ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.5
Committed: Thu Mar 16 01:34:01 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.4: +22 -0 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the definitions-file for all the different #
5 # Crossfire object types and their attributes. #
6 # #
7 # The server code of the Crossfire game is always changing and #
8 # evolving. From time to time, object-attributes change in purpose, #
9 # or new ones are created. #
10 # Therefore, it is important that an Editor is flexible and #
11 # easy to "upgrade" to handle such new features. That's why the #
12 # CFJavaEditor reads the type-definitions from this xml file. #
13 # #
14 # If you encounter bugs, typos or missing entries in the LATEST #
15 # VERSION of this file - Don't hesitate to improve it, contact me #
16 # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17 # I will put it into the "official version" of the CFJavaEditor #
18 # and all fellow Crossfire-Map-Makers can benefit from your work! #
19 # #
20 # IMPORTANT: Make a backup copy of this file before you start #
21 # to modify it! #
22 # #
23 # New types must be inserted maintaining the alphabetical order. #
24 # #
25 # about the 'type' elements: #
26 # #
27 # <type number="15" name="Type Name"> #
28 # <import_type name="Type Name" /> import attributes of this type #
29 # <required> #
30 # list of required attributes to identifying this type #
31 # </required> #
32 # <ignore> #
33 # list of attributes not to import from default_type #
34 # </ignore> #
35 # <description><![CDATA[ #
36 # Description of this type. ]]> #
37 # </description> #
38 # <use><![CDATA[ #
39 # How to use this type. ]]> #
40 # </use> #
41 # ... attributes ... #
42 # </type> #
43 # #
44 # about the 'attribute' type: <attribute ... type="XXX" > #
45 # #
46 # bool - This attribute can only be set to '1' or '0' #
47 # int - This attribute contains a decimal number #
48 # float - This attr. contains a floating point number #
49 # string - This attribute contains a string #
50 # text - This attribute contains a text ("text" can have #
51 # linebreaks, unlike "string") #
52 # fixed - This attribute is always set to a fixed 'value' #
53 # (There is no user-input for this attribute) #
54 # spell - This attribute contains a spell. The mapmaker can #
55 # choose spells from a combo box. #
56 # nz_spell - works just like 'spell', except that the #
57 # spell-value zero is always interpreted as <none>, #
58 # never as "magic bullet" #
59 # bool_special - Like bool, but with customized true/false values #
60 # treasurelist - CF treasure list (see "treasures" file) #
61 # list_LISTNAME - list, must be defined as a <list> element #
62 # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63 # element #
64 # #
65 # Created by Andreas Vogl. #
66 ######################################################################
67 -->
68 <!DOCTYPE types [
69 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70
71 <!ELEMENT bitmask (entry*)>
72 <!ATTLIST bitmask name CDATA #REQUIRED>
73
74 <!ELEMENT list (entry*)>
75 <!ATTLIST list name CDATA #REQUIRED>
76
77 <!ELEMENT entry EMPTY>
78 <!ATTLIST entry bit CDATA #IMPLIED
79 value CDATA #IMPLIED
80 name CDATA #REQUIRED>
81
82 <!ELEMENT ignore_list (attribute* | EMPTY)>
83 <!ATTLIST ignore_list name CDATA #REQUIRED>
84
85 <!ELEMENT default_type (attribute*)>
86
87 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88 <!ATTLIST type name CDATA #REQUIRED
89 number CDATA #REQUIRED>
90
91 <!ELEMENT description (#PCDATA)>
92 <!ELEMENT use (#PCDATA)>
93
94 <!ELEMENT import_type EMPTY>
95 <!ATTLIST import_type name CDATA #REQUIRED>
96
97 <!ELEMENT required (attribute+)>
98 <!ELEMENT ignore (attribute*,ignore_list*)>
99
100 <!ELEMENT section (attribute+)>
101 <!ATTLIST section name CDATA #REQUIRED>
102
103 <!ELEMENT attribute (#PCDATA)>
104 <!ATTLIST attribute type CDATA #IMPLIED
105 arch CDATA #IMPLIED
106 arch_begin CDATA #IMPLIED
107 arch_end CDATA #IMPLIED
108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED
110 length CDATA #IMPLIED
111 true CDATA #IMPLIED
112 false CDATA #IMPLIED>
113 ]>
114
115 <types>
116
117 <!--###################### bitmask definitions ######################-->
118
119 <bitmask name="attacktype">
120 <entry bit="0" name="Physical" />
121 <entry bit="1" name="Magical" />
122 <entry bit="2" name="Fire" />
123 <entry bit="3" name="Electricity" />
124 <entry bit="4" name="Cold" />
125 <entry bit="5" name="Confusion" />
126 <entry bit="6" name="Acid" />
127 <entry bit="7" name="Drain" />
128 <entry bit="8" name="Weaponmagic" />
129 <entry bit="9" name="Ghosthit" />
130 <entry bit="10" name="Poison" />
131 <entry bit="11" name="Slow" />
132 <entry bit="12" name="Paralyze" />
133 <entry bit="13" name="Turn Undead" />
134 <entry bit="14" name="Fear" />
135 <entry bit="15" name="Cancellation" />
136 <entry bit="16" name="Depletion" />
137 <entry bit="17" name="Death" />
138 <entry bit="18" name="Chaos" />
139 <entry bit="19" name="Counterspell" />
140 <entry bit="20" name="God Power" />
141 <entry bit="21" name="Holy Power" />
142 <entry bit="22" name="Blinding" />
143 </bitmask>
144
145 <bitmask name="material">
146 <entry bit="0" name="Paper" />
147 <entry bit="1" name="Iron" />
148 <entry bit="2" name="Glass" />
149 <entry bit="3" name="Leather" />
150 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" />
155 </bitmask>
156
157 <bitmask name="spellpath">
158 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" />
160 <entry bit="2" name="Frost" />
161 <entry bit="3" name="Electricity" />
162 <entry bit="4" name="Missiles" />
163 <entry bit="5" name="Self" />
164 <entry bit="6" name="Summoning" />
165 <entry bit="7" name="Abjuration" />
166 <entry bit="8" name="Restoration" />
167 <entry bit="9" name="Detonation" />
168 <entry bit="10" name="Mind" />
169 <entry bit="11" name="Creation" />
170 <entry bit="12" name="Teleportation" />
171 <entry bit="13" name="Information" />
172 <entry bit="14" name="Transmutation" />
173 <entry bit="15" name="Transferrence" />
174 <entry bit="16" name="Turning" />
175 <entry bit="17" name="Wounding" />
176 <entry bit="18" name="Death" />
177 <entry bit="19" name="Light" />
178 </bitmask>
179
180 <bitmask name="will_apply">
181 <entry bit="0" name="Apply Handles" />
182 <entry bit="1" name="Open Chests" />
183 <entry bit="2" name="Break Walls" />
184 <entry bit="3" name="Open Doors" />
185 </bitmask>
186
187 <bitmask name="pick_up">
188 <entry bit="0" name="Nothing" />
189 <entry bit="1" name="Wealth" />
190 <entry bit="2" name="Food" />
191 <entry bit="3" name="Weapons" />
192 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" />
195 </bitmask>
196
197 <!--###################### list definitions ######################-->
198
199 <list name="direction">
200 <entry value="0" name="&lt;none&gt;" />
201 <entry value="1" name="north" />
202 <entry value="2" name="northeast" />
203 <entry value="3" name="east" />
204 <entry value="4" name="southeast" />
205 <entry value="5" name="south" />
206 <entry value="6" name="southwest" />
207 <entry value="7" name="west" />
208 <entry value="8" name="northwest" />
209 </list>
210
211 <list name="mood">
212 <entry value="0" name="furious" />
213 <entry value="1" name="angry" />
214 <entry value="2" name="calm" />
215 <entry value="3" name="sleep" />
216 <entry value="4" name="charm" />
217 </list>
218
219 <list name="potion_effect">
220 <entry value="0" name="&lt;none&gt;" />
221 <entry value="65536" name="life restoration" />
222 <entry value="1048576" name="improvement" />
223 </list>
224
225 <list name="weapon_type">
226 <entry value="0" name="&lt;unknown&gt;" />
227 <entry value="1" name="sword" />
228 <entry value="2" name="arrows" />
229 <entry value="3" name="axe" />
230 <entry value="4" name="katana" />
231 <entry value="5" name="knife, dagger" />
232 <entry value="6" name="whip, chain" />
233 <entry value="7" name="hammer, flail" />
234 <entry value="8" name="club, stick" />
235 </list>
236
237 <list name="skill_type">
238 <entry value="1" name="lockpicking" />
239 <entry value="2" name="hiding" />
240 <entry value="3" name="smithery" />
241 <entry value="4" name="bowyer" />
242 <entry value="5" name="jeweler" />
243 <entry value="6" name="alchemy" />
244 <entry value="7" name="stealing" />
245 <entry value="8" name="literacy" />
246 <entry value="9" name="bargaining" />
247 <entry value="10" name="jumping" />
248 <entry value="11" name="detect magic" />
249 <entry value="12" name="oratory" />
250 <entry value="13" name="singing" />
251 <entry value="14" name="detect curse" />
252 <entry value="15" name="find traps" />
253 <entry value="16" name="mediatation" />
254 <entry value="17" name="punching" />
255 <entry value="18" name="flame touch" />
256 <entry value="19" name="karate" />
257 <entry value="20" name="climbing" />
258 <entry value="21" name="woodsman" />
259 <entry value="22" name="inscription" />
260 <entry value="23" name="one handed weapons" />
261 <entry value="24" name="missile weapons" />
262 <entry value="25" name="throwing" />
263 <entry value="26" name="use magic item" />
264 <entry value="27" name="disarm traps" />
265 <entry value="28" name="set traps" />
266 <entry value="29" name="thaumaturgy" />
267 <entry value="30" name="praying" />
268 <entry value="31" name="clawing" />
269 <entry value="32" name="levitation" />
270 <entry value="33" name="summoning" />
271 <entry value="34" name="pyromancy" />
272 <entry value="35" name="evocation" />
273 <entry value="36" name="sorcery" />
274 <entry value="37" name="two handed weapons" />
275 </list>
276
277 <list name="spell_type">
278 <entry value="1" name="raise dead" />
279 <entry value="2" name="rune" />
280 <entry value="3" name="make mark" />
281 <entry value="4" name="bolt" />
282 <entry value="5" name="bullet" />
283 <entry value="6" name="explosion" />
284 <entry value="7" name="cone" />
285 <entry value="8" name="bomb" />
286 <entry value="9" name="wonder" />
287 <entry value="10" name="smite" />
288 <entry value="11" name="magic missile" />
289 <entry value="12" name="summon golem" />
290 <entry value="13" name="dimension door" />
291 <entry value="14" name="magic mapping" />
292 <entry value="15" name="magic wall" />
293 <entry value="16" name="destruction" />
294 <entry value="17" name="perceive self" />
295 <entry value="18" name="word of recall" />
296 <entry value="19" name="invisible" />
297 <entry value="20" name="probe" />
298 <entry value="21" name="healing" />
299 <entry value="22" name="create food" />
300 <entry value="23" name="earth to dust" />
301 <entry value="24" name="change ability" />
302 <entry value="25" name="bless" />
303 <entry value="26" name="curse" />
304 <entry value="27" name="summon monster" />
305 <entry value="28" name="recharge" />
306 <entry value="29" name="polymorph" />
307 <entry value="30" name="alchemy" />
308 <entry value="31" name="remove curse" />
309 <entry value="32" name="identify" />
310 <entry value="33" name="detection" />
311 <entry value="34" name="mood change" />
312 <entry value="35" name="moving ball" />
313 <entry value="36" name="swarm" />
314 <entry value="37" name="charge mana" />
315 <entry value="38" name="dispel rune" />
316 <entry value="39" name="create missile" />
317 <entry value="40" name="consecrate" />
318 <entry value="41" name="animate weapon" />
319 <entry value="42" name="light" />
320 <entry value="43" name="change map light" />
321 <entry value="44" name="faery fire" />
322 <entry value="45" name="disease" />
323 <entry value="46" name="aura" />
324 <entry value="47" name="town portal" />
325 </list>
326
327 <list name="event_type">
328 <entry value="0" name="none" />
329 <entry value="1" name="apply" />
330 <entry value="2" name="attack" />
331 <entry value="3" name="death" />
332 <entry value="4" name="drop" />
333 <entry value="5" name="pickup" />
334 <entry value="6" name="say" />
335 <entry value="7" name="stop" />
336 <entry value="8" name="time" />
337 <entry value="9" name="throw" />
338 <entry value="10" name="trigger" />
339 <entry value="11" name="close" />
340 <entry value="12" name="timer" />
341 <entry value="28" name="move" />
342 </list>
343
344 <!--###################### default attributes ######################-->
345
346 <!--
347 The attributes of the default_type get added to all other types by default.
348 Every type can have an 'ignore' element however, which is used to specify
349 default attributes *not* to inherit.
350 -->
351 <default_type>
352 <attribute arch="name" editor="name" type="string">
353 This is the name of the object, displayed to the player.
354 </attribute>
355 <attribute arch="name_pl" editor="plural name" type="string">
356 This is the plural name of the object. A plural name must be set for
357 all items that can be picked up and collected by the player.
358 </attribute>
359 <attribute arch="title" editor="title" type="string">
360 This is the object's title. Once an object is identified the title is
361 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
362 </attribute>
363 <attribute arch="face" editor="image" type="string">
364 The image-name defines what image is displayed for this object in-game.
365 </attribute>
366 <attribute arch="nrof" editor="number" type="int">
367 This value determines the number of objects in one stack (for example:
368 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
369 any pickable object - otherwise it won't be mergeable into a stack.
370 </attribute>
371 <attribute arch="weight" editor="weight" type="int">
372 This value defines the object's weight in grams (1000g is 1kg). Objects with
373 zero weight are not pickable for players. Still, set the "non-pickable"-flag
374 for explicitly non-pickable objects (hey, this is opensource.. you
375 never know ;) ).
376 </attribute>
377 <attribute arch="value" editor="value" type="int">
378 Adds a certain value to the object: It will be worth that many times the
379 default value from it's archetype (E.g. "value = 3" means three times
380 worth the default value). Value for buying/selling will be
381 further modified by various factors. Hence, testing values in-game is
382 usually inevitable.
383 </attribute>
384 <attribute arch="glow_radius" editor="glow radius" type="int">
385 If &lt;glow radius&gt; is set to a value greater zero, the object
386 appears lit up on dark maps. &lt;glow radius&gt; can be a value
387 between 0 and 4, the higher, the more light does the object emit.
388 </attribute>
389 <attribute arch="material" editor="material" type="bitmask_material">
390 This bitmask-value informs the player of which material(s) the
391 object consists. Material does also affect how likely the object
392 can be destroyed by hazardous spell-effects.
393 </attribute>
394 <attribute arch="no_pick" editor="non-pickable" type="bool">
395 If set, the object cannot be picked up (Neither by players nor monsters).
396 </attribute>
397 <attribute arch="invisible" editor="invisible" type="bool">
398 Generally makes the object invisible. Depending on the object-type,
399 some can be made visible by the show_invisible spell. If in doubt, test it.
400 Putting an invisible object under the floor always prevents it from being
401 shown.
402 </attribute>
403 <attribute arch="blocksview" editor="block view" type="bool">
404 If an item is set to block view, players (and monsters) cannot
405 see byond it unless they cross it or manage to stand ontop.
406 </attribute>
407 <attribute arch="identified" editor="identified" type="bool">
408 If an item is identified, the player has full knowledge about it.
409 </attribute>
410 <attribute arch="unpaid" editor="unpaid" type="bool">
411 An &lt;unpaid&gt; item cannot be used unless a player carried it over
412 a shop mat, paying the demanded price. Setting this flag makes sense
413 only for pickable items inside shops.
414 </attribute>
415 </default_type>
416
417 <!-- This ignorelist is for all system objects which are non pickable
418 and invisible. They don't interact with players at all. -->
419 <ignore_list name="system_object">
420 <attribute arch="value" />
421 <attribute arch="nrof" />
422 <attribute arch="weight" />
423 <attribute arch="name_pl" />
424 <attribute arch="material" />
425 <attribute arch="no_pick" />
426 <attribute arch="unpaid" />
427 <attribute arch="title" />
428 <attribute arch="glow_radius" />
429 <attribute arch="identified" />
430 <attribute arch="blocksview" />
431 <attribute arch="invisible" />
432 </ignore_list>
433
434 <!-- This ignorelist is for non-pickable objects. They can be seen by
435 the player, but don't have values like material or weight. -->
436 <ignore_list name="non_pickable">
437 <attribute arch="value" />
438 <attribute arch="nrof" />
439 <attribute arch="weight" />
440 <attribute arch="name_pl" />
441 <attribute arch="material" />
442 <attribute arch="no_pick" />
443 <attribute arch="unpaid" />
444 <attribute arch="title" />
445 <attribute arch="identified" />
446 </ignore_list>
447
448 <!--####################################################################-->
449 <type number="0" name="Misc">
450 <required>
451 <!-- this is a special case: The "misc" type with type number 0 is
452 the fallback for all types which don't match any other defined types.
453 The required attribute "misc x" prevents that it gets confused with
454 other types like "monster & npc" which also have type number 0. -->
455 <attribute arch="misc" value="x" />
456 </required>
457 <attribute arch="no_pass" editor="blocking passage" type="bool">
458 If set, the object cannot be passed by players nor monsters.
459 </attribute>
460 <attribute arch="cursed" editor="cursed" type="bool">
461 Curses can have various effects: On equipment and food,
462 they generally harm the player in some way.
463 </attribute>
464 <attribute arch="damned" editor="damned" type="bool">
465 A damned item/floor on the ground makes it impossible for players
466 to use prayers on that spot. It also prevents players from saving.
467 Damnation on equipment works similar to a curse.
468 </attribute>
469 <attribute arch="unique" editor="unique item" type="bool">
470 Unique items exist only one time on a server. If the item
471 is taken, lost or destroyed - it's gone for good.
472 </attribute>
473 <attribute arch="startequip" editor="godgiven item" type="bool">
474 A godgiven item vanishes as soon as the player
475 drops it to the ground.
476 </attribute>
477 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
478 This text may describe the object.
479 </attribute>
480 </type>
481
482 <!--####################################################################-->
483 <type number="110" name="Ability">
484 <ignore>
485 <ignore_list name="system_object" />
486 </ignore>
487 <description><![CDATA[
488 Abilities are to be put in a monster's inventory. They grant monsters the
489 knowledge to cast spells. Spells from abilities are usually magical in
490 nature, thus adding magic attacktype to the spell-damage they produce.
491 <br><br>
492 A particularly nice feature of abilities is that they can hold two
493 spells: One for short range- and one for long range use.
494 \n\n
495 You should know that spellcasting monsters receive abilities via
496 &lt;treasurelist&gt;. ]]>
497 </description>
498 <use><![CDATA[
499 If you want to create "customized" spellcasting monsters, you
500 should use abilities (rather than spellbooks/wands or something).
501 The long/short-range spell feature can make boss-monsters more
502 interesting and challenging.
503 <br><br>
504 You should keep in mind that magic abilities allow players
505 to get better resistance. You can turn off the magic part to
506 make the spells more dangerous. However, this really shouldn't
507 be neccessary unless you work on very high level maps.
508 And what fun is a magic resistance cloak when it has no effect? ]]>
509 </use>
510 <attribute arch="invisible" value="1" type="fixed" />
511 <attribute arch="no_drop" value="1" type="fixed" />
512 <attribute arch="sp" editor="short range spell" type="spell">
513 The monster will use the specified &lt;short range spell&gt;
514 when the player is within 6-square radius (of the
515 monster's head).
516 </attribute>
517 <attribute arch="hp" editor="long range spell" type="nz_spell">
518 The monster will use the specified &lt;long range spell&gt;
519 when the player is at least 6 squares away (from the
520 monster's head).
521
522 Setting a &lt;long range spell&gt; is optional. If unset, the
523 &lt;short range spell&gt; gets used all the time.
524 </attribute>
525 <attribute arch="maxsp" editor="importance" type="int">
526 Sometimes you'll want a monster to use one ability more than others.
527 To achieve this, set the &lt;importance&gt; to a value greater than
528 one. Abilities with this value zero/unset are counted to be of
529 &lt;importance&gt; one.
530
531 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
532 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
533 times the "small fireball".
534 </attribute>
535 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
536 This flag specifies whether the ability &lt;is magical&gt; in nature.
537 If enabled, all spells produced by this ability will have magic
538 attacktype added to the usual attacktypes.
539
540 This should always be set for spell-like abilities. "Natural"
541 abilities like a dragon's firebreath are an exception.
542 Note that non-magical abilities are more dangerous because
543 magic resistance does not protect from those.</attribute>
544 </type>
545
546 <!--####################################################################-->
547 <type number="18" name="Altar">
548 <ignore>
549 <ignore_list name="non_pickable" />
550 </ignore>
551 <description><![CDATA[
552 When a player puts a defined number of certain items on the altar,
553 then either a spell is casted (on the player) or a connector is
554 triggered. If the latter is the case, the altar works only once.
555 Either way, the sacrificed item disappears. ]]>
556 </description>
557 <attribute arch="no_pick" value="1" type="fixed" />
558 <attribute arch="walk_on" value="1" type="fixed" />
559 <attribute arch="slaying" editor="match item name" type="string">
560 This string specifies the item that must be put on the altar to
561 activate it. It can either be the name of an archetype, or directly
562 the name of an object. Yet, titles are not recognized by altars.
563 Remember to put a note somewhere, telling the player what he is
564 expected to drop on the altar. (Often this is put in the altar's
565 name: E.g. "drop 100 platinums")
566 </attribute>
567 <attribute arch="food" editor="drop amount" type="int">
568 The drop amount specifies the amount of items (specified
569 in &lt;match item name&gt;) that must be dropped to activate the altar.
570
571 If &lt;match item name&gt; is set to "money", then the value of the
572 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
573 200 silver, 20 gold, or 4 platinum will all work.)
574
575 Note that the maximum possible for &lt;drop amount&gt; is 32767.
576 </attribute>
577 <attribute arch="connected" editor="connection" type="int">
578 If a connection value is set, the altar will trigger all objects
579 with the same value, when activated. This will only work once.
580 </attribute>
581 <attribute arch="sp" editor="spell" type="spell">
582 When activated, the selected &lt;spell&gt; will be casted (once, on the
583 player). This should work for any given spell. The altar will work
584 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
585 one altar.
586 </attribute>
587 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
588 This text will be displayed to the player
589 in the exact moment when the altar is activated.
590 </attribute>
591 </type>
592
593 <!--####################################################################-->
594 <type number="31" name="Altar Trigger">
595 <ignore>
596 <ignore_list name="non_pickable" />
597 </ignore>
598 <description><![CDATA[
599 Altar_triggers work pretty much like normal altars
600 (drop sacrifice -> connection activated), except for the fact that
601 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
602 </description>
603 <use><![CDATA[
604 Altar_triggers are very useful if you want to charge a price for...
605 <UL>
606 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
607 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
608 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
609 </UL>
610 The big advantage over normal altars is the infinite usability
611 of altar_triggers! If there are ten players on one server, they're
612 quite grateful if things work more than once. =) ]]>
613 </use>
614 <attribute arch="no_pick" value="1" type="fixed" />
615 <attribute arch="slaying" editor="match item name" type="string">
616 This string specifies the item that must be put on the altar to
617 activate it. It can either be the name of an archetype, or directly
618 the name of an object. Yet, titles are not recognized by altars.
619 Remember to put a note somewhere, telling the player what he is
620 expected to drop on the altar. (Often this is put in the altar's
621 name: E.g. "drop 100 platinums")
622 </attribute>
623 <attribute arch="food" editor="drop amount" type="int">
624 The drop amount specifies the amount of items (specified
625 in &lt;match item name&gt;) that must be dropped to activate the altar.
626
627 If &lt;match item name&gt; is set to "money", then the value of the
628 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
629 200 silver, 20 gold, or 4 platinum will all work.)
630
631 Note that the maximum possible for &lt;drop amount&gt; is 32767.
632 </attribute>
633 <attribute arch="connected" editor="connection" type="int">
634 If a connection value is set, the altar will trigger all objects
635 with the same value, when activated. This will only work once.
636 </attribute>
637 <attribute arch="sp" editor="spell" type="spell">
638 When activated, this &lt;spell&gt; will be casted (once, on the player).
639 This should work for any given spell. The altar will work infinitely
640 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
641 </attribute>
642 <attribute arch="exp" editor="reset time" type="int">
643 Being activated, the altar will reset after &lt;reset time&gt; ticks.
644 After reset, the altar is ready to be activated once again.
645 The default &lt;reset time&gt; is 30.
646 </attribute>
647 <attribute arch="last_sp" editor="ignore reset" type="bool">
648 If this attribute is enabled, the altar_trigger won't push the
649 connected value by altar reset. Only ONCE by dropping the sacrifice.
650 This is typically used when the altar is connected to a creator,
651 e.g. for selling tickets.
652
653 If this attribute is disabled (default), the altar_trigger
654 will push the connected value TWICE per sacrifice: First by
655 dropping sacrifice, second by reset. This mode is typically
656 used for altars being connected to gates, resulting in the
657 gate being opened and closed again.
658 </attribute>
659 <attribute arch="walk_on" value="1" type="fixed">
660 </attribute>
661 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
662 This text will be displayed to the player
663 in the exact moment when the altar is activated.
664 </attribute>
665 </type>
666
667 <!--####################################################################-->
668 <type number="39" name="Amulet">
669 <description><![CDATA[
670 Wearing an amulet, the object's stats will directly be inherited to
671 the player. Amulets are usually meant for protection and defense. ]]>
672 </description>
673 <use><![CDATA[
674 Feel free to create your own special artifacts. However, it is very
675 important that you keep your artifact in balance with existing maps. ]]>
676 </use>
677 <attribute arch="ac" editor="armour class" type="int">
678 This value defines the amount of armour-class bonus for wearing
679 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
680 values are better. It should usually be set only for armour-like equipment.
681 </attribute>
682 <attribute arch="wc" editor="weapon class" type="int">
683 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
684 melee attacks. Weapon class improves the chance of hitting the opponent.
685 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
686 be set only for weapon-like items. Lower values are better.
687 </attribute>
688 <attribute arch="item_power" editor="item power" type="int">
689 The &lt;item power&gt; value measures how "powerful" an artifact is.
690 Players will only be able to wear equipment with a certain total
691 amount of &lt;item power&gt;, depending on their own level. This is the
692 only way to prevent low level players to wear "undeserved" equipment
693 (like gifts from other players or cheated items).
694
695 It is very important to adjust the &lt;item power&gt; value carefully
696 for every artifact you create! If zero/unset, the CF server will
697 calculate a provisional value at runtime, but this is never
698 going to be an accurate measurement of &lt;item power&gt;.
699 </attribute>
700 <attribute arch="damned" editor="damnation" type="bool">
701 A damned piece of equipment cannot be unwielded unless the curse
702 is removed. Removing damnations is a tick harder than removing curses.
703 </attribute>
704 <attribute arch="cursed" editor="curse" type="bool">
705 A cursed piece of equipment cannot be unwielded
706 unless the curse is removed.
707 </attribute>
708 <attribute arch="lifesave" editor="save life" type="bool">
709 An item with this flag enabled will save the players life
710 for one time: When the player is wearing this item and his
711 health points reach zero, the item disappears, replenishing
712 half of the player's health.
713
714 An item with &lt;save life&gt; should not have
715 any decent additional bonuses!
716 </attribute>
717 <attribute arch="unique" editor="unique item" type="bool">
718 Unique items exist only one time on a server. If the item
719 is taken, lost or destroyed - it's gone for good.
720 </attribute>
721 <attribute arch="startequip" editor="godgiven item" type="bool">
722 A godgiven item vanishes as soon as the player
723 drops it to the ground.
724 </attribute>
725 <attribute arch="applied" editor="is applied" type="bool">
726 If you put this item into the inventory of a monster, and
727 you want the monster to use/wear the item - you must set
728 &lt;is applied&gt;.
729 Enabling this flag doesn't make any sense if the item
730 is NOT in a monster's inventory.
731 </attribute>
732 <section name="resistance">
733 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
734 This adds physical resistance to the item (= armour value). The number is
735 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
736 and what they require to do for getting this-and-that artifact.
737 </attribute>
738 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
739 This adds magic resistance to the item. The number is a percent-value in
740 the range 0-100. Treat this with CARE. Look at other maps and what they
741 require to do for getting this-and-that artifact.
742 </attribute>
743 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
744 This adds fire resistance to the item. The number is a percent-value in
745 the range 0-100. Treat this with CARE. Look at other maps and what they
746 require to do for getting this-and-that artifact.
747 </attribute>
748 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
749 This adds electricity resistance to the item. The number is a percent-value in
750 the range 0-100. Treat this with CARE. Look at other maps and what they
751 require to do for getting this-and-that artifact.
752 </attribute>
753 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
754 This adds fire resistance to the item. The number is a percent-value in
755 the range 0-100. Treat this with CARE. Look at other maps and what they
756 require to do for getting this-and-that artifact.
757 </attribute>
758 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
759 This adds confusion resistance to the item. The number is a percent-value in
760 the range 0-100. Confusion resistance is not very effective
761 unless the value comes close to 100 (= perfect immunity).
762 </attribute>
763 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
764 This adds acid resistance to the item. The number is a percent-value in
765 the range 0-100. Treat this with CARE. Look at other maps and what they
766 require to do for getting this-and-that artifact.
767 </attribute>
768 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
769 This adds draining resistance to the item. The number is a percent-value
770 in the range 0-100. Draining resistance is little effective
771 unless the value is 100 (= perfect immunity).
772 </attribute>
773 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
774 This adds weaponmagic resistance to the item. The number is a percent-value in
775 the range 0-100. Weaponmagic resistance generally should not exist on
776 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
777 are not meant to be easily resisted.
778 </attribute>
779 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
780 This adds ghosthit resistance to the item. The number is a percent-value
781 in the range 0-100. Treat this with CARE. Look at other maps and what they
782 require to do for getting this-and-that artifact.
783 </attribute>
784 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
785 This adds poison resistance to the item. The number is a percent-value in
786 the range 0-100. Treat this with CARE. Look at other maps and what they
787 require to do for getting this-and-that artifact.
788 </attribute>
789 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
790 This adds fear resistance to the item. The number is a percent-value in
791 the range 0-100. Resistance to fear is pretty useless.
792 </attribute>
793 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
794 This adds paralyze resistance to the item. The number is a percent-value in
795 the range 0-100. Paralyze resistance is little effective
796 unless the value is 100 (= perfect immunity).
797 </attribute>
798 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
799 This adds fear resistance to the item. The number is a percent-value in
800 the range 0-100. Resistance to fear is pretty useless.
801 </attribute>
802 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
803 This adds depletion resistance to the item. The number is a percent-value
804 in the range 0-100. Depletion resistance is little effective
805 unless the value is 100 (= perfect immunity).
806 </attribute>
807 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
808 This adds death-attack resistance to the item. The number is a
809 percent-value in the range 0-100. Death-attack resistance is little
810 effective unless the value is 100 (= perfect immunity).
811 Generally, resistance to death-attack is not supposed to be
812 available to players!
813 </attribute>
814 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
815 This adds chaos resistance to the item. The number is a percent-value in
816 the range 0-100. Treat this with CARE. Look at other maps and what they
817 require to do for getting this-and-that artifact.
818 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
819 combination of other attacktypes.
820 </attribute>
821 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
822 This adds blinding resistance to the item. The number is a percent-value
823 in the range 0-100. Treat this with CARE. Look at other maps and what they
824 require to do for getting this-and-that artifact.
825 </attribute>
826 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
827 This adds holy power resistance to the item. The number is a percent-value
828 in the range 0-100. Holy power is the attacktype that holyword-type spells
829 use to hurt undead creatures. This kind of resistance is only reasonable
830 for undead players (wraith or devourer cult).
831 Generally, resistance to holy word should not be available for players.
832 </attribute>
833 </section>
834 <section name="stats">
835 <attribute arch="Str" editor="strength" type="int">
836 The player's strentgh will rise/fall by the given value
837 while wearing this piece of equipment.
838 </attribute>
839 <attribute arch="Dex" editor="dexterity" type="int">
840 The player's dexterity will rise/fall by the given value
841 while wearing this piece of equipment.
842 </attribute>
843 <attribute arch="Con" editor="constitution" type="int">
844 The player's constitution will rise/fall by the given value
845 while wearing this piece of equipment.
846 </attribute>
847 <attribute arch="Int" editor="intelligence" type="int">
848 The player's intelligence will rise/fall by the given value
849 while wearing this piece of equipment.
850 </attribute>
851 <attribute arch="Pow" editor="power" type="int">
852 The player's power will rise/fall by the given value
853 while wearing this piece of equipment.
854 </attribute>
855 <attribute arch="Wis" editor="wisdom" type="int">
856 The player's wisdom will rise/fall by the given value while
857 wearing this piece of equipment.
858 </attribute>
859 <attribute arch="Cha" editor="charisma" type="int">
860 The player's charisma will rise/fall by the given value
861 while wearing this piece of equipment.
862 </attribute>
863 </section>
864 <section name="misc">
865 <attribute arch="luck" editor="luck bonus" type="int">
866 With positive luck bonus, the player is more likely to
867 succeed in all sorts of things (spellcasting, praying,...).
868 Unless the &lt;luck bonus&gt; is very high, the effect will be
869 barely visible in-game. Luck bonus on one piece of equipment
870 should never exceed 3, and such bonus should not be too
871 frequently available.
872 </attribute>
873 <attribute arch="hp" editor="health regen." type="int">
874 Positive &lt;health regen.&gt; bonus speeds up the
875 player's healing process. Negative values slow it down.
876 </attribute>
877 <attribute arch="sp" editor="mana regen." type="int">
878 Positive &lt;mana regen.&gt; bonus speeds up the
879 player's mana regeneration. Negative values slow it down.
880 </attribute>
881 <attribute arch="grace" editor="grace regen." type="int">
882 Positive &lt;grace regen.&gt; bonus speeds up the
883 player's grace regeneration. Negative values slow it down.
884 Since grace can be regenerated rather easy with praying,
885 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
886 </attribute>
887 <attribute arch="food" editor="food bonus" type="int">
888 Positive &lt;food bonus&gt; slows down the player's digestion,
889 thus he consumes less food. Negative values speed it up.
890
891 Note that food is consumed not only for "being alive", but
892 also for healing and mana-regeneration.
893 &lt;food bonus&gt; only affects the amount of food consumed
894 for "being alive". Hence, even with high &lt;food bonus&gt;,
895 during a fight a player can run out of food quickly.
896 </attribute>
897 <attribute arch="xrays" editor="xray vision" type="bool">
898 Xray vision allows the player to see through obstacles
899 in a two-square-wide radius. This is extremely helpful and
900 desirable, so don't give it away for cheap on equipment.
901 </attribute>
902 <attribute arch="stealth" editor="stealth" type="bool">
903 Stealth allows the player to move silently.
904 This comes to effect if a player turns himself
905 invisible and tries to sneak around monsters.
906 (At least that was the idea behind it)
907 </attribute>
908 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
909 If a player is wearing any piece of equipment with
910 the ability to &lt;reflect spells&gt;, all kinds of
911 spell-bullets and -beams will bounce off him.
912 This works only about 90% of all times, to
913 avoid players being completely immune to certain
914 types of attacks.
915
916 This is a very powerful ability and it
917 shouldn't be handed out cheap!
918 </attribute>
919 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
920 If a player is wearing any piece of equipment with
921 the ability to &lt;reflect missiles&gt;, all kinds of
922 projectiles (e.g. arrows, bolts, boulders) will
923 bounce off him. This works only about 90% of all
924 times, to avoid players being completely immune to
925 certain types of attacks.
926 </attribute>
927 <attribute arch="flying" editor="levitate" type="bool">
928 As soon as the player applies a piece of equipment with
929 &lt;levitate&gt; set, the player will start to float in the air.
930 </attribute>
931 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
932 Click on the &lt;attuned paths&gt; button to select spellpaths.
933 The player will get attuned to the specified spellpaths
934 while wearing this item.
935 </attribute>
936 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
937 Click on the &lt;repelled paths&gt; button to select spellpaths.
938 The player will get repelled to the specified spellpaths
939 while wearing this item.
940 </attribute>
941 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
942 Click on the &lt;denied paths&gt; button to select spellpaths.
943 The specified spellpaths will be denied to the player
944 while wearing this item.
945 </attribute>
946 </section>
947 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
948 This text describes the item's "story". Every decent artifact
949 should have such a description.
950 </attribute>
951 </type>
952
953 <!--####################################################################-->
954 <type number="58" name="Battleground">
955 <ignore>
956 <ignore_list name="non_pickable" />
957 </ignore>
958 <description><![CDATA[
959 Battleground is very special: In short, players can die on battleground
960 without any death penalties. They don't loose or gain experience
961 while on battleground. Acid, draining and depletion effects don't
962 work either.
963 When a player dies on battleground, he gets teleported to an exit
964 location which is defined in the battleground object. ]]>
965 </description>
966 <use><![CDATA[
967 Battleground is only meant for player vs. player duels. You can
968 design combat arenas similiar to the one in scorn.<br>
969 What should NEVER be done is placing battleground tiles in
970 open dungeons or other free kinds of land.
971 It must not be possible to gain significant treasure for fighting
972 on battleground, because it bears no risk.<br><br>
973 (Battleground will cease to work when the image or name is changed,
974 or when it is placed beneath another floor tile.
975 This is not a bug, it is there to prevent any attempts of placing
976 "hidden" battleground tiles anywhere.) ]]>
977 </use>
978 <attribute arch="no_pick" value="1" type="fixed" />
979 <attribute arch="is_floor" value="1" type="fixed" />
980 <attribute arch="hp" editor="destination X" type="int">
981 The exit destinations define the (x, y)-coordinates where players
982 get teleported after they died on this battleground.
983 </attribute>
984 <attribute arch="sp" editor="destination Y" type="int">
985 The exit destinations define the (x, y)-coordinates where players
986 get teleported after they died on this battleground.
987 </attribute>
988 </type>
989
990 <!--####################################################################-->
991 <type number="8" name="Book">
992 <description><![CDATA[
993 Applying a book, the containing message is displayed to the player. ]]>
994 </description>
995 <attribute arch="level" editor="literacy level" type="int">
996 If this value is set to be greater than zero, the player needs a
997 certain literacy level to succeed reading the book. The book can be
998 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
999 book can be a nice idea, personally I like it when a player needs
1000 more than his fighting skills to solve a quest. However, keep the
1001 booklevel at least below 15 because it is quite hard to gain high
1002 mental levels.
1003 </attribute>
1004 <attribute arch="startequip" editor="godgiven item" type="bool">
1005 A godgiven item vanishes as soon as the player
1006 drops it to the ground.
1007 </attribute>
1008 <attribute arch="unique" editor="unique item" type="bool">
1009 Unique items exist only one time on a server. If the item
1010 is taken, lost or destroyed - it's gone for good.
1011 </attribute>
1012 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1013 This is the text that appears "written" in the book.
1014 </attribute>
1015 </type>
1016
1017 <!--####################################################################-->
1018 <type number="99" name="Boots">
1019 <import_type name="Amulet" />
1020 <description><![CDATA[
1021 Wearing boots, the object's stats will directly be inherited to
1022 the player. Usually enhancing his speed, or granting some minor
1023 protection bonus. ]]>
1024 </description>
1025 <use><![CDATA[
1026 Feel free to create your own special artifacts. However, it is very
1027 important that you keep your artifact in balance with existing maps. ]]>
1028 </use>
1029 <attribute arch="exp" editor="speed bonus" type="int">
1030 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1031 while worn. This kind of bonus is quite desirable for players of low-
1032 and medium level. High level players usually have fastest possible
1033 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1034 Still, this bonus is good for nice artifacts - not everything has
1035 to be for highest level.
1036 </attribute>
1037 <attribute arch="magic" editor="magic bonus" type="int">
1038 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1039 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1040 than direct armour-class bonus on the boots.
1041
1042 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1043 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1044 </attribute>
1045 </type>
1046
1047 <!--####################################################################-->
1048 <type number="104" name="Bracers">
1049 <import_type name="Amulet" />
1050 <description><![CDATA[
1051 Bracers are armour-plates worn around the wrists.
1052 Wearing bracer, the object's stats will directly be inherited to
1053 the player. Usually enhancing his defense. ]]>
1054 </description>
1055 <use><![CDATA[
1056 Feel free to create your own special artifacts. However, it is very
1057 important that you keep your artifact in balance with existing maps. ]]>
1058 </use>
1059 <attribute arch="magic" editor="magic bonus" type="int">
1060 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1061 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1062 than direct armour-class bonus on the bracers.
1063 </attribute>
1064 </type>
1065
1066 <!--####################################################################-->
1067 <type number="16" name="Brestplate Armour">
1068 <import_type name="Amulet" />
1069 <description><![CDATA[
1070 Wearing an armour, the object's stats will directly be inherited to
1071 the player. Usually enhancing his defense. ]]>
1072 </description>
1073 <use><![CDATA[
1074 Feel free to create your own special artifacts. However, it is very
1075 important that you keep your artifact in balance with existing maps. ]]>
1076 </use>
1077 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1078 This poses a penalty to spell regeneration speed, for wearing the armour.
1079 The bigger the spellpoint penalty, the worse.
1080 </attribute>
1081 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1082 Slowdown penalty reduces the player's walking speed when wearing the
1083 armour. Bigger values are worse - zero is best.
1084 </attribute>
1085 <attribute arch="magic" editor="magic bonus" type="int">
1086 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1087 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1088 than direct armour-class bonus on the armour.
1089 </attribute>
1090 </type>
1091
1092 <!--####################################################################-->
1093 <type number="92" name="Button">
1094 <ignore>
1095 <ignore_list name="non_pickable" />
1096 </ignore>
1097 <description><![CDATA[
1098 When a predefined amount of weigh is placed on a button, the
1099 &lt;connection&gt; value is triggered. In most cases this happens when a
1100 player or monster steps on it. When the button is "released", the
1101 &lt;connection&gt; value get's triggered a second time. ]]>
1102 </description>
1103 <attribute arch="walk_on" value="1" type="fixed" />
1104 <attribute arch="walk_off" value="1" type="fixed" />
1105 <attribute arch="no_pick" value="1" type="fixed" />
1106 <attribute arch="weight" editor="press weight" type="int">
1107 The button is pressed (triggered), as soon as
1108 &lt;press weigh&gt; gram are placed ontop of it.
1109 </attribute>
1110 <attribute arch="connected" editor="connection" type="int">
1111 Every time the button is pressed or released, all objects
1112 with the same &lt;connection&gt; value are activated.
1113 </attribute>
1114 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1115 This text may describe the item. You can use this
1116 message to explain the button's purpose to the player.
1117 </attribute>
1118 </type>
1119
1120 <!--####################################################################-->
1121 <type number="30" name="Button Trigger">
1122 <import_type name="Button" />
1123 <ignore>
1124 <ignore_list name="non_pickable" />
1125 </ignore>
1126 <description><![CDATA[
1127 Handle buttons are buttons which reset after a short period
1128 of time. Every time it is either applied or reset, the
1129 &lt;connection&gt; value is triggered. ]]>
1130 </description>
1131 </type>
1132
1133 <!--####################################################################-->
1134 <type number="37" name="Class Changer">
1135 <ignore>
1136 <ignore_list name="non_pickable" />
1137 </ignore>
1138 <description><![CDATA[
1139 Class changer are used while creating a character. ]]>
1140 </description>
1141 <attribute arch="randomitems" editor="class items" type="treasurelist">
1142 This entry determines which initial items the character receives.
1143 </attribute>
1144 <section name="stats">
1145 <attribute arch="Str" editor="strength" type="int">
1146 The player's strength will rise by the given value if he chooses this
1147 class. (Negative values make strength fall)
1148 </attribute>
1149 <attribute arch="Dex" editor="dexterity" type="int">
1150 The player's dexterity will rise by the given value if he chooses this
1151 class. (Negative values make dexterity fall)
1152 </attribute>
1153 <attribute arch="Con" editor="constitution" type="int">
1154 The player's constitution will rise by the given value if he chooses this
1155 class. (Negative values make constitution fall)
1156 </attribute>
1157 <attribute arch="Int" editor="intelligence" type="int">
1158 The player's intelligence will rise by the given value if he chooses this
1159 class. (Negative values make intelligence fall)
1160 </attribute>
1161 <attribute arch="Pow" editor="power" type="int">
1162 The player's power will rise by the given value if he chooses this
1163 class. (Negative values make power fall)
1164 </attribute>
1165 <attribute arch="Wis" editor="wisdom" type="int">
1166 The player's wisdom will rise by the given value if he chooses this
1167 class. (Negative values make wisdom fall)
1168 </attribute>
1169 <attribute arch="Cha" editor="charisma" type="int">
1170 The player's charisma will rise by the given value if he chooses this
1171 class. (Negative values make charisma fall)
1172 </attribute>
1173 </section>
1174 </type>
1175
1176 <!--####################################################################-->
1177 <type number="87" name="Cloak">
1178 <import_type name="Amulet" />
1179 <description><![CDATA[
1180 Wearing a cloak, the object's stats will directly be inherited to
1181 the player. Cloaks usually add minor &lt;armour class&gt; and
1182 sometimes a bit of resistance. ]]>
1183 </description>
1184 <use><![CDATA[
1185 Feel free to create your own special artifacts. However, it is very
1186 important that you keep your artifact in balance with existing maps. ]]>
1187 </use>
1188 <attribute arch="magic" editor="magic bonus" type="int">
1189 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1190 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1191 than direct armour-class bonus on the cloak.
1192
1193 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1194 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1195 </attribute>
1196 </type>
1197
1198 <!--####################################################################-->
1199 <type number="9" name="Clock">
1200 <description><![CDATA[
1201 Applying a clock, the time is displayed to the player. ]]>
1202 </description>
1203 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1204 This text may describe the item
1205 </attribute>
1206 </type>
1207
1208 <!--####################################################################-->
1209 <type number="122" name="Container">
1210 <description><![CDATA[
1211 A player can put (certain kinds of) items in the container.
1212 The overall weight of items is reduced when put inside a
1213 container, depending on the settings.
1214 <br><br>
1215 A special feature of containers is the "cauldron",
1216 capable of mixing alchemical receipes. ]]>
1217 </description>
1218 <use><![CDATA[
1219 Note on chests - There are two types of chests:
1220 <UL>
1221 <LI> First the random treasure chests - Those are NOT containers
1222 (but object type Treasure), they create random treasures when
1223 applied. Archetype name is "chest".
1224 <LI> Second there are the permanent chests - Those are containers,
1225 they can be opened and closed again. Archetype name is "chest_2".
1226 </UL> ]]>
1227 </use>
1228 <attribute arch="race" editor="container class" type="string">
1229 If set, the container will hold only certain types of objects.
1230 Possible choices for &lt;container class&gt; are: "gold and jewels",
1231 "arrows" and "keys".
1232
1233 Unfortunately it is not easy to create new container
1234 classes, because items need a matching counterpiece-attribute
1235 to the &lt;container class&gt; before they can be put inside a
1236 container. This attribute ("race") is set only for the existing
1237 container classes.
1238 </attribute>
1239 <attribute arch="slaying" editor="key string" type="string">
1240 If &lt;key string&gt; is set, only players with a special key
1241 of matching &lt;key string&gt; are able to open the container.
1242 </attribute>
1243 <attribute arch="container" editor="maximum weight" type="int">
1244 The container can hold a maximum total weight of the given value
1245 in gram. Note that this weight limit is calculated *after* the
1246 weight reduction (&lt;reduce weight&gt;) has been applied.
1247 </attribute>
1248 <attribute arch="Str" editor="reduce weight %" type="int">
1249 This value determines how much the weight of items is reduced in
1250 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1251 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1252 Most default values are in the range of ten.
1253 </attribute>
1254 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1255 If set, the container can be used as alchemy-cauldron.
1256 The player can put ingredients inside, close it, cast alchemy
1257 and if his formulae is true, he'll get what he longed for.
1258 </attribute>
1259 <attribute arch="unique" editor="unique item" type="bool">
1260 Unique items exist only one time on a server. If the item
1261 is taken, lost or destroyed - it's gone for good.
1262 All contents of a unique container are unique as well.
1263 </attribute>
1264 <attribute arch="startequip" editor="godgiven item" type="bool">
1265 A godgiven item vanishes as soon as the player
1266 drops it to the ground.
1267 </attribute>
1268 <attribute arch="other_arch" editor="animation arch" type="string">
1269 This is used for a certain kind of... "animation" when
1270 opening the container. Stick to the default arches here
1271 and you won't get into trouble.
1272 </attribute>
1273 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1274 This text may contain a description of the container.
1275 </attribute>
1276 </type>
1277
1278 <!--####################################################################-->
1279 <type number="103" name="Converter">
1280 <ignore>
1281 <attribute arch="value" />
1282 <attribute arch="nrof" />
1283 <attribute arch="name_pl" />
1284 <attribute arch="no_pick" />
1285 <attribute arch="unpaid" />
1286 <attribute arch="title" />
1287 </ignore>
1288 <description><![CDATA[
1289 Converters are like "exchange tables". When the player drops a
1290 specific type of items, they get converted into other items, at a
1291 predefined exchange-ratio. ]]>
1292 </description>
1293 <use><![CDATA[
1294 Converters are better than shopping with doormats, because the
1295 converters never get sold out. For some items like food or jewels
1296 those "exchange tables" are really nice, while for the more important
1297 stuff like potions converters should not exist.
1298 <br><br>
1299 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1300 items on a converter, the stuff you get must be of equal or lesser
1301 value than before! (Except if you are using "rare" items like
1302 dragonscales for payment). The code will not check if your ratio is
1303 sane, so the player could gain infinite wealth by using your converter. ]]>
1304 </use>
1305 <attribute arch="no_pick" value="1" type="fixed" />
1306 <attribute arch="slaying" editor="cost arch" type="string">
1307 &lt;cost arch&gt; is the name of the archetype the player has to
1308 put on the converter, as payment.
1309 </attribute>
1310 <attribute arch="food" editor="cost number" type="int">
1311 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1312 on the converter, in order to get &lt;receive number&gt; items
1313 of &lt;receive arch&gt;.
1314 </attribute>
1315 <attribute arch="other_arch" editor="receive arch" type="string">
1316 &lt;receive arch&gt; is the name of the archetype to convert into.
1317 This field is ignored if the converter has items in inventory. In this
1318 case one of the inventory items is duplicated. The duplicated item is
1319 randomly chosen from all items present.
1320 </attribute>
1321 <attribute arch="sp" editor="receive number" type="int">
1322 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1323 on the converter, in order to get &lt;receive number&gt; items
1324 of &lt;receive arch&gt;.
1325 </attribute>
1326 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1327 This text may contain a description of the converter.
1328 </attribute>
1329 </type>
1330
1331 <!--####################################################################-->
1332 <type number="42" name="Creator">
1333 <ignore>
1334 <ignore_list name="system_object" />
1335 </ignore>
1336 <description><![CDATA[
1337 A creator is an object which creates another object when it
1338 is triggered. The child object can be anything. Creators are
1339 VERY useful for all kinds of map-mechanisms. ]]>
1340 </description>
1341 <use><![CDATA[
1342 Don't hesitate to hide your creators under the floor.
1343 The created items will still always appear ontop of the floor. ]]>
1344 </use>
1345 <attribute arch="no_pick" value="1" type="fixed" />
1346 <attribute arch="other_arch" editor="create arch" type="string">
1347 This string defines the object that will be created.
1348 You can choose any of the existing arches.
1349 This field is ignored if the creator has items in inventory. In this case
1350 one of the inventory items is duplicated. The duplicated item is randomly
1351 chosen from all items present.
1352 </attribute>
1353 <attribute arch="connected" editor="connection" type="int">
1354 Whenever the connection value is activated,
1355 the creator gets triggered.
1356 </attribute>
1357 <attribute arch="lifesave" editor="infinit uses" type="bool">
1358 If &lt;infinit uses&gt; is set, the creator will work
1359 infinitely, regardless of the value in &lt;number of uses&gt;.
1360 </attribute>
1361 <attribute arch="hp" editor="number of uses" type="int">
1362 The creator can be triggered &lt;number of uses&gt; times, thus
1363 creating that many objects, before it dissappears.
1364 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1365 </attribute>
1366 <attribute arch="slaying" editor="name of creation" type="string">
1367 The created object will bear the name and title specified in &lt;name of
1368 creation&gt;. If nothing is set, the standard name and title of the
1369 archetype is used.
1370 </attribute>
1371 <attribute arch="level" editor="level of creation" type="int">
1372 The created object will be of that level. If zero/unset,
1373 the standard level of the archetype is used.
1374 </attribute>
1375 </type>
1376
1377 <!--####################################################################-->
1378 <type number="51" name="Detector">
1379 <ignore>
1380 <ignore_list name="system_object" />
1381 </ignore>
1382 <description><![CDATA[
1383 Detectors work quite much like inv. checkers/pedestals: If the detector
1384 finds a specific object, it toggles its connected value.
1385 <br><br>
1386 What is "unique" about them, compared to inv. checkers/ pedestals?
1387 - First, detectors check their square for a match periodically, not
1388 instantly. Second, detectors check directly for object names. Third,
1389 detectors do not check the inventory of players/monsters. ]]>
1390 </description>
1391 <use><![CDATA[
1392 There is one major speciality about detectors: You can detect spells
1393 blown over a detector! To detect a lighting bolt for example, set
1394 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1395 walls, this can be very useful for map-mechanisms. ]]>
1396 </use>
1397 <attribute arch="no_pick" value="1" type="fixed" />
1398 <attribute arch="slaying" editor="match name" type="string">
1399 &lt;match name&gt; specifies the name of the object we are looking for.
1400 Actually it does also check for the &lt;key string&gt; in key-objects,
1401 but for this case inventory checkers are often more powerful to use.
1402 </attribute>
1403 <attribute arch="connected" editor="connection" type="int">
1404 When the detector is triggered, all objects with the same
1405 connection value get activated.
1406 </attribute>
1407 <attribute arch="speed" editor="detection speed" type="float">
1408 This value defines the time between two detector-checks.
1409 If you want the detector to behave almost like pedestals/buttons,
1410 set speed rather high, like &lt;detection speed&gt; 1.0.
1411 </attribute>
1412 </type>
1413
1414 <!--####################################################################-->
1415 <type number="112" name="Director">
1416 <ignore>
1417 <ignore_list name="non_pickable" />
1418 </ignore>
1419 <description><![CDATA[
1420 Directors change the direction of spell objects and other projectiles
1421 that fly past. Unlike spinners, directors always move objects in the
1422 same direction. It does not make a difference from what angle you
1423 shoot into it.<br>
1424 Directors are visible per default. ]]>
1425 </description>
1426 <use><![CDATA[
1427 Directors are rarely used in maps. Sometimes they are placed to
1428 change the direction of spells coming out of magic walls,
1429 "channeling" spell-projectiles in some direction. When doing this,
1430 <B>never place directors facing each other with magic walls fireing
1431 into them!</B> The spell-projectiles bouncing between the directors
1432 would accumulate to huge numbers and at some point slow down the
1433 server by eating memory- and CPU-time.
1434 <br><br>
1435 You'd better not place directors in monster vs. player combat
1436 areas too much, because that freaks out wizard-type players. ]]>
1437 </use>
1438 <attribute arch="sp" editor="direction" type="list_direction">
1439 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1440 A director with direction &lt;none&gt; simply stops projectiles.
1441 (The latter works out a bit strange for some spells).
1442 </attribute>
1443 <attribute arch="walk_on" value="1" type="fixed" />
1444 <attribute arch="fly_on" value="1" type="fixed" />
1445 </type>
1446
1447 <!--####################################################################-->
1448 <type number="158" name="Disease">
1449 <ignore>
1450 <ignore_list name="system_object" />
1451 </ignore>
1452 <description><![CDATA[
1453 Diseases are an intersting form of spellcraft in Crossfire.
1454 Once casted, they can spread out and infect creatures in a large
1455 area. Being infected can have various effects, from amusing farts
1456 to horrible damage - almost everything is possible. ]]>
1457 </description>
1458 <use><![CDATA[
1459 Diseases are extremely flexible and usable in a many ways.
1460 So far they are mostly used for causing bad, unwanted effects.
1461 You could just as well create a disease which helps the player
1462 (recharging mana for example).
1463 Infection with a "positive disease" could even be a quest reward. ]]>
1464 </use>
1465 <attribute arch="invisible" value="1" type="fixed" />
1466 <attribute arch="level" editor="plaque level" type="int">
1467 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1468 This mainly reflects in the &lt;damage&gt;. It has no effect on
1469 most other symptoms. Neverthless, it is a very important value for
1470 all damage-inflicting diseases.
1471 </attribute>
1472 <attribute arch="race" editor="infect race" type="string">
1473 The disease will only infect creatures of the specified &lt;race&gt;.
1474 "&lt;race&gt; *" means every creature can be infected.
1475 </attribute>
1476 <attribute arch="ac" editor="progressiveness" type="int">
1477 Every time the disease "moves" the severity of the symptoms are increased
1478 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1479 </attribute>
1480 <section name="spreading">
1481 <attribute arch="wc" editor="infectiosness" type="int">
1482 The &lt;infectiosness&gt; defines the chance of new creatures getting
1483 infected. If you set this too high, the disease is very likely to
1484 be too effective.
1485
1486 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1487 </attribute>
1488 <attribute arch="last_grace" editor="attenuation" type="int">
1489 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1490 everytime it infects someone new. This limits how many generations
1491 a disease can propagate.
1492 </attribute>
1493 <attribute arch="magic" editor="infection range" type="int">
1494 &lt;infection range&gt; sets the range at which infection may occur.
1495 If positive, the &lt;infection range&gt; is level dependant - If negative,
1496 it is not:
1497 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1498 six square range, and &lt;plaque level&gt; doesn't modify that.
1499 </attribute>
1500 <attribute arch="maxhp" editor="persistence" type="int">
1501 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1502 The disease can "move" &lt;persistence&gt; times outside a host before it
1503 vanishes. A negative value means the disease lasts for permanent
1504 (which is only recommended to use in maps without monsters).
1505 </attribute>
1506 <attribute arch="maxgrace" editor="curing duration" type="int">
1507 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1508 (Assuming the host survives and doesn't use a curing spell).
1509 After this period the disease is naturally cured, which provides the
1510 host with immunity from this particular disease of lower or equal level.
1511
1512 A negative value means the disease can never be cured naturally.
1513
1514 Note that this value can be further modulated by spell-parameters,
1515 if the disease is registered as spell in the code. Due to that,
1516 most default diseases take a lot longer to cure than it seems.
1517 </attribute>
1518 <attribute arch="speed" editor="moving speed" type="float">
1519 The &lt;speed&gt; of the disease determines how fast the disease will
1520 "move", thus how fast the symptoms strike the host.
1521 </attribute>
1522 </section>
1523 <section name="symptoms">
1524 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1525 The disease will attack the host with the given &lt;attacktype&gt;.
1526 Godpower attacktype is commonly used for "unresistable" diseases.
1527 </attribute>
1528 <attribute arch="dam" editor="damage" type="int">
1529 A disease with a positive &lt;damage&gt; value will strike the player for that
1530 amount of damage every time the symptoms occur.
1531 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1532 the player's health is reduced by 10% every time the symptoms strike.
1533
1534 Diseases with %-based damage can be dangerous - but not deadly -
1535 for players of all levels.
1536 </attribute>
1537 <attribute arch="other_arch" editor="create arch" type="string">
1538 If set, the specified arch is created and dropped every time the
1539 symptoms strike.
1540
1541 This can be various things: farts, body pieces, eggs ...
1542 Even monsters can be created that way. You could also make a
1543 disease where some exotic stuff like money/gems is created.
1544 </attribute>
1545 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1546 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1547 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1548 </attribute>
1549 <attribute arch="exp" editor="exp. for curing" type="int">
1550 When the player manages to cure this disease (with a curing spell),
1551 he is awarded with &lt;exp. for curing&gt; experience.
1552 </attribute>
1553 <attribute arch="maxsp" editor="mana depletion" type="int">
1554 Every time the disease "moves", the player's mana is
1555 reduced by the value of &lt;mana depletion&gt;.
1556 For negative values, a %-based amount is taken.
1557 </attribute>
1558 <attribute arch="last_eat" editor="food depletion" type="int">
1559 Every time the disease "moves", the player's food is
1560 reduced by the value of &lt;food depletion&gt;.
1561 For negative values, a %-based amount is taken.
1562 </attribute>
1563 <attribute arch="hp" editor="health regen." type="int">
1564 This value increases the player's healing rate.
1565 Negative values decrease it.
1566 </attribute>
1567 <attribute arch="sp" editor="mana regen." type="int">
1568 This value increases the player's rate of mana regeneration.
1569 Negative values decrease it.
1570 </attribute>
1571 </section>
1572 <section name="disability">
1573 <attribute arch="Str" editor="strength" type="int">
1574 The player's strength will rise by the given value
1575 while being infected. (Negative values make strength fall)
1576 </attribute>
1577 <attribute arch="Dex" editor="dexterity" type="int">
1578 The player's dexterity will rise by the given value
1579 while being infected. (Negative values make dexterity fall)
1580 </attribute>
1581 <attribute arch="Con" editor="constitution" type="int">
1582 The player's constitution will rise by the given value
1583 while being infected. (Negative values make constitution fall)
1584 </attribute>
1585 <attribute arch="Int" editor="intelligence" type="int">
1586 The player's intelligence will rise by the given value
1587 while being infected. (Negative values make intelligence fall)
1588 </attribute>
1589 <attribute arch="Pow" editor="power" type="int">
1590 The player's power will rise by the given value
1591 while being infected. (Negative values make power fall)
1592 </attribute>
1593 <attribute arch="Wis" editor="wisdom" type="int">
1594 The player's wisdom will rise by the given value
1595 while being infected. (Negative values make wisdom fall)
1596 </attribute>
1597 <attribute arch="Cha" editor="charisma" type="int">
1598 The player's charisma will rise by the given value
1599 while being infected. (Negative values make charisma fall)
1600 </attribute>
1601 </section>
1602 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1603 This text is displayed to the player every time the
1604 symptoms strike.
1605 </attribute>
1606 </type>
1607
1608 <!--####################################################################-->
1609 <type number="23" name="Door">
1610 <ignore>
1611 <ignore_list name="non_pickable" />
1612 </ignore>
1613 <description><![CDATA[
1614 A door can be opened with a normal key. It also can be broken by attacking
1615 it, and it can be defeated with the lockpicking skill. If a door is
1616 defeated, horizontally and vertically adjacent doors are automatically
1617 removed. ]]>
1618 </description>
1619 <attribute arch="no_pick" value="1" type="fixed" />
1620 <attribute arch="alive" value="1" type="fixed" />
1621 <attribute arch="no_pass" editor="blocking passage" type="bool">
1622 If set, a player must defeat the door to enter.
1623 </attribute>
1624 <attribute arch="hp" editor="hitpoints" type="int">
1625 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1626 </attribute>
1627 <attribute arch="ac" editor="armour class" type="int">
1628 Doors of high &lt;armour class&gt; are less likely to get hit.
1629 &lt;armour class&gt; can be considered the "counterpiece" to
1630 &lt;weapon class&gt;.
1631 </attribute>
1632 <attribute arch="other_arch" editor="drop arch" type="string">
1633 This string defines the object that will be created when the door was
1634 defeated.
1635 </attribute>
1636 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1637 This entry determines what kind of traps will appear in the door.
1638 </attribute>
1639 </type>
1640
1641 <!--####################################################################-->
1642 <type number="83" name="Duplicator">
1643 <ignore>
1644 <ignore_list name="system_object" />
1645 </ignore>
1646 <description><![CDATA[
1647 When activated, a duplicator can duplicate, multiply or destroy a pile of
1648 objects which lies somewhere on top of the duplicator.
1649 The duplicator has one arch name specified as &lt;target arch&gt;,
1650 and only objects of this archetype can be affected.<br>
1651 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1652 If the latter is set to zero, it will destroy objects. ]]>
1653 </description>
1654 <use><![CDATA[
1655 I hope it is clear that one must be very cautious when inserting a duplicator
1656 anywhere with &lt;multiply factor&gt; greater than one.
1657 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1658 It is <b>not acceptable</b> to allow duplication of anything other than
1659 coins, gold and jewels. Besides, it is very important that the chance to
1660 loose the input matches the chance to earn winnings.<br>
1661 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1662 loosing rate of 2/3 = 67%. ]]>
1663 </use>
1664 <attribute arch="other_arch" editor="target arch" type="string">
1665 Only objects of matching archtype, lying ontop of the dublicator will be
1666 dublicated, multiplied or removed. All other objects will be ignored.
1667 </attribute>
1668 <attribute arch="level" editor="multiply factor" type="int">
1669 The number of items in the target pile will be multiplied by the
1670 &lt;multiply factor&gt;. If it is set to zero, all target objects
1671 will be destroyed.
1672 </attribute>
1673 <attribute arch="connected" editor="connection" type="int">
1674 An activator (lever, altar, button, etc) with matching connection value
1675 is able to trigger this duplicator. Be very careful that players cannot
1676 abuse it to create endless amounts of money or other valuable stuff!
1677 </attribute>
1678 </type>
1679
1680 <!--####################################################################-->
1681 <type number="66" name="Exit">
1682 <ignore>
1683 <ignore_list name="non_pickable" />
1684 </ignore>
1685 <description><![CDATA[
1686 When the player applies an exit, he is transferred to a different location.
1687 (Monsters cannot use exits.) Depending on how it is set, the player applies
1688 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1689 the exit. ]]>
1690 </description>
1691 <use><![CDATA[
1692 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1693 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1694 detected with the show_invisible spell.
1695 <br><br>
1696 You can be quite creative with the outlook of secret exits (their "face").
1697 Don't forget to give the player relyable hints about them though. ]]>
1698 </use>
1699 <attribute arch="slaying" editor="exit path" type="string">
1700 The exit path defines the map that the player is transferred to.
1701 You can enter an absolute path, beginning with '/' (for example
1702 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1703 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1704 relative path "Fire1"). Use relative paths whenever possible! Note that
1705 upper/lower case must always be set correctly. However, please use lower
1706 case only.
1707 It is well possible to have an exit pointing to the same map that the exit
1708 is on. If slaying is not set in an exit, the player will see a message like
1709 "the exit is closed".
1710 </attribute>
1711 <attribute arch="hp" editor="destination X" type="int">
1712 The exit destinations define the (x, y)-coordinates where the exit
1713 leads to.
1714 If both are set to zero, the player will be transferred to the "default
1715 enter location" of the destined map. The latter can be set in the map-
1716 properties as "Enter X/Y". Though, please DO NOT use that.
1717 It turned out to be a source for numerous map-bugs.
1718 </attribute>
1719 <attribute arch="sp" editor="destination Y" type="int">
1720 The exit destinations define the (x, y)-coordinates where the exit
1721 leads to.
1722 If both are set to zero, the player will be transferred to the "default
1723 enter location" of the destined map. The latter can be set in the map-
1724 properties as "Enter X/Y". Though, please DO NOT use that.
1725 It turned out to be a source for numerous map-bugs.
1726 </attribute>
1727 <attribute arch="walk_on" editor="apply by walking" type="bool">
1728 If set, the player will apply the exit by just walking into it. This must
1729 be set for the invisible exits for example. If unset, the player has
1730 to step onto the exit and press 'a' to get transferred.
1731 </attribute>
1732 <attribute arch="fly_on" editor="apply by flying" type="bool">
1733 If set, the player will apply the exit by "flying into it". Flying means
1734 the player is levitating. E.g. wearing levitation boots.
1735 </attribute>
1736 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1737 If set, this message will be displayed to the player when he applies the exit.
1738 This is quite useful to throw in some "role-play feeling": "As you enter the
1739 dark cave you hear the sound of rustling dragonscales...". Well, my english
1740 is poor, but you get the point. =)
1741 </attribute>
1742 <attribute arch="unique" editor="unique destination" type="bool">
1743 This flag defines the destined map as "personal unique map". If set,
1744 there will be a seperate version of that map for every player out there.
1745 This feature is used for the permanent apartments
1746 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1747 than apartments, since Crossfire is a *multi*player game. In such a permanent
1748 apartment don't forget to set the unique-flag for all floor tiles too
1749 (see floors).
1750 An exit pointing outside of a personal unique map must have the
1751 "unique destination"-flag unset.
1752 </attribute>
1753 </type>
1754
1755 <!--####################################################################-->
1756 <type number="72" name="Flesh">
1757 <description><![CDATA[
1758 Just like with food, the player can fill his stomache and gain a
1759 little health by eating flesh-objects. <br>
1760 For dragon players, flesh plays a very special role though: If the
1761 flesh has resistances set, a dragon player has a chance to gain resistance in
1762 those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1763 Don't forget that flesh items with resistances have to be balanced
1764 according to map/monster difficulty. ]]>
1765 </description>
1766 <use><![CDATA[
1767 For dragon players, flesh items can be highly valuable. Note that many
1768 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1769 These flesh items "inherit" resistances and level from the monster they belong to.
1770 When you add special flesh items to the inventory of a monster, this is
1771 not the case - so you have to set it manually.
1772 <br><br>
1773 Generally adding special flesh-treaties for dragon players is a great thing
1774 to do. Always consider that dragon players might really not be interested
1775 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1776 out on the reward completely. ]]>
1777 </use>
1778 <attribute arch="food" editor="foodpoints" type="int">
1779 The player's stomache will get filled with this amount of foodpoints.
1780 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1781 </attribute>
1782 <attribute arch="level" editor="flesh level" type="int">
1783 The &lt;flesh level&gt; is not visible to the players and it affects only
1784 dragon players. Normally this value reflects the level of the monster
1785 from which the flesh item originates.
1786 Dragon players always search for flesh of highest level possible,
1787 because it bears the best chance to gain high resistances.
1788 </attribute>
1789 <attribute arch="startequip" editor="godgiven item" type="bool">
1790 A godgiven item vanishes as soon as the player
1791 drops it to the ground.
1792 </attribute>
1793 <section name="resistance">
1794 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1795 Resistances on flesh items make them more durable against spellcraft
1796 of the appropriate kind. It also allows dragon players to eventually gain
1797 resistance by eating it. Usually resistance should only be set for flesh
1798 items in a monster's inventory.
1799 </attribute>
1800 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1801 Resistances on flesh items make them more durable against spellcraft
1802 of the appropriate kind. It also allows dragon players to eventually gain
1803 resistance by eating it. Usually resistance should only be set for flesh
1804 items in a monster's inventory.
1805 </attribute>
1806 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1807 Resistances on flesh items make them more durable against spellcraft
1808 of the appropriate kind. It also allows dragon players to eventually gain
1809 resistance by eating it. Usually resistance should only be set for flesh
1810 items in a monster's inventory.
1811 </attribute>
1812 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1813 Resistances on flesh items make them more durable against spellcraft
1814 of the appropriate kind. It also allows dragon players to eventually gain
1815 resistance by eating it. Usually resistance should only be set for flesh
1816 items in a monster's inventory.
1817 </attribute>
1818 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1819 Resistances on flesh items make them more durable against spellcraft
1820 of the appropriate kind. It also allows dragon players to eventually gain
1821 resistance by eating it. Usually resistance should only be set for flesh
1822 items in a monster's inventory.
1823 </attribute>
1824 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1825 Resistances on flesh items make them more durable against spellcraft
1826 of the appropriate kind. It also allows dragon players to eventually gain
1827 resistance by eating it. Usually resistance should only be set for flesh
1828 items in a monster's inventory.
1829 </attribute>
1830 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1831 Resistances on flesh items make them more durable against spellcraft
1832 of the appropriate kind. It also allows dragon players to eventually gain
1833 resistance by eating it. Usually resistance should only be set for flesh
1834 items in a monster's inventory.
1835 </attribute>
1836 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1837 Resistances on flesh items make them more durable against spellcraft
1838 of the appropriate kind. It also allows dragon players to eventually gain
1839 resistance by eating it. Usually resistance should only be set for flesh
1840 items in a monster's inventory.
1841 </attribute>
1842 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1843 Resistances on flesh items make them more durable against spellcraft
1844 of the appropriate kind. It also allows dragon players to eventually gain
1845 resistance by eating it. Usually resistance should only be set for flesh
1846 items in a monster's inventory.
1847 </attribute>
1848 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1849 Resistances on flesh items make them more durable against spellcraft
1850 of the appropriate kind. It also allows dragon players to eventually gain
1851 resistance by eating it. Usually resistance should only be set for flesh
1852 items in a monster's inventory.
1853 </attribute>
1854 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1855 Resistances on flesh items make them more durable against spellcraft
1856 of the appropriate kind. It also allows dragon players to eventually gain
1857 resistance by eating it. Usually resistance should only be set for flesh
1858 items in a monster's inventory.
1859 </attribute>
1860 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1861 Resistances on flesh items make them more durable against spellcraft
1862 of the appropriate kind. It also allows dragon players to eventually gain
1863 resistance by eating it. Usually resistance should only be set for flesh
1864 items in a monster's inventory.
1865 </attribute>
1866 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1867 Resistances on flesh items make them more durable against spellcraft
1868 of the appropriate kind. It also allows dragon players to eventually gain
1869 resistance by eating it. Usually resistance should only be set for flesh
1870 items in a monster's inventory.
1871 </attribute>
1872 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1873 Resistances on flesh items make them more durable against spellcraft
1874 of the appropriate kind. It also allows dragon players to eventually gain
1875 resistance by eating it. Usually resistance should only be set for flesh
1876 items in a monster's inventory.
1877 </attribute>
1878 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1879 Resistances on flesh items make them more durable against spellcraft
1880 of the appropriate kind. It also allows dragon players to eventually gain
1881 resistance by eating it. Usually resistance should only be set for flesh
1882 items in a monster's inventory.
1883 </attribute>
1884 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1885 RResistances on flesh items make them more durable against spellcraft
1886 of the appropriate kind. It also allows dragon players to eventually gain
1887 resistance by eating it. Usually resistance should only be set for flesh
1888 items in a monster's inventory.
1889 </attribute>
1890 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1891 Resistances on flesh items make them more durable against spellcraft
1892 of the appropriate kind. It also allows dragon players to eventually gain
1893 resistance by eating it. Usually resistance should only be set for flesh
1894 items in a monster's inventory.
1895 </attribute>
1896 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1897 Resistances on flesh items make them more durable against spellcraft
1898 of the appropriate kind. It also allows dragon players to eventually gain
1899 resistance by eating it. Usually resistance should only be set for flesh
1900 items in a monster's inventory.
1901 </attribute>
1902 </section>
1903 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1904 This text may describe the item.
1905 </attribute>
1906 </type>
1907
1908 <!--####################################################################-->
1909 <type number="0" name="Floor">
1910 <required>
1911 <attribute arch="is_floor" value="1" />
1912 <attribute arch="alive" value="0" />
1913 </required>
1914 <ignore>
1915 <ignore_list name="non_pickable" />
1916 </ignore>
1917 <description><![CDATA[
1918 Floor is a very basic thing whithout too much
1919 functionality. It's a floor - you stand on it. ]]>
1920 </description>
1921 <attribute arch="is_floor" value="1" type="fixed" />
1922 <attribute arch="no_pick" value="1" type="fixed" />
1923 <attribute arch="no_pass" editor="blocking passage" type="bool">
1924 If set, the object cannot be passed by players nor monsters.
1925 </attribute>
1926 <section name="terrain">
1927 <attribute arch="slow_move" editor="slow movement" type="int">
1928 If &lt;slow movement&gt; is set to a value greater zero, all
1929 creatures moving over this spot will be slower than normal.
1930
1931 &lt;slow movement&gt; 1 - rough terrain
1932 &lt;slow movement&gt; 2 - very rough terrain
1933 ...
1934 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1935 </attribute>
1936 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1937 This flag indicates this spot contains wood or high grass.
1938 Players with activated woodsman skill can move faster here.
1939 </attribute>
1940 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1941 This flag indicates this spot contains hills or large rocks.
1942 Players with activated mountaineer skill can move faster here.
1943 </attribute>
1944 </section>
1945 <attribute arch="no_magic" editor="no spells" type="bool">
1946 If enabled, it is impossible for players to use (wizard-)
1947 spells on that spot.
1948 </attribute>
1949 <attribute arch="damned" editor="no prayers" type="bool">
1950 If enabled, it is impossible for players to use prayers
1951 on that spot. It also prevents players from saving.
1952 </attribute>
1953 <attribute arch="unique" editor="unique map" type="bool">
1954 Unique floor means that any items dropped on that spot
1955 will be saved byond map reset. For permanent apartments,
1956 all floor tiles must be set &lt;unique map&gt;.
1957 </attribute>
1958 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1959 This text may describe the object.
1960 </attribute>
1961 </type>
1962
1963 <!--####################################################################-->
1964 <type number="67" name="Floor (Encounter)">
1965 <ignore>
1966 <ignore_list name="non_pickable" />
1967 </ignore>
1968 <description><![CDATA[
1969 Encounter-Floor is pretty much the same as normal floor.
1970 Most outdoor floor/ground-arches are set to be "encounters".
1971 That is kind of a relict from former code: When walking over
1972 encounter-floor, players sometimes got beamed to little maps
1973 with monsters on them. Nowadays this feature is disabled -
1974 Hence encounter floor is not different from normal floor. ]]>
1975 </description>
1976 <attribute arch="is_floor" value="1" type="fixed" />
1977 <attribute arch="no_pick" value="1" type="fixed" />
1978 <attribute arch="no_pass" editor="blocking passage" type="bool">
1979 If set, the object cannot be passed by players nor monsters.
1980 </attribute>
1981 <section name="terrain">
1982 <attribute arch="slow_move" editor="slow movement" type="int">
1983 If &lt;slow movement&gt; is set to a value greater zero, all
1984 creatures moving over this spot will be slower than normal.
1985
1986 &lt;slow movement&gt; 1 - rough terrain
1987 &lt;slow movement&gt; 2 - very rough terrain
1988 ...
1989 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1990 </attribute>
1991 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1992 This flag indicates this spot contains wood or high grass.
1993 Players with activated woodsman skill can move faster here.
1994 </attribute>
1995 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1996 This flag indicates this spot contains hills or large rocks.
1997 Players with activated mountaineer skill can move faster here.
1998 </attribute>
1999 </section>
2000 <attribute arch="no_magic" editor="no spells" type="bool">
2001 If enabled, it is impossible for players to use (wizard-)
2002 spells on that spot.
2003 </attribute>
2004 <attribute arch="damned" editor="no prayers" type="bool">
2005 If enabled, it is impossible for players to use prayers
2006 on that spot. It also prevents players from saving.
2007 </attribute>
2008 <attribute arch="unique" editor="unique map" type="bool">
2009 Unique floor means that any items dropped on that spot
2010 will be saved byond map reset. For permanent apartments,
2011 all floor tiles must be set &lt;unique map&gt;.
2012 </attribute>
2013 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2014 This text may describe the object.
2015 </attribute>
2016 </type>
2017
2018 <!--####################################################################-->
2019 <type number="6" name="Food">
2020 <description><![CDATA[
2021 By eating/drinking food-objects, the player can fill his
2022 stomache and gain a little health. ]]>
2023 </description>
2024 <attribute arch="food" editor="foodpoints" type="int">
2025 The player's stomache will get filled with this amount of foodpoints.
2026 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2027 </attribute>
2028 <attribute arch="startequip" editor="godgiven item" type="bool">
2029 A godgiven item vanishes as soon as the player
2030 drops it to the ground.
2031 </attribute>
2032 </type>
2033
2034 <!--####################################################################-->
2035 <type number="91" name="Gate">
2036 <ignore>
2037 <ignore_list name="non_pickable" />
2038 </ignore>
2039 <description><![CDATA[
2040 Gates play an important role in Crossfire. Gates can be opened
2041 by activating a button/trigger, by speaking passwords (-> magic_ear)
2042 or carrying special key-objects (-> inventory checker).
2043 Unlike locked doors, gates can get shut again after a player has
2044 passed, which makes them more practical in many cases. ]]>
2045 </description>
2046 <use><![CDATA[
2047 Use gates to divide your maps into seperated areas. After solving
2048 area A, the player gains access to area B, and so on. Make your
2049 maps more complex than "one-way". ]]>
2050 </use>
2051 <attribute arch="no_pick" value="1" type="fixed" />
2052 <attribute arch="connected" editor="connection" type="int">
2053 Whenever the inventory checker is triggered, all objects with identical
2054 &lt;connection&gt; value get activated. This only makes sense together with
2055 &lt;blocking passage&gt; disabled.
2056 </attribute>
2057 <attribute arch="wc" editor="position state" type="int">
2058 The &lt;position state&gt; defines the position of the gate:
2059 Zero means completely open/down, the "number of animation-steps" (usually
2060 about 6 or 7) means completely closed/up state. I suggest you don't
2061 mess with this value - Leave the default in place.
2062 </attribute>
2063 <attribute arch="no_pass" editor="blocking passage" type="bool">
2064 For open gates, &lt;blocking passage&gt; should be unset.
2065 For closed gates it must be set.
2066 </attribute>
2067 <attribute arch="no_magic" editor="restrict spells" type="bool">
2068 Restricting the use of spells to pass this gate. This has
2069 an effect only if &lt;block view&gt; is disabled.
2070 </attribute>
2071 <attribute arch="damned" editor="restrict prayers" type="bool">
2072 Restricting the use of prayers to pass this door. This has
2073 an effect only if &lt;block view&gt; is disabled.
2074 </attribute>
2075 </type>
2076
2077 <!--####################################################################-->
2078 <type number="113" name="Girdle">
2079 <import_type name="Amulet" />
2080 <description><![CDATA[
2081 Wearing a girdle, the object's stats will directly be inherited to
2082 the player. Girdles usually provide stats- or damage bonuses and no
2083 defense. ]]>
2084 </description>
2085 <use><![CDATA[
2086 Feel free to create your own special artifacts. However, it is very
2087 important that you keep your artifact in balance with existing maps. ]]>
2088 </use>
2089 <attribute arch="magic" editor="magic bonus" type="int">
2090 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2091 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2092 than direct armour-class bonus on the helmet.
2093
2094 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2095 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2096 &lt;magic bonus&gt; is pointless here.
2097 </attribute>
2098 </type>
2099
2100 <!--####################################################################-->
2101 <type number="100" name="Gloves">
2102 <import_type name="Amulet" />
2103 <description><![CDATA[
2104 Wearing gloves, the object's stats will directly be inherited to
2105 the player. Gloves can add defense or damage bonuses. ]]>
2106 </description>
2107 <use><![CDATA[
2108 Feel free to create your own special artifacts. However, it is very
2109 important that you keep your artifact in balance with existing maps. ]]>
2110 </use>
2111 <attribute arch="magic" editor="magic bonus" type="int">
2112 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2113 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2114 will increase that.
2115 </attribute>
2116 </type>
2117
2118 <!--####################################################################-->
2119 <type number="93" name="Handle">
2120 <ignore>
2121 <ignore_list name="non_pickable" />
2122 </ignore>
2123 <description><![CDATA[
2124 A handle can be applied by players and (certain) monsters.
2125 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2126 </description>
2127 <use><![CDATA[
2128 Handles are commonly used to move gates. When placing your lever,
2129 don't forget that some monsters are able to apply it.
2130 The ability to apply levers is rare among monsters -
2131 but vampires can do it for example. ]]>
2132 </use>
2133 <attribute arch="no_pick" value="1" type="fixed" />
2134 <attribute arch="connected" editor="connection" type="int">
2135 Every time the handle is applied, all objects
2136 with the same &lt;connection&gt; value are activated.
2137 </attribute>
2138 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2139 This text may describe the item. You can use this
2140 message to explain the handle's purpose to the player.
2141 </attribute>
2142 </type>
2143
2144 <!--####################################################################-->
2145 <type number="27" name="Handle Trigger">
2146 <import_type name="Handle" />
2147 <ignore>
2148 <ignore_list name="non_pickable" />
2149 </ignore>
2150 <description><![CDATA[
2151 Handle triggers are handles which reset after a short period
2152 of time. Every time it is either applied or reset, the
2153 &lt;connection&gt; value is triggered. ]]>
2154 </description>
2155 <use><![CDATA[
2156 When you connect an ordinary handle to a gate, the gate normally remains
2157 opened after the first player passed. If you want to keep the gate shut,
2158 connecting it to a handle trigger is an easy solution. ]]>
2159 </use>
2160 </type>
2161
2162 <!--####################################################################-->
2163 <type number="88" name="Hazard Floor">
2164 <required>
2165 <attribute arch="is_floor" value="1" />
2166 </required>
2167 <ignore>
2168 <ignore_list name="non_pickable" />
2169 </ignore>
2170 <description><![CDATA[
2171 The best example for Hazard Floor is lava. It works like standard
2172 floor, but damages all creatures standing on it.
2173 Damage is taken in regular time intervals. ]]>
2174 </description>
2175 <use><![CDATA[
2176 The default lava for example does minor damage. But you can turn
2177 it up so that your hazard floor poses a real threat.<br>
2178 Like magic walls, such floors add a permanent thrill to your map.
2179 You can use that to safely chase off too-weak players, or just
2180 to have something different. ]]>
2181 </use>
2182 <attribute arch="is_floor" value="1" type="fixed" />
2183 <attribute arch="lifesave" value="1" type="fixed" />
2184 <attribute arch="walk_on" value="1" type="fixed" />
2185 <attribute arch="no_pick" value="1" type="fixed" />
2186 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2187 This attribute specifys the attacktypes that this floor uses to
2188 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2189 If you want a real tough hazard floor, add more than just one attacktype.
2190 </attribute>
2191 <attribute arch="dam" editor="base damage" type="int">
2192 The &lt;base damage&gt; defines how much damage is inflicted to the
2193 victim per hit. The final damage is influenced by several other
2194 factors like the victim's resistance and level.
2195 </attribute>
2196 <attribute arch="wc" editor="weaponclass" type="int">
2197 &lt;weapon class&gt; improves the chance of hitting the victim.
2198 Lower values are better.
2199 Usually, hazard floors like lava are supposed to hit the
2200 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2201 to something like -30.
2202 </attribute>
2203 <attribute arch="level" editor="attack level" type="int">
2204 I guess this value is supposed to work similar to monster levels.
2205 But in fact, it does not seem to have an effect. Set any non-zero
2206 value to be on the safe side.
2207 </attribute>
2208 <section name="terrain">
2209 <attribute arch="slow_move" editor="slow movement" type="int">
2210 If &lt;slow movement&gt; is set to a value greater zero, all
2211 creatures moving over this spot will be slower than normal.
2212
2213 &lt;slow movement&gt; 1 - rough terrain
2214 &lt;slow movement&gt; 2 - very rough terrain
2215 ...
2216 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2217 </attribute>
2218 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2219 This flag indicates this spot contains wood or high grass.
2220 Players with activated woodsman skill can move faster here.
2221 </attribute>
2222 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2223 This flag indicates this spot contains hills or large rocks.
2224 Players with activated mountaineer skill can move faster here.
2225 </attribute>
2226 </section>
2227 <attribute arch="no_magic" editor="no spells" type="bool">
2228 If enabled, it is impossible for players to use (wizard-)
2229 spells on that spot.
2230 </attribute>
2231 <attribute arch="damned" editor="no prayers" type="bool">
2232 If enabled, it is impossible for players to use prayers
2233 on that spot. It also prevents players from saving.
2234 </attribute>
2235 <attribute arch="unique" editor="unique map" type="bool">
2236 Unique floor means that any items dropped on that spot
2237 will be saved byond map reset. For permanent apartments,
2238 all floor tiles must be set &lt;unique map&gt;.
2239 </attribute>
2240 </type>
2241
2242 <!--####################################################################-->
2243 <type number="34" name="Helmet">
2244 <import_type name="Amulet" />
2245 <description><![CDATA[
2246 Wearing a helmet, the object's stats will directly be inherited to
2247 the player. Normal helmets usually increase defense, while crowns
2248 add more special bonuses like stats/resistances paired with
2249 low defense. ]]>
2250 </description>
2251 <use><![CDATA[
2252 Feel free to create your own special artifacts. However, it is very
2253 important that you keep your artifact in balance with existing maps. ]]>
2254 </use>
2255 <attribute arch="magic" editor="magic bonus" type="int">
2256 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2257 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2258 than direct armour-class bonus on the helmet.
2259
2260 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2261 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2262 Crowns for instance typically provide no &lt;amour class&gt;.
2263 </attribute>
2264 </type>
2265
2266 <!--####################################################################-->
2267 <type number="56" name="Holy Altar">
2268 <ignore>
2269 <ignore_list name="non_pickable" />
2270 </ignore>
2271 <description><![CDATA[
2272 Holy_altars are altars for the various religions. Praying
2273 at a Holy_altar will make you a follower of that god, and
2274 if you already follow that god, you may get some extra bonus. ]]>
2275 </description>
2276 <attribute arch="no_pick" value="1" type="fixed" />
2277 <attribute arch="other_arch" editor="god name" type="string">
2278 The altar belongs to the god of the given name. Possible options for
2279 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2280 Gorokh, Valriel and Sorig.
2281
2282 If you want to have an unconsecrated altar, set
2283 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2284 </attribute>
2285 <attribute arch="level" editor="reconsecrate level" type="int">
2286 To re-consecrate an altar, the player's wisdom level must be as
2287 high or higher than this value. In that way, some altars can not
2288 be re-consecrated, while other altars, like those in dungeons, could be.
2289
2290 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2291 Some characters might need those altars, they would be very unhappy to
2292 see them re-consecrated to another cult.
2293 </attribute>
2294 </type>
2295
2296 <!--####################################################################-->
2297 <type number="35" name="Horn">
2298 <ignore>
2299 <attribute arch="title" />
2300 </ignore>
2301 <description><![CDATA[
2302 Horns are very similar to rods. The difference is that horns regenerate
2303 spellpoints faster and thus are more valuable than rods.
2304 <br><br>
2305 A horn contains a spell. The player can use this spell by applying and
2306 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2307 used endlessly. ]]>
2308 </description>
2309 <use><![CDATA[
2310 Horns are powerful due to their fast recharge rate. They should
2311 never contain high level attacking spells. Even curing/healing spells
2312 are almost too good on a horn. ]]>
2313 </use>
2314 <attribute arch="sp" editor="spell" type="spell">
2315 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2316 horns to players, since they can be used endlessly without any mana cost!
2317 Horns with heal/ restoration/ protection spells, IF available, MUST be
2318 very very VERY hard to get!
2319 </attribute>
2320 <attribute arch="level" editor="casting level" type="int">
2321 The casting level of the &lt;spell&gt; determines it's power.
2322 For attack spells, level should not be set too high.
2323 </attribute>
2324 <attribute arch="hp" editor="initial spellpoints" type="int">
2325 This value represents the initial amount of spellpoints in the horn.
2326 Naturally, this is quite unimportant.
2327 </attribute>
2328 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2329 When the horn is fully charged up, it will hold this maximum amount of
2330 spellpoints. Make sure it is enough to cast the contained spell at least
2331 once. But don't set the value too high, as that might make the horn way
2332 too effective.
2333 </attribute>
2334 <attribute arch="startequip" editor="godgiven item" type="bool">
2335 A godgiven item vanishes as soon as the player
2336 drops it to the ground.
2337 </attribute>
2338 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2339 This text may contain a description of the horn.
2340 </attribute>
2341 </type>
2342
2343 <!--####################################################################-->
2344 <type number="73" name="Inorganic">
2345 <description><![CDATA[
2346 Inorganic materials are generally used as ingredients for
2347 alchemical receipes. By themselves, they have no special
2348 functionalities. ]]>
2349 </description>
2350 <attribute arch="is_dust" editor="is dust" type="bool">
2351 </attribute>
2352 <section name="resistance">
2353 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2354 </attribute>
2355 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2356 </attribute>
2357 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2358 </attribute>
2359 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2360 </attribute>
2361 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2362 </attribute>
2363 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2364 </attribute>
2365 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2366 </attribute>
2367 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2368 </attribute>
2369 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2370 </attribute>
2371 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2372 </attribute>
2373 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2374 </attribute>
2375 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2376 </attribute>
2377 </section>
2378 </type>
2379
2380 <!--####################################################################-->
2381 <type number="64" name="Inventory Checker">
2382 <ignore>
2383 <ignore_list name="system_object" />
2384 </ignore>
2385 <description><![CDATA[
2386 Inventory checkers passively check the players inventory for a
2387 specific object. You can set a connected value that is triggered
2388 either if that object is present or missing (-&gt; "last_sp") when a
2389 player walks over the inv. checker. A valid option is to remove the
2390 matching object (usually not recommended, see "last_heal").
2391 <br><br>
2392 Alternatively, you can set your inv. checker to block all players
2393 that do/don't carry the matching object (-&gt; "no_pass").
2394 <br><br>
2395 As you can see, inv. checkers are quite powerful, holding a
2396 great variety of possibilities. ]]>
2397 </description>
2398 <use><![CDATA[
2399 Putting a check_inventory space in front of a gate (one below) and
2400 one on the opposite side works reasonably well as a control mechanism.
2401 Unlike the key/door-combo, this one works infinite since it is
2402 independant from map reset. Use it to put a "structure" into your
2403 maps: Player must solve area A to gain access to area B. This concept
2404 can be found in nearly every RPG - simple but effective. ]]>
2405 </use>
2406 <attribute arch="no_pick" value="1" type="fixed" />
2407 <attribute arch="slaying" editor="match key string" type="string">
2408 This string specifies the object we are looking for: We have a match
2409 if the player does/don't carry a key object or a mark with identical
2410 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2411 this context. A typical example is the city gate mechanism of scorn.
2412 </attribute>
2413 <attribute arch="race" editor="match arch name" type="string">
2414 This string specifies the object we are looking for: We have a match
2415 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2416 </attribute>
2417 <attribute arch="hp" editor="match type" type="int">
2418 This value specifies the object we are looking for: We have a match
2419 if the player does/don't carry an object that is of type &lt;match type&gt;.
2420
2421 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2422 enabled. Now you have an inv. checker blocking all players that carry any
2423 kind of melee weapon. To pass, a player is forced to leave behind all
2424 his weaponry... bad news for a warrior. ;)
2425 </attribute>
2426 <attribute arch="last_sp" editor="match = having" type="bool">
2427 Enabled means having that object is a match.
2428 Disabled means not having that object is a match.
2429 </attribute>
2430 <attribute arch="connected" editor="connection" type="int">
2431 Whenever the inventory checker is triggered, all objects with identical
2432 &lt;connection&gt; value get activated. This only makes sense together with
2433 &lt;blocking passage&gt; disabled.
2434 </attribute>
2435 <attribute arch="no_pass" editor="blocking passage" type="bool">
2436 If set, only players meeting the match criteria can pass
2437 through that space. If unset (default), the inventory
2438 checker acts like a trigger/button.
2439 </attribute>
2440 <attribute arch="last_heal" editor="remove match" type="bool">
2441 &lt;remove match&gt; means remove object if found. Setting this is usually not
2442 recommended because inv. checkers are in general invisible. So, unlike
2443 for altars/ locked doors, the player won't expect to lose an object when
2444 walking over that square. And he doesn't even get a message either.
2445
2446 So, *if* you enable &lt;remove match&gt;, make sure
2447 to inform the player what's going on!
2448 </attribute>
2449 </type>
2450
2451 <!--####################################################################-->
2452 <type number="163" name="Item Transformer">
2453 <description><![CDATA[
2454 An item transformer is simply applied, after having marked a 'victim'
2455 item. If the victim is suitable, it will be transformed into something
2456 else.]]>
2457 </description>
2458 <use><![CDATA[
2459 To make an item transformable, you just have to fill the 'slaying' field.
2460 The syntax is:
2461 <br>
2462 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2463 <br>
2464 with [] denoting optional part, and * any number of preceding [].
2465 'new_item' must be the name of an existing archetype.
2466 <br><br>
2467 Example, for object apple: slaying knife:2 half_apple
2468 <br><br>
2469 This means that, when applying a knife (should be an Item Transformer),
2470 one 'apple' will be transformed into 2 'half_apple'.]]>
2471 </use>
2472 <attribute arch="food" editor="number of uses" type="int">
2473 &lt;number of uses&gt; controls how many times the item transformer can
2474 be used. The value 0 means "unlimited"
2475 </attribute>
2476 <attribute arch="slaying" editor="verb" type="string">
2477 Contains the verb that is used to construct a message to the player
2478 applying the item transformer.
2479 </attribute>
2480 <attribute arch="startequip" editor="godgiven item" type="bool">
2481 A godgiven item vanishes as soon as the player
2482 drops it to the ground.
2483 </attribute>
2484 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2485 This text may contain a description of the item transformer.
2486 </attribute>
2487 </type>
2488
2489 <!--####################################################################-->
2490 <type number="60" name="Jewel">
2491 <description><![CDATA[
2492 Items of the type Gold &amp; Jewels are handled like a currency.
2493 Unlike for any other type of item, in shops, the buy- and selling
2494 prices differ only marginally. ]]>
2495 </description>
2496 <attribute arch="race" value="gold and jewels" type="fixed" />
2497 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2498 This text may describe the object.
2499 </attribute>
2500 </type>
2501
2502 <!--####################################################################-->
2503 <type number="24" name="Key">
2504 <description><![CDATA[
2505 When carrying a key, a normal door can be opened. The key will
2506 disappear. ]]>
2507 </description>
2508 <attribute arch="startequip" editor="godgiven item" type="bool">
2509 A godgiven item vanishes as soon as the player
2510 drops it to the ground.
2511 </attribute>
2512 </type>
2513
2514 <!--####################################################################-->
2515 <type number="20" name="Locked Door">
2516 <ignore>
2517 <ignore_list name="non_pickable" />
2518 </ignore>
2519 <description><![CDATA[
2520 A locked door can be opened only when carrying
2521 the appropriate special key. ]]>
2522 </description>
2523 <use><![CDATA[
2524 If you want to create a locked door that cannot be opened (no key),
2525 set a &lt;key string&gt; like "no_key_available". This will clearify things
2526 and only a fool would create a key matching that string.
2527
2528 Door-objects can not only be used for "doors". In many maps these
2529 are used with all kinds of faces/names, especially often as
2530 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2531 There you have magic forces (door objects) put under certain artifact
2532 items. To get your hands on the artifacts, you need to bring up the
2533 appropriate quest items (key objects). ]]>
2534 </use>
2535 <attribute arch="no_pass" value="1" type="fixed" />
2536 <attribute arch="no_pick" value="1" type="fixed" />
2537 <attribute arch="slaying" editor="key string" type="string">
2538 The &lt;key string&gt; in the door must be identical with the
2539 &lt;key string&gt; in the special key, then the door is unlocked.
2540 It is VERY important to set the &lt;key string&gt; to something that
2541 is unique among the CF mapset.
2542
2543 DONT EVER USE the default string "set_individual_value".
2544 </attribute>
2545 <attribute arch="no_magic" editor="restrict spells" type="bool">
2546 Restricting the use of spells to pass this door.
2547 This should be set in most cases.
2548 (Don't forget that the spell "dimension door" is easily
2549 available at about wisdom level 10).
2550 </attribute>
2551 <attribute arch="damned" editor="restrict prayers" type="bool">
2552 Restricting the use of prayers to pass this door.
2553 This should be set in most cases.
2554 </attribute>
2555 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2556 When a player is trying to open the door without carrying the
2557 appropriate key, this text is displayed to the player. This is
2558 a good opportunity to place hints about the special key needed
2559 to unlock the door.
2560 </attribute>
2561 </type>
2562
2563 <!--####################################################################-->
2564 <type number="29" name="Magic Ear">
2565 <ignore>
2566 <ignore_list name="system_object" />
2567 </ignore>
2568 <description><![CDATA[
2569 Magic_ears trigger a connected value
2570 when the player speaks a specific keyword. ]]>
2571 </description>
2572 <use><![CDATA[
2573 Whenever you put magic_ears on your maps, make sure there are
2574 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2575 something like a gate that is opened by speaking "open" or
2576 "sesame", expecting the player to figure this out all by himself.
2577 <br><br>
2578 Magic_ears are typically used for interaction with NPCs. You
2579 can create the impression that the NPC actually *does* something
2580 according to his conversation with a player. Mostly this means
2581 opening a gate or handing out some item, but you could be quite
2582 creative here. ]]>
2583 </use>
2584 <attribute arch="no_pick" value="1" type="fixed" />
2585 <attribute arch="connected" editor="connection" type="int">
2586 The Magic_ear will trigger all objects with the
2587 same connection value, every time it is activated.
2588 </attribute>
2589 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2590 This textfield contains the keyword-matching-syntax. The text should
2591 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2592 Any number of keywords from one to infinite is allowed. Make sure
2593 they are seperated by a '|'.
2594
2595 Examples: "@match yes", "@match gold|treasure". The connected
2596 value will be triggerd when the player speaks any of the given
2597 keywords within a two-square radius. IMPORTANT: Upper/lower case
2598 does not make a difference!
2599 </attribute>
2600 </type>
2601
2602 <!--####################################################################-->
2603 <type number="62" name="Magic Wall">
2604 <ignore>
2605 <ignore_list name="non_pickable" />
2606 </ignore>
2607 <description><![CDATA[
2608 Magic walls fire spells in a given direction, in regular intervals.
2609 Magic walls can contain any spell. However, some spells do not
2610 operate very successfully in them. The only way to know is to test
2611 the spell you want to use with a wall.
2612 <br><br>
2613 Several types of magical walls are predefined for you in the
2614 archetypes, and can be found on the "connected" Pickmap. ]]>
2615 </description>
2616 <use><![CDATA[
2617 Spellcasting walls pose an interesting alternative to monsters.
2618 Usually they are set to be undestroyable. Thus, while monsters
2619 in a map can be cleared out, the magic walls remain. Low level
2620 characters for example will not be able to pass through their
2621 spell-area, hence they cannot loot a map that a high level character
2622 might have cleared out.
2623 <br><br>
2624 Another point of magic walls is that if the player dies, he has to face
2625 them all again. Magic walls can add a kind of "permanent thrill" to
2626 your maps.
2627 <br><br>
2628 Be careful that your magic walls don't kill the monsters on a map. If
2629 placing monsters, eventually take ones that are immune to the
2630 walls' spell(s).
2631 <br><br>
2632 It is possible to make walls rotate when triggered. But that is so
2633 confusing (and useless IMHO) that I did not mention it above. You
2634 can find a working example on the map
2635 "/pup_land/castle_eureca/castle_eureca8". ]]>
2636 </use>
2637 <attribute arch="dam" editor="spell" type="spell">
2638 The magic wall will cast this &lt;spell&gt;.
2639 </attribute>
2640 <attribute arch="level" editor="spell level" type="int">
2641 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2642 walls cast spells at minimal strength. "level 100" walls cast deadly
2643 spells. Arch default is level 1 - you should always set this value
2644 to meet the overall difficulty of your map.
2645 </attribute>
2646 <attribute arch="connected" editor="connection" type="int">
2647 Every time the &lt;connection&gt; value is triggered, the wall will cast
2648 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2649 have much visible effect.
2650 </attribute>
2651 <attribute arch="speed" editor="casting speed" type="float">
2652 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2653 You can fine-tune how long the duration between two casts shall
2654 be. If you want to create a wall that can be activated (cast per
2655 trigger) via connected lever/button/etc, you must set "speed 0".
2656 </attribute>
2657 <attribute arch="sp" editor="direction" type="list_direction">
2658 The magic wall will cast it's spells always in the specified
2659 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2660 always fire in a random direction.
2661 </attribute>
2662 <attribute arch="no_pass" editor="blocking passage" type="bool">
2663 If set, the object cannot be passed by players nor monsters.
2664 </attribute>
2665 <section name="destroyable">
2666 <attribute arch="alive" editor="is destroyable" type="bool">
2667 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2668 destroyed by the player. If disabled, all other attributes on
2669 this tab, as well as resistances, are meaningless.
2670 </attribute>
2671 <attribute arch="hp" editor="hitpoints" type="int">
2672 The more &lt;hitpoints&gt; the wall has, the longer
2673 it takes to be destroyed.
2674 </attribute>
2675 <attribute arch="maxhp" editor="max hitpoints" type="int">
2676 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2677 can have. This only makes sense if the wall can regain health.
2678 </attribute>
2679 <attribute arch="ac" editor="armour class" type="int">
2680 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2681 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2682 to &lt;weapon class&gt;.
2683 </attribute>
2684 </section>
2685 <section name="resistance">
2686 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2687 </attribute>
2688 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2689 </attribute>
2690 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2691 </attribute>
2692 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2693 </attribute>
2694 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2695 </attribute>
2696 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2697 </attribute>
2698 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2699 </attribute>
2700 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2701 </attribute>
2702 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2703 </attribute>
2704 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2705 </attribute>
2706 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2707 </attribute>
2708 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2709 </attribute>
2710 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2711 </attribute>
2712 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2713 </attribute>
2714 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2715 </attribute>
2716 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2717 </attribute>
2718 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2719 </attribute>
2720 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2721 </attribute>
2722 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2723 </attribute>
2724 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2725 </attribute>
2726 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2727 </attribute>
2728 </section>
2729 </type>
2730
2731 <!--####################################################################-->
2732 <type number="55" name="Marker">
2733 <ignore>
2734 <ignore_list name="system_object" />
2735 </ignore>
2736 <description><![CDATA[
2737 A marker is an object that inserts an invisible force (a mark) into a
2738 player stepping on it. This force does nothing except containing a
2739 &lt;key string&gt; which can be discovered by detectors or inventory
2740 checkers. It is also possible to use markers for removing marks again.
2741 <br><br>
2742 Note that the player has no possibility to "see" his own marks,
2743 except by the effect that they cause on the maps. ]]>
2744 </description>
2745 <use><![CDATA[
2746 Markers hold real cool possibilities for map-making. I encourage
2747 you to use them frequently. However there is one negative point
2748 about markers: Players don't "see" what's going on with them. It is
2749 your task, as map-creator, to make sure the player is always well
2750 informed and never confused.
2751 <br><br>
2752 Please avoid infinite markers when they aren't needed. They're
2753 using a little space in the player file after all, so if there
2754 is no real purpose, set an expire time. ]]>
2755 </use>
2756 <attribute arch="no_pick" value="1" type="fixed" />
2757 <attribute arch="slaying" editor="key string" type="string">
2758 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2759 If the player already has a force with that &lt;key string&gt;,
2760 there won't be inserted a second one.
2761 </attribute>
2762 <attribute arch="connected" editor="connection" type="int">
2763 When the detector is triggered, all objects with the same
2764 connection value get activated.
2765 </attribute>
2766 <attribute arch="speed" editor="marking speed" type="float">
2767 The &lt;marking speed&gt; defines how quickly it will mark something
2768 standing on the marker. Set this value rather high to make
2769 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2770 should do fine.
2771 </attribute>
2772 <attribute arch="food" editor="mark duration" type="int">
2773 This value defines the duration of the force it inserts.
2774 If nonzero, the duration of the player's mark is finite:
2775 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2776 means the mark will stay on the player forever.
2777 </attribute>
2778 <attribute arch="name" editor="delete mark" type="string">
2779 When the player steps onto the marker, all existing forces in
2780 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2781 will be removed. If you don't want to remove any marks, leave
2782 this textfield empty.
2783
2784 Note that the string &lt;delete mark&gt; is set as the name of
2785 this marker. So don't be confused, and remember changing the
2786 name will take effect on the marker's functionality.
2787 </attribute>
2788 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2789 In the moment when the player gets marked, this text is displayed
2790 to him. You should really set a message in any marker you create,
2791 because it's the only way for the player to notice what's going on.
2792 </attribute>
2793 </type>
2794
2795 <!--####################################################################-->
2796 <type number="36" name="Money">
2797 <ignore>
2798 <attribute arch="unpaid" />
2799 </ignore>
2800 <description><![CDATA[
2801 Items of the type Money are handled as currency.
2802 Money cannot be sold/bought in shops. When money is dropped
2803 in a shop, it stays the same.<br>
2804 When a player picks an item from a shop and attempts to
2805 walk over the shop mat, the item's selling-price is automatically
2806 subtracted from the player's money.
2807 <br><br>
2808 For money, always use the default arches.
2809 Don't modify them. ]]>
2810 </description>
2811 <attribute arch="race" value="gold and jewels" type="fixed" />
2812 </type>
2813
2814 <!--####################################################################-->
2815 <type number="0" name="Monster &amp; NPC">
2816 <required>
2817 <attribute arch="is_floor" value="0" />
2818 <attribute arch="alive" value="1" />
2819 <attribute arch="tear_down" value="0" />
2820 </required>
2821 <ignore>
2822 <attribute arch="material" />
2823 <attribute arch="name_pl" />
2824 <attribute arch="nrof" />
2825 <attribute arch="value" />
2826 <attribute arch="unpaid" />
2827 </ignore>
2828 <description><![CDATA[
2829 Monsters can behave in various kinds of ways.
2830 They can be aggressive, attacking the player. Or peaceful,
2831 helping the player - maybe joining him as pet.
2832 The unagressive creatures who communicate with players are
2833 usually called "NPCs" (Non Player Character), a well-known
2834 term in role-play environments. ]]>
2835 </description>
2836 <use><![CDATA[
2837 Monsters play a central role in most maps. Choosing the right
2838 combination of monsters for your map is vital:
2839 <UL>
2840 <LI> Place only monsters of slightly varying (increasing) strength.
2841 It's no fun to play for two hours just to find out the last
2842 monster is unbeatable. Similar, it's not exciting to fight orcs
2843 after passing a room of dragons.<br>
2844 This rule applies only for linear maps (one room after the other),
2845 with treasure at the end. You can sprinkle the treasure around,
2846 or make non-linear maps - That is often more entertaining.
2847 <LI> Places with high level monsters must not be easy to reach.
2848 Balrogs, Dragonmen and the likes should be at the end of a quest,
2849 not at the beginning.
2850 <LI> Don't stick monsters together that tend to kill each other.
2851 Fire- and cold dragons in one room for example is a bad idea.
2852 By weakening and killing each other they are easy prey for players,
2853 not worth the experience they hold.
2854 <LI> Create your own monsters, especially for "boss"-type monsters.
2855 Having stage-bosses guarding treasure is a lot of fun when done right.
2856 Avoid to create monsters with completely non-intuitive abilities:
2857 Don't give ice-spells to firedragons or vice versa. Don't add
2858 draining attack to trolls, etc. Additionally, you should inform the
2859 player before he bumps right into some very special/unusual monster.
2860 <LI> Last but not least: Always keep an eye on the experience your monsters
2861 hold. Design your maps in a way that high experience
2862 is always well-defended. Don't make large rooms full with only one kind
2863 of monster. Keep in mind the different abilities/techniques players
2864 can use.
2865 </UL>
2866 I know it's impossible to make the perfectly balanced map. There's always
2867 some part which is found too easy or too hard for a certain kind of player.
2868 Just give it your best shot. And listen to feedback from players if you
2869 receive some. :-) ]]>
2870 </use>
2871 <attribute arch="alive" value="1" type="fixed" />
2872 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2873 When the monster is killed, items from the treasurelist will
2874 drop to the ground. This is a common way to reward players
2875 for killing (masses of) monsters.
2876
2877 Note that you can always put items into the monster's
2878 inventory. Those will drop-at-kill just like the stuff
2879 from the &lt;treasurelist&gt;.
2880 </attribute>
2881 <attribute arch="level" editor="level" type="int">
2882 A monster's &lt;level&gt; is the most important attribute.
2883 &lt;level&gt; affects the power of a monster in various ways.
2884 </attribute>
2885 <attribute arch="race" editor="race" type="string">
2886 Every monster should have a race set to cathegorize it.
2887 The monster's &lt;race&gt; can have different effects:
2888 Slaying weapons inflict tripple damage against enemy races
2889 and holy word kills only enemy races of the god.
2890 </attribute>
2891 <attribute arch="exp" editor="experience" type="int">
2892 When a player kills this monster, he will get exactly this
2893 amount of &lt;experience&gt;. The experience will flow into
2894 the skill-cathegory the player used for the kill.
2895
2896 If you create special monsters of tweaked strenght/abilities,
2897 always make sure that the &lt;experience&gt; is set to a
2898 reasonable value. Compare with existing arches to get a feeling
2899 what reasonable means. Keep in mind that spellcasting monsters
2900 are a lot harder to kill than non-spellcasters!
2901 </attribute>
2902 <attribute arch="speed" editor="speed" type="float">
2903 The &lt;speed&gt; determines how fast a monster will both move
2904 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2905 </attribute>
2906 <attribute arch="other_arch" editor="breed monster" type="string">
2907 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2908 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2909 can be set to any valid arch-name of a monster. Multipart monster
2910 should not be used.
2911 </attribute>
2912 <attribute arch="generator" editor="multiply" type="bool">
2913 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2914 every once in a while. Mice are a good example for this effect.
2915 If enabled, you must also set &lt;breed monster&gt; or check
2916 &lt;template generation&gt; and put other monsters in the inventory.
2917 </attribute>
2918 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2919 This only takes effect if &lt;multiply&gt; is enabled. The monster
2920 will create a new monster every once in a while by duplicating it's inventory.
2921 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2922 Each time the monster need to generate an object, it will be
2923 a randomly chosen item from the inventory. When generator is destroyed,
2924 inventory is destroyed.
2925 </attribute>
2926 <attribute arch="flying" editor="flying" type="bool">
2927 Flying monsters won't get slowed down in rough terrain
2928 and they won't be affected by movers.
2929 </attribute>
2930 <attribute arch="undead" editor="undead" type="bool">
2931 Several spells only affect undead monsters:
2932 turn undead, banish undead, holy word, etc.
2933 </attribute>
2934 <attribute arch="carrying" editor="carries weight" type="int">
2935 If a monster has something in the inventory, this
2936 value can be set to reflect the slowdown due to
2937 the carried weight.
2938 </attribute>
2939
2940 <section name="melee">
2941 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2942 This number is a bitmask, specifying the monster's attacktypes
2943 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2944 Strong monsters often have more than just physical attacktype.
2945
2946 When a monster with multiple attacktypes hits aan oponent, it will do
2947 as much damage as the "best" of it's attacktypes does. So, the more
2948 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2949 somehow exceptions.
2950 </attribute>
2951 <attribute arch="dam" editor="damage" type="int">
2952 Among other parameters, &lt;damage&gt; affects how much melee damage
2953 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2954 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2955 take effect on the melee damage of a monster.
2956 </attribute>
2957 <attribute arch="wc" editor="weapon class" type="int">
2958 Monsters of high &lt;weapon class&gt; are more likely to really hit
2959 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2960 to &lt;armour class&gt;.
2961 </attribute>
2962 <attribute arch="hp" editor="health points" type="int">
2963 The &lt;health points&gt; of a monster define how long it takes to
2964 kill it. With every successful hit from an opponent, &lt;health points&gt;
2965 get drained - The monster dies by zero &lt;health points&gt;.
2966 </attribute>
2967 <attribute arch="maxhp" editor="max health" type="int">
2968 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2969 monster can have.
2970 </attribute>
2971 <attribute arch="ac" editor="armour class" type="int">
2972 Monsters of low &lt;armour class&gt; are less likely to get hit from
2973 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2974 to &lt;weapon class&gt;.
2975 Values typically range between +20 (very bad) to -20 (quite good).
2976 </attribute>
2977 <attribute arch="Con" editor="healing rate" type="int">
2978 Monsters regenerate this many health points each 4 ticks. Hence, the
2979 healing rate is independent of &lt;speed&gt;.
2980 </attribute>
2981 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2982 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2983 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2984 bounce off.
2985 </attribute>
2986 <attribute arch="hitback" editor="hitback" type="bool">
2987 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2988 to the amount of damage the *attacker* inflicted. This damage
2989 is additional to the regular melee damage of the monster.
2990 As far as I know, hitback uses acid attacktype, and it only takes
2991 effect if the monster actually has acid attacktype at it's disposal.
2992 Acid spheres for example use this feature.
2993 </attribute>
2994 <attribute arch="one_hit" editor="one hit only" type="bool">
2995 Monsters with &lt;one hit only&gt; dissapear after one successful hit
2996 to a player.
2997 </attribute>
2998 </section>
2999
3000 <section name="spellcraft">
3001 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3002 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3003 Only wands/rods/etc can be used, given the appropriate abilities.
3004 </attribute>
3005 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3006 A monster with this flag has the ability to &lt;reflect spells&gt;,
3007 all kinds of spell-bullets and -beams will bounce off.
3008
3009 Generally this flag should not be set because it puts
3010 wizard-type players at an unfair disadvantage.
3011 </attribute>
3012 <attribute arch="sp" editor="spellpoints" type="int">
3013 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3014 them for both wizard- and prayer-spells. However, this value defines
3015 only the amount of *initial* spellpoints the monster starts with.
3016 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3017 and &lt;spellpoint regen.&gt; are more important than just initial
3018 &lt;spellpoints&gt;.
3019 </attribute>
3020 <attribute arch="maxsp" editor="max spellpoints" type="int">
3021 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3022 can hold. Setting this to high values has little effect unless
3023 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3024 "regenerate mana" at it's disposal.
3025 </attribute>
3026 <attribute arch="Pow" editor="spellpoint regen." type="int">
3027 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3028 spellpoint regeneration rate is independent of &lt;speed&gt;.
3029
3030 To make a real tough spellcasting monster, the rate of spellpoint
3031 regeneration is most important. If your monster is still not casting
3032 fast enough, give it the spell-ability of "regenerate mana".
3033 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3034 </attribute>
3035 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3036 Click on the &lt;attuned paths&gt; button to select spellpaths.
3037 The creature will get attuned to the specified spellpaths.
3038 </attribute>
3039 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3040 Click on the &lt;repelled paths&gt; button to select spellpaths.
3041 The creature will get repelled to the specified spellpaths.
3042 </attribute>
3043 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3044 Click on the &lt;denied paths&gt; button to select spellpaths.
3045 The creature won't be able to cast spells of the specified paths.
3046 </attribute>
3047 </section>
3048
3049 <section name="ability">
3050 <attribute arch="Int" editor="detect hidden" type="int">
3051 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3052 hidden/invisible creatures. Higher values make for better
3053 detection-skills. Enabling &lt;see invisible&gt; makes this value
3054 obsolete.
3055 </attribute>
3056 <attribute arch="see_invisible" editor="see invisible" type="bool">
3057 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3058 with by invisible or hiding players. This flag is a must-have
3059 for high-level monsters. When a monster is unable to detect
3060 invisible players, it can be killed without fighting back.
3061 </attribute>
3062 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3063 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3064 by spells of darkness or dark maps. This flag is a "should-have"
3065 for high-level monsters. When a monster is unable to see in
3066 darkness, players can cast darkness and sneak around it safely.
3067 </attribute>
3068 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3069 Monster is able to wield weapon type objects.
3070 </attribute>
3071 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3072 Monster is able to use missile-weapon type objects.
3073 </attribute>
3074 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3075 Monster is able to wear protective equipment like brestplate
3076 armour, shields, helmets etc.
3077 </attribute>
3078 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3079 Monster is able to wear rings.
3080 </attribute>
3081 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3082 Monster is able to use wands and staves.
3083 </attribute>
3084 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3085 Monster is able to use rods.
3086 </attribute>
3087 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3088 Monster is able to read scrolls.
3089 </attribute>
3090 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3091 Monster is able to use skills from it's inventory.
3092 For example, you can put a throwing skill object and some
3093 boulders into the monster's object and set &lt;can use skills&gt;.
3094 </attribute>
3095 </section>
3096
3097 <section name="behave">
3098 <attribute arch="monster" editor="monster behaviour" type="bool">
3099 When &lt;monster behaviour&gt; is enabled, this object will behave
3100 like a monster: It can move and attack enemies (which are
3101 typically players).
3102 This flag should be set for all monsters as-such.
3103 Monsters which don't move, like guards, should also have
3104 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3105 It should *not* be set for things like immobile generators.
3106 </attribute>
3107 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3108 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3109 </attribute>
3110 <attribute arch="friendly" editor="friendly" type="bool">
3111 &lt;friendly&gt; monsters help the player, attacking any
3112 non-friendly monsters in range.
3113 </attribute>
3114 <attribute arch="stand_still" editor="stand still" type="bool">
3115 Monsters which &lt;stand still&gt; won't move to leave their position.
3116 When agressive, they will attack all enemies who get close to
3117 them. This behaviour is commonly known from castle guards.
3118
3119 In older versions of Crossfire it was possible to eventually
3120 push a &lt;stand still&gt;-monster out of position by force.
3121 I believe this is no longer possible. Neverthless, you should
3122 still be cautious when lining up &lt;stand still&gt;-monster in order
3123 to "defend" something: Such monsters are rather easy to kill.
3124 It's good for low level maps, but not much more.
3125 </attribute>
3126 <attribute arch="sleep" editor="asleep" type="bool">
3127 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3128 &lt;sensing range&gt; of the monster. Usually the sensing range is
3129 larger than the players line of sight. Due to that, in most cases
3130 the player won't ever notice weither a monster was asleep or not.
3131 </attribute>
3132 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3133 This entry defines which kinds of environment actions the
3134 creature is able to perform.
3135 </attribute>
3136 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3137 Click on the &lt;pick up&gt; button and select which types of objects
3138 the creature should try to pick up.
3139
3140 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3141 etc are set, then the creature will pick up the matching items even
3142 if this is not set here.
3143 </attribute>
3144 <attribute arch="Wis" editor="sensing range" type="int">
3145 &lt;sensing range&gt; determines how close a player needs to be before
3146 the creature wakes up. This is done as a square, for reasons of speed.
3147 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3148 11x11 square of the monster will wake the monster up. If the player
3149 has stealth, the size of this square is reduced in half plus 1.
3150 </attribute>
3151 <attribute arch="attack_movement" editor="attack movement" type="int">
3152 </attribute>
3153 <attribute arch="run_away" editor="run at % health" type="int">
3154 This is a percentage value in the range 0-100.
3155 When the monster's health points drop below this percentage
3156 (relative to max health), it attempts to run away from the
3157 attacker.
3158 </attribute>
3159 </section>
3160
3161 <section name="resistance">
3162 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3163 </attribute>
3164 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3165 </attribute>
3166 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3167 </attribute>
3168 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3169 </attribute>
3170 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3171 </attribute>
3172 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3173 </attribute>
3174 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3175 </attribute>
3176 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3177 </attribute>
3178 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3179 </attribute>
3180 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3181 </attribute>
3182 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3183 </attribute>
3184 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3185 </attribute>
3186 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3187 </attribute>
3188 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3189 </attribute>
3190 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3191 </attribute>
3192 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3193 </attribute>
3194 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3195 </attribute>
3196 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3197 </attribute>
3198 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3199 </attribute>
3200 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3201 </attribute>
3202 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3203 </attribute>
3204 </section>
3205 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3206 </attribute>
3207 </type>
3208
3209 <!--####################################################################-->
3210 <type number="28" name="Monster (Grimreaper)">
3211 <import_type name="Monster &amp; NPC" />
3212 <ignore>
3213 <attribute arch="material" />
3214 <attribute arch="name_pl" />
3215 <attribute arch="nrof" />
3216 <attribute arch="value" />
3217 <attribute arch="unpaid" />
3218 </ignore>
3219 <description><![CDATA[
3220 A grimreaper is a monster that vanishes after it did some number of
3221 draining attacks. ]]> <!-- XXX: is this ok? -->
3222 </description>
3223 <section name="grimreaper">
3224 <attribute arch="value" editor="attacks" type="int">
3225 The object vanishes after this number of draining attacks.
3226 </attribute>
3227 </section>
3228 </type>
3229
3230 <!--####################################################################-->
3231 <type number="65" name="Mood Floor">
3232 <ignore>
3233 <ignore_list name="system_object" />
3234 </ignore>
3235 <description><![CDATA[
3236 As the name implies, mood floors can change the "mood" of
3237 a monsters/NPC. For example, an unagressive monster could be
3238 turned mad to start attacking. Similar, an agressive monster
3239 could be calmed. ]]>
3240 </description>
3241 <use><![CDATA[
3242 Mood floors are absolutely cool for NPC interaction. To make an
3243 unaggressive monster/NPC attack, put a creator with "other_arch
3244 furious_floor" under it. Connect the creator to a magic_ear, so the
3245 player speaks a keyword like "stupid sucker" - and the monster attacks.
3246 <br><br>
3247 To turn an NPC into a pet, put a charm_floor under it and connect
3248 it directly to a magic_ear. Then the player speaks a keyword like
3249 "help me" - and the NPC joins him as pet.
3250 <br><br>
3251 (Of course you must always give clear hints about keywords!
3252 And there is no reason why you couldn't use a button/lever/pedestal
3253 etc. instead of a magic_ear.) ]]>
3254 </use>
3255 <attribute arch="no_pick" value="1" type="fixed" />
3256 <attribute arch="last_sp" editor="mood" type="list_mood">
3257 &lt;mood&gt; is used to determine what will happen to the
3258 monster when affected by the mood floor:
3259
3260 &lt;mood&gt; 'furious': Makes all monsters aggressive
3261
3262 &lt;mood&gt; 'angry': As above but pets are unaffected
3263
3264 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3265
3266 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3267
3268 &lt;mood&gt; 'charm': Turns monster into a pet of person
3269 who triggers the square. This setting is not
3270 enabled for continous operation, you need to
3271 insert a &lt;connection&gt; value!
3272 </attribute>
3273 <attribute arch="connected" editor="connection" type="int">
3274 This should only be set in combination with &lt;mood number&gt; 4.
3275 Normally, monsters are affected by the mood floor as soon as they
3276 step on it. But charming (monster -&gt; pet) is too powerful,
3277 so it needs to be activated.
3278
3279 Typically it is connected to an altar, for buying a "hireling".
3280 But a powerful pet could as well be the reward for solving a
3281 quest. Or even better: It could be *part* of a quest!
3282 </attribute>
3283 <attribute arch="no_magic" editor="no spells" type="bool">
3284 If enabled, it is impossible for players to use (wizard-)
3285 spells on that spot.
3286 </attribute>
3287 <attribute arch="damned" editor="no prayers" type="bool">
3288 If enabled, it is impossible for players to use prayers
3289 on that spot. It also prevents players from saving.
3290 </attribute>
3291 </type>
3292
3293 <!--####################################################################-->
3294 <type number="40" name="Mover">
3295 <ignore>
3296 <ignore_list name="non_pickable" />
3297 </ignore>
3298 <description><![CDATA[
3299 Movers move the objects above them. However, only living objects
3300 are affected (monsters/NPCs always, players optional). Movers have
3301 a direction, so players can be made to move in a pattern, and so
3302 can monsters. Motion is involuntary. Additionally, players or
3303 monsters can be "frozen" while ontop of movers so that they MUST
3304 move along a chain of them.
3305 <br><br>
3306 Multisquare monsters can be moved as well, given
3307 enough space. Movers are usually invisible. ]]>
3308 </description>
3309 <use><![CDATA[
3310 NEVER EVER consider a mover being unpassable in the backwards
3311 direction. Setting "forced movement" makes it seemingly impossible
3312 but there is still a trick: One player can push a second player
3313 past the mover, in opposite to the mover's direction! The more
3314 movers, the more players needed. Hence, don't make a treasure
3315 room that is surrounded by movers instead of solid walls/gates.
3316 <br><br>
3317 Btw, it does not make a difference putting movers above or
3318 below the floor. Moreover, movers that are set to be invisible
3319 cannot be discovered with the show_invisible spell.
3320 <br><br>
3321 Note that Movers and Directors are seperate objects, even though
3322 they look and act similar. Directors only do spells/missiles,
3323 while movers only do living creatures (depending on how it
3324 is set: monsters and players). ]]>
3325 </use>
3326 <attribute arch="attacktype" editor="forced movement" type="bool">
3327 If forced movement is enabled, the mover "freezes" anyone it
3328 moves (so they are forced to move along a chain).
3329 For players there is no way to escape this forced movement,
3330 except being pushed by a second player.
3331 </attribute>
3332 <attribute arch="maxsp" editor="freeze duration" type="int">
3333 The player will be "frozen" for that many moves.
3334 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3335 enabled, then &lt;freeze duration&gt; gets assigned the
3336 "default value" 2 automatically.
3337 </attribute>
3338 <attribute arch="speed" editor="movement speed" type="float">
3339 The movement speed value determines how fast a chain of
3340 these movers will push a player along (default is -0.2).
3341 </attribute>
3342 <attribute arch="sp" editor="direction" type="list_direction">
3343 The mover will push creatures in the specified &lt;direction&gt;.
3344 A mover with direction set to &lt;none&gt; will spin clockwise,
3345 thus pushing creatures in unpredictable directions.
3346 </attribute>
3347 <attribute arch="lifesave" editor="gets used up" type="bool">
3348 If enabled, the mover gets "used up" after a certain number of moves
3349 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3350 </attribute>
3351 <attribute arch="hp" editor="number of uses" type="int">
3352 This value has only a meaning if &lt;gets used up&gt; is set:
3353 &lt;number of uses&gt; is the number of times minus one, that it
3354 will move a creature before disappearing. (It will move
3355 someone &lt;number of uses&gt;+1 times, then vanish).
3356 </attribute>
3357 <section name="targets">
3358 <attribute arch="level" editor="move players" type="bool">
3359 If &lt;move players&gt; is enabled, both players and monsters will be
3360 moved. In the arches' default it is disabled - thus ONLY monsters
3361 get moved. Remember that "monsters" includes NPCs!
3362
3363 This feature provides you with the possibility to make NPCs
3364 literally "come to life". Example: The player is talking with an
3365 NPC, speaking a certain keyword. This triggers a magic_ear and
3366 activates creators, creating (per default: monster-only) movers
3367 under the NPC's feet. The NPC starts "walking" on a predefined
3368 route! Note that it's useful to set this NPC immune to everything,
3369 preventing the player to push the NPC off his trace.
3370 </attribute>
3371 <attribute arch="walk_on" editor="move walking creatures" type="bool">
3372 This should always be set.
3373 </attribute>
3374 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3375 Move flying creatures enabled means all flying (living)
3376 objects will get moved too. If disabled, only walking
3377 (non-flying) creatures will get moved.
3378 </attribute>
3379 </section>
3380 </type>
3381
3382 <!--####################################################################-->
3383 <type number="17" name="Pedestal">
3384 <ignore>
3385 <ignore_list name="non_pickable" />
3386 </ignore>
3387 <description><![CDATA[
3388 Pedestals are designed to detect certain types of living objects.
3389 When a predefined type of living creature steps on the pedestal, the
3390 connected value is triggered. ]]>
3391 </description>
3392 <use><![CDATA[
3393 If you want to create a place where only players of a certain race
3394 can enter, put a teleporter over your pedestal. So the teleporter is
3395 only activated for players of the matching race. Do not use gates,
3396 because many other players could sneak in. If you put powerful
3397 artifacts into such places, generally set "startequip 1", so that
3398 they are preserved for that one race and can't be traded to others. ]]>
3399 </use>
3400 <attribute arch="no_pick" value="1" type="fixed" />
3401 <attribute arch="slaying" editor="match race" type="string">
3402 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3403 matches the monster's or the player's race, we have a match.
3404 Yes, pedestals can detect a player's race! E.g. you could create a
3405 place where only fireborns can enter, by setting "slaying unnatural".
3406
3407 If it is set to "player", any player stepping on the pedestal
3408 is a match. Very useful if you want to open a gate for players
3409 but not for monsters.
3410 </attribute>
3411 <attribute arch="connected" editor="connection" type="int">
3412 When the pedestal is triggered, all objects with the same
3413 connection value get activated.
3414 </attribute>
3415 <attribute arch="walk_on" value="1" type="fixed" />
3416 <attribute arch="walk_off" value="1" type="fixed" />
3417 </type>
3418
3419 <!--####################################################################-->
3420 <type number="94" name="Pit">
3421 <ignore>
3422 <ignore_list name="non_pickable" />
3423 </ignore>
3424 <description><![CDATA[
3425 Pits are holes, transporting the player when he walks (and falls) into them.
3426 A speciality about pits is that they don't transport the player to
3427 the exact destination, but within a two-square radius of the destination
3428 (never on blocked squares).<br>
3429 Optionally, pits can get closed and opened, similar to gates.<br><br>
3430 Monsters and items are affected by pits just as well as players.
3431 Even multipart monsters can fall through them, given enough space. ]]>
3432 </description>
3433 <use><![CDATA[
3434 Pits can add interesting effects to your map. When using them, make
3435 sure to use them in a "logical way": Pits should always drop the
3436 player to some kind of lower level. They should not be used to
3437 randomly interconnect maps like teleporters do. ]]>
3438 </use>
3439 <attribute arch="no_pick" value="1" type="fixed" />
3440 <attribute arch="connected" editor="connection" type="int">
3441 When a &lt;connection&gt; value is set, the pit can be opened/closed
3442 by activating the connection.
3443 </attribute>
3444 <attribute arch="hp" editor="destination X" type="int">
3445 The pit will transport creatures (and items) randomly into a two-square
3446 radius of the destination coordinates.
3447 If the destination square becomes blocked, the pit will act like
3448 being filled up and not work anymore!
3449 </attribute>
3450 <attribute arch="sp" editor="destination Y" type="int">
3451 The pit will transport creatures (and items) randomly into a two-square
3452 radius of the destination coordinates.
3453 If the destination square becomes blocked, the pit will act like
3454 being filled up and not work anymore!
3455 </attribute>
3456 <attribute arch="wc" editor="position state" type="int">
3457 The &lt;position state&gt; defines the position of the gate:
3458 Zero means completely open/down, the "number of animation-steps" (usually
3459 about 6 or 7) means completely closed/up state. I suggest you don't
3460 mess with this value - Leave the default in place.
3461 </attribute>
3462 <attribute arch="walk_on" editor="swallow walking" type="bool">
3463 If set, all walking creatures will fall into the pit.
3464 This does NOT need to be set for closed pits!
3465 </attribute>
3466 <attribute arch="fly_on" editor="swallow flying" type="bool">
3467 If set, all flying creatures will fall into the pit as well.
3468 This is not the behaviour expected from a pit, and it should
3469 only be used for map-mechanisms (e.g. for transporting flying
3470 monsters).
3471 An interesting side-effect: If this flag is enabled, spell
3472 effects like fire/snow also make their way through the pit.
3473 </attribute>
3474 </type>
3475
3476 <!--####################################################################-->
3477 <type number="7" name="Poison Food">
3478 <description><![CDATA[
3479 When eating, the player's stomache is drained by 1/4 of food.
3480 If his food drops to zero, the player might even die. ]]>
3481 </description>
3482 </type>
3483
3484 <!--####################################################################-->
3485 <type number="5" name="Potion">
3486 <description><![CDATA[
3487 The player can drink these and gain various kinds of benefits
3488 (/penalties) by doing so. ]]>
3489 </description>
3490 <use><![CDATA[
3491 One potion should never give multiple benefits at once. ]]>
3492 </use>
3493 <attribute arch="level" editor="potion level" type="int">
3494 If the potion contains a spell, the spell is cast at this level.
3495 For other potions it should be set at least to 1.
3496 </attribute>
3497 <attribute arch="sp" editor="spell" type="spell">
3498 When a player drinks this potion, the selected spell
3499 will be casted (once). This should work for any given spell.
3500 E.g. heal is "sp 35", magic power is "sp 67".
3501 </attribute>
3502 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3503 There are two types of special effects for potions:
3504 'life restoration' - restore the player's stats lost by death or draining
3505 (this has nothing in common with the restoration spell!)
3506 'improvement' - increase the player's maximum health/mana/grace
3507 by a very small amount.
3508 </attribute>
3509 <attribute arch="cursed" editor="cursed" type="bool">
3510 If a potion is cursed, benefits generally turn into penalties.
3511 Note that potions can be "uncursed" by praying over an altar,
3512 with relative ease. *But* the potion must be identified to notice
3513 that it is cursed &gt;:)
3514 </attribute>
3515 <attribute arch="startequip" editor="godgiven item" type="bool">
3516 A godgiven item vanishes as soon as the player
3517 drops it to the ground.
3518 </attribute>
3519 <section name="stats">
3520 <attribute arch="Str" editor="strength" type="int">
3521 The player's strentgh will rise/fall by the given value for permanent
3522 (of course there is an upper limit). Generally there shouldn't be stat
3523 potions granting more than one stat. Cursed potions will subtract the
3524 stats if positive.
3525 </attribute>
3526 <attribute arch="Dex" editor="dexterity" type="int">
3527 The player's dexterity will rise/fall by the given value for permanent
3528 (of course there is an upper limit). Generally there shouldn't be stat
3529 potions granting more than one stat. Cursed potions will subtract the
3530 stats if positive.
3531 </attribute>
3532 <attribute arch="Con" editor="constitution" type="int">
3533 The player's constitution will rise/fall by the given value for permanent
3534 (of course there is an upper limit). Generally there shouldn't be stat
3535 potions granting more than one stat. Cursed potions will subtract the
3536 stats if positive.
3537 </attribute>
3538 <attribute arch="Int" editor="intelligence" type="int">
3539 The player's intelligence will rise/fall by the given value for permanent
3540 (of course there is an upper limit). Generally there shouldn't be stat
3541 potions granting more than one stat. Cursed potions will subtract the
3542 stats if positive.
3543 </attribute>
3544 <attribute arch="Pow" editor="power" type="int">
3545 The player's power will rise/fall by the given value for permanent
3546 (of course there is an upper limit). Generally there shouldn't be stat
3547 potions granting more than one stat. Cursed potions will subtract the
3548 stats if positive.
3549 </attribute>
3550 <attribute arch="Wis" editor="wisdom" type="int">
3551 The player's wisdom will rise/fall by the given value for permanent
3552 (of course there is an upper limit). Generally there shouldn't be stat
3553 potions granting more than one stat. Cursed potions will subtract the
3554 stats if positive.
3555 </attribute>
3556 <attribute arch="Cha" editor="charisma" type="int">
3557 The player's charisma will rise/fall by the given value for permanent
3558 (of course there is an upper limit). Generally there shouldn't be stat
3559 potions granting more than one stat. Cursed potions will subtract the
3560 stats if positive.
3561 </attribute>
3562 </section>
3563 <section name="resistance">
3564 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3565 The player's resistance to physical will rise by this value in percent
3566 (range -100 till +100). The effect is only temporare, and it does NOT
3567 add on the values from the player's equipment.
3568 Cursed potions will make negative resistance.. very nasty in combat!
3569 </attribute>
3570 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3571 The player's resistance to magic will rise by this value in percent
3572 (range -100 till +100). The effect is only temporare, and it does NOT
3573 add on the values from the player's equipment.
3574 Cursed potions will make negative resistance.. very nasty in combat!
3575 </attribute>
3576 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3577 The player's resistance to fire will rise by this value in percent
3578 (range -100 till +100). The effect is only temporare, and it does NOT
3579 add on the values from the player's equipment.
3580 Cursed potions will make negative resistance.. very nasty in combat!
3581 </attribute>
3582 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3583 The player's resistance to electricity will rise by this value in percent
3584 (range -100 till +100). The effect is only temporare, and it does NOT
3585 add on the values from the player's equipment.
3586 Cursed potions will make negative resistance.. very nasty in combat!
3587 </attribute>
3588 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3589 The player's resistance to cold will rise by this value in percent
3590 (range -100 till +100). The effect is only temporare, and it does NOT
3591 add on the values from the player's equipment.
3592 Cursed potions will make negative resistance.. very nasty in combat!
3593 </attribute>
3594 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3595 The player's resistance to acid will rise by this value in percent
3596 (range -100 till +100). The effect is only temporare, and it does NOT
3597 add on the values from the player's equipment.
3598 Cursed potions will make negative resistance.. very nasty in combat!
3599 </attribute>
3600 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3601 The player's resistance to confusion will rise by this value in percent
3602 (range -100 till +100). The effect is only temporare, and it does NOT
3603 add on the values from the player's equipment.
3604 Cursed potions will make negative resistance.. very nasty in combat!
3605 </attribute>
3606 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3607 The player's resistance to weaponmagic will rise by this value in percent
3608 (range -100 till +100). The effect is only temporare, and it does NOT
3609 add on the values from the player's equipment.
3610 Cursed potions will make negative resistance.. very nasty in combat!
3611 </attribute>
3612 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3613 The player's resistance to paralyze will rise by this value in percent
3614 (range -100 till +100). The effect is only temporare, and it does NOT
3615 add on the values from the player's equipment.
3616 Cursed potions will make negative resistance.. very nasty in combat!
3617 </attribute>
3618 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3619 The player's resistance to draining will rise by this value in percent
3620 (range -100 till +100). The effect is only temporare, and it does NOT
3621 add on the values from the player's equipment.
3622 Cursed potions will make negative resistance.. very nasty in combat!
3623 </attribute>
3624 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3625 The player's resistance to depletion will rise by this value in percent
3626 (range -100 till +100). The effect is only temporare, and it does NOT
3627 add on the values from the player's equipment.
3628 Cursed potions will make negative resistance.. very nasty in combat!
3629 </attribute>
3630 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3631 The player's resistance to poison will rise by this value in percent
3632 (range -100 till +100). The effect is only temporare, and it does NOT
3633 add on the values from the player's equipment.
3634 Cursed potions will make negative resistance.. very nasty in combat!
3635 </attribute>
3636 </section>
3637 </type>
3638
3639 <!--####################################################################-->
3640 <type number="156" name="Power Crystal">
3641 <description><![CDATA[
3642 Power crystals can store a player's mana:
3643 When the player applies the crystal with full mana, half of
3644 it flows into the crystal. When the player applies it with
3645 lacking mana, the crystal replenishes the player's mana. ]]>
3646 </description>
3647 <attribute arch="sp" editor="initial mana" type="int">
3648 &lt;initial mana&gt; is the amount of spellpoints that the
3649 crystal holds when the map is loaded.
3650 </attribute>
3651 <attribute arch="maxsp" editor="mana capacity" type="int">
3652 The &lt;mana capacity&gt; defines how much mana can be stored
3653 in the crystal. This is what makes the crystal interesting.
3654 Wizard-players will always seek for crystals with large
3655 capacities.
3656 </attribute>
3657 </type>
3658
3659 <!--####################################################################-->
3660 <type number="13" name="Projectile">
3661 <description><![CDATA[
3662 Projectiles like arrows/crossbow bolts are used as ammunition
3663 for shooting weapons.
3664 <br><br>
3665 It's very easy to add new pairs of weapons &amp; projectiles.
3666 Just set matching &lt;ammunition class&gt; both for shooting
3667 weapon and projectile. ]]>
3668 </description>
3669 <use><![CDATA[
3670 If you want to create new kinds of projectiles, you could
3671 add an alchemical receipe to create these.
3672
3673 Don't create new pairs of weapons &amp; projectiles unless
3674 they really fullfill a useful purpose. In fact, even bows
3675 and crossbows are rarely ever used. ]]>
3676 </use>
3677 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3678 This number is a bitmask, specifying the projectile's attacktypes.
3679 Attacktypes are: physical, magical, fire, cold.. etc.
3680 This works identical to melee weapons. Note that shooting
3681 weapons cannot have attacktypes.
3682 </attribute>
3683 <attribute arch="race" editor="ammunition class" type="string">
3684 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3685 these projectiles. For arrows set "arrows", for crossbow bolts
3686 set "crossbow bolts" (big surprise).
3687
3688 In certain cases, the ammunition class is displayed in the game.
3689 Hence, when you create a new ammunition class, choose an
3690 intuitive name like "missiles", "spirit bolts" - whatever.
3691
3692 You can also make special containers holding these projectiles
3693 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3694 </attribute>
3695 <attribute arch="slaying" editor="slaying race" type="string">
3696 Slaying means the weapon does tripple (3x) damage to monsters
3697 of the specified race. If &lt;slaying race&gt; matches an arch name,
3698 only monsters of that archtype receive tripple damage.
3699 Tripple damage is very effective.
3700 </attribute>
3701 <attribute arch="dam" editor="damage" type="int">
3702 The projectile &lt;damage&gt; significantly affects the damage
3703 done. Damage can be further increased by the shooting
3704 weapon's attributes.
3705 </attribute>
3706 <attribute arch="wc" editor="weaponclass" type="int">
3707 This value is supposed to be the base &lt;weaponclass&gt;,
3708 but it seems to have rather little effect.
3709 High values are good here, low values bad.
3710 </attribute>
3711 <attribute arch="food" editor="chance to break" type="int">
3712 The &lt;chance to break&gt; defines the breaking probability when this
3713 projectile hits an obstacle, e.g. wall or monster.
3714 The value is the %-chance to break, ranging from 0 (never breaking)
3715 to 100 (breaking at first shot).
3716 </attribute>
3717 <attribute arch="magic" editor="magic bonus" type="int">
3718 Magic bonus increases chance to hit and damage a little bit.
3719 </attribute>
3720 <attribute arch="unique" editor="unique item" type="bool">
3721 Unique items exist only one time on a server. If the item
3722 is taken, lost or destroyed - it's gone for good.
3723 </attribute>
3724 <attribute arch="startequip" editor="godgiven item" type="bool">
3725 A godgiven item vanishes as soon as the player
3726 drops it to the ground.
3727 </attribute>
3728 <attribute arch="no_drop" editor="don't drop" type="bool">
3729 When a monster carries a projectile with &lt;don't drop&gt;,
3730 this item will never drop to the ground but
3731 vanish instead. If this object is shot, it can still drop
3732 after hitting an obstacle. You can prevent this by
3733 setting &lt;chance to break&gt; 100.
3734 </attribute>
3735 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3736 This text may describe the projectile. This
3737 could be nice for very special ones.
3738 </attribute>
3739 </type>
3740
3741 <!--####################################################################-->
3742 <type number="70" name="Ring">
3743 <import_type name="Amulet" />
3744 <description><![CDATA[
3745 Rings are worn on the hands - one ring each.
3746 Wearing rings, the object's stats will directly be inherited to
3747 the player. Usually enhancing his spellcasting potential. ]]>
3748 </description>
3749 <use><![CDATA[
3750 When you create an artifact ring, never forget that players can
3751 wear <B>two</B> rings! Due to that it is extremely important to
3752 keep rings in balance with the game.
3753 <br><br>
3754 Also keep in mind that rings are generally the wizard's tools.
3755 They should primarily grant bonuses to spellcasting abilities
3756 and non-physical resistances. ]]>
3757 </use>
3758 </type>
3759
3760 <!--####################################################################-->
3761 <type number="3" name="Rod">
3762 <ignore>
3763 <attribute arch="title" />
3764 </ignore>
3765 <description><![CDATA[
3766 A rod contains a spell. The player can use this spell by applying and
3767 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3768 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3769 used endlessly. ]]>
3770 </description>
3771 <use><![CDATA[
3772 Rods with healing/curing spells are extremely powerful. Usually, potions have
3773 to be used for that purpose. Though, potions are expensive and only good for
3774 one-time-use.<br> ]]>
3775 </use>
3776 <attribute arch="sp" editor="spell" type="spell">
3777 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3778 rods to players, since they can be used endlessly without any mana cost!
3779 Rods with heal/ restoration/ protection spells, IF available, MUST be
3780 very very VERY hard to get!
3781 </attribute>
3782 <attribute arch="level" editor="casting level" type="int">
3783 The casting level of the &lt;spell&gt; determines it's power.
3784 For attack spells, level should be set to something reasonable.
3785 </attribute>
3786 <attribute arch="hp" editor="initial spellpoints" type="int">
3787 This value represents the initial amount of spellpoints in the rod.
3788 Naturally, this is quite unimportant.
3789 </attribute>
3790 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3791 When the rod is fully charged up, it will hold this maximum amount of
3792 spellpoints. Make sure it is enough to cast the contained spell at least
3793 once. But don't set the value too high, as that might make the rod
3794 too effective.
3795 </attribute>
3796 <attribute arch="startequip" editor="godgiven item" type="bool">
3797 A godgiven item vanishes as soon as the player
3798 drops it to the ground.
3799 </attribute>
3800 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3801 This text may contain a description of the rod.
3802 </attribute>
3803 </type>
3804
3805 <!--####################################################################-->
3806 <type number="154" name="Rune">
3807 <ignore>
3808 <attribute arch="no_pick" />
3809 <attribute arch="title" />
3810 <attribute arch="name_pl" />
3811 <attribute arch="weight" />
3812 <attribute arch="value" />
3813 <attribute arch="material" />
3814 <attribute arch="unpaid" />
3815 </ignore>
3816 <description><![CDATA[
3817 A rune is a magical enscription on the dungeon floor.
3818 <br><br>
3819 Runes hit any monster or person who steps on them for 'dam' damage in
3820 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3821 and will cast this spell when it detonates. Yet another kind is the
3822 "summoning rune", summoning predefined monsters of any kind, at detonation.
3823 <br><br>
3824 Many runes are already defined in the archetypes. ]]>
3825 </description>
3826 <use><![CDATA[
3827 Avoid monsters stepping on your runes. For example, summoning runes
3828 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3829 </use>
3830 <attribute arch="no_pick" value="1" type="fixed" />
3831 <attribute arch="walk_on" value="1" type="fixed" />
3832 <attribute arch="level" editor="rune level" type="int">
3833 This value sets the level the rune will cast the spell it contains at,
3834 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3835 (&lt;rune level&gt; 0 runes won't detonate at all!)
3836
3837 Level Also effects how easily a rune may be found and disarmed, and
3838 how much experience the player gets for doing so. Beware: High level
3839 runes can be quite a cheap source of experience! So either make them
3840 tough, or keep the level low.
3841 </attribute>
3842 <attribute arch="Cha" editor="visibility" type="int">
3843 This value determines what fraction of the time the rune is visible:
3844 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3845 how easily the rune may be found.
3846 </attribute>
3847 <attribute arch="hp" editor="number of charges" type="int">
3848 The rune will detonate &lt;number of charges&gt; times before disappearing.
3849 </attribute>
3850 <attribute arch="dam" editor="direct damage" type="int">
3851 &lt;direct damage&gt; specifies how much damage is done by the rune,
3852 if it doesn't contain a spell. This should be set in reasonable
3853 relation to the rune's level.
3854 </attribute>
3855 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3856 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3857 attribute defines what attacktype to use for direct damage when
3858 the rune detonates.
3859 </attribute>
3860 <section name="spellcraft">
3861 <attribute arch="sp" editor="spell" type="spell">
3862 The selected &lt;spell&gt; defines the spell in the rune, if any.
3863 (Many runes do direct damage).
3864 </attribute>
3865 <attribute arch="slaying" editor="spell name" type="string">
3866 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3867 but if present, overrides the &lt;spell&gt; setting.
3868 </attribute>
3869 <attribute arch="other_arch" editor="spell arch" type="string">
3870 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3871 is optional, but if present, overrides the &lt;spell&gt; setting.
3872 You can choose any of the existing arches.
3873 </attribute>
3874 <attribute arch="maxsp" editor="direction" type="list_direction">
3875 If set, the rune will cast it's containing spell (if any) in
3876 this &lt;direction&gt;.In most cases this appears useless because
3877 the spell directly hits the player.
3878 </attribute>
3879 <attribute arch="race" editor="summon monster" type="string">
3880 If this is set to the arch name of any monster, together with
3881 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3882 of those on detonation. (dam and attacktype will still be ignored
3883 in this case). Runes are even capable of summoning multi-square
3884 monsters, given enough space. You'd better test it though.
3885 </attribute>
3886 <attribute arch="maxhp" editor="summon amount" type="int">
3887 This should only be set to a summoning rune. It will then summon
3888 that many creatures of the kind &lt;summon monster&gt;.
3889 </attribute>
3890 </section>
3891 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3892 When the rune detonates, this text is displayed to the
3893 victim. For especially powerful runes, create an appropriate
3894 thrilling description. ;)
3895 </attribute>
3896 </type>
3897
3898 <!--####################################################################-->
3899 <type number="106" name="Savebed">
3900 <ignore>
3901 <ignore_list name="non_pickable" />
3902 </ignore>
3903 <description><![CDATA[
3904 When the player applies a savebed, he is not only saved. Both his
3905 respawn-after-death and his word-of-recall positions are pointing
3906 to the last-applied savebed. ]]>
3907 </description>
3908 <use><![CDATA[
3909 Put savebed locations in towns, do not put them into dungeons.
3910 It is absolutely neccessary that a place with savebeds is 100% secure.
3911 That means:
3912 <UL>
3913 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3914 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3915 <LI> Insert a relyable exit! Make sure there is no possibility that
3916 players get trapped in a savebed location.
3917 <LI> If possible, mark the whole site as no-spell area (Insert this
3918 arch called "dungeon_magic" everywhere). This is not required,
3919 but it makes the place much more safe.
3920 </UL> ]]>
3921 </use>
3922 <attribute arch="no_pick" value="1" type="fixed" />
3923 <attribute arch="no_magic" value="1" type="fixed" />
3924 <attribute arch="damned" value="1" type="fixed" />
3925 </type>
3926
3927 <!--####################################################################-->
3928 <type number="111" name="Scroll">
3929 <ignore>
3930 <attribute arch="title" />
3931 </ignore>
3932 <description><![CDATA[
3933 Scrolls contain spells (similar to spell-potions). Unlike potions,
3934 scrolls require a certain literacy skill to read successfully.
3935 Accordingly, for a successful reading, a small amount of
3936 experience is gained. Scrolls allow only one time usage, but
3937 usually they are sold in bulks. ]]>
3938 </description>
3939 <use><![CDATA[
3940 For low level quests, scrolls of healing/curing-spells
3941 can be a nice reward. At higher levels, scrolls become less
3942 and less useful. ]]>
3943 </use>
3944 <attribute arch="level" editor="casting level" type="int">
3945 The spell of the scroll will be casted at this level.
3946 This value should always be set, at least to 1.
3947 </attribute>
3948 <attribute arch="sp" editor="spell" type="spell">
3949 When a player/monster applies this scroll, the selected &lt;spell&gt;
3950 will be casted (once). This should work for any given spell.
3951 </attribute>
3952 <attribute arch="startequip" editor="godgiven item" type="bool">
3953 A godgiven item vanishes as soon as the player
3954 drops it to the ground.
3955 </attribute>
3956 </type>
3957
3958 <!--####################################################################-->
3959 <type number="33" name="Shield">
3960 <import_type name="Amulet" />
3961 <description><![CDATA[
3962 Wearing a shield, the object's stats will directly be inherited to
3963 the player. Shields usually provide good defense, only surpassed
3964 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3965 </description>
3966 <use><![CDATA[
3967 Feel free to create your own special artifacts. However, it is very
3968 important that you keep your artifact in balance with existing maps. ]]>
3969 </use>
3970 <attribute arch="magic" editor="magic bonus" type="int">
3971 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3972 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3973 than direct armour-class bonus on the shield.
3974 </attribute>
3975 </type>
3976
3977 <!--####################################################################-->
3978 <type number="14" name="Shooting Weapon">
3979 <description><![CDATA[
3980 Schooting weapons like bows/crossbows are used to shoot projectiles
3981 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3982 wielded both at the same time. Like with any other equipment,
3983 stats/bonuses from shooting weapons are directly inherited to the player.
3984 <br><br>
3985 It's very easy to add new pairs of weapons &amp; projectiles.
3986 Just set matching &lt;ammunition class&gt; both for shooting
3987 weapon and projectile. ]]>
3988 </description>
3989 <use><![CDATA[
3990 Shooting weapons should not add bonuses in general. There's already
3991 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3992 Schooting weapons should especially not add bonuses to the player
3993 that have nothing to do with schooting. A Wisdom bonus on a bow
3994 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3995 - still crap. ]]>
3996 </use>
3997 <attribute arch="race" editor="ammunition class" type="string">
3998 Only projectiles with matching &lt;ammunition class&gt; can be fired
3999 with this weapon. For normal bows set "arrows", for normal
4000 crossbows set "crossbow bolts".
4001
4002 In certain cases, the ammunition class is displayed in the game.
4003 Hence, when you create a new ammunition class, choose an
4004 intuitive name like "missiles", "spirit bolts" - whatever.
4005 </attribute>
4006 <attribute arch="sp" editor="shooting speed" type="int">
4007 After shooting a projectile, the player is frozen for a short
4008 period of time (to prevent shooting arrows machine-gun-like).
4009 The greater &lt;shooting speed&gt;, the shorter this period of time.
4010 1 is minimum (=worst) and 100 is maximum (=best) value.
4011
4012 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4013 SET IT TO ZERO! (That would freeze the player for eternety).
4014 </attribute>
4015 <attribute arch="dam" editor="base damage" type="int">
4016 The &lt;base damage&gt; significantly affects the damage done
4017 by using this weapon. This damage is added to the projectile
4018 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4019 according to the player's strength is added.
4020 </attribute>
4021 <attribute arch="wc" editor="weaponclass" type="int">
4022 This value is supposed to be the base &lt;weaponclass&gt;,
4023 but it seems to have rather little effect.
4024 High values are good here, low values bad.
4025 </attribute>
4026 <attribute arch="item_power" editor="item power" type="int">
4027 The &lt;item power&gt; value measures how "powerful" an artifact is.
4028 Players will only be able to wear equipment with a certain total
4029 amount of &lt;item power&gt;, depending on their own level. This is the
4030 only way to prevent low level players to wear "undeserved" equipment
4031 (like gifts from other players or cheated items).
4032
4033 It is very important to adjust the &lt;item power&gt; value carefully
4034 for every artifact you create! If zero/unset, the CF server will
4035 calculate a provisional value at runtime, but this is never
4036 going to be an accurate measurement of &lt;item power&gt;.
4037 </attribute>
4038 <attribute arch="no_strength" editor="ignore strength" type="bool">
4039 Usually the player's strentgh takes effect on the damage
4040 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4041 the player's strength is ignored.
4042 </attribute>
4043 <attribute arch="damned" editor="damnation" type="bool">
4044 A damned shooting weapon cannot be unwielded unless
4045 the curse is removed. Removing damnations is
4046 a tick harder than removing curses.
4047 </attribute>
4048 <attribute arch="cursed" editor="curse" type="bool">
4049 A cursed shooting weapon cannot be unwielded unless
4050 the curse is removed.
4051 </attribute>
4052 <attribute arch="unique" editor="unique item" type="bool">
4053 Unique items exist only one time on a server. If the item
4054 is taken, lost or destroyed - it's gone for good.
4055 </attribute>
4056 <attribute arch="startequip" editor="godgiven item" type="bool">
4057 A godgiven item vanishes as soon as the player
4058 drops it to the ground.
4059 </attribute>
4060 <section name="stats">
4061 <attribute arch="Str" editor="strength" type="int">
4062 The player's strentgh will rise/fall by the given value
4063 while wearing this shooting weapon.
4064 </attribute>
4065 <attribute arch="Dex" editor="dexterity" type="int">
4066 The player's dexterity will rise/fall by the given value
4067 while wearing this shooting weapon.
4068 </attribute>
4069 <attribute arch="Con" editor="constitution" type="int">
4070 The player's constitution will rise/fall by the given value
4071 while wearing this shooting weapon.
4072 </attribute>
4073 <attribute arch="Int" editor="intelligence" type="int">
4074 The player's intelligence will rise/fall by the given value
4075 while wearing this shooting weapon.
4076 </attribute>
4077 <attribute arch="Pow" editor="power" type="int">
4078 The player's power will rise/fall by the given value
4079 while wearing this shooting weapon.
4080 </attribute>
4081 <attribute arch="Wis" editor="wisdom" type="int">
4082 The player's wisdom will rise/fall by the given value while
4083 wearing this shooting weapon.
4084 </attribute>
4085 <attribute arch="Cha" editor="charisma" type="int">
4086 The player's charisma will rise/fall by the given value
4087 while wearing this shooting weapon.
4088 </attribute>
4089 </section>
4090 <section name="bonus">
4091 <attribute arch="luck" editor="luck bonus" type="int">
4092 With positive luck bonus, the player is more likely to
4093 succeed in all sorts of things (spellcasting, praying,...).
4094 Unless the &lt;luck bonus&gt; is very high, the effect will be
4095 barely visible in-game. Luck bonus on one piece of equipment
4096 should never exceed 3, and such bonus should not be too
4097 frequently available.
4098 </attribute>
4099 <attribute arch="magic" editor="magic bonus" type="int">
4100 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4101 I'm not sure what exactly is increased - maybe weaponclass?
4102 However, &lt;magic bonus&gt; seems to have a little bit of positive
4103 influence on your chance to hit.
4104 </attribute>
4105 </section>
4106 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4107 This text describes the weapons's "story". Every decent artifact weapon
4108 should have such a description.
4109 </attribute>
4110 </type>
4111
4112 <!--####################################################################-->
4113 <type number="68" name="Shop Floor">
4114 <ignore>
4115 <ignore_list name="non_pickable" />
4116 </ignore>
4117 <description><![CDATA[
4118 Shop floor is used for shops. It acts like a combination of the
4119 common floor- and the treasure type: When the map is loaded,
4120 randomitems (depending on the setings) are generated on it.
4121 These items are all flagged as unpaid.
4122 When a player drops an item onto shop floor, the item becomes
4123 unpaid and the player receives payment according to the item's
4124 selling-value.
4125 Shopfloor always prevents magic (To hinder players from burning
4126 or freezing the goods). ]]>
4127 </description>
4128 <use><![CDATA[
4129 Tile your whole shop-interior space which shop floor.
4130 (That assures players receive payment for dropping items).
4131 Place shop mats to enter/leave the shop, and make sure
4132 there is no other exit than the shop mat. ]]>
4133 </use>
4134 <attribute arch="is_floor" value="1" type="fixed" />
4135 <attribute arch="no_pick" value="1" type="fixed" />
4136 <attribute arch="no_magic" value="1" type="fixed" />
4137 <attribute arch="auto_apply" editor="generate goods" type="bool">
4138 If enabled, items will appear on this square when the map is loaded.
4139 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4140 are generated. The items will be unpaid.
4141 </attribute>
4142 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4143 This entry determines what kind of treasure will appear, when
4144 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4145 for details about existing treasurelists.
4146 </attribute>
4147 <attribute arch="exp" editor="quality level" type="int">
4148 The &lt;quality level&gt; will be used for the quality of the generated
4149 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4150 doesn't need to be set, unless you want extraordinarily good/bad
4151 quality. If you want to make a shop with very high quality, meaybe
4152 charge an entrance fee, or make the shop hard-to-come-by.
4153 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4154 and appearance of artifact-items.
4155 </attribute>
4156 <attribute arch="damned" editor="no prayers" type="bool">
4157 If enabled, it is impossible for players to use prayers
4158 on that spot. It also prevents players from saving.
4159 (Remember that &lt;no magic&gt; is always set for shop floors.)
4160 </attribute>
4161 </type>
4162
4163 <!--####################################################################-->
4164 <type number="69" name="Shop Mat">
4165 <ignore>
4166 <ignore_list name="non_pickable" />
4167 </ignore>
4168 <description><![CDATA[
4169 Shop mats are used for entering/leaving shops. You should always
4170 have exactly TWO shop mats on your shop-map: One inside the
4171 "shopping-area" and one outside. Shop mats don't use exit paths/
4172 or -destinations. When stepping onto a shopmat the player gets beamed
4173 to the nearest other mat. If the player has unpaid items in his
4174 inventory, the price gets charged from his coins automatically.
4175 If the player has insufficient coins to buy his unpaid items, he
4176 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4177 </description>
4178 <use><![CDATA[
4179 As stated above, always place TWO shop mats into your shop.
4180 Not more and not less than that. ]]>
4181 </use>
4182 <attribute arch="no_pick" value="1" type="fixed" />
4183 <attribute arch="walk_on" editor="apply by walking" type="bool">
4184 If set, the player can enter/leave the
4185 shop by just walking into the shop mat.
4186 </attribute>
4187 <attribute arch="fly_on" editor="apply by flying" type="bool">
4188 If set, the player can enter/leave the
4189 shop by "flying" into the shop mat.
4190 </attribute>
4191 </type>
4192
4193 <!--####################################################################-->
4194 <type number="98" name="Sign &amp; MagicMouth">
4195 <ignore>
4196 <ignore_list name="non_pickable" />
4197 </ignore>
4198 <description><![CDATA[
4199 The purpose of a sign or magic_mouth is to display a certain message to
4200 the player. There are three ways to have the player get this message:
4201 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4202 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4203 </description>
4204 <use><![CDATA[
4205 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4206 some true roleplay feeling to your maps, support your storyline or give
4207 hints about hidden secrets/dangers. Place signs to provide the player
4208 with all kinds of useful information for getting along in your maps. ]]>
4209 </use>
4210 <attribute arch="connected" editor="connection" type="int">
4211 When a connection value is set, the message will be printed whenever
4212 the connection is triggered. This should be used in combination with
4213 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4214 If activating your magic_mouth this way, the message will not only be
4215 printed to one player, but all players on the current map.
4216 </attribute>
4217 <attribute arch="walk_on" editor="activate by walking" type="bool">
4218 If set, the player gets the message when walking ontop of the object.
4219 "invisible 1" should be set in this case. This is the typical configuration
4220 for a "magic_mouth": The player walks through a dungeon and suddenly he
4221 gets a message. Use this to create some roleplay atmosphere, and to inform
4222 the player about possible dangers or secrets.
4223 </attribute>
4224 <attribute arch="fly_on" editor="activate by flying" type="bool">
4225 If set, the player gets the message when flying (=levitating) ontop
4226 of the object. Usually this should be set together with walk_on.
4227 </attribute>
4228 <attribute arch="food" editor="counter" type="int">
4229 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4230 (printing the message) only that many times. For signs this really shouldn't
4231 be used, while for magic_mouths it is extremely helpful.
4232 Monsters walking over the magic_mouth do not decrease the counter.
4233
4234 Often, you might want to have a message displayed only one time. For example:
4235 The player enters your map and you put a magic_mouth to tell him about the
4236 monsters and how dangerous they look and all. Later, when all the monsters
4237 are killed and the player leaves the map, displaying the same message a
4238 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4239 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4240 </attribute>
4241 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4242 This text will be displayed to the player.
4243 </attribute>
4244 </type>
4245
4246 <!--####################################################################-->
4247 <type number="43" name="Skill">
4248 <ignore>
4249 <ignore_list name="system_object" />
4250 </ignore>
4251 <description><![CDATA[
4252 Skills are objects which exist in the player/monster inventory.
4253 Both NPC/monsters and players use the same skill archetypes. Not all skills
4254 are enabled for monster use however. ]]>
4255 </description>
4256 <use><![CDATA[
4257 For mapmaking, Skill objects serve two purposes:
4258 <p>First, the predefined skill archtypes (in the 'skills' directory)
4259 can be seen as the global skill definitions. A skill which doesn't
4260 exists as an archtype cannot be learned or used by players. When you
4261 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4262 of defined skill archtypes, because those strings are used as a reference in
4263 many skill-related objects.
4264 </p><p>
4265 Secondly, in order to enable monsters to use skills, you will need to
4266 copy default skill archtypes into the monsters' inventories.
4267 You can even customize the skills by changing stats. It is not
4268 recommended however, to use skills in your maps which are totally
4269 unrelated to any predefined skill archtype.</p> ]]>
4270 </use>
4271 <attribute arch="invisible" value="1" type="fixed" />
4272 <attribute arch="no_drop" value="1" type="fixed" />
4273 <attribute arch="skill" editor="skill name" type="string">
4274 The &lt;skill name&gt; is used for matchings. When a usable
4275 object has an identical &lt;skill name&gt;, players
4276 (or monsters) will need this skill to apply/use the object.
4277 </attribute>
4278 <attribute arch="expmul" editor="exp multiplier" type="float">
4279 This is the ratio of experience the players total should increase by
4280 when this skill is used. If this is zero, then experience only goes to
4281 to the skill. Values higher than 1 are allowed. Note that experience
4282 rewarded to the players total is in addition to that given to the
4283 skill. Eg, if player should get 500 exp for using a skill, and
4284 expmul is 1, the player will get 500 added to that skill as well as
4285 500 to their total.
4286 </attribute>
4287 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4288 The &lt;skill type&gt; defines the base functionality of the skill.
4289 Skill types are hardcoded in the Crossfire server. It isn't hard to
4290 create new skill types, but it requires a bit of server-coding.
4291 </attribute>
4292 <attribute arch="level" editor="level" type="int">
4293 </attribute>
4294 <attribute arch="exp" editor="experience" type="int">
4295 </attribute>
4296 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4297 The &lt;is native skill&gt; flag has an effect only when this
4298 skill object is placed in the inventory of a monster (or player).
4299 If it is set, the monster or player knows the skill natively, which
4300 means he does not need a skill tool to use it.
4301 </attribute>
4302 </type>
4303
4304 <!--####################################################################-->
4305 <type number="130" name="Skill Scroll">
4306 <description><![CDATA[
4307 By reading a skill scroll, a player has a chance to learn the
4308 contained skill. ]]>
4309 </description>
4310 <use><![CDATA[
4311 Skill scrolls are very much sought for by players. Currently,
4312 all skill scrolls are sold in shops randomly, which is in fact not
4313 a good system. It would be nice to have some cool quests with
4314 skill scrolls rewarded at the end. ]]>
4315 </use>
4316 <attribute arch="race" value="scrolls" type="fixed" />
4317 <attribute arch="skill" editor="skill name" type="string">
4318 The &lt;skill name&gt; matches the skill object that can
4319 be learned from this scroll.
4320 </attribute>
4321 </type>
4322
4323 <!--####################################################################-->
4324 <type number="21" name="Special Key">
4325 <ignore>
4326 <attribute arch="material" />
4327 </ignore>
4328 <description><![CDATA[
4329 When carrying the appropriate special key, a locked door can
4330 be opened. The key will dissapear.
4331 <br><br>
4332 This object-type can also be used for "passport"-like items:
4333 When walking onto an invetory checker, a gate for example might
4334 get opened. The "passport" will stay in the player's inventory. ]]>
4335 </description>
4336 <use><![CDATA[
4337 How to make a "passport": You take the special key arch
4338 (archetype name is "key2"), set the face to something like
4339 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4340 certainly must match with the appropiate inventory checker.
4341 <br><br>
4342 Of course you can be creative with names and faces of
4343 key-objects. A "mysterious crystal" or a "big dragon claw"
4344 (with appropriate faces) appear more interesting than just
4345 a "strange key", or "passport". ]]>
4346 </use>
4347 <attribute arch="slaying" editor="key string" type="string">
4348 This string must be identical with the &lt;key string&gt; in the
4349 locked door, then it can be unlocked. It can also be used
4350 to trigger inventory checkers.
4351 </attribute>
4352 <attribute arch="material" editor="material" type="bitmask_material">
4353 For Special Keys, material should always be unset or set
4354 to Adamantite. This prevents the key from getting
4355 burned or otherwise destroyed.
4356 </attribute>
4357 <attribute arch="unique" editor="unique item" type="bool">
4358 Unique items exist only one time on a server. If the item
4359 is taken, lost or destroyed - it's gone for good.
4360
4361 This can be used if you want to sell apartments on your
4362 map: Simply sell a unique passport/key, and place
4363 an inventory checker at the entrance of your apartment.
4364 </attribute>
4365 <attribute arch="startequip" editor="godgiven item" type="bool">
4366 A godgiven item vanishes as soon as the player
4367 drops it to the ground.
4368 </attribute>
4369 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4370 This will add a description to the object. The player can read
4371 this text by clicking on the item in his inventory. Use this
4372 message to describe what the key/passport is good for. A player
4373 might have 50 different keys on his key-ring. Don't expect
4374 players to recall their purpose just by their names.
4375 </attribute>
4376 </type>
4377
4378 <!--####################################################################-->
4379 <type number="101" name="Spell">
4380 <ignore>
4381 <ignore_list name="system_object" />
4382 </ignore>
4383 <description><![CDATA[
4384 Spell objects define a spell. When a spell is put in a spellbook,
4385 players can learn it by reading the book. Once learned, players
4386 can use the spell as often as they like. With increasing skill level
4387 of the player, spells may gain power but also increase cost.<br>
4388 Monsters can use spells which are put in their inventory (provided
4389 that certain "enabling" settings are correct). The monster's
4390 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4391 </description>
4392 <use><![CDATA[
4393 A lot of the spells' settings can be tuned and customized.
4394 When creating new spells which are accessible to players, it is
4395 important to think about balance. A single spell which is too
4396 powerful and/or too easy to use can eventually toss the whole skill
4397 and magic school system out of whack. Testing new spells is
4398 quite important therefore. ]]>
4399 </use>
4400 <attribute arch="no_drop" value="1" type="fixed" />
4401 <attribute arch="invisible" value="1" type="fixed" />
4402 <attribute arch="skill" editor="skill name" type="string">
4403 The &lt;skill name&gt; matches the skill which is needed
4404 to cast this spell. This should be one out of "sorcery",
4405 "pyromancy", "evocation", "summoning" or "praying".
4406 If you want to fiddle with these, please take care not
4407 to upset the concept and balance of the various skills.
4408 </attribute>
4409 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4410 The &lt;spell type&gt; defines the basic type of spell.
4411 Some of these types are of a more generic nature than others.
4412 </attribute>
4413 <attribute arch="level" editor="spell level" type="int">
4414 </attribute>
4415 <attribute arch="casting_time" editor="casting time" type="int">
4416 </attribute>
4417 <attribute arch="duration" editor="duration" type="int">
4418 </attribute>
4419 <attribute arch="other_arch" editor="create object" type="string">
4420 </attribute>
4421 <attribute arch="sp" editor="cost spellpoints" type="int">
4422 </attribute>
4423 <attribute arch="grace" editor="cost grace" type="int">
4424 </attribute>
4425 <attribute arch="maxsp" editor="double cost per level" type="int">
4426 </attribute>
4427 </type>
4428
4429 <!--####################################################################-->
4430 <type number="85" name="Spellbook">
4431 <description><![CDATA[
4432 By reading a spellbook, the player has a chance of learning the
4433 contained spell. Once learned from a book, the spell is available
4434 forever. Spellbooks with high level spells require some skill-level
4435 to read.<br><br>
4436 You can create widely customized spells only by adjusting the
4437 spell object in the spellbooks inventory. Refer to the description
4438 of spell objects for detailed information how to customize spells.<br>
4439 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4440 with a compilation of spells that the book may contain. ]]>
4441 </description>
4442 <use><![CDATA[
4443 Don't put any of the godgiven spells into a spellbook! These are
4444 reserved for the followers of the appropriate cults. Handing them
4445 out in a spellbook would violate the balance between different religions.
4446 <br><br>
4447 Note that there is no fundamental difference between the spellbooks
4448 of varying schools (pyromancy, sorcery, evocation, summoning, and
4449 even praying). The difference lies only in the spells they contain.
4450 It is up to you, the mapmaker, to pick the right type of book
4451 for your spells. ]]>
4452 </use>
4453 <attribute arch="skill" value="literacy" type="fixed" />
4454 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4455 There are two ways to put spells into a spellbook:
4456 1. Put a spell object in the books inventory. In this case,
4457 treasurelist must be set to &lt;none&gt;.
4458 2. Choose a treasurelist which contains spells.
4459 In that way, a spell will be chosen randomly from the list.
4460 </attribute>
4461 <attribute arch="startequip" editor="godgiven item" type="bool">
4462 A godgiven item vanishes as soon as the player
4463 drops it to the ground.
4464 </attribute>
4465 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4466 This text may contain a nice description
4467 of the spellbook's cover or something.
4468 </attribute>
4469 </type>
4470
4471 <!--####################################################################-->
4472 <type number="90" name="Spinner">
4473 <ignore>
4474 <ignore_list name="non_pickable" />
4475 </ignore>
4476 <description><![CDATA[
4477 Spinners change the direction of spell objects and other projectiles
4478 that fly past. Unlike directors, it does make a difference from what
4479 angle you shoot into the spinner. The direction of objects flying past
4480 is always changed by a certain degree. ]]>
4481 </description>
4482 <use><![CDATA[
4483 Spinners are very rarely used. I believe they are quite
4484 confusing and pointless. The only use I can think of is building
4485 some puzzle about where to shoot into spinners to shoot somewhere you
4486 otherwise couldn't.
4487
4488 When placing spinners on a map with magic walls, make sure the spell-
4489 projectiles from magic walls don't get to fly in loops. ]]>
4490 </use>
4491 <attribute arch="sp" editor="direction number" type="int">
4492 The spinner will change the direction of flying objects by
4493 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4494 positive values counter clockwise.
4495
4496 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4497 </attribute>
4498 <attribute arch="walk_on" value="1" type="fixed" />
4499 <attribute arch="fly_on" value="1" type="fixed" />
4500 </type>
4501
4502 <!--####################################################################-->
4503 <type number="138" name="Swamp">
4504 <ignore>
4505 <ignore_list name="non_pickable" />
4506 </ignore>
4507 <description><![CDATA[
4508 Swamp areas show a special behaviour:
4509 When a player stands still on a swamp-square for too long,
4510 he will start to sink in and eventually drown and die.
4511 Items dropped on the swamp sink in and dissapear.
4512 Players with knowledge of the woodsman skill are a lot less likely
4513 to die in the swamp. ]]>
4514 </description>
4515 <attribute arch="walk_on" value="1" type="fixed" />
4516 <attribute arch="is_floor" value="1" type="fixed" />
4517 <attribute arch="is_wooded" value="1" type="fixed" />
4518 <attribute arch="speed" editor="drowning speed" type="float">
4519 The higher the &lt;drowning speed&gt;, the faster will players and items
4520 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4521 and unexpected death-trap. Players should get a warning before such areas.
4522 </attribute>
4523 <attribute arch="slow_move" editor="slow movement" type="int">
4524 If &lt;slow movement&gt; is set to a value greater zero, all
4525 creatures moving over this spot will be slower than normal.
4526
4527 &lt;slow movement&gt; 1 - rough terrain
4528 &lt;slow movement&gt; 2 - very rough terrain
4529 ...
4530 &lt;slow movement&gt; 5 - default for deep swamp
4531 </attribute>
4532 <attribute arch="no_magic" editor="no spells" type="bool">
4533 If enabled, it is impossible for players to use (wizard-)
4534 spells on that spot.
4535 </attribute>
4536 <attribute arch="damned" editor="no prayers" type="bool">
4537 If enabled, it is impossible for players to use prayers
4538 on that spot. It also prevents players from saving.
4539 </attribute>
4540 </type>
4541
4542 <!--####################################################################-->
4543 <type number="41" name="Teleporter">
4544 <ignore>
4545 <ignore_list name="non_pickable" />
4546 </ignore>
4547 <description><![CDATA[
4548 When the player walks into a teleporter, he is transferred to a
4549 different location. The main difference to the object-type exit
4550 is the possibility to have teleporters connected to levers/buttons/etc.
4551 Sometimes teleporters are activated even against the players will.
4552 <br><br>
4553 Unlike exits, teleporters can also transfer items and
4554 monsters to different locations on the same map. ]]>
4555 </description>
4556 <use><![CDATA[
4557 When creating maps, I guess sooner or later you'll want to have
4558 an invisible teleporter. If using "invisible 1", the teleporter
4559 can still be discovered with the show_invisible spell. And in
4560 some cases you can't place it under the floor to prevent this.
4561 <br><br>
4562 Fortunately, there is a cool trick to make a perfectly invisible
4563 teleporter: You simply add teleporter functionality to the floor
4564 itself. That means: You take the floor arch (e.g. "flagstone"),
4565 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4566 </use>
4567 <attribute arch="slaying" editor="exit path" type="string">
4568 The exit path specifies the map that the player is transferred to.
4569 &lt;exit path&gt; can be an absolute path, beginning with '/'
4570 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4571 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4572 for example I could use the relative path "Fire1"). Use relative
4573 paths whenever possible! Note that upper/lower case must always be
4574 set correctly. However, please use lower case only.
4575
4576 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4577 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4578 monsters and items. In this case, the destined map is automatically
4579 the same map the teleporter is on.
4580 </attribute>
4581 <attribute arch="hp" editor="destination X" type="int">
4582 The exit destinations define the (x, y)-coordinates where the exit
4583 leads to.
4584
4585 If both are set to zero and &lt;exit path&gt; is empty, the player will
4586 get teleported to another, randomly chosen teleporter on the same
4587 map (Slightly confusing for the player though). Make sure there
4588 actually *is* a second one in that case.
4589
4590 If both are set to zero and &lt;exit path&gt; is set, the player will
4591 be transferred to the "default enter location" of the destined map.
4592 The latter can be set in the map-properties as "Enter X/Y". Though,
4593 please DO NOT use that. It turned out to be a source for numerous
4594 map-bugs.
4595 </attribute>
4596 <attribute arch="sp" editor="destination Y" type="int">
4597 The exit destinations define the (x, y)-coordinates where the exit
4598 leads to.
4599
4600 If both are set to zero and &lt;exit path&gt; is empty, the player will
4601 get teleported to another, randomly chosen teleporter on the same
4602 map (Slightly confusing for the player though). Make sure there
4603 actually *is* a second one in that case.
4604
4605 If both are set to zero and &lt;exit path&gt; is set, the player will
4606 be transferred to the "default enter location" of the destined map.
4607 The latter can be set in the map-properties as "Enter X/Y". Though,
4608 please DO NOT use that. It turned out to be a source for numerous
4609 map-bugs.
4610 </attribute>
4611 <attribute arch="connected" editor="connection" type="int">
4612 If a connection value is set, the teleporter will be activated
4613 whenever the connection is triggered. To use this properly,
4614 &lt;activation speed&gt; must be zero.
4615 </attribute>
4616 <attribute arch="speed" editor="activation speed" type="float">
4617 If the &lt;activation speed&gt; is nonzero, the teleporter will
4618 automatically be activated in regular time-intervals. Hence, the
4619 player can just step on it and gets teleported sooner or later.
4620 The duration between two activates depends on the given value.
4621 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4622
4623 VERY IMPORTANT: If you want to have your teleporter activated via
4624 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4625 </attribute>
4626 </type>
4627
4628 <!--####################################################################-->
4629 <type number="26" name="Timed Gate">
4630 <ignore>
4631 <ignore_list name="non_pickable" />
4632 </ignore>
4633 <description><![CDATA[
4634 Gates play an important role in Crossfire. Gates can be opened
4635 by activating a button/trigger, by speaking passwords (-> magic_ear)
4636 or carrying special key-objects (-> inventory checker).
4637 Unlike locked doors, gates can get shut again after a player has
4638 passed, which makes them more practical in many cases. Unlike normal
4639 gates, timed gates open when triggered but automatically close again
4640 after some time.]]>
4641 </description>
4642 <use><![CDATA[
4643 Use gates to divide your maps into separated areas. After solving
4644 area A, the player gains access to area B, and so on. Make your
4645 maps more complex than "one-way". ]]>
4646 </use>
4647 <attribute arch="no_pick" value="1" type="fixed" />
4648 <attribute arch="connected" editor="connection" type="int">
4649 Whenever the inventory checker is triggered, all objects with identical
4650 &lt;connection&gt; value get activated. This only makes sense together with
4651 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4652 after some time.
4653 </attribute>
4654 <attribute arch="wc" editor="position state" type="int">
4655 The &lt;position state&gt; defines the position of the gate:
4656 Zero means completely open/down, the "number of animation-steps" (usually
4657 about 6 or 7) means completely closed/up state. I suggest you don't
4658 mess with this value - Leave the default in place.
4659 </attribute>
4660 <attribute arch="no_pass" editor="blocking passage" type="bool">
4661 For open gates, &lt;blocking passage&gt; should be unset.
4662 For closed gates it must be set.
4663 </attribute>
4664 <attribute arch="no_magic" editor="restrict spells" type="bool">
4665 Restricting the use of spells to pass this gate. This has
4666 an effect only if &lt;block view&gt; is disabled.
4667 </attribute>
4668 <attribute arch="damned" editor="restrict prayers" type="bool">
4669 Restricting the use of prayers to pass this door. This has
4670 an effect only if &lt;block view&gt; is disabled.
4671 </attribute>
4672 <attribute arch="hp" editor="open duration" type="int">
4673 Defines the duration the gate remains closed. This only takes effect
4674 if the gate is not connected.
4675 </attribute>
4676 </type>
4677
4678 <!--####################################################################-->
4679 <type number="155" name="Trap">
4680 <ignore>
4681 <attribute arch="no_pick" />
4682 <attribute arch="title" />
4683 <attribute arch="name_pl" />
4684 <attribute arch="weight" />
4685 <attribute arch="value" />
4686 <attribute arch="material" />
4687 <attribute arch="unpaid" />
4688 </ignore>
4689 <description><![CDATA[
4690 A trap is a object that can either do damage or trigger another connected object
4691 when detonated. Traps are like runes except they are not magical in nature,
4692 and generally have either a physical attack or trigger a reaction.
4693 <br><br>
4694 Traps hit any monster or person who steps on them for 'dam' damage in
4695 'attacktype' attacktype and/or trigger a reaction.
4696 <br><br>
4697 Many traps are already defined in the archetypes. ]]>
4698 </description>
4699 <use><![CDATA[
4700 Avoid monsters stepping on your traps. For example, a party of orcs setting
4701 off your lightning wall and pit trap is usually a bad idea. ]]>
4702 </use>
4703 <attribute arch="no_pick" value="1" type="fixed" />
4704 <attribute arch="walk_on" value="1" type="fixed" />
4705 <attribute arch="level" editor="trap level" type="int">
4706 Level effects how easily a trap may be found and disarmed, and
4707 how much experience the player gets for doing so. Beware: High level
4708 traps can be quite a cheap source of experience! So either make them
4709 tough, or keep the level low.
4710 </attribute>
4711 <attribute arch="Cha" editor="visibility" type="int">
4712 This value determines what fraction of the time the trap is visible:
4713 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4714 how easily the trap may be found.
4715 </attribute>
4716 <attribute arch="hp" editor="number of charges" type="int">
4717 The trap will detonate &lt;number of charges&gt; times before disappearing.
4718 </attribute>
4719 <attribute arch="dam" editor="direct damage" type="int">
4720 &lt;direct damage&gt; specifies how much damage is done by the trap.
4721 This should be set in reasonable relation to the trap's level.
4722 </attribute>
4723 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4724 This attribute defines what attacktype to use for direct damage when
4725 the trap detonates.
4726 </attribute>
4727 <attribute arch="connected" editor="connection" type="int">
4728 When the trap is detonated, all objects with the same
4729 connection value get activated.
4730 </attribute>
4731 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4732 When the trap detonates, this text is displayed to the
4733 victim. For especially powerful or complex traps, create an appropriate
4734 and thrilling description. ;)
4735 </attribute>
4736 </type>
4737
4738 <!--####################################################################-->
4739 <type number="95" name="Trapdoor">
4740 <ignore>
4741 <ignore_list name="non_pickable" />
4742 </ignore>
4743 <description><![CDATA[
4744 Trapdoors are very similar to pits. The difference is that they
4745 can not be closed. Instead, the weight of the object on the
4746 trapdoor determines weither it slams the trapdoor open and falls through
4747 or not.<br>
4748 Once a trapdoor has been opened (by a creature or items of sufficient
4749 weight,) it remains open, acting like an opened pit. ]]>
4750 </description>
4751 <use><![CDATA[
4752 Trapdoors should be used in the same fashion as pits:
4753 They should always drop the victims to some kind of lower level. They
4754 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4755 </use>
4756 <attribute arch="no_pick" value="1" type="fixed" />
4757 <attribute arch="walk_on" value="1" type="fixed" />
4758 <attribute arch="weight" editor="hold weight" type="int">
4759 This value defines how much weight the trapdoor can hold.
4760 Once items or creatures are gathered on the trapdoor, with
4761 a total weight surpassing this value, then the trapdoor will
4762 open and things start falling through.
4763 </attribute>
4764 <attribute arch="hp" editor="destination X" type="int">
4765 The trapdoor will transport creatures (and items) randomly into
4766 a two-square radius of the destination coordinates.
4767 If the destination square becomes blocked, the trapdoor will act like
4768 being filled up and not work anymore!
4769 </attribute>
4770 <attribute arch="sp" editor="destination Y" type="int">
4771 The trapdoor will transport creatures (and items) randomly into
4772 a two-square radius of the destination coordinates.
4773 If the destination square becomes blocked, the trapdoor will act like
4774 being filled up and not work anymore!
4775 </attribute>
4776 </type>
4777
4778 <!--####################################################################-->
4779 <type number="4" name="Treasure">
4780 <ignore>
4781 <attribute arch="nrof" />
4782 <attribute arch="title" />
4783 <attribute arch="name_pl" />
4784 <attribute arch="weight" />
4785 <attribute arch="value" />
4786 <attribute arch="material" />
4787 </ignore>
4788 <description><![CDATA[
4789 A treasure-object turns into certain randomitems when the map is loaded
4790 into the game. ]]>
4791 </description>
4792 <use><![CDATA[
4793 About usage of the "random-artifact" treasurelist:
4794 This will generate powerful stuff like girdles, xray helmets, special
4795 swords etc. If you put this as reward to your quest, players might be
4796 motivated to do it more than once. BUT, by doing so they will get a huge
4797 number of different artifacts! Besides, players will always seek the place
4798 with the most easy-to-get random artifact and ignore all others.
4799 My advice: Don't use it! Attract players with good fighting experience
4800 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4801 </use>
4802 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4803 This entry determines what kind of treasure will appear. Look into
4804 /crossfire/share/crossfire/treasures for details about existing
4805 treasurelists.
4806 </attribute>
4807 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4808 "Auto-generate" must be set in order to have the treasure be created
4809 when the map is loaded.
4810 If you want to create a random treasure chest, you unset this flag.
4811 That way, the player has to apply the object (the chest), then the
4812 treasure is generated.
4813 </attribute>
4814 <attribute arch="hp" editor="create number" type="int">
4815 "Create number" specifies how many pieces of the given treasurelist
4816 will appear. Note that for every piece there is a chance that nothing is
4817 generated. Also, sometimes there can be stacks of items generated, like
4818 for gems/money.
4819 </attribute>
4820 <attribute arch="exp" editor="quality level" type="int">
4821 The &lt;quality level&gt; will be used for the quality of the generated
4822 treasure instead of the map difficulty (as was done with shops).
4823 If zero/unset, the map difficulty will instead be used.
4824 (Example for comparison: Shop floors generate treasure of
4825 &lt;quality level&gt; 5 per default).
4826 </attribute>
4827 </type>
4828
4829 <!--####################################################################-->
4830 <type number="52" name="Trigger Marker">
4831 <ignore>
4832 <ignore_list name="system_object" />
4833 </ignore>
4834 <description><![CDATA[
4835 A trigger marker is an object that inserts an invisible force (a mark) into a
4836 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4837 &lt;key string&gt; which can be discovered by detectors or inventory
4838 checkers. It is also possible to use markers for removing marks again.
4839 <br><br>
4840 Note that the player has no possibility to "see" his own marks,
4841 except by the effect that they cause on the maps. ]]>
4842 </description>
4843 <use><![CDATA[
4844 Markers hold real cool possibilities for map-making. I encourage
4845 you to use them frequently. However there is one negative point
4846 about markers: Players don't "see" what's going on with them. It is
4847 your task, as map-creator, to make sure the player is always well
4848 informed and never confused.
4849 <br><br>
4850 Please avoid infinite markers when they aren't needed. They're
4851 using a little space in the player file after all, so if there
4852 is no real purpose, set an expire time. ]]>
4853 </use>
4854 <attribute arch="no_pick" value="1" type="fixed" />
4855 <attribute arch="slaying" editor="key string" type="string">
4856 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4857 If the player already has a force with that &lt;key string&gt;,
4858 there won't be inserted a second one.
4859 </attribute>
4860 <attribute arch="connected" editor="connection" type="int">
4861 Unlike a regular marker this is the connection that triggers this marker to activate.
4862 </attribute>
4863 <attribute arch="food" editor="mark duration" type="int">
4864 This value defines the duration of the force it inserts.
4865 If nonzero, the duration of the player's mark is finite:
4866 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4867 means the mark will stay on the player forever.
4868 </attribute>
4869 <attribute arch="name" editor="delete mark" type="string">
4870 When the player steps onto the marker, all existing forces in
4871 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4872 will be removed. If you don't want to remove any marks, leave
4873 this textfield empty.
4874
4875 Note that the string &lt;delete mark&gt; is set as the name of
4876 this marker. So don't be confused, and remember changing the
4877 name will take effect on the marker's functionality.
4878 </attribute>
4879 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4880 In the moment when the player gets marked, this text is displayed
4881 to him. You should really set a message in any marker you create,
4882 because it's the only way for the player to notice what's going on.
4883 </attribute>
4884 </type>
4885
4886 <!--####################################################################-->
4887 <type number="0" name="Wall">
4888 <required>
4889 <attribute arch="is_floor" value="0" />
4890 <attribute arch="alive" value="0" />
4891 <attribute arch="no_pass" value="1" />
4892 </required>
4893 <ignore>
4894 <attribute arch="nrof" />
4895 <attribute arch="title" />
4896 <attribute arch="name_pl" />
4897 <attribute arch="value" />
4898 <attribute arch="unpaid" />
4899 </ignore>
4900 <description><![CDATA[
4901 Walls usually block passage and sight. ]]>
4902 </description>
4903 <attribute arch="no_pass" editor="blocking passage" type="bool">
4904 If set, the object cannot be passed by players nor monsters.
4905 </attribute>
4906 <attribute arch="can_roll" editor="moveable" type="bool">
4907 If set, the object is able to "roll", so it can be pushed around.
4908 This setting is used for boulders and barrels.
4909 </attribute>
4910 <attribute arch="no_magic" editor="restrict spells" type="bool">
4911 This takes effect only with &lt;blocksview&gt; disabled.
4912 Restricting the use of spells to pass this wall.
4913 </attribute>
4914 <attribute arch="damned" editor="restrict prayers" type="bool">
4915 This takes effect only with &lt;blocksview&gt; disabled.
4916 Restricting the use of spells to pass this wall.
4917 </attribute>
4918 </type>
4919
4920 <!--####################################################################-->
4921 <type number="109" name="Wand &amp; Staff">
4922 <description><![CDATA[
4923 Wands contain a certain spell. The player can apply (ready) and
4924 fire the wand. After a defined number of casts, the wand is
4925 "used up". It is possible to recharge a wand with scrolls of
4926 charging, but usually that isn't worth the cost. ]]>
4927 </description>
4928 <use><![CDATA[
4929 Wands are quite seldomly used. The reason prolly is that they're
4930 generally not cost-efficient. Handing out high-level wands with
4931 powerful special spells isn't a good idea either, because of
4932 the recharge ability.
4933 <br><br>
4934 For low levels, staffs of healing/cure and word of recall are
4935 quite desirable though. Ideal rewards for low level quests. ]]>
4936 </use>
4937 <attribute arch="sp" editor="spell" type="spell">
4938 The &lt;spell&gt; specifies the contained spell.
4939 </attribute>
4940 <attribute arch="level" editor="casting level" type="int">
4941 The &lt;casting level&gt; of the wand determines it's power.
4942 An average level for wands in shops is about 10.
4943 </attribute>
4944 <attribute arch="food" editor="number of charges" type="int">
4945 The wand can be used &lt;number of charges&gt; times before it is
4946 used up. It can be recharged with scrolls of charging.
4947 </attribute>
4948 <attribute arch="startequip" editor="godgiven item" type="bool">
4949 A godgiven item vanishes as soon as the player
4950 drops it to the ground.
4951 </attribute>
4952 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4953 This text may contain a description of the wand.
4954 </attribute>
4955 </type>
4956
4957 <!--####################################################################-->
4958 <type number="0" name="Weak Wall">
4959 <required>
4960 <attribute arch="is_floor" value="0" />
4961 <attribute arch="alive" value="1" />
4962 <attribute arch="tear_down" value="1" />
4963 </required>
4964 <ignore>
4965 <ignore_list name="non_pickable" />
4966 </ignore>
4967 <description><![CDATA[
4968 A weak wall is a breakable spot amidsts a solid wall. Typically
4969 these weak walls look similar to their solid "relatives" except
4970 for a small crack or little chunks of wall on the ground. ]]>
4971 </description>
4972 <use><![CDATA[
4973 If you want to create hidden rooms, using weak walls is alot
4974 better than completely indiscernible passages in a wall.<br>
4975 Anyways, there can be a lot more to weak walls than just finding
4976 them: Rising their defensive stats, weak walls can become a
4977 serious obstacle. An ice wall might only be torn down by a fire
4978 attack for example. A granite wall for instance might be very
4979 hard to destroy. ]]>
4980 </use>
4981 <attribute arch="alive" value="1" type="fixed" />
4982 <attribute arch="no_pick" value="1" type="fixed" />
4983 <attribute arch="tear_down" value="1" type="fixed" />
4984 <attribute arch="race" editor="race" type="string">
4985 For weak walls, &lt;race&gt; should always be set to "wall",
4986 unless you create something fancy like a building which
4987 is in fact meant to be a huge animal.
4988 Note that shovels slay walls, so they do tripple damage
4989 against weak walls.
4990 </attribute>
4991 <attribute arch="level" editor="level" type="int">
4992 The &lt;level&gt; of a weak wall works similar to monster levels.
4993 Due to the fact that weak walls cannot attack, the level
4994 is much less important though.
4995 </attribute>
4996 <attribute arch="hp" editor="health points" type="int">
4997 The &lt;health points&gt; of a weak wall define how long it takes to
4998 tear it down. With every successful hit from an opponent,
4999 &lt;health points&gt; get drained.
5000 </attribute>
5001 <attribute arch="maxhp" editor="max health" type="int">
5002 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5003 weak wall can have. Since walls generally don't heal, I doubt
5004 this has much real effect.
5005 </attribute>
5006 <attribute arch="ac" editor="armour class" type="int">
5007 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5008 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5009 </attribute>
5010 <section name="resistance">
5011 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5012 </attribute>
5013 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5014 </attribute>
5015 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5016 </attribute>
5017 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5018 </attribute>
5019 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5020 </attribute>
5021 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5022 </attribute>
5023 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5024 </attribute>
5025 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5026 </attribute>
5027 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5028 </attribute>
5029 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5030 </attribute>
5031 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5032 </attribute>
5033 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5034 </attribute>
5035 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5036 </attribute>
5037 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5038 </attribute>
5039 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5040 </attribute>
5041 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5042 </attribute>
5043 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5044 </attribute>
5045 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5046 </attribute>
5047 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5048 </attribute>
5049 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5050 </attribute>
5051 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5052 </attribute>
5053 </section>
5054 </type>
5055
5056 <!--####################################################################-->
5057 <type number="15" name="Weapon">
5058 <description><![CDATA[
5059 Wielding a weapon, the object's stats will directly be inherited to the
5060 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5061 be improved with scrolls. ]]>
5062 </description>
5063 <use><![CDATA[
5064 If you create artifacts (equipment) with stats- or resistance-bonus:
5065 Keep playbalance in mind! Such items mustn't be reachable without hard
5066 fighting AND questing. ]]>
5067 </use>
5068 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5069 This number is a bitmask, specifying the weapon's attacktypes.
5070 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5071 have no more than one or two attacktypes. Keep in mind that all weapons
5072 can be blessed by the player's diety, thus adding an additional attacktype.
5073
5074 When a player hits a monster with a weapon that has more than one attacktype,
5075 then he will do as much damage as the "best" of his attacktypes does. So,
5076 the more attacktypes you've got, the better your chance to take advantage
5077 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5078 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5079 </attribute>
5080 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5081 The &lt;weapontype&gt; characterizes the weapon's type of physical
5082 attack. It could best be considered a "subclassification"
5083 of the physical attacktype. For now, this is only used for
5084 attack messages!
5085
5086 You should always set this correctly when creating new
5087 weapons for your maps.
5088 </attribute>
5089 <attribute arch="skill" editor="skill name" type="string">
5090 Matching &lt;skill name&gt; of the skill that is required
5091 to use this weapon.
5092 </attribute>
5093 <attribute arch="dam" editor="damage" type="int">
5094 The damage value is used as base value for how much damage the weapon
5095 does per hit. The actual damage involves more dependencies,
5096 like wielder's level and defender's level. Look at existing weapons
5097 to get a feel for the range of weapon damage values.
5098 </attribute>
5099 <attribute arch="slaying" editor="slaying race" type="string">
5100 Slaying means the weapon does tripple (3x) damage to monsters of the
5101 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5102 only monsters of that archtype are hit with tripple damage.
5103
5104 No god blessings are possible for weapons with a race set in this entry
5105 (That's because god blessings add tripple damage against their own
5106 enemy races). Tripple damage is very effective.
5107 </attribute>
5108 <attribute arch="last_sp" editor="weapon speed" type="int">
5109 The weapon speed determines how often the wielder can swing the weapon
5110 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5111 is best (that is lightning- fast). A typical average value is 8.
5112 Speed and damage should be kept in reasonable relation.
5113 </attribute>
5114 <attribute arch="wc" editor="weapon class" type="int">
5115 The weapon class value adds to the overall weapon class of the wielder's
5116 melee attacks. Weapon class improves the chance of hitting the opponent.
5117 </attribute>
5118 <attribute arch="magic" editor="magic bonus" type="int">
5119 For a weapon, magic bonus works just like weapon class, except that
5120 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5121 less useful than direct weapon class value on a weapon.
5122 </attribute>
5123 <attribute arch="item_power" editor="item power" type="int">
5124 The &lt;item power&gt; value measures how "powerful" an artifact is.
5125 Players will only be able to wear equipment with a certain total
5126 amount of &lt;item power&gt;, depending on their own level. This is the
5127 only way to prevent low level players to wear "undeserved" equipment
5128 (like gifts from other players or cheated items).
5129
5130 It is very important to adjust the &lt;item power&gt; value carefully
5131 for every artifact you create! If zero/unset, the CF server will
5132 calculate a provisional value at runtime, but this is never
5133 going to be an accurate measurement of &lt;item power&gt;.
5134 </attribute>
5135 <attribute arch="damned" editor="damnation" type="bool">
5136 A damned weapon cannot be unwielded unless
5137 the curse is removed. Removing damnations is
5138 a tick harder than removing curses.
5139 </attribute>
5140 <attribute arch="cursed" editor="curse" type="bool">
5141 A cursed weapon cannot be unwielded unless
5142 the curse is removed.
5143 </attribute>
5144 <attribute arch="lifesave" editor="save life" type="bool">
5145 An item with this flag enabled will save the players life
5146 for one time: When the player is wearing this item and his
5147 health points reach zero, the item disappears, replenishing
5148 half of the player's health.
5149
5150 An item with &lt;save life&gt; should not have
5151 any decent additional bonuses!
5152 </attribute>
5153 <attribute arch="unique" editor="unique item" type="bool">
5154 Unique items exist only one time on a server. If the item
5155 is taken, lost or destroyed - it's gone for good.
5156 </attribute>
5157 <attribute arch="startequip" editor="godgiven item" type="bool">
5158 A godgiven item vanishes as soon as the player
5159 drops it to the ground.
5160 </attribute>
5161 <section name="resistance">
5162 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5163 This adds physical resistance to the weapon (= armour value). The number is
5164 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5165 and what they require to do for getting this-and-that artifact.
5166 </attribute>
5167 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5168 This adds magic resistance to the weapon. The number is a percent-value in
5169 the range 0-100. Treat this with CARE. Look at other maps and what they
5170 require to do for getting this-and-that artifact.
5171 </attribute>
5172 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5173 This adds fire resistance to the weapon. The number is a percent-value in
5174 the range 0-100. Treat this with CARE. Look at other maps and what they
5175 require to do for getting this-and-that artifact.
5176 </attribute>
5177 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5178 This adds electricity resistance to the weapon. The number is a percent-value in
5179 the range 0-100. Treat this with CARE. Look at other maps and what they
5180 require to do for getting this-and-that artifact.
5181 </attribute>
5182 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5183 This adds fire resistance to the weapon. The number is a percent-value in
5184 the range 0-100. Treat this with CARE. Look at other maps and what they
5185 require to do for getting this-and-that artifact.
5186 </attribute>
5187 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5188 This adds confusion resistance to the weapon. The number is a percent-value in
5189 the range 0-100. Confusion resistance is not very effective
5190 unless the value comes close to 100 (= perfect immunity).
5191 </attribute>
5192 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5193 This adds acid resistance to the weapon. The number is a percent-value in
5194 the range 0-100. Treat this with CARE. Look at other maps and what they
5195 require to do for getting this-and-that artifact.
5196 </attribute>
5197 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5198 This adds draining resistance to the weapon. The number is a percent-value
5199 in the range 0-100. Draining resistance is little effective
5200 unless the value is 100 (= perfect immunity).
5201 </attribute>
5202 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5203 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5204 the range 0-100. Weaponmagic resistance generally should not exist on
5205 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5206 are not meant to be easily resisted.
5207 </attribute>
5208 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5209 This adds ghosthit resistance to the weapon. The number is a percent-value
5210 in the range 0-100. Treat this with CARE. Look at other maps and what they
5211 require to do for getting this-and-that artifact.
5212 </attribute>
5213 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5214 This adds poison resistance to the weapon. The number is a percent-value in
5215 the range 0-100. Treat this with CARE. Look at other maps and what they
5216 require to do for getting this-and-that artifact.
5217 </attribute>
5218 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5219 This adds fear resistance to the weapon. The number is a percent-value in
5220 the range 0-100. Resistance to fear is pretty useless.
5221 </attribute>
5222 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5223 This adds paralyze resistance to the weapon. The number is a percent-value in
5224 the range 0-100. Paralyze resistance is little effective
5225 unless the value is 100 (= perfect immunity).
5226 </attribute>
5227 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5228 This adds fear resistance to the weapon. The number is a percent-value in
5229 the range 0-100. Resistance to fear is pretty useless.
5230 </attribute>
5231 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5232 This adds depletion resistance to the weapon. The number is a percent-value
5233 in the range 0-100. Depletion resistance is little effective
5234 unless the value is 100 (= perfect immunity).
5235 </attribute>
5236 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5237 This adds death-attack resistance to the weapon. The number is a
5238 percent-value in the range 0-100. Death-attack resistance is little
5239 effective unless the value is 100 (= perfect immunity).
5240 Generally, resistance to death-attack is not supposed to be
5241 available to players!
5242 </attribute>
5243 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5244 This adds chaos resistance to the weapon. The number is a percent-value in
5245 the range 0-100. Treat this with CARE. Look at other maps and what they
5246 require to do for getting this-and-that artifact.
5247 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5248 combination of other attacktypes.
5249 </attribute>
5250 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5251 This adds blinding resistance to the weapon. The number is a percent-value
5252 in the range 0-100. Treat this with CARE. Look at other maps and what they
5253 require to do for getting this-and-that artifact.
5254 </attribute>
5255 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5256 This adds holy power resistance to the weapon. The number is a percent-value
5257 in the range 0-100. Holy power is the attacktype that holyword-type spells
5258 use to hurt undead creatures. This kind of resistance is only reasonable
5259 for undead players (wraith or devourer cult).
5260 Generally, resistance to holy word should not be available for players.
5261 </attribute>
5262 </section>
5263 <section name="stats">
5264 <attribute arch="Str" editor="strength" type="int">
5265 The player's strentgh will rise/fall by the given value
5266 while wearing this weapon.
5267 </attribute>
5268 <attribute arch="Dex" editor="dexterity" type="int">
5269 The player's dexterity will rise/fall by the given value
5270 while wearing this weapon.
5271 </attribute>
5272 <attribute arch="Con" editor="constitution" type="int">
5273 The player's constitution will rise/fall by the given value
5274 while wearing this weapon.
5275 </attribute>
5276 <attribute arch="Int" editor="intelligence" type="int">
5277 The player's intelligence will rise/fall by the given value
5278 while wearing this weapon.
5279 </attribute>
5280 <attribute arch="Pow" editor="power" type="int">
5281 The player's power will rise/fall by the given value
5282 while wearing this weapon.
5283 </attribute>
5284 <attribute arch="Wis" editor="wisdom" type="int">
5285 The player's wisdom will rise/fall by the given value while
5286 wearing this weapon.
5287 </attribute>
5288 <attribute arch="Cha" editor="charisma" type="int">
5289 The player's charisma will rise/fall by the given value
5290 while wearing this weapon.
5291 </attribute>
5292 </section>
5293 <section name="misc">
5294 <attribute arch="luck" editor="luck bonus" type="int">
5295 With positive luck bonus, the player is more likely to
5296 succeed in all sorts of things (spellcasting, praying,...).
5297 Unless the &lt;luck bonus&gt; is very high, the effect will be
5298 barely visible in-game. Luck bonus on one piece of equipment
5299 should never exceed 3, and such bonus should not be too
5300 frequently available.
5301 </attribute>
5302 <attribute arch="hp" editor="health regen." type="int">
5303 Positive &lt;health regen.&gt; bonus speeds up the
5304 player's healing process. Negative values slow it down.
5305 </attribute>
5306 <attribute arch="sp" editor="mana regen." type="int">
5307 Positive &lt;mana regen.&gt; bonus speeds up the
5308 player's mana regeneration. Negative values slow it down.
5309 </attribute>
5310 <attribute arch="grace" editor="grace regen." type="int">
5311 Positive &lt;grace regen.&gt; bonus speeds up the
5312 player's grace regeneration. Negative values slow it down.
5313 Since grace can be regenerated rather easy with praying,
5314 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5315 </attribute>
5316 <attribute arch="food" editor="food bonus" type="int">
5317 Positive &lt;food bonus&gt; slows down the player's digestion,
5318 thus he consumes less food. Negative values speed it up.
5319
5320 Note that food is consumed not only for "being alive", but
5321 also for healing and mana-regeneration.
5322 &lt;food bonus&gt; only affects the amount of food consumed
5323 for "being alive". Hence, even with high &lt;food bonus&gt;,
5324 during a fight a player can run out of food quickly.
5325 </attribute>
5326 <attribute arch="xrays" editor="xray vision" type="bool">
5327 Xray vision allows the player to see through obstacles
5328 in a two-square-wide radius. This is extremely helpful and
5329 desirable, so don't give it away for cheap on equipment.
5330 </attribute>
5331 <attribute arch="stealth" editor="stealth" type="bool">
5332 Stealth allows the player to move silently.
5333 This comes to effect if a player turns himself
5334 invisible and tries to sneak around monsters.
5335 (At least that was the idea behind it)
5336 </attribute>
5337 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5338 If a player is wearing any piece of equipment with
5339 the ability to &lt;reflect spells&gt;, all kinds of
5340 spell-bullets and -beams will bounce off him.
5341 This works only about 90% of all times, to
5342 avoid players being completely immune to certain
5343 types of attacks.
5344
5345 This is a very powerful ability and it
5346 shouldn't be handed out cheap!
5347 </attribute>
5348 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5349 If a player is wearing any piece of equipment with
5350 the ability to &lt;reflect missiles&gt;, all kinds of
5351 projectiles (e.g. arrows, bolts, boulders) will
5352 bounce off him. This works only about 90% of all
5353 times, to avoid players being completely immune to
5354 certain types of attacks.
5355 </attribute>
5356 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5357 Click on the &lt;attuned paths&gt; button to select spellpaths.
5358 The player will get attuned to the specified spellpaths
5359 while wearing this weapon.
5360 </attribute>
5361 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5362 Click on the &lt;repelled paths&gt; button to select spellpaths.
5363 The player will get repelled to the specified spellpaths
5364 while wearing this weapon.
5365 </attribute>
5366 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5367 Click on the &lt;denied paths&gt; button to select spellpaths.
5368 The specified spellpaths will be denied to the player
5369 while wearing this weapon.
5370 </attribute>
5371 </section>
5372 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5373 This text describes the weapons's "story". Every decent artifact weapon
5374 should have such a description.
5375 </attribute>
5376 </type>
5377
5378 <type number="116" name="Event Connector">
5379 <description><![CDATA[
5380 Event connectors link specific events that happen to objects to
5381 a crossfire plug-in. ]]>
5382 </description>
5383 <attribute arch="subtype" editor="event type" type="list_event_type">
5384 The type of event that triggers a notify to the plug-in.
5385 </attribute>
5386 <attribute arch="title" editor="plug-in" type="text">
5387 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5388 for python and "perl" for the Crossfire-Perl plug-in.
5389 </attribute>
5390 <attribute arch="slaying" editor="extension" type="text">
5391 The name of the extension to invoke (for python, this is the path to a script,
5392 for perl this is the name of a extension package without the ".ext" extension.
5393 </attribute>
5394 <attribute arch="name" editor="options" type="text">
5395 A string that is passed unaltered to the extension above. Often used to pass
5396 options to the extension that alter its behaviour.
5397 </attribute>
5398 </type>
5399
5400 </types>