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Revision: 1.9
Committed: Mon Mar 20 03:31:45 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.8: +82 -141 lines
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File Contents

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