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Revision: 1.8
Committed: Mon Mar 20 02:41:18 2006 UTC (18 years, 2 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.7: +4 -0 lines
Log Message:
a new attribute

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