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Revision: 1.7
Committed: Thu Mar 16 22:16:06 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.6: +6 -0 lines
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File Contents

# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the definitions-file for all the different #
5 # Crossfire object types and their attributes. #
6 # #
7 # The server code of the Crossfire game is always changing and #
8 # evolving. From time to time, object-attributes change in purpose, #
9 # or new ones are created. #
10 # Therefore, it is important that an Editor is flexible and #
11 # easy to "upgrade" to handle such new features. That's why the #
12 # CFJavaEditor reads the type-definitions from this xml file. #
13 # #
14 # If you encounter bugs, typos or missing entries in the LATEST #
15 # VERSION of this file - Don't hesitate to improve it, contact me #
16 # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17 # I will put it into the "official version" of the CFJavaEditor #
18 # and all fellow Crossfire-Map-Makers can benefit from your work! #
19 # #
20 # IMPORTANT: Make a backup copy of this file before you start #
21 # to modify it! #
22 # #
23 # New types must be inserted maintaining the alphabetical order. #
24 # #
25 # about the 'type' elements: #
26 # #
27 # <type number="15" name="Type Name"> #
28 # <import_type name="Type Name" /> import attributes of this type #
29 # <required> #
30 # list of required attributes to identifying this type #
31 # </required> #
32 # <ignore> #
33 # list of attributes not to import from default_type #
34 # </ignore> #
35 # <description><![CDATA[ #
36 # Description of this type. ]]> #
37 # </description> #
38 # <use><![CDATA[ #
39 # How to use this type. ]]> #
40 # </use> #
41 # ... attributes ... #
42 # </type> #
43 # #
44 # about the 'attribute' type: <attribute ... type="XXX" > #
45 # #
46 # bool - This attribute can only be set to '1' or '0' #
47 # int - This attribute contains a decimal number #
48 # float - This attr. contains a floating point number #
49 # string - This attribute contains a string #
50 # text - This attribute contains a text ("text" can have #
51 # linebreaks, unlike "string") #
52 # fixed - This attribute is always set to a fixed 'value' #
53 # (There is no user-input for this attribute) #
54 # spell - This attribute contains a spell. The mapmaker can #
55 # choose spells from a combo box. #
56 # nz_spell - works just like 'spell', except that the #
57 # spell-value zero is always interpreted as <none>, #
58 # never as "magic bullet" #
59 # bool_special - Like bool, but with customized true/false values #
60 # treasurelist - CF treasure list (see "treasures" file) #
61 # list_LISTNAME - list, must be defined as a <list> element #
62 # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63 # element #
64 # #
65 # Created by Andreas Vogl. #
66 ######################################################################
67 -->
68 <!DOCTYPE types [
69 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70
71 <!ELEMENT bitmask (entry*)>
72 <!ATTLIST bitmask name CDATA #REQUIRED>
73
74 <!ELEMENT list (entry*)>
75 <!ATTLIST list name CDATA #REQUIRED>
76
77 <!ELEMENT entry EMPTY>
78 <!ATTLIST entry bit CDATA #IMPLIED
79 value CDATA #IMPLIED
80 name CDATA #REQUIRED>
81
82 <!ELEMENT ignore_list (attribute* | EMPTY)>
83 <!ATTLIST ignore_list name CDATA #REQUIRED>
84
85 <!ELEMENT default_type (attribute*)>
86
87 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88 <!ATTLIST type name CDATA #REQUIRED
89 number CDATA #REQUIRED>
90
91 <!ELEMENT description (#PCDATA)>
92 <!ELEMENT use (#PCDATA)>
93
94 <!ELEMENT import_type EMPTY>
95 <!ATTLIST import_type name CDATA #REQUIRED>
96
97 <!ELEMENT required (attribute+)>
98 <!ELEMENT ignore (attribute*,ignore_list*)>
99
100 <!ELEMENT section (attribute+)>
101 <!ATTLIST section name CDATA #REQUIRED>
102
103 <!ELEMENT attribute (#PCDATA)>
104 <!ATTLIST attribute type CDATA #IMPLIED
105 arch CDATA #IMPLIED
106 arch_begin CDATA #IMPLIED
107 arch_end CDATA #IMPLIED
108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED
110 length CDATA #IMPLIED
111 true CDATA #IMPLIED
112 false CDATA #IMPLIED>
113 ]>
114
115 <types>
116
117 <!--###################### bitmask definitions ######################-->
118
119 <bitmask name="attacktype">
120 <entry bit="0" name="Physical" />
121 <entry bit="1" name="Magical" />
122 <entry bit="2" name="Fire" />
123 <entry bit="3" name="Electricity" />
124 <entry bit="4" name="Cold" />
125 <entry bit="5" name="Confusion" />
126 <entry bit="6" name="Acid" />
127 <entry bit="7" name="Drain" />
128 <entry bit="8" name="Weaponmagic" />
129 <entry bit="9" name="Ghosthit" />
130 <entry bit="10" name="Poison" />
131 <entry bit="11" name="Slow" />
132 <entry bit="12" name="Paralyze" />
133 <entry bit="13" name="Turn Undead" />
134 <entry bit="14" name="Fear" />
135 <entry bit="15" name="Cancellation" />
136 <entry bit="16" name="Depletion" />
137 <entry bit="17" name="Death" />
138 <entry bit="18" name="Chaos" />
139 <entry bit="19" name="Counterspell" />
140 <entry bit="20" name="God Power" />
141 <entry bit="21" name="Holy Power" />
142 <entry bit="22" name="Blinding" />
143 </bitmask>
144
145 <bitmask name="material">
146 <entry bit="0" name="Paper" />
147 <entry bit="1" name="Iron" />
148 <entry bit="2" name="Glass" />
149 <entry bit="3" name="Leather" />
150 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" />
155 <entry bit="9" name="Liquid" />
156 <entry bit="10" name="Soft Metal" />
157 <entry bit="11" name="Bone" />
158 <entry bit="12" name="Ice" />
159 <entry bit="13" name="(supress name on display)" />
160
161 </bitmask>
162
163 <bitmask name="spellpath">
164 <entry bit="0" name="Protection" />
165 <entry bit="1" name="Fire" />
166 <entry bit="2" name="Frost" />
167 <entry bit="3" name="Electricity" />
168 <entry bit="4" name="Missiles" />
169 <entry bit="5" name="Self" />
170 <entry bit="6" name="Summoning" />
171 <entry bit="7" name="Abjuration" />
172 <entry bit="8" name="Restoration" />
173 <entry bit="9" name="Detonation" />
174 <entry bit="10" name="Mind" />
175 <entry bit="11" name="Creation" />
176 <entry bit="12" name="Teleportation" />
177 <entry bit="13" name="Information" />
178 <entry bit="14" name="Transmutation" />
179 <entry bit="15" name="Transferrence" />
180 <entry bit="16" name="Turning" />
181 <entry bit="17" name="Wounding" />
182 <entry bit="18" name="Death" />
183 <entry bit="19" name="Light" />
184 </bitmask>
185
186 <bitmask name="will_apply">
187 <entry bit="0" name="Apply Handles" />
188 <entry bit="1" name="Open Chests" />
189 <entry bit="2" name="Break Walls" />
190 <entry bit="3" name="Open Doors" />
191 </bitmask>
192
193 <bitmask name="pick_up">
194 <entry bit="0" name="Nothing" />
195 <entry bit="1" name="Wealth" />
196 <entry bit="2" name="Food" />
197 <entry bit="3" name="Weapons" />
198 <entry bit="4" name="Armour" />
199 <entry bit="5" name="Inverse" />
200 <entry bit="6" name="All" />
201 </bitmask>
202
203 <!--###################### list definitions ######################-->
204
205 <list name="direction">
206 <entry value="0" name="&lt;none&gt;" />
207 <entry value="1" name="north" />
208 <entry value="2" name="northeast" />
209 <entry value="3" name="east" />
210 <entry value="4" name="southeast" />
211 <entry value="5" name="south" />
212 <entry value="6" name="southwest" />
213 <entry value="7" name="west" />
214 <entry value="8" name="northwest" />
215 </list>
216
217 <list name="mood">
218 <entry value="0" name="furious" />
219 <entry value="1" name="angry" />
220 <entry value="2" name="calm" />
221 <entry value="3" name="sleep" />
222 <entry value="4" name="charm" />
223 </list>
224
225 <list name="potion_effect">
226 <entry value="0" name="&lt;none&gt;" />
227 <entry value="65536" name="life restoration" />
228 <entry value="1048576" name="improvement" />
229 </list>
230
231 <list name="weapon_type">
232 <entry value="0" name="&lt;unknown&gt;" />
233 <entry value="1" name="sword" />
234 <entry value="2" name="arrows" />
235 <entry value="3" name="axe" />
236 <entry value="4" name="katana" />
237 <entry value="5" name="knife, dagger" />
238 <entry value="6" name="whip, chain" />
239 <entry value="7" name="hammer, flail" />
240 <entry value="8" name="club, stick" />
241 </list>
242
243 <list name="skill_type">
244 <entry value="1" name="lockpicking" />
245 <entry value="2" name="hiding" />
246 <entry value="3" name="smithery" />
247 <entry value="4" name="bowyer" />
248 <entry value="5" name="jeweler" />
249 <entry value="6" name="alchemy" />
250 <entry value="7" name="stealing" />
251 <entry value="8" name="literacy" />
252 <entry value="9" name="bargaining" />
253 <entry value="10" name="jumping" />
254 <entry value="11" name="detect magic" />
255 <entry value="12" name="oratory" />
256 <entry value="13" name="singing" />
257 <entry value="14" name="detect curse" />
258 <entry value="15" name="find traps" />
259 <entry value="16" name="mediatation" />
260 <entry value="17" name="punching" />
261 <entry value="18" name="flame touch" />
262 <entry value="19" name="karate" />
263 <entry value="20" name="climbing" />
264 <entry value="21" name="woodsman" />
265 <entry value="22" name="inscription" />
266 <entry value="23" name="one handed weapons" />
267 <entry value="24" name="missile weapons" />
268 <entry value="25" name="throwing" />
269 <entry value="26" name="use magic item" />
270 <entry value="27" name="disarm traps" />
271 <entry value="28" name="set traps" />
272 <entry value="29" name="thaumaturgy" />
273 <entry value="30" name="praying" />
274 <entry value="31" name="clawing" />
275 <entry value="32" name="levitation" />
276 <entry value="33" name="summoning" />
277 <entry value="34" name="pyromancy" />
278 <entry value="35" name="evocation" />
279 <entry value="36" name="sorcery" />
280 <entry value="37" name="two handed weapons" />
281 </list>
282
283 <list name="spell_type">
284 <entry value="1" name="raise dead" />
285 <entry value="2" name="rune" />
286 <entry value="3" name="make mark" />
287 <entry value="4" name="bolt" />
288 <entry value="5" name="bullet" />
289 <entry value="6" name="explosion" />
290 <entry value="7" name="cone" />
291 <entry value="8" name="bomb" />
292 <entry value="9" name="wonder" />
293 <entry value="10" name="smite" />
294 <entry value="11" name="magic missile" />
295 <entry value="12" name="summon golem" />
296 <entry value="13" name="dimension door" />
297 <entry value="14" name="magic mapping" />
298 <entry value="15" name="magic wall" />
299 <entry value="16" name="destruction" />
300 <entry value="17" name="perceive self" />
301 <entry value="18" name="word of recall" />
302 <entry value="19" name="invisible" />
303 <entry value="20" name="probe" />
304 <entry value="21" name="healing" />
305 <entry value="22" name="create food" />
306 <entry value="23" name="earth to dust" />
307 <entry value="24" name="change ability" />
308 <entry value="25" name="bless" />
309 <entry value="26" name="curse" />
310 <entry value="27" name="summon monster" />
311 <entry value="28" name="recharge" />
312 <entry value="29" name="polymorph" />
313 <entry value="30" name="alchemy" />
314 <entry value="31" name="remove curse" />
315 <entry value="32" name="identify" />
316 <entry value="33" name="detection" />
317 <entry value="34" name="mood change" />
318 <entry value="35" name="moving ball" />
319 <entry value="36" name="swarm" />
320 <entry value="37" name="charge mana" />
321 <entry value="38" name="dispel rune" />
322 <entry value="39" name="create missile" />
323 <entry value="40" name="consecrate" />
324 <entry value="41" name="animate weapon" />
325 <entry value="42" name="light" />
326 <entry value="43" name="change map light" />
327 <entry value="44" name="faery fire" />
328 <entry value="45" name="disease" />
329 <entry value="46" name="aura" />
330 <entry value="47" name="town portal" />
331 </list>
332
333 <list name="event_type">
334 <entry value="0" name="none" />
335 <entry value="1" name="apply" />
336 <entry value="2" name="attack" />
337 <entry value="3" name="death" />
338 <entry value="4" name="drop" />
339 <entry value="5" name="pickup" />
340 <entry value="6" name="say" />
341 <entry value="7" name="stop" />
342 <entry value="8" name="time" />
343 <entry value="9" name="throw" />
344 <entry value="10" name="trigger" />
345 <entry value="11" name="close" />
346 <entry value="12" name="timer" />
347 <entry value="28" name="move" />
348 </list>
349
350 <!--###################### default attributes ######################-->
351
352 <!--
353 The attributes of the default_type get added to all other types by default.
354 Every type can have an 'ignore' element however, which is used to specify
355 default attributes *not* to inherit.
356 -->
357 <default_type>
358 <attribute arch="name" editor="name" type="string">
359 This is the name of the object, displayed to the player.
360 </attribute>
361 <attribute arch="name_pl" editor="plural name" type="string">
362 This is the plural name of the object. A plural name must be set for
363 all items that can be picked up and collected by the player.
364 </attribute>
365 <attribute arch="title" editor="title" type="string">
366 This is the object's title. Once an object is identified the title is
367 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
368 </attribute>
369 <attribute arch="face" editor="image" type="string">
370 The image-name defines what image is displayed for this object in-game.
371 </attribute>
372 <attribute arch="nrof" editor="number" type="int">
373 This value determines the number of objects in one stack (for example:
374 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
375 any pickable object - otherwise it won't be mergeable into a stack.
376 </attribute>
377 <attribute arch="weight" editor="weight" type="int">
378 This value defines the object's weight in grams (1000g is 1kg). Objects with
379 zero weight are not pickable for players. Still, set the "non-pickable"-flag
380 for explicitly non-pickable objects (hey, this is opensource.. you
381 never know ;) ).
382 </attribute>
383 <attribute arch="value" editor="value" type="int">
384 Adds a certain value to the object: It will be worth that many times the
385 default value from it's archetype (E.g. "value = 3" means three times
386 worth the default value). Value for buying/selling will be
387 further modified by various factors. Hence, testing values in-game is
388 usually inevitable.
389 </attribute>
390 <attribute arch="glow_radius" editor="glow radius" type="int">
391 If &lt;glow radius&gt; is set to a value greater zero, the object
392 appears lit up on dark maps. &lt;glow radius&gt; can be a value
393 between 0 and 4, the higher, the more light does the object emit.
394 </attribute>
395 <attribute arch="material" editor="material" type="bitmask_material">
396 This bitmask-value informs the player of which material(s) the
397 object consists. Material does also affect how likely the object
398 can be destroyed by hazardous spell-effects.
399 </attribute>
400 <attribute arch="no_pick" editor="non-pickable" type="bool">
401 If set, the object cannot be picked up (Neither by players nor monsters).
402 </attribute>
403 <attribute arch="invisible" editor="invisible" type="bool">
404 Generally makes the object invisible. Depending on the object-type,
405 some can be made visible by the show_invisible spell. If in doubt, test it.
406 Putting an invisible object under the floor always prevents it from being
407 shown.
408 </attribute>
409 <attribute arch="blocksview" editor="block view" type="bool">
410 If an item is set to block view, players (and monsters) cannot
411 see byond it unless they cross it or manage to stand ontop.
412 </attribute>
413 <attribute arch="identified" editor="identified" type="bool">
414 If an item is identified, the player has full knowledge about it.
415 </attribute>
416 <attribute arch="unpaid" editor="unpaid" type="bool">
417 An &lt;unpaid&gt; item cannot be used unless a player carried it over
418 a shop mat, paying the demanded price. Setting this flag makes sense
419 only for pickable items inside shops.
420 </attribute>
421 </default_type>
422
423 <!-- This ignorelist is for all system objects which are non pickable
424 and invisible. They don't interact with players at all. -->
425 <ignore_list name="system_object">
426 <attribute arch="value" />
427 <attribute arch="nrof" />
428 <attribute arch="weight" />
429 <attribute arch="name_pl" />
430 <attribute arch="material" />
431 <attribute arch="no_pick" />
432 <attribute arch="unpaid" />
433 <attribute arch="title" />
434 <attribute arch="glow_radius" />
435 <attribute arch="identified" />
436 <attribute arch="blocksview" />
437 <attribute arch="invisible" />
438 </ignore_list>
439
440 <!-- This ignorelist is for non-pickable objects. They can be seen by
441 the player, but don't have values like material or weight. -->
442 <ignore_list name="non_pickable">
443 <attribute arch="value" />
444 <attribute arch="nrof" />
445 <attribute arch="weight" />
446 <attribute arch="name_pl" />
447 <attribute arch="material" />
448 <attribute arch="no_pick" />
449 <attribute arch="unpaid" />
450 <attribute arch="title" />
451 <attribute arch="identified" />
452 </ignore_list>
453
454 <!--####################################################################-->
455 <type number="0" name="Misc">
456 <required>
457 <!-- this is a special case: The "misc" type with type number 0 is
458 the fallback for all types which don't match any other defined types.
459 The required attribute "misc x" prevents that it gets confused with
460 other types like "monster & npc" which also have type number 0. -->
461 <attribute arch="misc" value="x" />
462 </required>
463 <attribute arch="no_pass" editor="blocking passage" type="bool">
464 If set, the object cannot be passed by players nor monsters.
465 </attribute>
466 <attribute arch="cursed" editor="cursed" type="bool">
467 Curses can have various effects: On equipment and food,
468 they generally harm the player in some way.
469 </attribute>
470 <attribute arch="damned" editor="damned" type="bool">
471 A damned item/floor on the ground makes it impossible for players
472 to use prayers on that spot. It also prevents players from saving.
473 Damnation on equipment works similar to a curse.
474 </attribute>
475 <attribute arch="unique" editor="unique item" type="bool">
476 Unique items exist only one time on a server. If the item
477 is taken, lost or destroyed - it's gone for good.
478 </attribute>
479 <attribute arch="startequip" editor="godgiven item" type="bool">
480 A godgiven item vanishes as soon as the player
481 drops it to the ground.
482 </attribute>
483 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
484 This text may describe the object.
485 </attribute>
486 </type>
487
488 <!--####################################################################-->
489 <type number="110" name="Ability">
490 <ignore>
491 <ignore_list name="system_object" />
492 </ignore>
493 <description><![CDATA[
494 Abilities are to be put in a monster's inventory. They grant monsters the
495 knowledge to cast spells. Spells from abilities are usually magical in
496 nature, thus adding magic attacktype to the spell-damage they produce.
497 <br><br>
498 A particularly nice feature of abilities is that they can hold two
499 spells: One for short range- and one for long range use.
500 \n\n
501 You should know that spellcasting monsters receive abilities via
502 &lt;treasurelist&gt;. ]]>
503 </description>
504 <use><![CDATA[
505 If you want to create "customized" spellcasting monsters, you
506 should use abilities (rather than spellbooks/wands or something).
507 The long/short-range spell feature can make boss-monsters more
508 interesting and challenging.
509 <br><br>
510 You should keep in mind that magic abilities allow players
511 to get better resistance. You can turn off the magic part to
512 make the spells more dangerous. However, this really shouldn't
513 be neccessary unless you work on very high level maps.
514 And what fun is a magic resistance cloak when it has no effect? ]]>
515 </use>
516 <attribute arch="invisible" value="1" type="fixed" />
517 <attribute arch="no_drop" value="1" type="fixed" />
518 <attribute arch="sp" editor="short range spell" type="spell">
519 The monster will use the specified &lt;short range spell&gt;
520 when the player is within 6-square radius (of the
521 monster's head).
522 </attribute>
523 <attribute arch="hp" editor="long range spell" type="nz_spell">
524 The monster will use the specified &lt;long range spell&gt;
525 when the player is at least 6 squares away (from the
526 monster's head).
527
528 Setting a &lt;long range spell&gt; is optional. If unset, the
529 &lt;short range spell&gt; gets used all the time.
530 </attribute>
531 <attribute arch="maxsp" editor="importance" type="int">
532 Sometimes you'll want a monster to use one ability more than others.
533 To achieve this, set the &lt;importance&gt; to a value greater than
534 one. Abilities with this value zero/unset are counted to be of
535 &lt;importance&gt; one.
536
537 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
538 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
539 times the "small fireball".
540 </attribute>
541 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
542 This flag specifies whether the ability &lt;is magical&gt; in nature.
543 If enabled, all spells produced by this ability will have magic
544 attacktype added to the usual attacktypes.
545
546 This should always be set for spell-like abilities. "Natural"
547 abilities like a dragon's firebreath are an exception.
548 Note that non-magical abilities are more dangerous because
549 magic resistance does not protect from those.</attribute>
550 </type>
551
552 <!--####################################################################-->
553 <type number="18" name="Altar">
554 <ignore>
555 <ignore_list name="non_pickable" />
556 </ignore>
557 <description><![CDATA[
558 When a player puts a defined number of certain items on the altar,
559 then either a spell is casted (on the player) or a connector is
560 triggered. If the latter is the case, the altar works only once.
561 Either way, the sacrificed item disappears. ]]>
562 </description>
563 <attribute arch="no_pick" value="1" type="fixed" />
564 <attribute arch="walk_on" value="1" type="fixed" />
565 <attribute arch="slaying" editor="match item name" type="string">
566 This string specifies the item that must be put on the altar to
567 activate it. It can either be the name of an archetype, or directly
568 the name of an object. Yet, titles are not recognized by altars.
569 Remember to put a note somewhere, telling the player what he is
570 expected to drop on the altar. (Often this is put in the altar's
571 name: E.g. "drop 100 platinums")
572 </attribute>
573 <attribute arch="food" editor="drop amount" type="int">
574 The drop amount specifies the amount of items (specified
575 in &lt;match item name&gt;) that must be dropped to activate the altar.
576
577 If &lt;match item name&gt; is set to "money", then the value of the
578 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
579 200 silver, 20 gold, or 4 platinum will all work.)
580
581 Note that the maximum possible for &lt;drop amount&gt; is 32767.
582 </attribute>
583 <attribute arch="connected" editor="connection" type="int">
584 If a connection value is set, the altar will trigger all objects
585 with the same value, when activated. This will only work once.
586 </attribute>
587 <attribute arch="sp" editor="spell" type="spell">
588 When activated, the selected &lt;spell&gt; will be casted (once, on the
589 player). This should work for any given spell. The altar will work
590 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
591 one altar.
592 </attribute>
593 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
594 This text will be displayed to the player
595 in the exact moment when the altar is activated.
596 </attribute>
597 </type>
598
599 <!--####################################################################-->
600 <type number="31" name="Altar Trigger">
601 <ignore>
602 <ignore_list name="non_pickable" />
603 </ignore>
604 <description><![CDATA[
605 Altar_triggers work pretty much like normal altars
606 (drop sacrifice -> connection activated), except for the fact that
607 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
608 </description>
609 <use><![CDATA[
610 Altar_triggers are very useful if you want to charge a price for...
611 <UL>
612 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
613 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
614 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
615 </UL>
616 The big advantage over normal altars is the infinite usability
617 of altar_triggers! If there are ten players on one server, they're
618 quite grateful if things work more than once. =) ]]>
619 </use>
620 <attribute arch="no_pick" value="1" type="fixed" />
621 <attribute arch="slaying" editor="match item name" type="string">
622 This string specifies the item that must be put on the altar to
623 activate it. It can either be the name of an archetype, or directly
624 the name of an object. Yet, titles are not recognized by altars.
625 Remember to put a note somewhere, telling the player what he is
626 expected to drop on the altar. (Often this is put in the altar's
627 name: E.g. "drop 100 platinums")
628 </attribute>
629 <attribute arch="food" editor="drop amount" type="int">
630 The drop amount specifies the amount of items (specified
631 in &lt;match item name&gt;) that must be dropped to activate the altar.
632
633 If &lt;match item name&gt; is set to "money", then the value of the
634 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
635 200 silver, 20 gold, or 4 platinum will all work.)
636
637 Note that the maximum possible for &lt;drop amount&gt; is 32767.
638 </attribute>
639 <attribute arch="connected" editor="connection" type="int">
640 If a connection value is set, the altar will trigger all objects
641 with the same value, when activated. This will only work once.
642 </attribute>
643 <attribute arch="sp" editor="spell" type="spell">
644 When activated, this &lt;spell&gt; will be casted (once, on the player).
645 This should work for any given spell. The altar will work infinitely
646 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
647 </attribute>
648 <attribute arch="exp" editor="reset time" type="int">
649 Being activated, the altar will reset after &lt;reset time&gt; ticks.
650 After reset, the altar is ready to be activated once again.
651 The default &lt;reset time&gt; is 30.
652 </attribute>
653 <attribute arch="last_sp" editor="ignore reset" type="bool">
654 If this attribute is enabled, the altar_trigger won't push the
655 connected value by altar reset. Only ONCE by dropping the sacrifice.
656 This is typically used when the altar is connected to a creator,
657 e.g. for selling tickets.
658
659 If this attribute is disabled (default), the altar_trigger
660 will push the connected value TWICE per sacrifice: First by
661 dropping sacrifice, second by reset. This mode is typically
662 used for altars being connected to gates, resulting in the
663 gate being opened and closed again.
664 </attribute>
665 <attribute arch="walk_on" value="1" type="fixed">
666 </attribute>
667 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
668 This text will be displayed to the player
669 in the exact moment when the altar is activated.
670 </attribute>
671 </type>
672
673 <!--####################################################################-->
674 <type number="39" name="Amulet">
675 <description><![CDATA[
676 Wearing an amulet, the object's stats will directly be inherited to
677 the player. Amulets are usually meant for protection and defense. ]]>
678 </description>
679 <use><![CDATA[
680 Feel free to create your own special artifacts. However, it is very
681 important that you keep your artifact in balance with existing maps. ]]>
682 </use>
683 <attribute arch="ac" editor="armour class" type="int">
684 This value defines the amount of armour-class bonus for wearing
685 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
686 values are better. It should usually be set only for armour-like equipment.
687 </attribute>
688 <attribute arch="wc" editor="weapon class" type="int">
689 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
690 melee attacks. Weapon class improves the chance of hitting the opponent.
691 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
692 be set only for weapon-like items. Lower values are better.
693 </attribute>
694 <attribute arch="item_power" editor="item power" type="int">
695 The &lt;item power&gt; value measures how "powerful" an artifact is.
696 Players will only be able to wear equipment with a certain total
697 amount of &lt;item power&gt;, depending on their own level. This is the
698 only way to prevent low level players to wear "undeserved" equipment
699 (like gifts from other players or cheated items).
700
701 It is very important to adjust the &lt;item power&gt; value carefully
702 for every artifact you create! If zero/unset, the CF server will
703 calculate a provisional value at runtime, but this is never
704 going to be an accurate measurement of &lt;item power&gt;.
705 </attribute>
706 <attribute arch="damned" editor="damnation" type="bool">
707 A damned piece of equipment cannot be unwielded unless the curse
708 is removed. Removing damnations is a tick harder than removing curses.
709 </attribute>
710 <attribute arch="cursed" editor="curse" type="bool">
711 A cursed piece of equipment cannot be unwielded
712 unless the curse is removed.
713 </attribute>
714 <attribute arch="lifesave" editor="save life" type="bool">
715 An item with this flag enabled will save the players life
716 for one time: When the player is wearing this item and his
717 health points reach zero, the item disappears, replenishing
718 half of the player's health.
719
720 An item with &lt;save life&gt; should not have
721 any decent additional bonuses!
722 </attribute>
723 <attribute arch="unique" editor="unique item" type="bool">
724 Unique items exist only one time on a server. If the item
725 is taken, lost or destroyed - it's gone for good.
726 </attribute>
727 <attribute arch="startequip" editor="godgiven item" type="bool">
728 A godgiven item vanishes as soon as the player
729 drops it to the ground.
730 </attribute>
731 <attribute arch="applied" editor="is applied" type="bool">
732 If you put this item into the inventory of a monster, and
733 you want the monster to use/wear the item - you must set
734 &lt;is applied&gt;.
735 Enabling this flag doesn't make any sense if the item
736 is NOT in a monster's inventory.
737 </attribute>
738 <section name="resistance">
739 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
740 This adds physical resistance to the item (= armour value). The number is
741 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
742 and what they require to do for getting this-and-that artifact.
743 </attribute>
744 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
745 This adds magic resistance to the item. The number is a percent-value in
746 the range 0-100. Treat this with CARE. Look at other maps and what they
747 require to do for getting this-and-that artifact.
748 </attribute>
749 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
750 This adds fire resistance to the item. The number is a percent-value in
751 the range 0-100. Treat this with CARE. Look at other maps and what they
752 require to do for getting this-and-that artifact.
753 </attribute>
754 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
755 This adds electricity resistance to the item. The number is a percent-value in
756 the range 0-100. Treat this with CARE. Look at other maps and what they
757 require to do for getting this-and-that artifact.
758 </attribute>
759 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
760 This adds fire resistance to the item. The number is a percent-value in
761 the range 0-100. Treat this with CARE. Look at other maps and what they
762 require to do for getting this-and-that artifact.
763 </attribute>
764 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
765 This adds confusion resistance to the item. The number is a percent-value in
766 the range 0-100. Confusion resistance is not very effective
767 unless the value comes close to 100 (= perfect immunity).
768 </attribute>
769 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
770 This adds acid resistance to the item. The number is a percent-value in
771 the range 0-100. Treat this with CARE. Look at other maps and what they
772 require to do for getting this-and-that artifact.
773 </attribute>
774 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
775 This adds draining resistance to the item. The number is a percent-value
776 in the range 0-100. Draining resistance is little effective
777 unless the value is 100 (= perfect immunity).
778 </attribute>
779 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
780 This adds weaponmagic resistance to the item. The number is a percent-value in
781 the range 0-100. Weaponmagic resistance generally should not exist on
782 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
783 are not meant to be easily resisted.
784 </attribute>
785 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
786 This adds ghosthit resistance to the item. The number is a percent-value
787 in the range 0-100. Treat this with CARE. Look at other maps and what they
788 require to do for getting this-and-that artifact.
789 </attribute>
790 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
791 This adds poison resistance to the item. The number is a percent-value in
792 the range 0-100. Treat this with CARE. Look at other maps and what they
793 require to do for getting this-and-that artifact.
794 </attribute>
795 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
796 This adds fear resistance to the item. The number is a percent-value in
797 the range 0-100. Resistance to fear is pretty useless.
798 </attribute>
799 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
800 This adds paralyze resistance to the item. The number is a percent-value in
801 the range 0-100. Paralyze resistance is little effective
802 unless the value is 100 (= perfect immunity).
803 </attribute>
804 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
805 This adds fear resistance to the item. The number is a percent-value in
806 the range 0-100. Resistance to fear is pretty useless.
807 </attribute>
808 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
809 This adds depletion resistance to the item. The number is a percent-value
810 in the range 0-100. Depletion resistance is little effective
811 unless the value is 100 (= perfect immunity).
812 </attribute>
813 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
814 This adds death-attack resistance to the item. The number is a
815 percent-value in the range 0-100. Death-attack resistance is little
816 effective unless the value is 100 (= perfect immunity).
817 Generally, resistance to death-attack is not supposed to be
818 available to players!
819 </attribute>
820 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
821 This adds chaos resistance to the item. The number is a percent-value in
822 the range 0-100. Treat this with CARE. Look at other maps and what they
823 require to do for getting this-and-that artifact.
824 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
825 combination of other attacktypes.
826 </attribute>
827 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
828 This adds blinding resistance to the item. The number is a percent-value
829 in the range 0-100. Treat this with CARE. Look at other maps and what they
830 require to do for getting this-and-that artifact.
831 </attribute>
832 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
833 This adds holy power resistance to the item. The number is a percent-value
834 in the range 0-100. Holy power is the attacktype that holyword-type spells
835 use to hurt undead creatures. This kind of resistance is only reasonable
836 for undead players (wraith or devourer cult).
837 Generally, resistance to holy word should not be available for players.
838 </attribute>
839 </section>
840 <section name="stats">
841 <attribute arch="Str" editor="strength" type="int">
842 The player's strentgh will rise/fall by the given value
843 while wearing this piece of equipment.
844 </attribute>
845 <attribute arch="Dex" editor="dexterity" type="int">
846 The player's dexterity will rise/fall by the given value
847 while wearing this piece of equipment.
848 </attribute>
849 <attribute arch="Con" editor="constitution" type="int">
850 The player's constitution will rise/fall by the given value
851 while wearing this piece of equipment.
852 </attribute>
853 <attribute arch="Int" editor="intelligence" type="int">
854 The player's intelligence will rise/fall by the given value
855 while wearing this piece of equipment.
856 </attribute>
857 <attribute arch="Pow" editor="power" type="int">
858 The player's power will rise/fall by the given value
859 while wearing this piece of equipment.
860 </attribute>
861 <attribute arch="Wis" editor="wisdom" type="int">
862 The player's wisdom will rise/fall by the given value while
863 wearing this piece of equipment.
864 </attribute>
865 <attribute arch="Cha" editor="charisma" type="int">
866 The player's charisma will rise/fall by the given value
867 while wearing this piece of equipment.
868 </attribute>
869 </section>
870 <section name="misc">
871 <attribute arch="luck" editor="luck bonus" type="int">
872 With positive luck bonus, the player is more likely to
873 succeed in all sorts of things (spellcasting, praying,...).
874 Unless the &lt;luck bonus&gt; is very high, the effect will be
875 barely visible in-game. Luck bonus on one piece of equipment
876 should never exceed 3, and such bonus should not be too
877 frequently available.
878 </attribute>
879 <attribute arch="hp" editor="health regen." type="int">
880 Positive &lt;health regen.&gt; bonus speeds up the
881 player's healing process. Negative values slow it down.
882 </attribute>
883 <attribute arch="sp" editor="mana regen." type="int">
884 Positive &lt;mana regen.&gt; bonus speeds up the
885 player's mana regeneration. Negative values slow it down.
886 </attribute>
887 <attribute arch="grace" editor="grace regen." type="int">
888 Positive &lt;grace regen.&gt; bonus speeds up the
889 player's grace regeneration. Negative values slow it down.
890 Since grace can be regenerated rather easy with praying,
891 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
892 </attribute>
893 <attribute arch="food" editor="food bonus" type="int">
894 Positive &lt;food bonus&gt; slows down the player's digestion,
895 thus he consumes less food. Negative values speed it up.
896
897 Note that food is consumed not only for "being alive", but
898 also for healing and mana-regeneration.
899 &lt;food bonus&gt; only affects the amount of food consumed
900 for "being alive". Hence, even with high &lt;food bonus&gt;,
901 during a fight a player can run out of food quickly.
902 </attribute>
903 <attribute arch="xrays" editor="xray vision" type="bool">
904 Xray vision allows the player to see through obstacles
905 in a two-square-wide radius. This is extremely helpful and
906 desirable, so don't give it away for cheap on equipment.
907 </attribute>
908 <attribute arch="stealth" editor="stealth" type="bool">
909 Stealth allows the player to move silently.
910 This comes to effect if a player turns himself
911 invisible and tries to sneak around monsters.
912 (At least that was the idea behind it)
913 </attribute>
914 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
915 If a player is wearing any piece of equipment with
916 the ability to &lt;reflect spells&gt;, all kinds of
917 spell-bullets and -beams will bounce off him.
918 This works only about 90% of all times, to
919 avoid players being completely immune to certain
920 types of attacks.
921
922 This is a very powerful ability and it
923 shouldn't be handed out cheap!
924 </attribute>
925 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
926 If a player is wearing any piece of equipment with
927 the ability to &lt;reflect missiles&gt;, all kinds of
928 projectiles (e.g. arrows, bolts, boulders) will
929 bounce off him. This works only about 90% of all
930 times, to avoid players being completely immune to
931 certain types of attacks.
932 </attribute>
933 <attribute arch="flying" editor="levitate" type="bool">
934 As soon as the player applies a piece of equipment with
935 &lt;levitate&gt; set, the player will start to float in the air.
936 </attribute>
937 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
938 Click on the &lt;attuned paths&gt; button to select spellpaths.
939 The player will get attuned to the specified spellpaths
940 while wearing this item.
941 </attribute>
942 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
943 Click on the &lt;repelled paths&gt; button to select spellpaths.
944 The player will get repelled to the specified spellpaths
945 while wearing this item.
946 </attribute>
947 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
948 Click on the &lt;denied paths&gt; button to select spellpaths.
949 The specified spellpaths will be denied to the player
950 while wearing this item.
951 </attribute>
952 </section>
953 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
954 This text describes the item's "story". Every decent artifact
955 should have such a description.
956 </attribute>
957 </type>
958
959 <!--####################################################################-->
960 <type number="58" name="Battleground">
961 <ignore>
962 <ignore_list name="non_pickable" />
963 </ignore>
964 <description><![CDATA[
965 Battleground is very special: In short, players can die on battleground
966 without any death penalties. They don't loose or gain experience
967 while on battleground. Acid, draining and depletion effects don't
968 work either.
969 When a player dies on battleground, he gets teleported to an exit
970 location which is defined in the battleground object. ]]>
971 </description>
972 <use><![CDATA[
973 Battleground is only meant for player vs. player duels. You can
974 design combat arenas similiar to the one in scorn.<br>
975 What should NEVER be done is placing battleground tiles in
976 open dungeons or other free kinds of land.
977 It must not be possible to gain significant treasure for fighting
978 on battleground, because it bears no risk.<br><br>
979 (Battleground will cease to work when the image or name is changed,
980 or when it is placed beneath another floor tile.
981 This is not a bug, it is there to prevent any attempts of placing
982 "hidden" battleground tiles anywhere.) ]]>
983 </use>
984 <attribute arch="no_pick" value="1" type="fixed" />
985 <attribute arch="is_floor" value="1" type="fixed" />
986 <attribute arch="hp" editor="destination X" type="int">
987 The exit destinations define the (x, y)-coordinates where players
988 get teleported after they died on this battleground.
989 </attribute>
990 <attribute arch="sp" editor="destination Y" type="int">
991 The exit destinations define the (x, y)-coordinates where players
992 get teleported after they died on this battleground.
993 </attribute>
994 </type>
995
996 <!--####################################################################-->
997 <type number="8" name="Book">
998 <description><![CDATA[
999 Applying a book, the containing message is displayed to the player. ]]>
1000 </description>
1001 <attribute arch="level" editor="literacy level" type="int">
1002 If this value is set to be greater than zero, the player needs a
1003 certain literacy level to succeed reading the book. The book can be
1004 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1005 book can be a nice idea, personally I like it when a player needs
1006 more than his fighting skills to solve a quest. However, keep the
1007 booklevel at least below 15 because it is quite hard to gain high
1008 mental levels.
1009 </attribute>
1010 <attribute arch="startequip" editor="godgiven item" type="bool">
1011 A godgiven item vanishes as soon as the player
1012 drops it to the ground.
1013 </attribute>
1014 <attribute arch="unique" editor="unique item" type="bool">
1015 Unique items exist only one time on a server. If the item
1016 is taken, lost or destroyed - it's gone for good.
1017 </attribute>
1018 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1019 This is the text that appears "written" in the book.
1020 </attribute>
1021 </type>
1022
1023 <!--####################################################################-->
1024 <type number="99" name="Boots">
1025 <import_type name="Amulet" />
1026 <description><![CDATA[
1027 Wearing boots, the object's stats will directly be inherited to
1028 the player. Usually enhancing his speed, or granting some minor
1029 protection bonus. ]]>
1030 </description>
1031 <use><![CDATA[
1032 Feel free to create your own special artifacts. However, it is very
1033 important that you keep your artifact in balance with existing maps. ]]>
1034 </use>
1035 <attribute arch="exp" editor="speed bonus" type="int">
1036 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1037 while worn. This kind of bonus is quite desirable for players of low-
1038 and medium level. High level players usually have fastest possible
1039 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1040 Still, this bonus is good for nice artifacts - not everything has
1041 to be for highest level.
1042 </attribute>
1043 <attribute arch="magic" editor="magic bonus" type="int">
1044 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1045 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1046 than direct armour-class bonus on the boots.
1047
1048 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1049 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1050 </attribute>
1051 </type>
1052
1053 <!--####################################################################-->
1054 <type number="104" name="Bracers">
1055 <import_type name="Amulet" />
1056 <description><![CDATA[
1057 Bracers are armour-plates worn around the wrists.
1058 Wearing bracer, the object's stats will directly be inherited to
1059 the player. Usually enhancing his defense. ]]>
1060 </description>
1061 <use><![CDATA[
1062 Feel free to create your own special artifacts. However, it is very
1063 important that you keep your artifact in balance with existing maps. ]]>
1064 </use>
1065 <attribute arch="magic" editor="magic bonus" type="int">
1066 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1067 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1068 than direct armour-class bonus on the bracers.
1069 </attribute>
1070 </type>
1071
1072 <!--####################################################################-->
1073 <type number="16" name="Brestplate Armour">
1074 <import_type name="Amulet" />
1075 <description><![CDATA[
1076 Wearing an armour, the object's stats will directly be inherited to
1077 the player. Usually enhancing his defense. ]]>
1078 </description>
1079 <use><![CDATA[
1080 Feel free to create your own special artifacts. However, it is very
1081 important that you keep your artifact in balance with existing maps. ]]>
1082 </use>
1083 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1084 This poses a penalty to spell regeneration speed, for wearing the armour.
1085 The bigger the spellpoint penalty, the worse.
1086 </attribute>
1087 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1088 Slowdown penalty reduces the player's walking speed when wearing the
1089 armour. Bigger values are worse - zero is best.
1090 </attribute>
1091 <attribute arch="magic" editor="magic bonus" type="int">
1092 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1093 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1094 than direct armour-class bonus on the armour.
1095 </attribute>
1096 </type>
1097
1098 <!--####################################################################-->
1099 <type number="92" name="Button">
1100 <ignore>
1101 <ignore_list name="non_pickable" />
1102 </ignore>
1103 <description><![CDATA[
1104 When a predefined amount of weigh is placed on a button, the
1105 &lt;connection&gt; value is triggered. In most cases this happens when a
1106 player or monster steps on it. When the button is "released", the
1107 &lt;connection&gt; value get's triggered a second time. ]]>
1108 </description>
1109 <attribute arch="walk_on" value="1" type="fixed" />
1110 <attribute arch="walk_off" value="1" type="fixed" />
1111 <attribute arch="no_pick" value="1" type="fixed" />
1112 <attribute arch="weight" editor="press weight" type="int">
1113 The button is pressed (triggered), as soon as
1114 &lt;press weigh&gt; gram are placed ontop of it.
1115 </attribute>
1116 <attribute arch="connected" editor="connection" type="int">
1117 Every time the button is pressed or released, all objects
1118 with the same &lt;connection&gt; value are activated.
1119 </attribute>
1120 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1121 This text may describe the item. You can use this
1122 message to explain the button's purpose to the player.
1123 </attribute>
1124 </type>
1125
1126 <!--####################################################################-->
1127 <type number="30" name="Button Trigger">
1128 <import_type name="Button" />
1129 <ignore>
1130 <ignore_list name="non_pickable" />
1131 </ignore>
1132 <description><![CDATA[
1133 Handle buttons are buttons which reset after a short period
1134 of time. Every time it is either applied or reset, the
1135 &lt;connection&gt; value is triggered. ]]>
1136 </description>
1137 </type>
1138
1139 <!--####################################################################-->
1140 <type number="37" name="Class Changer">
1141 <ignore>
1142 <ignore_list name="non_pickable" />
1143 </ignore>
1144 <description><![CDATA[
1145 Class changer are used while creating a character. ]]>
1146 </description>
1147 <attribute arch="randomitems" editor="class items" type="treasurelist">
1148 This entry determines which initial items the character receives.
1149 </attribute>
1150 <section name="stats">
1151 <attribute arch="Str" editor="strength" type="int">
1152 The player's strength will rise by the given value if he chooses this
1153 class. (Negative values make strength fall)
1154 </attribute>
1155 <attribute arch="Dex" editor="dexterity" type="int">
1156 The player's dexterity will rise by the given value if he chooses this
1157 class. (Negative values make dexterity fall)
1158 </attribute>
1159 <attribute arch="Con" editor="constitution" type="int">
1160 The player's constitution will rise by the given value if he chooses this
1161 class. (Negative values make constitution fall)
1162 </attribute>
1163 <attribute arch="Int" editor="intelligence" type="int">
1164 The player's intelligence will rise by the given value if he chooses this
1165 class. (Negative values make intelligence fall)
1166 </attribute>
1167 <attribute arch="Pow" editor="power" type="int">
1168 The player's power will rise by the given value if he chooses this
1169 class. (Negative values make power fall)
1170 </attribute>
1171 <attribute arch="Wis" editor="wisdom" type="int">
1172 The player's wisdom will rise by the given value if he chooses this
1173 class. (Negative values make wisdom fall)
1174 </attribute>
1175 <attribute arch="Cha" editor="charisma" type="int">
1176 The player's charisma will rise by the given value if he chooses this
1177 class. (Negative values make charisma fall)
1178 </attribute>
1179 </section>
1180 </type>
1181
1182 <!--####################################################################-->
1183 <type number="87" name="Cloak">
1184 <import_type name="Amulet" />
1185 <description><![CDATA[
1186 Wearing a cloak, the object's stats will directly be inherited to
1187 the player. Cloaks usually add minor &lt;armour class&gt; and
1188 sometimes a bit of resistance. ]]>
1189 </description>
1190 <use><![CDATA[
1191 Feel free to create your own special artifacts. However, it is very
1192 important that you keep your artifact in balance with existing maps. ]]>
1193 </use>
1194 <attribute arch="magic" editor="magic bonus" type="int">
1195 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1196 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1197 than direct armour-class bonus on the cloak.
1198
1199 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1200 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1201 </attribute>
1202 </type>
1203
1204 <!--####################################################################-->
1205 <type number="9" name="Clock">
1206 <description><![CDATA[
1207 Applying a clock, the time is displayed to the player. ]]>
1208 </description>
1209 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1210 This text may describe the item
1211 </attribute>
1212 </type>
1213
1214 <!--####################################################################-->
1215 <type number="122" name="Container">
1216 <description><![CDATA[
1217 A player can put (certain kinds of) items in the container.
1218 The overall weight of items is reduced when put inside a
1219 container, depending on the settings.
1220 <br><br>
1221 A special feature of containers is the "cauldron",
1222 capable of mixing alchemical receipes. ]]>
1223 </description>
1224 <use><![CDATA[
1225 Note on chests - There are two types of chests:
1226 <UL>
1227 <LI> First the random treasure chests - Those are NOT containers
1228 (but object type Treasure), they create random treasures when
1229 applied. Archetype name is "chest".
1230 <LI> Second there are the permanent chests - Those are containers,
1231 they can be opened and closed again. Archetype name is "chest_2".
1232 </UL> ]]>
1233 </use>
1234 <attribute arch="race" editor="container class" type="string">
1235 If set, the container will hold only certain types of objects.
1236 Possible choices for &lt;container class&gt; are: "gold and jewels",
1237 "arrows" and "keys".
1238
1239 Unfortunately it is not easy to create new container
1240 classes, because items need a matching counterpiece-attribute
1241 to the &lt;container class&gt; before they can be put inside a
1242 container. This attribute ("race") is set only for the existing
1243 container classes.
1244 </attribute>
1245 <attribute arch="slaying" editor="key string" type="string">
1246 If &lt;key string&gt; is set, only players with a special key
1247 of matching &lt;key string&gt; are able to open the container.
1248 </attribute>
1249 <attribute arch="container" editor="maximum weight" type="int">
1250 The container can hold a maximum total weight of the given value
1251 in gram. Note that this weight limit is calculated *after* the
1252 weight reduction (&lt;reduce weight&gt;) has been applied.
1253 </attribute>
1254 <attribute arch="Str" editor="reduce weight %" type="int">
1255 This value determines how much the weight of items is reduced in
1256 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1257 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1258 Most default values are in the range of ten.
1259 </attribute>
1260 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1261 If set, the container can be used as alchemy-cauldron.
1262 The player can put ingredients inside, close it, cast alchemy
1263 and if his formulae is true, he'll get what he longed for.
1264 </attribute>
1265 <attribute arch="unique" editor="unique item" type="bool">
1266 Unique items exist only one time on a server. If the item
1267 is taken, lost or destroyed - it's gone for good.
1268 All contents of a unique container are unique as well.
1269 </attribute>
1270 <attribute arch="startequip" editor="godgiven item" type="bool">
1271 A godgiven item vanishes as soon as the player
1272 drops it to the ground.
1273 </attribute>
1274 <attribute arch="other_arch" editor="animation arch" type="string">
1275 This is used for a certain kind of... "animation" when
1276 opening the container. Stick to the default arches here
1277 and you won't get into trouble.
1278 </attribute>
1279 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1280 This text may contain a description of the container.
1281 </attribute>
1282 </type>
1283
1284 <!--####################################################################-->
1285 <type number="103" name="Converter">
1286 <ignore>
1287 <attribute arch="value" />
1288 <attribute arch="nrof" />
1289 <attribute arch="name_pl" />
1290 <attribute arch="no_pick" />
1291 <attribute arch="unpaid" />
1292 <attribute arch="title" />
1293 </ignore>
1294 <description><![CDATA[
1295 Converters are like "exchange tables". When the player drops a
1296 specific type of items, they get converted into other items, at a
1297 predefined exchange-ratio. ]]>
1298 </description>
1299 <use><![CDATA[
1300 Converters are better than shopping with doormats, because the
1301 converters never get sold out. For some items like food or jewels
1302 those "exchange tables" are really nice, while for the more important
1303 stuff like potions converters should not exist.
1304 <br><br>
1305 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1306 items on a converter, the stuff you get must be of equal or lesser
1307 value than before! (Except if you are using "rare" items like
1308 dragonscales for payment). The code will not check if your ratio is
1309 sane, so the player could gain infinite wealth by using your converter. ]]>
1310 </use>
1311 <attribute arch="no_pick" value="1" type="fixed" />
1312 <attribute arch="slaying" editor="cost arch" type="string">
1313 &lt;cost arch&gt; is the name of the archetype the player has to
1314 put on the converter, as payment.
1315 </attribute>
1316 <attribute arch="food" editor="cost number" type="int">
1317 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1318 on the converter, in order to get &lt;receive number&gt; items
1319 of &lt;receive arch&gt;.
1320 </attribute>
1321 <attribute arch="other_arch" editor="receive arch" type="string">
1322 &lt;receive arch&gt; is the name of the archetype to convert into.
1323 This field is ignored if the converter has items in inventory. In this
1324 case one of the inventory items is duplicated. The duplicated item is
1325 randomly chosen from all items present.
1326 </attribute>
1327 <attribute arch="sp" editor="receive number" type="int">
1328 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1329 on the converter, in order to get &lt;receive number&gt; items
1330 of &lt;receive arch&gt;.
1331 </attribute>
1332 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1333 This text may contain a description of the converter.
1334 </attribute>
1335 </type>
1336
1337 <!--####################################################################-->
1338 <type number="42" name="Creator">
1339 <ignore>
1340 <ignore_list name="system_object" />
1341 </ignore>
1342 <description><![CDATA[
1343 A creator is an object which creates another object when it
1344 is triggered. The child object can be anything. Creators are
1345 VERY useful for all kinds of map-mechanisms. ]]>
1346 </description>
1347 <use><![CDATA[
1348 Don't hesitate to hide your creators under the floor.
1349 The created items will still always appear ontop of the floor. ]]>
1350 </use>
1351 <attribute arch="no_pick" value="1" type="fixed" />
1352 <attribute arch="other_arch" editor="create arch" type="string">
1353 This string defines the object that will be created.
1354 You can choose any of the existing arches.
1355 This field is ignored if the creator has items in inventory. In this case
1356 one of the inventory items is duplicated. The duplicated item is randomly
1357 chosen from all items present.
1358 </attribute>
1359 <attribute arch="connected" editor="connection" type="int">
1360 Whenever the connection value is activated,
1361 the creator gets triggered.
1362 </attribute>
1363 <attribute arch="lifesave" editor="infinit uses" type="bool">
1364 If &lt;infinit uses&gt; is set, the creator will work
1365 infinitely, regardless of the value in &lt;number of uses&gt;.
1366 </attribute>
1367 <attribute arch="hp" editor="number of uses" type="int">
1368 The creator can be triggered &lt;number of uses&gt; times, thus
1369 creating that many objects, before it dissappears.
1370 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1371 </attribute>
1372 <attribute arch="slaying" editor="name of creation" type="string">
1373 The created object will bear the name and title specified in &lt;name of
1374 creation&gt;. If nothing is set, the standard name and title of the
1375 archetype is used.
1376 </attribute>
1377 <attribute arch="level" editor="level of creation" type="int">
1378 The created object will be of that level. If zero/unset,
1379 the standard level of the archetype is used.
1380 </attribute>
1381 </type>
1382
1383 <!--####################################################################-->
1384 <type number="51" name="Detector">
1385 <ignore>
1386 <ignore_list name="system_object" />
1387 </ignore>
1388 <description><![CDATA[
1389 Detectors work quite much like inv. checkers/pedestals: If the detector
1390 finds a specific object, it toggles its connected value.
1391 <br><br>
1392 What is "unique" about them, compared to inv. checkers/ pedestals?
1393 - First, detectors check their square for a match periodically, not
1394 instantly. Second, detectors check directly for object names. Third,
1395 detectors do not check the inventory of players/monsters. ]]>
1396 </description>
1397 <use><![CDATA[
1398 There is one major speciality about detectors: You can detect spells
1399 blown over a detector! To detect a lighting bolt for example, set
1400 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1401 walls, this can be very useful for map-mechanisms. ]]>
1402 </use>
1403 <attribute arch="no_pick" value="1" type="fixed" />
1404 <attribute arch="slaying" editor="match name" type="string">
1405 &lt;match name&gt; specifies the name of the object we are looking for.
1406 Actually it does also check for the &lt;key string&gt; in key-objects,
1407 but for this case inventory checkers are often more powerful to use.
1408 </attribute>
1409 <attribute arch="connected" editor="connection" type="int">
1410 When the detector is triggered, all objects with the same
1411 connection value get activated.
1412 </attribute>
1413 <attribute arch="speed" editor="detection speed" type="float">
1414 This value defines the time between two detector-checks.
1415 If you want the detector to behave almost like pedestals/buttons,
1416 set speed rather high, like &lt;detection speed&gt; 1.0.
1417 </attribute>
1418 </type>
1419
1420 <!--####################################################################-->
1421 <type number="112" name="Director">
1422 <ignore>
1423 <ignore_list name="non_pickable" />
1424 </ignore>
1425 <description><![CDATA[
1426 Directors change the direction of spell objects and other projectiles
1427 that fly past. Unlike spinners, directors always move objects in the
1428 same direction. It does not make a difference from what angle you
1429 shoot into it.<br>
1430 Directors are visible per default. ]]>
1431 </description>
1432 <use><![CDATA[
1433 Directors are rarely used in maps. Sometimes they are placed to
1434 change the direction of spells coming out of magic walls,
1435 "channeling" spell-projectiles in some direction. When doing this,
1436 <B>never place directors facing each other with magic walls fireing
1437 into them!</B> The spell-projectiles bouncing between the directors
1438 would accumulate to huge numbers and at some point slow down the
1439 server by eating memory- and CPU-time.
1440 <br><br>
1441 You'd better not place directors in monster vs. player combat
1442 areas too much, because that freaks out wizard-type players. ]]>
1443 </use>
1444 <attribute arch="sp" editor="direction" type="list_direction">
1445 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1446 A director with direction &lt;none&gt; simply stops projectiles.
1447 (The latter works out a bit strange for some spells).
1448 </attribute>
1449 <attribute arch="walk_on" value="1" type="fixed" />
1450 <attribute arch="fly_on" value="1" type="fixed" />
1451 </type>
1452
1453 <!--####################################################################-->
1454 <type number="158" name="Disease">
1455 <ignore>
1456 <ignore_list name="system_object" />
1457 </ignore>
1458 <description><![CDATA[
1459 Diseases are an intersting form of spellcraft in Crossfire.
1460 Once casted, they can spread out and infect creatures in a large
1461 area. Being infected can have various effects, from amusing farts
1462 to horrible damage - almost everything is possible. ]]>
1463 </description>
1464 <use><![CDATA[
1465 Diseases are extremely flexible and usable in a many ways.
1466 So far they are mostly used for causing bad, unwanted effects.
1467 You could just as well create a disease which helps the player
1468 (recharging mana for example).
1469 Infection with a "positive disease" could even be a quest reward. ]]>
1470 </use>
1471 <attribute arch="invisible" value="1" type="fixed" />
1472 <attribute arch="level" editor="plaque level" type="int">
1473 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1474 This mainly reflects in the &lt;damage&gt;. It has no effect on
1475 most other symptoms. Neverthless, it is a very important value for
1476 all damage-inflicting diseases.
1477 </attribute>
1478 <attribute arch="race" editor="infect race" type="string">
1479 The disease will only infect creatures of the specified &lt;race&gt;.
1480 "&lt;race&gt; *" means every creature can be infected.
1481 </attribute>
1482 <attribute arch="ac" editor="progressiveness" type="int">
1483 Every time the disease "moves" the severity of the symptoms are increased
1484 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1485 </attribute>
1486 <section name="spreading">
1487 <attribute arch="wc" editor="infectiosness" type="int">
1488 The &lt;infectiosness&gt; defines the chance of new creatures getting
1489 infected. If you set this too high, the disease is very likely to
1490 be too effective.
1491
1492 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1493 </attribute>
1494 <attribute arch="last_grace" editor="attenuation" type="int">
1495 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1496 everytime it infects someone new. This limits how many generations
1497 a disease can propagate.
1498 </attribute>
1499 <attribute arch="magic" editor="infection range" type="int">
1500 &lt;infection range&gt; sets the range at which infection may occur.
1501 If positive, the &lt;infection range&gt; is level dependant - If negative,
1502 it is not:
1503 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1504 six square range, and &lt;plaque level&gt; doesn't modify that.
1505 </attribute>
1506 <attribute arch="maxhp" editor="persistence" type="int">
1507 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1508 The disease can "move" &lt;persistence&gt; times outside a host before it
1509 vanishes. A negative value means the disease lasts for permanent
1510 (which is only recommended to use in maps without monsters).
1511 </attribute>
1512 <attribute arch="maxgrace" editor="curing duration" type="int">
1513 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1514 (Assuming the host survives and doesn't use a curing spell).
1515 After this period the disease is naturally cured, which provides the
1516 host with immunity from this particular disease of lower or equal level.
1517
1518 A negative value means the disease can never be cured naturally.
1519
1520 Note that this value can be further modulated by spell-parameters,
1521 if the disease is registered as spell in the code. Due to that,
1522 most default diseases take a lot longer to cure than it seems.
1523 </attribute>
1524 <attribute arch="speed" editor="moving speed" type="float">
1525 The &lt;speed&gt; of the disease determines how fast the disease will
1526 "move", thus how fast the symptoms strike the host.
1527 </attribute>
1528 </section>
1529 <section name="symptoms">
1530 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1531 The disease will attack the host with the given &lt;attacktype&gt;.
1532 Godpower attacktype is commonly used for "unresistable" diseases.
1533 </attribute>
1534 <attribute arch="dam" editor="damage" type="int">
1535 A disease with a positive &lt;damage&gt; value will strike the player for that
1536 amount of damage every time the symptoms occur.
1537 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1538 the player's health is reduced by 10% every time the symptoms strike.
1539
1540 Diseases with %-based damage can be dangerous - but not deadly -
1541 for players of all levels.
1542 </attribute>
1543 <attribute arch="other_arch" editor="create arch" type="string">
1544 If set, the specified arch is created and dropped every time the
1545 symptoms strike.
1546
1547 This can be various things: farts, body pieces, eggs ...
1548 Even monsters can be created that way. You could also make a
1549 disease where some exotic stuff like money/gems is created.
1550 </attribute>
1551 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1552 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1553 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1554 </attribute>
1555 <attribute arch="exp" editor="exp. for curing" type="int">
1556 When the player manages to cure this disease (with a curing spell),
1557 he is awarded with &lt;exp. for curing&gt; experience.
1558 </attribute>
1559 <attribute arch="maxsp" editor="mana depletion" type="int">
1560 Every time the disease "moves", the player's mana is
1561 reduced by the value of &lt;mana depletion&gt;.
1562 For negative values, a %-based amount is taken.
1563 </attribute>
1564 <attribute arch="last_eat" editor="food depletion" type="int">
1565 Every time the disease "moves", the player's food is
1566 reduced by the value of &lt;food depletion&gt;.
1567 For negative values, a %-based amount is taken.
1568 </attribute>
1569 <attribute arch="hp" editor="health regen." type="int">
1570 This value increases the player's healing rate.
1571 Negative values decrease it.
1572 </attribute>
1573 <attribute arch="sp" editor="mana regen." type="int">
1574 This value increases the player's rate of mana regeneration.
1575 Negative values decrease it.
1576 </attribute>
1577 </section>
1578 <section name="disability">
1579 <attribute arch="Str" editor="strength" type="int">
1580 The player's strength will rise by the given value
1581 while being infected. (Negative values make strength fall)
1582 </attribute>
1583 <attribute arch="Dex" editor="dexterity" type="int">
1584 The player's dexterity will rise by the given value
1585 while being infected. (Negative values make dexterity fall)
1586 </attribute>
1587 <attribute arch="Con" editor="constitution" type="int">
1588 The player's constitution will rise by the given value
1589 while being infected. (Negative values make constitution fall)
1590 </attribute>
1591 <attribute arch="Int" editor="intelligence" type="int">
1592 The player's intelligence will rise by the given value
1593 while being infected. (Negative values make intelligence fall)
1594 </attribute>
1595 <attribute arch="Pow" editor="power" type="int">
1596 The player's power will rise by the given value
1597 while being infected. (Negative values make power fall)
1598 </attribute>
1599 <attribute arch="Wis" editor="wisdom" type="int">
1600 The player's wisdom will rise by the given value
1601 while being infected. (Negative values make wisdom fall)
1602 </attribute>
1603 <attribute arch="Cha" editor="charisma" type="int">
1604 The player's charisma will rise by the given value
1605 while being infected. (Negative values make charisma fall)
1606 </attribute>
1607 </section>
1608 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1609 This text is displayed to the player every time the
1610 symptoms strike.
1611 </attribute>
1612 </type>
1613
1614 <!--####################################################################-->
1615 <type number="23" name="Door">
1616 <ignore>
1617 <ignore_list name="non_pickable" />
1618 </ignore>
1619 <description><![CDATA[
1620 A door can be opened with a normal key. It also can be broken by attacking
1621 it, and it can be defeated with the lockpicking skill. If a door is
1622 defeated, horizontally and vertically adjacent doors are automatically
1623 removed. ]]>
1624 </description>
1625 <attribute arch="no_pick" value="1" type="fixed" />
1626 <attribute arch="alive" value="1" type="fixed" />
1627 <attribute arch="no_pass" editor="blocking passage" type="bool">
1628 If set, a player must defeat the door to enter.
1629 </attribute>
1630 <attribute arch="hp" editor="hitpoints" type="int">
1631 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1632 </attribute>
1633 <attribute arch="ac" editor="armour class" type="int">
1634 Doors of high &lt;armour class&gt; are less likely to get hit.
1635 &lt;armour class&gt; can be considered the "counterpiece" to
1636 &lt;weapon class&gt;.
1637 </attribute>
1638 <attribute arch="other_arch" editor="drop arch" type="string">
1639 This string defines the object that will be created when the door was
1640 defeated.
1641 </attribute>
1642 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1643 This entry determines what kind of traps will appear in the door.
1644 </attribute>
1645 </type>
1646
1647 <!--####################################################################-->
1648 <type number="83" name="Duplicator">
1649 <ignore>
1650 <ignore_list name="system_object" />
1651 </ignore>
1652 <description><![CDATA[
1653 When activated, a duplicator can duplicate, multiply or destroy a pile of
1654 objects which lies somewhere on top of the duplicator.
1655 The duplicator has one arch name specified as &lt;target arch&gt;,
1656 and only objects of this archetype can be affected.<br>
1657 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1658 If the latter is set to zero, it will destroy objects. ]]>
1659 </description>
1660 <use><![CDATA[
1661 I hope it is clear that one must be very cautious when inserting a duplicator
1662 anywhere with &lt;multiply factor&gt; greater than one.
1663 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1664 It is <b>not acceptable</b> to allow duplication of anything other than
1665 coins, gold and jewels. Besides, it is very important that the chance to
1666 loose the input matches the chance to earn winnings.<br>
1667 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1668 loosing rate of 2/3 = 67%. ]]>
1669 </use>
1670 <attribute arch="other_arch" editor="target arch" type="string">
1671 Only objects of matching archtype, lying ontop of the dublicator will be
1672 dublicated, multiplied or removed. All other objects will be ignored.
1673 </attribute>
1674 <attribute arch="level" editor="multiply factor" type="int">
1675 The number of items in the target pile will be multiplied by the
1676 &lt;multiply factor&gt;. If it is set to zero, all target objects
1677 will be destroyed.
1678 </attribute>
1679 <attribute arch="connected" editor="connection" type="int">
1680 An activator (lever, altar, button, etc) with matching connection value
1681 is able to trigger this duplicator. Be very careful that players cannot
1682 abuse it to create endless amounts of money or other valuable stuff!
1683 </attribute>
1684 </type>
1685
1686 <!--####################################################################-->
1687 <type number="66" name="Exit">
1688 <ignore>
1689 <ignore_list name="non_pickable" />
1690 </ignore>
1691 <description><![CDATA[
1692 When the player applies an exit, he is transferred to a different location.
1693 (Monsters cannot use exits.) Depending on how it is set, the player applies
1694 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1695 the exit. ]]>
1696 </description>
1697 <use><![CDATA[
1698 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1699 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1700 detected with the show_invisible spell.
1701 <br><br>
1702 You can be quite creative with the outlook of secret exits (their "face").
1703 Don't forget to give the player relyable hints about them though. ]]>
1704 </use>
1705 <attribute arch="slaying" editor="exit path" type="string">
1706 The exit path defines the map that the player is transferred to.
1707 You can enter an absolute path, beginning with '/' (for example
1708 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1709 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1710 relative path "Fire1"). Use relative paths whenever possible! Note that
1711 upper/lower case must always be set correctly. However, please use lower
1712 case only.
1713 It is well possible to have an exit pointing to the same map that the exit
1714 is on. If slaying is not set in an exit, the player will see a message like
1715 "the exit is closed".
1716 </attribute>
1717 <attribute arch="hp" editor="destination X" type="int">
1718 The exit destinations define the (x, y)-coordinates where the exit
1719 leads to.
1720 If both are set to zero, the player will be transferred to the "default
1721 enter location" of the destined map. The latter can be set in the map-
1722 properties as "Enter X/Y". Though, please DO NOT use that.
1723 It turned out to be a source for numerous map-bugs.
1724 </attribute>
1725 <attribute arch="sp" editor="destination Y" type="int">
1726 The exit destinations define the (x, y)-coordinates where the exit
1727 leads to.
1728 If both are set to zero, the player will be transferred to the "default
1729 enter location" of the destined map. The latter can be set in the map-
1730 properties as "Enter X/Y". Though, please DO NOT use that.
1731 It turned out to be a source for numerous map-bugs.
1732 </attribute>
1733 <attribute arch="walk_on" editor="apply by walking" type="bool">
1734 If set, the player will apply the exit by just walking into it. This must
1735 be set for the invisible exits for example. If unset, the player has
1736 to step onto the exit and press 'a' to get transferred.
1737 </attribute>
1738 <attribute arch="fly_on" editor="apply by flying" type="bool">
1739 If set, the player will apply the exit by "flying into it". Flying means
1740 the player is levitating. E.g. wearing levitation boots.
1741 </attribute>
1742 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1743 If set, this message will be displayed to the player when he applies the exit.
1744 This is quite useful to throw in some "role-play feeling": "As you enter the
1745 dark cave you hear the sound of rustling dragonscales...". Well, my english
1746 is poor, but you get the point. =)
1747 </attribute>
1748 <attribute arch="unique" editor="unique destination" type="bool">
1749 This flag defines the destined map as "personal unique map". If set,
1750 there will be a seperate version of that map for every player out there.
1751 This feature is used for the permanent apartments
1752 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1753 than apartments, since Crossfire is a *multi*player game. In such a permanent
1754 apartment don't forget to set the unique-flag for all floor tiles too
1755 (see floors).
1756 An exit pointing outside of a personal unique map must have the
1757 "unique destination"-flag unset.
1758 </attribute>
1759 </type>
1760
1761 <!--####################################################################-->
1762 <type number="72" name="Flesh">
1763 <description><![CDATA[
1764 Just like with food, the player can fill his stomache and gain a
1765 little health by eating flesh-objects. <br>
1766 For dragon players, flesh plays a very special role though: If the
1767 flesh has resistances set, a dragon player has a chance to gain resistance in
1768 those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1769 Don't forget that flesh items with resistances have to be balanced
1770 according to map/monster difficulty. ]]>
1771 </description>
1772 <use><![CDATA[
1773 For dragon players, flesh items can be highly valuable. Note that many
1774 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1775 These flesh items "inherit" resistances and level from the monster they belong to.
1776 When you add special flesh items to the inventory of a monster, this is
1777 not the case - so you have to set it manually.
1778 <br><br>
1779 Generally adding special flesh-treaties for dragon players is a great thing
1780 to do. Always consider that dragon players might really not be interested
1781 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1782 out on the reward completely. ]]>
1783 </use>
1784 <attribute arch="food" editor="foodpoints" type="int">
1785 The player's stomache will get filled with this amount of foodpoints.
1786 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1787 </attribute>
1788 <attribute arch="level" editor="flesh level" type="int">
1789 The &lt;flesh level&gt; is not visible to the players and it affects only
1790 dragon players. Normally this value reflects the level of the monster
1791 from which the flesh item originates.
1792 Dragon players always search for flesh of highest level possible,
1793 because it bears the best chance to gain high resistances.
1794 </attribute>
1795 <attribute arch="startequip" editor="godgiven item" type="bool">
1796 A godgiven item vanishes as soon as the player
1797 drops it to the ground.
1798 </attribute>
1799 <section name="resistance">
1800 <attribute arch="resist_physical" editor="resist physical %" 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_magic" editor="resist magic %" 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_fire" editor="resist fire %" 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_electricity" editor="resist electricity %" 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_cold" editor="resist cold %" 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_confusion" editor="resist confusion %" 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_acid" editor="resist acid %" 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_drain" editor="resist draining %" 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_weaponmagic" editor="resist weaponmagic %" 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_ghosthit" editor="resist ghosthit %" 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_poison" editor="resist poison %" 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_slow" editor="resist slow %" 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_paralyze" editor="resist paralyze %" 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_fear" editor="resist fear %" 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_deplete" editor="resist depletion %" length="15" type="int">
1885 Resistances 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_death" editor="resist death-attack %" length="15" type="int">
1891 RResistances 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_chaos" editor="resist chaos %" 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 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1903 Resistances on flesh items make them more durable against spellcraft
1904 of the appropriate kind. It also allows dragon players to eventually gain
1905 resistance by eating it. Usually resistance should only be set for flesh
1906 items in a monster's inventory.
1907 </attribute>
1908 </section>
1909 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1910 This text may describe the item.
1911 </attribute>
1912 </type>
1913
1914 <!--####################################################################-->
1915 <type number="0" name="Floor">
1916 <required>
1917 <attribute arch="is_floor" value="1" />
1918 <attribute arch="alive" value="0" />
1919 </required>
1920 <ignore>
1921 <ignore_list name="non_pickable" />
1922 </ignore>
1923 <description><![CDATA[
1924 Floor is a very basic thing whithout too much
1925 functionality. It's a floor - you stand on it. ]]>
1926 </description>
1927 <attribute arch="is_floor" value="1" type="fixed" />
1928 <attribute arch="no_pick" value="1" type="fixed" />
1929 <attribute arch="no_pass" editor="blocking passage" type="bool">
1930 If set, the object cannot be passed by players nor monsters.
1931 </attribute>
1932 <section name="terrain">
1933 <attribute arch="slow_move" editor="slow movement" type="int">
1934 If &lt;slow movement&gt; is set to a value greater zero, all
1935 creatures moving over this spot will be slower than normal.
1936
1937 &lt;slow movement&gt; 1 - rough terrain
1938 &lt;slow movement&gt; 2 - very rough terrain
1939 ...
1940 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1941 </attribute>
1942 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1943 This flag indicates this spot contains wood or high grass.
1944 Players with activated woodsman skill can move faster here.
1945 </attribute>
1946 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1947 This flag indicates this spot contains hills or large rocks.
1948 Players with activated mountaineer skill can move faster here.
1949 </attribute>
1950 </section>
1951 <attribute arch="no_magic" editor="no spells" type="bool">
1952 If enabled, it is impossible for players to use (wizard-)
1953 spells on that spot.
1954 </attribute>
1955 <attribute arch="damned" editor="no prayers" type="bool">
1956 If enabled, it is impossible for players to use prayers
1957 on that spot. It also prevents players from saving.
1958 </attribute>
1959 <attribute arch="unique" editor="unique map" type="bool">
1960 Unique floor means that any items dropped on that spot
1961 will be saved byond map reset. For permanent apartments,
1962 all floor tiles must be set &lt;unique map&gt;.
1963 </attribute>
1964 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1965 This text may describe the object.
1966 </attribute>
1967 </type>
1968
1969 <!--####################################################################-->
1970 <type number="67" name="Floor (Encounter)">
1971 <ignore>
1972 <ignore_list name="non_pickable" />
1973 </ignore>
1974 <description><![CDATA[
1975 Encounter-Floor is pretty much the same as normal floor.
1976 Most outdoor floor/ground-arches are set to be "encounters".
1977 That is kind of a relict from former code: When walking over
1978 encounter-floor, players sometimes got beamed to little maps
1979 with monsters on them. Nowadays this feature is disabled -
1980 Hence encounter floor is not different from normal floor. ]]>
1981 </description>
1982 <attribute arch="is_floor" value="1" type="fixed" />
1983 <attribute arch="no_pick" value="1" type="fixed" />
1984 <attribute arch="no_pass" editor="blocking passage" type="bool">
1985 If set, the object cannot be passed by players nor monsters.
1986 </attribute>
1987 <section name="terrain">
1988 <attribute arch="slow_move" editor="slow movement" type="int">
1989 If &lt;slow movement&gt; is set to a value greater zero, all
1990 creatures moving over this spot will be slower than normal.
1991
1992 &lt;slow movement&gt; 1 - rough terrain
1993 &lt;slow movement&gt; 2 - very rough terrain
1994 ...
1995 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1996 </attribute>
1997 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1998 This flag indicates this spot contains wood or high grass.
1999 Players with activated woodsman skill can move faster here.
2000 </attribute>
2001 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2002 This flag indicates this spot contains hills or large rocks.
2003 Players with activated mountaineer skill can move faster here.
2004 </attribute>
2005 </section>
2006 <attribute arch="no_magic" editor="no spells" type="bool">
2007 If enabled, it is impossible for players to use (wizard-)
2008 spells on that spot.
2009 </attribute>
2010 <attribute arch="damned" editor="no prayers" type="bool">
2011 If enabled, it is impossible for players to use prayers
2012 on that spot. It also prevents players from saving.
2013 </attribute>
2014 <attribute arch="unique" editor="unique map" type="bool">
2015 Unique floor means that any items dropped on that spot
2016 will be saved byond map reset. For permanent apartments,
2017 all floor tiles must be set &lt;unique map&gt;.
2018 </attribute>
2019 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2020 This text may describe the object.
2021 </attribute>
2022 </type>
2023
2024 <!--####################################################################-->
2025 <type number="6" name="Food">
2026 <description><![CDATA[
2027 By eating/drinking food-objects, the player can fill his
2028 stomache and gain a little health. ]]>
2029 </description>
2030 <attribute arch="food" editor="foodpoints" type="int">
2031 The player's stomache will get filled with this amount of foodpoints.
2032 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2033 </attribute>
2034 <attribute arch="startequip" editor="godgiven item" type="bool">
2035 A godgiven item vanishes as soon as the player
2036 drops it to the ground.
2037 </attribute>
2038 </type>
2039
2040 <!--####################################################################-->
2041 <type number="91" name="Gate">
2042 <ignore>
2043 <ignore_list name="non_pickable" />
2044 </ignore>
2045 <description><![CDATA[
2046 Gates play an important role in Crossfire. Gates can be opened
2047 by activating a button/trigger, by speaking passwords (-> magic_ear)
2048 or carrying special key-objects (-> inventory checker).
2049 Unlike locked doors, gates can get shut again after a player has
2050 passed, which makes them more practical in many cases. ]]>
2051 </description>
2052 <use><![CDATA[
2053 Use gates to divide your maps into seperated areas. After solving
2054 area A, the player gains access to area B, and so on. Make your
2055 maps more complex than "one-way". ]]>
2056 </use>
2057 <attribute arch="no_pick" value="1" type="fixed" />
2058 <attribute arch="connected" editor="connection" type="int">
2059 Whenever the inventory checker is triggered, all objects with identical
2060 &lt;connection&gt; value get activated. This only makes sense together with
2061 &lt;blocking passage&gt; disabled.
2062 </attribute>
2063 <attribute arch="wc" editor="position state" type="int">
2064 The &lt;position state&gt; defines the position of the gate:
2065 Zero means completely open/down, the "number of animation-steps" (usually
2066 about 6 or 7) means completely closed/up state. I suggest you don't
2067 mess with this value - Leave the default in place.
2068 </attribute>
2069 <attribute arch="no_pass" editor="blocking passage" type="bool">
2070 For open gates, &lt;blocking passage&gt; should be unset.
2071 For closed gates it must be set.
2072 </attribute>
2073 <attribute arch="no_magic" editor="restrict spells" type="bool">
2074 Restricting the use of spells to pass this gate. This has
2075 an effect only if &lt;block view&gt; is disabled.
2076 </attribute>
2077 <attribute arch="damned" editor="restrict prayers" type="bool">
2078 Restricting the use of prayers to pass this door. This has
2079 an effect only if &lt;block view&gt; is disabled.
2080 </attribute>
2081 </type>
2082
2083 <!--####################################################################-->
2084 <type number="113" name="Girdle">
2085 <import_type name="Amulet" />
2086 <description><![CDATA[
2087 Wearing a girdle, the object's stats will directly be inherited to
2088 the player. Girdles usually provide stats- or damage bonuses and no
2089 defense. ]]>
2090 </description>
2091 <use><![CDATA[
2092 Feel free to create your own special artifacts. However, it is very
2093 important that you keep your artifact in balance with existing maps. ]]>
2094 </use>
2095 <attribute arch="magic" editor="magic bonus" type="int">
2096 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2097 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2098 than direct armour-class bonus on the helmet.
2099
2100 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2101 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2102 &lt;magic bonus&gt; is pointless here.
2103 </attribute>
2104 </type>
2105
2106 <!--####################################################################-->
2107 <type number="100" name="Gloves">
2108 <import_type name="Amulet" />
2109 <description><![CDATA[
2110 Wearing gloves, the object's stats will directly be inherited to
2111 the player. Gloves can add defense or damage bonuses. ]]>
2112 </description>
2113 <use><![CDATA[
2114 Feel free to create your own special artifacts. However, it is very
2115 important that you keep your artifact in balance with existing maps. ]]>
2116 </use>
2117 <attribute arch="magic" editor="magic bonus" type="int">
2118 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2119 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2120 will increase that.
2121 </attribute>
2122 </type>
2123
2124 <!--####################################################################-->
2125 <type number="93" name="Handle">
2126 <ignore>
2127 <ignore_list name="non_pickable" />
2128 </ignore>
2129 <description><![CDATA[
2130 A handle can be applied by players and (certain) monsters.
2131 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2132 </description>
2133 <use><![CDATA[
2134 Handles are commonly used to move gates. When placing your lever,
2135 don't forget that some monsters are able to apply it.
2136 The ability to apply levers is rare among monsters -
2137 but vampires can do it for example. ]]>
2138 </use>
2139 <attribute arch="no_pick" value="1" type="fixed" />
2140 <attribute arch="connected" editor="connection" type="int">
2141 Every time the handle is applied, all objects
2142 with the same &lt;connection&gt; value are activated.
2143 </attribute>
2144 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2145 This text may describe the item. You can use this
2146 message to explain the handle's purpose to the player.
2147 </attribute>
2148 </type>
2149
2150 <!--####################################################################-->
2151 <type number="27" name="Handle Trigger">
2152 <import_type name="Handle" />
2153 <ignore>
2154 <ignore_list name="non_pickable" />
2155 </ignore>
2156 <description><![CDATA[
2157 Handle triggers are handles which reset after a short period
2158 of time. Every time it is either applied or reset, the
2159 &lt;connection&gt; value is triggered. ]]>
2160 </description>
2161 <use><![CDATA[
2162 When you connect an ordinary handle to a gate, the gate normally remains
2163 opened after the first player passed. If you want to keep the gate shut,
2164 connecting it to a handle trigger is an easy solution. ]]>
2165 </use>
2166 </type>
2167
2168 <!--####################################################################-->
2169 <type number="88" name="Hazard Floor">
2170 <required>
2171 <attribute arch="is_floor" value="1" />
2172 </required>
2173 <ignore>
2174 <ignore_list name="non_pickable" />
2175 </ignore>
2176 <description><![CDATA[
2177 The best example for Hazard Floor is lava. It works like standard
2178 floor, but damages all creatures standing on it.
2179 Damage is taken in regular time intervals. ]]>
2180 </description>
2181 <use><![CDATA[
2182 The default lava for example does minor damage. But you can turn
2183 it up so that your hazard floor poses a real threat.<br>
2184 Like magic walls, such floors add a permanent thrill to your map.
2185 You can use that to safely chase off too-weak players, or just
2186 to have something different. ]]>
2187 </use>
2188 <attribute arch="is_floor" value="1" type="fixed" />
2189 <attribute arch="lifesave" value="1" type="fixed" />
2190 <attribute arch="walk_on" value="1" type="fixed" />
2191 <attribute arch="no_pick" value="1" type="fixed" />
2192 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2193 This attribute specifys the attacktypes that this floor uses to
2194 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2195 If you want a real tough hazard floor, add more than just one attacktype.
2196 </attribute>
2197 <attribute arch="dam" editor="base damage" type="int">
2198 The &lt;base damage&gt; defines how much damage is inflicted to the
2199 victim per hit. The final damage is influenced by several other
2200 factors like the victim's resistance and level.
2201 </attribute>
2202 <attribute arch="wc" editor="weaponclass" type="int">
2203 &lt;weapon class&gt; improves the chance of hitting the victim.
2204 Lower values are better.
2205 Usually, hazard floors like lava are supposed to hit the
2206 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2207 to something like -30.
2208 </attribute>
2209 <attribute arch="level" editor="attack level" type="int">
2210 I guess this value is supposed to work similar to monster levels.
2211 But in fact, it does not seem to have an effect. Set any non-zero
2212 value to be on the safe side.
2213 </attribute>
2214 <section name="terrain">
2215 <attribute arch="slow_move" editor="slow movement" type="int">
2216 If &lt;slow movement&gt; is set to a value greater zero, all
2217 creatures moving over this spot will be slower than normal.
2218
2219 &lt;slow movement&gt; 1 - rough terrain
2220 &lt;slow movement&gt; 2 - very rough terrain
2221 ...
2222 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2223 </attribute>
2224 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2225 This flag indicates this spot contains wood or high grass.
2226 Players with activated woodsman skill can move faster here.
2227 </attribute>
2228 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2229 This flag indicates this spot contains hills or large rocks.
2230 Players with activated mountaineer skill can move faster here.
2231 </attribute>
2232 </section>
2233 <attribute arch="no_magic" editor="no spells" type="bool">
2234 If enabled, it is impossible for players to use (wizard-)
2235 spells on that spot.
2236 </attribute>
2237 <attribute arch="damned" editor="no prayers" type="bool">
2238 If enabled, it is impossible for players to use prayers
2239 on that spot. It also prevents players from saving.
2240 </attribute>
2241 <attribute arch="unique" editor="unique map" type="bool">
2242 Unique floor means that any items dropped on that spot
2243 will be saved byond map reset. For permanent apartments,
2244 all floor tiles must be set &lt;unique map&gt;.
2245 </attribute>
2246 </type>
2247
2248 <!--####################################################################-->
2249 <type number="34" name="Helmet">
2250 <import_type name="Amulet" />
2251 <description><![CDATA[
2252 Wearing a helmet, the object's stats will directly be inherited to
2253 the player. Normal helmets usually increase defense, while crowns
2254 add more special bonuses like stats/resistances paired with
2255 low defense. ]]>
2256 </description>
2257 <use><![CDATA[
2258 Feel free to create your own special artifacts. However, it is very
2259 important that you keep your artifact in balance with existing maps. ]]>
2260 </use>
2261 <attribute arch="magic" editor="magic bonus" type="int">
2262 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2263 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2264 than direct armour-class bonus on the helmet.
2265
2266 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2267 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2268 Crowns for instance typically provide no &lt;amour class&gt;.
2269 </attribute>
2270 </type>
2271
2272 <!--####################################################################-->
2273 <type number="56" name="Holy Altar">
2274 <ignore>
2275 <ignore_list name="non_pickable" />
2276 </ignore>
2277 <description><![CDATA[
2278 Holy_altars are altars for the various religions. Praying
2279 at a Holy_altar will make you a follower of that god, and
2280 if you already follow that god, you may get some extra bonus. ]]>
2281 </description>
2282 <attribute arch="no_pick" value="1" type="fixed" />
2283 <attribute arch="other_arch" editor="god name" type="string">
2284 The altar belongs to the god of the given name. Possible options for
2285 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2286 Gorokh, Valriel and Sorig.
2287
2288 If you want to have an unconsecrated altar, set
2289 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2290 </attribute>
2291 <attribute arch="level" editor="reconsecrate level" type="int">
2292 To re-consecrate an altar, the player's wisdom level must be as
2293 high or higher than this value. In that way, some altars can not
2294 be re-consecrated, while other altars, like those in dungeons, could be.
2295
2296 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2297 Some characters might need those altars, they would be very unhappy to
2298 see them re-consecrated to another cult.
2299 </attribute>
2300 </type>
2301
2302 <!--####################################################################-->
2303 <type number="35" name="Horn">
2304 <ignore>
2305 <attribute arch="title" />
2306 </ignore>
2307 <description><![CDATA[
2308 Horns are very similar to rods. The difference is that horns regenerate
2309 spellpoints faster and thus are more valuable than rods.
2310 <br><br>
2311 A horn contains a spell. The player can use this spell by applying and
2312 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2313 used endlessly. ]]>
2314 </description>
2315 <use><![CDATA[
2316 Horns are powerful due to their fast recharge rate. They should
2317 never contain high level attacking spells. Even curing/healing spells
2318 are almost too good on a horn. ]]>
2319 </use>
2320 <attribute arch="sp" editor="spell" type="spell">
2321 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2322 horns to players, since they can be used endlessly without any mana cost!
2323 Horns with heal/ restoration/ protection spells, IF available, MUST be
2324 very very VERY hard to get!
2325 </attribute>
2326 <attribute arch="level" editor="casting level" type="int">
2327 The casting level of the &lt;spell&gt; determines it's power.
2328 For attack spells, level should not be set too high.
2329 </attribute>
2330 <attribute arch="hp" editor="initial spellpoints" type="int">
2331 This value represents the initial amount of spellpoints in the horn.
2332 Naturally, this is quite unimportant.
2333 </attribute>
2334 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2335 When the horn is fully charged up, it will hold this maximum amount of
2336 spellpoints. Make sure it is enough to cast the contained spell at least
2337 once. But don't set the value too high, as that might make the horn way
2338 too effective.
2339 </attribute>
2340 <attribute arch="startequip" editor="godgiven item" type="bool">
2341 A godgiven item vanishes as soon as the player
2342 drops it to the ground.
2343 </attribute>
2344 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2345 This text may contain a description of the horn.
2346 </attribute>
2347 </type>
2348
2349 <!--####################################################################-->
2350 <type number="73" name="Inorganic">
2351 <description><![CDATA[
2352 Inorganic materials are generally used as ingredients for
2353 alchemical receipes. By themselves, they have no special
2354 functionalities. ]]>
2355 </description>
2356 <attribute arch="is_dust" editor="is dust" type="bool">
2357 </attribute>
2358 <section name="resistance">
2359 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2360 </attribute>
2361 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2362 </attribute>
2363 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2364 </attribute>
2365 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2366 </attribute>
2367 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2368 </attribute>
2369 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2370 </attribute>
2371 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2372 </attribute>
2373 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2374 </attribute>
2375 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2376 </attribute>
2377 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2378 </attribute>
2379 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2380 </attribute>
2381 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2382 </attribute>
2383 </section>
2384 </type>
2385
2386 <!--####################################################################-->
2387 <type number="64" name="Inventory Checker">
2388 <ignore>
2389 <ignore_list name="system_object" />
2390 </ignore>
2391 <description><![CDATA[
2392 Inventory checkers passively check the players inventory for a
2393 specific object. You can set a connected value that is triggered
2394 either if that object is present or missing (-&gt; "last_sp") when a
2395 player walks over the inv. checker. A valid option is to remove the
2396 matching object (usually not recommended, see "last_heal").
2397 <br><br>
2398 Alternatively, you can set your inv. checker to block all players
2399 that do/don't carry the matching object (-&gt; "no_pass").
2400 <br><br>
2401 As you can see, inv. checkers are quite powerful, holding a
2402 great variety of possibilities. ]]>
2403 </description>
2404 <use><![CDATA[
2405 Putting a check_inventory space in front of a gate (one below) and
2406 one on the opposite side works reasonably well as a control mechanism.
2407 Unlike the key/door-combo, this one works infinite since it is
2408 independant from map reset. Use it to put a "structure" into your
2409 maps: Player must solve area A to gain access to area B. This concept
2410 can be found in nearly every RPG - simple but effective. ]]>
2411 </use>
2412 <attribute arch="no_pick" value="1" type="fixed" />
2413 <attribute arch="slaying" editor="match key string" type="string">
2414 This string specifies the object we are looking for: We have a match
2415 if the player does/don't carry a key object or a mark with identical
2416 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2417 this context. A typical example is the city gate mechanism of scorn.
2418 </attribute>
2419 <attribute arch="race" editor="match arch name" type="string">
2420 This string specifies the object we are looking for: We have a match
2421 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2422 </attribute>
2423 <attribute arch="hp" editor="match type" type="int">
2424 This value specifies the object we are looking for: We have a match
2425 if the player does/don't carry an object that is of type &lt;match type&gt;.
2426
2427 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2428 enabled. Now you have an inv. checker blocking all players that carry any
2429 kind of melee weapon. To pass, a player is forced to leave behind all
2430 his weaponry... bad news for a warrior. ;)
2431 </attribute>
2432 <attribute arch="last_sp" editor="match = having" type="bool">
2433 Enabled means having that object is a match.
2434 Disabled means not having that object is a match.
2435 </attribute>
2436 <attribute arch="connected" editor="connection" type="int">
2437 Whenever the inventory checker is triggered, all objects with identical
2438 &lt;connection&gt; value get activated. This only makes sense together with
2439 &lt;blocking passage&gt; disabled.
2440 </attribute>
2441 <attribute arch="no_pass" editor="blocking passage" type="bool">
2442 If set, only players meeting the match criteria can pass
2443 through that space. If unset (default), the inventory
2444 checker acts like a trigger/button.
2445 </attribute>
2446 <attribute arch="last_heal" editor="remove match" type="bool">
2447 &lt;remove match&gt; means remove object if found. Setting this is usually not
2448 recommended because inv. checkers are in general invisible. So, unlike
2449 for altars/ locked doors, the player won't expect to lose an object when
2450 walking over that square. And he doesn't even get a message either.
2451
2452 So, *if* you enable &lt;remove match&gt;, make sure
2453 to inform the player what's going on!
2454 </attribute>
2455 </type>
2456
2457 <!--####################################################################-->
2458 <type number="163" name="Item Transformer">
2459 <description><![CDATA[
2460 An item transformer is simply applied, after having marked a 'victim'
2461 item. If the victim is suitable, it will be transformed into something
2462 else.]]>
2463 </description>
2464 <use><![CDATA[
2465 To make an item transformable, you just have to fill the 'slaying' field.
2466 The syntax is:
2467 <br>
2468 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2469 <br>
2470 with [] denoting optional part, and * any number of preceding [].
2471 'new_item' must be the name of an existing archetype.
2472 <br><br>
2473 Example, for object apple: slaying knife:2 half_apple
2474 <br><br>
2475 This means that, when applying a knife (should be an Item Transformer),
2476 one 'apple' will be transformed into 2 'half_apple'.]]>
2477 </use>
2478 <attribute arch="food" editor="number of uses" type="int">
2479 &lt;number of uses&gt; controls how many times the item transformer can
2480 be used. The value 0 means "unlimited"
2481 </attribute>
2482 <attribute arch="slaying" editor="verb" type="string">
2483 Contains the verb that is used to construct a message to the player
2484 applying the item transformer.
2485 </attribute>
2486 <attribute arch="startequip" editor="godgiven item" type="bool">
2487 A godgiven item vanishes as soon as the player
2488 drops it to the ground.
2489 </attribute>
2490 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2491 This text may contain a description of the item transformer.
2492 </attribute>
2493 </type>
2494
2495 <!--####################################################################-->
2496 <type number="60" name="Jewel">
2497 <description><![CDATA[
2498 Items of the type Gold &amp; Jewels are handled like a currency.
2499 Unlike for any other type of item, in shops, the buy- and selling
2500 prices differ only marginally. ]]>
2501 </description>
2502 <attribute arch="race" value="gold and jewels" type="fixed" />
2503 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2504 This text may describe the object.
2505 </attribute>
2506 </type>
2507
2508 <!--####################################################################-->
2509 <type number="24" name="Key">
2510 <description><![CDATA[
2511 When carrying a key, a normal door can be opened. The key will
2512 disappear. ]]>
2513 </description>
2514 <attribute arch="startequip" editor="godgiven item" type="bool">
2515 A godgiven item vanishes as soon as the player
2516 drops it to the ground.
2517 </attribute>
2518 </type>
2519
2520 <!--####################################################################-->
2521 <type number="20" name="Locked Door">
2522 <ignore>
2523 <ignore_list name="non_pickable" />
2524 </ignore>
2525 <description><![CDATA[
2526 A locked door can be opened only when carrying
2527 the appropriate special key. ]]>
2528 </description>
2529 <use><![CDATA[
2530 If you want to create a locked door that cannot be opened (no key),
2531 set a &lt;key string&gt; like "no_key_available". This will clearify things
2532 and only a fool would create a key matching that string.
2533
2534 Door-objects can not only be used for "doors". In many maps these
2535 are used with all kinds of faces/names, especially often as
2536 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2537 There you have magic forces (door objects) put under certain artifact
2538 items. To get your hands on the artifacts, you need to bring up the
2539 appropriate quest items (key objects). ]]>
2540 </use>
2541 <attribute arch="no_pass" value="1" type="fixed" />
2542 <attribute arch="no_pick" value="1" type="fixed" />
2543 <attribute arch="slaying" editor="key string" type="string">
2544 The &lt;key string&gt; in the door must be identical with the
2545 &lt;key string&gt; in the special key, then the door is unlocked.
2546 It is VERY important to set the &lt;key string&gt; to something that
2547 is unique among the CF mapset.
2548
2549 DONT EVER USE the default string "set_individual_value".
2550 </attribute>
2551 <attribute arch="no_magic" editor="restrict spells" type="bool">
2552 Restricting the use of spells to pass this door.
2553 This should be set in most cases.
2554 (Don't forget that the spell "dimension door" is easily
2555 available at about wisdom level 10).
2556 </attribute>
2557 <attribute arch="damned" editor="restrict prayers" type="bool">
2558 Restricting the use of prayers to pass this door.
2559 This should be set in most cases.
2560 </attribute>
2561 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2562 When a player is trying to open the door without carrying the
2563 appropriate key, this text is displayed to the player. This is
2564 a good opportunity to place hints about the special key needed
2565 to unlock the door.
2566 </attribute>
2567 </type>
2568
2569 <!--####################################################################-->
2570 <type number="29" name="Magic Ear">
2571 <ignore>
2572 <ignore_list name="system_object" />
2573 </ignore>
2574 <description><![CDATA[
2575 Magic_ears trigger a connected value
2576 when the player speaks a specific keyword. ]]>
2577 </description>
2578 <use><![CDATA[
2579 Whenever you put magic_ears on your maps, make sure there are
2580 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2581 something like a gate that is opened by speaking "open" or
2582 "sesame", expecting the player to figure this out all by himself.
2583 <br><br>
2584 Magic_ears are typically used for interaction with NPCs. You
2585 can create the impression that the NPC actually *does* something
2586 according to his conversation with a player. Mostly this means
2587 opening a gate or handing out some item, but you could be quite
2588 creative here. ]]>
2589 </use>
2590 <attribute arch="no_pick" value="1" type="fixed" />
2591 <attribute arch="connected" editor="connection" type="int">
2592 The Magic_ear will trigger all objects with the
2593 same connection value, every time it is activated.
2594 </attribute>
2595 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2596 This textfield contains the keyword-matching-syntax. The text should
2597 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2598 Any number of keywords from one to infinite is allowed. Make sure
2599 they are seperated by a '|'.
2600
2601 Examples: "@match yes", "@match gold|treasure". The connected
2602 value will be triggerd when the player speaks any of the given
2603 keywords within a two-square radius. IMPORTANT: Upper/lower case
2604 does not make a difference!
2605 </attribute>
2606 </type>
2607
2608 <!--####################################################################-->
2609 <type number="62" name="Magic Wall">
2610 <ignore>
2611 <ignore_list name="non_pickable" />
2612 </ignore>
2613 <description><![CDATA[
2614 Magic walls fire spells in a given direction, in regular intervals.
2615 Magic walls can contain any spell. However, some spells do not
2616 operate very successfully in them. The only way to know is to test
2617 the spell you want to use with a wall.
2618 <br><br>
2619 Several types of magical walls are predefined for you in the
2620 archetypes, and can be found on the "connected" Pickmap. ]]>
2621 </description>
2622 <use><![CDATA[
2623 Spellcasting walls pose an interesting alternative to monsters.
2624 Usually they are set to be undestroyable. Thus, while monsters
2625 in a map can be cleared out, the magic walls remain. Low level
2626 characters for example will not be able to pass through their
2627 spell-area, hence they cannot loot a map that a high level character
2628 might have cleared out.
2629 <br><br>
2630 Another point of magic walls is that if the player dies, he has to face
2631 them all again. Magic walls can add a kind of "permanent thrill" to
2632 your maps.
2633 <br><br>
2634 Be careful that your magic walls don't kill the monsters on a map. If
2635 placing monsters, eventually take ones that are immune to the
2636 walls' spell(s).
2637 <br><br>
2638 It is possible to make walls rotate when triggered. But that is so
2639 confusing (and useless IMHO) that I did not mention it above. You
2640 can find a working example on the map
2641 "/pup_land/castle_eureca/castle_eureca8". ]]>
2642 </use>
2643 <attribute arch="dam" editor="spell" type="spell">
2644 The magic wall will cast this &lt;spell&gt;.
2645 </attribute>
2646 <attribute arch="level" editor="spell level" type="int">
2647 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2648 walls cast spells at minimal strength. "level 100" walls cast deadly
2649 spells. Arch default is level 1 - you should always set this value
2650 to meet the overall difficulty of your map.
2651 </attribute>
2652 <attribute arch="connected" editor="connection" type="int">
2653 Every time the &lt;connection&gt; value is triggered, the wall will cast
2654 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2655 have much visible effect.
2656 </attribute>
2657 <attribute arch="speed" editor="casting speed" type="float">
2658 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2659 You can fine-tune how long the duration between two casts shall
2660 be. If you want to create a wall that can be activated (cast per
2661 trigger) via connected lever/button/etc, you must set "speed 0".
2662 </attribute>
2663 <attribute arch="sp" editor="direction" type="list_direction">
2664 The magic wall will cast it's spells always in the specified
2665 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2666 always fire in a random direction.
2667 </attribute>
2668 <attribute arch="no_pass" editor="blocking passage" type="bool">
2669 If set, the object cannot be passed by players nor monsters.
2670 </attribute>
2671 <section name="destroyable">
2672 <attribute arch="alive" editor="is destroyable" type="bool">
2673 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2674 destroyed by the player. If disabled, all other attributes on
2675 this tab, as well as resistances, are meaningless.
2676 </attribute>
2677 <attribute arch="hp" editor="hitpoints" type="int">
2678 The more &lt;hitpoints&gt; the wall has, the longer
2679 it takes to be destroyed.
2680 </attribute>
2681 <attribute arch="maxhp" editor="max hitpoints" type="int">
2682 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2683 can have. This only makes sense if the wall can regain health.
2684 </attribute>
2685 <attribute arch="ac" editor="armour class" type="int">
2686 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2687 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2688 to &lt;weapon class&gt;.
2689 </attribute>
2690 </section>
2691 <section name="resistance">
2692 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2693 </attribute>
2694 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2695 </attribute>
2696 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2697 </attribute>
2698 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2699 </attribute>
2700 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2701 </attribute>
2702 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2703 </attribute>
2704 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2705 </attribute>
2706 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2707 </attribute>
2708 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2709 </attribute>
2710 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2711 </attribute>
2712 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2713 </attribute>
2714 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2715 </attribute>
2716 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2717 </attribute>
2718 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2719 </attribute>
2720 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2721 </attribute>
2722 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2723 </attribute>
2724 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2725 </attribute>
2726 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2727 </attribute>
2728 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2729 </attribute>
2730 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2731 </attribute>
2732 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2733 </attribute>
2734 </section>
2735 </type>
2736
2737 <!--####################################################################-->
2738 <type number="55" name="Marker">
2739 <ignore>
2740 <ignore_list name="system_object" />
2741 </ignore>
2742 <description><![CDATA[
2743 A marker is an object that inserts an invisible force (a mark) into a
2744 player stepping on it. This force does nothing except containing a
2745 &lt;key string&gt; which can be discovered by detectors or inventory
2746 checkers. It is also possible to use markers for removing marks again.
2747 <br><br>
2748 Note that the player has no possibility to "see" his own marks,
2749 except by the effect that they cause on the maps. ]]>
2750 </description>
2751 <use><![CDATA[
2752 Markers hold real cool possibilities for map-making. I encourage
2753 you to use them frequently. However there is one negative point
2754 about markers: Players don't "see" what's going on with them. It is
2755 your task, as map-creator, to make sure the player is always well
2756 informed and never confused.
2757 <br><br>
2758 Please avoid infinite markers when they aren't needed. They're
2759 using a little space in the player file after all, so if there
2760 is no real purpose, set an expire time. ]]>
2761 </use>
2762 <attribute arch="no_pick" value="1" type="fixed" />
2763 <attribute arch="slaying" editor="key string" type="string">
2764 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2765 If the player already has a force with that &lt;key string&gt;,
2766 there won't be inserted a second one.
2767 </attribute>
2768 <attribute arch="connected" editor="connection" type="int">
2769 When the detector is triggered, all objects with the same
2770 connection value get activated.
2771 </attribute>
2772 <attribute arch="speed" editor="marking speed" type="float">
2773 The &lt;marking speed&gt; defines how quickly it will mark something
2774 standing on the marker. Set this value rather high to make
2775 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2776 should do fine.
2777 </attribute>
2778 <attribute arch="food" editor="mark duration" type="int">
2779 This value defines the duration of the force it inserts.
2780 If nonzero, the duration of the player's mark is finite:
2781 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2782 means the mark will stay on the player forever.
2783 </attribute>
2784 <attribute arch="name" editor="delete mark" type="string">
2785 When the player steps onto the marker, all existing forces in
2786 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2787 will be removed. If you don't want to remove any marks, leave
2788 this textfield empty.
2789
2790 Note that the string &lt;delete mark&gt; is set as the name of
2791 this marker. So don't be confused, and remember changing the
2792 name will take effect on the marker's functionality.
2793 </attribute>
2794 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2795 In the moment when the player gets marked, this text is displayed
2796 to him. You should really set a message in any marker you create,
2797 because it's the only way for the player to notice what's going on.
2798 </attribute>
2799 </type>
2800
2801 <!--####################################################################-->
2802 <type number="36" name="Money">
2803 <ignore>
2804 <attribute arch="unpaid" />
2805 </ignore>
2806 <description><![CDATA[
2807 Items of the type Money are handled as currency.
2808 Money cannot be sold/bought in shops. When money is dropped
2809 in a shop, it stays the same.<br>
2810 When a player picks an item from a shop and attempts to
2811 walk over the shop mat, the item's selling-price is automatically
2812 subtracted from the player's money.
2813 <br><br>
2814 For money, always use the default arches.
2815 Don't modify them. ]]>
2816 </description>
2817 <attribute arch="race" value="gold and jewels" type="fixed" />
2818 </type>
2819
2820 <!--####################################################################-->
2821 <type number="0" name="Monster &amp; NPC">
2822 <required>
2823 <attribute arch="is_floor" value="0" />
2824 <attribute arch="alive" value="1" />
2825 <attribute arch="tear_down" value="0" />
2826 </required>
2827 <ignore>
2828 <attribute arch="material" />
2829 <attribute arch="name_pl" />
2830 <attribute arch="nrof" />
2831 <attribute arch="value" />
2832 <attribute arch="unpaid" />
2833 </ignore>
2834 <description><![CDATA[
2835 Monsters can behave in various kinds of ways.
2836 They can be aggressive, attacking the player. Or peaceful,
2837 helping the player - maybe joining him as pet.
2838 The unagressive creatures who communicate with players are
2839 usually called "NPCs" (Non Player Character), a well-known
2840 term in role-play environments. ]]>
2841 </description>
2842 <use><![CDATA[
2843 Monsters play a central role in most maps. Choosing the right
2844 combination of monsters for your map is vital:
2845 <UL>
2846 <LI> Place only monsters of slightly varying (increasing) strength.
2847 It's no fun to play for two hours just to find out the last
2848 monster is unbeatable. Similar, it's not exciting to fight orcs
2849 after passing a room of dragons.<br>
2850 This rule applies only for linear maps (one room after the other),
2851 with treasure at the end. You can sprinkle the treasure around,
2852 or make non-linear maps - That is often more entertaining.
2853 <LI> Places with high level monsters must not be easy to reach.
2854 Balrogs, Dragonmen and the likes should be at the end of a quest,
2855 not at the beginning.
2856 <LI> Don't stick monsters together that tend to kill each other.
2857 Fire- and cold dragons in one room for example is a bad idea.
2858 By weakening and killing each other they are easy prey for players,
2859 not worth the experience they hold.
2860 <LI> Create your own monsters, especially for "boss"-type monsters.
2861 Having stage-bosses guarding treasure is a lot of fun when done right.
2862 Avoid to create monsters with completely non-intuitive abilities:
2863 Don't give ice-spells to firedragons or vice versa. Don't add
2864 draining attack to trolls, etc. Additionally, you should inform the
2865 player before he bumps right into some very special/unusual monster.
2866 <LI> Last but not least: Always keep an eye on the experience your monsters
2867 hold. Design your maps in a way that high experience
2868 is always well-defended. Don't make large rooms full with only one kind
2869 of monster. Keep in mind the different abilities/techniques players
2870 can use.
2871 </UL>
2872 I know it's impossible to make the perfectly balanced map. There's always
2873 some part which is found too easy or too hard for a certain kind of player.
2874 Just give it your best shot. And listen to feedback from players if you
2875 receive some. :-) ]]>
2876 </use>
2877 <attribute arch="alive" value="1" type="fixed" />
2878 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2879 When the monster is killed, items from the treasurelist will
2880 drop to the ground. This is a common way to reward players
2881 for killing (masses of) monsters.
2882
2883 Note that you can always put items into the monster's
2884 inventory. Those will drop-at-kill just like the stuff
2885 from the &lt;treasurelist&gt;.
2886 </attribute>
2887 <attribute arch="level" editor="level" type="int">
2888 A monster's &lt;level&gt; is the most important attribute.
2889 &lt;level&gt; affects the power of a monster in various ways.
2890 </attribute>
2891 <attribute arch="race" editor="race" type="string">
2892 Every monster should have a race set to cathegorize it.
2893 The monster's &lt;race&gt; can have different effects:
2894 Slaying weapons inflict tripple damage against enemy races
2895 and holy word kills only enemy races of the god.
2896 </attribute>
2897 <attribute arch="exp" editor="experience" type="int">
2898 When a player kills this monster, he will get exactly this
2899 amount of &lt;experience&gt;. The experience will flow into
2900 the skill-cathegory the player used for the kill.
2901
2902 If you create special monsters of tweaked strenght/abilities,
2903 always make sure that the &lt;experience&gt; is set to a
2904 reasonable value. Compare with existing arches to get a feeling
2905 what reasonable means. Keep in mind that spellcasting monsters
2906 are a lot harder to kill than non-spellcasters!
2907 </attribute>
2908 <attribute arch="speed" editor="speed" type="float">
2909 The &lt;speed&gt; determines how fast a monster will both move
2910 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2911 </attribute>
2912 <attribute arch="other_arch" editor="breed monster" type="string">
2913 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2914 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2915 can be set to any valid arch-name of a monster. Multipart monster
2916 should not be used.
2917 </attribute>
2918 <attribute arch="generator" editor="multiply" type="bool">
2919 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2920 every once in a while. Mice are a good example for this effect.
2921 If enabled, you must also set &lt;breed monster&gt; or check
2922 &lt;template generation&gt; and put other monsters in the inventory.
2923 </attribute>
2924 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2925 This only takes effect if &lt;multiply&gt; is enabled. The monster
2926 will create a new monster every once in a while by duplicating it's inventory.
2927 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2928 Each time the monster need to generate an object, it will be
2929 a randomly chosen item from the inventory. When generator is destroyed,
2930 inventory is destroyed.
2931 </attribute>
2932 <attribute arch="flying" editor="flying" type="bool">
2933 Flying monsters won't get slowed down in rough terrain
2934 and they won't be affected by movers.
2935 </attribute>
2936 <attribute arch="undead" editor="undead" type="bool">
2937 Several spells only affect undead monsters:
2938 turn undead, banish undead, holy word, etc.
2939 </attribute>
2940 <attribute arch="carrying" editor="carries weight" type="int">
2941 If a monster has something in the inventory, this
2942 value can be set to reflect the slowdown due to
2943 the carried weight.
2944 </attribute>
2945
2946 <section name="melee">
2947 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2948 This number is a bitmask, specifying the monster's attacktypes
2949 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2950 Strong monsters often have more than just physical attacktype.
2951
2952 When a monster with multiple attacktypes hits aan oponent, it will do
2953 as much damage as the "best" of it's attacktypes does. So, the more
2954 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2955 somehow exceptions.
2956 </attribute>
2957 <attribute arch="dam" editor="damage" type="int">
2958 Among other parameters, &lt;damage&gt; affects how much melee damage
2959 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2960 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2961 take effect on the melee damage of a monster.
2962 </attribute>
2963 <attribute arch="wc" editor="weapon class" type="int">
2964 Monsters of high &lt;weapon class&gt; are more likely to really hit
2965 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2966 to &lt;armour class&gt;.
2967 </attribute>
2968 <attribute arch="hp" editor="health points" type="int">
2969 The &lt;health points&gt; of a monster define how long it takes to
2970 kill it. With every successful hit from an opponent, &lt;health points&gt;
2971 get drained - The monster dies by zero &lt;health points&gt;.
2972 </attribute>
2973 <attribute arch="maxhp" editor="max health" type="int">
2974 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2975 monster can have.
2976 </attribute>
2977 <attribute arch="ac" editor="armour class" type="int">
2978 Monsters of low &lt;armour class&gt; are less likely to get hit from
2979 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2980 to &lt;weapon class&gt;.
2981 Values typically range between +20 (very bad) to -20 (quite good).
2982 </attribute>
2983 <attribute arch="Con" editor="healing rate" type="int">
2984 Monsters regenerate this many health points each 4 ticks. Hence, the
2985 healing rate is independent of &lt;speed&gt;.
2986 </attribute>
2987 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2988 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2989 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2990 bounce off.
2991 </attribute>
2992 <attribute arch="hitback" editor="hitback" type="bool">
2993 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2994 to the amount of damage the *attacker* inflicted. This damage
2995 is additional to the regular melee damage of the monster.
2996 As far as I know, hitback uses acid attacktype, and it only takes
2997 effect if the monster actually has acid attacktype at it's disposal.
2998 Acid spheres for example use this feature.
2999 </attribute>
3000 <attribute arch="one_hit" editor="one hit only" type="bool">
3001 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3002 to a player.
3003 </attribute>
3004 </section>
3005
3006 <section name="spellcraft">
3007 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3008 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3009 Only wands/rods/etc can be used, given the appropriate abilities.
3010 </attribute>
3011 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3012 A monster with this flag has the ability to &lt;reflect spells&gt;,
3013 all kinds of spell-bullets and -beams will bounce off.
3014
3015 Generally this flag should not be set because it puts
3016 wizard-type players at an unfair disadvantage.
3017 </attribute>
3018 <attribute arch="sp" editor="spellpoints" type="int">
3019 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3020 them for both wizard- and prayer-spells. However, this value defines
3021 only the amount of *initial* spellpoints the monster starts with.
3022 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3023 and &lt;spellpoint regen.&gt; are more important than just initial
3024 &lt;spellpoints&gt;.
3025 </attribute>
3026 <attribute arch="maxsp" editor="max spellpoints" type="int">
3027 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3028 can hold. Setting this to high values has little effect unless
3029 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3030 "regenerate mana" at it's disposal.
3031 </attribute>
3032 <attribute arch="Pow" editor="spellpoint regen." type="int">
3033 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3034 spellpoint regeneration rate is independent of &lt;speed&gt;.
3035
3036 To make a real tough spellcasting monster, the rate of spellpoint
3037 regeneration is most important. If your monster is still not casting
3038 fast enough, give it the spell-ability of "regenerate mana".
3039 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3040 </attribute>
3041 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3042 Click on the &lt;attuned paths&gt; button to select spellpaths.
3043 The creature will get attuned to the specified spellpaths.
3044 </attribute>
3045 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3046 Click on the &lt;repelled paths&gt; button to select spellpaths.
3047 The creature will get repelled to the specified spellpaths.
3048 </attribute>
3049 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3050 Click on the &lt;denied paths&gt; button to select spellpaths.
3051 The creature won't be able to cast spells of the specified paths.
3052 </attribute>
3053 </section>
3054
3055 <section name="ability">
3056 <attribute arch="Int" editor="detect hidden" type="int">
3057 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3058 hidden/invisible creatures. Higher values make for better
3059 detection-skills. Enabling &lt;see invisible&gt; makes this value
3060 obsolete.
3061 </attribute>
3062 <attribute arch="see_invisible" editor="see invisible" type="bool">
3063 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3064 with by invisible or hiding players. This flag is a must-have
3065 for high-level monsters. When a monster is unable to detect
3066 invisible players, it can be killed without fighting back.
3067 </attribute>
3068 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3069 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3070 by spells of darkness or dark maps. This flag is a "should-have"
3071 for high-level monsters. When a monster is unable to see in
3072 darkness, players can cast darkness and sneak around it safely.
3073 </attribute>
3074 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3075 Monster is able to wield weapon type objects.
3076 </attribute>
3077 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3078 Monster is able to use missile-weapon type objects.
3079 </attribute>
3080 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3081 Monster is able to wear protective equipment like brestplate
3082 armour, shields, helmets etc.
3083 </attribute>
3084 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3085 Monster is able to wear rings.
3086 </attribute>
3087 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3088 Monster is able to use wands and staves.
3089 </attribute>
3090 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3091 Monster is able to use rods.
3092 </attribute>
3093 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3094 Monster is able to read scrolls.
3095 </attribute>
3096 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3097 Monster is able to use skills from it's inventory.
3098 For example, you can put a throwing skill object and some
3099 boulders into the monster's object and set &lt;can use skills&gt;.
3100 </attribute>
3101 </section>
3102
3103 <section name="behave">
3104 <attribute arch="monster" editor="monster behaviour" type="bool">
3105 When &lt;monster behaviour&gt; is enabled, this object will behave
3106 like a monster: It can move and attack enemies (which are
3107 typically players).
3108 This flag should be set for all monsters as-such.
3109 Monsters which don't move, like guards, should also have
3110 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3111 It should *not* be set for things like immobile generators.
3112 </attribute>
3113 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3114 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3115 </attribute>
3116 <attribute arch="friendly" editor="friendly" type="bool">
3117 &lt;friendly&gt; monsters help the player, attacking any
3118 non-friendly monsters in range.
3119 </attribute>
3120 <attribute arch="stand_still" editor="stand still" type="bool">
3121 Monsters which &lt;stand still&gt; won't move to leave their position.
3122 When agressive, they will attack all enemies who get close to
3123 them. This behaviour is commonly known from castle guards.
3124
3125 In older versions of Crossfire it was possible to eventually
3126 push a &lt;stand still&gt;-monster out of position by force.
3127 I believe this is no longer possible. Neverthless, you should
3128 still be cautious when lining up &lt;stand still&gt;-monster in order
3129 to "defend" something: Such monsters are rather easy to kill.
3130 It's good for low level maps, but not much more.
3131 </attribute>
3132 <attribute arch="sleep" editor="asleep" type="bool">
3133 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3134 &lt;sensing range&gt; of the monster. Usually the sensing range is
3135 larger than the players line of sight. Due to that, in most cases
3136 the player won't ever notice weither a monster was asleep or not.
3137 </attribute>
3138 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3139 This entry defines which kinds of environment actions the
3140 creature is able to perform.
3141 </attribute>
3142 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3143 Click on the &lt;pick up&gt; button and select which types of objects
3144 the creature should try to pick up.
3145
3146 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3147 etc are set, then the creature will pick up the matching items even
3148 if this is not set here.
3149 </attribute>
3150 <attribute arch="Wis" editor="sensing range" type="int">
3151 &lt;sensing range&gt; determines how close a player needs to be before
3152 the creature wakes up. This is done as a square, for reasons of speed.
3153 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3154 11x11 square of the monster will wake the monster up. If the player
3155 has stealth, the size of this square is reduced in half plus 1.
3156 </attribute>
3157 <attribute arch="attack_movement" editor="attack movement" type="int">
3158 </attribute>
3159 <attribute arch="run_away" editor="run at % health" type="int">
3160 This is a percentage value in the range 0-100.
3161 When the monster's health points drop below this percentage
3162 (relative to max health), it attempts to run away from the
3163 attacker.
3164 </attribute>
3165 </section>
3166
3167 <section name="resistance">
3168 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3169 </attribute>
3170 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3171 </attribute>
3172 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3173 </attribute>
3174 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3175 </attribute>
3176 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3177 </attribute>
3178 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3179 </attribute>
3180 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3181 </attribute>
3182 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3183 </attribute>
3184 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3185 </attribute>
3186 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3187 </attribute>
3188 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3189 </attribute>
3190 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3191 </attribute>
3192 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3193 </attribute>
3194 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3195 </attribute>
3196 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3197 </attribute>
3198 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3199 </attribute>
3200 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3201 </attribute>
3202 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3203 </attribute>
3204 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3205 </attribute>
3206 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3207 </attribute>
3208 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3209 </attribute>
3210 </section>
3211 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3212 </attribute>
3213 </type>
3214
3215 <!--####################################################################-->
3216 <type number="28" name="Monster (Grimreaper)">
3217 <import_type name="Monster &amp; NPC" />
3218 <ignore>
3219 <attribute arch="material" />
3220 <attribute arch="name_pl" />
3221 <attribute arch="nrof" />
3222 <attribute arch="value" />
3223 <attribute arch="unpaid" />
3224 </ignore>
3225 <description><![CDATA[
3226 A grimreaper is a monster that vanishes after it did some number of
3227 draining attacks. ]]> <!-- XXX: is this ok? -->
3228 </description>
3229 <section name="grimreaper">
3230 <attribute arch="value" editor="attacks" type="int">
3231 The object vanishes after this number of draining attacks.
3232 </attribute>
3233 </section>
3234 </type>
3235
3236 <!--####################################################################-->
3237 <type number="65" name="Mood Floor">
3238 <ignore>
3239 <ignore_list name="system_object" />
3240 </ignore>
3241 <description><![CDATA[
3242 As the name implies, mood floors can change the "mood" of
3243 a monsters/NPC. For example, an unagressive monster could be
3244 turned mad to start attacking. Similar, an agressive monster
3245 could be calmed. ]]>
3246 </description>
3247 <use><![CDATA[
3248 Mood floors are absolutely cool for NPC interaction. To make an
3249 unaggressive monster/NPC attack, put a creator with "other_arch
3250 furious_floor" under it. Connect the creator to a magic_ear, so the
3251 player speaks a keyword like "stupid sucker" - and the monster attacks.
3252 <br><br>
3253 To turn an NPC into a pet, put a charm_floor under it and connect
3254 it directly to a magic_ear. Then the player speaks a keyword like
3255 "help me" - and the NPC joins him as pet.
3256 <br><br>
3257 (Of course you must always give clear hints about keywords!
3258 And there is no reason why you couldn't use a button/lever/pedestal
3259 etc. instead of a magic_ear.) ]]>
3260 </use>
3261 <attribute arch="no_pick" value="1" type="fixed" />
3262 <attribute arch="last_sp" editor="mood" type="list_mood">
3263 &lt;mood&gt; is used to determine what will happen to the
3264 monster when affected by the mood floor:
3265
3266 &lt;mood&gt; 'furious': Makes all monsters aggressive
3267
3268 &lt;mood&gt; 'angry': As above but pets are unaffected
3269
3270 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3271
3272 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3273
3274 &lt;mood&gt; 'charm': Turns monster into a pet of person
3275 who triggers the square. This setting is not
3276 enabled for continous operation, you need to
3277 insert a &lt;connection&gt; value!
3278 </attribute>
3279 <attribute arch="connected" editor="connection" type="int">
3280 This should only be set in combination with &lt;mood number&gt; 4.
3281 Normally, monsters are affected by the mood floor as soon as they
3282 step on it. But charming (monster -&gt; pet) is too powerful,
3283 so it needs to be activated.
3284
3285 Typically it is connected to an altar, for buying a "hireling".
3286 But a powerful pet could as well be the reward for solving a
3287 quest. Or even better: It could be *part* of a quest!
3288 </attribute>
3289 <attribute arch="no_magic" editor="no spells" type="bool">
3290 If enabled, it is impossible for players to use (wizard-)
3291 spells on that spot.
3292 </attribute>
3293 <attribute arch="damned" editor="no prayers" type="bool">
3294 If enabled, it is impossible for players to use prayers
3295 on that spot. It also prevents players from saving.
3296 </attribute>
3297 </type>
3298
3299 <!--####################################################################-->
3300 <type number="40" name="Mover">
3301 <ignore>
3302 <ignore_list name="non_pickable" />
3303 </ignore>
3304 <description><![CDATA[
3305 Movers move the objects above them. However, only living objects
3306 are affected (monsters/NPCs always, players optional). Movers have
3307 a direction, so players can be made to move in a pattern, and so
3308 can monsters. Motion is involuntary. Additionally, players or
3309 monsters can be "frozen" while ontop of movers so that they MUST
3310 move along a chain of them.
3311 <br><br>
3312 Multisquare monsters can be moved as well, given
3313 enough space. Movers are usually invisible. ]]>
3314 </description>
3315 <use><![CDATA[
3316 NEVER EVER consider a mover being unpassable in the backwards
3317 direction. Setting "forced movement" makes it seemingly impossible
3318 but there is still a trick: One player can push a second player
3319 past the mover, in opposite to the mover's direction! The more
3320 movers, the more players needed. Hence, don't make a treasure
3321 room that is surrounded by movers instead of solid walls/gates.
3322 <br><br>
3323 Btw, it does not make a difference putting movers above or
3324 below the floor. Moreover, movers that are set to be invisible
3325 cannot be discovered with the show_invisible spell.
3326 <br><br>
3327 Note that Movers and Directors are seperate objects, even though
3328 they look and act similar. Directors only do spells/missiles,
3329 while movers only do living creatures (depending on how it
3330 is set: monsters and players). ]]>
3331 </use>
3332 <attribute arch="attacktype" editor="forced movement" type="bool">
3333 If forced movement is enabled, the mover "freezes" anyone it
3334 moves (so they are forced to move along a chain).
3335 For players there is no way to escape this forced movement,
3336 except being pushed by a second player.
3337 </attribute>
3338 <attribute arch="maxsp" editor="freeze duration" type="int">
3339 The player will be "frozen" for that many moves.
3340 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3341 enabled, then &lt;freeze duration&gt; gets assigned the
3342 "default value" 2 automatically.
3343 </attribute>
3344 <attribute arch="speed" editor="movement speed" type="float">
3345 The movement speed value determines how fast a chain of
3346 these movers will push a player along (default is -0.2).
3347 </attribute>
3348 <attribute arch="sp" editor="direction" type="list_direction">
3349 The mover will push creatures in the specified &lt;direction&gt;.
3350 A mover with direction set to &lt;none&gt; will spin clockwise,
3351 thus pushing creatures in unpredictable directions.
3352 </attribute>
3353 <attribute arch="lifesave" editor="gets used up" type="bool">
3354 If enabled, the mover gets "used up" after a certain number of moves
3355 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3356 </attribute>
3357 <attribute arch="hp" editor="number of uses" type="int">
3358 This value has only a meaning if &lt;gets used up&gt; is set:
3359 &lt;number of uses&gt; is the number of times minus one, that it
3360 will move a creature before disappearing. (It will move
3361 someone &lt;number of uses&gt;+1 times, then vanish).
3362 </attribute>
3363 <section name="targets">
3364 <attribute arch="level" editor="move players" type="bool">
3365 If &lt;move players&gt; is enabled, both players and monsters will be
3366 moved. In the arches' default it is disabled - thus ONLY monsters
3367 get moved. Remember that "monsters" includes NPCs!
3368
3369 This feature provides you with the possibility to make NPCs
3370 literally "come to life". Example: The player is talking with an
3371 NPC, speaking a certain keyword. This triggers a magic_ear and
3372 activates creators, creating (per default: monster-only) movers
3373 under the NPC's feet. The NPC starts "walking" on a predefined
3374 route! Note that it's useful to set this NPC immune to everything,
3375 preventing the player to push the NPC off his trace.
3376 </attribute>
3377 <attribute arch="walk_on" editor="move walking creatures" type="bool">
3378 This should always be set.
3379 </attribute>
3380 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3381 Move flying creatures enabled means all flying (living)
3382 objects will get moved too. If disabled, only walking
3383 (non-flying) creatures will get moved.
3384 </attribute>
3385 </section>
3386 </type>
3387
3388 <!--####################################################################-->
3389 <type number="17" name="Pedestal">
3390 <ignore>
3391 <ignore_list name="non_pickable" />
3392 </ignore>
3393 <description><![CDATA[
3394 Pedestals are designed to detect certain types of living objects.
3395 When a predefined type of living creature steps on the pedestal, the
3396 connected value is triggered. ]]>
3397 </description>
3398 <use><![CDATA[
3399 If you want to create a place where only players of a certain race
3400 can enter, put a teleporter over your pedestal. So the teleporter is
3401 only activated for players of the matching race. Do not use gates,
3402 because many other players could sneak in. If you put powerful
3403 artifacts into such places, generally set "startequip 1", so that
3404 they are preserved for that one race and can't be traded to others. ]]>
3405 </use>
3406 <attribute arch="no_pick" value="1" type="fixed" />
3407 <attribute arch="slaying" editor="match race" type="string">
3408 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3409 matches the monster's or the player's race, we have a match.
3410 Yes, pedestals can detect a player's race! E.g. you could create a
3411 place where only fireborns can enter, by setting "slaying unnatural".
3412
3413 If it is set to "player", any player stepping on the pedestal
3414 is a match. Very useful if you want to open a gate for players
3415 but not for monsters.
3416 </attribute>
3417 <attribute arch="connected" editor="connection" type="int">
3418 When the pedestal is triggered, all objects with the same
3419 connection value get activated.
3420 </attribute>
3421 <attribute arch="walk_on" value="1" type="fixed" />
3422 <attribute arch="walk_off" value="1" type="fixed" />
3423 </type>
3424
3425 <!--####################################################################-->
3426 <type number="94" name="Pit">
3427 <ignore>
3428 <ignore_list name="non_pickable" />
3429 </ignore>
3430 <description><![CDATA[
3431 Pits are holes, transporting the player when he walks (and falls) into them.
3432 A speciality about pits is that they don't transport the player to
3433 the exact destination, but within a two-square radius of the destination
3434 (never on blocked squares).<br>
3435 Optionally, pits can get closed and opened, similar to gates.<br><br>
3436 Monsters and items are affected by pits just as well as players.
3437 Even multipart monsters can fall through them, given enough space. ]]>
3438 </description>
3439 <use><![CDATA[
3440 Pits can add interesting effects to your map. When using them, make
3441 sure to use them in a "logical way": Pits should always drop the
3442 player to some kind of lower level. They should not be used to
3443 randomly interconnect maps like teleporters do. ]]>
3444 </use>
3445 <attribute arch="no_pick" value="1" type="fixed" />
3446 <attribute arch="connected" editor="connection" type="int">
3447 When a &lt;connection&gt; value is set, the pit can be opened/closed
3448 by activating the connection.
3449 </attribute>
3450 <attribute arch="hp" editor="destination X" 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="sp" editor="destination Y" type="int">
3457 The pit will transport creatures (and items) randomly into a two-square
3458 radius of the destination coordinates.
3459 If the destination square becomes blocked, the pit will act like
3460 being filled up and not work anymore!
3461 </attribute>
3462 <attribute arch="wc" editor="position state" type="int">
3463 The &lt;position state&gt; defines the position of the gate:
3464 Zero means completely open/down, the "number of animation-steps" (usually
3465 about 6 or 7) means completely closed/up state. I suggest you don't
3466 mess with this value - Leave the default in place.
3467 </attribute>
3468 <attribute arch="walk_on" editor="swallow walking" type="bool">
3469 If set, all walking creatures will fall into the pit.
3470 This does NOT need to be set for closed pits!
3471 </attribute>
3472 <attribute arch="fly_on" editor="swallow flying" type="bool">
3473 If set, all flying creatures will fall into the pit as well.
3474 This is not the behaviour expected from a pit, and it should
3475 only be used for map-mechanisms (e.g. for transporting flying
3476 monsters).
3477 An interesting side-effect: If this flag is enabled, spell
3478 effects like fire/snow also make their way through the pit.
3479 </attribute>
3480 </type>
3481
3482 <!--####################################################################-->
3483 <type number="7" name="Poison Food">
3484 <description><![CDATA[
3485 When eating, the player's stomache is drained by 1/4 of food.
3486 If his food drops to zero, the player might even die. ]]>
3487 </description>
3488 </type>
3489
3490 <!--####################################################################-->
3491 <type number="5" name="Potion">
3492 <description><![CDATA[
3493 The player can drink these and gain various kinds of benefits
3494 (/penalties) by doing so. ]]>
3495 </description>
3496 <use><![CDATA[
3497 One potion should never give multiple benefits at once. ]]>
3498 </use>
3499 <attribute arch="level" editor="potion level" type="int">
3500 If the potion contains a spell, the spell is cast at this level.
3501 For other potions it should be set at least to 1.
3502 </attribute>
3503 <attribute arch="sp" editor="spell" type="spell">
3504 When a player drinks this potion, the selected spell
3505 will be casted (once). This should work for any given spell.
3506 E.g. heal is "sp 35", magic power is "sp 67".
3507 </attribute>
3508 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3509 There are two types of special effects for potions:
3510 'life restoration' - restore the player's stats lost by death or draining
3511 (this has nothing in common with the restoration spell!)
3512 'improvement' - increase the player's maximum health/mana/grace
3513 by a very small amount.
3514 </attribute>
3515 <attribute arch="cursed" editor="cursed" type="bool">
3516 If a potion is cursed, benefits generally turn into penalties.
3517 Note that potions can be "uncursed" by praying over an altar,
3518 with relative ease. *But* the potion must be identified to notice
3519 that it is cursed &gt;:)
3520 </attribute>
3521 <attribute arch="startequip" editor="godgiven item" type="bool">
3522 A godgiven item vanishes as soon as the player
3523 drops it to the ground.
3524 </attribute>
3525 <section name="stats">
3526 <attribute arch="Str" editor="strength" type="int">
3527 The player's strentgh 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="Dex" editor="dexterity" type="int">
3533 The player's dexterity 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="Con" editor="constitution" type="int">
3539 The player's constitution 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="Int" editor="intelligence" type="int">
3545 The player's intelligence 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="Pow" editor="power" type="int">
3551 The player's power 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="Wis" editor="wisdom" type="int">
3557 The player's wisdom 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 <attribute arch="Cha" editor="charisma" type="int">
3563 The player's charisma will rise/fall by the given value for permanent
3564 (of course there is an upper limit). Generally there shouldn't be stat
3565 potions granting more than one stat. Cursed potions will subtract the
3566 stats if positive.
3567 </attribute>
3568 </section>
3569 <section name="resistance">
3570 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3571 The player's resistance to physical 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_magic" editor="resist magic %" length="15" type="int">
3577 The player's resistance to magic 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_fire" editor="resist fire %" length="15" type="int">
3583 The player's resistance to fire 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_electricity" editor="resist electricity %" length="15" type="int">
3589 The player's resistance to electricity 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_cold" editor="resist cold %" length="15" type="int">
3595 The player's resistance to cold 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_acid" editor="resist acid %" length="15" type="int">
3601 The player's resistance to acid 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_confusion" editor="resist confusion %" length="15" type="int">
3607 The player's resistance to confusion 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_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3613 The player's resistance to weaponmagic 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_paralyze" editor="resist paralyze %" length="15" type="int">
3619 The player's resistance to paralyze 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_drain" editor="resist draining %" length="15" type="int">
3625 The player's resistance to draining 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_deplete" editor="resist depletion %" length="15" type="int">
3631 The player's resistance to depletion 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 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3637 The player's resistance to poison will rise by this value in percent
3638 (range -100 till +100). The effect is only temporare, and it does NOT
3639 add on the values from the player's equipment.
3640 Cursed potions will make negative resistance.. very nasty in combat!
3641 </attribute>
3642 </section>
3643 </type>
3644
3645 <!--####################################################################-->
3646 <type number="156" name="Power Crystal">
3647 <description><![CDATA[
3648 Power crystals can store a player's mana:
3649 When the player applies the crystal with full mana, half of
3650 it flows into the crystal. When the player applies it with
3651 lacking mana, the crystal replenishes the player's mana. ]]>
3652 </description>
3653 <attribute arch="sp" editor="initial mana" type="int">
3654 &lt;initial mana&gt; is the amount of spellpoints that the
3655 crystal holds when the map is loaded.
3656 </attribute>
3657 <attribute arch="maxsp" editor="mana capacity" type="int">
3658 The &lt;mana capacity&gt; defines how much mana can be stored
3659 in the crystal. This is what makes the crystal interesting.
3660 Wizard-players will always seek for crystals with large
3661 capacities.
3662 </attribute>
3663 </type>
3664
3665 <!--####################################################################-->
3666 <type number="13" name="Projectile">
3667 <description><![CDATA[
3668 Projectiles like arrows/crossbow bolts are used as ammunition
3669 for shooting weapons.
3670 <br><br>
3671 It's very easy to add new pairs of weapons &amp; projectiles.
3672 Just set matching &lt;ammunition class&gt; both for shooting
3673 weapon and projectile. ]]>
3674 </description>
3675 <use><![CDATA[
3676 If you want to create new kinds of projectiles, you could
3677 add an alchemical receipe to create these.
3678
3679 Don't create new pairs of weapons &amp; projectiles unless
3680 they really fullfill a useful purpose. In fact, even bows
3681 and crossbows are rarely ever used. ]]>
3682 </use>
3683 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3684 This number is a bitmask, specifying the projectile's attacktypes.
3685 Attacktypes are: physical, magical, fire, cold.. etc.
3686 This works identical to melee weapons. Note that shooting
3687 weapons cannot have attacktypes.
3688 </attribute>
3689 <attribute arch="race" editor="ammunition class" type="string">
3690 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3691 these projectiles. For arrows set "arrows", for crossbow bolts
3692 set "crossbow bolts" (big surprise).
3693
3694 In certain cases, the ammunition class is displayed in the game.
3695 Hence, when you create a new ammunition class, choose an
3696 intuitive name like "missiles", "spirit bolts" - whatever.
3697
3698 You can also make special containers holding these projectiles
3699 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3700 </attribute>
3701 <attribute arch="slaying" editor="slaying race" type="string">
3702 Slaying means the weapon does tripple (3x) damage to monsters
3703 of the specified race. If &lt;slaying race&gt; matches an arch name,
3704 only monsters of that archtype receive tripple damage.
3705 Tripple damage is very effective.
3706 </attribute>
3707 <attribute arch="dam" editor="damage" type="int">
3708 The projectile &lt;damage&gt; significantly affects the damage
3709 done. Damage can be further increased by the shooting
3710 weapon's attributes.
3711 </attribute>
3712 <attribute arch="wc" editor="weaponclass" type="int">
3713 This value is supposed to be the base &lt;weaponclass&gt;,
3714 but it seems to have rather little effect.
3715 High values are good here, low values bad.
3716 </attribute>
3717 <attribute arch="food" editor="chance to break" type="int">
3718 The &lt;chance to break&gt; defines the breaking probability when this
3719 projectile hits an obstacle, e.g. wall or monster.
3720 The value is the %-chance to break, ranging from 0 (never breaking)
3721 to 100 (breaking at first shot).
3722 </attribute>
3723 <attribute arch="magic" editor="magic bonus" type="int">
3724 Magic bonus increases chance to hit and damage a little bit.
3725 </attribute>
3726 <attribute arch="unique" editor="unique item" type="bool">
3727 Unique items exist only one time on a server. If the item
3728 is taken, lost or destroyed - it's gone for good.
3729 </attribute>
3730 <attribute arch="startequip" editor="godgiven item" type="bool">
3731 A godgiven item vanishes as soon as the player
3732 drops it to the ground.
3733 </attribute>
3734 <attribute arch="no_drop" editor="don't drop" type="bool">
3735 When a monster carries a projectile with &lt;don't drop&gt;,
3736 this item will never drop to the ground but
3737 vanish instead. If this object is shot, it can still drop
3738 after hitting an obstacle. You can prevent this by
3739 setting &lt;chance to break&gt; 100.
3740 </attribute>
3741 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3742 This text may describe the projectile. This
3743 could be nice for very special ones.
3744 </attribute>
3745 </type>
3746
3747 <!--####################################################################-->
3748 <type number="70" name="Ring">
3749 <import_type name="Amulet" />
3750 <description><![CDATA[
3751 Rings are worn on the hands - one ring each.
3752 Wearing rings, the object's stats will directly be inherited to
3753 the player. Usually enhancing his spellcasting potential. ]]>
3754 </description>
3755 <use><![CDATA[
3756 When you create an artifact ring, never forget that players can
3757 wear <B>two</B> rings! Due to that it is extremely important to
3758 keep rings in balance with the game.
3759 <br><br>
3760 Also keep in mind that rings are generally the wizard's tools.
3761 They should primarily grant bonuses to spellcasting abilities
3762 and non-physical resistances. ]]>
3763 </use>
3764 </type>
3765
3766 <!--####################################################################-->
3767 <type number="3" name="Rod">
3768 <ignore>
3769 <attribute arch="title" />
3770 </ignore>
3771 <description><![CDATA[
3772 A rod contains a spell. The player can use this spell by applying and
3773 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3774 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3775 used endlessly. ]]>
3776 </description>
3777 <use><![CDATA[
3778 Rods with healing/curing spells are extremely powerful. Usually, potions have
3779 to be used for that purpose. Though, potions are expensive and only good for
3780 one-time-use.<br> ]]>
3781 </use>
3782 <attribute arch="sp" editor="spell" type="spell">
3783 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3784 rods to players, since they can be used endlessly without any mana cost!
3785 Rods with heal/ restoration/ protection spells, IF available, MUST be
3786 very very VERY hard to get!
3787 </attribute>
3788 <attribute arch="level" editor="casting level" type="int">
3789 The casting level of the &lt;spell&gt; determines it's power.
3790 For attack spells, level should be set to something reasonable.
3791 </attribute>
3792 <attribute arch="hp" editor="initial spellpoints" type="int">
3793 This value represents the initial amount of spellpoints in the rod.
3794 Naturally, this is quite unimportant.
3795 </attribute>
3796 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3797 When the rod is fully charged up, it will hold this maximum amount of
3798 spellpoints. Make sure it is enough to cast the contained spell at least
3799 once. But don't set the value too high, as that might make the rod
3800 too effective.
3801 </attribute>
3802 <attribute arch="startequip" editor="godgiven item" type="bool">
3803 A godgiven item vanishes as soon as the player
3804 drops it to the ground.
3805 </attribute>
3806 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3807 This text may contain a description of the rod.
3808 </attribute>
3809 </type>
3810
3811 <!--####################################################################-->
3812 <type number="154" name="Rune">
3813 <ignore>
3814 <attribute arch="no_pick" />
3815 <attribute arch="title" />
3816 <attribute arch="name_pl" />
3817 <attribute arch="weight" />
3818 <attribute arch="value" />
3819 <attribute arch="material" />
3820 <attribute arch="unpaid" />
3821 </ignore>
3822 <description><![CDATA[
3823 A rune is a magical enscription on the dungeon floor.
3824 <br><br>
3825 Runes hit any monster or person who steps on them for 'dam' damage in
3826 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3827 and will cast this spell when it detonates. Yet another kind is the
3828 "summoning rune", summoning predefined monsters of any kind, at detonation.
3829 <br><br>
3830 Many runes are already defined in the archetypes. ]]>
3831 </description>
3832 <use><![CDATA[
3833 Avoid monsters stepping on your runes. For example, summoning runes
3834 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3835 </use>
3836 <attribute arch="no_pick" value="1" type="fixed" />
3837 <attribute arch="walk_on" value="1" type="fixed" />
3838 <attribute arch="level" editor="rune level" type="int">
3839 This value sets the level the rune will cast the spell it contains at,
3840 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3841 (&lt;rune level&gt; 0 runes won't detonate at all!)
3842
3843 Level Also effects how easily a rune may be found and disarmed, and
3844 how much experience the player gets for doing so. Beware: High level
3845 runes can be quite a cheap source of experience! So either make them
3846 tough, or keep the level low.
3847 </attribute>
3848 <attribute arch="Cha" editor="visibility" type="int">
3849 This value determines what fraction of the time the rune is visible:
3850 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3851 how easily the rune may be found.
3852 </attribute>
3853 <attribute arch="hp" editor="number of charges" type="int">
3854 The rune will detonate &lt;number of charges&gt; times before disappearing.
3855 </attribute>
3856 <attribute arch="dam" editor="direct damage" type="int">
3857 &lt;direct damage&gt; specifies how much damage is done by the rune,
3858 if it doesn't contain a spell. This should be set in reasonable
3859 relation to the rune's level.
3860 </attribute>
3861 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3862 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3863 attribute defines what attacktype to use for direct damage when
3864 the rune detonates.
3865 </attribute>
3866 <section name="spellcraft">
3867 <attribute arch="sp" editor="spell" type="spell">
3868 The selected &lt;spell&gt; defines the spell in the rune, if any.
3869 (Many runes do direct damage).
3870 </attribute>
3871 <attribute arch="slaying" editor="spell name" type="string">
3872 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3873 but if present, overrides the &lt;spell&gt; setting.
3874 </attribute>
3875 <attribute arch="other_arch" editor="spell arch" type="string">
3876 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3877 is optional, but if present, overrides the &lt;spell&gt; setting.
3878 You can choose any of the existing arches.
3879 </attribute>
3880 <attribute arch="maxsp" editor="direction" type="list_direction">
3881 If set, the rune will cast it's containing spell (if any) in
3882 this &lt;direction&gt;.In most cases this appears useless because
3883 the spell directly hits the player.
3884 </attribute>
3885 <attribute arch="race" editor="summon monster" type="string">
3886 If this is set to the arch name of any monster, together with
3887 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3888 of those on detonation. (dam and attacktype will still be ignored
3889 in this case). Runes are even capable of summoning multi-square
3890 monsters, given enough space. You'd better test it though.
3891 </attribute>
3892 <attribute arch="maxhp" editor="summon amount" type="int">
3893 This should only be set to a summoning rune. It will then summon
3894 that many creatures of the kind &lt;summon monster&gt;.
3895 </attribute>
3896 </section>
3897 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3898 When the rune detonates, this text is displayed to the
3899 victim. For especially powerful runes, create an appropriate
3900 thrilling description. ;)
3901 </attribute>
3902 </type>
3903
3904 <!--####################################################################-->
3905 <type number="106" name="Savebed">
3906 <ignore>
3907 <ignore_list name="non_pickable" />
3908 </ignore>
3909 <description><![CDATA[
3910 When the player applies a savebed, he is not only saved. Both his
3911 respawn-after-death and his word-of-recall positions are pointing
3912 to the last-applied savebed. ]]>
3913 </description>
3914 <use><![CDATA[
3915 Put savebed locations in towns, do not put them into dungeons.
3916 It is absolutely neccessary that a place with savebeds is 100% secure.
3917 That means:
3918 <UL>
3919 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3920 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3921 <LI> Insert a relyable exit! Make sure there is no possibility that
3922 players get trapped in a savebed location.
3923 <LI> If possible, mark the whole site as no-spell area (Insert this
3924 arch called "dungeon_magic" everywhere). This is not required,
3925 but it makes the place much more safe.
3926 </UL> ]]>
3927 </use>
3928 <attribute arch="no_pick" value="1" type="fixed" />
3929 <attribute arch="no_magic" value="1" type="fixed" />
3930 <attribute arch="damned" value="1" type="fixed" />
3931 </type>
3932
3933 <!--####################################################################-->
3934 <type number="111" name="Scroll">
3935 <ignore>
3936 <attribute arch="title" />
3937 </ignore>
3938 <description><![CDATA[
3939 Scrolls contain spells (similar to spell-potions). Unlike potions,
3940 scrolls require a certain literacy skill to read successfully.
3941 Accordingly, for a successful reading, a small amount of
3942 experience is gained. Scrolls allow only one time usage, but
3943 usually they are sold in bulks. ]]>
3944 </description>
3945 <use><![CDATA[
3946 For low level quests, scrolls of healing/curing-spells
3947 can be a nice reward. At higher levels, scrolls become less
3948 and less useful. ]]>
3949 </use>
3950 <attribute arch="level" editor="casting level" type="int">
3951 The spell of the scroll will be casted at this level.
3952 This value should always be set, at least to 1.
3953 </attribute>
3954 <attribute arch="sp" editor="spell" type="spell">
3955 When a player/monster applies this scroll, the selected &lt;spell&gt;
3956 will be casted (once). This should work for any given spell.
3957 </attribute>
3958 <attribute arch="startequip" editor="godgiven item" type="bool">
3959 A godgiven item vanishes as soon as the player
3960 drops it to the ground.
3961 </attribute>
3962 </type>
3963
3964 <!--####################################################################-->
3965 <type number="33" name="Shield">
3966 <import_type name="Amulet" />
3967 <description><![CDATA[
3968 Wearing a shield, the object's stats will directly be inherited to
3969 the player. Shields usually provide good defense, only surpassed
3970 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3971 </description>
3972 <use><![CDATA[
3973 Feel free to create your own special artifacts. However, it is very
3974 important that you keep your artifact in balance with existing maps. ]]>
3975 </use>
3976 <attribute arch="magic" editor="magic bonus" type="int">
3977 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3978 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3979 than direct armour-class bonus on the shield.
3980 </attribute>
3981 </type>
3982
3983 <!--####################################################################-->
3984 <type number="14" name="Shooting Weapon">
3985 <description><![CDATA[
3986 Schooting weapons like bows/crossbows are used to shoot projectiles
3987 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3988 wielded both at the same time. Like with any other equipment,
3989 stats/bonuses from shooting weapons are directly inherited to the player.
3990 <br><br>
3991 It's very easy to add new pairs of weapons &amp; projectiles.
3992 Just set matching &lt;ammunition class&gt; both for shooting
3993 weapon and projectile. ]]>
3994 </description>
3995 <use><![CDATA[
3996 Shooting weapons should not add bonuses in general. There's already
3997 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3998 Schooting weapons should especially not add bonuses to the player
3999 that have nothing to do with schooting. A Wisdom bonus on a bow
4000 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4001 - still crap. ]]>
4002 </use>
4003 <attribute arch="race" editor="ammunition class" type="string">
4004 Only projectiles with matching &lt;ammunition class&gt; can be fired
4005 with this weapon. For normal bows set "arrows", for normal
4006 crossbows set "crossbow bolts".
4007
4008 In certain cases, the ammunition class is displayed in the game.
4009 Hence, when you create a new ammunition class, choose an
4010 intuitive name like "missiles", "spirit bolts" - whatever.
4011 </attribute>
4012 <attribute arch="sp" editor="shooting speed" type="int">
4013 After shooting a projectile, the player is frozen for a short
4014 period of time (to prevent shooting arrows machine-gun-like).
4015 The greater &lt;shooting speed&gt;, the shorter this period of time.
4016 1 is minimum (=worst) and 100 is maximum (=best) value.
4017
4018 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4019 SET IT TO ZERO! (That would freeze the player for eternety).
4020 </attribute>
4021 <attribute arch="dam" editor="base damage" type="int">
4022 The &lt;base damage&gt; significantly affects the damage done
4023 by using this weapon. This damage is added to the projectile
4024 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4025 according to the player's strength is added.
4026 </attribute>
4027 <attribute arch="wc" editor="weaponclass" type="int">
4028 This value is supposed to be the base &lt;weaponclass&gt;,
4029 but it seems to have rather little effect.
4030 High values are good here, low values bad.
4031 </attribute>
4032 <attribute arch="item_power" editor="item power" type="int">
4033 The &lt;item power&gt; value measures how "powerful" an artifact is.
4034 Players will only be able to wear equipment with a certain total
4035 amount of &lt;item power&gt;, depending on their own level. This is the
4036 only way to prevent low level players to wear "undeserved" equipment
4037 (like gifts from other players or cheated items).
4038
4039 It is very important to adjust the &lt;item power&gt; value carefully
4040 for every artifact you create! If zero/unset, the CF server will
4041 calculate a provisional value at runtime, but this is never
4042 going to be an accurate measurement of &lt;item power&gt;.
4043 </attribute>
4044 <attribute arch="no_strength" editor="ignore strength" type="bool">
4045 Usually the player's strentgh takes effect on the damage
4046 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4047 the player's strength is ignored.
4048 </attribute>
4049 <attribute arch="damned" editor="damnation" type="bool">
4050 A damned shooting weapon cannot be unwielded unless
4051 the curse is removed. Removing damnations is
4052 a tick harder than removing curses.
4053 </attribute>
4054 <attribute arch="cursed" editor="curse" type="bool">
4055 A cursed shooting weapon cannot be unwielded unless
4056 the curse is removed.
4057 </attribute>
4058 <attribute arch="unique" editor="unique item" type="bool">
4059 Unique items exist only one time on a server. If the item
4060 is taken, lost or destroyed - it's gone for good.
4061 </attribute>
4062 <attribute arch="startequip" editor="godgiven item" type="bool">
4063 A godgiven item vanishes as soon as the player
4064 drops it to the ground.
4065 </attribute>
4066 <section name="stats">
4067 <attribute arch="Str" editor="strength" type="int">
4068 The player's strentgh will rise/fall by the given value
4069 while wearing this shooting weapon.
4070 </attribute>
4071 <attribute arch="Dex" editor="dexterity" type="int">
4072 The player's dexterity will rise/fall by the given value
4073 while wearing this shooting weapon.
4074 </attribute>
4075 <attribute arch="Con" editor="constitution" type="int">
4076 The player's constitution will rise/fall by the given value
4077 while wearing this shooting weapon.
4078 </attribute>
4079 <attribute arch="Int" editor="intelligence" type="int">
4080 The player's intelligence will rise/fall by the given value
4081 while wearing this shooting weapon.
4082 </attribute>
4083 <attribute arch="Pow" editor="power" type="int">
4084 The player's power will rise/fall by the given value
4085 while wearing this shooting weapon.
4086 </attribute>
4087 <attribute arch="Wis" editor="wisdom" type="int">
4088 The player's wisdom will rise/fall by the given value while
4089 wearing this shooting weapon.
4090 </attribute>
4091 <attribute arch="Cha" editor="charisma" type="int">
4092 The player's charisma will rise/fall by the given value
4093 while wearing this shooting weapon.
4094 </attribute>
4095 </section>
4096 <section name="bonus">
4097 <attribute arch="luck" editor="luck bonus" type="int">
4098 With positive luck bonus, the player is more likely to
4099 succeed in all sorts of things (spellcasting, praying,...).
4100 Unless the &lt;luck bonus&gt; is very high, the effect will be
4101 barely visible in-game. Luck bonus on one piece of equipment
4102 should never exceed 3, and such bonus should not be too
4103 frequently available.
4104 </attribute>
4105 <attribute arch="magic" editor="magic bonus" type="int">
4106 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4107 I'm not sure what exactly is increased - maybe weaponclass?
4108 However, &lt;magic bonus&gt; seems to have a little bit of positive
4109 influence on your chance to hit.
4110 </attribute>
4111 </section>
4112 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4113 This text describes the weapons's "story". Every decent artifact weapon
4114 should have such a description.
4115 </attribute>
4116 </type>
4117
4118 <!--####################################################################-->
4119 <type number="68" name="Shop Floor">
4120 <ignore>
4121 <ignore_list name="non_pickable" />
4122 </ignore>
4123 <description><![CDATA[
4124 Shop floor is used for shops. It acts like a combination of the
4125 common floor- and the treasure type: When the map is loaded,
4126 randomitems (depending on the setings) are generated on it.
4127 These items are all flagged as unpaid.
4128 When a player drops an item onto shop floor, the item becomes
4129 unpaid and the player receives payment according to the item's
4130 selling-value.
4131 Shopfloor always prevents magic (To hinder players from burning
4132 or freezing the goods). ]]>
4133 </description>
4134 <use><![CDATA[
4135 Tile your whole shop-interior space which shop floor.
4136 (That assures players receive payment for dropping items).
4137 Place shop mats to enter/leave the shop, and make sure
4138 there is no other exit than the shop mat. ]]>
4139 </use>
4140 <attribute arch="is_floor" value="1" type="fixed" />
4141 <attribute arch="no_pick" value="1" type="fixed" />
4142 <attribute arch="no_magic" value="1" type="fixed" />
4143 <attribute arch="auto_apply" editor="generate goods" type="bool">
4144 If enabled, items will appear on this square when the map is loaded.
4145 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4146 are generated. The items will be unpaid.
4147 </attribute>
4148 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4149 This entry determines what kind of treasure will appear, when
4150 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4151 for details about existing treasurelists.
4152 </attribute>
4153 <attribute arch="exp" editor="quality level" type="int">
4154 The &lt;quality level&gt; will be used for the quality of the generated
4155 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4156 doesn't need to be set, unless you want extraordinarily good/bad
4157 quality. If you want to make a shop with very high quality, meaybe
4158 charge an entrance fee, or make the shop hard-to-come-by.
4159 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4160 and appearance of artifact-items.
4161 </attribute>
4162 <attribute arch="damned" editor="no prayers" type="bool">
4163 If enabled, it is impossible for players to use prayers
4164 on that spot. It also prevents players from saving.
4165 (Remember that &lt;no magic&gt; is always set for shop floors.)
4166 </attribute>
4167 </type>
4168
4169 <!--####################################################################-->
4170 <type number="69" name="Shop Mat">
4171 <ignore>
4172 <ignore_list name="non_pickable" />
4173 </ignore>
4174 <description><![CDATA[
4175 Shop mats are used for entering/leaving shops. You should always
4176 have exactly TWO shop mats on your shop-map: One inside the
4177 "shopping-area" and one outside. Shop mats don't use exit paths/
4178 or -destinations. When stepping onto a shopmat the player gets beamed
4179 to the nearest other mat. If the player has unpaid items in his
4180 inventory, the price gets charged from his coins automatically.
4181 If the player has insufficient coins to buy his unpaid items, he
4182 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4183 </description>
4184 <use><![CDATA[
4185 As stated above, always place TWO shop mats into your shop.
4186 Not more and not less than that. ]]>
4187 </use>
4188 <attribute arch="no_pick" value="1" type="fixed" />
4189 <attribute arch="walk_on" editor="apply by walking" type="bool">
4190 If set, the player can enter/leave the
4191 shop by just walking into the shop mat.
4192 </attribute>
4193 <attribute arch="fly_on" editor="apply by flying" type="bool">
4194 If set, the player can enter/leave the
4195 shop by "flying" into the shop mat.
4196 </attribute>
4197 </type>
4198
4199 <!--####################################################################-->
4200 <type number="98" name="Sign &amp; MagicMouth">
4201 <ignore>
4202 <ignore_list name="non_pickable" />
4203 </ignore>
4204 <description><![CDATA[
4205 The purpose of a sign or magic_mouth is to display a certain message to
4206 the player. There are three ways to have the player get this message:
4207 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4208 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4209 </description>
4210 <use><![CDATA[
4211 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4212 some true roleplay feeling to your maps, support your storyline or give
4213 hints about hidden secrets/dangers. Place signs to provide the player
4214 with all kinds of useful information for getting along in your maps. ]]>
4215 </use>
4216 <attribute arch="connected" editor="connection" type="int">
4217 When a connection value is set, the message will be printed whenever
4218 the connection is triggered. This should be used in combination with
4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4220 If activating your magic_mouth this way, the message will not only be
4221 printed to one player, but all players on the current map.
4222 </attribute>
4223 <attribute arch="walk_on" editor="activate by walking" type="bool">
4224 If set, the player gets the message when walking ontop of the object.
4225 "invisible 1" should be set in this case. This is the typical configuration
4226 for a "magic_mouth": The player walks through a dungeon and suddenly he
4227 gets a message. Use this to create some roleplay atmosphere, and to inform
4228 the player about possible dangers or secrets.
4229 </attribute>
4230 <attribute arch="fly_on" editor="activate by flying" type="bool">
4231 If set, the player gets the message when flying (=levitating) ontop
4232 of the object. Usually this should be set together with walk_on.
4233 </attribute>
4234 <attribute arch="food" editor="counter" type="int">
4235 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4236 (printing the message) only that many times. For signs this really shouldn't
4237 be used, while for magic_mouths it is extremely helpful.
4238 Monsters walking over the magic_mouth do not decrease the counter.
4239
4240 Often, you might want to have a message displayed only one time. For example:
4241 The player enters your map and you put a magic_mouth to tell him about the
4242 monsters and how dangerous they look and all. Later, when all the monsters
4243 are killed and the player leaves the map, displaying the same message a
4244 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4245 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4246 </attribute>
4247 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4248 This text will be displayed to the player.
4249 </attribute>
4250 </type>
4251
4252 <!--####################################################################-->
4253 <type number="43" name="Skill">
4254 <ignore>
4255 <ignore_list name="system_object" />
4256 </ignore>
4257 <description><![CDATA[
4258 Skills are objects which exist in the player/monster inventory.
4259 Both NPC/monsters and players use the same skill archetypes. Not all skills
4260 are enabled for monster use however. ]]>
4261 </description>
4262 <use><![CDATA[
4263 For mapmaking, Skill objects serve two purposes:
4264 <p>First, the predefined skill archtypes (in the 'skills' directory)
4265 can be seen as the global skill definitions. A skill which doesn't
4266 exists as an archtype cannot be learned or used by players. When you
4267 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4268 of defined skill archtypes, because those strings are used as a reference in
4269 many skill-related objects.
4270 </p><p>
4271 Secondly, in order to enable monsters to use skills, you will need to
4272 copy default skill archtypes into the monsters' inventories.
4273 You can even customize the skills by changing stats. It is not
4274 recommended however, to use skills in your maps which are totally
4275 unrelated to any predefined skill archtype.</p> ]]>
4276 </use>
4277 <attribute arch="invisible" value="1" type="fixed" />
4278 <attribute arch="no_drop" value="1" type="fixed" />
4279 <attribute arch="skill" editor="skill name" type="string">
4280 The &lt;skill name&gt; is used for matchings. When a usable
4281 object has an identical &lt;skill name&gt;, players
4282 (or monsters) will need this skill to apply/use the object.
4283 </attribute>
4284 <attribute arch="expmul" editor="exp multiplier" type="float">
4285 This is the ratio of experience the players total should increase by
4286 when this skill is used. If this is zero, then experience only goes to
4287 to the skill. Values higher than 1 are allowed. Note that experience
4288 rewarded to the players total is in addition to that given to the
4289 skill. Eg, if player should get 500 exp for using a skill, and
4290 expmul is 1, the player will get 500 added to that skill as well as
4291 500 to their total.
4292 </attribute>
4293 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4294 The &lt;skill type&gt; defines the base functionality of the skill.
4295 Skill types are hardcoded in the Crossfire server. It isn't hard to
4296 create new skill types, but it requires a bit of server-coding.
4297 </attribute>
4298 <attribute arch="level" editor="level" type="int">
4299 </attribute>
4300 <attribute arch="exp" editor="experience" type="int">
4301 </attribute>
4302 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4303 The &lt;is native skill&gt; flag has an effect only when this
4304 skill object is placed in the inventory of a monster (or player).
4305 If it is set, the monster or player knows the skill natively, which
4306 means he does not need a skill tool to use it.
4307 </attribute>
4308 </type>
4309
4310 <!--####################################################################-->
4311 <type number="130" name="Skill Scroll">
4312 <description><![CDATA[
4313 By reading a skill scroll, a player has a chance to learn the
4314 contained skill. ]]>
4315 </description>
4316 <use><![CDATA[
4317 Skill scrolls are very much sought for by players. Currently,
4318 all skill scrolls are sold in shops randomly, which is in fact not
4319 a good system. It would be nice to have some cool quests with
4320 skill scrolls rewarded at the end. ]]>
4321 </use>
4322 <attribute arch="race" value="scrolls" type="fixed" />
4323 <attribute arch="skill" editor="skill name" type="string">
4324 The &lt;skill name&gt; matches the skill object that can
4325 be learned from this scroll.
4326 </attribute>
4327 </type>
4328
4329 <!--####################################################################-->
4330 <type number="21" name="Special Key">
4331 <ignore>
4332 <attribute arch="material" />
4333 </ignore>
4334 <description><![CDATA[
4335 When carrying the appropriate special key, a locked door can
4336 be opened. The key will dissapear.
4337 <br><br>
4338 This object-type can also be used for "passport"-like items:
4339 When walking onto an invetory checker, a gate for example might
4340 get opened. The "passport" will stay in the player's inventory. ]]>
4341 </description>
4342 <use><![CDATA[
4343 How to make a "passport": You take the special key arch
4344 (archetype name is "key2"), set the face to something like
4345 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4346 certainly must match with the appropiate inventory checker.
4347 <br><br>
4348 Of course you can be creative with names and faces of
4349 key-objects. A "mysterious crystal" or a "big dragon claw"
4350 (with appropriate faces) appear more interesting than just
4351 a "strange key", or "passport". ]]>
4352 </use>
4353 <attribute arch="slaying" editor="key string" type="string">
4354 This string must be identical with the &lt;key string&gt; in the
4355 locked door, then it can be unlocked. It can also be used
4356 to trigger inventory checkers.
4357 </attribute>
4358 <attribute arch="material" editor="material" type="bitmask_material">
4359 For Special Keys, material should always be unset or set
4360 to Adamantite. This prevents the key from getting
4361 burned or otherwise destroyed.
4362 </attribute>
4363 <attribute arch="unique" editor="unique item" type="bool">
4364 Unique items exist only one time on a server. If the item
4365 is taken, lost or destroyed - it's gone for good.
4366
4367 This can be used if you want to sell apartments on your
4368 map: Simply sell a unique passport/key, and place
4369 an inventory checker at the entrance of your apartment.
4370 </attribute>
4371 <attribute arch="startequip" editor="godgiven item" type="bool">
4372 A godgiven item vanishes as soon as the player
4373 drops it to the ground.
4374 </attribute>
4375 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4376 This will add a description to the object. The player can read
4377 this text by clicking on the item in his inventory. Use this
4378 message to describe what the key/passport is good for. A player
4379 might have 50 different keys on his key-ring. Don't expect
4380 players to recall their purpose just by their names.
4381 </attribute>
4382 </type>
4383
4384 <!--####################################################################-->
4385 <type number="101" name="Spell">
4386 <ignore>
4387 <ignore_list name="system_object" />
4388 </ignore>
4389 <description><![CDATA[
4390 Spell objects define a spell. When a spell is put in a spellbook,
4391 players can learn it by reading the book. Once learned, players
4392 can use the spell as often as they like. With increasing skill level
4393 of the player, spells may gain power but also increase cost.<br>
4394 Monsters can use spells which are put in their inventory (provided
4395 that certain "enabling" settings are correct). The monster's
4396 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4397 </description>
4398 <use><![CDATA[
4399 A lot of the spells' settings can be tuned and customized.
4400 When creating new spells which are accessible to players, it is
4401 important to think about balance. A single spell which is too
4402 powerful and/or too easy to use can eventually toss the whole skill
4403 and magic school system out of whack. Testing new spells is
4404 quite important therefore. ]]>
4405 </use>
4406 <attribute arch="no_drop" value="1" type="fixed" />
4407 <attribute arch="invisible" value="1" type="fixed" />
4408 <attribute arch="skill" editor="skill name" type="string">
4409 The &lt;skill name&gt; matches the skill which is needed
4410 to cast this spell. This should be one out of "sorcery",
4411 "pyromancy", "evocation", "summoning" or "praying".
4412 If you want to fiddle with these, please take care not
4413 to upset the concept and balance of the various skills.
4414 </attribute>
4415 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4416 The &lt;spell type&gt; defines the basic type of spell.
4417 Some of these types are of a more generic nature than others.
4418 </attribute>
4419 <attribute arch="level" editor="spell level" type="int">
4420 </attribute>
4421 <attribute arch="casting_time" editor="casting time" type="int">
4422 </attribute>
4423 <attribute arch="duration" editor="duration" type="int">
4424 </attribute>
4425 <attribute arch="other_arch" editor="create object" type="string">
4426 </attribute>
4427 <attribute arch="sp" editor="cost spellpoints" type="int">
4428 </attribute>
4429 <attribute arch="grace" editor="cost grace" type="int">
4430 </attribute>
4431 <attribute arch="maxsp" editor="double cost per level" type="int">
4432 </attribute>
4433 </type>
4434
4435 <!--####################################################################-->
4436 <type number="85" name="Spellbook">
4437 <description><![CDATA[
4438 By reading a spellbook, the player has a chance of learning the
4439 contained spell. Once learned from a book, the spell is available
4440 forever. Spellbooks with high level spells require some skill-level
4441 to read.<br><br>
4442 You can create widely customized spells only by adjusting the
4443 spell object in the spellbooks inventory. Refer to the description
4444 of spell objects for detailed information how to customize spells.<br>
4445 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4446 with a compilation of spells that the book may contain. ]]>
4447 </description>
4448 <use><![CDATA[
4449 Don't put any of the godgiven spells into a spellbook! These are
4450 reserved for the followers of the appropriate cults. Handing them
4451 out in a spellbook would violate the balance between different religions.
4452 <br><br>
4453 Note that there is no fundamental difference between the spellbooks
4454 of varying schools (pyromancy, sorcery, evocation, summoning, and
4455 even praying). The difference lies only in the spells they contain.
4456 It is up to you, the mapmaker, to pick the right type of book
4457 for your spells. ]]>
4458 </use>
4459 <attribute arch="skill" value="literacy" type="fixed" />
4460 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4461 There are two ways to put spells into a spellbook:
4462 1. Put a spell object in the books inventory. In this case,
4463 treasurelist must be set to &lt;none&gt;.
4464 2. Choose a treasurelist which contains spells.
4465 In that way, a spell will be chosen randomly from the list.
4466 </attribute>
4467 <attribute arch="startequip" editor="godgiven item" type="bool">
4468 A godgiven item vanishes as soon as the player
4469 drops it to the ground.
4470 </attribute>
4471 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4472 This text may contain a nice description
4473 of the spellbook's cover or something.
4474 </attribute>
4475 </type>
4476
4477 <!--####################################################################-->
4478 <type number="90" name="Spinner">
4479 <ignore>
4480 <ignore_list name="non_pickable" />
4481 </ignore>
4482 <description><![CDATA[
4483 Spinners change the direction of spell objects and other projectiles
4484 that fly past. Unlike directors, it does make a difference from what
4485 angle you shoot into the spinner. The direction of objects flying past
4486 is always changed by a certain degree. ]]>
4487 </description>
4488 <use><![CDATA[
4489 Spinners are very rarely used. I believe they are quite
4490 confusing and pointless. The only use I can think of is building
4491 some puzzle about where to shoot into spinners to shoot somewhere you
4492 otherwise couldn't.
4493
4494 When placing spinners on a map with magic walls, make sure the spell-
4495 projectiles from magic walls don't get to fly in loops. ]]>
4496 </use>
4497 <attribute arch="sp" editor="direction number" type="int">
4498 The spinner will change the direction of flying objects by
4499 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4500 positive values counter clockwise.
4501
4502 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4503 </attribute>
4504 <attribute arch="walk_on" value="1" type="fixed" />
4505 <attribute arch="fly_on" value="1" type="fixed" />
4506 </type>
4507
4508 <!--####################################################################-->
4509 <type number="138" name="Swamp">
4510 <ignore>
4511 <ignore_list name="non_pickable" />
4512 </ignore>
4513 <description><![CDATA[
4514 Swamp areas show a special behaviour:
4515 When a player stands still on a swamp-square for too long,
4516 he will start to sink in and eventually drown and die.
4517 Items dropped on the swamp sink in and dissapear.
4518 Players with knowledge of the woodsman skill are a lot less likely
4519 to die in the swamp. ]]>
4520 </description>
4521 <attribute arch="walk_on" value="1" type="fixed" />
4522 <attribute arch="is_floor" value="1" type="fixed" />
4523 <attribute arch="is_wooded" value="1" type="fixed" />
4524 <attribute arch="speed" editor="drowning speed" type="float">
4525 The higher the &lt;drowning speed&gt;, the faster will players and items
4526 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4527 and unexpected death-trap. Players should get a warning before such areas.
4528 </attribute>
4529 <attribute arch="slow_move" editor="slow movement" type="int">
4530 If &lt;slow movement&gt; is set to a value greater zero, all
4531 creatures moving over this spot will be slower than normal.
4532
4533 &lt;slow movement&gt; 1 - rough terrain
4534 &lt;slow movement&gt; 2 - very rough terrain
4535 ...
4536 &lt;slow movement&gt; 5 - default for deep swamp
4537 </attribute>
4538 <attribute arch="no_magic" editor="no spells" type="bool">
4539 If enabled, it is impossible for players to use (wizard-)
4540 spells on that spot.
4541 </attribute>
4542 <attribute arch="damned" editor="no prayers" type="bool">
4543 If enabled, it is impossible for players to use prayers
4544 on that spot. It also prevents players from saving.
4545 </attribute>
4546 </type>
4547
4548 <!--####################################################################-->
4549 <type number="41" name="Teleporter">
4550 <ignore>
4551 <ignore_list name="non_pickable" />
4552 </ignore>
4553 <description><![CDATA[
4554 When the player walks into a teleporter, he is transferred to a
4555 different location. The main difference to the object-type exit
4556 is the possibility to have teleporters connected to levers/buttons/etc.
4557 Sometimes teleporters are activated even against the players will.
4558 <br><br>
4559 Unlike exits, teleporters can also transfer items and
4560 monsters to different locations on the same map. ]]>
4561 </description>
4562 <use><![CDATA[
4563 When creating maps, I guess sooner or later you'll want to have
4564 an invisible teleporter. If using "invisible 1", the teleporter
4565 can still be discovered with the show_invisible spell. And in
4566 some cases you can't place it under the floor to prevent this.
4567 <br><br>
4568 Fortunately, there is a cool trick to make a perfectly invisible
4569 teleporter: You simply add teleporter functionality to the floor
4570 itself. That means: You take the floor arch (e.g. "flagstone"),
4571 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4572 </use>
4573 <attribute arch="slaying" editor="exit path" type="string">
4574 The exit path specifies the map that the player is transferred to.
4575 &lt;exit path&gt; can be an absolute path, beginning with '/'
4576 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4577 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4578 for example I could use the relative path "Fire1"). Use relative
4579 paths whenever possible! Note that upper/lower case must always be
4580 set correctly. However, please use lower case only.
4581
4582 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4583 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4584 monsters and items. In this case, the destined map is automatically
4585 the same map the teleporter is on.
4586 </attribute>
4587 <attribute arch="hp" editor="destination X" type="int">
4588 The exit destinations define the (x, y)-coordinates where the exit
4589 leads to.
4590
4591 If both are set to zero and &lt;exit path&gt; is empty, the player will
4592 get teleported to another, randomly chosen teleporter on the same
4593 map (Slightly confusing for the player though). Make sure there
4594 actually *is* a second one in that case.
4595
4596 If both are set to zero and &lt;exit path&gt; is set, the player will
4597 be transferred to the "default enter location" of the destined map.
4598 The latter can be set in the map-properties as "Enter X/Y". Though,
4599 please DO NOT use that. It turned out to be a source for numerous
4600 map-bugs.
4601 </attribute>
4602 <attribute arch="sp" editor="destination Y" type="int">
4603 The exit destinations define the (x, y)-coordinates where the exit
4604 leads to.
4605
4606 If both are set to zero and &lt;exit path&gt; is empty, the player will
4607 get teleported to another, randomly chosen teleporter on the same
4608 map (Slightly confusing for the player though). Make sure there
4609 actually *is* a second one in that case.
4610
4611 If both are set to zero and &lt;exit path&gt; is set, the player will
4612 be transferred to the "default enter location" of the destined map.
4613 The latter can be set in the map-properties as "Enter X/Y". Though,
4614 please DO NOT use that. It turned out to be a source for numerous
4615 map-bugs.
4616 </attribute>
4617 <attribute arch="connected" editor="connection" type="int">
4618 If a connection value is set, the teleporter will be activated
4619 whenever the connection is triggered. To use this properly,
4620 &lt;activation speed&gt; must be zero.
4621 </attribute>
4622 <attribute arch="speed" editor="activation speed" type="float">
4623 If the &lt;activation speed&gt; is nonzero, the teleporter will
4624 automatically be activated in regular time-intervals. Hence, the
4625 player can just step on it and gets teleported sooner or later.
4626 The duration between two activates depends on the given value.
4627 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4628
4629 VERY IMPORTANT: If you want to have your teleporter activated via
4630 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4631 </attribute>
4632 </type>
4633
4634 <!--####################################################################-->
4635 <type number="26" name="Timed Gate">
4636 <ignore>
4637 <ignore_list name="non_pickable" />
4638 </ignore>
4639 <description><![CDATA[
4640 Gates play an important role in Crossfire. Gates can be opened
4641 by activating a button/trigger, by speaking passwords (-> magic_ear)
4642 or carrying special key-objects (-> inventory checker).
4643 Unlike locked doors, gates can get shut again after a player has
4644 passed, which makes them more practical in many cases. Unlike normal
4645 gates, timed gates open when triggered but automatically close again
4646 after some time.]]>
4647 </description>
4648 <use><![CDATA[
4649 Use gates to divide your maps into separated areas. After solving
4650 area A, the player gains access to area B, and so on. Make your
4651 maps more complex than "one-way". ]]>
4652 </use>
4653 <attribute arch="no_pick" value="1" type="fixed" />
4654 <attribute arch="connected" editor="connection" type="int">
4655 Whenever the inventory checker is triggered, all objects with identical
4656 &lt;connection&gt; value get activated. This only makes sense together with
4657 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4658 after some time.
4659 </attribute>
4660 <attribute arch="wc" editor="position state" type="int">
4661 The &lt;position state&gt; defines the position of the gate:
4662 Zero means completely open/down, the "number of animation-steps" (usually
4663 about 6 or 7) means completely closed/up state. I suggest you don't
4664 mess with this value - Leave the default in place.
4665 </attribute>
4666 <attribute arch="no_pass" editor="blocking passage" type="bool">
4667 For open gates, &lt;blocking passage&gt; should be unset.
4668 For closed gates it must be set.
4669 </attribute>
4670 <attribute arch="no_magic" editor="restrict spells" type="bool">
4671 Restricting the use of spells to pass this gate. This has
4672 an effect only if &lt;block view&gt; is disabled.
4673 </attribute>
4674 <attribute arch="damned" editor="restrict prayers" type="bool">
4675 Restricting the use of prayers to pass this door. This has
4676 an effect only if &lt;block view&gt; is disabled.
4677 </attribute>
4678 <attribute arch="hp" editor="open duration" type="int">
4679 Defines the duration the gate remains closed. This only takes effect
4680 if the gate is not connected.
4681 </attribute>
4682 </type>
4683
4684 <!--####################################################################-->
4685 <type number="155" name="Trap">
4686 <ignore>
4687 <attribute arch="no_pick" />
4688 <attribute arch="title" />
4689 <attribute arch="name_pl" />
4690 <attribute arch="weight" />
4691 <attribute arch="value" />
4692 <attribute arch="material" />
4693 <attribute arch="unpaid" />
4694 </ignore>
4695 <description><![CDATA[
4696 A trap is a object that can either do damage or trigger another connected object
4697 when detonated. Traps are like runes except they are not magical in nature,
4698 and generally have either a physical attack or trigger a reaction.
4699 <br><br>
4700 Traps hit any monster or person who steps on them for 'dam' damage in
4701 'attacktype' attacktype and/or trigger a reaction.
4702 <br><br>
4703 Many traps are already defined in the archetypes. ]]>
4704 </description>
4705 <use><![CDATA[
4706 Avoid monsters stepping on your traps. For example, a party of orcs setting
4707 off your lightning wall and pit trap is usually a bad idea. ]]>
4708 </use>
4709 <attribute arch="no_pick" value="1" type="fixed" />
4710 <attribute arch="walk_on" value="1" type="fixed" />
4711 <attribute arch="level" editor="trap level" type="int">
4712 Level effects how easily a trap may be found and disarmed, and
4713 how much experience the player gets for doing so. Beware: High level
4714 traps can be quite a cheap source of experience! So either make them
4715 tough, or keep the level low.
4716 </attribute>
4717 <attribute arch="Cha" editor="visibility" type="int">
4718 This value determines what fraction of the time the trap is visible:
4719 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4720 how easily the trap may be found.
4721 </attribute>
4722 <attribute arch="hp" editor="number of charges" type="int">
4723 The trap will detonate &lt;number of charges&gt; times before disappearing.
4724 </attribute>
4725 <attribute arch="dam" editor="direct damage" type="int">
4726 &lt;direct damage&gt; specifies how much damage is done by the trap.
4727 This should be set in reasonable relation to the trap's level.
4728 </attribute>
4729 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4730 This attribute defines what attacktype to use for direct damage when
4731 the trap detonates.
4732 </attribute>
4733 <attribute arch="connected" editor="connection" type="int">
4734 When the trap is detonated, all objects with the same
4735 connection value get activated.
4736 </attribute>
4737 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4738 When the trap detonates, this text is displayed to the
4739 victim. For especially powerful or complex traps, create an appropriate
4740 and thrilling description. ;)
4741 </attribute>
4742 </type>
4743
4744 <!--####################################################################-->
4745 <type number="95" name="Trapdoor">
4746 <ignore>
4747 <ignore_list name="non_pickable" />
4748 </ignore>
4749 <description><![CDATA[
4750 Trapdoors are very similar to pits. The difference is that they
4751 can not be closed. Instead, the weight of the object on the
4752 trapdoor determines weither it slams the trapdoor open and falls through
4753 or not.<br>
4754 Once a trapdoor has been opened (by a creature or items of sufficient
4755 weight,) it remains open, acting like an opened pit. ]]>
4756 </description>
4757 <use><![CDATA[
4758 Trapdoors should be used in the same fashion as pits:
4759 They should always drop the victims to some kind of lower level. They
4760 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4761 </use>
4762 <attribute arch="no_pick" value="1" type="fixed" />
4763 <attribute arch="walk_on" value="1" type="fixed" />
4764 <attribute arch="weight" editor="hold weight" type="int">
4765 This value defines how much weight the trapdoor can hold.
4766 Once items or creatures are gathered on the trapdoor, with
4767 a total weight surpassing this value, then the trapdoor will
4768 open and things start falling through.
4769 </attribute>
4770 <attribute arch="hp" editor="destination X" 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 <attribute arch="sp" editor="destination Y" type="int">
4777 The trapdoor will transport creatures (and items) randomly into
4778 a two-square radius of the destination coordinates.
4779 If the destination square becomes blocked, the trapdoor will act like
4780 being filled up and not work anymore!
4781 </attribute>
4782 </type>
4783
4784 <!--####################################################################-->
4785 <type number="4" name="Treasure">
4786 <ignore>
4787 <attribute arch="nrof" />
4788 <attribute arch="title" />
4789 <attribute arch="name_pl" />
4790 <attribute arch="weight" />
4791 <attribute arch="value" />
4792 <attribute arch="material" />
4793 </ignore>
4794 <description><![CDATA[
4795 A treasure-object turns into certain randomitems when the map is loaded
4796 into the game. ]]>
4797 </description>
4798 <use><![CDATA[
4799 About usage of the "random-artifact" treasurelist:
4800 This will generate powerful stuff like girdles, xray helmets, special
4801 swords etc. If you put this as reward to your quest, players might be
4802 motivated to do it more than once. BUT, by doing so they will get a huge
4803 number of different artifacts! Besides, players will always seek the place
4804 with the most easy-to-get random artifact and ignore all others.
4805 My advice: Don't use it! Attract players with good fighting experience
4806 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4807 </use>
4808 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4809 This entry determines what kind of treasure will appear. Look into
4810 /crossfire/share/crossfire/treasures for details about existing
4811 treasurelists.
4812 </attribute>
4813 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4814 "Auto-generate" must be set in order to have the treasure be created
4815 when the map is loaded.
4816 If you want to create a random treasure chest, you unset this flag.
4817 That way, the player has to apply the object (the chest), then the
4818 treasure is generated.
4819 </attribute>
4820 <attribute arch="hp" editor="create number" type="int">
4821 "Create number" specifies how many pieces of the given treasurelist
4822 will appear. Note that for every piece there is a chance that nothing is
4823 generated. Also, sometimes there can be stacks of items generated, like
4824 for gems/money.
4825 </attribute>
4826 <attribute arch="exp" editor="quality level" type="int">
4827 The &lt;quality level&gt; will be used for the quality of the generated
4828 treasure instead of the map difficulty (as was done with shops).
4829 If zero/unset, the map difficulty will instead be used.
4830 (Example for comparison: Shop floors generate treasure of
4831 &lt;quality level&gt; 5 per default).
4832 </attribute>
4833 </type>
4834
4835 <!--####################################################################-->
4836 <type number="52" name="Trigger Marker">
4837 <ignore>
4838 <ignore_list name="system_object" />
4839 </ignore>
4840 <description><![CDATA[
4841 A trigger marker is an object that inserts an invisible force (a mark) into a
4842 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4843 &lt;key string&gt; which can be discovered by detectors or inventory
4844 checkers. It is also possible to use markers for removing marks again.
4845 <br><br>
4846 Note that the player has no possibility to "see" his own marks,
4847 except by the effect that they cause on the maps. ]]>
4848 </description>
4849 <use><![CDATA[
4850 Markers hold real cool possibilities for map-making. I encourage
4851 you to use them frequently. However there is one negative point
4852 about markers: Players don't "see" what's going on with them. It is
4853 your task, as map-creator, to make sure the player is always well
4854 informed and never confused.
4855 <br><br>
4856 Please avoid infinite markers when they aren't needed. They're
4857 using a little space in the player file after all, so if there
4858 is no real purpose, set an expire time. ]]>
4859 </use>
4860 <attribute arch="no_pick" value="1" type="fixed" />
4861 <attribute arch="slaying" editor="key string" type="string">
4862 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4863 If the player already has a force with that &lt;key string&gt;,
4864 there won't be inserted a second one.
4865 </attribute>
4866 <attribute arch="connected" editor="connection" type="int">
4867 Unlike a regular marker this is the connection that triggers this marker to activate.
4868 </attribute>
4869 <attribute arch="food" editor="mark duration" type="int">
4870 This value defines the duration of the force it inserts.
4871 If nonzero, the duration of the player's mark is finite:
4872 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4873 means the mark will stay on the player forever.
4874 </attribute>
4875 <attribute arch="name" editor="delete mark" type="string">
4876 When the player steps onto the marker, all existing forces in
4877 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4878 will be removed. If you don't want to remove any marks, leave
4879 this textfield empty.
4880
4881 Note that the string &lt;delete mark&gt; is set as the name of
4882 this marker. So don't be confused, and remember changing the
4883 name will take effect on the marker's functionality.
4884 </attribute>
4885 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4886 In the moment when the player gets marked, this text is displayed
4887 to him. You should really set a message in any marker you create,
4888 because it's the only way for the player to notice what's going on.
4889 </attribute>
4890 </type>
4891
4892 <!--####################################################################-->
4893 <type number="0" name="Wall">
4894 <required>
4895 <attribute arch="is_floor" value="0" />
4896 <attribute arch="alive" value="0" />
4897 <attribute arch="no_pass" value="1" />
4898 </required>
4899 <ignore>
4900 <attribute arch="nrof" />
4901 <attribute arch="title" />
4902 <attribute arch="name_pl" />
4903 <attribute arch="value" />
4904 <attribute arch="unpaid" />
4905 </ignore>
4906 <description><![CDATA[
4907 Walls usually block passage and sight. ]]>
4908 </description>
4909 <attribute arch="no_pass" editor="blocking passage" type="bool">
4910 If set, the object cannot be passed by players nor monsters.
4911 </attribute>
4912 <attribute arch="can_roll" editor="moveable" type="bool">
4913 If set, the object is able to "roll", so it can be pushed around.
4914 This setting is used for boulders and barrels.
4915 </attribute>
4916 <attribute arch="no_magic" editor="restrict spells" type="bool">
4917 This takes effect only with &lt;blocksview&gt; disabled.
4918 Restricting the use of spells to pass this wall.
4919 </attribute>
4920 <attribute arch="damned" editor="restrict prayers" type="bool">
4921 This takes effect only with &lt;blocksview&gt; disabled.
4922 Restricting the use of spells to pass this wall.
4923 </attribute>
4924 </type>
4925
4926 <!--####################################################################-->
4927 <type number="109" name="Wand &amp; Staff">
4928 <description><![CDATA[
4929 Wands contain a certain spell. The player can apply (ready) and
4930 fire the wand. After a defined number of casts, the wand is
4931 "used up". It is possible to recharge a wand with scrolls of
4932 charging, but usually that isn't worth the cost. ]]>
4933 </description>
4934 <use><![CDATA[
4935 Wands are quite seldomly used. The reason prolly is that they're
4936 generally not cost-efficient. Handing out high-level wands with
4937 powerful special spells isn't a good idea either, because of
4938 the recharge ability.
4939 <br><br>
4940 For low levels, staffs of healing/cure and word of recall are
4941 quite desirable though. Ideal rewards for low level quests. ]]>
4942 </use>
4943 <attribute arch="sp" editor="spell" type="spell">
4944 The &lt;spell&gt; specifies the contained spell.
4945 </attribute>
4946 <attribute arch="level" editor="casting level" type="int">
4947 The &lt;casting level&gt; of the wand determines it's power.
4948 An average level for wands in shops is about 10.
4949 </attribute>
4950 <attribute arch="food" editor="number of charges" type="int">
4951 The wand can be used &lt;number of charges&gt; times before it is
4952 used up. It can be recharged with scrolls of charging.
4953 </attribute>
4954 <attribute arch="startequip" editor="godgiven item" type="bool">
4955 A godgiven item vanishes as soon as the player
4956 drops it to the ground.
4957 </attribute>
4958 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4959 This text may contain a description of the wand.
4960 </attribute>
4961 </type>
4962
4963 <!--####################################################################-->
4964 <type number="0" name="Weak Wall">
4965 <required>
4966 <attribute arch="is_floor" value="0" />
4967 <attribute arch="alive" value="1" />
4968 <attribute arch="tear_down" value="1" />
4969 </required>
4970 <ignore>
4971 <ignore_list name="non_pickable" />
4972 </ignore>
4973 <description><![CDATA[
4974 A weak wall is a breakable spot amidsts a solid wall. Typically
4975 these weak walls look similar to their solid "relatives" except
4976 for a small crack or little chunks of wall on the ground. ]]>
4977 </description>
4978 <use><![CDATA[
4979 If you want to create hidden rooms, using weak walls is alot
4980 better than completely indiscernible passages in a wall.<br>
4981 Anyways, there can be a lot more to weak walls than just finding
4982 them: Rising their defensive stats, weak walls can become a
4983 serious obstacle. An ice wall might only be torn down by a fire
4984 attack for example. A granite wall for instance might be very
4985 hard to destroy. ]]>
4986 </use>
4987 <attribute arch="alive" value="1" type="fixed" />
4988 <attribute arch="no_pick" value="1" type="fixed" />
4989 <attribute arch="tear_down" value="1" type="fixed" />
4990 <attribute arch="race" editor="race" type="string">
4991 For weak walls, &lt;race&gt; should always be set to "wall",
4992 unless you create something fancy like a building which
4993 is in fact meant to be a huge animal.
4994 Note that shovels slay walls, so they do tripple damage
4995 against weak walls.
4996 </attribute>
4997 <attribute arch="level" editor="level" type="int">
4998 The &lt;level&gt; of a weak wall works similar to monster levels.
4999 Due to the fact that weak walls cannot attack, the level
5000 is much less important though.
5001 </attribute>
5002 <attribute arch="hp" editor="health points" type="int">
5003 The &lt;health points&gt; of a weak wall define how long it takes to
5004 tear it down. With every successful hit from an opponent,
5005 &lt;health points&gt; get drained.
5006 </attribute>
5007 <attribute arch="maxhp" editor="max health" type="int">
5008 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5009 weak wall can have. Since walls generally don't heal, I doubt
5010 this has much real effect.
5011 </attribute>
5012 <attribute arch="ac" editor="armour class" type="int">
5013 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5014 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5015 </attribute>
5016 <section name="resistance">
5017 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5018 </attribute>
5019 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5020 </attribute>
5021 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5022 </attribute>
5023 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5024 </attribute>
5025 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5026 </attribute>
5027 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5028 </attribute>
5029 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5030 </attribute>
5031 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5032 </attribute>
5033 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5034 </attribute>
5035 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5036 </attribute>
5037 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5038 </attribute>
5039 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5040 </attribute>
5041 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5042 </attribute>
5043 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5044 </attribute>
5045 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5046 </attribute>
5047 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5048 </attribute>
5049 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5050 </attribute>
5051 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5052 </attribute>
5053 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5054 </attribute>
5055 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5056 </attribute>
5057 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5058 </attribute>
5059 </section>
5060 </type>
5061
5062 <!--####################################################################-->
5063 <type number="15" name="Weapon">
5064 <description><![CDATA[
5065 Wielding a weapon, the object's stats will directly be inherited to the
5066 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5067 be improved with scrolls. ]]>
5068 </description>
5069 <use><![CDATA[
5070 If you create artifacts (equipment) with stats- or resistance-bonus:
5071 Keep playbalance in mind! Such items mustn't be reachable without hard
5072 fighting AND questing. ]]>
5073 </use>
5074 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5075 This number is a bitmask, specifying the weapon's attacktypes.
5076 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5077 have no more than one or two attacktypes. Keep in mind that all weapons
5078 can be blessed by the player's diety, thus adding an additional attacktype.
5079
5080 When a player hits a monster with a weapon that has more than one attacktype,
5081 then he will do as much damage as the "best" of his attacktypes does. So,
5082 the more attacktypes you've got, the better your chance to take advantage
5083 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5084 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5085 </attribute>
5086 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5087 The &lt;weapontype&gt; characterizes the weapon's type of physical
5088 attack. It could best be considered a "subclassification"
5089 of the physical attacktype. For now, this is only used for
5090 attack messages!
5091
5092 You should always set this correctly when creating new
5093 weapons for your maps.
5094 </attribute>
5095 <attribute arch="skill" editor="skill name" type="string">
5096 Matching &lt;skill name&gt; of the skill that is required
5097 to use this weapon.
5098 </attribute>
5099 <attribute arch="dam" editor="damage" type="int">
5100 The damage value is used as base value for how much damage the weapon
5101 does per hit. The actual damage involves more dependencies,
5102 like wielder's level and defender's level. Look at existing weapons
5103 to get a feel for the range of weapon damage values.
5104 </attribute>
5105 <attribute arch="slaying" editor="slaying race" type="string">
5106 Slaying means the weapon does tripple (3x) damage to monsters of the
5107 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5108 only monsters of that archtype are hit with tripple damage.
5109
5110 No god blessings are possible for weapons with a race set in this entry
5111 (That's because god blessings add tripple damage against their own
5112 enemy races). Tripple damage is very effective.
5113 </attribute>
5114 <attribute arch="last_sp" editor="weapon speed" type="int">
5115 The weapon speed determines how often the wielder can swing the weapon
5116 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5117 is best (that is lightning- fast). A typical average value is 8.
5118 Speed and damage should be kept in reasonable relation.
5119 </attribute>
5120 <attribute arch="wc" editor="weapon class" type="int">
5121 The weapon class value adds to the overall weapon class of the wielder's
5122 melee attacks. Weapon class improves the chance of hitting the opponent.
5123 </attribute>
5124 <attribute arch="magic" editor="magic bonus" type="int">
5125 For a weapon, magic bonus works just like weapon class, except that
5126 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5127 less useful than direct weapon class value on a weapon.
5128 </attribute>
5129 <attribute arch="item_power" editor="item power" type="int">
5130 The &lt;item power&gt; value measures how "powerful" an artifact is.
5131 Players will only be able to wear equipment with a certain total
5132 amount of &lt;item power&gt;, depending on their own level. This is the
5133 only way to prevent low level players to wear "undeserved" equipment
5134 (like gifts from other players or cheated items).
5135
5136 It is very important to adjust the &lt;item power&gt; value carefully
5137 for every artifact you create! If zero/unset, the CF server will
5138 calculate a provisional value at runtime, but this is never
5139 going to be an accurate measurement of &lt;item power&gt;.
5140 </attribute>
5141 <attribute arch="damned" editor="damnation" type="bool">
5142 A damned weapon cannot be unwielded unless
5143 the curse is removed. Removing damnations is
5144 a tick harder than removing curses.
5145 </attribute>
5146 <attribute arch="cursed" editor="curse" type="bool">
5147 A cursed weapon cannot be unwielded unless
5148 the curse is removed.
5149 </attribute>
5150 <attribute arch="lifesave" editor="save life" type="bool">
5151 An item with this flag enabled will save the players life
5152 for one time: When the player is wearing this item and his
5153 health points reach zero, the item disappears, replenishing
5154 half of the player's health.
5155
5156 An item with &lt;save life&gt; should not have
5157 any decent additional bonuses!
5158 </attribute>
5159 <attribute arch="unique" editor="unique item" type="bool">
5160 Unique items exist only one time on a server. If the item
5161 is taken, lost or destroyed - it's gone for good.
5162 </attribute>
5163 <attribute arch="startequip" editor="godgiven item" type="bool">
5164 A godgiven item vanishes as soon as the player
5165 drops it to the ground.
5166 </attribute>
5167 <section name="resistance">
5168 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5169 This adds physical resistance to the weapon (= armour value). The number is
5170 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5171 and what they require to do for getting this-and-that artifact.
5172 </attribute>
5173 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5174 This adds magic resistance to the weapon. The number is a percent-value in
5175 the range 0-100. Treat this with CARE. Look at other maps and what they
5176 require to do for getting this-and-that artifact.
5177 </attribute>
5178 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5179 This adds fire resistance to the weapon. The number is a percent-value in
5180 the range 0-100. Treat this with CARE. Look at other maps and what they
5181 require to do for getting this-and-that artifact.
5182 </attribute>
5183 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5184 This adds electricity resistance to the weapon. The number is a percent-value in
5185 the range 0-100. Treat this with CARE. Look at other maps and what they
5186 require to do for getting this-and-that artifact.
5187 </attribute>
5188 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5189 This adds fire resistance to the weapon. The number is a percent-value in
5190 the range 0-100. Treat this with CARE. Look at other maps and what they
5191 require to do for getting this-and-that artifact.
5192 </attribute>
5193 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5194 This adds confusion resistance to the weapon. The number is a percent-value in
5195 the range 0-100. Confusion resistance is not very effective
5196 unless the value comes close to 100 (= perfect immunity).
5197 </attribute>
5198 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5199 This adds acid resistance to the weapon. The number is a percent-value in
5200 the range 0-100. Treat this with CARE. Look at other maps and what they
5201 require to do for getting this-and-that artifact.
5202 </attribute>
5203 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5204 This adds draining resistance to the weapon. The number is a percent-value
5205 in the range 0-100. Draining resistance is little effective
5206 unless the value is 100 (= perfect immunity).
5207 </attribute>
5208 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5209 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5210 the range 0-100. Weaponmagic resistance generally should not exist on
5211 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5212 are not meant to be easily resisted.
5213 </attribute>
5214 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5215 This adds ghosthit resistance to the weapon. The number is a percent-value
5216 in the range 0-100. Treat this with CARE. Look at other maps and what they
5217 require to do for getting this-and-that artifact.
5218 </attribute>
5219 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5220 This adds poison resistance to the weapon. The number is a percent-value in
5221 the range 0-100. Treat this with CARE. Look at other maps and what they
5222 require to do for getting this-and-that artifact.
5223 </attribute>
5224 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5225 This adds fear resistance to the weapon. The number is a percent-value in
5226 the range 0-100. Resistance to fear is pretty useless.
5227 </attribute>
5228 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5229 This adds paralyze resistance to the weapon. The number is a percent-value in
5230 the range 0-100. Paralyze resistance is little effective
5231 unless the value is 100 (= perfect immunity).
5232 </attribute>
5233 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5234 This adds fear resistance to the weapon. The number is a percent-value in
5235 the range 0-100. Resistance to fear is pretty useless.
5236 </attribute>
5237 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5238 This adds depletion resistance to the weapon. The number is a percent-value
5239 in the range 0-100. Depletion resistance is little effective
5240 unless the value is 100 (= perfect immunity).
5241 </attribute>
5242 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5243 This adds death-attack resistance to the weapon. The number is a
5244 percent-value in the range 0-100. Death-attack resistance is little
5245 effective unless the value is 100 (= perfect immunity).
5246 Generally, resistance to death-attack is not supposed to be
5247 available to players!
5248 </attribute>
5249 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5250 This adds chaos resistance to the weapon. The number is a percent-value in
5251 the range 0-100. Treat this with CARE. Look at other maps and what they
5252 require to do for getting this-and-that artifact.
5253 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5254 combination of other attacktypes.
5255 </attribute>
5256 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5257 This adds blinding resistance to the weapon. The number is a percent-value
5258 in the range 0-100. Treat this with CARE. Look at other maps and what they
5259 require to do for getting this-and-that artifact.
5260 </attribute>
5261 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5262 This adds holy power resistance to the weapon. The number is a percent-value
5263 in the range 0-100. Holy power is the attacktype that holyword-type spells
5264 use to hurt undead creatures. This kind of resistance is only reasonable
5265 for undead players (wraith or devourer cult).
5266 Generally, resistance to holy word should not be available for players.
5267 </attribute>
5268 </section>
5269 <section name="stats">
5270 <attribute arch="Str" editor="strength" type="int">
5271 The player's strentgh will rise/fall by the given value
5272 while wearing this weapon.
5273 </attribute>
5274 <attribute arch="Dex" editor="dexterity" type="int">
5275 The player's dexterity will rise/fall by the given value
5276 while wearing this weapon.
5277 </attribute>
5278 <attribute arch="Con" editor="constitution" type="int">
5279 The player's constitution will rise/fall by the given value
5280 while wearing this weapon.
5281 </attribute>
5282 <attribute arch="Int" editor="intelligence" type="int">
5283 The player's intelligence will rise/fall by the given value
5284 while wearing this weapon.
5285 </attribute>
5286 <attribute arch="Pow" editor="power" type="int">
5287 The player's power will rise/fall by the given value
5288 while wearing this weapon.
5289 </attribute>
5290 <attribute arch="Wis" editor="wisdom" type="int">
5291 The player's wisdom will rise/fall by the given value while
5292 wearing this weapon.
5293 </attribute>
5294 <attribute arch="Cha" editor="charisma" type="int">
5295 The player's charisma will rise/fall by the given value
5296 while wearing this weapon.
5297 </attribute>
5298 </section>
5299 <section name="misc">
5300 <attribute arch="luck" editor="luck bonus" type="int">
5301 With positive luck bonus, the player is more likely to
5302 succeed in all sorts of things (spellcasting, praying,...).
5303 Unless the &lt;luck bonus&gt; is very high, the effect will be
5304 barely visible in-game. Luck bonus on one piece of equipment
5305 should never exceed 3, and such bonus should not be too
5306 frequently available.
5307 </attribute>
5308 <attribute arch="hp" editor="health regen." type="int">
5309 Positive &lt;health regen.&gt; bonus speeds up the
5310 player's healing process. Negative values slow it down.
5311 </attribute>
5312 <attribute arch="sp" editor="mana regen." type="int">
5313 Positive &lt;mana regen.&gt; bonus speeds up the
5314 player's mana regeneration. Negative values slow it down.
5315 </attribute>
5316 <attribute arch="grace" editor="grace regen." type="int">
5317 Positive &lt;grace regen.&gt; bonus speeds up the
5318 player's grace regeneration. Negative values slow it down.
5319 Since grace can be regenerated rather easy with praying,
5320 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5321 </attribute>
5322 <attribute arch="food" editor="food bonus" type="int">
5323 Positive &lt;food bonus&gt; slows down the player's digestion,
5324 thus he consumes less food. Negative values speed it up.
5325
5326 Note that food is consumed not only for "being alive", but
5327 also for healing and mana-regeneration.
5328 &lt;food bonus&gt; only affects the amount of food consumed
5329 for "being alive". Hence, even with high &lt;food bonus&gt;,
5330 during a fight a player can run out of food quickly.
5331 </attribute>
5332 <attribute arch="xrays" editor="xray vision" type="bool">
5333 Xray vision allows the player to see through obstacles
5334 in a two-square-wide radius. This is extremely helpful and
5335 desirable, so don't give it away for cheap on equipment.
5336 </attribute>
5337 <attribute arch="stealth" editor="stealth" type="bool">
5338 Stealth allows the player to move silently.
5339 This comes to effect if a player turns himself
5340 invisible and tries to sneak around monsters.
5341 (At least that was the idea behind it)
5342 </attribute>
5343 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5344 If a player is wearing any piece of equipment with
5345 the ability to &lt;reflect spells&gt;, all kinds of
5346 spell-bullets and -beams will bounce off him.
5347 This works only about 90% of all times, to
5348 avoid players being completely immune to certain
5349 types of attacks.
5350
5351 This is a very powerful ability and it
5352 shouldn't be handed out cheap!
5353 </attribute>
5354 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5355 If a player is wearing any piece of equipment with
5356 the ability to &lt;reflect missiles&gt;, all kinds of
5357 projectiles (e.g. arrows, bolts, boulders) will
5358 bounce off him. This works only about 90% of all
5359 times, to avoid players being completely immune to
5360 certain types of attacks.
5361 </attribute>
5362 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5363 Click on the &lt;attuned paths&gt; button to select spellpaths.
5364 The player will get attuned to the specified spellpaths
5365 while wearing this weapon.
5366 </attribute>
5367 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5368 Click on the &lt;repelled paths&gt; button to select spellpaths.
5369 The player will get repelled to the specified spellpaths
5370 while wearing this weapon.
5371 </attribute>
5372 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5373 Click on the &lt;denied paths&gt; button to select spellpaths.
5374 The specified spellpaths will be denied to the player
5375 while wearing this weapon.
5376 </attribute>
5377 </section>
5378 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5379 This text describes the weapons's "story". Every decent artifact weapon
5380 should have such a description.
5381 </attribute>
5382 </type>
5383
5384 <type number="116" name="Event Connector">
5385 <description><![CDATA[
5386 Event connectors link specific events that happen to objects to
5387 a crossfire plug-in. ]]>
5388 </description>
5389 <attribute arch="subtype" editor="event type" type="list_event_type">
5390 The type of event that triggers a notify to the plug-in.
5391 </attribute>
5392 <attribute arch="title" editor="plug-in" type="string">
5393 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5394 for python and "perl" for the Crossfire-Perl plug-in.
5395 </attribute>
5396 <attribute arch="slaying" editor="extension" type="string">
5397 The name of the extension to invoke (for python, this is the path to a script,
5398 for perl this is the name of a extension package without the ".ext" extension.
5399 </attribute>
5400 <attribute arch="name" editor="options" type="string">
5401 A string that is passed unaltered to the extension above. Often used to pass
5402 options to the extension that alter its behaviour.
5403 </attribute>
5404 </type>
5405
5406 </types>