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/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.30
Committed: Mon Sep 10 18:30:30 2007 UTC (16 years, 8 months ago) by root
Content type: text/xml
Branch: MAIN
CVS Tags: rel-2_2
Changes since 1.29: +5 -0 lines
Log Message:
- note to self: all forms of cede need PUTBACK
  as any other fucntion modifying the stack.
- the beginning of tag support
- just for fun tag soem buildings in scorn and watch the database change
- do not install world-precomposed, this saves a lot of traffic, scanning
  and other things.
- add tag field to every object in the editor.

File Contents

# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the definitions-file for all the different #
5 # Crossfire object types and their attributes. #
6 # #
7 # The server code of the Crossfire game is always changing and #
8 # evolving. From time to time, object-attributes change in purpose, #
9 # or new ones are created. #
10 # Therefore, it is important that an Editor is flexible and #
11 # easy to "upgrade" to handle such new features. That's why the #
12 # CFJavaEditor reads the type-definitions from this xml file. #
13 # #
14 # If you encounter bugs, typos or missing entries in the LATEST #
15 # VERSION of this file - Don't hesitate to improve it, contact me #
16 # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17 # I will put it into the "official version" of the CFJavaEditor #
18 # and all fellow Crossfire-Map-Makers can benefit from your work! #
19 # #
20 # IMPORTANT: Make a backup copy of this file before you start #
21 # to modify it! #
22 # #
23 # New types must be inserted maintaining the alphabetical order. #
24 # #
25 # about the 'type' elements: #
26 # #
27 # <type number="15" name="Type Name"> #
28 # <import_type name="Type Name" /> import attributes of this type #
29 # <required> #
30 # list of required attributes to identifying this type #
31 # </required> #
32 # <ignore> #
33 # list of attributes not to import from default_type #
34 # </ignore> #
35 # <description><![CDATA[ #
36 # Description of this type. ]]> #
37 # </description> #
38 # <use><![CDATA[ #
39 # How to use this type. ]]> #
40 # </use> #
41 # ... attributes ... #
42 # </type> #
43 # #
44 # about the 'attribute' type: <attribute ... type="XXX" > #
45 # #
46 # bool - This attribute can only be set to '1' or '0' #
47 # int - This attribute contains a decimal number #
48 # float - This attr. contains a floating point number #
49 # string - This attribute contains a string #
50 # text - This attribute contains a text ("text" can have #
51 # linebreaks, unlike "string") #
52 # fixed - This attribute is always set to a fixed 'value' #
53 # (There is no user-input for this attribute) #
54 # spell - This attribute contains a spell. The mapmaker can #
55 # choose spells from a combo box. #
56 # nz_spell - works just like 'spell', except that the #
57 # spell-value zero is always interpreted as <none>, #
58 # never as "magic bullet" #
59 # bool_special - Like bool, but with customized true/false values #
60 # treasurelist - CF treasure list (see "treasures" file) #
61 # list_LISTNAME - list, must be defined as a <list> element #
62 # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63 # element #
64 # #
65 # Created by Andreas Vogl. #
66 ######################################################################
67 -->
68 <!DOCTYPE types [
69 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70
71 <!ELEMENT bitmask (entry*)>
72 <!ATTLIST bitmask name CDATA #REQUIRED>
73
74 <!ELEMENT list (entry*)>
75 <!ATTLIST list name CDATA #REQUIRED>
76
77 <!ELEMENT entry EMPTY>
78 <!ATTLIST entry bit CDATA #IMPLIED
79 value CDATA #IMPLIED
80 name CDATA #REQUIRED>
81
82 <!ELEMENT ignore_list (attribute* | EMPTY)>
83 <!ATTLIST ignore_list name CDATA #REQUIRED>
84
85 <!ELEMENT default_type (attribute*)>
86
87 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88 <!ATTLIST type name CDATA #REQUIRED
89 number CDATA #REQUIRED>
90
91 <!ELEMENT description (#PCDATA)>
92 <!ELEMENT use (#PCDATA)>
93
94 <!ELEMENT import_type EMPTY>
95 <!ATTLIST import_type name CDATA #REQUIRED>
96
97 <!ELEMENT required (attribute+)>
98 <!ELEMENT ignore (attribute*,ignore_list*)>
99
100 <!ELEMENT section (attribute+)>
101 <!ATTLIST section name CDATA #REQUIRED>
102
103 <!ELEMENT attribute (#PCDATA)>
104 <!ATTLIST attribute type CDATA #IMPLIED
105 arch CDATA #IMPLIED
106 arch_begin CDATA #IMPLIED
107 arch_end CDATA #IMPLIED
108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED
110 length CDATA #IMPLIED
111 true CDATA #IMPLIED
112 false CDATA #IMPLIED>
113
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute>
118 ">
119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 Which movement types deactivate this object (e.g. button).
122 </attribute>
123 ">
124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets).
128 </attribute>
129 ">
130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'.
137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
153 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
161 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163 Whether the teleporter should only be activated on push.
164 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release.
167 </attribute>
168 ">
169
170 <!ENTITY resistances_flesh_desc "
171 Resistances on flesh items make them more durable against spellcraft
172 of the appropriate kind. It also allows dragon players to eventually gain
173 resistance by eating it. Usually resistance should only be set for flesh
174 items in a monster's inventory.
175 ">
176
177 <!ENTITY resistances_flesh_section "
178 <section name='resistance'>
179 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
225 &resistances_flesh_desc;
226 </attribute>
227 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
228 &resistances_flesh_desc;
229 </attribute>
230 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
231 &resistances_flesh_desc;
232 </attribute>
233 </section>
234 ">
235
236 <!ENTITY resistances_basic "
237 <section name='resistance'>
238 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
239 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
240 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
241 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
242 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
243 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
245 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
246 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
247 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
248 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
249 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
250 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
251 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
252 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
253 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
254 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
255 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
256 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
257 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
258 </section>
259 ">
260
261 <!ENTITY player_stat_desc "
262 The player's strentgh will rise/fall by the given value for permanent
263 (of course there is an upper limit). Generally there shouldn't be stat
264 potions granting more than one stat. Cursed potions will subtract the
265 stats if positive.
266 ">
267
268 <!ENTITY player_res_desc "
269 The player's resistance to physical will rise by this value in percent
270 (range -100 till +100). The effect is only temporare, and it does NOT
271 add on the values from the player's equipment.
272 Cursed potions will make negative resistance.. very nasty in combat!
273 ">
274
275 <!ENTITY player_stat_resist_sections "
276 <section name='stats'>
277 <attribute arch='Str' editor='strength' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Dex' editor='dexterity' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Con' editor='constitution' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Int' editor='intelligence' type='int'>
287 &player_stat_desc;
288 </attribute>
289 <attribute arch='Pow' editor='power' type='int'>
290 &player_stat_desc;
291 </attribute>
292 <attribute arch='Wis' editor='wisdom' type='int'>
293 &player_stat_desc;
294 </attribute>
295 <attribute arch='Cha' editor='charisma' type='int'>
296 &player_stat_desc;
297 </attribute>
298 </section>
299 <section name='resistance'>
300 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
352 &player_res_desc;
353 </attribute>
354 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
355 &player_res_desc;
356 </attribute>
357 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
358 &player_res_desc;
359 </attribute>
360 </section>
361 ">
362
363 ]>
364
365 <types>
366
367 <!--###################### bitmask definitions ######################-->
368
369 <bitmask name="attacktype">
370 <entry bit="0" name="Physical" />
371 <entry bit="1" name="Magical" />
372 <entry bit="2" name="Fire" />
373 <entry bit="3" name="Electricity" />
374 <entry bit="4" name="Cold" />
375 <entry bit="5" name="Confusion" />
376 <entry bit="6" name="Acid" />
377 <entry bit="7" name="Drain" />
378 <entry bit="8" name="Weaponmagic" />
379 <entry bit="9" name="Ghosthit" />
380 <entry bit="10" name="Poison" />
381 <entry bit="11" name="Slow" />
382 <entry bit="12" name="Paralyze" />
383 <entry bit="13" name="Turn Undead" />
384 <entry bit="14" name="Fear" />
385 <entry bit="15" name="Cancellation" />
386 <entry bit="16" name="Depletion" />
387 <entry bit="17" name="Death" />
388 <entry bit="18" name="Chaos" />
389 <entry bit="19" name="Counterspell" />
390 <entry bit="20" name="God Power" />
391 <entry bit="21" name="Holy Power" />
392 <entry bit="22" name="Blinding" />
393 </bitmask>
394
395 <bitmask name="material">
396 <entry bit="0" name="Paper" />
397 <entry bit="1" name="Iron" />
398 <entry bit="2" name="Glass" />
399 <entry bit="3" name="Leather" />
400 <entry bit="4" name="Wood" />
401 <entry bit="5" name="Organics" />
402 <entry bit="6" name="Stone" />
403 <entry bit="7" name="Cloth" />
404 <entry bit="8" name="Adamantite" />
405 <entry bit="9" name="Liquid" />
406 <entry bit="10" name="Soft Metal" />
407 <entry bit="11" name="Bone" />
408 <entry bit="12" name="Ice" />
409 <entry bit="13" name="(supress name on display)" />
410
411 </bitmask>
412
413 <bitmask name="spellpath">
414 <entry bit="0" name="Protection" />
415 <entry bit="1" name="Fire" />
416 <entry bit="2" name="Frost" />
417 <entry bit="3" name="Electricity" />
418 <entry bit="4" name="Missiles" />
419 <entry bit="5" name="Self" />
420 <entry bit="6" name="Summoning" />
421 <entry bit="7" name="Abjuration" />
422 <entry bit="8" name="Restoration" />
423 <entry bit="9" name="Detonation" />
424 <entry bit="10" name="Mind" />
425 <entry bit="11" name="Creation" />
426 <entry bit="12" name="Teleportation" />
427 <entry bit="13" name="Information" />
428 <entry bit="14" name="Transmutation" />
429 <entry bit="15" name="Transferrence" />
430 <entry bit="16" name="Turning" />
431 <entry bit="17" name="Wounding" />
432 <entry bit="18" name="Death" />
433 <entry bit="19" name="Light" />
434 </bitmask>
435
436 <bitmask name="will_apply">
437 <entry bit="0" name="Apply Handles" />
438 <entry bit="1" name="Open Chests" />
439 <entry bit="2" name="Break Walls" />
440 <entry bit="3" name="Open Doors" />
441 </bitmask>
442
443 <bitmask name="pick_up">
444 <entry bit="0" name="Nothing" />
445 <entry bit="1" name="Wealth" />
446 <entry bit="2" name="Food" />
447 <entry bit="3" name="Weapons" />
448 <entry bit="4" name="Armour" />
449 <entry bit="5" name="Inverse" />
450 <entry bit="6" name="All" />
451 </bitmask>
452
453 <bitmask name="movement_type">
454 <entry bit="0" name="Walk" />
455 <entry bit="1" name="Fly Low" />
456 <entry bit="2" name="Fly High" />
457 <entry bit="3" name="Swim" />
458 <entry bit="4" name="Boat" />
459 <entry bit="16" name="Other" />
460 </bitmask>
461
462 <!--###################### list definitions ######################-->
463
464 <list name="direction">
465 <entry value="0" name="&lt;none&gt;" />
466 <entry value="1" name="north" />
467 <entry value="2" name="northeast" />
468 <entry value="3" name="east" />
469 <entry value="4" name="southeast" />
470 <entry value="5" name="south" />
471 <entry value="6" name="southwest" />
472 <entry value="7" name="west" />
473 <entry value="8" name="northwest" />
474 </list>
475
476 <list name="mood">
477 <entry value="0" name="furious" />
478 <entry value="1" name="angry" />
479 <entry value="2" name="calm" />
480 <entry value="3" name="sleep" />
481 <entry value="4" name="charm" />
482 </list>
483
484 <list name="potion_effect">
485 <entry value="0" name="&lt;none&gt;" />
486 <entry value="65536" name="life restoration" />
487 <entry value="1048576" name="improvement" />
488 </list>
489
490 <list name="weapon_type">
491 <entry value="0" name="&lt;unknown&gt;" />
492 <entry value="1" name="sword" />
493 <entry value="2" name="arrows" />
494 <entry value="3" name="axe" />
495 <entry value="4" name="katana" />
496 <entry value="5" name="knife, dagger" />
497 <entry value="6" name="whip, chain" />
498 <entry value="7" name="hammer, flail" />
499 <entry value="8" name="club, stick" />
500 </list>
501
502 <list name="skill_type">
503 <entry value="1" name="lockpicking" />
504 <entry value="2" name="hiding" />
505 <entry value="3" name="smithery" />
506 <entry value="4" name="bowyer" />
507 <entry value="5" name="jeweler" />
508 <entry value="6" name="alchemy" />
509 <entry value="7" name="stealing" />
510 <entry value="8" name="literacy" />
511 <entry value="9" name="bargaining" />
512 <entry value="10" name="jumping" />
513 <entry value="11" name="detect magic" />
514 <entry value="12" name="oratory" />
515 <entry value="13" name="singing" />
516 <entry value="14" name="detect curse" />
517 <entry value="15" name="find traps" />
518 <entry value="16" name="mediatation" />
519 <entry value="17" name="punching" />
520 <entry value="18" name="flame touch" />
521 <entry value="19" name="karate" />
522 <entry value="20" name="climbing" />
523 <entry value="21" name="woodsman" />
524 <entry value="22" name="inscription" />
525 <entry value="23" name="one handed weapons" />
526 <entry value="24" name="missile weapons" />
527 <entry value="25" name="throwing" />
528 <entry value="26" name="use magic item" />
529 <entry value="27" name="disarm traps" />
530 <entry value="28" name="set traps" />
531 <entry value="29" name="thaumaturgy" />
532 <entry value="30" name="praying" />
533 <entry value="31" name="clawing" />
534 <entry value="32" name="levitation" />
535 <entry value="33" name="summoning" />
536 <entry value="34" name="pyromancy" />
537 <entry value="35" name="evocation" />
538 <entry value="36" name="sorcery" />
539 <entry value="37" name="two handed weapons" />
540 </list>
541
542 <list name="spell_type">
543 <entry value="1" name="raise dead" />
544 <entry value="2" name="rune" />
545 <entry value="3" name="make mark" />
546 <entry value="4" name="bolt" />
547 <entry value="5" name="bullet" />
548 <entry value="6" name="explosion" />
549 <entry value="7" name="cone" />
550 <entry value="8" name="bomb" />
551 <entry value="9" name="wonder" />
552 <entry value="10" name="smite" />
553 <entry value="11" name="magic missile" />
554 <entry value="12" name="summon golem" />
555 <entry value="13" name="dimension door" />
556 <entry value="14" name="magic mapping" />
557 <entry value="15" name="magic wall" />
558 <entry value="16" name="destruction" />
559 <entry value="17" name="perceive self" />
560 <entry value="18" name="word of recall" />
561 <entry value="19" name="invisible" />
562 <entry value="20" name="probe" />
563 <entry value="21" name="healing" />
564 <entry value="22" name="create food" />
565 <entry value="23" name="earth to dust" />
566 <entry value="24" name="change ability" />
567 <entry value="25" name="bless" />
568 <entry value="26" name="curse" />
569 <entry value="27" name="summon monster" />
570 <entry value="28" name="recharge" />
571 <entry value="29" name="polymorph" />
572 <entry value="30" name="alchemy" />
573 <entry value="31" name="remove curse" />
574 <entry value="32" name="identify" />
575 <entry value="33" name="detection" />
576 <entry value="34" name="mood change" />
577 <entry value="35" name="moving ball" />
578 <entry value="36" name="swarm" />
579 <entry value="37" name="charge mana" />
580 <entry value="38" name="dispel rune" />
581 <entry value="39" name="create missile" />
582 <entry value="40" name="consecrate" />
583 <entry value="41" name="animate weapon" />
584 <entry value="42" name="light" />
585 <entry value="43" name="change map light" />
586 <entry value="44" name="faery fire" />
587 <entry value="45" name="disease" />
588 <entry value="46" name="aura" />
589 <entry value="47" name="town portal" />
590 </list>
591
592 <list name="event_type">
593 <entry value="0" name="none" />
594 <entry value="1" name="apply" />
595 <entry value="2" name="attack" />
596 <entry value="3" name="death" />
597 <entry value="4" name="drop" />
598 <entry value="5" name="pickup" />
599 <entry value="6" name="say" />
600 <entry value="7" name="stop" />
601 <entry value="8" name="time" />
602 <entry value="9" name="throw" />
603 <entry value="10" name="trigger" />
604 <entry value="11" name="close" />
605 <entry value="12" name="timer" />
606 <entry value="28" name="move" />
607 <entry value="41" name="drop_on" />
608 </list>
609
610 <list name="attack_movement_bits_0_3">
611 <entry value="0" name="default" />
612 <entry value="1" name="attack from distance" />
613 <entry value="2" name="run away" />
614 <entry value="3" name="hit and run" />
615 <entry value="4" name="wait, then hit, then move" />
616 <entry value="5" name="rush blindly" />
617 <entry value="6" name="always run" />
618 <entry value="7" name="attack from distance if hit" />
619 <entry value="8" name="do not approach" />
620 </list>
621
622 <list name="attack_movement_bits_4_7">
623 <entry value="0" name="none" />
624 <entry value="16" name="pet" />
625 <entry value="32" name="small circle" />
626 <entry value="48" name="large circle" />
627 <entry value="64" name="small horizontal" />
628 <entry value="80" name="large horizontal" />
629 <entry value="96" name="random direction" />
630 <entry value="112" name="random movement" />
631 <entry value="128" name="small vertical" />
632 <entry value="144" name="large vertical" />
633 </list>
634
635 <!--###################### default attributes ######################-->
636
637 <!--
638 The attributes of the default_type get added to all other types by default.
639 Every type can have an 'ignore' element however, which is used to specify
640 default attributes *not* to inherit.
641 -->
642 <default_type>
643 <attribute arch="name" editor="name" type="string">
644 This is the name of the object, displayed to the player.
645 </attribute>
646 <attribute arch="name_pl" editor="plural name" type="string">
647 This is the plural name of the object. A plural name must be set for
648 all items that can be picked up and collected by the player.
649 </attribute>
650 <attribute arch="title" editor="title" type="string">
651 This is the object's title. Once an object is identified the title is
652 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
653 </attribute>
654 <attribute arch="face" editor="image" type="string">
655 The image-name defines what image is displayed for this object in-game.
656 </attribute>
657 <attribute arch="tag" editor="tag" type="string">
658 You can tag objects with an identifier. Tagged objects can be found quickly
659 from their tag, which makes them useful to tag exits and refer to those by
660 their name.
661 </attribute>
662 <attribute arch="nrof" editor="number" type="int">
663 This value determines the number of objects in one stack (for example:
664 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
665 any pickable object - otherwise it won't be mergeable into a stack.
666 </attribute>
667 <attribute arch="weight" editor="weight" type="int">
668 This value defines the object's weight in grams (1000g is 1kg). Objects with
669 zero weight are not pickable for players. Still, set the "non-pickable"-flag
670 for explicitly non-pickable objects (hey, this is opensource.. you
671 never know ;) ).
672 </attribute>
673 <attribute arch="value" editor="value" type="int">
674 Determines the value of the object, in units of silver coins (one
675 platinum coin == 50 silver coins). Value for buying/selling will be
676 further modified by various factors. Hence, testing values in-game is
677 usually inevitable.
678 </attribute>
679 <attribute arch="glow_radius" editor="glow radius" type="int">
680 If &lt;glow radius&gt; is set to a value greater zero, the object
681 appears lit up on dark maps. &lt;glow radius&gt; can be a value
682 between 0 and 4, the higher, the more light does the object emit.
683 </attribute>
684 <attribute arch="material" editor="material" type="bitmask_material">
685 This bitmask-value informs the player of which material(s) the
686 object consists. Material does also affect how likely the object
687 can be destroyed by hazardous spell-effects.
688 </attribute>
689 <attribute arch="no_pick" editor="non-pickable" type="bool">
690 If set, the object cannot be picked up (Neither by players nor monsters).
691 </attribute>
692 <attribute arch="invisible" editor="invisible" type="bool">
693 Generally makes the object invisible. Depending on the object-type,
694 some can be made visible by the show_invisible spell. If in doubt, test it.
695 Putting an invisible object under the floor always prevents it from being
696 shown.
697 </attribute>
698 <attribute arch="blocksview" editor="block view" type="bool">
699 If an item is set to block view, players (and monsters) cannot
700 see byond it unless they cross it or manage to stand ontop.
701 </attribute>
702 <attribute arch="identified" editor="identified" type="bool">
703 If an item is identified, the player has full knowledge about it.
704 </attribute>
705 <attribute arch="unpaid" editor="unpaid" type="bool">
706 An &lt;unpaid&gt; item cannot be used unless a player carried it over
707 a shop mat, paying the demanded price. Setting this flag makes sense
708 only for pickable items inside shops.
709 </attribute>
710 <attribute arch="sound" editor="sound" type="string">
711 The sound this objects makes on a map. Enter either a sound alias from
712 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
713 field it will point to sound/&lt;path&gt;.ext
714 </attribute>
715 <attribute arch="sound_destroy" editor="destroy sound" type="string">
716 The sound this objects makes when it is destroyed. Enter either a sound alias from
717 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
718 field it will point to sound/&lt;path&gt;.ext
719 </attribute>
720 </default_type>
721
722 <!-- This ignorelist is for all system objects which are non pickable
723 and invisible. They don't interact with players at all. -->
724 <ignore_list name="system_object">
725 <attribute arch="value" />
726 <attribute arch="nrof" />
727 <attribute arch="weight" />
728 <attribute arch="name_pl" />
729 <attribute arch="material" />
730 <attribute arch="no_pick" />
731 <attribute arch="unpaid" />
732 <attribute arch="title" />
733 <attribute arch="glow_radius" />
734 <attribute arch="identified" />
735 <attribute arch="blocksview" />
736 <attribute arch="invisible" />
737 </ignore_list>
738
739 <!-- This ignorelist is for non-pickable objects. They can be seen by
740 the player, but don't have values like material or weight. -->
741 <ignore_list name="non_pickable">
742 <attribute arch="value" />
743 <attribute arch="nrof" />
744 <attribute arch="weight" />
745 <attribute arch="name_pl" />
746 <attribute arch="material" />
747 <attribute arch="no_pick" />
748 <attribute arch="unpaid" />
749 <attribute arch="title" />
750 <attribute arch="identified" />
751 </ignore_list>
752
753 <!--####################################################################-->
754 <type number="0" name="Misc">
755 <required>
756 <!-- this is a special case: The "misc" type with type number 0 is
757 the fallback for all types which don't match any other defined types.
758 The required attribute "misc x" prevents that it gets confused with
759 other types like "monster & npc" which also have type number 0. -->
760 <attribute arch="misc" value="x" />
761 </required>
762 &movement_types_terrain;
763 <attribute arch="cursed" editor="cursed" type="bool">
764 Curses can have various effects: On equipment and food,
765 they generally harm the player in some way.
766 </attribute>
767 <attribute arch="damned" editor="damned" type="bool">
768 A damned item/floor on the ground makes it impossible for players
769 to use prayers on that spot. It also prevents players from saving.
770 Damnation on equipment works similar to a curse.
771 </attribute>
772 <attribute arch="unique" editor="unique item" type="bool">
773 Unique items exist only one time on a server. If the item
774 is taken, lost or destroyed - it's gone for good.
775 </attribute>
776 <attribute arch="startequip" editor="godgiven item" type="bool">
777 A godgiven item vanishes as soon as the player
778 drops it to the ground.
779 </attribute>
780 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
781 This text may describe the object.
782 </attribute>
783 </type>
784
785 <!--####################################################################-->
786 <type number="110" name="Ability">
787 <ignore>
788 <ignore_list name="system_object" />
789 </ignore>
790 <description><![CDATA[
791 Abilities are to be put in a monster's inventory. They grant monsters the
792 knowledge to cast spells. Spells from abilities are usually magical in
793 nature, thus adding magic attacktype to the spell-damage they produce.
794 <br><br>
795 A particularly nice feature of abilities is that they can hold two
796 spells: One for short range- and one for long range use.
797 \n\n
798 You should know that spellcasting monsters receive abilities via
799 &lt;treasurelist&gt;. ]]>
800 </description>
801 <use><![CDATA[
802 If you want to create "customized" spellcasting monsters, you
803 should use abilities (rather than spellbooks/wands or something).
804 The long/short-range spell feature can make boss-monsters more
805 interesting and challenging.
806 <br><br>
807 You should keep in mind that magic abilities allow players
808 to get better resistance. You can turn off the magic part to
809 make the spells more dangerous. However, this really shouldn't
810 be neccessary unless you work on very high level maps.
811 And what fun is a magic resistance cloak when it has no effect? ]]>
812 </use>
813 <attribute arch="invisible" value="1" type="fixed" />
814 <attribute arch="no_drop" value="1" type="fixed" />
815 <attribute arch="sp" editor="short range spell" type="spell">
816 The monster will use the specified &lt;short range spell&gt;
817 when the player is within 6-square radius (of the
818 monster's head).
819 </attribute>
820 <attribute arch="hp" editor="long range spell" type="nz_spell">
821 The monster will use the specified &lt;long range spell&gt;
822 when the player is at least 6 squares away (from the
823 monster's head).
824
825 Setting a &lt;long range spell&gt; is optional. If unset, the
826 &lt;short range spell&gt; gets used all the time.
827 </attribute>
828 <attribute arch="maxsp" editor="importance" type="int">
829 Sometimes you'll want a monster to use one ability more than others.
830 To achieve this, set the &lt;importance&gt; to a value greater than
831 one. Abilities with this value zero/unset are counted to be of
832 &lt;importance&gt; one.
833
834 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
835 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
836 times the "small fireball".
837 </attribute>
838 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
839 This flag specifies whether the ability &lt;is magical&gt; in nature.
840 If enabled, all spells produced by this ability will have magic
841 attacktype added to the usual attacktypes.
842
843 This should always be set for spell-like abilities. "Natural"
844 abilities like a dragon's firebreath are an exception.
845 Note that non-magical abilities are more dangerous because
846 magic resistance does not protect from those.</attribute>
847 </type>
848
849 <!--####################################################################-->
850 <type number="18" name="Altar">
851 <ignore>
852 <ignore_list name="non_pickable" />
853 </ignore>
854 <description><![CDATA[
855 When a player puts a defined number of certain items on the altar,
856 then either a spell is casted (on the player) or a connector is
857 triggered. If the latter is the case, the altar works only once.
858 Either way, the sacrificed item disappears. ]]>
859 </description>
860 <attribute arch="no_pick" value="1" type="fixed" />
861 &move_on;
862 <attribute arch="slaying" editor="match item name" type="string">
863 This string specifies the item that must be put on the altar to
864 activate it. It can either be the name of an archetype, or directly
865 the name of an object. Yet, titles are not recognized by altars.
866 Remember to put a note somewhere, telling the player what he is
867 expected to drop on the altar. (Often this is put in the altar's
868 name: E.g. "drop 100 platinums")
869 </attribute>
870 <attribute arch="food" editor="drop amount" type="int">
871 The drop amount specifies the amount of items (specified
872 in &lt;match item name&gt;) that must be dropped to activate the altar.
873
874 If &lt;match item name&gt; is set to "money", then the value of the
875 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
876 200 silver, 20 gold, or 4 platinum will all work.)
877
878 Note that the maximum possible for &lt;drop amount&gt; is 32767.
879 </attribute>
880 <attribute arch="connected" editor="connection" type="int">
881 If a connection value is set, the altar will trigger all objects
882 with the same value, when activated. This will only work once.
883 </attribute>
884 <attribute arch="sp" editor="spell" type="spell">
885 When activated, the selected &lt;spell&gt; will be casted (once, on the
886 player). This should work for any given spell. The altar will work
887 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
888 one altar.
889 </attribute>
890 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
891 This text will be displayed to the player
892 in the exact moment when the altar is activated.
893 </attribute>
894 </type>
895
896 <!--####################################################################-->
897 <type number="31" name="Altar Trigger">
898 <ignore>
899 <ignore_list name="non_pickable" />
900 </ignore>
901 <description><![CDATA[
902 Altar_triggers work pretty much like normal altars
903 (drop sacrifice -> connection activated), except for the fact that
904 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
905 </description>
906 <use><![CDATA[
907 Altar_triggers are very useful if you want to charge a price for...
908 <UL>
909 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
910 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
911 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
912 </UL>
913 The big advantage over normal altars is the infinite usability
914 of altar_triggers! If there are ten players on one server, they're
915 quite grateful if things work more than once. =) ]]>
916 </use>
917 <attribute arch="no_pick" value="1" type="fixed" />
918 <attribute arch="slaying" editor="match item name" type="string">
919 This string specifies the item that must be put on the altar to
920 activate it. It can either be the name of an archetype, or directly
921 the name of an object. Yet, titles are not recognized by altars.
922 Remember to put a note somewhere, telling the player what he is
923 expected to drop on the altar. (Often this is put in the altar's
924 name: E.g. "drop 100 platinums")
925 </attribute>
926 <attribute arch="food" editor="drop amount" type="int">
927 The drop amount specifies the amount of items (specified
928 in &lt;match item name&gt;) that must be dropped to activate the altar.
929
930 If &lt;match item name&gt; is set to "money", then the value of the
931 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
932 200 silver, 20 gold, or 4 platinum will all work.)
933
934 Note that the maximum possible for &lt;drop amount&gt; is 32767.
935 </attribute>
936 <attribute arch="connected" editor="connection" type="int">
937 If a connection value is set, the altar will trigger all objects
938 with the same value, when activated. This will only work once.
939 </attribute>
940 <attribute arch="sp" editor="spell" type="spell">
941 When activated, this &lt;spell&gt; will be casted (once, on the player).
942 This should work for any given spell. The altar will work infinitely
943 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
944 </attribute>
945 <attribute arch="exp" editor="reset time" type="int">
946 Being activated, the altar will reset after &lt;reset time&gt; ticks.
947 After reset, the altar is ready to be activated once again.
948 The default &lt;reset time&gt; is 30.
949 </attribute>
950 <attribute arch="last_sp" editor="ignore reset" type="bool">
951 If this attribute is enabled, the altar_trigger won't push the
952 connected value by altar reset. Only ONCE by dropping the sacrifice.
953 This is typically used when the altar is connected to a creator,
954 e.g. for selling tickets.
955
956 If this attribute is disabled (default), the altar_trigger
957 will push the connected value TWICE per sacrifice: First by
958 dropping sacrifice, second by reset. This mode is typically
959 used for altars being connected to gates, resulting in the
960 gate being opened and closed again.
961 </attribute>
962 &move_on;
963 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
964 This text will be displayed to the player
965 in the exact moment when the altar is activated.
966 </attribute>
967 </type>
968
969 <!--####################################################################-->
970 <type number="74" name="Skill Tool">
971 <description><![CDATA[
972 Wearing a skill tool will give the player the ability to use a skill.
973 ]]>
974 </description>
975 <use><![CDATA[
976 Feel free to assign resistancies and stats to a skill tools or change
977 the skill that is given.
978 ]]>
979 </use>
980 <attribute arch="skill" editor="skill name" type="string">
981 This field describes which skill the player will be able to use wearing this item.
982 </attribute>
983 &player_stat_resist_sections;
984 </type>
985 <!--####################################################################-->
986 <type number="39" name="Amulet">
987 <description><![CDATA[
988 Wearing an amulet, the object's stats will directly be inherited to
989 the player. Amulets are usually meant for protection and defense. ]]>
990 </description>
991 <use><![CDATA[
992 Feel free to create your own special artifacts. However, it is very
993 important that you keep your artifact in balance with existing maps. ]]>
994 </use>
995 <attribute arch="ac" editor="armour class" type="int">
996 This value defines the amount of armour-class bonus for wearing
997 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
998 values are better. It should usually be set only for armour-like equipment.
999 </attribute>
1000 <attribute arch="wc" editor="weapon class" type="int">
1001 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1002 melee attacks. Weapon class improves the chance of hitting the opponent.
1003 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1004 be set only for weapon-like items. Lower values are better.
1005 </attribute>
1006 <attribute arch="item_power" editor="item power" type="int">
1007 The &lt;item power&gt; value measures how "powerful" an artifact is.
1008 Players will only be able to wear equipment with a certain total
1009 amount of &lt;item power&gt;, depending on their own level. This is the
1010 only way to prevent low level players to wear "undeserved" equipment
1011 (like gifts from other players or cheated items).
1012
1013 It is very important to adjust the &lt;item power&gt; value carefully
1014 for every artifact you create! If zero/unset, the CF server will
1015 calculate a provisional value at runtime, but this is never
1016 going to be an accurate measurement of &lt;item power&gt;.
1017 </attribute>
1018 <attribute arch="damned" editor="damnation" type="bool">
1019 A damned piece of equipment cannot be unwielded unless the curse
1020 is removed. Removing damnations is a tick harder than removing curses.
1021 </attribute>
1022 <attribute arch="cursed" editor="curse" type="bool">
1023 A cursed piece of equipment cannot be unwielded
1024 unless the curse is removed.
1025 </attribute>
1026 <attribute arch="lifesave" editor="save life" type="bool">
1027 An item with this flag enabled will save the players life
1028 for one time: When the player is wearing this item and his
1029 health points reach zero, the item disappears, replenishing
1030 half of the player's health.
1031
1032 An item with &lt;save life&gt; should not have
1033 any decent additional bonuses!
1034 </attribute>
1035 <attribute arch="unique" editor="unique item" type="bool">
1036 Unique items exist only one time on a server. If the item
1037 is taken, lost or destroyed - it's gone for good.
1038 </attribute>
1039 <attribute arch="startequip" editor="godgiven item" type="bool">
1040 A godgiven item vanishes as soon as the player
1041 drops it to the ground.
1042 </attribute>
1043 <attribute arch="applied" editor="is applied" type="bool">
1044 If you put this item into the inventory of a monster, and
1045 you want the monster to use/wear the item - you must set
1046 &lt;is applied&gt;.
1047 Enabling this flag doesn't make any sense if the item
1048 is NOT in a monster's inventory.
1049 </attribute>
1050 &player_stat_resist_sections;
1051 <section name="misc">
1052 <attribute arch="luck" editor="luck bonus" type="int">
1053 With positive luck bonus, the player is more likely to
1054 succeed in all sorts of things (spellcasting, praying,...).
1055 Unless the &lt;luck bonus&gt; is very high, the effect will be
1056 barely visible in-game. Luck bonus on one piece of equipment
1057 should never exceed 3, and such bonus should not be too
1058 frequently available.
1059 </attribute>
1060 <attribute arch="hp" editor="health regen." type="int">
1061 Positive &lt;health regen.&gt; bonus speeds up the
1062 player's healing process. Negative values slow it down.
1063 </attribute>
1064 <attribute arch="sp" editor="mana regen." type="int">
1065 Positive &lt;mana regen.&gt; bonus speeds up the
1066 player's mana regeneration. Negative values slow it down.
1067 </attribute>
1068 <attribute arch="grace" editor="grace regen." type="int">
1069 Positive &lt;grace regen.&gt; bonus speeds up the
1070 player's grace regeneration. Negative values slow it down.
1071 Since grace can be regenerated rather easy with praying,
1072 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1073 </attribute>
1074 <attribute arch="food" editor="food bonus" type="int">
1075 Positive &lt;food bonus&gt; slows down the player's digestion,
1076 thus he consumes less food. Negative values speed it up.
1077
1078 Note that food is consumed not only for "being alive", but
1079 also for healing and mana-regeneration.
1080 &lt;food bonus&gt; only affects the amount of food consumed
1081 for "being alive". Hence, even with high &lt;food bonus&gt;,
1082 during a fight a player can run out of food quickly.
1083 </attribute>
1084 <attribute arch="xrays" editor="xray vision" type="bool">
1085 Xray vision allows the player to see through obstacles
1086 in a two-square-wide radius. This is extremely helpful and
1087 desirable, so don't give it away for cheap on equipment.
1088 </attribute>
1089 <attribute arch="stealth" editor="stealth" type="bool">
1090 Stealth allows the player to move silently.
1091 This comes to effect if a player turns himself
1092 invisible and tries to sneak around monsters.
1093 (At least that was the idea behind it)
1094 </attribute>
1095 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1096 If a player is wearing any piece of equipment with
1097 the ability to &lt;reflect spells&gt;, all kinds of
1098 spell-bullets and -beams will bounce off him.
1099 This works only about 90% of all times, to
1100 avoid players being completely immune to certain
1101 types of attacks.
1102
1103 This is a very powerful ability and it
1104 shouldn't be handed out cheap!
1105 </attribute>
1106 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1107 If a player is wearing any piece of equipment with
1108 the ability to &lt;reflect missiles&gt;, all kinds of
1109 projectiles (e.g. arrows, bolts, boulders) will
1110 bounce off him. This works only about 90% of all
1111 times, to avoid players being completely immune to
1112 certain types of attacks.
1113 </attribute>
1114 &move_type;
1115 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1116 Click on the &lt;attuned paths&gt; button to select spellpaths.
1117 The player will get attuned to the specified spellpaths
1118 while wearing this item.
1119 </attribute>
1120 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1121 Click on the &lt;repelled paths&gt; button to select spellpaths.
1122 The player will get repelled to the specified spellpaths
1123 while wearing this item.
1124 </attribute>
1125 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1126 Click on the &lt;denied paths&gt; button to select spellpaths.
1127 The specified spellpaths will be denied to the player
1128 while wearing this item.
1129 </attribute>
1130 </section>
1131 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1132 This text describes the item's "story". Every decent artifact
1133 should have such a description.
1134 </attribute>
1135 </type>
1136
1137 <!--####################################################################-->
1138 <type number="58" name="Battleground">
1139 <ignore>
1140 <ignore_list name="non_pickable" />
1141 </ignore>
1142 <description><![CDATA[
1143 Battleground is very special: In short, players can die on battleground
1144 without any death penalties. They don't loose or gain experience
1145 while on battleground. Acid, draining and depletion effects don't
1146 work either.
1147 When a player dies on battleground, he gets teleported to an exit
1148 location which is defined in the battleground object. ]]>
1149 </description>
1150 <use><![CDATA[
1151 Battleground is only meant for player vs. player duels. You can
1152 design combat arenas similiar to the one in scorn.<br>
1153 What should NEVER be done is placing battleground tiles in
1154 open dungeons or other free kinds of land.
1155 It must not be possible to gain significant treasure for fighting
1156 on battleground, because it bears no risk.<br><br>
1157 (Battleground will cease to work when the image or name is changed,
1158 or when it is placed beneath another floor tile.
1159 This is not a bug, it is there to prevent any attempts of placing
1160 "hidden" battleground tiles anywhere.) ]]>
1161 </use>
1162 <attribute arch="no_pick" value="1" type="fixed" />
1163 <attribute arch="is_floor" value="1" type="fixed" />
1164 <attribute arch="hp" editor="destination X" type="int">
1165 The exit destinations define the (x, y)-coordinates where players
1166 get teleported after they died on this battleground.
1167 </attribute>
1168 <attribute arch="sp" editor="destination Y" type="int">
1169 The exit destinations define the (x, y)-coordinates where players
1170 get teleported after they died on this battleground.
1171 </attribute>
1172 </type>
1173
1174 <!--####################################################################-->
1175 <type number="165" name="Safe ground (CF+)">
1176 <ignore>
1177 <ignore_list name="non_pickable" />
1178 </ignore>
1179 <description><![CDATA[
1180 Safe ground is a special object that prevents any effects that might
1181 be harmful for the map, other players or items on the map.
1182 It blocks all magic and prayers, usage of alchemy, prevents potions
1183 from being used and blocks bombs from exploding. Note that altars that
1184 do cast spells still work.
1185 (This is a Crossfire+ feature, and might not work elsewhere)
1186 ]]>
1187 </description>
1188 <use><![CDATA[
1189 Safe ground can be used to prevents any means of burning
1190 or destroying the items in a shop. Put this object below all floor tiles
1191 in your map and your shop will be safe. It's generally useful for making
1192 areas where really no kind of spell should be invoked by a player.
1193 ]]>
1194 </use>
1195 <attribute arch="no_pick" value="1" type="fixed" />
1196 </type>
1197
1198 <!--####################################################################-->
1199 <type number="8" name="Book">
1200 <description><![CDATA[
1201 Applying a book, the containing message is displayed to the player. ]]>
1202 </description>
1203 <attribute arch="level" editor="literacy level" type="int">
1204 If this value is set to be greater than zero, the player needs a
1205 certain literacy level to succeed reading the book. The book can be
1206 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1207 book can be a nice idea, personally I like it when a player needs
1208 more than his fighting skills to solve a quest. However, keep the
1209 booklevel at least below 15 because it is quite hard to gain high
1210 mental levels.
1211 </attribute>
1212 <attribute arch="startequip" editor="godgiven item" type="bool">
1213 A godgiven item vanishes as soon as the player
1214 drops it to the ground.
1215 </attribute>
1216 <attribute arch="unique" editor="unique item" type="bool">
1217 Unique items exist only one time on a server. If the item
1218 is taken, lost or destroyed - it's gone for good.
1219 </attribute>
1220 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1221 This is the text that appears "written" in the book.
1222 </attribute>
1223 <attribute arch="slaying" editor="key string" type="string">
1224 This is the key string of the book. The key string is checked by an inventory checker.
1225 (This is used eg. for the gate/port passes in scorn)
1226 </attribute>
1227 </type>
1228
1229 <!--####################################################################-->
1230 <type number="99" name="Boots">
1231 <import_type name="Amulet" />
1232 <description><![CDATA[
1233 Wearing boots, the object's stats will directly be inherited to
1234 the player. Usually enhancing his speed, or granting some minor
1235 protection bonus. ]]>
1236 </description>
1237 <use><![CDATA[
1238 Feel free to create your own special artifacts. However, it is very
1239 important that you keep your artifact in balance with existing maps. ]]>
1240 </use>
1241 <attribute arch="exp" editor="speed bonus" type="int">
1242 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1243 while worn. This kind of bonus is quite desirable for players of low-
1244 and medium level. High level players usually have fastest possible
1245 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1246 Still, this bonus is good for nice artifacts - not everything has
1247 to be for highest level.
1248 </attribute>
1249 <attribute arch="magic" editor="magic bonus" type="int">
1250 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1251 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1252 than direct armour-class bonus on the boots.
1253
1254 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1255 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1256 </attribute>
1257 </type>
1258
1259 <!--####################################################################-->
1260 <type number="104" name="Bracers">
1261 <import_type name="Amulet" />
1262 <description><![CDATA[
1263 Bracers are armour-plates worn around the wrists.
1264 Wearing bracer, the object's stats will directly be inherited to
1265 the player. Usually enhancing his defense. ]]>
1266 </description>
1267 <use><![CDATA[
1268 Feel free to create your own special artifacts. However, it is very
1269 important that you keep your artifact in balance with existing maps. ]]>
1270 </use>
1271 <attribute arch="magic" editor="magic bonus" type="int">
1272 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1273 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1274 than direct armour-class bonus on the bracers.
1275 </attribute>
1276 </type>
1277
1278 <!--####################################################################-->
1279 <type number="16" name="Brestplate Armour">
1280 <import_type name="Amulet" />
1281 <description><![CDATA[
1282 Wearing an armour, the object's stats will directly be inherited to
1283 the player. Usually enhancing his defense. ]]>
1284 </description>
1285 <use><![CDATA[
1286 Feel free to create your own special artifacts. However, it is very
1287 important that you keep your artifact in balance with existing maps. ]]>
1288 </use>
1289 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1290 This poses a penalty to spell regeneration speed, for wearing the armour.
1291 The bigger the spellpoint penalty, the worse.
1292 </attribute>
1293 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1294 Slowdown penalty reduces the player's walking speed when wearing the
1295 armour. Bigger values are worse - zero is best.
1296 </attribute>
1297 <attribute arch="magic" editor="magic bonus" type="int">
1298 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1299 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1300 than direct armour-class bonus on the armour.
1301 </attribute>
1302 </type>
1303
1304 <!--####################################################################-->
1305 <type number="92" name="Button">
1306 <ignore>
1307 <ignore_list name="non_pickable" />
1308 </ignore>
1309 <description><![CDATA[
1310 When a predefined amount of weigh is placed on a button, the
1311 &lt;connection&gt; value is triggered. In most cases this happens when a
1312 player or monster steps on it. When the button is "released", the
1313 &lt;connection&gt; value get's triggered a second time. ]]>
1314 </description>
1315 &move_on;
1316 &move_off;
1317 <attribute arch="no_pick" value="1" type="fixed" />
1318 <attribute arch="weight" editor="press weight" type="int">
1319 The button is pressed (triggered), as soon as
1320 &lt;press weigh&gt; gram are placed ontop of it.
1321 </attribute>
1322 <attribute arch="connected" editor="connection" type="int">
1323 Every time the button is pressed or released, all objects
1324 with the same &lt;connection&gt; value are activated.
1325 </attribute>
1326 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1327 This text may describe the item. You can use this
1328 message to explain the button's purpose to the player.
1329 </attribute>
1330 </type>
1331
1332 <!--####################################################################-->
1333 <type number="30" name="Button Trigger">
1334 <import_type name="Button" />
1335 <ignore>
1336 <ignore_list name="non_pickable" />
1337 </ignore>
1338 <description><![CDATA[
1339 Handle buttons are buttons which reset after a short period
1340 of time. Every time it is either applied or reset, the
1341 &lt;connection&gt; value is triggered. ]]>
1342 </description>
1343 </type>
1344
1345 <!--####################################################################-->
1346 <type number="37" name="Class Changer">
1347 <ignore>
1348 <ignore_list name="non_pickable" />
1349 </ignore>
1350 <description><![CDATA[
1351 Class changer are used while creating a character. ]]>
1352 </description>
1353 <attribute arch="randomitems" editor="class items" type="treasurelist">
1354 This entry determines which initial items the character receives.
1355 </attribute>
1356 <section name="stats">
1357 <attribute arch="Str" editor="strength" type="int">
1358 The player's strength will rise by the given value if he chooses this
1359 class. (Negative values make strength fall)
1360 </attribute>
1361 <attribute arch="Dex" editor="dexterity" type="int">
1362 The player's dexterity will rise by the given value if he chooses this
1363 class. (Negative values make dexterity fall)
1364 </attribute>
1365 <attribute arch="Con" editor="constitution" type="int">
1366 The player's constitution will rise by the given value if he chooses this
1367 class. (Negative values make constitution fall)
1368 </attribute>
1369 <attribute arch="Int" editor="intelligence" type="int">
1370 The player's intelligence will rise by the given value if he chooses this
1371 class. (Negative values make intelligence fall)
1372 </attribute>
1373 <attribute arch="Pow" editor="power" type="int">
1374 The player's power will rise by the given value if he chooses this
1375 class. (Negative values make power fall)
1376 </attribute>
1377 <attribute arch="Wis" editor="wisdom" type="int">
1378 The player's wisdom will rise by the given value if he chooses this
1379 class. (Negative values make wisdom fall)
1380 </attribute>
1381 <attribute arch="Cha" editor="charisma" type="int">
1382 The player's charisma will rise by the given value if he chooses this
1383 class. (Negative values make charisma fall)
1384 </attribute>
1385 </section>
1386 </type>
1387
1388 <!--####################################################################-->
1389 <type number="87" name="Cloak">
1390 <import_type name="Amulet" />
1391 <description><![CDATA[
1392 Wearing a cloak, the object's stats will directly be inherited to
1393 the player. Cloaks usually add minor &lt;armour class&gt; and
1394 sometimes a bit of resistance. ]]>
1395 </description>
1396 <use><![CDATA[
1397 Feel free to create your own special artifacts. However, it is very
1398 important that you keep your artifact in balance with existing maps. ]]>
1399 </use>
1400 <attribute arch="magic" editor="magic bonus" type="int">
1401 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1402 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1403 than direct armour-class bonus on the cloak.
1404
1405 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1406 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1407 </attribute>
1408 </type>
1409
1410 <!--####################################################################-->
1411 <type number="9" name="Clock">
1412 <description><![CDATA[
1413 Applying a clock, the time is displayed to the player. ]]>
1414 </description>
1415 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1416 This text may describe the item
1417 </attribute>
1418 </type>
1419
1420 <!--####################################################################-->
1421 <type number="122" name="Container">
1422 <description><![CDATA[
1423 A player can put (certain kinds of) items in the container.
1424 The overall weight of items is reduced when put inside a
1425 container, depending on the settings.
1426 <br><br>
1427 A special feature of containers is the "cauldron",
1428 capable of mixing alchemical receipes. ]]>
1429 </description>
1430 <use><![CDATA[
1431 Note on chests - There are two types of chests:
1432 <UL>
1433 <LI> First the random treasure chests - Those are NOT containers
1434 (but object type Treasure), they create random treasures when
1435 applied. Archetype name is "chest".
1436 <LI> Second there are the permanent chests - Those are containers,
1437 they can be opened and closed again. Archetype name is "chest_2".
1438 </UL> ]]>
1439 </use>
1440 <attribute arch="race" editor="container class" type="string">
1441 If set, the container will hold only certain types of objects.
1442 Possible choices for &lt;container class&gt; are: "gold and jewels",
1443 "arrows" and "keys".
1444
1445 Unfortunately it is not easy to create new container
1446 classes, because items need a matching counterpiece-attribute
1447 to the &lt;container class&gt; before they can be put inside a
1448 container. This attribute ("race") is set only for the existing
1449 container classes.
1450 </attribute>
1451 <attribute arch="slaying" editor="key string" type="string">
1452 If &lt;key string&gt; is set, only players with a special key
1453 of matching &lt;key string&gt; are able to open the container.
1454 </attribute>
1455 <attribute arch="container" editor="maximum weight" type="int">
1456 The container can hold a maximum total weight of the given value
1457 in gram. Note that this weight limit is calculated *after* the
1458 weight reduction (&lt;reduce weight&gt;) has been applied.
1459 </attribute>
1460 <attribute arch="Str" editor="reduce weight %" type="int">
1461 This value determines how much the weight of items is reduced in
1462 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1463 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1464 Most default values are in the range of ten.
1465 </attribute>
1466 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1467 If set, the container can be used as alchemy-cauldron.
1468 The player can put ingredients inside, close it, cast alchemy
1469 and if his formulae is true, he'll get what he longed for.
1470 </attribute>
1471 <attribute arch="unique" editor="unique item" type="bool">
1472 Unique items exist only one time on a server. If the item
1473 is taken, lost or destroyed - it's gone for good.
1474 All contents of a unique container are unique as well.
1475 </attribute>
1476 <attribute arch="startequip" editor="godgiven item" type="bool">
1477 A godgiven item vanishes as soon as the player
1478 drops it to the ground.
1479 </attribute>
1480 <attribute arch="other_arch" editor="animation arch" type="string">
1481 This is used for a certain kind of... "animation" when
1482 opening the container. Stick to the default arches here
1483 and you won't get into trouble.
1484 </attribute>
1485 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1486 This text may contain a description of the container.
1487 </attribute>
1488 </type>
1489
1490 <!--####################################################################-->
1491 <type number="103" name="Converter">
1492 <ignore>
1493 <attribute arch="value" />
1494 <attribute arch="nrof" />
1495 <attribute arch="name_pl" />
1496 <attribute arch="no_pick" />
1497 <attribute arch="unpaid" />
1498 <attribute arch="title" />
1499 </ignore>
1500 <description><![CDATA[
1501 Converters are like "exchange tables". When the player drops a
1502 specific type of items, they get converted into other items, at a
1503 predefined exchange-ratio. ]]>
1504 </description>
1505 <use><![CDATA[
1506 Converters are better than shopping with doormats, because the
1507 converters never get sold out. For some items like food or jewels
1508 those "exchange tables" are really nice, while for the more important
1509 stuff like potions converters should not exist.
1510 <br><br>
1511 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1512 items on a converter, the stuff you get must be of equal or lesser
1513 value than before! (Except if you are using "rare" items like
1514 dragonscales for payment). The code will not check if your ratio is
1515 sane, so the player could gain infinite wealth by using your converter. ]]>
1516 </use>
1517 <attribute arch="no_pick" value="1" type="fixed" />
1518 <attribute arch="slaying" editor="cost arch" type="string">
1519 &lt;cost arch&gt; is the name of the archetype the player has to
1520 put on the converter, as payment.
1521 </attribute>
1522 <attribute arch="food" editor="cost number" type="int">
1523 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1524 on the converter, in order to get &lt;receive number&gt; items
1525 of &lt;receive arch&gt;.
1526 </attribute>
1527 <attribute arch="other_arch" editor="receive arch" type="string">
1528 &lt;receive arch&gt; is the name of the archetype to convert into.
1529 This field is ignored if the converter has items in inventory. In this
1530 case one of the inventory items is duplicated. The duplicated item is
1531 randomly chosen from all items present.
1532 </attribute>
1533 <attribute arch="sp" editor="receive number" type="int">
1534 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1535 on the converter, in order to get &lt;receive number&gt; items
1536 of &lt;receive arch&gt;.
1537 </attribute>
1538 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1539 This text may contain a description of the converter.
1540 </attribute>
1541 </type>
1542
1543 <!--####################################################################-->
1544 <type number="42" name="Creator">
1545 <ignore>
1546 <ignore_list name="system_object" />
1547 </ignore>
1548 <description><![CDATA[
1549 A creator is an object which creates another object when it
1550 is triggered. The child object can be anything. Creators are
1551 VERY useful for all kinds of map-mechanisms. They can even
1552 periodically create things. ]]>
1553 </description>
1554 <use><![CDATA[
1555 Don't hesitate to hide your creators under the floor.
1556 The created items will still always appear ontop of the floor. ]]>
1557 </use>
1558 <attribute arch="no_pick" value="1" type="fixed" />
1559 <attribute arch="other_arch" editor="create arch" type="string">
1560 This string defines the object that will be created.
1561 You can choose any of the existing arches.
1562 This field is ignored if the creator has items in inventory. In this case
1563 one of the inventory items is duplicated. The duplicated item is randomly
1564 chosen from all items present.
1565 </attribute>
1566 <attribute arch="connected" editor="connection" type="int">
1567 Whenever the connection value is activated,
1568 the creator gets triggered.
1569 </attribute>
1570 &activate_on;
1571 <attribute arch="lifesave" editor="infinit uses" type="bool">
1572 If &lt;infinit uses&gt; is set, the creator will work
1573 infinitely, regardless of the value in &lt;number of uses&gt;.
1574 </attribute>
1575 <attribute arch="speed" editor="speed" type="float">
1576 When this field is set the creator will periodically create stuff
1577 (and will still do so when the connection is triggered).
1578 A value of 1 means roughly 8 times a second.
1579 </attribute>
1580 <attribute arch="hp" editor="number of uses" type="int">
1581 The creator can be triggered &lt;number of uses&gt; times, thus
1582 creating that many objects, before it dissappears.
1583 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1584 </attribute>
1585 <attribute arch="slaying" editor="name of creation" type="string">
1586 The created object will bear the name and title specified in &lt;name of
1587 creation&gt;. If nothing is set, the standard name and title of the
1588 archetype is used.
1589 </attribute>
1590 <attribute arch="level" editor="level of creation" type="int">
1591 The created object will be of that level. If zero/unset,
1592 the standard level of the archetype is used.
1593 </attribute>
1594 </type>
1595
1596 <!--####################################################################-->
1597 <type number="51" name="Detector">
1598 <ignore>
1599 <ignore_list name="system_object" />
1600 </ignore>
1601 <description><![CDATA[
1602 Detectors work quite much like inv. checkers/pedestals: If the detector
1603 finds a specific object, it toggles its connected value.
1604 <br><br>
1605 What is "unique" about them, compared to inv. checkers/ pedestals?
1606 - First, detectors check their square for a match periodically, not
1607 instantly. Second, detectors check directly for object names. Third,
1608 detectors do not check the inventory of players/monsters. ]]>
1609 </description>
1610 <use><![CDATA[
1611 There is one major speciality about detectors: You can detect spells
1612 blown over a detector! To detect a lighting bolt for example, set
1613 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1614 walls, this can be very useful for map-mechanisms. ]]>
1615 </use>
1616 <attribute arch="no_pick" value="1" type="fixed" />
1617 <attribute arch="slaying" editor="match name" type="string">
1618 &lt;match name&gt; specifies the name of the object we are looking for.
1619 Actually it does also check for the &lt;key string&gt; in key-objects,
1620 but for this case inventory checkers are often more powerful to use.
1621 </attribute>
1622 <attribute arch="connected" editor="connection" type="int">
1623 When the detector is triggered, all objects with the same
1624 connection value get activated.
1625 </attribute>
1626 <attribute arch="speed" editor="detection speed" type="float">
1627 This value defines the time between two detector-checks.
1628 If you want the detector to behave almost like pedestals/buttons,
1629 set speed rather high, like &lt;detection speed&gt; 1.0.
1630 </attribute>
1631 &speed_left;
1632 <attribute arch="speed_left" editor="speed left" type="float">
1633 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1634 If it is larger than 0, the detector checks, and the speed is decremented
1635 by 1.
1636 </attribute>
1637 </type>
1638
1639 <!--####################################################################-->
1640 <type number="112" name="Director">
1641 <ignore>
1642 <ignore_list name="non_pickable" />
1643 </ignore>
1644 <description><![CDATA[
1645 Directors change the direction of spell objects and other projectiles
1646 that fly past. Unlike spinners, directors always move objects in the
1647 same direction. It does not make a difference from what angle you
1648 shoot into it.<br>
1649 Directors are visible per default. ]]>
1650 </description>
1651 <use><![CDATA[
1652 Directors are rarely used in maps. Sometimes they are placed to
1653 change the direction of spells coming out of magic walls,
1654 "channeling" spell-projectiles in some direction. When doing this,
1655 <B>never place directors facing each other with magic walls fireing
1656 into them!</B> The spell-projectiles bouncing between the directors
1657 would accumulate to huge numbers and at some point slow down the
1658 server by eating memory- and CPU-time.
1659 <br><br>
1660 You'd better not place directors in monster vs. player combat
1661 areas too much, because that freaks out wizard-type players. ]]>
1662 </use>
1663 <attribute arch="sp" editor="direction" type="list_direction">
1664 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1665 A director with direction &lt;none&gt; simply stops projectiles.
1666 (The latter works out a bit strange for some spells).
1667 </attribute>
1668 &move_on;
1669 </type>
1670
1671 <!--####################################################################-->
1672 <type number="158" name="Disease">
1673 <ignore>
1674 <ignore_list name="system_object" />
1675 </ignore>
1676 <description><![CDATA[
1677 Diseases are an intersting form of spellcraft in Crossfire.
1678 Once casted, they can spread out and infect creatures in a large
1679 area. Being infected can have various effects, from amusing farts
1680 to horrible damage - almost everything is possible. ]]>
1681 </description>
1682 <use><![CDATA[
1683 Diseases are extremely flexible and usable in a many ways.
1684 So far they are mostly used for causing bad, unwanted effects.
1685 You could just as well create a disease which helps the player
1686 (recharging mana for example).
1687 Infection with a "positive disease" could even be a quest reward. ]]>
1688 </use>
1689 <attribute arch="invisible" value="1" type="fixed" />
1690 <attribute arch="level" editor="plaque level" type="int">
1691 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1692 This mainly reflects in the &lt;damage&gt;. It has no effect on
1693 most other symptoms. Neverthless, it is a very important value for
1694 all damage-inflicting diseases.
1695 </attribute>
1696 <attribute arch="race" editor="infect race" type="string">
1697 The disease will only infect creatures of the specified &lt;race&gt;.
1698 "&lt;race&gt; *" means every creature can be infected.
1699 </attribute>
1700 <attribute arch="ac" editor="progressiveness" type="int">
1701 Every time the disease "moves" the severity of the symptoms are increased
1702 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1703 </attribute>
1704 <section name="spreading">
1705 <attribute arch="wc" editor="infectiosness" type="int">
1706 The &lt;infectiosness&gt; defines the chance of new creatures getting
1707 infected. If you set this too high, the disease is very likely to
1708 be too effective.
1709
1710 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1711 </attribute>
1712 <attribute arch="last_grace" editor="attenuation" type="int">
1713 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1714 everytime it infects someone new. This limits how many generations
1715 a disease can propagate.
1716 </attribute>
1717 <attribute arch="magic" editor="infection range" type="int">
1718 &lt;infection range&gt; sets the range at which infection may occur.
1719 If positive, the &lt;infection range&gt; is level dependant - If negative,
1720 it is not:
1721 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1722 six square range, and &lt;plaque level&gt; doesn't modify that.
1723 </attribute>
1724 <attribute arch="maxhp" editor="persistence" type="int">
1725 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1726 The disease can "move" &lt;persistence&gt; times outside a host before it
1727 vanishes. A negative value means the disease lasts for permanent
1728 (which is only recommended to use in maps without monsters).
1729 </attribute>
1730 <attribute arch="maxgrace" editor="curing duration" type="int">
1731 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1732 (Assuming the host survives and doesn't use a curing spell).
1733 After this period the disease is naturally cured, which provides the
1734 host with immunity from this particular disease of lower or equal level.
1735
1736 A negative value means the disease can never be cured naturally.
1737
1738 Note that this value can be further modulated by spell-parameters,
1739 if the disease is registered as spell in the code. Due to that,
1740 most default diseases take a lot longer to cure than it seems.
1741 </attribute>
1742 <attribute arch="speed" editor="moving speed" type="float">
1743 The &lt;speed&gt; of the disease determines how fast the disease will
1744 "move", thus how fast the symptoms strike the host.
1745 </attribute>
1746 &speed_left;
1747 </section>
1748 <section name="symptoms">
1749 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1750 The disease will attack the host with the given &lt;attacktype&gt;.
1751 Godpower attacktype is commonly used for "unresistable" diseases.
1752 </attribute>
1753 <attribute arch="dam" editor="damage" type="int">
1754 A disease with a positive &lt;damage&gt; value will strike the player for that
1755 amount of damage every time the symptoms occur.
1756 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1757 the player's health is reduced by 10% every time the symptoms strike.
1758
1759 Diseases with %-based damage can be dangerous - but not deadly -
1760 for players of all levels.
1761 </attribute>
1762 <attribute arch="other_arch" editor="create arch" type="string">
1763 If set, the specified arch is created and dropped every time the
1764 symptoms strike.
1765
1766 This can be various things: farts, body pieces, eggs ...
1767 Even monsters can be created that way. You could also make a
1768 disease where some exotic stuff like money/gems is created.
1769 </attribute>
1770 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1771 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1772 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1773 </attribute>
1774 <attribute arch="exp" editor="exp. for curing" type="int">
1775 When the player manages to cure this disease (with a curing spell),
1776 he is awarded with &lt;exp. for curing&gt; experience.
1777 </attribute>
1778 <attribute arch="maxsp" editor="mana depletion" type="int">
1779 Every time the disease "moves", the player's mana is
1780 reduced by the value of &lt;mana depletion&gt;.
1781 For negative values, a %-based amount is taken.
1782 </attribute>
1783 <attribute arch="last_eat" editor="food depletion" type="int">
1784 Every time the disease "moves", the player's food is
1785 reduced by the value of &lt;food depletion&gt;.
1786 For negative values, a %-based amount is taken.
1787 </attribute>
1788 <attribute arch="hp" editor="health regen." type="int">
1789 This value increases the player's healing rate.
1790 Negative values decrease it.
1791 </attribute>
1792 <attribute arch="sp" editor="mana regen." type="int">
1793 This value increases the player's rate of mana regeneration.
1794 Negative values decrease it.
1795 </attribute>
1796 </section>
1797 <section name="disability">
1798 <attribute arch="Str" editor="strength" type="int">
1799 The player's strength will rise by the given value
1800 while being infected. (Negative values make strength fall)
1801 </attribute>
1802 <attribute arch="Dex" editor="dexterity" type="int">
1803 The player's dexterity will rise by the given value
1804 while being infected. (Negative values make dexterity fall)
1805 </attribute>
1806 <attribute arch="Con" editor="constitution" type="int">
1807 The player's constitution will rise by the given value
1808 while being infected. (Negative values make constitution fall)
1809 </attribute>
1810 <attribute arch="Int" editor="intelligence" type="int">
1811 The player's intelligence will rise by the given value
1812 while being infected. (Negative values make intelligence fall)
1813 </attribute>
1814 <attribute arch="Pow" editor="power" type="int">
1815 The player's power will rise by the given value
1816 while being infected. (Negative values make power fall)
1817 </attribute>
1818 <attribute arch="Wis" editor="wisdom" type="int">
1819 The player's wisdom will rise by the given value
1820 while being infected. (Negative values make wisdom fall)
1821 </attribute>
1822 <attribute arch="Cha" editor="charisma" type="int">
1823 The player's charisma will rise by the given value
1824 while being infected. (Negative values make charisma fall)
1825 </attribute>
1826 </section>
1827 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1828 This text is displayed to the player every time the
1829 symptoms strike.
1830 </attribute>
1831 </type>
1832
1833 <!--####################################################################-->
1834 <type number="23" name="Door">
1835 <ignore>
1836 <ignore_list name="non_pickable" />
1837 </ignore>
1838 <description><![CDATA[
1839 A door can be opened with a normal key. It also can be broken by attacking
1840 it, and it can be defeated with the lockpicking skill. If a door is
1841 defeated, horizontally and vertically adjacent doors are automatically
1842 removed. ]]>
1843 </description>
1844 <attribute arch="no_pick" value="1" type="fixed" />
1845 <attribute arch="alive" value="1" type="fixed" />
1846 &movement_types_terrain;
1847 <attribute arch="hp" editor="hitpoints" type="int">
1848 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1849 </attribute>
1850 <attribute arch="ac" editor="armour class" type="int">
1851 Doors of high &lt;armour class&gt; are less likely to get hit.
1852 &lt;armour class&gt; can be considered the "counterpiece" to
1853 &lt;weapon class&gt;.
1854 </attribute>
1855 <attribute arch="other_arch" editor="drop arch" type="string">
1856 This string defines the object that will be created when the door was
1857 defeated.
1858 </attribute>
1859 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1860 This entry determines what kind of traps will appear in the door.
1861 </attribute>
1862 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1863 Set this flag to move treasure items created into the environment (map)
1864 instead of putting them into the object.
1865 </attribute>
1866 </type>
1867
1868 <!--####################################################################-->
1869 <type number="83" name="Duplicator">
1870 <ignore>
1871 <ignore_list name="system_object" />
1872 </ignore>
1873 <description><![CDATA[
1874 When activated, a duplicator can duplicate, multiply or destroy a pile of
1875 objects which lies somewhere on top of the duplicator.
1876 The duplicator has one arch name specified as &lt;target arch&gt;,
1877 and only objects of this archetype can be affected.<br>
1878 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1879 If the latter is set to zero, it will destroy objects. ]]>
1880 </description>
1881 <use><![CDATA[
1882 I hope it is clear that one must be very cautious when inserting a duplicator
1883 anywhere with &lt;multiply factor&gt; greater than one.
1884 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1885 It is <b>not acceptable</b> to allow duplication of anything other than
1886 coins, gold and jewels. Besides, it is very important that the chance to
1887 loose the input matches the chance to earn winnings.<br>
1888 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1889 loosing rate of 2/3 = 67%. ]]>
1890 </use>
1891 <attribute arch="other_arch" editor="target arch" type="string">
1892 Only objects of matching archtype, lying ontop of the duplicator will be
1893 duplicated, multiplied or removed. All other objects will be ignored.
1894 </attribute>
1895 <attribute arch="level" editor="multiply factor" type="int">
1896 The number of items in the target pile will be multiplied by the
1897 &lt;multiply factor&gt;. If it is set to zero, all target objects
1898 will be destroyed.
1899 </attribute>
1900 <attribute arch="connected" editor="connection" type="int">
1901 An activator (lever, altar, button, etc) with matching connection value
1902 is able to trigger this duplicator. Be very careful that players cannot
1903 abuse it to create endless amounts of money or other valuable stuff!
1904 </attribute>
1905 &activate_on;
1906 </type>
1907
1908 <!--####################################################################-->
1909 <type number="66" name="Exit">
1910 <ignore>
1911 <ignore_list name="non_pickable" />
1912 </ignore>
1913 <description><![CDATA[
1914 When the player applies an exit, he is transferred to a different location.
1915 (Monsters cannot use exits.) Depending on how it is set, the player applies
1916 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1917 the exit. ]]>
1918 </description>
1919 <use><![CDATA[
1920 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1921 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1922 detected with the show_invisible spell.
1923 <br><br>
1924 You can be quite creative with the outlook of secret exits (their "face").
1925 Don't forget to give the player relyable hints about them though. ]]>
1926 </use>
1927 <attribute arch="slaying" editor="exit path" type="string">
1928 The exit path defines the map that the player is transferred to.
1929 You can enter an absolute path, beginning with '/' (for example
1930 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1931 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1932 relative path "Fire1"). Use relative paths whenever possible! Note that
1933 upper/lower case must always be set correctly. However, please use lower
1934 case only.
1935 It is well possible to have an exit pointing to the same map that the exit
1936 is on. If slaying is not set in an exit, the player will see a message like
1937 "the exit is closed".
1938 </attribute>
1939 <attribute arch="hp" editor="destination X" type="int">
1940 The exit destinations define the (x, y)-coordinates where the exit
1941 leads to.
1942 If both are set to zero, the player will be transferred to the "default
1943 enter location" of the destined map. The latter can be set in the map-
1944 properties as "Enter X/Y". Though, please DO NOT use that.
1945 It turned out to be a source for numerous map-bugs.
1946 </attribute>
1947 <attribute arch="sp" editor="destination Y" type="int">
1948 The exit destinations define the (x, y)-coordinates where the exit
1949 leads to.
1950 If both are set to zero, the player will be transferred to the "default
1951 enter location" of the destined map. The latter can be set in the map-
1952 properties as "Enter X/Y". Though, please DO NOT use that.
1953 It turned out to be a source for numerous map-bugs.
1954 </attribute>
1955 &move_on;
1956 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1957 If set, this message will be displayed to the player when he applies the exit.
1958 This is quite useful to throw in some "role-play feeling": "As you enter the
1959 dark cave you hear the sound of rustling dragonscales...". Well, my english
1960 is poor, but you get the point. =)
1961 </attribute>
1962 <attribute arch="damned" editor="set savebed" type="bool">
1963 If set, then players using this exit will have their savebed position
1964 set to the destination of the exit when passing through.
1965 </attribute>
1966 </type>
1967
1968 <!--####################################################################-->
1969 <type number="72" name="Flesh">
1970 <description><![CDATA[
1971 Just like with food, the player can fill his stomache and gain a
1972 little health by eating flesh-objects. <br>
1973 For dragon players, flesh plays a very special role though: If the
1974 flesh has resistances set, a dragon player has a chance to gain resistance in
1975 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1976 Don't forget that flesh items with resistances have to be balanced
1977 according to map/monster difficulty. ]]>
1978 </description>
1979 <use><![CDATA[
1980 For dragon players, flesh items can be highly valuable. Note that many
1981 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1982 These flesh items "inherit" resistances and level from the monster they belong to.
1983 When you add special flesh items to the inventory of a monster, this is
1984 not the case - so you have to set it manually.
1985 <br><br>
1986 Generally adding special flesh-treaties for dragon players is a great thing
1987 to do. Always consider that dragon players might really not be interested
1988 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1989 out on the reward completely. ]]>
1990 </use>
1991 <attribute arch="food" editor="foodpoints" type="int">
1992 The player's stomache will get filled with this amount of foodpoints.
1993 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1994 </attribute>
1995 <attribute arch="level" editor="flesh level" type="int">
1996 The &lt;flesh level&gt; is not visible to the players and it affects only
1997 dragon players. Normally this value reflects the level of the monster
1998 from which the flesh item originates.
1999 Dragon players always search for flesh of highest level possible,
2000 because it bears the best chance to gain high resistances.
2001 </attribute>
2002 <attribute arch="startequip" editor="godgiven item" type="bool">
2003 A godgiven item vanishes as soon as the player
2004 drops it to the ground.
2005 </attribute>
2006 &resistances_flesh_section;
2007 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2008 This text may describe the item.
2009 </attribute>
2010 </type>
2011
2012 <!--####################################################################-->
2013 <type number="0" name="Floor">
2014 <required>
2015 <attribute arch="is_floor" value="1" />
2016 <attribute arch="alive" value="0" />
2017 </required>
2018 <ignore>
2019 <ignore_list name="non_pickable" />
2020 </ignore>
2021 <description><![CDATA[
2022 Floor is a very basic thing whithout too much
2023 functionality. It's a floor - you stand on it. ]]>
2024 </description>
2025 <attribute arch="is_floor" value="1" type="fixed" />
2026 <attribute arch="no_pick" value="1" type="fixed" />
2027 <section name="terrain">
2028 &movement_types_terrain;
2029 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2030 This flag indicates this spot contains wood or high grass.
2031 Players with activated woodsman skill can move faster here.
2032 </attribute>
2033 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2034 This flag indicates this spot contains hills or large rocks.
2035 Players with activated mountaineer skill can move faster here.
2036 </attribute>
2037 </section>
2038 <attribute arch="no_magic" editor="no spells" type="bool">
2039 If enabled, it is impossible for players to use (wizard-)
2040 spells on that spot.
2041 </attribute>
2042 <attribute arch="damned" editor="no prayers" type="bool">
2043 If enabled, it is impossible for players to use prayers
2044 on that spot. It also prevents players from saving.
2045 </attribute>
2046 <attribute arch="unique" editor="unique map" type="bool">
2047 Unique floor means that any items dropped on that spot
2048 will be saved byond map reset. For permanent apartments,
2049 all floor tiles must be set &lt;unique map&gt;.
2050 </attribute>
2051 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2052 This text may describe the object.
2053 </attribute>
2054 </type>
2055
2056 <!--####################################################################-->
2057 <type number="67" name="Floor (Encounter)">
2058 <ignore>
2059 <ignore_list name="non_pickable" />
2060 </ignore>
2061 <description><![CDATA[
2062 Encounter-Floor is pretty much the same as normal floor.
2063 Most outdoor floor/ground-arches are set to be "encounters".
2064 That is kind of a relict from former code: When walking over
2065 encounter-floor, players sometimes got beamed to little maps
2066 with monsters on them. Nowadays this feature is disabled -
2067 Hence encounter floor is not different from normal floor. ]]>
2068 </description>
2069 <attribute arch="is_floor" value="1" type="fixed" />
2070 <attribute arch="no_pick" value="1" type="fixed" />
2071 <section name="terrain">
2072 &movement_types_terrain;
2073 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2074 This flag indicates this spot contains wood or high grass.
2075 Players with activated woodsman skill can move faster here.
2076 </attribute>
2077 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2078 This flag indicates this spot contains hills or large rocks.
2079 Players with activated mountaineer skill can move faster here.
2080 </attribute>
2081 </section>
2082 <attribute arch="no_magic" editor="no spells" type="bool">
2083 If enabled, it is impossible for players to use (wizard-)
2084 spells on that spot.
2085 </attribute>
2086 <attribute arch="damned" editor="no prayers" type="bool">
2087 If enabled, it is impossible for players to use prayers
2088 on that spot. It also prevents players from saving.
2089 </attribute>
2090 <attribute arch="unique" editor="unique map" type="bool">
2091 Unique floor means that any items dropped on that spot
2092 will be saved byond map reset. For permanent apartments,
2093 all floor tiles must be set &lt;unique map&gt;.
2094 </attribute>
2095 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2096 This text may describe the object.
2097 </attribute>
2098 </type>
2099
2100 <!--####################################################################-->
2101 <type number="6" name="Food">
2102 <description><![CDATA[
2103 By eating/drinking food-objects, the player can fill his
2104 stomache and gain a little health. ]]>
2105 </description>
2106 <attribute arch="food" editor="foodpoints" type="int">
2107 The player's stomache will get filled with this amount of foodpoints.
2108 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2109 </attribute>
2110 <attribute arch="startequip" editor="godgiven item" type="bool">
2111 A godgiven item vanishes as soon as the player
2112 drops it to the ground.
2113 </attribute>
2114 </type>
2115
2116 <!--####################################################################-->
2117 <type number="91" name="Gate">
2118 <ignore>
2119 <ignore_list name="non_pickable" />
2120 </ignore>
2121 <description><![CDATA[
2122 Gates play an important role in Crossfire. Gates can be opened
2123 by activating a button/trigger, by speaking passwords (-> magic_ear)
2124 or carrying special key-objects (-> inventory checker).
2125 Unlike locked doors, gates can get shut again after a player has
2126 passed, which makes them more practical in many cases. ]]>
2127 </description>
2128 <use><![CDATA[
2129 Use gates to divide your maps into seperated areas. After solving
2130 area A, the player gains access to area B, and so on. Make your
2131 maps more complex than "one-way". ]]>
2132 </use>
2133 <attribute arch="no_pick" value="1" type="fixed" />
2134 <attribute arch="speed" value="1" type="float">
2135 The speed of the gate affects how fast it is closing/opening.
2136 </attribute>
2137 <attribute arch="connected" editor="connection" type="int">
2138 Whenever the inventory checker is triggered, all objects with identical
2139 &lt;connection&gt; value get activated. This only makes sense together with
2140 &lt;blocking passage&gt; disabled.
2141 </attribute>
2142 <attribute arch="wc" editor="position state" type="int">
2143 The &lt;position state&gt; defines the position of the gate:
2144 Zero means completely open/down, the "number of animation-steps" (usually
2145 about 6 or 7) means completely closed/up state. I suggest you don't
2146 mess with this value - Leave the default in place.
2147 </attribute>
2148 &movement_types_terrain;
2149 <attribute arch="no_magic" editor="restrict spells" type="bool">
2150 Restricting the use of spells to pass this gate. This has
2151 an effect only if &lt;block view&gt; is disabled.
2152 </attribute>
2153 <attribute arch="damned" editor="restrict prayers" type="bool">
2154 Restricting the use of prayers to pass this door. This has
2155 an effect only if &lt;block view&gt; is disabled.
2156 </attribute>
2157 </type>
2158
2159 <!--####################################################################-->
2160 <type number="113" name="Girdle">
2161 <import_type name="Amulet" />
2162 <description><![CDATA[
2163 Wearing a girdle, the object's stats will directly be inherited to
2164 the player. Girdles usually provide stats- or damage bonuses and no
2165 defense. ]]>
2166 </description>
2167 <use><![CDATA[
2168 Feel free to create your own special artifacts. However, it is very
2169 important that you keep your artifact in balance with existing maps. ]]>
2170 </use>
2171 <attribute arch="magic" editor="magic bonus" type="int">
2172 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2173 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2174 than direct armour-class bonus on the helmet.
2175
2176 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2177 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2178 &lt;magic bonus&gt; is pointless here.
2179 </attribute>
2180 </type>
2181
2182 <!--####################################################################-->
2183 <type number="100" name="Gloves">
2184 <import_type name="Amulet" />
2185 <description><![CDATA[
2186 Wearing gloves, the object's stats will directly be inherited to
2187 the player. Gloves can add defense or damage bonuses. ]]>
2188 </description>
2189 <use><![CDATA[
2190 Feel free to create your own special artifacts. However, it is very
2191 important that you keep your artifact in balance with existing maps. ]]>
2192 </use>
2193 <attribute arch="magic" editor="magic bonus" type="int">
2194 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2195 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2196 will increase that.
2197 </attribute>
2198 </type>
2199
2200 <!--####################################################################-->
2201 <type number="93" name="Handle">
2202 <ignore>
2203 <ignore_list name="non_pickable" />
2204 </ignore>
2205 <description><![CDATA[
2206 A handle can be applied by players and (certain) monsters.
2207 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2208 </description>
2209 <use><![CDATA[
2210 Handles are commonly used to move gates. When placing your lever,
2211 don't forget that some monsters are able to apply it.
2212 The ability to apply levers is rare among monsters -
2213 but vampires can do it for example. ]]>
2214 </use>
2215 <attribute arch="no_pick" value="1" type="fixed" />
2216 <attribute arch="connected" editor="connection" type="int">
2217 Every time the handle is applied, all objects
2218 with the same &lt;connection&gt; value are activated.
2219 </attribute>
2220 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2221 This text may describe the item. You can use this
2222 message to explain the handle's purpose to the player.
2223 </attribute>
2224 </type>
2225
2226 <!--####################################################################-->
2227 <type number="27" name="Handle Trigger">
2228 <import_type name="Handle" />
2229 <ignore>
2230 <ignore_list name="non_pickable" />
2231 </ignore>
2232 <description><![CDATA[
2233 Handle triggers are handles which reset after a short period
2234 of time. Every time it is either applied or reset, the
2235 &lt;connection&gt; value is triggered. ]]>
2236 </description>
2237 <use><![CDATA[
2238 When you connect an ordinary handle to a gate, the gate normally remains
2239 opened after the first player passed. If you want to keep the gate shut,
2240 connecting it to a handle trigger is an easy solution. ]]>
2241 </use>
2242 </type>
2243
2244 <!--####################################################################-->
2245 <type number="88" name="Hazard Floor">
2246 <required>
2247 <attribute arch="is_floor" value="1" />
2248 </required>
2249 <ignore>
2250 <ignore_list name="non_pickable" />
2251 </ignore>
2252 <description><![CDATA[
2253 The best example for Hazard Floor is lava. It works like standard
2254 floor, but damages all creatures standing on it.
2255 Damage is taken in regular time intervals. ]]>
2256 </description>
2257 <use><![CDATA[
2258 The default lava for example does minor damage. But you can turn
2259 it up so that your hazard floor poses a real threat.<br>
2260 Like magic walls, such floors add a permanent thrill to your map.
2261 You can use that to safely chase off too-weak players, or just
2262 to have something different. ]]>
2263 </use>
2264 <attribute arch="is_floor" value="1" type="fixed" />
2265 <attribute arch="lifesave" value="1" type="fixed" />
2266 &move_on;
2267 <attribute arch="no_pick" value="1" type="fixed" />
2268 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2269 This attribute specifys the attacktypes that this floor uses to
2270 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2271 If you want a real tough hazard floor, add more than just one attacktype.
2272 </attribute>
2273 <attribute arch="dam" editor="base damage" type="int">
2274 The &lt;base damage&gt; defines how much damage is inflicted to the
2275 victim per hit. The final damage is influenced by several other
2276 factors like the victim's resistance and level.
2277 </attribute>
2278 <attribute arch="wc" editor="weaponclass" type="int">
2279 &lt;weapon class&gt; improves the chance of hitting the victim.
2280 Lower values are better.
2281 Usually, hazard floors like lava are supposed to hit the
2282 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2283 to something like -30.
2284 </attribute>
2285 <attribute arch="level" editor="attack level" type="int">
2286 I guess this value is supposed to work similar to monster levels.
2287 But in fact, it does not seem to have an effect. Set any non-zero
2288 value to be on the safe side.
2289 </attribute>
2290 <section name="terrain">
2291 &movement_types_terrain;
2292 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2293 This flag indicates this spot contains wood or high grass.
2294 Players with activated woodsman skill can move faster here.
2295 </attribute>
2296 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2297 This flag indicates this spot contains hills or large rocks.
2298 Players with activated mountaineer skill can move faster here.
2299 </attribute>
2300 </section>
2301 <attribute arch="no_magic" editor="no spells" type="bool">
2302 If enabled, it is impossible for players to use (wizard-)
2303 spells on that spot.
2304 </attribute>
2305 <attribute arch="damned" editor="no prayers" type="bool">
2306 If enabled, it is impossible for players to use prayers
2307 on that spot. It also prevents players from saving.
2308 </attribute>
2309 <attribute arch="unique" editor="unique map" type="bool">
2310 Unique floor means that any items dropped on that spot
2311 will be saved byond map reset. For permanent apartments,
2312 all floor tiles must be set &lt;unique map&gt;.
2313 </attribute>
2314 </type>
2315
2316 <!--####################################################################-->
2317 <type number="34" name="Helmet">
2318 <import_type name="Amulet" />
2319 <description><![CDATA[
2320 Wearing a helmet, the object's stats will directly be inherited to
2321 the player. Normal helmets usually increase defense, while crowns
2322 add more special bonuses like stats/resistances paired with
2323 low defense. ]]>
2324 </description>
2325 <use><![CDATA[
2326 Feel free to create your own special artifacts. However, it is very
2327 important that you keep your artifact in balance with existing maps. ]]>
2328 </use>
2329 <attribute arch="magic" editor="magic bonus" type="int">
2330 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2331 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2332 than direct armour-class bonus on the helmet.
2333
2334 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2335 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2336 Crowns for instance typically provide no &lt;amour class&gt;.
2337 </attribute>
2338 </type>
2339
2340 <!--####################################################################-->
2341 <type number="56" name="Holy Altar">
2342 <ignore>
2343 <ignore_list name="non_pickable" />
2344 </ignore>
2345 <description><![CDATA[
2346 Holy_altars are altars for the various religions. Praying
2347 at a Holy_altar will make you a follower of that god, and
2348 if you already follow that god, you may get some extra bonus. ]]>
2349 </description>
2350 <attribute arch="no_pick" value="1" type="fixed" />
2351 <attribute arch="other_arch" editor="god name" type="string">
2352 The altar belongs to the god of the given name. Possible options for
2353 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2354 Gorokh, Valriel and Sorig.
2355
2356 If you want to have an unconsecrated altar, set
2357 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2358 </attribute>
2359 <attribute arch="level" editor="reconsecrate level" type="int">
2360 To re-consecrate an altar, the player's wisdom level must be as
2361 high or higher than this value. In that way, some altars can not
2362 be re-consecrated, while other altars, like those in dungeons, could be.
2363
2364 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2365 Some characters might need those altars, they would be very unhappy to
2366 see them re-consecrated to another cult.
2367 </attribute>
2368 </type>
2369
2370 <!--####################################################################-->
2371 <type number="35" name="Horn">
2372 <ignore>
2373 <attribute arch="title" />
2374 </ignore>
2375 <description><![CDATA[
2376 Horns are very similar to rods. The difference is that horns regenerate
2377 spellpoints faster and thus are more valuable than rods.
2378 <br><br>
2379 A horn contains a spell. The player can use this spell by applying and
2380 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2381 used endlessly. ]]>
2382 </description>
2383 <use><![CDATA[
2384 Horns are powerful due to their fast recharge rate. They should
2385 never contain high level attacking spells. Even curing/healing spells
2386 are almost too good on a horn. ]]>
2387 </use>
2388 <attribute arch="sp" editor="spell" type="spell">
2389 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2390 horns to players, since they can be used endlessly without any mana cost!
2391 Horns with heal/ restoration/ protection spells, IF available, MUST be
2392 very very VERY hard to get!
2393 </attribute>
2394 <attribute arch="level" editor="casting level" type="int">
2395 The casting level of the &lt;spell&gt; determines it's power.
2396 For attack spells, level should not be set too high.
2397 </attribute>
2398 <attribute arch="hp" editor="initial spellpoints" type="int">
2399 This value represents the initial amount of spellpoints in the horn.
2400 Naturally, this is quite unimportant.
2401 </attribute>
2402 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2403 When the horn is fully charged up, it will hold this maximum amount of
2404 spellpoints. Make sure it is enough to cast the contained spell at least
2405 once. But don't set the value too high, as that might make the horn way
2406 too effective.
2407 </attribute>
2408 <attribute arch="startequip" editor="godgiven item" type="bool">
2409 A godgiven item vanishes as soon as the player
2410 drops it to the ground.
2411 </attribute>
2412 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2413 This text may contain a description of the horn.
2414 </attribute>
2415 </type>
2416
2417 <!--####################################################################-->
2418 <type number="73" name="Inorganic">
2419 <description><![CDATA[
2420 Inorganic materials are generally used as ingredients for
2421 alchemical receipes. By themselves, they have no special
2422 functionalities. ]]>
2423 </description>
2424 <attribute arch="is_dust" editor="is dust" type="bool">
2425 </attribute>
2426 &resistances_basic;
2427 </type>
2428
2429 <!--####################################################################-->
2430 <type number="64" name="Inventory Checker">
2431 <ignore>
2432 <ignore_list name="system_object" />
2433 </ignore>
2434 <description><![CDATA[
2435 Inventory checkers passively check the players inventory for a
2436 specific object. You can set a connected value that is triggered
2437 either if that object is present or missing (-&gt; "last_sp") when a
2438 player walks over the inv. checker. A valid option is to remove the
2439 matching object (usually not recommended, see "last_heal").
2440 <br><br>
2441 Alternatively, you can set your inv. checker to block all players
2442 that do/don't carry the matching object.
2443 <br><br>
2444 As you can see, inv. checkers are quite powerful, holding a
2445 great variety of possibilities. ]]>
2446 </description>
2447 <use><![CDATA[
2448 Putting a check_inventory space in front of a gate (one below) and
2449 one on the opposite side works reasonably well as a control mechanism.
2450 Unlike the key/door-combo, this one works infinite since it is
2451 independant from map reset. Use it to put a "structure" into your
2452 maps: Player must solve area A to gain access to area B. This concept
2453 can be found in nearly every RPG - simple but effective. ]]>
2454 </use>
2455 <attribute arch="no_pick" value="1" type="fixed" />
2456 <attribute arch="slaying" editor="match key string" type="string">
2457 This string specifies the object we are looking for: We have a match
2458 if the player does/don't carry a key object or a mark with identical
2459 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2460 this context. A typical example is the city gate mechanism of scorn.
2461 </attribute>
2462 <attribute arch="race" editor="match arch name" type="string">
2463 This string specifies the object we are looking for: We have a match
2464 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2465 </attribute>
2466 <attribute arch="hp" editor="match type" type="int">
2467 This value specifies the object we are looking for: We have a match
2468 if the player does/don't carry an object that is of type &lt;match type&gt;.
2469
2470 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2471 enabled. Now you have an inv. checker blocking all players that carry any
2472 kind of melee weapon. To pass, a player is forced to leave behind all
2473 his weaponry... bad news for a warrior. ;)
2474 </attribute>
2475 <attribute arch="last_sp" editor="match = having" type="bool">
2476 Enabled means having that object is a match.
2477 Disabled means not having that object is a match.
2478 </attribute>
2479 <attribute arch="connected" editor="connection" type="int">
2480 Whenever the inventory checker is triggered, all objects with identical
2481 &lt;connection&gt; value get activated. This only makes sense together with
2482 &lt;blocking passage&gt; disabled.
2483 </attribute>
2484 &movement_types_terrain;
2485 <attribute arch="last_heal" editor="remove match" type="bool">
2486 &lt;remove match&gt; means remove object if found. Setting this is usually not
2487 recommended because inv. checkers are in general invisible. So, unlike
2488 for altars/ locked doors, the player won't expect to lose an object when
2489 walking over that square. And he doesn't even get a message either.
2490
2491 So, *if* you enable &lt;remove match&gt;, make sure
2492 to inform the player what's going on!
2493 </attribute>
2494 </type>
2495
2496 <!--####################################################################-->
2497 <type number="163" name="Item Transformer">
2498 <description><![CDATA[
2499 An item transformer is simply applied, after having marked a 'victim'
2500 item. If the victim is suitable, it will be transformed into something
2501 else.]]>
2502 </description>
2503 <use><![CDATA[
2504 To make an item transformable, you just have to fill the 'slaying' field.
2505 The syntax is:
2506 <br>
2507 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2508 <br>
2509 with [] denoting optional part, and * any number of preceding [].
2510 'new_item' must be the name of an existing archetype.
2511 <br><br>
2512 Example, for object apple: slaying knife:2 half_apple
2513 <br><br>
2514 This means that, when applying a knife (should be an Item Transformer),
2515 one 'apple' will be transformed into 2 'half_apple'.]]>
2516 </use>
2517 <attribute arch="food" editor="number of uses" type="int">
2518 &lt;number of uses&gt; controls how many times the item transformer can
2519 be used. The value 0 means "unlimited"
2520 </attribute>
2521 <attribute arch="slaying" editor="verb" type="string">
2522 Contains the verb that is used to construct a message to the player
2523 applying the item transformer.
2524 </attribute>
2525 <attribute arch="startequip" editor="godgiven item" type="bool">
2526 A godgiven item vanishes as soon as the player
2527 drops it to the ground.
2528 </attribute>
2529 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2530 This text may contain a description of the item transformer.
2531 </attribute>
2532 </type>
2533
2534 <!--####################################################################-->
2535 <type number="60" name="Jewel">
2536 <description><![CDATA[
2537 Items of the type Gold &amp; Jewels are handled like a currency.
2538 Unlike for any other type of item, in shops, the buy- and selling
2539 prices differ only marginally. ]]>
2540 </description>
2541 <attribute arch="race" value="gold and jewels" type="fixed" />
2542 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2543 This text may describe the object.
2544 </attribute>
2545 </type>
2546
2547 <!--####################################################################-->
2548 <type number="24" name="Key">
2549 <description><![CDATA[
2550 When carrying a key, a normal door can be opened. The key will
2551 disappear. ]]>
2552 </description>
2553 <attribute arch="startequip" editor="godgiven item" type="bool">
2554 A godgiven item vanishes as soon as the player
2555 drops it to the ground.
2556 </attribute>
2557 </type>
2558
2559 <!--####################################################################-->
2560 <type number="20" name="Locked Door">
2561 <ignore>
2562 <ignore_list name="non_pickable" />
2563 </ignore>
2564 <description><![CDATA[
2565 A locked door can be opened only when carrying
2566 the appropriate special key. ]]>
2567 </description>
2568 <use><![CDATA[
2569 If you want to create a locked door that cannot be opened (no key),
2570 set a &lt;key string&gt; like "no_key_available". This will clearify things
2571 and only a fool would create a key matching that string.
2572
2573 Door-objects can not only be used for "doors". In many maps these
2574 are used with all kinds of faces/names, especially often as
2575 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2576 There you have magic forces (door objects) put under certain artifact
2577 items. To get your hands on the artifacts, you need to bring up the
2578 appropriate quest items (key objects). ]]>
2579 </use>
2580 <attribute arch="move_type" value="0" type="fixed" />
2581 <attribute arch="no_pick" value="1" type="fixed" />
2582 <attribute arch="slaying" editor="key string" type="string">
2583 The &lt;key string&gt; in the door must be identical with the
2584 &lt;key string&gt; in the special key, then the door is unlocked.
2585 It is VERY important to set the &lt;key string&gt; to something that
2586 is unique among the CF mapset.
2587
2588 DONT EVER USE the default string "set_individual_value".
2589 </attribute>
2590 <attribute arch="no_magic" editor="restrict spells" type="bool">
2591 Restricting the use of spells to pass this door.
2592 This should be set in most cases.
2593 (Don't forget that the spell "dimension door" is easily
2594 available at about wisdom level 10).
2595 </attribute>
2596 <attribute arch="damned" editor="restrict prayers" type="bool">
2597 Restricting the use of prayers to pass this door.
2598 This should be set in most cases.
2599 </attribute>
2600 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2601 When a player is trying to open the door without carrying the
2602 appropriate key, this text is displayed to the player. This is
2603 a good opportunity to place hints about the special key needed
2604 to unlock the door.
2605 </attribute>
2606 </type>
2607
2608 <!--####################################################################-->
2609 <type number="29" name="Magic Ear">
2610 <ignore>
2611 <ignore_list name="system_object" />
2612 </ignore>
2613 <description><![CDATA[
2614 Magic_ears trigger a connected value
2615 when the player speaks a specific keyword. ]]>
2616 </description>
2617 <use><![CDATA[
2618 Whenever you put magic_ears on your maps, make sure there are
2619 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2620 something like a gate that is opened by speaking "open" or
2621 "sesame", expecting the player to figure this out all by himself.
2622 <br><br>
2623 Magic_ears are typically used for interaction with NPCs. You
2624 can create the impression that the NPC actually *does* something
2625 according to his conversation with a player. Mostly this means
2626 opening a gate or handing out some item, but you could be quite
2627 creative here. ]]>
2628 </use>
2629 <attribute arch="no_pick" value="1" type="fixed" />
2630 <attribute arch="connected" editor="connection" type="int">
2631 The Magic_ear will trigger all objects with the
2632 same connection value, every time it is activated.
2633 </attribute>
2634 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2635 This textfield contains the keyword-matching-syntax. The text should
2636 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2637 Any number of keywords from one to infinite is allowed. Make sure
2638 they are seperated by a '|'.
2639
2640 Examples: "@match yes", "@match gold|treasure". The connected
2641 value will be triggerd when the player speaks any of the given
2642 keywords within a two-square radius. IMPORTANT: Upper/lower case
2643 does not make a difference!
2644 </attribute>
2645 </type>
2646
2647 <!--####################################################################-->
2648 <type number="62" name="Magic Wall">
2649 <ignore>
2650 <ignore_list name="non_pickable" />
2651 </ignore>
2652 <description><![CDATA[
2653 Magic walls fire spells in a given direction, in regular intervals.
2654 Magic walls can contain any spell. However, some spells do not
2655 operate very successfully in them. The only way to know is to test
2656 the spell you want to use with a wall.
2657 <br><br>
2658 Several types of magical walls are predefined for you in the
2659 archetypes, and can be found on the "connected" Pickmap. ]]>
2660 </description>
2661 <use><![CDATA[
2662 Spellcasting walls pose an interesting alternative to monsters.
2663 Usually they are set to be undestroyable. Thus, while monsters
2664 in a map can be cleared out, the magic walls remain. Low level
2665 characters for example will not be able to pass through their
2666 spell-area, hence they cannot loot a map that a high level character
2667 might have cleared out.
2668 <br><br>
2669 Another point of magic walls is that if the player dies, he has to face
2670 them all again. Magic walls can add a kind of "permanent thrill" to
2671 your maps.
2672 <br><br>
2673 Be careful that your magic walls don't kill the monsters on a map. If
2674 placing monsters, eventually take ones that are immune to the
2675 walls' spell(s).
2676 <br><br>
2677 It is possible to make walls rotate when triggered. But that is so
2678 confusing (and useless IMHO) that I did not mention it above. You
2679 can find a working example on the map
2680 "/pup_land/castle_eureca/castle_eureca8". ]]>
2681 </use>
2682 <attribute arch="dam" editor="spell" type="spell">
2683 The magic wall will cast this &lt;spell&gt;.
2684 </attribute>
2685 <attribute arch="level" editor="spell level" type="int">
2686 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2687 walls cast spells at minimal strength. "level 100" walls cast deadly
2688 spells. Arch default is level 1 - you should always set this value
2689 to meet the overall difficulty of your map.
2690 </attribute>
2691 <attribute arch="connected" editor="connection" type="int">
2692 Every time the &lt;connection&gt; value is triggered, the wall will cast
2693 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2694 have much visible effect.
2695 </attribute>
2696 &activate_on;
2697 <attribute arch="speed" editor="casting speed" type="float">
2698 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2699 You can fine-tune how long the duration between two casts shall
2700 be. If you want to create a wall that can be activated (cast per
2701 trigger) via connected lever/button/etc, you must set "speed 0".
2702 </attribute>
2703 &speed_left;
2704 <attribute arch="sp" editor="direction" type="list_direction">
2705 The magic wall will cast it's spells always in the specified
2706 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2707 always fire in a random direction.
2708 </attribute>
2709 &movement_types_terrain;
2710 <section name="destroyable">
2711 <attribute arch="alive" editor="is destroyable" type="bool">
2712 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2713 destroyed by the player. If disabled, all other attributes on
2714 this tab, as well as resistances, are meaningless.
2715 </attribute>
2716 <attribute arch="hp" editor="hitpoints" type="int">
2717 The more &lt;hitpoints&gt; the wall has, the longer
2718 it takes to be destroyed.
2719 </attribute>
2720 <attribute arch="maxhp" editor="max hitpoints" type="int">
2721 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2722 can have. This only makes sense if the wall can regain health.
2723 </attribute>
2724 <attribute arch="ac" editor="armour class" type="int">
2725 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2726 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2727 to &lt;weapon class&gt;.
2728 </attribute>
2729 </section>
2730 &resistances_basic;
2731 </type>
2732
2733 <!--####################################################################-->
2734 <type number="55" name="Marker">
2735 <ignore>
2736 <ignore_list name="system_object" />
2737 </ignore>
2738 <description><![CDATA[
2739 A marker is an object that inserts an invisible force (a mark) into a
2740 player stepping on it. This force does nothing except containing a
2741 &lt;key string&gt; which can be discovered by detectors or inventory
2742 checkers. It is also possible to use markers for removing marks again.
2743 <br><br>
2744 Note that the player has no possibility to "see" his own marks,
2745 except by the effect that they cause on the maps. ]]>
2746 </description>
2747 <use><![CDATA[
2748 Markers hold real cool possibilities for map-making. I encourage
2749 you to use them frequently. However there is one negative point
2750 about markers: Players don't "see" what's going on with them. It is
2751 your task, as map-creator, to make sure the player is always well
2752 informed and never confused.
2753 <br><br>
2754 Please avoid infinite markers when they aren't needed. They're
2755 using a little space in the player file after all, so if there
2756 is no real purpose, set an expire time. ]]>
2757 </use>
2758 <attribute arch="no_pick" value="1" type="fixed" />
2759 <attribute arch="slaying" editor="key string" type="string">
2760 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2761 If the player already has a force with that &lt;key string&gt;,
2762 there won't be inserted a second one.
2763 </attribute>
2764 <attribute arch="connected" editor="connection" type="int">
2765 When the detector is triggered, all objects with the same
2766 connection value get activated.
2767 </attribute>
2768 <attribute arch="speed" editor="marking speed" type="float">
2769 The &lt;marking speed&gt; defines how quickly it will mark something
2770 standing on the marker. Set this value rather high to make
2771 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2772 should do fine.
2773 </attribute>
2774 &speed_left;
2775 <attribute arch="food" editor="mark duration" type="int">
2776 This value defines the duration of the force it inserts.
2777 If nonzero, the duration of the player's mark is finite:
2778 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2779 means the mark will stay on the player forever.
2780 </attribute>
2781 <attribute arch="name" editor="delete mark" type="string">
2782 When the player steps onto the marker, all existing forces in
2783 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2784 will be removed. If you don't want to remove any marks, leave
2785 this textfield empty.
2786
2787 Note that the string &lt;delete mark&gt; is set as the name of
2788 this marker. So don't be confused, and remember changing the
2789 name will take effect on the marker's functionality.
2790 </attribute>
2791 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2792 In the moment when the player gets marked, this text is displayed
2793 to him. You should really set a message in any marker you create,
2794 because it's the only way for the player to notice what's going on.
2795 </attribute>
2796 </type>
2797
2798 <!--####################################################################-->
2799 <type number="36" name="Money">
2800 <ignore>
2801 <attribute arch="unpaid" />
2802 </ignore>
2803 <description><![CDATA[
2804 Items of the type Money are handled as currency.
2805 Money cannot be sold/bought in shops. When money is dropped
2806 in a shop, it stays the same.<br>
2807 When a player picks an item from a shop and attempts to
2808 walk over the shop mat, the item's selling-price is automatically
2809 subtracted from the player's money.
2810 <br><br>
2811 For money, always use the default arches.
2812 Don't modify them. ]]>
2813 </description>
2814 <attribute arch="race" value="gold and jewels" type="fixed" />
2815 </type>
2816
2817 <!--####################################################################-->
2818 <type number="0" name="Monster &amp; NPC">
2819 <required>
2820 <attribute arch="is_floor" value="0" />
2821 <attribute arch="alive" value="1" />
2822 <attribute arch="tear_down" value="0" />
2823 </required>
2824 <ignore>
2825 <attribute arch="material" />
2826 <attribute arch="name_pl" />
2827 <attribute arch="nrof" />
2828 <attribute arch="value" />
2829 <attribute arch="unpaid" />
2830 </ignore>
2831 <description><![CDATA[
2832 Monsters can behave in various kinds of ways.
2833 They can be aggressive, attacking the player. Or peaceful,
2834 helping the player - maybe joining him as pet.
2835 The unagressive creatures who communicate with players are
2836 usually called "NPCs" (Non Player Character), a well-known
2837 term in role-play environments. ]]>
2838 </description>
2839 <use><![CDATA[
2840 Monsters play a central role in most maps. Choosing the right
2841 combination of monsters for your map is vital:
2842 <UL>
2843 <LI> Place only monsters of slightly varying (increasing) strength.
2844 It's no fun to play for two hours just to find out the last
2845 monster is unbeatable. Similar, it's not exciting to fight orcs
2846 after passing a room of dragons.<br>
2847 This rule applies only for linear maps (one room after the other),
2848 with treasure at the end. You can sprinkle the treasure around,
2849 or make non-linear maps - That is often more entertaining.
2850 <LI> Places with high level monsters must not be easy to reach.
2851 Balrogs, Dragonmen and the likes should be at the end of a quest,
2852 not at the beginning.
2853 <LI> Don't stick monsters together that tend to kill each other.
2854 Fire- and cold dragons in one room for example is a bad idea.
2855 By weakening and killing each other they are easy prey for players,
2856 not worth the experience they hold.
2857 <LI> Create your own monsters, especially for "boss"-type monsters.
2858 Having stage-bosses guarding treasure is a lot of fun when done right.
2859 Avoid to create monsters with completely non-intuitive abilities:
2860 Don't give ice-spells to firedragons or vice versa. Don't add
2861 draining attack to trolls, etc. Additionally, you should inform the
2862 player before he bumps right into some very special/unusual monster.
2863 <LI> Last but not least: Always keep an eye on the experience your monsters
2864 hold. Design your maps in a way that high experience
2865 is always well-defended. Don't make large rooms full with only one kind
2866 of monster. Keep in mind the different abilities/techniques players
2867 can use.
2868 </UL>
2869 I know it's impossible to make the perfectly balanced map. There's always
2870 some part which is found too easy or too hard for a certain kind of player.
2871 Just give it your best shot. And listen to feedback from players if you
2872 receive some. :-) ]]>
2873 </use>
2874 <attribute arch="alive" value="1" type="fixed" />
2875 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2876 When the monster is killed, items from the treasurelist will
2877 drop to the ground. This is a common way to reward players
2878 for killing (masses of) monsters.
2879
2880 Note that you can always put items into the monster's
2881 inventory. Those will drop-at-kill just like the stuff
2882 from the &lt;treasurelist&gt;.
2883 </attribute>
2884 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2885 Set this flag to move treasure items created into the environment (map)
2886 instead of putting them into the object.
2887 </attribute>
2888 <attribute arch="level" editor="level" type="int">
2889 A monster's &lt;level&gt; is the most important attribute.
2890 &lt;level&gt; affects the power of a monster in various ways.
2891 </attribute>
2892 <attribute arch="race" editor="race" type="string">
2893 Every monster should have a race set to categorize it.
2894 The monster's &lt;race&gt; can have different effects:
2895 Slaying weapons inflict tripple damage against enemy races
2896 and holy word kills only enemy races of the god.
2897 </attribute>
2898 <attribute arch="exp" editor="experience" type="int">
2899 When a player kills this monster, he will get exactly this
2900 amount of &lt;experience&gt;. The experience will flow into
2901 the skill-category the player used for the kill.
2902
2903 If you create special monsters of tweaked strenght/abilities,
2904 always make sure that the &lt;experience&gt; is set to a
2905 reasonable value. Compare with existing arches to get a feeling
2906 what reasonable means. Keep in mind that spellcasting monsters
2907 are a lot harder to kill than non-spellcasters!
2908 </attribute>
2909 <attribute arch="speed" editor="speed" type="float">
2910 The &lt;speed&gt; determines how fast a monster will both move
2911 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2912 </attribute>
2913 &speed_left;
2914 <attribute arch="other_arch" editor="breed monster" type="string">
2915 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2916 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2917 can be set to any valid arch-name of a monster. Multipart monster
2918 should not be used.
2919 </attribute>
2920 <attribute arch="generator" editor="multiply" type="bool">
2921 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2922 every once in a while. Mice are a good example for this effect.
2923 If enabled, you must also set &lt;breed monster&gt; or check
2924 &lt;template generation&gt; and put other monsters in the inventory.
2925 </attribute>
2926 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2927 This only takes effect if &lt;multiply&gt; is enabled. The monster
2928 will create a new monster every once in a while by duplicating it's inventory.
2929 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2930 Each time the monster need to generate an object, it will be
2931 a randomly chosen item from the inventory. When generator is destroyed,
2932 inventory is destroyed.
2933 </attribute>
2934 &move_type;
2935 <attribute arch="undead" editor="undead" type="bool">
2936 Several spells only affect undead monsters:
2937 turn undead, banish undead, holy word, etc.
2938 </attribute>
2939 <attribute arch="carrying" editor="carries weight" type="int">
2940 If a monster has something in the inventory, this
2941 value can be set to reflect the slowdown due to
2942 the carried weight.
2943 </attribute>
2944 <attribute arch="precious" editor="precious" type="bool">
2945 Set this flag to indicate that this monster is precious, i.e.
2946 it should not be lightly destroyed. This is most useful on pets and
2947 keeps the server from destroying them on destroy_pets/monster floors
2948 and will try to save them when the player logs out.
2949 </attribute>
2950
2951 <section name="melee">
2952 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2953 This number is a bitmask, specifying the monster's attacktypes
2954 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2955 Strong monsters often have more than just physical attacktype.
2956
2957 When a monster with multiple attacktypes hits aan oponent, it will do
2958 as much damage as the "best" of it's attacktypes does. So, the more
2959 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2960 somehow exceptions.
2961 </attribute>
2962 <attribute arch="dam" editor="damage" type="int">
2963 Among other parameters, &lt;damage&gt; affects how much melee damage
2964 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2965 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2966 take effect on the melee damage of a monster.
2967 </attribute>
2968 <attribute arch="wc" editor="weapon class" type="int">
2969 Monsters of high &lt;weapon class&gt; are more likely to really hit
2970 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2971 to &lt;armour class&gt;.
2972 </attribute>
2973 <attribute arch="hp" editor="health points" type="int">
2974 The &lt;health points&gt; of a monster define how long it takes to
2975 kill it. With every successful hit from an opponent, &lt;health points&gt;
2976 get drained - The monster dies by zero &lt;health points&gt;.
2977 </attribute>
2978 <attribute arch="maxhp" editor="max health" type="int">
2979 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2980 monster can have.
2981 </attribute>
2982 <attribute arch="ac" editor="armour class" type="int">
2983 Monsters of low &lt;armour class&gt; are less likely to get hit from
2984 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2985 to &lt;weapon class&gt;.
2986 Values typically range between +20 (very bad) to -20 (quite good).
2987 </attribute>
2988 <attribute arch="Con" editor="healing rate" type="int">
2989 Monsters regenerate this many health points each 4 ticks. Hence, the
2990 healing rate is independent of &lt;speed&gt;.
2991 </attribute>
2992 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2993 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2994 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2995 bounce off.
2996 </attribute>
2997 <attribute arch="hitback" editor="hitback" type="bool">
2998 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2999 to the amount of damage the *attacker* inflicted. This damage
3000 is additional to the regular melee damage of the monster.
3001 As far as I know, hitback uses acid attacktype, and it only takes
3002 effect if the monster actually has acid attacktype at it's disposal.
3003 Acid spheres for example use this feature.
3004 </attribute>
3005 <attribute arch="one_hit" editor="one hit only" type="bool">
3006 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3007 to a player.
3008 </attribute>
3009 </section>
3010
3011 <section name="spellcraft">
3012 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3013 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3014 Only wands/rods/etc can be used, given the appropriate abilities.
3015 </attribute>
3016 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3017 A monster with this flag has the ability to &lt;reflect spells&gt;,
3018 all kinds of spell-bullets and -beams will bounce off.
3019
3020 Generally this flag should not be set because it puts
3021 wizard-type players at an unfair disadvantage.
3022 </attribute>
3023 <attribute arch="sp" editor="spellpoints" type="int">
3024 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3025 them for both wizard- and prayer-spells. However, this value defines
3026 only the amount of *initial* spellpoints the monster starts with.
3027 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3028 and &lt;spellpoint regen.&gt; are more important than just initial
3029 &lt;spellpoints&gt;.
3030 </attribute>
3031 <attribute arch="maxsp" editor="max spellpoints" type="int">
3032 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3033 can hold. Setting this to high values has little effect unless
3034 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3035 "regenerate mana" at it's disposal.
3036 </attribute>
3037 <attribute arch="Pow" editor="spellpoint regen." type="int">
3038 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3039 spellpoint regeneration rate is independent of &lt;speed&gt;.
3040
3041 To make a real tough spellcasting monster, the rate of spellpoint
3042 regeneration is most important. If your monster is still not casting
3043 fast enough, give it the spell-ability of "regenerate mana".
3044 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3045 </attribute>
3046 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3047 Click on the &lt;attuned paths&gt; button to select spellpaths.
3048 The creature will get attuned to the specified spellpaths.
3049 </attribute>
3050 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3051 Click on the &lt;repelled paths&gt; button to select spellpaths.
3052 The creature will get repelled to the specified spellpaths.
3053 </attribute>
3054 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3055 Click on the &lt;denied paths&gt; button to select spellpaths.
3056 The creature won't be able to cast spells of the specified paths.
3057 </attribute>
3058 </section>
3059
3060 <section name="ability">
3061 <attribute arch="Int" editor="detect hidden" type="int">
3062 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3063 hidden/invisible creatures. Higher values make for better
3064 detection-skills. Enabling &lt;see invisible&gt; makes this value
3065 obsolete.
3066 </attribute>
3067 <attribute arch="see_invisible" editor="see invisible" type="bool">
3068 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3069 with by invisible or hiding players. This flag is a must-have
3070 for high-level monsters. When a monster is unable to detect
3071 invisible players, it can be killed without fighting back.
3072 </attribute>
3073 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3074 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3075 by spells of darkness or dark maps. This flag is a "should-have"
3076 for high-level monsters. When a monster is unable to see in
3077 darkness, players can cast darkness and sneak around it safely.
3078 </attribute>
3079 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3080 Monster is able to wield weapon type objects.
3081 </attribute>
3082 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3083 Monster is able to use missile-weapon type objects.
3084 </attribute>
3085 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3086 Monster is able to wear protective equipment like brestplate
3087 armour, shields, helmets etc.
3088 </attribute>
3089 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3090 Monster is able to wear rings.
3091 </attribute>
3092 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3093 Monster is able to use wands and staves.
3094 </attribute>
3095 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3096 Monster is able to use rods.
3097 </attribute>
3098 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3099 Monster is able to read scrolls.
3100 </attribute>
3101 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3102 Monster is able to use skills from it's inventory.
3103 For example, you can put a throwing skill object and some
3104 boulders into the monster's object and set &lt;can use skills&gt;.
3105 </attribute>
3106 </section>
3107
3108 <section name="behave">
3109 <attribute arch="monster" editor="monster behaviour" type="bool">
3110 When &lt;monster behaviour&gt; is enabled, this object will behave
3111 like a monster: It can move and attack enemies (which are
3112 typically players).
3113 This flag should be set for all monsters as-such.
3114 Monsters which don't move, like guards, should also have
3115 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3116 It should *not* be set for things like immobile generators.
3117 </attribute>
3118 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3119 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3120 </attribute>
3121 <attribute arch="friendly" editor="friendly" type="bool">
3122 &lt;friendly&gt; monsters help the player, attacking any
3123 non-friendly monsters in range.
3124 </attribute>
3125 <attribute arch="stand_still" editor="stand still" type="bool">
3126 Monsters which &lt;stand still&gt; won't move to leave their position.
3127 When agressive, they will attack all enemies who get close to
3128 them. This behaviour is commonly known from castle guards.
3129
3130 In older versions of Crossfire it was possible to eventually
3131 push a &lt;stand still&gt;-monster out of position by force.
3132 I believe this is no longer possible. Neverthless, you should
3133 still be cautious when lining up &lt;stand still&gt;-monster in order
3134 to "defend" something: Such monsters are rather easy to kill.
3135 It's good for low level maps, but not much more.
3136 </attribute>
3137 <attribute arch="sleep" editor="asleep" type="bool">
3138 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3139 &lt;sensing range&gt; of the monster. Usually the sensing range is
3140 larger than the players line of sight. Due to that, in most cases
3141 the player won't ever notice weither a monster was asleep or not.
3142 </attribute>
3143 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3144 This entry defines which kinds of environment actions the
3145 creature is able to perform.
3146 </attribute>
3147 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3148 Click on the &lt;pick up&gt; button and select which types of objects
3149 the creature should try to pick up.
3150
3151 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3152 etc are set, then the creature will pick up the matching items even
3153 if this is not set here.
3154 </attribute>
3155 <attribute arch="Wis" editor="sensing range" type="int">
3156 &lt;sensing range&gt; determines how close a player needs to be before
3157 the creature wakes up. This is done as a square, for reasons of speed.
3158 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3159 11x11 square of the monster will wake the monster up. If the player
3160 has stealth, the size of this square is reduced in half plus 1.
3161 </attribute>
3162 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3163 If this is set to default, the standard mode of movement will be used.
3164 </attribute>
3165 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3166 This movement is not in effect when the monster has an enemy and should
3167 only be used for non agressive monsters.
3168 </attribute>
3169 <attribute arch="run_away" editor="run at % health" type="int">
3170 This is a percentage value in the range 0-100.
3171 When the monster's health points drop below this percentage
3172 (relative to max health), it attempts to run away from the
3173 attacker.
3174 </attribute>
3175 </section>
3176 &resistances_basic;
3177 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3178 </attribute>
3179 </type>
3180
3181 <!--####################################################################-->
3182 <type number="28" name="Monster (Grimreaper)">
3183 <import_type name="Monster &amp; NPC" />
3184 <ignore>
3185 <attribute arch="material" />
3186 <attribute arch="name_pl" />
3187 <attribute arch="nrof" />
3188 <attribute arch="value" />
3189 <attribute arch="unpaid" />
3190 </ignore>
3191 <description>
3192 A grimreaper is a monster that vanishes after it did some number of
3193 draining attacks.
3194 </description>
3195 <section name="grimreaper">
3196 <attribute arch="value" editor="attacks" type="int">
3197 The object vanishes after this number of draining attacks.
3198 </attribute>
3199 </section>
3200 </type>
3201
3202 <!--####################################################################-->
3203 <type number="65" name="Mood Floor">
3204 <ignore>
3205 <ignore_list name="system_object" />
3206 </ignore>
3207 <description><![CDATA[
3208 As the name implies, mood floors can change the "mood" of
3209 a monsters/NPC. For example, an unagressive monster could be
3210 turned mad to start attacking. Similar, an agressive monster
3211 could be calmed. ]]>
3212 </description>
3213 <use><![CDATA[
3214 Mood floors are absolutely cool for NPC interaction. To make an
3215 unaggressive monster/NPC attack, put a creator with "other_arch
3216 furious_floor" under it. Connect the creator to a magic_ear, so the
3217 player speaks a keyword like "stupid sucker" - and the monster attacks.
3218 <br><br>
3219 To turn an NPC into a pet, put a charm_floor under it and connect
3220 it directly to a magic_ear. Then the player speaks a keyword like
3221 "help me" - and the NPC joins him as pet.
3222 <br><br>
3223 (Of course you must always give clear hints about keywords!
3224 And there is no reason why you couldn't use a button/lever/pedestal
3225 etc. instead of a magic_ear.) ]]>
3226 </use>
3227 <attribute arch="no_pick" value="1" type="fixed" />
3228 <attribute arch="last_sp" editor="mood" type="list_mood">
3229 &lt;mood&gt; is used to determine what will happen to the
3230 monster when affected by the mood floor:
3231
3232 &lt;mood&gt; 'furious': Makes all monsters aggressive
3233
3234 &lt;mood&gt; 'angry': As above but pets are unaffected
3235
3236 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3237
3238 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3239
3240 &lt;mood&gt; 'charm': Turns monster into a pet of person
3241 who triggers the square. This setting is not
3242 enabled for continous operation, you need to
3243 insert a &lt;connection&gt; value!
3244 </attribute>
3245 <attribute arch="connected" editor="connection" type="int">
3246 This should only be set in combination with &lt;mood number&gt; 4.
3247 Normally, monsters are affected by the mood floor as soon as they
3248 step on it. But charming (monster -&gt; pet) is too powerful,
3249 so it needs to be activated.
3250
3251 Typically it is connected to an altar, for buying a "hireling".
3252 But a powerful pet could as well be the reward for solving a
3253 quest. Or even better: It could be *part* of a quest!
3254 </attribute>
3255 <attribute arch="no_magic" editor="no spells" type="bool">
3256 If enabled, it is impossible for players to use (wizard-)
3257 spells on that spot.
3258 </attribute>
3259 <attribute arch="damned" editor="no prayers" type="bool">
3260 If enabled, it is impossible for players to use prayers
3261 on that spot. It also prevents players from saving.
3262 </attribute>
3263 </type>
3264
3265 <!--####################################################################-->
3266 <type number="40" name="Mover">
3267 <ignore>
3268 <ignore_list name="non_pickable" />
3269 </ignore>
3270 <description><![CDATA[
3271 Movers move the objects above them. However, only living objects
3272 are affected (monsters/NPCs always, players optional). Movers have
3273 a direction, so players can be made to move in a pattern, and so
3274 can monsters. Motion is involuntary. Additionally, players or
3275 monsters can be "frozen" while ontop of movers so that they MUST
3276 move along a chain of them.
3277 <br><br>
3278 Multisquare monsters can be moved as well, given
3279 enough space. Movers are usually invisible. ]]>
3280 </description>
3281 <use><![CDATA[
3282 NEVER EVER consider a mover being unpassable in the backwards
3283 direction. Setting "forced movement" makes it seemingly impossible
3284 but there is still a trick: One player can push a second player
3285 past the mover, in opposite to the mover's direction! The more
3286 movers, the more players needed. Hence, don't make a treasure
3287 room that is surrounded by movers instead of solid walls/gates.
3288 <br><br>
3289 Btw, it does not make a difference putting movers above or
3290 below the floor. Moreover, movers that are set to be invisible
3291 cannot be discovered with the show_invisible spell.
3292 <br><br>
3293 Note that Movers and Directors are seperate objects, even though
3294 they look and act similar. Directors only do spells/missiles,
3295 while movers only do living creatures (depending on how it
3296 is set: monsters and players). ]]>
3297 </use>
3298 <attribute arch="attacktype" editor="forced movement" type="bool">
3299 If forced movement is enabled, the mover "freezes" anyone it
3300 moves (so they are forced to move along a chain).
3301 For players there is no way to escape this forced movement,
3302 except being pushed by a second player.
3303 </attribute>
3304 <attribute arch="maxsp" editor="freeze duration" type="int">
3305 The player will be "frozen" for that many moves.
3306 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3307 enabled, then &lt;freeze duration&gt; gets assigned the
3308 "default value" 2 automatically.
3309 </attribute>
3310 <attribute arch="speed" editor="movement speed" type="float">
3311 The movement speed value determines how fast a chain of
3312 these movers will push a player along (default is -0.2).
3313 </attribute>
3314 &speed_left;
3315 <attribute arch="sp" editor="direction" type="list_direction">
3316 The mover will push creatures in the specified &lt;direction&gt;.
3317 A mover with direction set to &lt;none&gt; will spin clockwise,
3318 thus pushing creatures in unpredictable directions.
3319 </attribute>
3320 <attribute arch="lifesave" editor="gets used up" type="bool">
3321 If enabled, the mover gets "used up" after a certain number of moves
3322 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3323 </attribute>
3324 <attribute arch="hp" editor="number of uses" type="int">
3325 This value has only a meaning if &lt;gets used up&gt; is set:
3326 &lt;number of uses&gt; is the number of times minus one, that it
3327 will move a creature before disappearing. (It will move
3328 someone &lt;number of uses&gt;+1 times, then vanish).
3329 </attribute>
3330 <section name="targets">
3331 <attribute arch="level" editor="move players" type="bool">
3332 If &lt;move players&gt; is enabled, both players and monsters will be
3333 moved. In the arches' default it is disabled - thus ONLY monsters
3334 get moved. Remember that "monsters" includes NPCs!
3335
3336 This feature provides you with the possibility to make NPCs
3337 literally "come to life". Example: The player is talking with an
3338 NPC, speaking a certain keyword. This triggers a magic_ear and
3339 activates creators, creating (per default: monster-only) movers
3340 under the NPC's feet. The NPC starts "walking" on a predefined
3341 route! Note that it's useful to set this NPC immune to everything,
3342 preventing the player to push the NPC off his trace.
3343 </attribute>
3344 <attribute arch="move_on" editor="movement type" type="movement_type">
3345 Which movement types activate the mover.
3346 </attribute>
3347 </section>
3348 </type>
3349
3350 <!--####################################################################-->
3351 <type number="17" name="Pedestal">
3352 <ignore>
3353 <ignore_list name="non_pickable" />
3354 </ignore>
3355 <description><![CDATA[
3356 Pedestals are designed to detect certain types of living objects.
3357 When a predefined type of living creature steps on the pedestal, the
3358 connected value is triggered. ]]>
3359 </description>
3360 <use><![CDATA[
3361 If you want to create a place where only players of a certain race
3362 can enter, put a teleporter over your pedestal. So the teleporter is
3363 only activated for players of the matching race. Do not use gates,
3364 because many other players could sneak in. If you put powerful
3365 artifacts into such places, generally set "startequip 1", so that
3366 they are preserved for that one race and can't be traded to others. ]]>
3367 </use>
3368 <attribute arch="no_pick" value="1" type="fixed" />
3369 <attribute arch="slaying" editor="match race" type="string">
3370 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3371 matches the monster's or the player's race, we have a match.
3372 Yes, pedestals can detect a player's race! E.g. you could create a
3373 place where only fireborns can enter, by setting "slaying unnatural".
3374
3375 If it is set to "player", any player stepping on the pedestal
3376 is a match. Very useful if you want to open a gate for players
3377 but not for monsters.
3378 </attribute>
3379 <attribute arch="connected" editor="connection" type="int">
3380 When the pedestal is triggered, all objects with the same
3381 connection value get activated.
3382 </attribute>
3383 &move_on;
3384 </type>
3385
3386 <!--####################################################################-->
3387 <type number="94" name="Pit">
3388 <ignore>
3389 <ignore_list name="non_pickable" />
3390 </ignore>
3391 <description><![CDATA[
3392 Pits are holes, transporting the player when he walks (and falls) into them.
3393 A speciality about pits is that they don't transport the player to
3394 the exact destination, but within a two-square radius of the destination
3395 (never on blocked squares).<br>
3396 Optionally, pits can get closed and opened, similar to gates.<br><br>
3397 Monsters and items are affected by pits just as well as players.
3398 Even multipart monsters can fall through them, given enough space. ]]>
3399 </description>
3400 <use><![CDATA[
3401 Pits can add interesting effects to your map. When using them, make
3402 sure to use them in a "logical way": Pits should always drop the
3403 player to some kind of lower level. They should not be used to
3404 randomly interconnect maps like teleporters do. ]]>
3405 </use>
3406 <attribute arch="no_pick" value="1" type="fixed" />
3407 <attribute arch="connected" editor="connection" type="int">
3408 When a &lt;connection&gt; value is set, the pit can be opened/closed
3409 by activating the connection.
3410 </attribute>
3411 &activate_on;
3412 <attribute arch="hp" editor="destination X" type="int">
3413 The pit will transport creatures (and items) randomly into a two-square
3414 radius of the destination coordinates.
3415 If the destination square becomes blocked, the pit will act like
3416 being filled up and not work anymore!
3417 </attribute>
3418 <attribute arch="sp" editor="destination Y" type="int">
3419 The pit will transport creatures (and items) randomly into a two-square
3420 radius of the destination coordinates.
3421 If the destination square becomes blocked, the pit will act like
3422 being filled up and not work anymore!
3423 </attribute>
3424 <attribute arch="wc" editor="position state" type="int">
3425 The &lt;position state&gt; defines the position of the gate:
3426 Zero means completely open/down, the "number of animation-steps" (usually
3427 about 6 or 7) means completely closed/up state. I suggest you don't
3428 mess with this value - Leave the default in place.
3429 </attribute>
3430 &move_on;
3431 </type>
3432
3433 <!--####################################################################-->
3434 <type number="7" name="Poison Food">
3435 <description><![CDATA[
3436 When eating, the player's stomache is drained by 1/4 of food.
3437 If his food drops to zero, the player might even die. ]]>
3438 </description>
3439 </type>
3440
3441 <!--####################################################################-->
3442 <type number="5" name="Potion">
3443 <description><![CDATA[
3444 The player can drink these and gain various kinds of benefits
3445 (/penalties) by doing so. ]]>
3446 </description>
3447 <use><![CDATA[
3448 One potion should never give multiple benefits at once. ]]>
3449 </use>
3450 <attribute arch="level" editor="potion level" type="int">
3451 If the potion contains a spell, the spell is cast at this level.
3452 For other potions it should be set at least to 1.
3453 </attribute>
3454 <attribute arch="sp" editor="spell" type="spell">
3455 When a player drinks this potion, the selected spell
3456 will be casted (once). This should work for any given spell.
3457 E.g. heal is "sp 35", magic power is "sp 67".
3458 </attribute>
3459 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3460 There are two types of special effects for potions:
3461 'life restoration' - restore the player's stats lost by death or draining
3462 (this has nothing in common with the restoration spell!)
3463 'improvement' - increase the player's maximum health/mana/grace
3464 by a very small amount.
3465 </attribute>
3466 <attribute arch="cursed" editor="cursed" type="bool">
3467 If a potion is cursed, benefits generally turn into penalties.
3468 Note that potions can be "uncursed" by praying over an altar,
3469 with relative ease. *But* the potion must be identified to notice
3470 that it is cursed &gt;:)
3471 </attribute>
3472 <attribute arch="startequip" editor="godgiven item" type="bool">
3473 A godgiven item vanishes as soon as the player
3474 drops it to the ground.
3475 </attribute>
3476 &player_stat_resist_sections;
3477 </type>
3478
3479 <!--####################################################################-->
3480 <type number="156" name="Power Crystal">
3481 <description><![CDATA[
3482 Power crystals can store a player's mana:
3483 When the player applies the crystal with full mana, half of
3484 it flows into the crystal. When the player applies it with
3485 lacking mana, the crystal replenishes the player's mana. ]]>
3486 </description>
3487 <attribute arch="sp" editor="initial mana" type="int">
3488 &lt;initial mana&gt; is the amount of spellpoints that the
3489 crystal holds when the map is loaded.
3490 </attribute>
3491 <attribute arch="maxsp" editor="mana capacity" type="int">
3492 The &lt;mana capacity&gt; defines how much mana can be stored
3493 in the crystal. This is what makes the crystal interesting.
3494 Wizard-players will always seek for crystals with large
3495 capacities.
3496 </attribute>
3497 </type>
3498
3499 <!--####################################################################-->
3500 <type number="13" name="Projectile">
3501 <description><![CDATA[
3502 Projectiles like arrows/crossbow bolts are used as ammunition
3503 for shooting weapons.
3504 <br><br>
3505 It's very easy to add new pairs of weapons &amp; projectiles.
3506 Just set matching &lt;ammunition class&gt; both for shooting
3507 weapon and projectile. ]]>
3508 </description>
3509 <use><![CDATA[
3510 If you want to create new kinds of projectiles, you could
3511 add an alchemical receipe to create these.
3512
3513 Don't create new pairs of weapons &amp; projectiles unless
3514 they really fullfill a useful purpose. In fact, even bows
3515 and crossbows are rarely ever used. ]]>
3516 </use>
3517 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3518 This number is a bitmask, specifying the projectile's attacktypes.
3519 Attacktypes are: physical, magical, fire, cold.. etc.
3520 This works identical to melee weapons. Note that shooting
3521 weapons cannot have attacktypes.
3522 </attribute>
3523 <attribute arch="race" editor="ammunition class" type="string">
3524 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3525 these projectiles. For arrows set "arrows", for crossbow bolts
3526 set "crossbow bolts" (big surprise).
3527
3528 In certain cases, the ammunition class is displayed in the game.
3529 Hence, when you create a new ammunition class, choose an
3530 intuitive name like "missiles", "spirit bolts" - whatever.
3531
3532 You can also make special containers holding these projectiles
3533 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3534 </attribute>
3535 <attribute arch="slaying" editor="slaying race" type="string">
3536 Slaying means the weapon does tripple (3x) damage to monsters
3537 of the specified race. If &lt;slaying race&gt; matches an arch name,
3538 only monsters of that archtype receive tripple damage.
3539 Tripple damage is very effective.
3540 </attribute>
3541 <attribute arch="dam" editor="damage" type="int">
3542 The projectile &lt;damage&gt; significantly affects the damage
3543 done. Damage can be further increased by the shooting
3544 weapon's attributes.
3545 </attribute>
3546 <attribute arch="wc" editor="weaponclass" type="int">
3547 This value is supposed to be the base &lt;weaponclass&gt;,
3548 but it seems to have rather little effect.
3549 High values are good here, low values bad.
3550 </attribute>
3551 <attribute arch="food" editor="chance to break" type="int">
3552 The &lt;chance to break&gt; defines the breaking probability when this
3553 projectile hits an obstacle, e.g. wall or monster.
3554 The value is the %-chance to break, ranging from 0 (never breaking)
3555 to 100 (breaking at first shot).
3556 </attribute>
3557 <attribute arch="magic" editor="magic bonus" type="int">
3558 Magic bonus increases chance to hit and damage a little bit.
3559 </attribute>
3560 <attribute arch="unique" editor="unique item" type="bool">
3561 Unique items exist only one time on a server. If the item
3562 is taken, lost or destroyed - it's gone for good.
3563 </attribute>
3564 <attribute arch="startequip" editor="godgiven item" type="bool">
3565 A godgiven item vanishes as soon as the player
3566 drops it to the ground.
3567 </attribute>
3568 <attribute arch="no_drop" editor="don't drop" type="bool">
3569 When a monster carries a projectile with &lt;don't drop&gt;,
3570 this item will never drop to the ground but
3571 vanish instead. If this object is shot, it can still drop
3572 after hitting an obstacle. You can prevent this by
3573 setting &lt;chance to break&gt; 100.
3574 </attribute>
3575 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3576 This text may describe the projectile. This
3577 could be nice for very special ones.
3578 </attribute>
3579 </type>
3580
3581 <!--####################################################################-->
3582 <type number="70" name="Ring">
3583 <import_type name="Amulet" />
3584 <description><![CDATA[
3585 Rings are worn on the hands - one ring each.
3586 Wearing rings, the object's stats will directly be inherited to
3587 the player. Usually enhancing his spellcasting potential. ]]>
3588 </description>
3589 <use><![CDATA[
3590 When you create an artifact ring, never forget that players can
3591 wear <B>two</B> rings! Due to that it is extremely important to
3592 keep rings in balance with the game.
3593 <br><br>
3594 Also keep in mind that rings are generally the wizard's tools.
3595 They should primarily grant bonuses to spellcasting abilities
3596 and non-physical resistances. ]]>
3597 </use>
3598 </type>
3599
3600 <!--####################################################################-->
3601 <type number="3" name="Rod">
3602 <ignore>
3603 <attribute arch="title" />
3604 </ignore>
3605 <description><![CDATA[
3606 A rod contains a spell. The player can use this spell by applying and
3607 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3608 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3609 used endlessly. ]]>
3610 </description>
3611 <use><![CDATA[
3612 Rods with healing/curing spells are extremely powerful. Usually, potions have
3613 to be used for that purpose. Though, potions are expensive and only good for
3614 one-time-use.<br> ]]>
3615 </use>
3616 <attribute arch="sp" editor="spell" type="spell">
3617 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3618 rods to players, since they can be used endlessly without any mana cost!
3619 Rods with heal/ restoration/ protection spells, IF available, MUST be
3620 very very VERY hard to get!
3621 </attribute>
3622 <attribute arch="level" editor="casting level" type="int">
3623 The casting level of the &lt;spell&gt; determines it's power.
3624 For attack spells, level should be set to something reasonable.
3625 </attribute>
3626 <attribute arch="hp" editor="initial spellpoints" type="int">
3627 This value represents the initial amount of spellpoints in the rod.
3628 Naturally, this is quite unimportant.
3629 </attribute>
3630 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3631 When the rod is fully charged up, it will hold this maximum amount of
3632 spellpoints. Make sure it is enough to cast the contained spell at least
3633 once. But don't set the value too high, as that might make the rod
3634 too effective.
3635 </attribute>
3636 <attribute arch="startequip" editor="godgiven item" type="bool">
3637 A godgiven item vanishes as soon as the player
3638 drops it to the ground.
3639 </attribute>
3640 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3641 This text may contain a description of the rod.
3642 </attribute>
3643 </type>
3644
3645 <!--####################################################################-->
3646 <type number="154" name="Rune">
3647 <ignore>
3648 <attribute arch="no_pick" />
3649 <attribute arch="title" />
3650 <attribute arch="name_pl" />
3651 <attribute arch="weight" />
3652 <attribute arch="value" />
3653 <attribute arch="material" />
3654 <attribute arch="unpaid" />
3655 </ignore>
3656 <description><![CDATA[
3657 A rune is a magical enscription on the dungeon floor.
3658 <br><br>
3659 Runes hit any monster or person who steps on them for 'dam' damage in
3660 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3661 and will cast this spell when it detonates. Yet another kind is the
3662 "summoning rune", summoning predefined monsters of any kind, at detonation.
3663 <br><br>
3664 Many runes are already defined in the archetypes. ]]>
3665 </description>
3666 <use><![CDATA[
3667 Avoid monsters stepping on your runes. For example, summoning runes
3668 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3669 </use>
3670 <attribute arch="no_pick" value="1" type="fixed" />
3671 &move_on;
3672 <attribute arch="level" editor="rune level" type="int">
3673 This value sets the level the rune will cast the spell it contains at,
3674 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3675 (&lt;rune level&gt; 0 runes won't detonate at all!)
3676
3677 Level Also effects how easily a rune may be found and disarmed, and
3678 how much experience the player gets for doing so. Beware: High level
3679 runes can be quite a cheap source of experience! So either make them
3680 tough, or keep the level low.
3681 </attribute>
3682 <attribute arch="Cha" editor="visibility" type="int">
3683 This value determines what fraction of the time the rune is visible:
3684 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3685 how easily the rune may be found.
3686 </attribute>
3687 <attribute arch="hp" editor="number of charges" type="int">
3688 The rune will detonate &lt;number of charges&gt; times before disappearing.
3689 </attribute>
3690 <attribute arch="dam" editor="direct damage" type="int">
3691 &lt;direct damage&gt; specifies how much damage is done by the rune,
3692 if it doesn't contain a spell. This should be set in reasonable
3693 relation to the rune's level.
3694 </attribute>
3695 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3696 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3697 attribute defines what attacktype to use for direct damage when
3698 the rune detonates.
3699 </attribute>
3700 <section name="spellcraft">
3701 <attribute arch="sp" editor="spell" type="spell">
3702 The selected &lt;spell&gt; defines the spell in the rune, if any.
3703 (Many runes do direct damage).
3704 </attribute>
3705 <attribute arch="slaying" editor="spell name" type="string">
3706 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3707 but if present, overrides the &lt;spell&gt; setting.
3708 </attribute>
3709 <attribute arch="other_arch" editor="spell arch" type="string">
3710 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3711 is optional, but if present, overrides the &lt;spell&gt; setting.
3712 You can choose any of the existing arches.
3713 </attribute>
3714 <attribute arch="maxsp" editor="direction" type="list_direction">
3715 If set, the rune will cast it's containing spell (if any) in
3716 this &lt;direction&gt;.In most cases this appears useless because
3717 the spell directly hits the player.
3718 </attribute>
3719 <attribute arch="race" editor="summon monster" type="string">
3720 If this is set to the arch name of any monster, together with
3721 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3722 of those on detonation. (dam and attacktype will still be ignored
3723 in this case). Runes are even capable of summoning multi-square
3724 monsters, given enough space. You'd better test it though.
3725 </attribute>
3726 <attribute arch="maxhp" editor="summon amount" type="int">
3727 This should only be set to a summoning rune. It will then summon
3728 that many creatures of the kind &lt;summon monster&gt;.
3729 </attribute>
3730 </section>
3731 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3732 When the rune detonates, this text is displayed to the
3733 victim. For especially powerful runes, create an appropriate
3734 thrilling description. ;)
3735 </attribute>
3736 </type>
3737
3738 <!--####################################################################-->
3739 <type number="106" name="Savebed">
3740 <ignore>
3741 <ignore_list name="non_pickable" />
3742 </ignore>
3743 <description><![CDATA[
3744 When the player applies a savebed, he is not only saved. Both his
3745 respawn-after-death and his word-of-recall positions are pointing
3746 to the last-applied savebed. ]]>
3747 </description>
3748 <use><![CDATA[
3749 Put savebed locations in towns, do not put them into dungeons.
3750 It is absolutely neccessary that a place with savebeds is 100% secure.
3751 That means:
3752 <UL>
3753 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3754 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3755 <LI> Insert a relyable exit! Make sure there is no possibility that
3756 players get trapped in a savebed location.
3757 <LI> If possible, mark the whole site as no-spell area (Insert this
3758 arch called "dungeon_magic" everywhere). This is not required,
3759 but it makes the place much more safe.
3760 </UL> ]]>
3761 </use>
3762 <attribute arch="no_pick" value="1" type="fixed" />
3763 <attribute arch="no_magic" value="1" type="fixed" />
3764 <attribute arch="damned" value="1" type="fixed" />
3765 </type>
3766
3767 <!--####################################################################-->
3768 <type number="111" name="Scroll">
3769 <ignore>
3770 <attribute arch="title" />
3771 </ignore>
3772 <description><![CDATA[
3773 Scrolls contain spells (similar to spell-potions). Unlike potions,
3774 scrolls require a certain literacy skill to read successfully.
3775 Accordingly, for a successful reading, a small amount of
3776 experience is gained. Scrolls allow only one time usage, but
3777 usually they are sold in bulks. ]]>
3778 </description>
3779 <use><![CDATA[
3780 For low level quests, scrolls of healing/curing-spells
3781 can be a nice reward. At higher levels, scrolls become less
3782 and less useful. ]]>
3783 </use>
3784 <attribute arch="level" editor="casting level" type="int">
3785 The spell of the scroll will be casted at this level.
3786 This value should always be set, at least to 1.
3787 </attribute>
3788 <attribute arch="sp" editor="spell" type="spell">
3789 When a player/monster applies this scroll, the selected &lt;spell&gt;
3790 will be casted (once). This should work for any given spell.
3791 </attribute>
3792 <attribute arch="startequip" editor="godgiven item" type="bool">
3793 A godgiven item vanishes as soon as the player
3794 drops it to the ground.
3795 </attribute>
3796 </type>
3797
3798 <!--####################################################################-->
3799 <type number="33" name="Shield">
3800 <import_type name="Amulet" />
3801 <description><![CDATA[
3802 Wearing a shield, the object's stats will directly be inherited to
3803 the player. Shields usually provide good defense, only surpassed
3804 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3805 </description>
3806 <use><![CDATA[
3807 Feel free to create your own special artifacts. However, it is very
3808 important that you keep your artifact in balance with existing maps. ]]>
3809 </use>
3810 <attribute arch="magic" editor="magic bonus" type="int">
3811 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3812 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3813 than direct armour-class bonus on the shield.
3814 </attribute>
3815 </type>
3816
3817 <!--####################################################################-->
3818 <type number="14" name="Shooting Weapon">
3819 <description><![CDATA[
3820 Shooting weapons like bows/crossbows are used to shoot projectiles
3821 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3822 wielded both at the same time. Like with any other equipment,
3823 stats/bonuses from shooting weapons are directly inherited to the player.
3824 <br><br>
3825 It's very easy to add new pairs of weapons &amp; projectiles.
3826 Just set matching &lt;ammunition class&gt; both for shooting
3827 weapon and projectile. ]]>
3828 </description>
3829 <use><![CDATA[
3830 Shooting weapons should not add bonuses in general. There's already
3831 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3832 Shooting weapons should especially not add bonuses to the player
3833 that have nothing to do with schooting. A Wisdom bonus on a bow
3834 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3835 - still crap. ]]>
3836 </use>
3837 <attribute arch="race" editor="ammunition class" type="string">
3838 Only projectiles with matching &lt;ammunition class&gt; can be fired
3839 with this weapon. For normal bows set "arrows", for normal
3840 crossbows set "crossbow bolts".
3841
3842 In certain cases, the ammunition class is displayed in the game.
3843 Hence, when you create a new ammunition class, choose an
3844 intuitive name like "missiles", "spirit bolts" - whatever.
3845 </attribute>
3846 <attribute arch="sp" editor="shooting speed" type="int">
3847 After shooting a projectile, the player is frozen for a short
3848 period of time (to prevent shooting arrows machine-gun-like).
3849 The greater &lt;shooting speed&gt;, the shorter this period of time.
3850 1 is minimum (=worst) and 100 is maximum (=best) value.
3851
3852 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3853 SET IT TO ZERO! (That would freeze the player for eternety).
3854 </attribute>
3855 <attribute arch="dam" editor="base damage" type="int">
3856 The &lt;base damage&gt; significantly affects the damage done
3857 by using this weapon. This damage is added to the projectile
3858 damage and then (if &lt;ignore strength&gt; disabled) a bonus
3859 according to the player's strength is added.
3860 </attribute>
3861 <attribute arch="wc" editor="weaponclass" type="int">
3862 This value is supposed to be the base &lt;weaponclass&gt;,
3863 but it seems to have rather little effect.
3864 High values are good here, low values bad.
3865 </attribute>
3866 <attribute arch="item_power" editor="item power" type="int">
3867 The &lt;item power&gt; value measures how "powerful" an artifact is.
3868 Players will only be able to wear equipment with a certain total
3869 amount of &lt;item power&gt;, depending on their own level. This is the
3870 only way to prevent low level players to wear "undeserved" equipment
3871 (like gifts from other players or cheated items).
3872
3873 It is very important to adjust the &lt;item power&gt; value carefully
3874 for every artifact you create! If zero/unset, the CF server will
3875 calculate a provisional value at runtime, but this is never
3876 going to be an accurate measurement of &lt;item power&gt;.
3877 </attribute>
3878 <attribute arch="no_strength" editor="ignore strength" type="bool">
3879 Usually the player's strentgh takes effect on the damage
3880 done by the shooting weapon. If &lt;ignore strength&gt; is set,
3881 the player's strength is ignored.
3882 </attribute>
3883 <attribute arch="damned" editor="damnation" type="bool">
3884 A damned shooting weapon cannot be unwielded unless
3885 the curse is removed. Removing damnations is
3886 a tick harder than removing curses.
3887 </attribute>
3888 <attribute arch="cursed" editor="curse" type="bool">
3889 A cursed shooting weapon cannot be unwielded unless
3890 the curse is removed.
3891 </attribute>
3892 <attribute arch="unique" editor="unique item" type="bool">
3893 Unique items exist only one time on a server. If the item
3894 is taken, lost or destroyed - it's gone for good.
3895 </attribute>
3896 <attribute arch="startequip" editor="godgiven item" type="bool">
3897 A godgiven item vanishes as soon as the player
3898 drops it to the ground.
3899 </attribute>
3900 <section name="stats">
3901 <attribute arch="Str" editor="strength" type="int">
3902 The player's strentgh will rise/fall by the given value
3903 while wearing this shooting weapon.
3904 </attribute>
3905 <attribute arch="Dex" editor="dexterity" type="int">
3906 The player's dexterity will rise/fall by the given value
3907 while wearing this shooting weapon.
3908 </attribute>
3909 <attribute arch="Con" editor="constitution" type="int">
3910 The player's constitution will rise/fall by the given value
3911 while wearing this shooting weapon.
3912 </attribute>
3913 <attribute arch="Int" editor="intelligence" type="int">
3914 The player's intelligence will rise/fall by the given value
3915 while wearing this shooting weapon.
3916 </attribute>
3917 <attribute arch="Pow" editor="power" type="int">
3918 The player's power will rise/fall by the given value
3919 while wearing this shooting weapon.
3920 </attribute>
3921 <attribute arch="Wis" editor="wisdom" type="int">
3922 The player's wisdom will rise/fall by the given value while
3923 wearing this shooting weapon.
3924 </attribute>
3925 <attribute arch="Cha" editor="charisma" type="int">
3926 The player's charisma will rise/fall by the given value
3927 while wearing this shooting weapon.
3928 </attribute>
3929 </section>
3930 <section name="bonus">
3931 <attribute arch="luck" editor="luck bonus" type="int">
3932 With positive luck bonus, the player is more likely to
3933 succeed in all sorts of things (spellcasting, praying,...).
3934 Unless the &lt;luck bonus&gt; is very high, the effect will be
3935 barely visible in-game. Luck bonus on one piece of equipment
3936 should never exceed 3, and such bonus should not be too
3937 frequently available.
3938 </attribute>
3939 <attribute arch="magic" editor="magic bonus" type="int">
3940 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3941 I'm not sure what exactly is increased - maybe weaponclass?
3942 However, &lt;magic bonus&gt; seems to have a little bit of positive
3943 influence on your chance to hit.
3944 </attribute>
3945 </section>
3946 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3947 This text describes the weapons's "story". Every decent artifact weapon
3948 should have such a description.
3949 </attribute>
3950 </type>
3951
3952 <!--####################################################################-->
3953 <type number="68" name="Shop Floor">
3954 <ignore>
3955 <ignore_list name="non_pickable" />
3956 </ignore>
3957 <description><![CDATA[
3958 Shop floor is used for shops. It acts like a combination of the
3959 common floor- and the treasure type: When the map is loaded,
3960 randomitems (depending on the setings) are generated on it.
3961 These items are all flagged as unpaid.
3962 When a player drops an item onto shop floor, the item becomes
3963 unpaid and the player receives payment according to the item's
3964 selling-value.
3965 Shopfloor always prevents magic (To hinder players from burning
3966 or freezing the goods). ]]>
3967 </description>
3968 <use><![CDATA[
3969 Tile your whole shop-interior space which shop floor.
3970 (That assures players receive payment for dropping items).
3971 Place shop mats to enter/leave the shop, and make sure
3972 there is no other exit than the shop mat. ]]>
3973 </use>
3974 <attribute arch="is_floor" value="1" type="fixed" />
3975 <attribute arch="no_pick" value="1" type="fixed" />
3976 <attribute arch="no_magic" value="1" type="fixed" />
3977 <attribute arch="auto_apply" editor="generate goods" type="bool">
3978 If enabled, items will appear on this square when the map is loaded.
3979 You need to specify a &lt;treasurelist&gt; to define what kinds of items
3980 are generated. The items will be unpaid.
3981 </attribute>
3982 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3983 This entry determines what kind of treasure will appear, when
3984 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3985 for details about existing treasurelists.
3986 </attribute>
3987 <attribute arch="exp" editor="quality level" type="int">
3988 The &lt;quality level&gt; will be used for the quality of the generated
3989 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3990 doesn't need to be set, unless you want extraordinarily good/bad
3991 quality. If you want to make a shop with very high quality, meaybe
3992 charge an entrance fee, or make the shop hard-to-come-by.
3993 Note that &lt;quality level&gt; mainly affects chance of magic bonus
3994 and appearance of artifact-items.
3995 </attribute>
3996 <attribute arch="damned" editor="no prayers" type="bool">
3997 If enabled, it is impossible for players to use prayers
3998 on that spot. It also prevents players from saving.
3999 (Remember that &lt;no magic&gt; is always set for shop floors.)
4000 </attribute>
4001 </type>
4002
4003 <!--####################################################################-->
4004 <type number="69" name="Shop Mat">
4005 <ignore>
4006 <ignore_list name="non_pickable" />
4007 </ignore>
4008 <description><![CDATA[
4009 Shop mats are used for entering/leaving shops. You should always
4010 have exactly TWO shop mats on your shop-map: One inside the
4011 "shopping-area" and one outside. Shop mats don't use exit paths/
4012 or -destinations. When stepping onto a shopmat the player gets beamed
4013 to the nearest other mat. If the player has unpaid items in his
4014 inventory, the price gets charged from his coins automatically.
4015 If the player has insufficient coins to buy his unpaid items, he
4016 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4017 </description>
4018 <use><![CDATA[
4019 As stated above, always place TWO shop mats into your shop.
4020 Not more and not less than that. ]]>
4021 </use>
4022 <attribute arch="no_pick" value="1" type="fixed" />
4023 &move_on;
4024 </type>
4025
4026 <!--####################################################################-->
4027 <type number="98" name="Sign &amp; MagicMouth">
4028 <ignore>
4029 <ignore_list name="non_pickable" />
4030 </ignore>
4031 <description><![CDATA[
4032 The purpose of a sign or magic_mouth is to display a certain message to
4033 the player. There are three ways to have the player get this message:
4034 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4035 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4036 </description>
4037 <use><![CDATA[
4038 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4039 some true roleplay feeling to your maps, support your storyline or give
4040 hints about hidden secrets/dangers. Place signs to provide the player
4041 with all kinds of useful information for getting along in your maps. ]]>
4042 </use>
4043 <attribute arch="connected" editor="connection" type="int">
4044 When a connection value is set, the message will be printed whenever
4045 the connection is triggered. This should be used in combination with
4046 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4047 If activating your magic_mouth this way, the message will not only be
4048 printed to one player, but all players on the current map.
4049 </attribute>
4050 &activate_on;
4051 &move_on;
4052 <attribute arch="food" editor="counter" type="int">
4053 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4054 (printing the message) only that many times. For signs this really shouldn't
4055 be used, while for magic_mouths it is extremely helpful.
4056 Monsters walking over the magic_mouth do not decrease the counter.
4057
4058 Often, you might want to have a message displayed only one time. For example:
4059 The player enters your map and you put a magic_mouth to tell him about the
4060 monsters and how dangerous they look and all. Later, when all the monsters
4061 are killed and the player leaves the map, displaying the same message a
4062 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4063 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4064 </attribute>
4065 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4066 This text will be displayed to the player.
4067 </attribute>
4068 </type>
4069
4070 <type number="150" name="Shop Inventory">
4071 <ignore>
4072 <ignore_list name="non_pickable" />
4073 </ignore>
4074 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4075 </description>
4076 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4077 </use>
4078 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4079 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4080 the map that will be searched for unpaid items.
4081 </attribute>
4082 </type>
4083
4084 <!--####################################################################-->
4085 <type number="43" name="Skill">
4086 <ignore>
4087 <ignore_list name="system_object" />
4088 </ignore>
4089 <description><![CDATA[
4090 Skills are objects which exist in the player/monster inventory.
4091 Both NPC/monsters and players use the same skill archetypes. Not all skills
4092 are enabled for monster use however. ]]>
4093 </description>
4094 <use><![CDATA[
4095 For mapmaking, Skill objects serve two purposes:
4096 <p>First, the predefined skill archtypes (in the 'skills' directory)
4097 can be seen as the global skill definitions. A skill which doesn't
4098 exists as an archtype cannot be learned or used by players. When you
4099 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4100 of defined skill archtypes, because those strings are used as a reference in
4101 many skill-related objects.
4102 </p><p>
4103 Secondly, in order to enable monsters to use skills, you will need to
4104 copy default skill archtypes into the monsters' inventories.
4105 You can even customize the skills by changing stats. It is not
4106 recommended however, to use skills in your maps which are totally
4107 unrelated to any predefined skill archtype.</p> ]]>
4108 </use>
4109 <attribute arch="invisible" value="1" type="fixed" />
4110 <attribute arch="no_drop" value="1" type="fixed" />
4111 <attribute arch="skill" editor="skill name" type="string">
4112 The &lt;skill name&gt; is used for matchings. When a usable
4113 object has an identical &lt;skill name&gt;, players
4114 (or monsters) will need this skill to apply/use the object.
4115 </attribute>
4116 <attribute arch="expmul" editor="exp multiplier" type="float">
4117 This is the ratio of experience the players total should increase by
4118 when this skill is used. If this is zero, then experience only goes to
4119 to the skill. Values higher than 1 are allowed. Note that experience
4120 rewarded to the players total is in addition to that given to the
4121 skill. Eg, if player should get 500 exp for using a skill, and
4122 expmul is 1, the player will get 500 added to that skill as well as
4123 500 to their total.
4124 </attribute>
4125 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4126 The &lt;skill type&gt; defines the base functionality of the skill.
4127 Skill types are hardcoded in the Crossfire server. It isn't hard to
4128 create new skill types, but it requires a bit of server-coding.
4129 </attribute>
4130 <attribute arch="level" editor="level" type="int">
4131 </attribute>
4132 <attribute arch="exp" editor="experience" type="int">
4133 </attribute>
4134 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4135 The &lt;is native skill&gt; flag has an effect only when this
4136 skill object is placed in the inventory of a monster (or player).
4137 If it is set, the monster or player knows the skill natively, which
4138 means he does not need a skill tool to use it.
4139 </attribute>
4140 </type>
4141
4142 <!--####################################################################-->
4143 <type number="130" name="Skill Scroll">
4144 <description><![CDATA[
4145 By reading a skill scroll, a player has a chance to learn the
4146 contained skill. ]]>
4147 </description>
4148 <use><![CDATA[
4149 Skill scrolls are very much sought for by players. Currently,
4150 all skill scrolls are sold in shops randomly, which is in fact not
4151 a good system. It would be nice to have some cool quests with
4152 skill scrolls rewarded at the end. ]]>
4153 </use>
4154 <attribute arch="race" value="scrolls" type="fixed" />
4155 <attribute arch="skill" editor="skill name" type="string">
4156 The &lt;skill name&gt; matches the skill object that can
4157 be learned from this scroll.
4158 </attribute>
4159 </type>
4160
4161 <!--####################################################################-->
4162 <type number="21" name="Special Key">
4163 <ignore>
4164 <attribute arch="material" />
4165 </ignore>
4166 <description><![CDATA[
4167 When carrying the appropriate special key, a locked door can
4168 be opened. The key will dissapear.
4169 <br><br>
4170 This object-type can also be used for "passport"-like items:
4171 When walking onto an invetory checker, a gate for example might
4172 get opened. The "passport" will stay in the player's inventory. ]]>
4173 </description>
4174 <use><![CDATA[
4175 How to make a "passport": You take the special key arch
4176 (archetype name is "key2"), set the face to something like
4177 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4178 certainly must match with the appropiate inventory checker.
4179 <br><br>
4180 Of course you can be creative with names and faces of
4181 key-objects. A "mysterious crystal" or a "big dragon claw"
4182 (with appropriate faces) appear more interesting than just
4183 a "strange key", or "passport". ]]>
4184 </use>
4185 <attribute arch="slaying" editor="key string" type="string">
4186 This string must be identical with the &lt;key string&gt; in the
4187 locked door, then it can be unlocked. It can also be used
4188 to trigger inventory checkers.
4189 </attribute>
4190 <attribute arch="material" editor="material" type="bitmask_material">
4191 For Special Keys, material should always be unset or set
4192 to Adamantite. This prevents the key from getting
4193 burned or otherwise destroyed.
4194 </attribute>
4195 <attribute arch="unique" editor="unique item" type="bool">
4196 Unique items exist only one time on a server. If the item
4197 is taken, lost or destroyed - it's gone for good.
4198
4199 This can be used if you want to sell apartments on your
4200 map: Simply sell a unique passport/key, and place
4201 an inventory checker at the entrance of your apartment.
4202 </attribute>
4203 <attribute arch="startequip" editor="godgiven item" type="bool">
4204 A godgiven item vanishes as soon as the player
4205 drops it to the ground.
4206 </attribute>
4207 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4208 This will add a description to the object. The player can read
4209 this text by clicking on the item in his inventory. Use this
4210 message to describe what the key/passport is good for. A player
4211 might have 50 different keys on his key-ring. Don't expect
4212 players to recall their purpose just by their names.
4213 </attribute>
4214 </type>
4215
4216 <!--####################################################################-->
4217 <type number="101" name="Spell">
4218 <ignore>
4219 <ignore_list name="system_object" />
4220 </ignore>
4221 <description><![CDATA[
4222 Spell objects define a spell. When a spell is put in a spellbook,
4223 players can learn it by reading the book. Once learned, players
4224 can use the spell as often as they like. With increasing skill level
4225 of the player, spells may gain power but also increase cost.<br>
4226 Monsters can use spells which are put in their inventory (provided
4227 that certain "enabling" settings are correct). The monster's
4228 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4229 </description>
4230 <use><![CDATA[
4231 A lot of the spells' settings can be tuned and customized.
4232 When creating new spells which are accessible to players, it is
4233 important to think about balance. A single spell which is too
4234 powerful and/or too easy to use can eventually toss the whole skill
4235 and magic school system out of whack. Testing new spells is
4236 quite important therefore. ]]>
4237 </use>
4238 <attribute arch="no_drop" value="1" type="fixed" />
4239 <attribute arch="invisible" value="1" type="fixed" />
4240 <attribute arch="skill" editor="skill name" type="string">
4241 The &lt;skill name&gt; matches the skill which is needed
4242 to cast this spell. This should be one out of "sorcery",
4243 "pyromancy", "evocation", "summoning" or "praying".
4244 If you want to fiddle with these, please take care not
4245 to upset the concept and balance of the various skills.
4246 </attribute>
4247 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4248 The &lt;spell type&gt; defines the basic type of spell.
4249 Some of these types are of a more generic nature than others.
4250 </attribute>
4251 <attribute arch="level" editor="spell level" type="int">
4252 </attribute>
4253 <attribute arch="casting_time" editor="casting time" type="int">
4254 </attribute>
4255 <attribute arch="duration" editor="duration" type="int">
4256 </attribute>
4257 <attribute arch="other_arch" editor="create object" type="string">
4258 </attribute>
4259 <attribute arch="sp" editor="cost spellpoints" type="int">
4260 </attribute>
4261 <attribute arch="grace" editor="cost grace" type="int">
4262 </attribute>
4263 <attribute arch="maxsp" editor="double cost per level" type="int">
4264 </attribute>
4265 </type>
4266
4267 <!--####################################################################-->
4268 <type number="85" name="Spellbook">
4269 <description><![CDATA[
4270 By reading a spellbook, the player has a chance of learning the
4271 contained spell. Once learned from a book, the spell is available
4272 forever. Spellbooks with high level spells require some skill-level
4273 to read.<br><br>
4274 You can create widely customized spells only by adjusting the
4275 spell object in the spellbooks inventory. Refer to the description
4276 of spell objects for detailed information how to customize spells.<br>
4277 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4278 with a compilation of spells that the book may contain. ]]>
4279 </description>
4280 <use><![CDATA[
4281 Don't put any of the godgiven spells into a spellbook! These are
4282 reserved for the followers of the appropriate cults. Handing them
4283 out in a spellbook would violate the balance between different religions.
4284 <br><br>
4285 Note that there is no fundamental difference between the spellbooks
4286 of varying schools (pyromancy, sorcery, evocation, summoning, and
4287 even praying). The difference lies only in the spells they contain.
4288 It is up to you, the mapmaker, to pick the right type of book
4289 for your spells. ]]>
4290 </use>
4291 <attribute arch="skill" value="literacy" type="fixed" />
4292 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4293 There are two ways to put spells into a spellbook:
4294 1. Put a spell object in the books inventory. In this case,
4295 treasurelist must be set to &lt;none&gt;.
4296 2. Choose a treasurelist which contains spells.
4297 In that way, a spell will be chosen randomly from the list.
4298 </attribute>
4299 <attribute arch="startequip" editor="godgiven item" type="bool">
4300 A godgiven item vanishes as soon as the player
4301 drops it to the ground.
4302 </attribute>
4303 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4304 This text may contain a nice description
4305 of the spellbook's cover or something.
4306 </attribute>
4307 </type>
4308
4309 <!--####################################################################-->
4310 <type number="90" name="Spinner">
4311 <ignore>
4312 <ignore_list name="non_pickable" />
4313 </ignore>
4314 <description><![CDATA[
4315 Spinners change the direction of spell objects and other projectiles
4316 that fly past. Unlike directors, it does make a difference from what
4317 angle you shoot into the spinner. The direction of objects flying past
4318 is always changed by a certain degree. ]]>
4319 </description>
4320 <use><![CDATA[
4321 Spinners are very rarely used. I believe they are quite
4322 confusing and pointless. The only use I can think of is building
4323 some puzzle about where to shoot into spinners to shoot somewhere you
4324 otherwise couldn't.
4325
4326 When placing spinners on a map with magic walls, make sure the spell-
4327 projectiles from magic walls don't get to fly in loops. ]]>
4328 </use>
4329 <attribute arch="sp" editor="direction number" type="int">
4330 The spinner will change the direction of flying objects by
4331 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4332 positive values counter clockwise.
4333
4334 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4335 </attribute>
4336 &move_on;
4337 </type>
4338
4339 <!--####################################################################-->
4340 <type number="138" name="Swamp">
4341 <ignore>
4342 <ignore_list name="non_pickable" />
4343 </ignore>
4344 <description><![CDATA[
4345 Swamp areas show a special behaviour:
4346 When a player stands still on a swamp-square for too long,
4347 he will start to sink in and eventually drown and die.
4348 Items dropped on the swamp sink in and dissapear.
4349 Players with knowledge of the woodsman skill are a lot less likely
4350 to die in the swamp. ]]>
4351 </description>
4352 <attribute arch="is_floor" value="1" type="fixed" />
4353 <attribute arch="is_wooded" value="1" type="fixed" />
4354 <attribute arch="speed" editor="drowning speed" type="float">
4355 The higher the &lt;drowning speed&gt;, the faster will players and items
4356 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4357 and unexpected death-trap. Players should get a warning before such areas.
4358 </attribute>
4359 &speed_left;
4360 &move_on;
4361 &movement_types_terrain;
4362 <attribute arch="no_magic" editor="no spells" type="bool">
4363 If enabled, it is impossible for players to use (wizard-)
4364 spells on that spot.
4365 </attribute>
4366 <attribute arch="damned" editor="no prayers" type="bool">
4367 If enabled, it is impossible for players to use prayers
4368 on that spot. It also prevents players from saving.
4369 </attribute>
4370 </type>
4371
4372 <!--####################################################################-->
4373 <type number="41" name="Teleporter">
4374 <ignore>
4375 <ignore_list name="non_pickable" />
4376 </ignore>
4377 <description><![CDATA[
4378 When the player walks into a teleporter, he is transferred to a
4379 different location. The main difference to the object-type exit
4380 is the possibility to have teleporters connected to levers/buttons/etc.
4381 Sometimes teleporters are activated even against the players will.
4382 <br><br>
4383 Unlike exits, teleporters can also transfer items and
4384 monsters to different locations on the same map. ]]>
4385 </description>
4386 <use><![CDATA[
4387 When creating maps, I guess sooner or later you'll want to have
4388 an invisible teleporter. If using "invisible 1", the teleporter
4389 can still be discovered with the show_invisible spell. And in
4390 some cases you can't place it under the floor to prevent this.
4391 <br><br>
4392 Fortunately, there is a cool trick to make a perfectly invisible
4393 teleporter: You simply add teleporter functionality to the floor
4394 itself. That means: You take the floor arch (e.g. "flagstone"),
4395 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4396 </use>
4397 <attribute arch="slaying" editor="exit path" type="string">
4398 The exit path specifies the map that the player is transferred to.
4399 &lt;exit path&gt; can be an absolute path, beginning with '/'
4400 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4401 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4402 for example I could use the relative path "Fire1"). Use relative
4403 paths whenever possible! Note that upper/lower case must always be
4404 set correctly. However, please use lower case only.
4405
4406 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4407 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4408 monsters and items. In this case, the destined map is automatically
4409 the same map the teleporter is on.
4410 </attribute>
4411 <attribute arch="hp" editor="destination X" type="int">
4412 The exit destinations define the (x, y)-coordinates where the exit
4413 leads to.
4414
4415 If both are set to zero and &lt;exit path&gt; is empty, the player will
4416 get teleported to another, randomly chosen teleporter on the same
4417 map (Slightly confusing for the player though). Make sure there
4418 actually *is* a second one in that case.
4419
4420 If both are set to zero and &lt;exit path&gt; is set, the player will
4421 be transferred to the "default enter location" of the destined map.
4422 The latter can be set in the map-properties as "Enter X/Y". Though,
4423 please DO NOT use that. It turned out to be a source for numerous
4424 map-bugs.
4425 </attribute>
4426 <attribute arch="sp" editor="destination Y" type="int">
4427 The exit destinations define the (x, y)-coordinates where the exit
4428 leads to.
4429
4430 If both are set to zero and &lt;exit path&gt; is empty, the player will
4431 get teleported to another, randomly chosen teleporter on the same
4432 map (Slightly confusing for the player though). Make sure there
4433 actually *is* a second one in that case.
4434
4435 If both are set to zero and &lt;exit path&gt; is set, the player will
4436 be transferred to the "default enter location" of the destined map.
4437 The latter can be set in the map-properties as "Enter X/Y". Though,
4438 please DO NOT use that. It turned out to be a source for numerous
4439 map-bugs.
4440 </attribute>
4441 <attribute arch="connected" editor="connection" type="int">
4442 If a connection value is set, the teleporter will be activated
4443 whenever the connection is triggered. To use this properly,
4444 &lt;activation speed&gt; must be zero.
4445 </attribute>
4446 &activate_on;
4447 <attribute arch="speed" editor="activation speed" type="float">
4448 If the &lt;activation speed&gt; is nonzero, the teleporter will
4449 automatically be activated in regular time-intervals. Hence, the
4450 player can just step on it and gets teleported sooner or later.
4451 The duration between two activates depends on the given value.
4452 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4453
4454 VERY IMPORTANT: If you want to have your teleporter activated via
4455 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4456 </attribute>
4457 &speed_left;
4458 </type>
4459
4460 <!--####################################################################-->
4461 <type number="26" name="Timed Gate">
4462 <ignore>
4463 <ignore_list name="non_pickable" />
4464 </ignore>
4465 <description><![CDATA[
4466 Gates play an important role in Crossfire. Gates can be opened
4467 by activating a button/trigger, by speaking passwords (-> magic_ear)
4468 or carrying special key-objects (-> inventory checker).
4469 Unlike locked doors, gates can get shut again after a player has
4470 passed, which makes them more practical in many cases. Unlike normal
4471 gates, timed gates open when triggered but automatically close again
4472 after some time.]]>
4473 </description>
4474 <use><![CDATA[
4475 Use gates to divide your maps into separated areas. After solving
4476 area A, the player gains access to area B, and so on. Make your
4477 maps more complex than "one-way". ]]>
4478 </use>
4479 <attribute arch="no_pick" value="1" type="fixed" />
4480 <attribute arch="connected" editor="connection" type="int">
4481 Whenever the inventory checker is triggered, all objects with identical
4482 &lt;connection&gt; value get activated. This only makes sense together with
4483 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4484 after some time.
4485 </attribute>
4486 &activate_on;
4487 <attribute arch="wc" editor="position state" type="int">
4488 The &lt;position state&gt; defines the position of the gate:
4489 Zero means completely open/down, the "number of animation-steps" (usually
4490 about 6 or 7) means completely closed/up state. I suggest you don't
4491 mess with this value - Leave the default in place.
4492 </attribute>
4493 &movement_types_terrain;
4494 <attribute arch="no_magic" editor="restrict spells" type="bool">
4495 Restricting the use of spells to pass this gate. This has
4496 an effect only if &lt;block view&gt; is disabled.
4497 </attribute>
4498 <attribute arch="damned" editor="restrict prayers" type="bool">
4499 Restricting the use of prayers to pass this door. This has
4500 an effect only if &lt;block view&gt; is disabled.
4501 </attribute>
4502 <attribute arch="hp" editor="open duration" type="int">
4503 Defines the duration the gate remains closed. This only takes effect
4504 if the gate is not connected.
4505 </attribute>
4506 </type>
4507
4508 <!--####################################################################-->
4509 <type number="155" name="Trap">
4510 <ignore>
4511 <attribute arch="no_pick" />
4512 <attribute arch="title" />
4513 <attribute arch="name_pl" />
4514 <attribute arch="weight" />
4515 <attribute arch="value" />
4516 <attribute arch="material" />
4517 <attribute arch="unpaid" />
4518 </ignore>
4519 <description><![CDATA[
4520 A trap is a object that can either do damage or trigger another connected object
4521 when detonated. Traps are like runes except they are not magical in nature,
4522 and generally have either a physical attack or trigger a reaction.
4523 <br><br>
4524 Traps hit any monster or person who steps on them for 'dam' damage in
4525 'attacktype' attacktype and/or trigger a reaction.
4526 <br><br>
4527 Many traps are already defined in the archetypes.]]>
4528 </description>
4529 <use><![CDATA[
4530 Avoid monsters stepping on your traps. For example, a party of orcs setting
4531 off your lightning wall and pit trap is usually a bad idea.]]>
4532 </use>
4533 <attribute arch="no_pick" value="1" type="fixed" />
4534 &move_on;
4535 <attribute arch="level" editor="trap level" type="int">
4536 Level effects how easily a trap may be found and disarmed, and
4537 how much experience the player gets for doing so. Beware: High level
4538 traps can be quite a cheap source of experience! So either make them
4539 tough, or keep the level low.
4540 </attribute>
4541 <attribute arch="Cha" editor="visibility" type="int">
4542 This value determines what fraction of the time the trap is visible:
4543 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4544 how easily the trap may be found.
4545 </attribute>
4546 <attribute arch="hp" editor="number of charges" type="int">
4547 The trap will detonate &lt;number of charges&gt; times before disappearing.
4548 </attribute>
4549 <attribute arch="dam" editor="direct damage" type="int">
4550 &lt;direct damage&gt; specifies how much damage is done by the trap.
4551 This should be set in reasonable relation to the trap's level.
4552 </attribute>
4553 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4554 This attribute defines what attacktype to use for direct damage when
4555 the trap detonates.
4556 </attribute>
4557 <attribute arch="connected" editor="connection" type="int">
4558 When the trap is detonated, all objects with the same
4559 connection value get activated.
4560 </attribute>
4561 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4562 When the trap detonates, this text is displayed to the
4563 victim. For especially powerful or complex traps, create an appropriate
4564 and thrilling description. ;)
4565 </attribute>
4566 </type>
4567
4568 <!--####################################################################-->
4569 <type number="95" name="Trapdoor">
4570 <ignore>
4571 <ignore_list name="non_pickable" />
4572 </ignore>
4573 <description><![CDATA[
4574 Trapdoors are very similar to pits. The difference is that they
4575 can not be closed. Instead, the weight of the object on the
4576 trapdoor determines weither it slams the trapdoor open and falls through
4577 or not.<br>
4578 Once a trapdoor has been opened (by a creature or items of sufficient
4579 weight,) it remains open, acting like an opened pit. ]]>
4580 </description>
4581 <use><![CDATA[
4582 Trapdoors should be used in the same fashion as pits:
4583 They should always drop the victims to some kind of lower level. They
4584 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4585 </use>
4586 <attribute arch="no_pick" value="1" type="fixed" />
4587 &move_on;
4588 <attribute arch="weight" editor="hold weight" type="int">
4589 This value defines how much weight the trapdoor can hold.
4590 Once items or creatures are gathered on the trapdoor, with
4591 a total weight surpassing this value, then the trapdoor will
4592 open and things start falling through.
4593 </attribute>
4594 <attribute arch="hp" editor="destination X" type="int">
4595 The trapdoor will transport creatures (and items) randomly into
4596 a two-square radius of the destination coordinates.
4597 If the destination square becomes blocked, the trapdoor will act like
4598 being filled up and not work anymore!
4599 </attribute>
4600 <attribute arch="sp" editor="destination Y" type="int">
4601 The trapdoor will transport creatures (and items) randomly into
4602 a two-square radius of the destination coordinates.
4603 If the destination square becomes blocked, the trapdoor will act like
4604 being filled up and not work anymore!
4605 </attribute>
4606 </type>
4607
4608 <!--####################################################################-->
4609 <type number="4" name="Treasure">
4610 <ignore>
4611 <attribute arch="nrof" />
4612 <attribute arch="title" />
4613 <attribute arch="name_pl" />
4614 <attribute arch="weight" />
4615 <attribute arch="value" />
4616 <attribute arch="material" />
4617 </ignore>
4618 <description><![CDATA[
4619 A treasure-object turns into certain randomitems when the map is loaded
4620 into the game. ]]>
4621 </description>
4622 <use><![CDATA[
4623 About usage of the "random-artifact" treasurelist:
4624 This will generate powerful stuff like girdles, xray helmets, special
4625 swords etc. If you put this as reward to your quest, players might be
4626 motivated to do it more than once. BUT, by doing so they will get a huge
4627 number of different artifacts! Besides, players will always seek the place
4628 with the most easy-to-get random artifact and ignore all others.
4629 My advice: Don't use it! Attract players with good fighting experience
4630 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4631 </use>
4632 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4633 This entry determines what kind of treasure will appear. Look into
4634 /crossfire/share/crossfire/treasures for details about existing
4635 treasurelists.
4636 </attribute>
4637 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4638 "Auto-generate" must be set in order to have the treasure be created
4639 when the map is loaded.
4640 If you want to create a random treasure chest, you unset this flag.
4641 That way, the player has to apply the object (the chest), then the
4642 treasure is generated.
4643 </attribute>
4644 <attribute arch="hp" editor="create number" type="int">
4645 "Create number" specifies how many pieces of the given treasurelist
4646 will appear. Note that for every piece there is a chance that nothing is
4647 generated. Also, sometimes there can be stacks of items generated, like
4648 for gems/money.
4649 </attribute>
4650 <attribute arch="exp" editor="quality level" type="int">
4651 The &lt;quality level&gt; will be used for the quality of the generated
4652 treasure instead of the map difficulty (as was done with shops).
4653 If zero/unset, the map difficulty will instead be used.
4654 (Example for comparison: Shop floors generate treasure of
4655 &lt;quality level&gt; 5 per default).
4656 </attribute>
4657 </type>
4658
4659 <!--####################################################################-->
4660 <type number="52" name="Trigger Marker">
4661 <ignore>
4662 <ignore_list name="system_object" />
4663 </ignore>
4664 <description><![CDATA[
4665 A trigger marker is an object that inserts an invisible force (a mark) into a
4666 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4667 &lt;key string&gt; which can be discovered by detectors or inventory
4668 checkers. It is also possible to use markers for removing marks again.
4669 <br><br>
4670 Note that the player has no possibility to "see" his own marks,
4671 except by the effect that they cause on the maps. ]]>
4672 </description>
4673 <use><![CDATA[
4674 Markers hold real cool possibilities for map-making. I encourage
4675 you to use them frequently. However there is one negative point
4676 about markers: Players don't "see" what's going on with them. It is
4677 your task, as map-creator, to make sure the player is always well
4678 informed and never confused.
4679 <br><br>
4680 Please avoid infinite markers when they aren't needed. They're
4681 using a little space in the player file after all, so if there
4682 is no real purpose, set an expire time. ]]>
4683 </use>
4684 <attribute arch="no_pick" value="1" type="fixed" />
4685 <attribute arch="slaying" editor="key string" type="string">
4686 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4687 If the player already has a force with that &lt;key string&gt;,
4688 there won't be inserted a second one.
4689 </attribute>
4690 <attribute arch="connected" editor="connection" type="int">
4691 Unlike a regular marker this is the connection that triggers this marker to activate.
4692 </attribute>
4693 <attribute arch="food" editor="mark duration" type="int">
4694 This value defines the duration of the force it inserts.
4695 If nonzero, the duration of the player's mark is finite:
4696 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4697 means the mark will stay on the player forever.
4698 </attribute>
4699 <attribute arch="name" editor="delete mark" type="string">
4700 When the player steps onto the marker, all existing forces in
4701 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4702 will be removed. If you don't want to remove any marks, leave
4703 this textfield empty.
4704
4705 Note that the string &lt;delete mark&gt; is set as the name of
4706 this marker. So don't be confused, and remember changing the
4707 name will take effect on the marker's functionality.
4708 </attribute>
4709 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4710 In the moment when the player gets marked, this text is displayed
4711 to him. You should really set a message in any marker you create,
4712 because it's the only way for the player to notice what's going on.
4713 </attribute>
4714 </type>
4715
4716 <!--####################################################################-->
4717 <type number="0" name="Wall">
4718 <required>
4719 <attribute arch="is_floor" value="0" />
4720 <attribute arch="alive" value="0" />
4721 <attribute arch="no_pass" value="1" />
4722 </required>
4723 <ignore>
4724 <attribute arch="nrof" />
4725 <attribute arch="title" />
4726 <attribute arch="name_pl" />
4727 <attribute arch="value" />
4728 <attribute arch="unpaid" />
4729 </ignore>
4730 <description><![CDATA[
4731 Walls usually block passage and sight. ]]>
4732 </description>
4733 &movement_types_terrain;
4734 <attribute arch="can_roll" editor="moveable" type="bool">
4735 If set, the object is able to "roll", so it can be pushed around.
4736 This setting is used for boulders and barrels.
4737 </attribute>
4738 <attribute arch="no_magic" editor="restrict spells" type="bool">
4739 This takes effect only with &lt;blocksview&gt; disabled.
4740 Restricting the use of spells to pass this wall.
4741 </attribute>
4742 <attribute arch="damned" editor="restrict prayers" type="bool">
4743 This takes effect only with &lt;blocksview&gt; disabled.
4744 Restricting the use of spells to pass this wall.
4745 </attribute>
4746 </type>
4747
4748 <!--####################################################################-->
4749 <type number="109" name="Wand &amp; Staff">
4750 <description><![CDATA[
4751 Wands contain a certain spell. The player can apply (ready) and
4752 fire the wand. After a defined number of casts, the wand is
4753 "used up". It is possible to recharge a wand with scrolls of
4754 charging, but usually that isn't worth the cost. ]]>
4755 </description>
4756 <use><![CDATA[
4757 Wands are quite seldomly used. The reason prolly is that they're
4758 generally not cost-efficient. Handing out high-level wands with
4759 powerful special spells isn't a good idea either, because of
4760 the recharge ability.
4761 <br><br>
4762 For low levels, staffs of healing/cure and word of recall are
4763 quite desirable though. Ideal rewards for low level quests. ]]>
4764 </use>
4765 <attribute arch="sp" editor="spell" type="spell">
4766 The &lt;spell&gt; specifies the contained spell.
4767 </attribute>
4768 <attribute arch="level" editor="casting level" type="int">
4769 The &lt;casting level&gt; of the wand determines it's power.
4770 An average level for wands in shops is about 10.
4771 </attribute>
4772 <attribute arch="food" editor="number of charges" type="int">
4773 The wand can be used &lt;number of charges&gt; times before it is
4774 used up. It can be recharged with scrolls of charging.
4775 </attribute>
4776 <attribute arch="startequip" editor="godgiven item" type="bool">
4777 A godgiven item vanishes as soon as the player
4778 drops it to the ground.
4779 </attribute>
4780 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4781 This text may contain a description of the wand.
4782 </attribute>
4783 </type>
4784
4785 <!--####################################################################-->
4786 <type number="0" name="Weak Wall">
4787 <required>
4788 <attribute arch="is_floor" value="0" />
4789 <attribute arch="alive" value="1" />
4790 <attribute arch="tear_down" value="1" />
4791 </required>
4792 <ignore>
4793 <ignore_list name="non_pickable" />
4794 </ignore>
4795 <description><![CDATA[
4796 A weak wall is a breakable spot amidsts a solid wall. Typically
4797 these weak walls look similar to their solid "relatives" except
4798 for a small crack or little chunks of wall on the ground. ]]>
4799 </description>
4800 <use><![CDATA[
4801 If you want to create hidden rooms, using weak walls is alot
4802 better than completely indiscernible passages in a wall.<br>
4803 Anyways, there can be a lot more to weak walls than just finding
4804 them: Rising their defensive stats, weak walls can become a
4805 serious obstacle. An ice wall might only be torn down by a fire
4806 attack for example. A granite wall for instance might be very
4807 hard to destroy. ]]>
4808 </use>
4809 <attribute arch="alive" value="1" type="fixed" />
4810 <attribute arch="no_pick" value="1" type="fixed" />
4811 <attribute arch="tear_down" value="1" type="fixed" />
4812 <attribute arch="race" editor="race" type="string">
4813 For weak walls, &lt;race&gt; should always be set to "wall",
4814 unless you create something fancy like a building which
4815 is in fact meant to be a huge animal.
4816 Note that shovels slay walls, so they do tripple damage
4817 against weak walls.
4818 </attribute>
4819 <attribute arch="level" editor="level" type="int">
4820 The &lt;level&gt; of a weak wall works similar to monster levels.
4821 Due to the fact that weak walls cannot attack, the level
4822 is much less important though.
4823 </attribute>
4824 <attribute arch="hp" editor="health points" type="int">
4825 The &lt;health points&gt; of a weak wall define how long it takes to
4826 tear it down. With every successful hit from an opponent,
4827 &lt;health points&gt; get drained.
4828 </attribute>
4829 <attribute arch="maxhp" editor="max health" type="int">
4830 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4831 weak wall can have. Since walls generally don't heal, I doubt
4832 this has much real effect.
4833 </attribute>
4834 <attribute arch="ac" editor="armour class" type="int">
4835 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4836 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4837 </attribute>
4838 &resistances_basic;
4839 </type>
4840
4841 <!--####################################################################-->
4842 <type number="15" name="Weapon">
4843 <description><![CDATA[
4844 Wielding a weapon, the object's stats will directly be inherited to the
4845 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4846 be improved with scrolls. ]]>
4847 </description>
4848 <use><![CDATA[
4849 If you create artifacts (equipment) with stats- or resistance-bonus:
4850 Keep playbalance in mind! Such items mustn't be reachable without hard
4851 fighting AND questing. ]]>
4852 </use>
4853 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4854 This number is a bitmask, specifying the weapon's attacktypes.
4855 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4856 have no more than one or two attacktypes. Keep in mind that all weapons
4857 can be blessed by the player's diety, thus adding an additional attacktype.
4858
4859 When a player hits a monster with a weapon that has more than one attacktype,
4860 then he will do as much damage as the "best" of his attacktypes does. So,
4861 the more attacktypes you've got, the better your chance to take advantage
4862 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4863 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4864 </attribute>
4865 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4866 The &lt;weapontype&gt; characterizes the weapon's type of physical
4867 attack. It could best be considered a "subclassification"
4868 of the physical attacktype. For now, this is only used for
4869 attack messages!
4870
4871 You should always set this correctly when creating new
4872 weapons for your maps.
4873 </attribute>
4874 <attribute arch="skill" editor="skill name" type="string">
4875 Matching &lt;skill name&gt; of the skill that is required
4876 to use this weapon.
4877 </attribute>
4878 <attribute arch="dam" editor="damage" type="int">
4879 The damage value is used as base value for how much damage the weapon
4880 does per hit. The actual damage involves more dependencies,
4881 like wielder's level and defender's level. Look at existing weapons
4882 to get a feel for the range of weapon damage values.
4883 </attribute>
4884 <attribute arch="slaying" editor="slaying race" type="string">
4885 Slaying means the weapon does tripple (3x) damage to monsters of the
4886 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4887 only monsters of that archtype are hit with tripple damage.
4888
4889 No god blessings are possible for weapons with a race set in this entry
4890 (That's because god blessings add tripple damage against their own
4891 enemy races). Tripple damage is very effective.
4892 </attribute>
4893 <attribute arch="last_sp" editor="weapon speed" type="int">
4894 The weapon speed determines how often the wielder can swing the weapon
4895 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4896 is best (that is lightning- fast). A typical average value is 8.
4897 Speed and damage should be kept in reasonable relation.
4898 </attribute>
4899 <attribute arch="wc" editor="weapon class" type="int">
4900 The weapon class value adds to the overall weapon class of the wielder's
4901 melee attacks. Weapon class improves the chance of hitting the opponent.
4902 </attribute>
4903 <attribute arch="magic" editor="magic bonus" type="int">
4904 For a weapon, magic bonus works just like weapon class, except that
4905 magic bonus can be improved by the gods or reduced by acid. Hence, it is
4906 less useful than direct weapon class value on a weapon.
4907 </attribute>
4908 <attribute arch="item_power" editor="item power" type="int">
4909 The &lt;item power&gt; value measures how "powerful" an artifact is.
4910 Players will only be able to wear equipment with a certain total
4911 amount of &lt;item power&gt;, depending on their own level. This is the
4912 only way to prevent low level players to wear "undeserved" equipment
4913 (like gifts from other players or cheated items).
4914
4915 It is very important to adjust the &lt;item power&gt; value carefully
4916 for every artifact you create! If zero/unset, the CF server will
4917 calculate a provisional value at runtime, but this is never
4918 going to be an accurate measurement of &lt;item power&gt;.
4919 </attribute>
4920 <attribute arch="damned" editor="damnation" type="bool">
4921 A damned weapon cannot be unwielded unless
4922 the curse is removed. Removing damnations is
4923 a tick harder than removing curses.
4924 </attribute>
4925 <attribute arch="cursed" editor="curse" type="bool">
4926 A cursed weapon cannot be unwielded unless
4927 the curse is removed.
4928 </attribute>
4929 <attribute arch="lifesave" editor="save life" type="bool">
4930 An item with this flag enabled will save the players life
4931 for one time: When the player is wearing this item and his
4932 health points reach zero, the item disappears, replenishing
4933 half of the player's health.
4934
4935 An item with &lt;save life&gt; should not have
4936 any decent additional bonuses!
4937 </attribute>
4938 <attribute arch="unique" editor="unique item" type="bool">
4939 Unique items exist only one time on a server. If the item
4940 is taken, lost or destroyed - it's gone for good.
4941 </attribute>
4942 <attribute arch="startequip" editor="godgiven item" type="bool">
4943 A godgiven item vanishes as soon as the player
4944 drops it to the ground.
4945 </attribute>
4946 &player_stat_resist_sections;
4947 <section name="misc">
4948 <attribute arch="luck" editor="luck bonus" type="int">
4949 With positive luck bonus, the player is more likely to
4950 succeed in all sorts of things (spellcasting, praying,...).
4951 Unless the &lt;luck bonus&gt; is very high, the effect will be
4952 barely visible in-game. Luck bonus on one piece of equipment
4953 should never exceed 3, and such bonus should not be too
4954 frequently available.
4955 </attribute>
4956 <attribute arch="hp" editor="health regen." type="int">
4957 Positive &lt;health regen.&gt; bonus speeds up the
4958 player's healing process. Negative values slow it down.
4959 </attribute>
4960 <attribute arch="sp" editor="mana regen." type="int">
4961 Positive &lt;mana regen.&gt; bonus speeds up the
4962 player's mana regeneration. Negative values slow it down.
4963 </attribute>
4964 <attribute arch="grace" editor="grace regen." type="int">
4965 Positive &lt;grace regen.&gt; bonus speeds up the
4966 player's grace regeneration. Negative values slow it down.
4967 Since grace can be regenerated rather easy with praying,
4968 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4969 </attribute>
4970 <attribute arch="food" editor="food bonus" type="int">
4971 Positive &lt;food bonus&gt; slows down the player's digestion,
4972 thus he consumes less food. Negative values speed it up.
4973
4974 Note that food is consumed not only for "being alive", but
4975 also for healing and mana-regeneration.
4976 &lt;food bonus&gt; only affects the amount of food consumed
4977 for "being alive". Hence, even with high &lt;food bonus&gt;,
4978 during a fight a player can run out of food quickly.
4979 </attribute>
4980 <attribute arch="xrays" editor="xray vision" type="bool">
4981 Xray vision allows the player to see through obstacles
4982 in a two-square-wide radius. This is extremely helpful and
4983 desirable, so don't give it away for cheap on equipment.
4984 </attribute>
4985 <attribute arch="stealth" editor="stealth" type="bool">
4986 Stealth allows the player to move silently.
4987 This comes to effect if a player turns himself
4988 invisible and tries to sneak around monsters.
4989 (At least that was the idea behind it)
4990 </attribute>
4991 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
4992 If a player is wearing any piece of equipment with
4993 the ability to &lt;reflect spells&gt;, all kinds of
4994 spell-bullets and -beams will bounce off him.
4995 This works only about 90% of all times, to
4996 avoid players being completely immune to certain
4997 types of attacks.
4998
4999 This is a very powerful ability and it
5000 shouldn't be handed out cheap!
5001 </attribute>
5002 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5003 If a player is wearing any piece of equipment with
5004 the ability to &lt;reflect missiles&gt;, all kinds of
5005 projectiles (e.g. arrows, bolts, boulders) will
5006 bounce off him. This works only about 90% of all
5007 times, to avoid players being completely immune to
5008 certain types of attacks.
5009 </attribute>
5010 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5011 Click on the &lt;attuned paths&gt; button to select spellpaths.
5012 The player will get attuned to the specified spellpaths
5013 while wearing this weapon.
5014 </attribute>
5015 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5016 Click on the &lt;repelled paths&gt; button to select spellpaths.
5017 The player will get repelled to the specified spellpaths
5018 while wearing this weapon.
5019 </attribute>
5020 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5021 Click on the &lt;denied paths&gt; button to select spellpaths.
5022 The specified spellpaths will be denied to the player
5023 while wearing this weapon.
5024 </attribute>
5025 </section>
5026 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5027 This text describes the weapons's "story". Every decent artifact weapon
5028 should have such a description.
5029 </attribute>
5030 </type>
5031
5032 <type number="116" name="Event Connector">
5033 <description><![CDATA[
5034 Event connectors link specific events that happen to objects to
5035 a crossfire plug-in. ]]>
5036 </description>
5037 <attribute arch="subtype" editor="event type" type="list_event_type">
5038 The type of event that triggers a notify to the plug-in.
5039 </attribute>
5040 <attribute arch="title" editor="plug-in" type="string">
5041 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5042 for python and "perl" for the Crossfire-Perl plug-in.
5043 </attribute>
5044 <attribute arch="slaying" editor="extension" type="string">
5045 The name of the extension to invoke (for python, this is the path to a script,
5046 for perl this is the name of a extension package without the ".ext" extension.
5047 </attribute>
5048 <attribute arch="name" editor="options" type="string">
5049 A string that is passed unaltered to the extension above. Often used to pass
5050 options to the extension that alter its behaviour.
5051 </attribute>
5052 </type>
5053
5054 </types>