 <description><![CDATA[
2488 When carrying a key, a normal door can be opened. The key will
2489 disappear. ]]>
2490 </description>
2491 <attribute arch="startequip" editor="godgiven item" type="bool">
2492 A godgiven item vanishes as soon as the player
2493 drops it to the ground.
2494 </attribute>
2495 </type>
2496
2497 <!--####################################################################-->
2498 <type number="20" name="Locked Door">
2499 <ignore>
2500 <ignore_list name="non_pickable" />
2501 </ignore>
2502 <description><![CDATA[
2503 A locked door can be opened only when carrying
2504 the appropriate special key. ]]>
2505 </description>
2506 <use><![CDATA[
2507 If you want to create a locked door that cannot be opened (no key),
2508 set a &lt;key string&gt; like "no_key_available". This will clearify things
2509 and only a fool would create a key matching that string.
2510
2511 Door-objects can not only be used for "doors". In many maps these
2512 are used with all kinds of faces/names, especially often as
2513 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2514 There you have magic forces (door objects) put under certain artifact
2515 items. To get your hands on the artifacts, you need to bring up the
2516 appropriate quest items (key objects). ]]>
2517 </use>
2518 <attribute arch="no_pass" value="1" type="fixed" />
2519 <attribute arch="no_pick" value="1" type="fixed" />
2520 <attribute arch="slaying" editor="key string" type="string">
2521 The &lt;key string&gt; in the door must be identical with the
2522 &lt;key string&gt; in the special key, then the door is unlocked.
2523 It is VERY important to set the &lt;key string&gt; to something that
2524 is unique among the CF mapset.
2525
2526 DONT EVER USE the default string "set_individual_value".
2527 </attribute>
2528 <attribute arch="no_magic" editor="restrict spells" type="bool">
2529 Restricting the use of spells to pass this door.
2530 This should be set in most cases.
2531 (Don't forget that the spell "dimension door" is easily
2532 available at about wisdom level 10).
2533 </attribute>
2534 <attribute arch="damned" editor="restrict prayers" type="bool">
2535 Restricting the use of prayers to pass this door.
2536 This should be set in most cases.
2537 </attribute>
2538 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2539 When a player is trying to open the door without carrying the
2540 appropriate key, this text is displayed to the player. This is
2541 a good opportunity to place hints about the special key needed
2542 to unlock the door.
2543 </attribute>
2544 </type>
2545
2546 <!--####################################################################-->
2547 <type number="29" name="Magic Ear">
2548 <ignore>
2549 <ignore_list name="system_object" />
2550 </ignore>
2551 <description><![CDATA[
2552 Magic_ears trigger a connected value
2553 when the player speaks a specific keyword. ]]>
2554 </description>
2555 <use><![CDATA[
2556 Whenever you put magic_ears on your maps, make sure there are
2557 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2558 something like a gate that is opened by speaking "open" or
2559 "sesame", expecting the player to figure this out all by himself.
2560 <br><br>
2561 Magic_ears are typically used for interaction with NPCs. You
2562 can create the impression that the NPC actually *does* something
2563 according to his conversation with a player. Mostly this means
2564 opening a gate or handing out some item, but you could be quite
2565 creative here. ]]>
2566 </use>
2567 <attribute arch="no_pick" value="1" type="fixed" />
2568 <attribute arch="connected" editor="connection" type="int">
2569 The Magic_ear will trigger all objects with the
2570 same connection value, every time it is activated.
2571 </attribute>
2572 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2573 This textfield contains the keyword-matching-syntax. The text should
2574 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2575 Any number of keywords from one to infinite is allowed. Make sure
2576 they are seperated by a '|'.
2577
2578 Examples: "@match yes", "@match gold|treasure". The connected
2579 value will be triggerd when the player speaks any of the given
2580 keywords within a two-square radius. IMPORTANT: Upper/lower case
2581 does not make a difference!
2582 </attribute>
2583 </type>
2584
2585 <!--####################################################################-->
2586 <type number="62" name="Magic Wall">
2587 <ignore>
2588 <ignore_list name="non_pickable" />
2589 </ignore>
2590 <description><![CDATA[
2591 Magic walls fire spells in a given direction, in regular intervals.
2592 Magic walls can contain any spell. However, some spells do not
2593 operate very successfully in them. The only way to know is to test
2594 the spell you want to use with a wall.
2595 <br><br>
2596 Several types of magical walls are predefined for you in the
2597 archetypes, and can be found on the "connected" Pickmap. ]]>
2598 </description>
2599 <use><![CDATA[
2600 Spellcasting walls pose an interesting alternative to monsters.
2601 Usually they are set to be undestroyable. Thus, while monsters
2602 in a map can be cleared out, the magic walls remain. Low level
2603 characters for example will not be able to pass through their
2604 spell-area, hence they cannot loot a map that a high level character
2605 might have cleared out.
2606 <br><br>
2607 Another point of magic walls is that if the player dies, he has to face
2608 them all again. Magic walls can add a kind of "permanent thrill" to
2609 your maps.
2610 <br><br>
2611 Be careful that your magic walls don't kill the monsters on a map. If
2612 placing monsters, eventually take ones that are immune to the
2613 walls' spell(s).
2614 <br><br>
2615 It is possible to make walls rotate when triggered. But that is so
2616 confusing (and useless IMHO) that I did not mention it above. You
2617 can find a working example on the map
2618 "/pup_land/castle_eureca/castle_eureca8". ]]>
2619 </use>
2620 <attribute arch="dam" editor="spell" type="spell">
2621 The magic wall will cast this &lt;spell&gt;.
2622 </attribute>
2623 <attribute arch="level" editor="spell level" type="int">
2624 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2625 walls cast spells at minimal strength. "level 100" walls cast deadly
2626 spells. Arch default is level 1 - you should always set this value
2627 to meet the overall difficulty of your map.
2628 </attribute>
2629 <attribute arch="connected" editor="connection" type="int">
2630 Every time the &lt;connection&gt; value is triggered, the wall will cast
2631 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2632 have much visible effect.
2633 </attribute>
2634 <attribute arch="speed" editor="casting speed" type="float">
2635 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2636 You can fine-tune how long the duration between two casts shall
2637 be. If you want to create a wall that can be activated (cast per
2638 trigger) via connected lever/button/etc, you must set "speed 0".
2639 </attribute>
2640 <attribute arch="sp" editor="direction" type="list_direction">
2641 The magic wall will cast it's spells always in the specified
2642 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2643 always fire in a random direction.
2644 </attribute>
2645 <attribute arch="no_pass" editor="blocking passage" type="bool">
2646 If set, the object cannot be passed by players nor monsters.
2647 </attribute>
2648 <section name="destroyable">
2649 <attribute arch="alive" editor="is destroyable" type="bool">
2650 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2651 destroyed by the player. If disabled, all other attributes on
2652 this tab, as well as resistances, are meaningless.
2653 </attribute>
2654 <attribute arch="hp" editor="hitpoints" type="int">
2655 The more &lt;hitpoints&gt; the wall has, the longer
2656 it takes to be destroyed.
2657 </attribute>
2658 <attribute arch="maxhp" editor="max hitpoints" type="int">
2659 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2660 can have. This only makes sense if the wall can regain health.
2661 </attribute>
2662 <attribute arch="ac" editor="armour class" type="int">
2663 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2664 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2665 to &lt;weapon class&gt;.
2666 </attribute>
2667 </section>
2668 <section name="resistance">
2669 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2670 </attribute>
2671 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2672 </attribute>
2673 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2674 </attribute>
2675 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2676 </attribute>
2677 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2678 </attribute>
2679 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2680 </attribute>
2681 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2682 </attribute>
2683 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2684 </attribute>
2685 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2686 </attribute>
2687 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2688 </attribute>
2689 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2690 </attribute>
2691 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2692 </attribute>
2693 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2694 </attribute>
2695 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2696 </attribute>
2697 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2698 </attribute>
2699 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2700 </attribute>
2701 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2702 </attribute>
2703 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2704 </attribute>
2705 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2706 </attribute>
2707 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2708 </attribute>
2709 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2710 </attribute>
2711 </section>
2712 </type>
2713
2714 <!--####################################################################-->
2715 <type number="55" name="Marker">
2716 <ignore>
2717 <ignore_list name="system_object" />
2718 </ignore>
2719 <description><![CDATA[
2720 A marker is an object that inserts an invisible force (a mark) into a
2721 player stepping on it. This force does nothing except containing a
2722 &lt;key string&gt; which can be discovered by detectors or inventory
2723 checkers. It is also possible to use markers for removing marks again.
2724 <br><br>
2725 Note that the player has no possibility to "see" his own marks,
2726 except by the effect that they cause on the maps. ]]>
2727 </description>
2728 <use><![CDATA[
2729 Markers hold real cool possibilities for map-making. I encourage
2730 you to use them frequently. However there is one negative point
2731 about markers: Players don't "see" what's going on with them. It is
2732 your task, as map-creator, to make sure the player is always well
2733 informed and never confused.
2734 <br><br>
2735 Please avoid infinite markers when they aren't needed. They're
2736 using a little space in the player file after all, so if there
2737 is no real purpose, set an expire time. ]]>
2738 </use>
2739 <attribute arch="no_pick" value="1" type="fixed" />
2740 <attribute arch="slaying" editor="key string" type="string">
2741 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2742 If the player already has a force with that &lt;key string&gt;,
2743 there won't be inserted a second one.
2744 </attribute>
2745 <attribute arch="connected" editor="connection" type="int">
2746 When the detector is triggered, all objects with the same
2747 connection value get activated.
2748 </attribute>
2749 <attribute arch="speed" editor="marking speed" type="float">
2750 The &lt;marking speed&gt; defines how quickly it will mark something
2751 standing on the marker. Set this value rather high to make
2752 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2753 should do fine.
2754 </attribute>
2755 <attribute arch="food" editor="mark duration" type="int">
2756 This value defines the duration of the force it inserts.
2757 If nonzero, the duration of the player's mark is finite:
2758 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2759 means the mark will stay on the player forever.
2760 </attribute>
2761 <attribute arch="name" editor="delete mark" type="string">
2762 When the player steps onto the marker, all existing forces in
2763 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2764 will be removed. If you don't want to remove any marks, leave
2765 this textfield empty.
2766
2767 Note that the string &lt;delete mark&gt; is set as the name of
2768 this marker. So don't be confused, and remember changing the
2769 name will take effect on the marker's functionality.
2770 </attribute>
2771 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2772 In the moment when the player gets marked, this text is displayed
2773 to him. You should really set a message in any marker you create,
2774 because it's the only way for the player to notice what's going on.
2775 </attribute>
2776 </type>
2777
2778 <!--####################################################################-->
2779 <type number="36" name="Money">
2780 <ignore>
2781 <attribute arch="unpaid" />
2782 </ignore>
2783 <description><![CDATA[
2784 Items of the type Money are handled as currency.
2785 Money cannot be sold/bought in shops. When money is dropped
2786 in a shop, it stays the same.<br>
2787 When a player picks an item from a shop and attempts to
2788 walk over the shop mat, the item's selling-price is automatically
2789 subtracted from the player's money.
2790 <br><br>
2791 For money, always use the default arches.
2792 Don't modify them. ]]>
2793 </description>
2794 <attribute arch="race" value="gold and jewels" type="fixed" />
2795 </type>
2796
2797 <!--####################################################################-->
2798 <type number="0" name="Monster &amp; NPC">
2799 <required>
2800 <attribute arch="is_floor" value="0" />
2801 <attribute arch="alive" value="1" />
2802 <attribute arch="tear_down" value="0" />
2803 </required>
2804 <ignore>
2805 <attribute arch="material" />
2806 <attribute arch="name_pl" />
2807 <attribute arch="nrof" />
2808 <attribute arch="value" />
2809 <attribute arch="unpaid" />
2810 </ignore>
2811 <description><![CDATA[
2812 Monsters can behave in various kinds of ways.
2813 They can be aggressive, attacking the player. Or peaceful,
2814 helping the player - maybe joining him as pet.
2815 The unagressive creatures who communicate with players are
2816 usually called "NPCs" (Non Player Character), a well-known
2817 term in role-play environments. ]]>
2818 </description>
2819 <use><![CDATA[
2820 Monsters play a central role in most maps. Choosing the right
2821 combination of monsters for your map is vital:
2822 <UL>
2823 <LI> Place only monsters of slightly varying (increasing) strength.
2824 It's no fun to play for two hours just to find out the last
2825 monster is unbeatable. Similar, it's not exciting to fight orcs
2826 after passing a room of dragons.<br>
2827 This rule applies only for linear maps (one room after the other),
2828 with treasure at the end. You can sprinkle the treasure around,
2829 or make non-linear maps - That is often more entertaining.
2830 <LI> Places with high level monsters must not be easy to reach.
2831 Balrogs, Dragonmen and the likes should be at the end of a quest,
2832 not at the beginning.
2833 <LI> Don't stick monsters together that tend to kill each other.
2834 Fire- and cold dragons in one room for example is a bad idea.
2835 By weakening and killing each other they are easy prey for players,
2836 not worth the experience they hold.
2837 <LI> Create your own monsters, especially for "boss"-type monsters.
2838 Having stage-bosses guarding treasure is a lot of fun when done right.
2839 Avoid to create monsters with completely non-intuitive abilities:
2840 Don't give ice-spells to firedragons or vice versa. Don't add
2841 draining attack to trolls, etc. Additionally, you should inform the
2842 player before he bumps right into some very special/unusual monster.
2843 <LI> Last but not least: Always keep an eye on the experience your monsters
2844 hold. Design your maps in a way that high experience
2845 is always well-defended. Don't make large rooms full with only one kind
2846 of monster. Keep in mind the different abilities/techniques players
2847 can use.
2848 </UL>
2849 I know it's impossible to make the perfectly balanced map. There's always
2850 some part which is found too easy or too hard for a certain kind of player.
2851 Just give it your best shot. And listen to feedback from players if you
2852 receive some. :-) ]]>
2853 </use>
2854 <attribute arch="alive" value="1" type="fixed" />
2855 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2856 When the monster is killed, items from the treasurelist will
2857 drop to the ground. This is a common way to reward players
2858 for killing (masses of) monsters.
2859
2860 Note that you can always put items into the monster's
2861 inventory. Those will drop-at-kill just like the stuff
2862 from the &lt;treasurelist&gt;.
2863 </attribute>
2864 <attribute arch="level" editor="level" type="int">
2865 A monster's &lt;level&gt; is the most important attribute.
2866 &lt;level&gt; affects the power of a monster in various ways.
2867 </attribute>
2868 <attribute arch="race" editor="race" type="string">
2869 Every monster should have a race set to cathegorize it.
2870 The monster's &lt;race&gt; can have different effects:
2871 Slaying weapons inflict tripple damage against enemy races
2872 and holy word kills only enemy races of the god.
2873 </attribute>
2874 <attribute arch="exp" editor="experience" type="int">
2875 When a player kills this monster, he will get exactly this
2876 amount of &lt;experience&gt;. The experience will flow into
2877 the skill-cathegory the player used for the kill.
2878
2879 If you create special monsters of tweaked strenght/abilities,
2880 always make sure that the &lt;experience&gt; is set to a
2881 reasonable value. Compare with existing arches to get a feeling
2882 what reasonable means. Keep in mind that spellcasting monsters
2883 are a lot harder to kill than non-spellcasters!
2884 </attribute>
2885 <attribute arch="speed" editor="speed" type="float">
2886 The &lt;speed&gt; determines how fast a monster will both move
2887 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2888 </attribute>
2889 <attribute arch="other_arch" editor="breed monster" type="string">
2890 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2891 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2892 can be set to any valid arch-name of a monster. Multipart monster
2893 should not be used.
2894 </attribute>
2895 <attribute arch="generator" editor="multiply" type="bool">
2896 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2897 every once in a while. Mice are a good example for this effect.
2898 If enabled, you must also set &lt;breed monster&gt; or check
2899 &lt;template generation&gt; and put other monsters in the inventory.
2900 </attribute>
2901 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2902 This only takes effect if &lt;multiply&gt; is enabled. The monster
2903 will create a new monster every once in a while by duplicating it's inventory.
2904 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2905 Each time the monster need to generate an object, it will be
2906 a randomly chosen item from the inventory. When generator is destroyed,
2907 inventory is destroyed.
2908 </attribute>
2909 <attribute arch="flying" editor="flying" type="bool">
2910 Flying monsters won't get slowed down in rough terrain
2911 and they won't be affected by movers.
2912 </attribute>
2913 <attribute arch="undead" editor="undead" type="bool">
2914 Several spells only affect undead monsters:
2915 turn undead, banish undead, holy word, etc.
2916 </attribute>
2917 <attribute arch="carrying" editor="carries weight" type="int">
2918 If a monster has something in the inventory, this
2919 value can be set to reflect the slowdown due to
2920 the carried weight.
2921 </attribute>
2922
2923 <section name="melee">
2924 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2925 This number is a bitmask, specifying the monster's attacktypes
2926 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2927 Strong monsters often have more than just physical attacktype.
2928
2929 When a monster with multiple attacktypes hits aan oponent, it will do
2930 as much damage as the "best" of it's attacktypes does. So, the more
2931 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2932 somehow exceptions.
2933 </attribute>
2934 <attribute arch="dam" editor="damage" type="int">
2935 Among other parameters, &lt;damage&gt; affects how much melee damage
2936 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2937 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2938 take effect on the melee damage of a monster.
2939 </attribute>
2940 <attribute arch="wc" editor="weapon class" type="int">
2941 Monsters of high &lt;weapon class&gt; are more likely to really hit
2942 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2943 to &lt;armour class&gt;.
2944 </attribute>
2945 <attribute arch="hp" editor="health points" type="int">
2946 The &lt;health points&gt; of a monster define how long it takes to
2947 kill it. With every successful hit from an opponent, &lt;health points&gt;
2948 get drained - The monster dies by zero &lt;health points&gt;.
2949 </attribute>
2950 <attribute arch="maxhp" editor="max health" type="int">
2951 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2952 monster can have.
2953 </attribute>
2954 <attribute arch="ac" editor="armour class" type="int">
2955 Monsters of low &lt;armour class&gt; are less likely to get hit from
2956 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2957 to &lt;weapon class&gt;.
2958 Values typically range between +20 (very bad) to -20 (quite good).
2959 </attribute>
2960 <attribute arch="Con" editor="healing rate" type="int">
2961 Monsters regenerate this many health points each 4 ticks. Hence, the
2962 healing rate is independent of &lt;speed&gt;.
2963 </attribute>
2964 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2965 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2966 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2967 bounce off.
2968 </attribute>
2969 <attribute arch="hitback" editor="hitback" type="bool">
2970 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2971 to the amount of damage the *attacker* inflicted. This damage
2972 is additional to the regular melee damage of the monster.
2973 As far as I know, hitback uses acid attacktype, and it only takes
2974 effect if the monster actually has acid attacktype at it's disposal.
2975 Acid spheres for example use this feature.
2976 </attribute>
2977 <attribute arch="one_hit" editor="one hit only" type="bool">
2978 Monsters with &lt;one hit only&gt; dissapear after one successful hit
2979 to a player.
2980 </attribute>
2981 </section>
2982
2983 <section name="spellcraft">
2984 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
2985 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
2986 Only wands/rods/etc can be used, given the appropriate abilities.
2987 </attribute>
2988 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
2989 A monster with this flag has the ability to &lt;reflect spells&gt;,
2990 all kinds of spell-bullets and -beams will bounce off.
2991
2992 Generally this flag should not be set because it puts
2993 wizard-type players at an unfair disadvantage.
2994 </attribute>
2995 <attribute arch="sp" editor="spellpoints" type="int">
2996 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
2997 them for both wizard- and prayer-spells. However, this value defines
2998 only the amount of *initial* spellpoints the monster starts with.
2999 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3000 and &lt;spellpoint regen.&gt; are more important than just initial
3001 &lt;spellpoints&gt;.
3002 </attribute>
3003 <attribute arch="maxsp" editor="max spellpoints" type="int">
3004 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3005 can hold. Setting this to high values has little effect unless
3006 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3007 "regenerate mana" at it's disposal.
3008 </attribute>
3009 <attribute arch="Pow" editor="spellpoint regen." type="int">
3010 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3011 spellpoint regeneration rate is independent of &lt;speed&gt;.
3012
3013 To make a real tough spellcasting monster, the rate of spellpoint
3014 regeneration is most important. If your monster is still not casting
3015 fast enough, give it the spell-ability of "regenerate mana".
3016 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3017 </attribute>
3018 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3019 Click on the &lt;attuned paths&gt; button to select spellpaths.
3020 The creature will get attuned to the specified spellpaths.
3021 </attribute>
3022 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3023 Click on the &lt;repelled paths&gt; button to select spellpaths.
3024 The creature will get repelled to the specified spellpaths.
3025 </attribute>
3026 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3027 Click on the &lt;denied paths&gt; button to select spellpaths.
3028 The creature won't be able to cast spells of the specified paths.
3029 </attribute>
3030 </section>
3031
3032 <section name="ability">
3033 <attribute arch="Int" editor="detect hidden" type="int">
3034 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3035 hidden/invisible creatures. Higher values make for better
3036 detection-skills. Enabling &lt;see invisible&gt; makes this value
3037 obsolete.
3038 </attribute>
3039 <attribute arch="see_invisible" editor="see invisible" type="bool">
3040 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3041 with by invisible or hiding players. This flag is a must-have
3042 for high-level monsters. When a monster is unable to detect
3043 invisible players, it can be killed without fighting back.
3044 </attribute>
3045 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3046 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3047 by spells of darkness or dark maps. This flag is a "should-have"
3048 for high-level monsters. When a monster is unable to see in
3049 darkness, players can cast darkness and sneak around it safely.
3050 </attribute>
3051 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3052 Monster is able to wield weapon type objects.
3053 </attribute>
3054 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3055 Monster is able to use missile-weapon type objects.
3056 </attribute>
3057 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3058 Monster is able to wear protective equipment like brestplate
3059 armour, shields, helmets etc.
3060 </attribute>
3061 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3062 Monster is able to wear rings.
3063 </attribute>
3064 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3065 Monster is able to use wands and staves.
3066 </attribute>
3067 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3068 Monster is able to use rods.
3069 </attribute>
3070 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3071 Monster is able to read scrolls.
3072 </attribute>
3073 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3074 Monster is able to use skills from it's inventory.
3075 For example, you can put a throwing skill object and some
3076 boulders into the monster's object and set &lt;can use skills&gt;.
3077 </attribute>
3078 </section>
3079
3080 <section name="behave">
3081 <attribute arch="monster" editor="monster behaviour" type="bool">
3082 When &lt;monster behaviour&gt; is enabled, this object will behave
3083 like a monster: It can move and attack enemies (which are
3084 typically players).
3085 This flag should be set for all monsters as-such.
3086 Monsters which don't move, like guards, should also have
3087 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3088 It should *not* be set for things like immobile generators.
3089 </attribute>
3090 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3091 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3092 </attribute>
3093 <attribute arch="friendly" editor="friendly" type="bool">
3094 &lt;friendly&gt; monsters help the player, attacking any
3095 non-friendly monsters in range.
3096 </attribute>
3097 <attribute arch="stand_still" editor="stand still" type="bool">
3098 Monsters which &lt;stand still&gt; won't move to leave their position.
3099 When agressive, they will attack all enemies who get close to
3100 them. This behaviour is commonly known from castle guards.
3101
3102 In older versions of Crossfire it was possible to eventually
3103 push a &lt;stand still&gt;-monster out of position by force.
3104 I believe this is no longer possible. Neverthless, you should
3105 still be cautious when lining up &lt;stand still&gt;-monster in order
3106 to "defend" something: Such monsters are rather easy to kill.
3107 It's good for low level maps, but not much more.
3108 </attribute>
3109 <attribute arch="sleep" editor="asleep" type="bool">
3110 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3111 &lt;sensing range&gt; of the monster. Usually the sensing range is
3112 larger than the players line of sight. Due to that, in most cases
3113 the player won't ever notice weither a monster was asleep or not.
3114 </attribute>
3115 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3116 This entry defines which kinds of environment actions the
3117 creature is able to perform.
3118 </attribute>
3119 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3120 Click on the &lt;pick up&gt; button and select which types of objects
3121 the creature should try to pick up.
3122
3123 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3124 etc are set, then the creature will pick up the matching items even
3125 if this is not set here.
3126 </attribute>
3127 <attribute arch="Wis" editor="sensing range" type="int">
3128 &lt;sensing range&gt; determines how close a player needs to be before
3129 the creature wakes up. This is done as a square, for reasons of speed.
3130 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3131 11x11 square of the monster will wake the monster up. If the player
3132 has stealth, the size of this square is reduced in half plus 1.
3133 </attribute>
3134 <attribute arch="attack_movement" editor="attack movement" type="int">
3135 </attribute>
3136 <attribute arch="run_away" editor="run at % health" type="int">
3137 This is a percentage value in the range 0-100.
3138 When the monster's health points drop below this percentage
3139 (relative to max health), it attempts to run away from the
3140 attacker.
3141 </attribute>
3142 </section>
3143
3144 <section name="resistance">
3145 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3146 </attribute>
3147 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3148 </attribute>
3149 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3150 </attribute>
3151 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3152 </attribute>
3153 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3154 </attribute>
3155 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3156 </attribute>
3157 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3158 </attribute>
3159 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3160 </attribute>
3161 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3162 </attribute>
3163 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3164 </attribute>
3165 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3166 </attribute>
3167 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3168 </attribute>
3169 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3170 </attribute>
3171 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3172 </attribute>
3173 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3174 </attribute>
3175 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3176 </attribute>
3177 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3178 </attribute>
3179 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3180 </attribute>
3181 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3182 </attribute>
3183 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3184 </attribute>
3185 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3186 </attribute>
3187 </section>
3188 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3189 </attribute>
3190 </type>
3191
3192 <!--####################################################################-->
3193 <type number="28" name="Monster (Grimreaper)">
3194 <import_type name="Monster &amp; NPC" />
3195 <ignore>
3196 <attribute arch="material" />
3197 <attribute arch="name_pl" />
3198 <attribute arch="nrof" />
3199 <attribute arch="value" />
3200 <attribute arch="unpaid" />
3201 </ignore>
3202 <description><![CDATA[
3203 A grimreaper is a monster that vanishes after it did some number of
3204 draining attacks. ]]> <!-- XXX: is this ok? -->
3205 </description>
3206 <section name="grimreaper">
3207 <attribute arch="value" editor="attacks" type="int">
3208 The object vanishes after this number of draining attacks.
3209 </attribute>
3210 </section>
3211 </type>
3212
3213 <!--####################################################################-->
3214 <type number="65" name="Mood Floor">
3215 <ignore>
3216 <ignore_list name="system_object" />
3217 </ignore>
3218 <description><![CDATA[
3219 As the name implies, mood floors can change the "mood" of
3220 a monsters/NPC. For example, an unagressive monster could be
3221 turned mad to start attacking. Similar, an agressive monster
3222 could be calmed. ]]>
3223 </description>
3224 <use><![CDATA[
3225 Mood floors are absolutely cool for NPC interaction. To make an
3226 unaggressive monster/NPC attack, put a creator with "other_arch
3227 furious_floor" under it. Connect the creator to a magic_ear, so the
3228 player speaks a keyword like "stupid sucker" - and the monster attacks.
3229 <br><br>
3230 To turn an NPC into a pet, put a charm_floor under it and connect
3231 it directly to a magic_ear. Then the player speaks a keyword like
3232 "help me" - and the NPC joins him as pet.
3233 <br><br>
3234 (Of course you must always give clear hints about keywords!
3235 And there is no reason why you couldn't use a button/lever/pedestal
3236 etc. instead of a magic_ear.) ]]>
3237 </use>
3238 <attribute arch="no_pick" value="1" type="fixed" />
3239 <attribute arch="last_sp" editor="mood" type="list_mood">
3240 &lt;mood&gt; is used to determine what will happen to the
3241 monster when affected by the mood floor:
3242
3243 &lt;mood&gt; 'furious': Makes all monsters aggressive
3244
3245 &lt;mood&gt; 'angry': As above but pets are unaffected
3246
3247 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3248
3249 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3250
3251 &lt;mood&gt; 'charm': Turns monster into a pet of person
3252 who triggers the square. This setting is not
3253 enabled for continous operation, you need to
3254 insert a &lt;connection&gt; value!
3255 </attribute>
3256 <attribute arch="connected" editor="connection" type="int">
3257 This should only be set in combination with &lt;mood number&gt; 4.
3258 Normally, monsters are affected by the mood floor as soon as they
3259 step on it. But charming (monster -&gt; pet) is too powerful,
3260 so it needs to be activated.
3261
3262 Typically it is connected to an altar, for buying a "hireling".
3263 But a powerful pet could as well be the reward for solving a
3264 quest. Or even better: It could be *part* of a quest!
3265 </attribute>
3266 <attribute arch="no_magic" editor="no spells" type="bool">
3267 If enabled, it is impossible for players to use (wizard-)
3268 spells on that spot.
3269 </attribute>
3270 <attribute arch="damned" editor="no prayers" type="bool">
3271 If enabled, it is impossible for players to use prayers
3272 on that spot. It also prevents players from saving.
3273 </attribute>
3274 </type>
3275
3276 <!--####################################################################-->
3277 <type number="40" name="Mover">
3278 <ignore>
3279 <ignore_list name="non_pickable" />
3280 </ignore>
3281 <description><![CDATA[
3282 Movers move the objects above them. However, only living objects
3283 are affected (monsters/NPCs always, players optional). Movers have
3284 a direction, so players can be made to move in a pattern, and so
3285 can monsters. Motion is involuntary. Additionally, players or
3286 monsters can be "frozen" while ontop of movers so that they MUST
3287 move along a chain of them.
3288 <br><br>
3289 Multisquare monsters can be moved as well, given
3290 enough space. Movers are usually invisible. ]]>
3291 </description>
3292 <use><![CDATA[
3293 NEVER EVER consider a mover being unpassable in the backwards
3294 direction. Setting "forced movement" makes it seemingly impossible
3295 but there is still a trick: One player can push a second player
3296 past the mover, in opposite to the mover's direction! The more
3297 movers, the more players needed. Hence, don't make a treasure
3298 room that is surrounded by movers instead of solid walls/gates.
3299 <br><br>
3300 Btw, it does not make a difference putting movers above or
3301 below the floor. Moreover, movers that are set to be invisible
3302 cannot be discovered with the show_invisible spell.
3303 <br><br>
3304 Note that Movers and Directors are seperate objects, even though
3305 they look and act similar. Directors only do spells/missiles,
3306 while movers only do living creatures (depending on how it
3307 is set: monsters and players). ]]>
3308 </use>
3309 <attribute arch="attacktype" editor="forced movement" type="bool">
3310 If forced movement is enabled, the mover "freezes" anyone it
3311 moves (so they are forced to move along a chain).
3312 For players there is no way to escape this forced movement,
3313 except being pushed by a second player.
3314 </attribute>
3315 <attribute arch="maxsp" editor="freeze duration" type="int">
3316 The player will be "frozen" for that many moves.
3317 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3318 enabled, then &lt;freeze duration&gt; gets assigned the
3319 "default value" 2 automatically.
3320 </attribute>
3321 <attribute arch="speed" editor="movement speed" type="float">
3322 The movement speed value determines how fast a chain of
3323 these movers will push a player along (default is -0.2).
3324 </attribute>
3325 <attribute arch="sp" editor="direction" type="list_direction">
3326 The mover will push creatures in the specified &lt;direction&gt;.
3327 A mover with direction set to &lt;none&gt; will spin clockwise,
3328 thus pushing creatures in unpredictable directions.
3329 </attribute>
3330 <attribute arch="lifesave" editor="gets used up" type="bool">
3331 If enabled, the mover gets "used up" after a certain number of moves
3332 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3333 </attribute>
3334 <attribute arch="hp" editor="number of uses" type="int">
3335 This value has only a meaning if &lt;gets used up&gt; is set:
3336 &lt;number of uses&gt; is the number of times minus one, that it
3337 will move a creature before disappearing. (It will move
3338 someone &lt;number of uses&gt;+1 times, then vanish).
3339 </attribute>
3340 <section name="targets">
3341 <attribute arch="level" editor="move players" type="bool">
3342 If &lt;move players&gt; is enabled, both players and monsters will be
3343 moved. In the arches' default it is disabled - thus ONLY monsters
3344 get moved. Remember that "monsters" includes NPCs!
3345
3346 This feature provides you with the possibility to make NPCs
3347 literally "come to life". Example: The player is talking with an
3348 NPC, speaking a certain keyword. This triggers a magic_ear and
3349 activates creators, creating (per default: monster-only) movers
3350 under the NPC's feet. The NPC starts "walking" on a predefined
3351 route! Note that it's useful to set this NPC immune to everything,
3352 preventing the player to push the NPC off his trace.
3353 </attribute>
3354 <attribute arch="walk_on" editor="move walking creatures" type="bool">
3355 This should always be set.
3356 </attribute>
3357 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3358 Move flying creatures enabled means all flying (living)
3359 objects will get moved too. If disabled, only walking
3360 (non-flying) creatures will get moved.
3361 </attribute>
3362 </section>
3363 </type>
3364
3365 <!--####################################################################-->
3366 <type number="17" name="Pedestal">
3367 <ignore>
3368 <ignore_list name="non_pickable" />
3369 </ignore>
3370 <description><![CDATA[
3371 Pedestals are designed to detect certain types of living objects.
3372 When a predefined type of living creature steps on the pedestal, the
3373 connected value is triggered. ]]>
3374 </description>
3375 <use><![CDATA[
3376 If you want to create a place where only players of a certain race
3377 can enter, put a teleporter over your pedestal. So the teleporter is
3378 only activated for players of the matching race. Do not use gates,
3379 because many other players could sneak in. If you put powerful
3380 artifacts into such places, generally set "startequip 1", so that
3381 they are preserved for that one race and can't be traded to others. ]]>
3382 </use>
3383 <attribute arch="no_pick" value="1" type="fixed" />
3384 <attribute arch="slaying" editor="match race" type="string">
3385 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3386 matches the monster's or the player's race, we have a match.
3387 Yes, pedestals can detect a player's race! E.g. you could create a
3388 place where only fireborns can enter, by setting "slaying unnatural".
3389
3390 If it is set to "player", any player stepping on the pedestal
3391 is a match. Very useful if you want to open a gate for players
3392 but not for monsters.
3393 </attribute>
3394 <attribute arch="connected" editor="connection" type="int">
3395 When the pedestal is triggered, all objects with the same
3396 connection value get activated.
3397 </attribute>
3398 <attribute arch="walk_on" value="1" type="fixed" />
3399 <attribute arch="walk_off" value="1" type="fixed" />
3400 </type>
3401
3402 <!--####################################################################-->
3403 <type number="94" name="Pit">
3404 <ignore>
3405 <ignore_list name="non_pickable" />
3406 </ignore>
3407 <description><![CDATA[
3408 Pits are holes, transporting the player when he walks (and falls) into them.
3409 A speciality about pits is that they don't transport the player to
3410 the exact destination, but within a two-square radius of the destination
3411 (never on blocked squares).<br>
3412 Optionally, pits can get closed and opened, similar to gates.<br><br>
3413 Monsters and items are affected by pits just as well as players.
3414 Even multipart monsters can fall through them, given enough space. ]]>
3415 </description>
3416 <use><![CDATA[
3417 Pits can add interesting effects to your map. When using them, make
3418 sure to use them in a "logical way": Pits should always drop the
3419 player to some kind of lower level. They should not be used to
3420 randomly interconnect maps like teleporters do. ]]>
3421 </use>
3422 <attribute arch="no_pick" value="1" type="fixed" />
3423 <attribute arch="connected" editor="connection" type="int">
3424 When a &lt;connection&gt; value is set, the pit can be opened/closed
3425 by activating the connection.
3426 </attribute>
3427 <attribute arch="hp" editor="destination X" type="int">
3428 The pit will transport creatures (and items) randomly into a two-square
3429 radius of the destination coordinates.
3430 If the destination square becomes blocked, the pit will act like
3431 being filled up and not work anymore!
3432 </attribute>
3433 <attribute arch="sp" editor="destination Y" type="int">
3434 The pit will transport creatures (and items) randomly into a two-square
3435 radius of the destination coordinates.
3436 If the destination square becomes blocked, the pit will act like
3437 being filled up and not work anymore!
3438 </attribute>
3439 <attribute arch="wc" editor="position state" type="int">
3440 The &lt;position state&gt; defines the position of the gate:
3441 Zero means completely open/down, the "number of animation-steps" (usually
3442 about 6 or 7) means completely closed/up state. I suggest you don't
3443 mess with this value - Leave the default in place.
3444 </attribute>
3445 <attribute arch="walk_on" editor="swallow walking" type="bool">
3446 If set, all walking creatures will fall into the pit.
3447 This does NOT need to be set for closed pits!
3448 </attribute>
3449 <attribute arch="fly_on" editor="swallow flying" type="bool">
3450 If set, all flying creatures will fall into the pit as well.
3451 This is not the behaviour expected from a pit, and it should
3452 only be used for map-mechanisms (e.g. for transporting flying
3453 monsters).
3454 An interesting side-effect: If this flag is enabled, spell
3455 effects like fire/snow also make their way through the pit.
3456 </attribute>
3457 </type>
3458
3459 <!--####################################################################-->
3460 <type number="7" name="Poison Food">
3461 <description><![CDATA[
3462 When eating, the player's stomache is drained by 1/4 of food.
3463 If his food drops to zero, the player might even die. ]]>
3464 </description>
3465 </type>
3466
3467 <!--####################################################################-->
3468 <type number="5" name="Potion">
3469 <description><![CDATA[
3470 The player can drink these and gain various kinds of benefits
3471 (/penalties) by doing so. ]]>
3472 </description>
3473 <use><![CDATA[
3474 One potion should never give multiple benefits at once. ]]>
3475 </use>
3476 <attribute arch="level" editor="potion level" type="int">
3477 If the potion contains a spell, the spell is cast at this level.
3478 For other potions it should be set at least to 1.
3479 </attribute>
3480 <attribute arch="sp" editor="spell" type="spell">
3481 When a player drinks this potion, the selected spell
3482 will be casted (once). This should work for any given spell.
3483 E.g. heal is "sp 35", magic power is "sp 67".
3484 </attribute>
3485 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3486 There are two types of special effects for potions:
3487 'life restoration' - restore the player's stats lost by death or draining
3488 (this has nothing in common with the restoration spell!)
3489 'improvement' - increase the player's maximum health/mana/grace
3490 by a very small amount.
3491 </attribute>
3492 <attribute arch="cursed" editor="cursed" type="bool">
3493 If a potion is cursed, benefits generally turn into penalties.
3494 Note that potions can be "uncursed" by praying over an altar,
3495 with relative ease. *But* the potion must be identified to notice
3496 that it is cursed &gt;:)
3497 </attribute>
3498 <attribute arch="startequip" editor="godgiven item" type="bool">
3499 A godgiven item vanishes as soon as the player
3500 drops it to the ground.
3501 </attribute>
3502 <section name="stats">
3503 <attribute arch="Str" editor="strength" type="int">
3504 The player's strentgh will rise/fall by the given value for permanent
3505 (of course there is an upper limit). Generally there shouldn't be stat
3506 potions granting more than one stat. Cursed potions will subtract the
3507 stats if positive.
3508 </attribute>
3509 <attribute arch="Dex" editor="dexterity" type="int">
3510 The player's dexterity will rise/fall by the given value for permanent
3511 (of course there is an upper limit). Generally there shouldn't be stat
3512 potions granting more than one stat. Cursed potions will subtract the
3513 stats if positive.
3514 </attribute>
3515 <attribute arch="Con" editor="constitution" type="int">
3516 The player's constitution will rise/fall by the given value for permanent
3517 (of course there is an upper limit). Generally there shouldn't be stat
3518 potions granting more than one stat. Cursed potions will subtract the
3519 stats if positive.
3520 </attribute>
3521 <attribute arch="Int" editor="intelligence" type="int">
3522 The player's intelligence will rise/fall by the given value for permanent
3523 (of course there is an upper limit). Generally there shouldn't be stat
3524 potions granting more than one stat. Cursed potions will subtract the
3525 stats if positive.
3526 </attribute>
3527 <attribute arch="Pow" editor="power" type="int">
3528 The player's power will rise/fall by the given value for permanent
3529 (of course there is an upper limit). Generally there shouldn't be stat
3530 potions granting more than one stat. Cursed potions will subtract the
3531 stats if positive.
3532 </attribute>
3533 <attribute arch="Wis" editor="wisdom" type="int">
3534 The player's wisdom will rise/fall by the given value for permanent
3535 (of course there is an upper limit). Generally there shouldn't be stat
3536 potions granting more than one stat. Cursed potions will subtract the
3537 stats if positive.
3538 </attribute>
3539 <attribute arch="Cha" editor="charisma" type="int">
3540 The player's charisma will rise/fall by the given value for permanent
3541 (of course there is an upper limit). Generally there shouldn't be stat
3542 potions granting more than one stat. Cursed potions will subtract the
3543 stats if positive.
3544 </attribute>
3545 </section>
3546 <section name="resistance">
3547 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3548 The player's resistance to physical will rise by this value in percent
3549 (range -100 till +100). The effect is only temporare, and it does NOT
3550 add on the values from the player's equipment.
3551 Cursed potions will make negative resistance.. very nasty in combat!
3552 </attribute>
3553 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3554 The player's resistance to magic will rise by this value in percent
3555 (range -100 till +100). The effect is only temporare, and it does NOT
3556 add on the values from the player's equipment.
3557 Cursed potions will make negative resistance.. very nasty in combat!
3558 </attribute>
3559 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3560 The player's resistance to fire will rise by this value in percent
3561 (range -100 till +100). The effect is only temporare, and it does NOT
3562 add on the values from the player's equipment.
3563 Cursed potions will make negative resistance.. very nasty in combat!
3564 </attribute>
3565 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3566 The player's resistance to electricity will rise by this value in percent
3567 (range -100 till +100). The effect is only temporare, and it does NOT
3568 add on the values from the player's equipment.
3569 Cursed potions will make negative resistance.. very nasty in combat!
3570 </attribute>
3571 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3572 The player's resistance to cold will rise by this value in percent
3573 (range -100 till +100). The effect is only temporare, and it does NOT
3574 add on the values from the player's equipment.
3575 Cursed potions will make negative resistance.. very nasty in combat!
3576 </attribute>
3577 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3578 The player's resistance to acid will rise by this value in percent
3579 (range -100 till +100). The effect is only temporare, and it does NOT
3580 add on the values from the player's equipment.
3581 Cursed potions will make negative resistance.. very nasty in combat!
3582 </attribute>
3583 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3584 The player's resistance to confusion will rise by this value in percent
3585 (range -100 till +100). The effect is only temporare, and it does NOT
3586 add on the values from the player's equipment.
3587 Cursed potions will make negative resistance.. very nasty in combat!
3588 </attribute>
3589 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3590 The player's resistance to weaponmagic will rise by this value in percent
3591 (range -100 till +100). The effect is only temporare, and it does NOT
3592 add on the values from the player's equipment.
3593 Cursed potions will make negative resistance.. very nasty in combat!
3594 </attribute>
3595 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3596 The player's resistance to paralyze will rise by this value in percent
3597 (range -100 till +100). The effect is only temporare, and it does NOT
3598 add on the values from the player's equipment.
3599 Cursed potions will make negative resistance.. very nasty in combat!
3600 </attribute>
3601 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3602 The player's resistance to draining will rise by this value in percent
3603 (range -100 till +100). The effect is only temporare, and it does NOT
3604 add on the values from the player's equipment.
3605 Cursed potions will make negative resistance.. very nasty in combat!
3606 </attribute>
3607 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3608 The player's resistance to depletion will rise by this value in percent
3609 (range -100 till +100). The effect is only temporare, and it does NOT
3610 add on the values from the player's equipment.
3611 Cursed potions will make negative resistance.. very nasty in combat!
3612 </attribute>
3613 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3614 The player's resistance to poison will rise by this value in percent
3615 (range -100 till +100). The effect is only temporare, and it does NOT
3616 add on the values from the player's equipment.
3617 Cursed potions will make negative resistance.. very nasty in combat!
3618 </attribute>
3619 </section>
3620 </type>
3621
3622 <!--####################################################################-->
3623 <type number="156" name="Power Crystal">
3624 <description><![CDATA[
3625 Power crystals can store a player's mana:
3626 When the player applies the crystal with full mana, half of
3627 it flows into the crystal. When the player applies it with
3628 lacking mana, the crystal replenishes the player's mana. ]]>
3629 </description>
3630 <attribute arch="sp" editor="initial mana" type="int">
3631 &lt;initial mana&gt; is the amount of spellpoints that the
3632 crystal holds when the map is loaded.
3633 </attribute>
3634 <attribute arch="maxsp" editor="mana capacity" type="int">
3635 The &lt;mana capacity&gt; defines how much mana can be stored
3636 in the crystal. This is what makes the crystal interesting.
3637 Wizard-players will always seek for crystals with large
3638 capacities.
3639 </attribute>
3640 </type>
3641
3642 <!--####################################################################-->
3643 <type number="13" name="Projectile">
3644 <description><![CDATA[
3645 Projectiles like arrows/crossbow bolts are used as ammunition
3646 for shooting weapons.
3647 <br><br>
3648 It's very easy to add new pairs of weapons &amp; projectiles.
3649 Just set matching &lt;ammunition class&gt; both for shooting
3650 weapon and projectile. ]]>
3651 </description>
3652 <use><![CDATA[
3653 If you want to create new kinds of projectiles, you could
3654 add an alchemical receipe to create these.
3655
3656 Don't create new pairs of weapons &amp; projectiles unless
3657 they really fullfill a useful purpose. In fact, even bows
3658 and crossbows are rarely ever used. ]]>
3659 </use>
3660 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3661 This number is a bitmask, specifying the projectile's attacktypes.
3662 Attacktypes are: physical, magical, fire, cold.. etc.
3663 This works identical to melee weapons. Note that shooting
3664 weapons cannot have attacktypes.
3665 </attribute>
3666 <attribute arch="race" editor="ammunition class" type="string">
3667 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3668 these projectiles. For arrows set "arrows", for crossbow bolts
3669 set "crossbow bolts" (big surprise).
3670
3671 In certain cases, the ammunition class is displayed in the game.
3672 Hence, when you create a new ammunition class, choose an
3673 intuitive name like "missiles", "spirit bolts" - whatever.
3674
3675 You can also make special containers holding these projectiles
3676 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3677 </attribute>
3678 <attribute arch="slaying" editor="slaying race" type="string">
3679 Slaying means the weapon does tripple (3x) damage to monsters
3680 of the specified race. If &lt;slaying race&gt; matches an arch name,
3681 only monsters of that archtype receive tripple damage.
3682 Tripple damage is very effective.
3683 </attribute>
3684 <attribute arch="dam" editor="damage" type="int">
3685 The projectile &lt;damage&gt; significantly affects the damage
3686 done. Damage can be further increased by the shooting
3687 weapon's attributes.
3688 </attribute>
3689 <attribute arch="wc" editor="weaponclass" type="int">
3690 This value is supposed to be the base &lt;weaponclass&gt;,
3691 but it seems to have rather little effect.
3692 High values are good here, low values bad.
3693 </attribute>
3694 <attribute arch="food" editor="chance to break" type="int">
3695 The &lt;chance to break&gt; defines the breaking probability when this
3696 projectile hits an obstacle, e.g. wall or monster.
3697 The value is the %-chance to break, ranging from 0 (never breaking)
3698 to 100 (breaking at first shot).
3699 </attribute>
3700 <attribute arch="magic" editor="magic bonus" type="int">
3701 Magic bonus increases chance to hit and damage a little bit.
3702 </attribute>
3703 <attribute arch="unique" editor="unique item" type="bool">
3704 Unique items exist only one time on a server. If the item
3705 is taken, lost or destroyed - it's gone for good.
3706 </attribute>
3707 <attribute arch="startequip" editor="godgiven item" type="bool">
3708 A godgiven item vanishes as soon as the player
3709 drops it to the ground.
3710 </attribute>
3711 <attribute arch="no_drop" editor="don't drop" type="bool">
3712 When a monster carries a projectile with &lt;don't drop&gt;,
3713 this item will never drop to the ground but
3714 vanish instead. If this object is shot, it can still drop
3715 after hitting an obstacle. You can prevent this by
3716 setting &lt;chance to break&gt; 100.
3717 </attribute>
3718 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3719 This text may describe the projectile. This
3720 could be nice for very special ones.
3721 </attribute>
3722 </type>
3723
3724 <!--####################################################################-->
3725 <type number="70" name="Ring">
3726 <import_type name="Amulet" />
3727 <description><![CDATA[
3728 Rings are worn on the hands - one ring each.
3729 Wearing rings, the object's stats will directly be inherited to
3730 the player. Usually enhancing his spellcasting potential. ]]>
3731 </description>
3732 <use><![CDATA[
3733 When you create an artifact ring, never forget that players can
3734 wear <B>two</B> rings! Due to that it is extremely important to
3735 keep rings in balance with the game.
3736 <br><br>
3737 Also keep in mind that rings are generally the wizard's tools.
3738 They should primarily grant bonuses to spellcasting abilities
3739 and non-physical resistances. ]]>
3740 </use>
3741 </type>
3742
3743 <!--####################################################################-->
3744 <type number="3" name="Rod">
3745 <ignore>
3746 <attribute arch="title" />
3747 </ignore>
3748 <description><![CDATA[
3749 A rod contains a spell. The player can use this spell by applying and
3750 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3751 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3752 used endlessly. ]]>
3753 </description>
3754 <use><![CDATA[
3755 Rods with healing/curing spells are extremely powerful. Usually, potions have
3756 to be used for that purpose. Though, potions are expensive and only good for
3757 one-time-use.<br> ]]>
3758 </use>
3759 <attribute arch="sp" editor="spell" type="spell">
3760 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3761 rods to players, since they can be used endlessly without any mana cost!
3762 Rods with heal/ restoration/ protection spells, IF available, MUST be
3763 very very VERY hard to get!
3764 </attribute>
3765 <attribute arch="level" editor="casting level" type="int">
3766 The casting level of the &lt;spell&gt; determines it's power.
3767 For attack spells, level should be set to something reasonable.
3768 </attribute>
3769 <attribute arch="hp" editor="initial spellpoints" type="int">
3770 This value represents the initial amount of spellpoints in the rod.
3771 Naturally, this is quite unimportant.
3772 </attribute>
3773 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3774 When the rod is fully charged up, it will hold this maximum amount of
3775 spellpoints. Make sure it is enough to cast the contained spell at least
3776 once. But don't set the value too high, as that might make the rod
3777 too effective.
3778 </attribute>
3779 <attribute arch="startequip" editor="godgiven item" type="bool">
3780 A godgiven item vanishes as soon as the player
3781 drops it to the ground.
3782 </attribute>
3783 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3784 This text may contain a description of the rod.
3785 </attribute>
3786 </type>
3787
3788 <!--####################################################################-->
3789 <type number="154" name="Rune">
3790 <ignore>
3791 <attribute arch="no_pick" />
3792 <attribute arch="title" />
3793 <attribute arch="name_pl" />
3794 <attribute arch="weight" />
3795 <attribute arch="value" />
3796 <attribute arch="material" />
3797 <attribute arch="unpaid" />
3798 </ignore>
3799 <description><![CDATA[
3800 A rune is a magical enscription on the dungeon floor.
3801 <br><br>
3802 Runes hit any monster or person who steps on them for 'dam' damage in
3803 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3804 and will cast this spell when it detonates. Yet another kind is the
3805 "summoning rune", summoning predefined monsters of any kind, at detonation.
3806 <br><br>
3807 Many runes are already defined in the archetypes. ]]>
3808 </description>
3809 <use><![CDATA[
3810 Avoid monsters stepping on your runes. For example, summoning runes
3811 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3812 </use>
3813 <attribute arch="no_pick" value="1" type="fixed" />
3814 <attribute arch="walk_on" value="1" type="fixed" />
3815 <attribute arch="level" editor="rune level" type="int">
3816 This value sets the level the rune will cast the spell it contains at,
3817 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3818 (&lt;rune level&gt; 0 runes won't detonate at all!)
3819
3820 Level Also effects how easily a rune may be found and disarmed, and
3821 how much experience the player gets for doing so. Beware: High level
3822 runes can be quite a cheap source of experience! So either make them
3823 tough, or keep the level low.
3824 </attribute>
3825 <attribute arch="Cha" editor="visibility" type="int">
3826 This value determines what fraction of the time the rune is visible:
3827 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3828 how easily the rune may be found.
3829 </attribute>
3830 <attribute arch="hp" editor="number of charges" type="int">
3831 The rune will detonate &lt;number of charges&gt; times before disappearing.
3832 </attribute>
3833 <attribute arch="dam" editor="direct damage" type="int">
3834 &lt;direct damage&gt; specifies how much damage is done by the rune,
3835 if it doesn't contain a spell. This should be set in reasonable
3836 relation to the rune's level.
3837 </attribute>
3838 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3839 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3840 attribute defines what attacktype to use for direct damage when
3841 the rune detonates.
3842 </attribute>
3843 <section name="spellcraft">
3844 <attribute arch="sp" editor="spell" type="spell">
3845 The selected &lt;spell&gt; defines the spell in the rune, if any.
3846 (Many runes do direct damage).
3847 </attribute>
3848 <attribute arch="slaying" editor="spell name" type="string">
3849 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3850 but if present, overrides the &lt;spell&gt; setting.
3851 </attribute>
3852 <attribute arch="other_arch" editor="spell arch" type="string">
3853 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3854 is optional, but if present, overrides the &lt;spell&gt; setting.
3855 You can choose any of the existing arches.
3856 </attribute>
3857 <attribute arch="maxsp" editor="direction" type="list_direction">
3858 If set, the rune will cast it's containing spell (if any) in
3859 this &lt;direction&gt;.In most cases this appears useless because
3860 the spell directly hits the player.
3861 </attribute>
3862 <attribute arch="race" editor="summon monster" type="string">
3863 If this is set to the arch name of any monster, together with
3864 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3865 of those on detonation. (dam and attacktype will still be ignored
3866 in this case). Runes are even capable of summoning multi-square
3867 monsters, given enough space. You'd better test it though.
3868 </attribute>
3869 <attribute arch="maxhp" editor="summon amount" type="int">
3870 This should only be set to a summoning rune. It will then summon
3871 that many creatures of the kind &lt;summon monster&gt;.
3872 </attribute>
3873 </section>
3874 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3875 When the rune detonates, this text is displayed to the
3876 victim. For especially powerful runes, create an appropriate
3877 thrilling description. ;)
3878 </attribute>
3879 </type>
3880
3881 <!--####################################################################-->
3882 <type number="106" name="Savebed">
3883 <ignore>
3884 <ignore_list name="non_pickable" />
3885 </ignore>
3886 <description><![CDATA[
3887 When the player applies a savebed, he is not only saved. Both his
3888 respawn-after-death and his word-of-recall positions are pointing
3889 to the last-applied savebed. ]]>
3890 </description>
3891 <use><![CDATA[
3892 Put savebed locations in towns, do not put them into dungeons.
3893 It is absolutely neccessary that a place with savebeds is 100% secure.
3894 That means:
3895 <UL>
3896 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3897 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3898 <LI> Insert a relyable exit! Make sure there is no possibility that
3899 players get trapped in a savebed location.
3900 <LI> If possible, mark the whole site as no-spell area (Insert this
3901 arch called "dungeon_magic" everywhere). This is not required,
3902 but it makes the place much more safe.
3903 </UL> ]]>
3904 </use>
3905 <attribute arch="no_pick" value="1" type="fixed" />
3906 <attribute arch="no_magic" value="1" type="fixed" />
3907 <attribute arch="damned" value="1" type="fixed" />
3908 </type>
3909
3910 <!--####################################################################-->
3911 <type number="111" name="Scroll">
3912 <ignore>
3913 <attribute arch="title" />
3914 </ignore>
3915 <description><![CDATA[
3916 Scrolls contain spells (similar to spell-potions). Unlike potions,
3917 scrolls require a certain literacy skill to read successfully.
3918 Accordingly, for a successful reading, a small amount of
3919 experience is gained. Scrolls allow only one time usage, but
3920 usually they are sold in bulks. ]]>
3921 </description>
3922 <use><![CDATA[
3923 For low level quests, scrolls of healing/curing-spells
3924 can be a nice reward. At higher levels, scrolls become less
3925 and less useful. ]]>
3926 </use>
3927 <attribute arch="level" editor="casting level" type="int">
3928 The spell of the scroll will be casted at this level.
3929 This value should always be set, at least to 1.
3930 </attribute>
3931 <attribute arch="sp" editor="spell" type="spell">
3932 When a player/monster applies this scroll, the selected &lt;spell&gt;
3933 will be casted (once). This should work for any given spell.
3934 </attribute>
3935 <attribute arch="startequip" editor="godgiven item" type="bool">
3936 A godgiven item vanishes as soon as the player
3937 drops it to the ground.
3938 </attribute>
3939 </type>
3940
3941 <!--####################################################################-->
3942 <type number="33" name="Shield">
3943 <import_type name="Amulet" />
3944 <description><![CDATA[
3945 Wearing a shield, the object's stats will directly be inherited to
3946 the player. Shields usually provide good defense, only surpassed
3947 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3948 </description>
3949 <use><![CDATA[
3950 Feel free to create your own special artifacts. However, it is very
3951 important that you keep your artifact in balance with existing maps. ]]>
3952 </use>
3953 <attribute arch="magic" editor="magic bonus" type="int">
3954 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3955 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3956 than direct armour-class bonus on the shield.
3957 </attribute>
3958 </type>
3959
3960 <!--####################################################################-->
3961 <type number="14" name="Shooting Weapon">
3962 <description><![CDATA[
3963 Schooting weapons like bows/crossbows are used to shoot projectiles
3964 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3965 wielded both at the same time. Like with any other equipment,
3966 stats/bonuses from shooting weapons are directly inherited to the player.
3967 <br><br>
3968 It's very easy to add new pairs of weapons &amp; projectiles.
3969 Just set matching &lt;ammunition class&gt; both for shooting
3970 weapon and projectile. ]]>
3971 </description>
3972 <use><![CDATA[
3973 Shooting weapons should not add bonuses in general. There's already
3974 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3975 Schooting weapons should especially not add bonuses to the player
3976 that have nothing to do with schooting. A Wisdom bonus on a bow
3977 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3978 - still crap. ]]>
3979 </use>
3980 <attribute arch="race" editor="ammunition class" type="string">
3981 Only projectiles with matching &lt;ammunition class&gt; can be fired
3982 with this weapon. For normal bows set "arrows", for normal
3983 crossbows set "crossbow bolts".
3984
3985 In certain cases, the ammunition class is displayed in the game.
3986 Hence, when you create a new ammunition class, choose an
3987 intuitive name like "missiles", "spirit bolts" - whatever.
3988 </attribute>
3989 <attribute arch="sp" editor="shooting speed" type="int">
3990 After shooting a projectile, the player is frozen for a short
3991 period of time (to prevent shooting arrows machine-gun-like).
3992 The greater &lt;shooting speed&gt;, the shorter this period of time.
3993 1 is minimum (=worst) and 100 is maximum (=best) value.
3994
3995 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3996 SET IT TO ZERO! (That would freeze the player for eternety).
3997 </attribute>
3998 <attribute arch="dam" editor="base damage" type="int">
3999 The &lt;base damage&gt; significantly affects the damage done
4000 by using this weapon. This damage is added to the projectile
4001 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4002 according to the player's strength is added.
4003 </attribute>
4004 <attribute arch="wc" editor="weaponclass" type="int">
4005 This value is supposed to be the base &lt;weaponclass&gt;,
4006 but it seems to have rather little effect.
4007 High values are good here, low values bad.
4008 </attribute>
4009 <attribute arch="item_power" editor="item power" type="int">
4010 The &lt;item power&gt; value measures how "powerful" an artifact is.
4011 Players will only be able to wear equipment with a certain total
4012 amount of &lt;item power&gt;, depending on their own level. This is the
4013 only way to prevent low level players to wear "undeserved" equipment
4014 (like gifts from other players or cheated items).
4015
4016 It is very important to adjust the &lt;item power&gt; value carefully
4017 for every artifact you create! If zero/unset, the CF server will
4018 calculate a provisional value at runtime, but this is never
4019 going to be an accurate measurement of &lt;item power&gt;.
4020 </attribute>
4021 <attribute arch="no_strength" editor="ignore strength" type="bool">
4022 Usually the player's strentgh takes effect on the damage
4023 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4024 the player's strength is ignored.
4025 </attribute>
4026 <attribute arch="damned" editor="damnation" type="bool">
4027 A damned shooting weapon cannot be unwielded unless
4028 the curse is removed. Removing damnations is
4029 a tick harder than removing curses.
4030 </attribute>
4031 <attribute arch="cursed" editor="curse" type="bool">
4032 A cursed shooting weapon cannot be unwielded unless
4033 the curse is removed.
4034 </attribute>
4035 <attribute arch="unique" editor="unique item" type="bool">
4036 Unique items exist only one time on a server. If the item
4037 is taken, lost or destroyed - it's gone for good.
4038 </attribute>
4039 <attribute arch="startequip" editor="godgiven item" type="bool">
4040 A godgiven item vanishes as soon as the player
4041 drops it to the ground.
4042 </attribute>
4043 <section name="stats">
4044 <attribute arch="Str" editor="strength" type="int">
4045 The player's strentgh will rise/fall by the given value
4046 while wearing this shooting weapon.
4047 </attribute>
4048 <attribute arch="Dex" editor="dexterity" type="int">
4049 The player's dexterity will rise/fall by the given value
4050 while wearing this shooting weapon.
4051 </attribute>
4052 <attribute arch="Con" editor="constitution" type="int">
4053 The player's constitution will rise/fall by the given value
4054 while wearing this shooting weapon.
4055 </attribute>
4056 <attribute arch="Int" editor="intelligence" type="int">
4057 The player's intelligence will rise/fall by the given value
4058 while wearing this shooting weapon.
4059 </attribute>
4060 <attribute arch="Pow" editor="power" type="int">
4061 The player's power will rise/fall by the given value
4062 while wearing this shooting weapon.
4063 </attribute>
4064 <attribute arch="Wis" editor="wisdom" type="int">
4065 The player's wisdom will rise/fall by the given value while
4066 wearing this shooting weapon.
4067 </attribute>
4068 <attribute arch="Cha" editor="charisma" type="int">
4069 The player's charisma will rise/fall by the given value
4070 while wearing this shooting weapon.
4071 </attribute>
4072 </section>
4073 <section name="bonus">
4074 <attribute arch="luck" editor="luck bonus" type="int">
4075 With positive luck bonus, the player is more likely to
4076 succeed in all sorts of things (spellcasting, praying,...).
4077 Unless the &lt;luck bonus&gt; is very high, the effect will be
4078 barely visible in-game. Luck bonus on one piece of equipment
4079 should never exceed 3, and such bonus should not be too
4080 frequently available.
4081 </attribute>
4082 <attribute arch="magic" editor="magic bonus" type="int">
4083 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4084 I'm not sure what exactly is increased - maybe weaponclass?
4085 However, &lt;magic bonus&gt; seems to have a little bit of positive
4086 influence on your chance to hit.
4087 </attribute>
4088 </section>
4089 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4090 This text describes the weapons's "story". Every decent artifact weapon
4091 should have such a description.
4092 </attribute>
4093 </type>
4094
4095 <!--####################################################################-->
4096 <type number="68" name="Shop Floor">
4097 <ignore>
4098 <ignore_list name="non_pickable" />
4099 </ignore>
4100 <description><![CDATA[
4101 Shop floor is used for shops. It acts like a combination of the
4102 common floor- and the treasure type: When the map is loaded,
4103 randomitems (depending on the setings) are generated on it.
4104 These items are all flagged as unpaid.
4105 When a player drops an item onto shop floor, the item becomes
4106 unpaid and the player receives payment according to the item's
4107 selling-value.
4108 Shopfloor always prevents magic (To hinder players from burning
4109 or freezing the goods). ]]>
4110 </description>
4111 <use><![CDATA[
4112 Tile your whole shop-interior space which shop floor.
4113 (That assures players receive payment for dropping items).
4114 Place shop mats to enter/leave the shop, and make sure
4115 there is no other exit than the shop mat. ]]>
4116 </use>
4117 <attribute arch="is_floor" value="1" type="fixed" />
4118 <attribute arch="no_pick" value="1" type="fixed" />
4119 <attribute arch="no_magic" value="1" type="fixed" />
4120 <attribute arch="auto_apply" editor="generate goods" type="bool">
4121 If enabled, items will appear on this square when the map is loaded.
4122 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4123 are generated. The items will be unpaid.
4124 </attribute>
4125 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4126 This entry determines what kind of treasure will appear, when
4127 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4128 for details about existing treasurelists.
4129 </attribute>
4130 <attribute arch="exp" editor="quality level" type="int">
4131 The &lt;quality level&gt; will be used for the quality of the generated
4132 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4133 doesn't need to be set, unless you want extraordinarily good/bad
4134 quality. If you want to make a shop with very high quality, meaybe
4135 charge an entrance fee, or make the shop hard-to-come-by.
4136 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4137 and appearance of artifact-items.
4138 </attribute>
4139 <attribute arch="damned" editor="no prayers" type="bool">
4140 If enabled, it is impossible for players to use prayers
4141 on that spot. It also prevents players from saving.
4142 (Remember that &lt;no magic&gt; is always set for shop floors.)
4143 </attribute>
4144 </type>
4145
4146 <!--####################################################################-->
4147 <type number="69" name="Shop Mat">
4148 <ignore>
4149 <ignore_list name="non_pickable" />
4150 </ignore>
4151 <description><![CDATA[
4152 Shop mats are used for entering/leaving shops. You should always
4153 have exactly TWO shop mats on your shop-map: One inside the
4154 "shopping-area" and one outside. Shop mats don't use exit paths/
4155 or -destinations. When stepping onto a shopmat the player gets beamed
4156 to the nearest other mat. If the player has unpaid items in his
4157 inventory, the price gets charged from his coins automatically.
4158 If the player has insufficient coins to buy his unpaid items, he
4159 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4160 </description>
4161 <use><![CDATA[
4162 As stated above, always place TWO shop mats into your shop.
4163 Not more and not less than that. ]]>
4164 </use>
4165 <attribute arch="no_pick" value="1" type="fixed" />
4166 <attribute arch="walk_on" editor="apply by walking" type="bool">
4167 If set, the player can enter/leave the
4168 shop by just walking into the shop mat.
4169 </attribute>
4170 <attribute arch="fly_on" editor="apply by flying" type="bool">
4171 If set, the player can enter/leave the
4172 shop by "flying" into the shop mat.
4173 </attribute>
4174 </type>
4175
4176 <!--####################################################################-->
4177 <type number="98" name="Sign &amp; MagicMouth">
4178 <ignore>
4179 <ignore_list name="non_pickable" />
4180 </ignore>
4181 <description><![CDATA[
4182 The purpose of a sign or magic_mouth is to display a certain message to
4183 the player. There are three ways to have the player get this message:
4184 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4185 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4186 </description>
4187 <use><![CDATA[
4188 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4189 some true roleplay feeling to your maps, support your storyline or give
4190 hints about hidden secrets/dangers. Place signs to provide the player
4191 with all kinds of useful information for getting along in your maps. ]]>
4192 </use>
4193 <attribute arch="connected" editor="connection" type="int">
4194 When a connection value is set, the message will be printed whenever
4195 the connection is triggered. This should be used in combination with
4196 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4197 If activating your magic_mouth this way, the message will not only be
4198 printed to one player, but all players on the current map.
4199 </attribute>
4200 <attribute arch="walk_on" editor="activate by walking" type="bool">
4201 If set, the player gets the message when walking ontop of the object.
4202 "invisible 1" should be set in this case. This is the typical configuration
4203 for a "magic_mouth": The player walks through a dungeon and suddenly he
4204 gets a message. Use this to create some roleplay atmosphere, and to inform
4205 the player about possible dangers or secrets.
4206 </attribute>
4207 <attribute arch="fly_on" editor="activate by flying" type="bool">
4208 If set, the player gets the message when flying (=levitating) ontop
4209 of the object. Usually this should be set together with walk_on.
4210 </attribute>
4211 <attribute arch="food" editor="counter" type="int">
4212 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4213 (printing the message) only that many times. For signs this really shouldn't
4214 be used, while for magic_mouths it is extremely helpful.
4215 Monsters walking over the magic_mouth do not decrease the counter.
4216
4217 Often, you might want to have a message displayed only one time. For example:
4218 The player enters your map and you put a magic_mouth to tell him about the
4219 monsters and how dangerous they look and all. Later, when all the monsters
4220 are killed and the player leaves the map, displaying the same message a
4221 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4222 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4223 </attribute>
4224 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4225 This text will be displayed to the player.
4226 </attribute>
4227 </type>
4228
4229 <!--####################################################################-->
4230 <type number="43" name="Skill">
4231 <ignore>
4232 <ignore_list name="system_object" />
4233 </ignore>
4234 <description><![CDATA[
4235 Skills are objects which exist in the player/monster inventory.
4236 Both NPC/monsters and players use the same skill archetypes. Not all skills
4237 are enabled for monster use however. ]]>
4238 </description>
4239 <use><![CDATA[
4240 For mapmaking, Skill objects serve two purposes:
4241 <p>First, the predefined skill archtypes (in the 'skills' directory)
4242 can be seen as the global skill definitions. A skill which doesn't
4243 exists as an archtype cannot be learned or used by players. When you
4244 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4245 of defined skill archtypes, because those strings are used as a reference in
4246 many skill-related objects.
4247 </p><p>
4248 Secondly, in order to enable monsters to use skills, you will need to
4249 copy default skill archtypes into the monsters' inventories.
4250 You can even customize the skills by changing stats. It is not
4251 recommended however, to use skills in your maps which are totally
4252 unrelated to any predefined skill archtype.</p> ]]>
4253 </use>
4254 <attribute arch="invisible" value="1" type="fixed" />
4255 <attribute arch="no_drop" value="1" type="fixed" />
4256 <attribute arch="skill" editor="skill name" type="string">
4257 The &lt;skill name&gt; is used for matchings. When a usable
4258 object has an identical &lt;skill name&gt;, players
4259 (or monsters) will need this skill to apply/use the object.
4260 </attribute>
4261 <attribute arch="expmul" editor="exp multiplier" type="float">
4262 This is the ratio of experience the players total should increase by
4263 when this skill is used. If this is zero, then experience only goes to
4264 to the skill. Values higher than 1 are allowed. Note that experience
4265 rewarded to the players total is in addition to that given to the
4266 skill. Eg, if player should get 500 exp for using a skill, and
4267 expmul is 1, the player will get 500 added to that skill as well as
4268 500 to their total.
4269 </attribute>
4270 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4271 The &lt;skill type&gt; defines the base functionality of the skill.
4272 Skill types are hardcoded in the Crossfire server. It isn't hard to
4273 create new skill types, but it requires a bit of server-coding.
4274 </attribute>
4275 <attribute arch="level" editor="level" type="int">
4276 </attribute>
4277 <attribute arch="exp" editor="experience" type="int">
4278 </attribute>
4279 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4280 The &lt;is native skill&gt; flag has an effect only when this
4281 skill object is placed in the inventory of a monster (or player).
4282 If it is set, the monster or player knows the skill natively, which
4283 means he does not need a skill tool to use it.
4284 </attribute>
4285 </type>
4286
4287 <!--####################################################################-->
4288 <type number="130" name="Skill Scroll">
4289 <description><![CDATA[
4290 By reading a skill scroll, a player has a chance to learn the
4291 contained skill. ]]>
4292 </description>
4293 <use><![CDATA[
4294 Skill scrolls are very much sought for by players. Currently,
4295 all skill scrolls are sold in shops randomly, which is in fact not
4296 a good system. It would be nice to have some cool quests with
4297 skill scrolls rewarded at the end. ]]>
4298 </use>
4299 <attribute arch="race" value="scrolls" type="fixed" />
4300 <attribute arch="skill" editor="skill name" type="string">
4301 The &lt;skill name&gt; matches the skill object that can
4302 be learned from this scroll.
4303 </attribute>
4304 </type>
4305
4306 <!--####################################################################-->
4307 <type number="21" name="Special Key">
4308 <ignore>
4309 <attribute arch="material" />
4310 </ignore>
4311 <description><![CDATA[
4312 When carrying the appropriate special key, a locked door can
4313 be opened. The key will dissapear.
4314 <br><br>
4315 This object-type can also be used for "passport"-like items:
4316 When walking onto an invetory checker, a gate for example might
4317 get opened. The "passport" will stay in the player's inventory. ]]>
4318 </description>
4319 <use><![CDATA[
4320 How to make a "passport": You take the special key arch
4321 (archetype name is "key2"), set the face to something like
4322 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4323 certainly must match with the appropiate inventory checker.
4324 <br><br>
4325 Of course you can be creative with names and faces of
4326 key-objects. A "mysterious crystal" or a "big dragon claw"
4327 (with appropriate faces) appear more interesting than just
4328 a "strange key", or "passport". ]]>
4329 </use>
4330 <attribute arch="slaying" editor="key string" type="string">
4331 This string must be identical with the &lt;key string&gt; in the
4332 locked door, then it can be unlocked. It can also be used
4333 to trigger inventory checkers.
4334 </attribute>
4335 <attribute arch="material" editor="material" type="bitmask_material">
4336 For Special Keys, material should always be unset or set
4337 to Adamantite. This prevents the key from getting
4338 burned or otherwise destroyed.
4339 </attribute>
4340 <attribute arch="unique" editor="unique item" type="bool">
4341 Unique items exist only one time on a server. If the item
4342 is taken, lost or destroyed - it's gone for good.
4343
4344 This can be used if you want to sell apartments on your
4345 map: Simply sell a unique passport/key, and place
4346 an inventory checker at the entrance of your apartment.
4347 </attribute>
4348 <attribute arch="startequip" editor="godgiven item" type="bool">
4349 A godgiven item vanishes as soon as the player
4350 drops it to the ground.
4351 </attribute>
4352 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4353 This will add a description to the object. The player can read
4354 this text by clicking on the item in his inventory. Use this
4355 message to describe what the key/passport is good for. A player
4356 might have 50 different keys on his key-ring. Don't expect
4357 players to recall their purpose just by their names.
4358 </attribute>
4359 </type>
4360
4361 <!--####################################################################-->
4362 <type number="101" name="Spell">
4363 <ignore>
4364 <ignore_list name="system_object" />
4365 </ignore>
4366 <description><![CDATA[
4367 Spell objects define a spell. When a spell is put in a spellbook,
4368 players can learn it by reading the book. Once learned, players
4369 can use the spell as often as they like. With increasing skill level
4370 of the player, spells may gain power but also increase cost.<br>
4371 Monsters can use spells which are put in their inventory (provided
4372 that certain "enabling" settings are correct). The monster's
4373 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4374 </description>
4375 <use><![CDATA[
4376 A lot of the spells' settings can be tuned and customized.
4377 When creating new spells which are accessible to players, it is
4378 important to think about balance. A single spell which is too
4379 powerful and/or too easy to use can eventually toss the whole skill
4380 and magic school system out of whack. Testing new spells is
4381 quite important therefore. ]]>
4382 </use>
4383 <attribute arch="no_drop" value="1" type="fixed" />
4384 <attribute arch="invisible" value="1" type="fixed" />
4385 <attribute arch="skill" editor="skill name" type="string">
4386 The &lt;skill name&gt; matches the skill which is needed
4387 to cast this spell. This should be one out of "sorcery",
4388 "pyromancy", "evocation", "summoning" or "praying".
4389 If you want to fiddle with these, please take care not
4390 to upset the concept and balance of the various skills.
4391 </attribute>
4392 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4393 The &lt;spell type&gt; defines the basic type of spell.
4394 Some of these types are of a more generic nature than others.
4395 </attribute>
4396 <attribute arch="level" editor="spell level" type="int">
4397 </attribute>
4398 <attribute arch="casting_time" editor="casting time" type="int">
4399 </attribute>
4400 <attribute arch="duration" editor="duration" type="int">
4401 </attribute>
4402 <attribute arch="other_arch" editor="create object" type="string">
4403 </attribute>
4404 <attribute arch="sp" editor="cost spellpoints" type="int">
4405 </attribute>
4406 <attribute arch="grace" editor="cost grace" type="int">
4407 </attribute>
4408 <attribute arch="maxsp" editor="double cost per level" type="int">
4409 </attribute>
4410 </type>
4411
4412 <!--####################################################################-->
4413 <type number="85" name="Spellbook">
4414 <description><![CDATA[
4415 By reading a spellbook, the player has a chance of learning the
4416 contained spell. Once learned from a book, the spell is available
4417 forever. Spellbooks with high level spells require some skill-level
4418 to read.<br><br>
4419 You can create widely customized spells only by adjusting the
4420 spell object in the spellbooks inventory. Refer to the description
4421 of spell objects for detailed information how to customize spells.<br>
4422 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4423 with a compilation of spells that the book may contain. ]]>
4424 </description>
4425 <use><![CDATA[
4426 Don't put any of the godgiven spells into a spellbook! These are
4427 reserved for the followers of the appropriate cults. Handing them
4428 out in a spellbook would violate the balance between different religions.
4429 <br><br>
4430 Note that there is no fundamental difference between the spellbooks
4431 of varying schools (pyromancy, sorcery, evocation, summoning, and
4432 even praying). The difference lies only in the spells they contain.
4433 It is up to you, the mapmaker, to pick the right type of book
4434 for your spells. ]]>
4435 </use>
4436 <attribute arch="skill" value="literacy" type="fixed" />
4437 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4438 There are two ways to put spells into a spellbook:
4439 1. Put a spell object in the books inventory. In this case,
4440 treasurelist must be set to &lt;none&gt;.
4441 2. Choose a treasurelist which contains spells.
4442 In that way, a spell will be chosen randomly from the list.
4443 </attribute>
4444 <attribute arch="startequip" editor="godgiven item" type="bool">
4445 A godgiven item vanishes as soon as the player
4446 drops it to the ground.
4447 </attribute>
4448 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4449 This text may contain a nice description
4450 of the spellbook's cover or something.
4451 </attribute>
4452 </type>
4453
4454 <!--####################################################################-->
4455 <type number="90" name="Spinner">
4456 <ignore>
4457 <ignore_list name="non_pickable" />
4458 </ignore>
4459 <description><![CDATA[
4460 Spinners change the direction of spell objects and other projectiles
4461 that fly past. Unlike directors, it does make a difference from what
4462 angle you shoot into the spinner. The direction of objects flying past
4463 is always changed by a certain degree. ]]>
4464 </description>
4465 <use><![CDATA[
4466 Spinners are very rarely used. I believe they are quite
4467 confusing and pointless. The only use I can think of is building
4468 some puzzle about where to shoot into spinners to shoot somewhere you
4469 otherwise couldn't.
4470
4471 When placing spinners on a map with magic walls, make sure the spell-
4472 projectiles from magic walls don't get to fly in loops. ]]>
4473 </use>
4474 <attribute arch="sp" editor="direction number" type="int">
4475 The spinner will change the direction of flying objects by
4476 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4477 positive values counter clockwise.
4478
4479 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4480 </attribute>
4481 <attribute arch="walk_on" value="1" type="fixed" />
4482 <attribute arch="fly_on" value="1" type="fixed" />
4483 </type>
4484
4485 <!--####################################################################-->
4486 <type number="138" name="Swamp">
4487 <ignore>
4488 <ignore_list name="non_pickable" />
4489 </ignore>
4490 <description><![CDATA[
4491 Swamp areas show a special behaviour:
4492 When a player stands still on a swamp-square for too long,
4493 he will start to sink in and eventually drown and die.
4494 Items dropped on the swamp sink in and dissapear.
4495 Players with knowledge of the woodsman skill are a lot less likely
4496 to die in the swamp. ]]>
4497 </description>
4498 <attribute arch="walk_on" value="1" type="fixed" />
4499 <attribute arch="is_floor" value="1" type="fixed" />
4500 <attribute arch="is_wooded" value="1" type="fixed" />
4501 <attribute arch="speed" editor="drowning speed" type="float">
4502 The higher the &lt;drowning speed&gt;, the faster will players and items
4503 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4504 and unexpected death-trap. Players should get a warning before such areas.
4505 </attribute>
4506 <attribute arch="slow_move" editor="slow movement" type="int">
4507 If &lt;slow movement&gt; is set to a value greater zero, all
4508 creatures moving over this spot will be slower than normal.
4509
4510 &lt;slow movement&gt; 1 - rough terrain
4511 &lt;slow movement&gt; 2 - very rough terrain
4512 ...
4513 &lt;slow movement&gt; 5 - default for deep swamp
4514 </attribute>
4515 <attribute arch="no_magic" editor="no spells" type="bool">
4516 If enabled, it is impossible for players to use (wizard-)
4517 spells on that spot.
4518 </attribute>
4519 <attribute arch="damned" editor="no prayers" type="bool">
4520 If enabled, it is impossible for players to use prayers
4521 on that spot. It also prevents players from saving.
4522 </attribute>
4523 </type>
4524
4525 <!--####################################################################-->
4526 <type number="41" name="Teleporter">
4527 <ignore>
4528 <ignore_list name="non_pickable" />
4529 </ignore>
4530 <description><![CDATA[
4531 When the player walks into a teleporter, he is transferred to a
4532 different location. The main difference to the object-type exit
4533 is the possibility to have teleporters connected to levers/buttons/etc.
4534 Sometimes teleporters are activated even against the players will.
4535 <br><br>
4536 Unlike exits, teleporters can also transfer items and
4537 monsters to different locations on the same map. ]]>
4538 </description>
4539 <use><![CDATA[
4540 When creating maps, I guess sooner or later you'll want to have
4541 an invisible teleporter. If using "invisible 1", the teleporter
4542 can still be discovered with the show_invisible spell. And in
4543 some cases you can't place it under the floor to prevent this.
4544 <br><br>
4545 Fortunately, there is a cool trick to make a perfectly invisible
4546 teleporter: You simply add teleporter functionality to the floor
4547 itself. That means: You take the floor arch (e.g. "flagstone"),
4548 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4549 </use>
4550 <attribute arch="slaying" editor="exit path" type="string">
4551 The exit path specifies the map that the player is transferred to.
4552 &lt;exit path&gt; can be an absolute path, beginning with '/'
4553 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4554 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4555 for example I could use the relative path "Fire1"). Use relative
4556 paths whenever possible! Note that upper/lower case must always be
4557 set correctly. However, please use lower case only.
4558
4559 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4560 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4561 monsters and items. In this case, the destined map is automatically
4562 the same map the teleporter is on.
4563 </attribute>
4564 <attribute arch="hp" editor="destination X" type="int">
4565 The exit destinations define the (x, y)-coordinates where the exit
4566 leads to.
4567
4568 If both are set to zero and &lt;exit path&gt; is empty, the player will
4569 get teleported to another, randomly chosen teleporter on the same
4570 map (Slightly confusing for the player though). Make sure there
4571 actually *is* a second one in that case.
4572
4573 If both are set to zero and &lt;exit path&gt; is set, the player will
4574 be transferred to the "default enter location" of the destined map.
4575 The latter can be set in the map-properties as "Enter X/Y". Though,
4576 please DO NOT use that. It turned out to be a source for numerous
4577 map-bugs.
4578 </attribute>
4579 <attribute arch="sp" editor="destination Y" type="int">
4580 The exit destinations define the (x, y)-coordinates where the exit
4581 leads to.
4582
4583 If both are set to zero and &lt;exit path&gt; is empty, the player will
4584 get teleported to another, randomly chosen teleporter on the same
4585 map (Slightly confusing for the player though). Make sure there
4586 actually *is* a second one in that case.
4587
4588 If both are set to zero and &lt;exit path&gt; is set, the player will
4589 be transferred to the "default enter location" of the destined map.
4590 The latter can be set in the map-properties as "Enter X/Y". Though,
4591 please DO NOT use that. It turned out to be a source for numerous
4592 map-bugs.
4593 </attribute>
4594 <attribute arch="connected" editor="connection" type="int">
4595 If a connection value is set, the teleporter will be activated
4596 whenever the connection is triggered. To use this properly,
4597 &lt;activation speed&gt; must be zero.
4598 </attribute>
4599 <attribute arch="speed" editor="activation speed" type="float">
4600 If the &lt;activation speed&gt; is nonzero, the teleporter will
4601 automatically be activated in regular time-intervals. Hence, the
4602 player can just step on it and gets teleported sooner or later.
4603 The duration between two activates depends on the given value.
4604 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4605
4606 VERY IMPORTANT: If you want to have your teleporter activated via
4607 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4608 </attribute>
4609 </type>
4610
4611 <!--####################################################################-->
4612 <type number="26" name="Timed Gate">
4613 <ignore>
4614 <ignore_list name="non_pickable" />
4615 </ignore>
4616 <description><![CDATA[
4617 Gates play an important role in Crossfire. Gates can be opened
4618 by activating a button/trigger, by speaking passwords (-> magic_ear)
4619 or carrying special key-objects (-> inventory checker).
4620 Unlike locked doors, gates can get shut again after a player has
4621 passed, which makes them more practical in many cases. Unlike normal
4622 gates, timed gates open when triggered but automatically close again
4623 after some time.]]>
4624 </description>
4625 <use><![CDATA[
4626 Use gates to divide your maps into separated areas. After solving
4627 area A, the player gains access to area B, and so on. Make your
4628 maps more complex than "one-way". ]]>
4629 </use>
4630 <attribute arch="no_pick" value="1" type="fixed" />
4631 <attribute arch="connected" editor="connection" type="int">
4632 Whenever the inventory checker is triggered, all objects with identical
4633 &lt;connection&gt; value get activated. This only makes sense together with
4634 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4635 after some time.
4636 </attribute>
4637 <attribute arch="wc" editor="position state" type="int">
4638 The &lt;position state&gt; defines the position of the gate:
4639 Zero means completely open/down, the "number of animation-steps" (usually
4640 about 6 or 7) means completely closed/up state. I suggest you don't
4641 mess with this value - Leave the default in place.
4642 </attribute>
4643 <attribute arch="no_pass" editor="blocking passage" type="bool">
4644 For open gates, &lt;blocking passage&gt; should be unset.
4645 For closed gates it must be set.
4646 </attribute>
4647 <attribute arch="no_magic" editor="restrict spells" type="bool">
4648 Restricting the use of spells to pass this gate. This has
4649 an effect only if &lt;block view&gt; is disabled.
4650 </attribute>
4651 <attribute arch="damned" editor="restrict prayers" type="bool">
4652 Restricting the use of prayers to pass this door. This has
4653 an effect only if &lt;block view&gt; is disabled.
4654 </attribute>
4655 <attribute arch="hp" editor="open duration" type="int">
4656 Defines the duration the gate remains closed. This only takes effect
4657 if the gate is not connected.
4658 </attribute>
4659 </type>
4660
4661 <!--####################################################################-->
4662 <type number="155" name="Trap">
4663 <ignore>
4664 <attribute arch="no_pick" />
4665 <attribute arch="title" />
4666 <attribute arch="name_pl" />
4667 <attribute arch="weight" />
4668 <attribute arch="value" />
4669 <attribute arch="material" />
4670 <attribute arch="unpaid" />
4671 </ignore>
4672 <description><![CDATA[
4673 A trap is a object that can either do damage or trigger another connected object
4674 when detonated. Traps are like runes except they are not magical in nature,
4675 and generally have either a physical attack or trigger a reaction.
4676 <br><br>
4677 Traps hit any monster or person who steps on them for 'dam' damage in
4678 'attacktype' attacktype and/or trigger a reaction.
4679 <br><br>
4680 Many traps are already defined in the archetypes. ]]>
4681 </description>
4682 <use><![CDATA[
4683 Avoid monsters stepping on your traps. For example, a party of orcs setting
4684 off your lightning wall and pit trap is usually a bad idea. ]]>
4685 </use>
4686 <attribute arch="no_pick" value="1" type="fixed" />
4687 <attribute arch="walk_on" value="1" type="fixed" />
4688 <attribute arch="level" editor="trap level" type="int">
4689 Level effects how easily a trap may be found and disarmed, and
4690 how much experience the player gets for doing so. Beware: High level
4691 traps can be quite a cheap source of experience! So either make them
4692 tough, or keep the level low.
4693 </attribute>
4694 <attribute arch="Cha" editor="visibility" type="int">
4695 This value determines what fraction of the time the trap is visible:
4696 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4697 how easily the trap may be found.
4698 </attribute>
4699 <attribute arch="hp" editor="number of charges" type="int">
4700 The trap will detonate &lt;number of charges&gt; times before disappearing.
4701 </attribute>
4702 <attribute arch="dam" editor="direct damage" type="int">
4703 &lt;direct damage&gt; specifies how much damage is done by the trap.
4704 This should be set in reasonable relation to the trap's level.
4705 </attribute>
4706 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4707 This attribute defines what attacktype to use for direct damage when
4708 the trap detonates.
4709 </attribute>
4710 <attribute arch="connected" editor="connection" type="int">
4711 When the trap is detonated, all objects with the same
4712 connection value get activated.
4713 </attribute>
4714 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4715 When the trap detonates, this text is displayed to the
4716 victim. For especially powerful or complex traps, create an appropriate
4717 and thrilling description. ;)
4718 </attribute>
4719 </type>
4720
4721 <!--####################################################################-->
4722 <type number="95" name="Trapdoor">
4723 <ignore>
4724 <ignore_list name="non_pickable" />
4725 </ignore>
4726 <description><![CDATA[
4727 Trapdoors are very similar to pits. The difference is that they
4728 can not be closed. Instead, the weight of the object on the
4729 trapdoor determines weither it slams the trapdoor open and falls through
4730 or not.<br>
4731 Once a trapdoor has been opened (by a creature or items of sufficient
4732 weight,) it remains open, acting like an opened pit. ]]>
4733 </description>
4734 <use><![CDATA[
4735 Trapdoors should be used in the same fashion as pits:
4736 They should always drop the victims to some kind of lower level. They
4737 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4738 </use>
4739 <attribute arch="no_pick" value="1" type="fixed" />
4740 <attribute arch="walk_on" value="1" type="fixed" />
4741 <attribute arch="weight" editor="hold weight" type="int">
4742 This value defines how much weight the trapdoor can hold.
4743 Once items or creatures are gathered on the trapdoor, with
4744 a total weight surpassing this value, then the trapdoor will
4745 open and things start falling through.
4746 </attribute>
4747 <attribute arch="hp" editor="destination X" type="int">
4748 The trapdoor will transport creatures (and items) randomly into
4749 a two-square radius of the destination coordinates.
4750 If the destination square becomes blocked, the trapdoor will act like
4751 being filled up and not work anymore!
4752 </attribute>
4753 <attribute arch="sp" editor="destination Y" type="int">
4754 The trapdoor will transport creatures (and items) randomly into
4755 a two-square radius of the destination coordinates.
4756 If the destination square becomes blocked, the trapdoor will act like
4757 being filled up and not work anymore!
4758 </attribute>
4759 </type>
4760
4761 <!--####################################################################-->
4762 <type number="4" name="Treasure">
4763 <ignore>
4764 <attribute arch="nrof" />
4765 <attribute arch="title" />
4766 <attribute arch="name_pl" />
4767 <attribute arch="weight" />
4768 <attribute arch="value" />
4769 <attribute arch="material" />
4770 </ignore>
4771 <description><![CDATA[
4772 A treasure-object turns into certain randomitems when the map is loaded
4773 into the game. ]]>
4774 </description>
4775 <use><![CDATA[
4776 About usage of the "random-artifact" treasurelist:
4777 This will generate powerful stuff like girdles, xray helmets, special
4778 swords etc. If you put this as reward to your quest, players might be
4779 motivated to do it more than once. BUT, by doing so they will get a huge
4780 number of different artifacts! Besides, players will always seek the place
4781 with the most easy-to-get random artifact and ignore all others.
4782 My advice: Don't use it! Attract players with good fighting experience
4783 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4784 </use>
4785 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4786 This entry determines what kind of treasure will appear. Look into
4787 /crossfire/share/crossfire/treasures for details about existing
4788 treasurelists.
4789 </attribute>
4790 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4791 "Auto-generate" must be set in order to have the treasure be created
4792 when the map is loaded.
4793 If you want to create a random treasure chest, you unset this flag.
4794 That way, the player has to apply the object (the chest), then the
4795 treasure is generated.
4796 </attribute>
4797 <attribute arch="hp" editor="create number" type="int">
4798 "Create number" specifies how many pieces of the given treasurelist
4799 will appear. Note that for every piece there is a chance that nothing is
4800 generated. Also, sometimes there can be stacks of items generated, like
4801 for gems/money.
4802 </attribute>
4803 <attribute arch="exp" editor="quality level" type="int">
4804 The &lt;quality level&gt; will be used for the quality of the generated
4805 treasure instead of the map difficulty (as was done with shops).
4806 If zero/unset, the map difficulty will instead be used.
4807 (Example for comparison: Shop floors generate treasure of
4808 &lt;quality level&gt; 5 per default).
4809 </attribute>
4810 </type>
4811
4812 <!--####################################################################-->
4813 <type number="52" name="Trigger Marker">
4814 <ignore>
4815 <ignore_list name="system_object" />
4816 </ignore>
4817 <description><![CDATA[
4818 A trigger marker is an object that inserts an invisible force (a mark) into a
4819 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4820 &lt;key string&gt; which can be discovered by detectors or inventory
4821 checkers. It is also possible to use markers for removing marks again.
4822 <br><br>
4823 Note that the player has no possibility to "see" his own marks,
4824 except by the effect that they cause on the maps. ]]>
4825 </description>
4826 <use><![CDATA[
4827 Markers hold real cool possibilities for map-making. I encourage
4828 you to use them frequently. However there is one negative point
4829 about markers: Players don't "see" what's going on with them. It is
4830 your task, as map-creator, to make sure the player is always well
4831 informed and never confused.
4832 <br><br>
4833 Please avoid infinite markers when they aren't needed. They're
4834 using a little space in the player file after all, so if there
4835 is no real purpose, set an expire time. ]]>
4836 </use>
4837 <attribute arch="no_pick" value="1" type="fixed" />
4838 <attribute arch="slaying" editor="key string" type="string">
4839 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4840 If the player already has a force with that &lt;key string&gt;,
4841 there won't be inserted a second one.
4842 </attribute>
4843 <attribute arch="connected" editor="connection" type="int">
4844 Unlike a regular marker this is the connection that triggers this marker to activate.
4845 </attribute>
4846 <attribute arch="food" editor="mark duration" type="int">
4847 This value defines the duration of the force it inserts.
4848 If nonzero, the duration of the player's mark is finite:
4849 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4850 means the mark will stay on the player forever.
4851 </attribute>
4852 <attribute arch="name" editor="delete mark" type="string">
4853 When the player steps onto the marker, all existing forces in
4854 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4855 will be removed. If you don't want to remove any marks, leave
4856 this textfield empty.
4857
4858 Note that the string &lt;delete mark&gt; is set as the name of
4859 this marker. So don't be confused, and remember changing the
4860 name will take effect on the marker's functionality.
4861 </attribute>
4862 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4863 In the moment when the player gets marked, this text is displayed
4864 to him. You should really set a message in any marker you create,
4865 because it's the only way for the player to notice what's going on.
4866 </attribute>
4867 </type>
4868
4869 <!--####################################################################-->
4870 <type number="0" name="Wall">
4871 <required>
4872 <attribute arch="is_floor" value="0" />
4873 <attribute arch="alive" value="0" />
4874 <attribute arch="no_pass" value="1" />
4875 </required>
4876 <ignore>
4877 <attribute arch="nrof" />
4878 <attribute arch="title" />
4879 <attribute arch="name_pl" />
4880 <attribute arch="value" />
4881 <attribute arch="unpaid" />
4882 </ignore>
4883 <description><![CDATA[
4884 Walls usually block passage and sight. ]]>
4885 </description>
4886 <attribute arch="no_pass" editor="blocking passage" type="bool">
4887 If set, the object cannot be passed by players nor monsters.
4888 </attribute>
4889 <attribute arch="can_roll" editor="moveable" type="bool">
4890 If set, the object is able to "roll", so it can be pushed around.
4891 This setting is used for boulders and barrels.
4892 </attribute>
4893 <attribute arch="no_magic" editor="restrict spells" type="bool">
4894 This takes effect only with &lt;blocksview&gt; disabled.
4895 Restricting the use of spells to pass this wall.
4896 </attribute>
4897 <attribute arch="damned" editor="restrict prayers" type="bool">
4898 This takes effect only with &lt;blocksview&gt; disabled.
4899 Restricting the use of spells to pass this wall.
4900 </attribute>
4901 </type>
4902
4903 <!--####################################################################-->
4904 <type number="109" name="Wand &amp; Staff">
4905 <description><![CDATA[
4906 Wands contain a certain spell. The player can apply (ready) and
4907 fire the wand. After a defined number of casts, the wand is
4908 "used up". It is possible to recharge a wand with scrolls of
4909 charging, but usually that isn't worth the cost. ]]>
4910 </description>
4911 <use><![CDATA[
4912 Wands are quite seldomly used. The reason prolly is that they're
4913 generally not cost-efficient. Handing out high-level wands with
4914 powerful special spells isn't a good idea either, because of
4915 the recharge ability.
4916 <br><br>
4917 For low levels, staffs of healing/cure and word of recall are
4918 quite desirable though. Ideal rewards for low level quests. ]]>
4919 </use>
4920 <attribute arch="sp" editor="spell" type="spell">
4921 The &lt;spell&gt; specifies the contained spell.
4922 </attribute>
4923 <attribute arch="level" editor="casting level" type="int">
4924 The &lt;casting level&gt; of the wand determines it's power.
4925 An average level for wands in shops is about 10.
4926 </attribute>
4927 <attribute arch="food" editor="number of charges" type="int">
4928 The wand can be used &lt;number of charges&gt; times before it is
4929 used up. It can be recharged with scrolls of charging.
4930 </attribute>
4931 <attribute arch="startequip" editor="godgiven item" type="bool">
4932 A godgiven item vanishes as soon as the player
4933 drops it to the ground.
4934 </attribute>
4935 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4936 This text may contain a description of the wand.
4937 </attribute>
4938 </type>
4939
4940 <!--####################################################################-->
4941 <type number="0" name="Weak Wall">
4942 <required>
4943 <attribute arch="is_floor" value="0" />
4944 <attribute arch="alive" value="1" />
4945 <attribute arch="tear_down" value="1" />
4946 </required>
4947 <ignore>
4948 <ignore_list name="non_pickable" />
4949 </ignore>
4950 <description><![CDATA[
4951 A weak wall is a breakable spot amidsts a solid wall. Typically
4952 these weak walls look similar to their solid "relatives" except
4953 for a small crack or little chunks of wall on the ground. ]]>
4954 </description>
4955 <use><![CDATA[
4956 If you want to create hidden rooms, using weak walls is alot
4957 better than completely indiscernible passages in a wall.<br>
4958 Anyways, there can be a lot more to weak walls than just finding
4959 them: Rising their defensive stats, weak walls can become a
4960 serious obstacle. An ice wall might only be torn down by a fire
4961 attack for example. A granite wall for instance might be very
4962 hard to destroy. ]]>
4963 </use>
4964 <attribute arch="alive" value="1" type="fixed" />
4965 <attribute arch="no_pick" value="1" type="fixed" />
4966 <attribute arch="tear_down" value="1" type="fixed" />
4967 <attribute arch="race" editor="race" type="string">
4968 For weak walls, &lt;race&gt; should always be set to "wall",
4969 unless you create something fancy like a building which
4970 is in fact meant to be a huge animal.
4971 Note that shovels slay walls, so they do tripple damage
4972 against weak walls.
4973 </attribute>
4974 <attribute arch="level" editor="level" type="int">
4975 The &lt;level&gt; of a weak wall works similar to monster levels.
4976 Due to the fact that weak walls cannot attack, the level
4977 is much less important though.
4978 </attribute>
4979 <attribute arch="hp" editor="health points" type="int">
4980 The &lt;health points&gt; of a weak wall define how long it takes to
4981 tear it down. With every successful hit from an opponent,
4982 &lt;health points&gt; get drained.
4983 </attribute>
4984 <attribute arch="maxhp" editor="max health" type="int">
4985 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4986 weak wall can have. Since walls generally don't heal, I doubt
4987 this has much real effect.
4988 </attribute>
4989 <attribute arch="ac" editor="armour class" type="int">
4990 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4991 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4992 </attribute>
4993 <section name="resistance">
4994 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4995 </attribute>
4996 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4997 </attribute>
4998 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4999 </attribute>
5000 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5001 </attribute>
5002 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5003 </attribute>
5004 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5005 </attribute>
5006 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5007 </attribute>
5008 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5009 </attribute>
5010 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5011 </attribute>
5012 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5013 </attribute>
5014 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5015 </attribute>
5016 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5017 </attribute>
5018 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5019 </attribute>
5020 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5021 </attribute>
5022 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5023 </attribute>
5024 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5025 </attribute>
5026 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5027 </attribute>
5028 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5029 </attribute>
5030 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5031 </attribute>
5032 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5033 </attribute>
5034 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5035 </attribute>
5036 </section>
5037 </type>
5038
5039 <!--####################################################################-->
5040 <type number="15" name="Weapon">
5041 <description><![CDATA[
5042 Wielding a weapon, the object's stats will directly be inherited to the
5043 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5044 be improved with scrolls. ]]>
5045 </description>
5046 <use><![CDATA[
5047 If you create artifacts (equipment) with stats- or resistance-bonus:
5048 Keep playbalance in mind! Such items mustn't be reachable without hard
5049 fighting AND questing. ]]>
5050 </use>
5051 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5052 This number is a bitmask, specifying the weapon's attacktypes.
5053 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5054 have no more than one or two attacktypes. Keep in mind that all weapons
5055 can be blessed by the player's diety, thus adding an additional attacktype.
5056
5057 When a player hits a monster with a weapon that has more than one attacktype,
5058 then he will do as much damage as the "best" of his attacktypes does. So,
5059 the more attacktypes you've got, the better your chance to take advantage
5060 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5061 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5062 </attribute>
5063 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5064 The &lt;weapontype&gt; characterizes the weapon's type of physical
5065 attack. It could best be considered a "subclassification"
5066 of the physical attacktype. For now, this is only used for
5067 attack messages!
5068
5069 You should always set this correctly when creating new
5070 weapons for your maps.
5071 </attribute>
5072 <attribute arch="skill" editor="skill name" type="string">
5073 Matching &lt;skill name&gt; of the skill that is required
5074 to use this weapon.
5075 </attribute>
5076 <attribute arch="dam" editor="damage" type="int">
5077 The damage value is used as base value for how much damage the weapon
5078 does per hit. The actual damage involves more dependencies,
5079 like wielder's level and defender's level. Look at existing weapons
5080 to get a feel for the range of weapon damage values.
5081 </attribute>
5082 <attribute arch="slaying" editor="slaying race" type="string">
5083 Slaying means the weapon does tripple (3x) damage to monsters of the
5084 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5085 only monsters of that archtype are hit with tripple damage.
5086
5087 No god blessings are possible for weapons with a race set in this entry
5088 (That's because god blessings add tripple damage against their own
5089 enemy races). Tripple damage is very effective.
5090 </attribute>
5091 <attribute arch="last_sp" editor="weapon speed" type="int">
5092 The weapon speed determines how often the wielder can swing the weapon
5093 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5094 is best (that is lightning- fast). A typical average value is 8.
5095 Speed and damage should be kept in reasonable relation.
5096 </attribute>
5097 <attribute arch="wc" editor="weapon class" type="int">
5098 The weapon class value adds to the overall weapon class of the wielder's
5099 melee attacks. Weapon class improves the chance of hitting the opponent.
5100 </attribute>
5101 <attribute arch="magic" editor="magic bonus" type="int">
5102 For a weapon, magic bonus works just like weapon class, except that
5103 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5104 less useful than direct weapon class value on a weapon.
5105 </attribute>
5106 <attribute arch="item_power" editor="item power" type="int">
5107 The &lt;item power&gt; value measures how "powerful" an artifact is.
5108 Players will only be able to wear equipment with a certain total
5109 amount of &lt;item power&gt;, depending on their own level. This is the
5110 only way to prevent low level players to wear "undeserved" equipment
5111 (like gifts from other players or cheated items).
5112
5113 It is very important to adjust the &lt;item power&gt; value carefully
5114 for every artifact you create! If zero/unset, the CF server will
5115 calculate a provisional value at runtime, but this is never
5116 going to be an accurate measurement of &lt;item power&gt;.
5117 </attribute>
5118 <attribute arch="damned" editor="damnation" type="bool">
5119 A damned weapon cannot be unwielded unless
5120 the curse is removed. Removing damnations is
5121 a tick harder than removing curses.
5122 </attribute>
5123 <attribute arch="cursed" editor="curse" type="bool">
5124 A cursed weapon cannot be unwielded unless
5125 the curse is removed.
5126 </attribute>
5127 <attribute arch="lifesave" editor="save life" type="bool">
5128 An item with this flag enabled will save the players life
5129 for one time: When the player is wearing this item and his
5130 health points reach zero, the item disappears, replenishing
5131 half of the player's health.
5132
5133 An item with &lt;save life&gt; should not have
5134 any decent additional bonuses!
5135 </attribute>
5136 <attribute arch="unique" editor="unique item" type="bool">
5137 Unique items exist only one time on a server. If the item
5138 is taken, lost or destroyed - it's gone for good.
5139 </attribute>
5140 <attribute arch="startequip" editor="godgiven item" type="bool">
5141 A godgiven item vanishes as soon as the player
5142 drops it to the ground.
5143 </attribute>
5144 <section name="resistance">
5145 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5146 This adds physical resistance to the weapon (= armour value). The number is
5147 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5148 and what they require to do for getting this-and-that artifact.
5149 </attribute>
5150 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5151 This adds magic resistance to the weapon. The number is a percent-value in
5152 the range 0-100. Treat this with CARE. Look at other maps and what they
5153 require to do for getting this-and-that artifact.
5154 </attribute>
5155 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5156 This adds fire resistance to the weapon. The number is a percent-value in
5157 the range 0-100. Treat this with CARE. Look at other maps and what they
5158 require to do for getting this-and-that artifact.
5159 </attribute>
5160 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5161 This adds electricity resistance to the weapon. The number is a percent-value in
5162 the range 0-100. Treat this with CARE. Look at other maps and what they
5163 require to do for getting this-and-that artifact.
5164 </attribute>
5165 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5166 This adds fire resistance to the weapon. The number is a percent-value in
5167 the range 0-100. Treat this with CARE. Look at other maps and what they
5168 require to do for getting this-and-that artifact.
5169 </attribute>
5170 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5171 This adds confusion resistance to the weapon. The number is a percent-value in
5172 the range 0-100. Confusion resistance is not very effective
5173 unless the value comes close to 100 (= perfect immunity).
5174 </attribute>
5175 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5176 This adds acid resistance to the weapon. The number is a percent-value in
5177 the range 0-100. Treat this with CARE. Look at other maps and what they
5178 require to do for getting this-and-that artifact.
5179 </attribute>
5180 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5181 This adds draining resistance to the weapon. The number is a percent-value
5182 in the range 0-100. Draining resistance is little effective
5183 unless the value is 100 (= perfect immunity).
5184 </attribute>
5185 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5186 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5187 the range 0-100. Weaponmagic resistance generally should not exist on
5188 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5189 are not meant to be easily resisted.
5190 </attribute>
5191 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5192 This adds ghosthit resistance to the weapon. The number is a percent-value
5193 in the range 0-100. Treat this with CARE. Look at other maps and what they
5194 require to do for getting this-and-that artifact.
5195 </attribute>
5196 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5197 This adds poison resistance to the weapon. The number is a percent-value in
5198 the range 0-100. Treat this with CARE. Look at other maps and what they
5199 require to do for getting this-and-that artifact.
5200 </attribute>
5201 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5202 This adds fear resistance to the weapon. The number is a percent-value in
5203 the range 0-100. Resistance to fear is pretty useless.
5204 </attribute>
5205 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5206 This adds paralyze resistance to the weapon. The number is a percent-value in
5207 the range 0-100. Paralyze resistance is little effective
5208 unless the value is 100 (= perfect immunity).
5209 </attribute>
5210 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5211 This adds fear resistance to the weapon. The number is a percent-value in
5212 the range 0-100. Resistance to fear is pretty useless.
5213 </attribute>
5214 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5215 This adds depletion resistance to the weapon. The number is a percent-value
5216 in the range 0-100. Depletion resistance is little effective
5217 unless the value is 100 (= perfect immunity).
5218 </attribute>
5219 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5220 This adds death-attack resistance to the weapon. The number is a
5221 percent-value in the range 0-100. Death-attack resistance is little
5222 effective unless the value is 100 (= perfect immunity).
5223 Generally, resistance to death-attack is not supposed to be
5224 available to players!
5225 </attribute>
5226 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5227 This adds chaos resistance to the weapon. The number is a percent-value in
5228 the range 0-100. Treat this with CARE. Look at other maps and what they
5229 require to do for getting this-and-that artifact.
5230 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5231 combination of other attacktypes.
5232 </attribute>
5233 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5234 This adds blinding resistance to the weapon. The number is a percent-value
5235 in the range 0-100. Treat this with CARE. Look at other maps and what they
5236 require to do for getting this-and-that artifact.
5237 </attribute>
5238 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5239 This adds holy power resistance to the weapon. The number is a percent-value
5240 in the range 0-100. Holy power is the attacktype that holyword-type spells
5241 use to hurt undead creatures. This kind of resistance is only reasonable
5242 for undead players (wraith or devourer cult).
5243 Generally, resistance to holy word should not be available for players.
5244 </attribute>
5245 </section>
5246 <section name="stats">
5247 <attribute arch="Str" editor="strength" type="int">
5248 The player's strentgh will rise/fall by the given value
5249 while wearing this weapon.
5250 </attribute>
5251 <attribute arch="Dex" editor="dexterity" type="int">
5252 The player's dexterity will rise/fall by the given value
5253 while wearing this weapon.
5254 </attribute>
5255 <attribute arch="Con" editor="constitution" type="int">
5256 The player's constitution will rise/fall by the given value
5257 while wearing this weapon.
5258 </attribute>
5259 <attribute arch="Int" editor="intelligence" type="int">
5260 The player's intelligence will rise/fall by the given value
5261 while wearing this weapon.
5262 </attribute>
5263 <attribute arch="Pow" editor="power" type="int">
5264 The player's power will rise/fall by the given value
5265 while wearing this weapon.
5266 </attribute>
5267 <attribute arch="Wis" editor="wisdom" type="int">
5268 The player's wisdom will rise/fall by the given value while
5269 wearing this weapon.
5270 </attribute>
5271 <attribute arch="Cha" editor="charisma" type="int">
5272 The player's charisma will rise/fall by the given value
5273 while wearing this weapon.
5274 </attribute>
5275 </section>
5276 <section name="misc">
5277 <attribute arch="luck" editor="luck bonus" type="int">
5278 With positive luck bonus, the player is more likely to
5279 succeed in all sorts of things (spellcasting, praying,...).
5280 Unless the &lt;luck bonus&gt; is very high, the effect will be
5281 barely visible in-game. Luck bonus on one piece of equipment
5282 should never exceed 3, and such bonus should not be too
5283 frequently available.
5284 </attribute>
5285 <attribute arch="hp" editor="health regen." type="int">
5286 Positive &lt;health regen.&gt; bonus speeds up the
5287 player's healing process. Negative values slow it down.
5288 </attribute>
5289 <attribute arch="sp" editor="mana regen." type="int">
5290 Positive &lt;mana regen.&gt; bonus speeds up the
5291 player's mana regeneration. Negative values slow it down.
5292 </attribute>
5293 <attribute arch="grace" editor="grace regen." type="int">
5294 Positive &lt;grace regen.&gt; bonus speeds up the
5295 player's grace regeneration. Negative values slow it down.
5296 Since grace can be regenerated rather easy with praying,
5297 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5298 </attribute>
5299 <attribute arch="food" editor="food bonus" type="int">
5300 Positive &lt;food bonus&gt; slows down the player's digestion,
5301 thus he consumes less food. Negative values speed it up.
5302
5303 Note that food is consumed not only for "being alive", but
5304 also for healing and mana-regeneration.
5305 &lt;food bonus&gt; only affects the amount of food consumed
5306 for "being alive". Hence, even with high &lt;food bonus&gt;,
5307 during a fight a player can run out of food quickly.
5308 </attribute>
5309 <attribute arch="xrays" editor="xray vision" type="bool">
5310 Xray vision allows the player to see through obstacles
5311 in a two-square-wide radius. This is extremely helpful and
5312 desirable, so don't give it away for cheap on equipment.
5313 </attribute>
5314 <attribute arch="stealth" editor="stealth" type="bool">
5315 Stealth allows the player to move silently.
5316 This comes to effect if a player turns himself
5317 invisible and tries to sneak around monsters.
5318 (At least that was the idea behind it)
5319 </attribute>
5320 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5321 If a player is wearing any piece of equipment with
5322 the ability to &lt;reflect spells&gt;, all kinds of
5323 spell-bullets and -beams will bounce off him.
5324 This works only about 90% of all times, to
5325 avoid players being completely immune to certain
5326 types of attacks.
5327
5328 This is a very powerful ability and it
5329 shouldn't be handed out cheap!
5330 </attribute>
5331 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5332 If a player is wearing any piece of equipment with
5333 the ability to &lt;reflect missiles&gt;, all kinds of
5334 projectiles (e.g. arrows, bolts, boulders) will
5335 bounce off him. This works only about 90% of all
5336 times, to avoid players being completely immune to
5337 certain types of attacks.
5338 </attribute>
5339 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5340 Click on the &lt;attuned paths&gt; button to select spellpaths.
5341 The player will get attuned to the specified spellpaths
5342 while wearing this weapon.
5343 </attribute>
5344 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5345 Click on the &lt;repelled paths&gt; button to select spellpaths.
5346 The player will get repelled to the specified spellpaths
5347 while wearing this weapon.
5348 </attribute>
5349 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5350 Click on the &lt;denied paths&gt; button to select spellpaths.
5351 The specified spellpaths will be denied to the player
5352 while wearing this weapon.
5353 </attribute>
5354 </section>
5355 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5356 This text describes the weapons's "story". Every decent artifact weapon
5357 should have such a description.
5358 </attribute>
5359 </type>
5360
5361 </types>