commit 29f0838ae7b827d967aa67002981b8bf9003c77c Author: kts of kettek (nyaa) Date: Mon Jan 20 18:19:23 2020 -0800 Initial upload of some version of gridarta diff --git a/crossfire-editor.jar b/crossfire-editor.jar new file mode 100644 index 0000000..3b8833b Binary files /dev/null and b/crossfire-editor.jar differ diff --git a/resource/conf/GameObjectMatchers.xml b/resource/conf/GameObjectMatchers.xml new file mode 100644 index 0000000..36cbefd --- /dev/null +++ b/resource/conf/GameObjectMatchers.xml @@ -0,0 +1,229 @@ + + + + + Monster + Monster + Monstres + Monster + + + + + + + + + + Wall + Wand + Murs + Väggar + + + + + + + + Connected + Verbunden + Objets connectés + Anslutna + + + + Exit + Ausgang + Sorties + Utgångar + + + + Treasure + Schatz + Trésors + Skatter + + + + + + + Doors and Keys + Türen und Schlüssel + Portes et Clés + Dörrar och Nycklar + + + + Equipment + Ausrüstung + Équipement + Utrustning + + + + + + + Blocked + Blockiert + + + + Weak wall + Zerstörbare Wand + + + + + + + Hidden items + Versteckte Objekte + + + + Floor + Boden + + + + Magic forbidden + Magie verboten + + + + + + + Unholy ground + Ungeweihter Boden + + + + + + + Spells forbidden + Zaubern verboten + + + + + + + + Living creature + Lebewesen + + + + Shop Square + Verkaufsfläche + + + + Shop Square + Geschäft + + + + Unique squares/objects + 'unique'-Felder/Objekte + + + + + + Floor + Boden + + + + + + Below Floor + Unter Boden + + + + + + Wall + Wand + Murs + Väggar + + + + + + + + + + Monster + Monster + Monstres + Monster + + + + + + + + + + + + Exit + Ausgang + Sorties + Utgångar + + + + + Event Object + Ereignisgegenstand + Objet d'Événement + + + + + + + Connected objects being a source + Verbundene Objekte (Quellen) + + + + + + Connected objects being a sink + Verbundene Objekte (Senken) + + + + + + + + Connected objects being a sink + Verbundene Objekte (Senken) + + + + + + + + diff --git a/resource/conf/TreasureLists.xml b/resource/conf/TreasureLists.xml new file mode 100644 index 0000000..a849e83 --- /dev/null +++ b/resource/conf/TreasureLists.xml @@ -0,0 +1,39 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/resource/conf/animations b/resource/conf/animations new file mode 120000 index 0000000..8312086 --- /dev/null +++ b/resource/conf/animations @@ -0,0 +1 @@ +../../crossfire-server-1.12/lib/animations \ No newline at end of file diff --git a/resource/conf/animtree b/resource/conf/animtree new file mode 100644 index 0000000..2181866 --- /dev/null +++ b/resource/conf/animtree @@ -0,0 +1,762 @@ +/weapon/artifact/ChaosSword/CSword +/monster/dragon/Cwyvern +/monster/giant/DreadKnight/DK +/armour/shield/DShield +/armour/shield/DShieldm +/armour/shield/DShieldms +/armour/shield/DShields +/monster/giant/DreadKnight/EDK +/gods/elemental/Ixalovh +/ground/nimground/Nimground3_purple +/armour/mail/Pdragon_mail +/monster/acid/acid_pool +/monster/acid/acid_sphere +/misc/acid_spit +/monster/elemental/air_elemental 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+/spell/Rune/rune_dragonbreath +/spell/Rune/rune_drain_magic +/spell/Rune/rune_fire +/spell/Rune/rune_frost +/spell/Rune/rune_heal +/spell/Rune/rune_icestorm +/spell/Rune/rune_large_fireball +/spell/Rune/rune_large_icestorm +/spell/Rune/rune_medium_fireball +/spell/Rune/rune_paralysis +/spell/Rune/rune_poison_cloud +/spell/Rune/rune_regenerate_spellpoints +/spell/Rune/rune_restoration +/spell/Rune/rune_shock +/spell/Rune/rune_small_lightning +/spell/Rune/rune_summon_air_elemental +/spell/Rune/rune_summon_devil +/spell/Rune/rune_summon_earth_elemental +/spell/Rune/rune_summon_fire_elemental +/spell/Rune/rune_summon_water_elemental +/spell/Rune/rune_transferrence +/monster/acid/rustmonster +/construct/Snow/s_barrack_up +/construct/Snow/s_barrack_up_2 +/monster/elemental/Shadow/s_mastif +/monster/elemental/Shadow/s_wyvern +/monster/humanoid/Human/sage +/monster/misc/sandy +/jewel/sapphire +/monster/animal/scorpion +/ground/sea +/monster/misc/serpmen/serp_man +/monster/misc/serpmen/serp_priest +/monster/giant/serpent/serpent +/player/race/serpentman_player +/monster/elemental/Shadow/shadow +/monster/animal/shadowtiger/shadowpup +/monster/animal/shadowtiger/shadowtiger +/ground/shallow_sea +/monster/animal/farmyard/sheep +/spell/Bullet/Shell/shell +/gods/items/earth_shield/shield_gaea +/armour/gauntlets/shining_finger +/spell/Cone/shockwave +/weapon/misc/shovel_1 +/monster/humanoid/siegfried +/monster/undead/Skeletal_mage/skeletalmage +/monster/undead/skeleton +/monster/undead/skeleton_chief_arc +/monster/undead/skeleton_leader_arc +/monster/undead/skree/skree +/monster/undead/skull +/weapon/artifact/skullcleaver +/monster/acid/slime +/monster/acid/slimecrawler/slimecrawler +/connect/Casino/slotmachine1 +/connect/Casino/slotmachine2 +/connect/Casino/slotmachine3 +/spell/Cone/slow +/monster/giant/slug/slug +/monster/troll/small_troll +/monster/troll/smallt_green +/spell/MagicWall/smover/smover_1 +/spell/MagicWall/smover/smover_2 +/spell/MagicWall/smover/smover_3 +/spell/MagicWall/smover/smover_4 +/spell/MagicWall/smover/smover_5 +/spell/MagicWall/smover/smover_6 +/spell/MagicWall/smover/smover_7 +/spell/MagicWall/smover/smover_8 +/spell/MagicWall/smover/smover_turn +/monster/animal/snake +/spell/AnimateWeapon/snake_golem +/spell/Bullet/snowball +/spell/Bullet/snowstorm +/player/class/Wizardry/sorcerer_class +/spell/Cone/sparkshower +/weapon/misc/spear +/gods/items/spear_ixalovh +/spell/SummonMonster/speedball +/wall/speedbwall/speedballwall +/armour/boots/speedboots +/monster/misc/sphinx +/monster/insect/spider/spider +/monster/insect/spider/spider_gen +/ground/spider_web +/connect/Gates/spike_closed +/connect/Gates/spike_hidden +/connect/Gates/spike_moving +/connect/Gates/spike_open +/connect/Gates/spikes_closed +/connect/Gates/spikes_hidden +/connect/Gates/spikes_moving +/connect/Gates/spikes_open +/connect/Spinner/spinner_-135 +/connect/Spinner/spinner_-45 +/connect/Spinner/spinner_-90 +/connect/Spinner/spinner_135 +/connect/Spinner/spinner_180 +/connect/Spinner/spinner_45 +/connect/Spinner/spinner_90 +/monster/insect/ant/spit_ant +/monster/humanoid/Elf/spock +/spell/Wand/staff +/monster/misc/stalker +/spell/Bolt/steambolt +/weapon/artifact/Sting/sting +/misc/Container/stove +/connect/stwall_closed_1 +/connect/stwall_open_1 +/spell/Bolt/sunspear +/monster/humanoid/Human/swashbuckler +/player/class/Warrior/swashbuckler_class +/weapon/sword/t_dagger +/gods/items/tear_gaea +/exit/teleporter +/ground/temp_fog +/monster/misc/tentacle/tentacle +/monster/misc/tentacle/tentacle2 +/misc/thewheel/thewheel_short_ccwise-back +/misc/thewheel/thewheel_tall_2_ccwise-back +/misc/thewheel/thewheel_tall_ccwise-back +/monster/humanoid/Human/thief +/monster/humanoid/Class/thief_1 +/player/class/Thief/thief_class +/weapon/bow/thundar_bolt +/monster/giant/Titan/titan +/light/torch_1 +/misc/torch_cyan +/misc/torch_indigo +/misc/torch_vermilion +/spell/TownPortal/town_portal +/traps/trap +/traps/trap_blades +/disease/trap_diseased_needle +/traps/trap_needle +/traps/trap_rocks +/traps/trap_spike_pit +/traps/trap_spikes2 +/connect/Hole/trapdoor_1 +/connect/Hole/trapdoor_2 +/connect/Hole/trapdoor_3 +/connect/Hole/trapdoor_4 +/weapon/misc/trident +/connect/trigger +/monster/troll/Troll/troll +/player/race/troll_player +/spell/Cone/turn_undead +/transport/turningboat +/flesh/misc/u_horn +/weapon/artifact/Usword/uk_sd +/monster/misc/Unicorn/unicorn +/monster/goblin/Kobold/unusual_kobold +/weapon/artifact/UW_Sword/uw_sword +/monster/undead/vampire +/monster/humanoid/Human/viking +/misc/violin +/spell/Bullet/vitriol_pool +/spell/Bullet/vitriol_splash +/spell/Wand/wand +/monster/insect/ant/war_ant +/player/class/Warrior/warlock_class +/monster/humanoid/Human/warrior +/monster/humanoid/Class/Warrior/warrior_1 +/monster/humanoid/Class/Warrior/warrior_blue +/player/class/Warrior/warrior_class +/monster/humanoid/Class/Warrior/warrior_green +/monster/humanoid/Class/Warrior/warrior_grey +/monster/humanoid/Class/Warrior/warrior_lblue +/monster/humanoid/Class/Warrior/warrior_red +/monster/elemental/water_elemental +/monster/elemental/water_witch +/spell/Cone/wave +/armour/mail/wdsm +/wall/awall/weak_wall_1 +/wall/awall/weak_wall_2 +/wall/cwall/weak_wall_3 +/wall/cwall/weak_wall_4 +/wall/bwall/weak_wall_5 +/wall/bwall/weak_wall_6 +/connect/westcwall_closed_1 +/connect/westcwall_open_1 +/wall/cwall-west/westweak_wall_3 +/wall/cwall-west/westweak_wall_4 +/monster/angel/whim +/exit/whirlwind_exit +/monster/undead/wight +/spell/Cone/windstorm +/monster/chaos/witch_chaos +/armour/helmet/wiz_hat +/monster/humanoid/Human/wizard +/player/class/Wizardry/wizard_blue +/player/class/Wizardry/wizard_class +/player/class/Wizardry/wizard_green +/construct/tower/wizard_tower +/player/class/Wizardry/wizard_white +/player/class/Wizardry/wizard_yellow +/monster/animal/Wolf/wolf +/monster/humanoid/Human/woman +/monster/humanoid/Human/woman2 +/monster/humanoid/Human/woman3 +/monster/insect/ant/work_ant +/monster/dragon/WDragon/worthless_dragon +/monster/undead/wraith +/player/race/wraith_player +/spell/Cone/wrathful_eye +/wall/wwall/wwall_weak_1 +/wall/wwall/wwall_weak_2 +/monster/dragon/wyvern +/monster/insect/xan/xan +/monster/undead/zombie diff --git a/resource/conf/archetypes b/resource/conf/archetypes new file mode 120000 index 0000000..24e3ee3 --- /dev/null +++ b/resource/conf/archetypes @@ -0,0 +1 @@ +../../crossfire-server-1.12/lib/archetypes \ No newline at end of file diff --git a/resource/conf/autojoin.txt b/resource/conf/autojoin.txt new file mode 100644 index 0000000..993df02 --- /dev/null +++ b/resource/conf/autojoin.txt @@ -0,0 +1,741 @@ +# +# autojoin.txt - This file contains data about which (wall-)arches belong +# together and in which directions they point. That is used by the +# CrossfireEditor to determine how to join walls in the autojoining mode. +# Feel free to modify this file to suite your needs. +# +# The file must be kept in the following format: +# Arches of same joining type must be grouped into sections. A new section +# is started by "start", then arch names get listed, 16 total - +# one per line. The section is followed by "end". +# The arch names must be listed in the following order +# (0 = no connection, N = north, E = east, S = south, W = west): +# +# 0, N, E, NE, S, NS, ES, NES, W, WN, WE, WNE, SW, SWN, ESW, NESW +# +# Autojoining works with anything except multisquare arches. +# +# Creator: Andreas Vogl +# + +start +awall_0 +awall_1_2 +awall_1_4 +awall_2_2_1 +awall_1_1 +awall_2_1_1 +awall_2_2_2 +awall_3_2 +awall_1_3 +awall_2_2_4 +awall_2_1_2 +awall_3_1 +awall_2_2_3 +awall_3_4 +awall_3_3 +awall_4 +end + +start +bench_0 +bench_1_2 +bench_1_4 +bench_2_2_1 +bench_1_1 +bench_2_1_1 +bench_2_2_2 +bench_3_2 +bench_1_3 +bench_2_2_4 +bench_2_1_2 +bench_3_1 +bench_2_2_3 +bench_3_4 +bench_3_3 +bench_4 +end + +start +biglake_0 +biglake_1_2 +biglake_1_4 +biglake_2_2_1 +biglake_1_1 +biglake_2_1_1 +biglake_2_2_2 +biglake_3_2 +biglake_1_3 +biglake_2_2_4 +biglake_2_1_2 +biglake_3_1 +biglake_2_2_3 +biglake_3_4 +biglake_3_3 +biglake_4 +end + +start +burningwall_0 +burningwall_1_2 +burningwall_1_4 +burningwall_2_2_1 +burningwall_1_1 +burningwall_2_1_1 +burningwall_2_2_2 +burningwall_3_2 +burningwall_1_3 +burningwall_2_2_4 +burningwall_2_1_2 +burningwall_3_1 +burningwall_2_2_3 +burningwall_3_4 +burningwall_3_3 +burningwall_4 +end + +start +bwall_0 +bwall_1_2 +bwall_1_4 +bwall_2_2_1 +bwall_1_1 +bwall_2_1_1 +bwall_2_2_2 +bwall_3_2 +bwall_1_3 +bwall_2_2_4 +bwall_2_1_2 +bwall_3_1 +bwall_2_2_3 +bwall_3_4 +bwall_3_3 +bwall_4 +end + +start +cwall_0 +cwall_1_2 +cwall_1_4 +cwall_2_2_1 +cwall_1_1 +cwall_2_1_1 +cwall_2_2_2 +cwall_3_2 +cwall_1_3 +cwall_2_2_4 +cwall_2_1_2 +cwall_3_1 +cwall_2_2_3 +cwall_3_4 +cwall_3_3 +cwall_4 +end + +start +door_0 +door_1_2 +door_1_4 +door_2_2_1 +door_1_1 +door_2_1_1 +door_2_2_2 +door_3_2 +door_1_3 +door_2_2_4 +door_2_1_2 +door_3_1 +door_2_2_3 +door_3_4 +door_3_3 +door_4 +end + +start +ewall_0 +ewall_1_2 +ewall_1_4 +ewall_2_2_1 +ewall_1_1 +ewall_2_1_1 +ewall_2_2_2 +ewall_3_2 +ewall_1_3 +ewall_2_2_4 +ewall_2_1_2 +ewall_3_1 +ewall_2_2_3 +ewall_3_4 +ewall_3_3 +ewall_4 +end + +start +westcwall_0 +westcwall_1_2 +westcwall_1_4 +westcwall_2_2_1 +westcwall_1_1 +westcwall_2_1_1 +westcwall_2_2_2 +westcwall_3_2 +westcwall_1_3 +westcwall_2_2_4 +westcwall_2_1_2 +westcwall_3_1 +westcwall_2_2_3 +westcwall_3_4 +westcwall_3_3 +westcwall_4 +end + +start +dirtroad_0 +dirtroad_1_2 +dirtroad_1_4 +dirtroad_2_2_1 +dirtroad_1_1 +dirtroad_2_1_1 +dirtroad_2_2_2 +dirtroad_3_2 +dirtroad_1_3 +dirtroad_2_2_4 +dirtroad_2_1_2 +dirtroad_3_1 +dirtroad_2_2_3 +dirtroad_3_4 +dirtroad_3_3 +dirtroad_4 +end + +start +footpath_0 +footpath_1_2 +footpath_1_4 +footpath_2_2_1 +footpath_1_1 +footpath_2_1_1 +footpath_2_2_2 +footpath_3_2 +footpath_1_3 +footpath_2_2_4 +footpath_2_1_2 +footpath_3_1 +footpath_2_2_3 +footpath_3_4 +footpath_3_3 +footpath_4 +end + +start +dun_0 +dun_1_2 +dun_1_4 +dun_2_2_1 +dun_1_1 +dun_2_1_1 +dun_2_2_2 +dun_3_2 +dun_1_3 +dun_2_2_4 +dun_2_1_2 +dun_3_1 +dun_2_2_3 +dun_3_4 +dun_3_3 +dun_4 +end + +start +dwall_0 +dwall_1_2 +dwall_1_4 +dwall_2_2_1 +dwall_1_1 +dwall_2_1_1 +dwall_2_2_2 +dwall_3_2 +dwall_1_3 +dwall_2_2_4 +dwall_2_1_2 +dwall_3_1 +dwall_2_2_3 +dwall_3_4 +dwall_3_3 +dwall_4 +end + +start +flagstone_0 +flagstone_1_2 +flagstone_1_4 +flagstone_2_2_1 +flagstone_1_1 +flagstone_2_1_1 +flagstone_2_2_2 +flagstone_3_2 +flagstone_1_3 +flagstone_2_2_4 +flagstone_2_1_2 +flagstone_3_1 +flagstone_2_2_3 +flagstone_3_4 +flagstone_3_3 +flagstone_4 +end + +start +gwall_0 +gwall_1_2 +gwall_1_4 +gwall_2_2_1 +gwall_1_1 +gwall_2_1_1 +gwall_2_2_2 +gwall_3_2 +gwall_1_3 +gwall_2_2_4 +gwall_2_1_2 +gwall_3_1 +gwall_2_2_3 +gwall_3_4 +gwall_3_3 +gwall_4 +end + +start +hedge_0 +hedge_1_2 +hedge_1_4 +hedge_2_2_1 +hedge_1_1 +hedge_2_1_1 +hedge_2_2_2 +hedge_3_2 +hedge_1_3 +hedge_2_2_4 +hedge_2_1_2 +hedge_3_1 +hedge_2_2_3 +hedge_3_4 +hedge_3_3 +hedge_4 +end + +start +jcity_0 +jcity_1_2 +jcity_1_4 +jcity_2_2_1 +jcity_1_1 +jcity_2_1_1 +jcity_2_2_2 +jcity_3_2 +jcity_1_3 +jcity_2_2_4 +jcity_2_1_2 +jcity_3_1 +jcity_2_2_3 +jcity_3_4 +jcity_3_3 +jcity_4 +end + +start +longtable_0 +longtable_1_2 +longtable_1_4 +longtable_2_2_1 +longtable_1_1 +longtable_2_1_1 +longtable_2_2_2 +longtable_3_2 +longtable_1_3 +longtable_2_2_4 +longtable_2_1_2 +longtable_3_1 +longtable_2_2_3 +longtable_3_4 +longtable_3_3 +longtable_4 +end + +start +mine_0 +mine_1_2 +mine_1_4 +mine_2_2_1 +mine_1_1 +mine_2_1_1 +mine_2_2_2 +mine_3_2 +mine_1_3 +mine_2_2_4 +mine_2_1_2 +mine_3_1 +mine_2_2_3 +mine_3_4 +mine_3_3 +mine_4 +end + +start +moat_0 +moat_1_2 +moat_1_4 +moat_2_2_1 +moat_1_1 +moat_2_1_1 +moat_2_2_2 +moat_3_2 +moat_1_3 +moat_2_2_4 +moat_2_1_2 +moat_3_1 +moat_2_2_3 +moat_3_4 +moat_3_3 +moat_4 +end + +start +paved_0 +paved_1_2 +paved_1_4 +paved_2_2_1 +paved_1_1 +paved_2_1_1 +paved_2_2_2 +paved_3_2 +paved_1_3 +paved_2_2_4 +paved_2_1_2 +paved_3_1 +paved_2_2_3 +paved_3_4 +paved_3_3 +paved_4 +end + +start +pier_0 +pier_1_2 +pier_1_4 +pier_2_2_1 +pier_1_1 +pier_2_1_1 +pier_2_2_2 +pier_3_2 +pier_1_3 +pier_2_2_4 +pier_2_1_2 +pier_3_1 +pier_2_2_3 +pier_3_4 +pier_3_3 +pier_4 +end + +start +roughwall_0 +roughwall_1_2 +roughwall_1_4 +roughwall_2_2_1 +roughwall_1_1 +roughwall_2_1_1 +roughwall_2_2_2 +roughwall_3_2 +roughwall_1_3 +roughwall_2_2_4 +roughwall_2_1_2 +roughwall_3_1 +roughwall_2_2_3 +roughwall_3_4 +roughwall_3_3 +roughwall_4 +end + +start +slevel_0 +slevel_1_2 +slevel_1_4 +slevel_2_2_1 +slevel_1_1 +slevel_2_1_1 +slevel_2_2_2 +slevel_3_2 +slevel_1_3 +slevel_2_2_4 +slevel_2_1_2 +slevel_3_1 +slevel_2_2_3 +slevel_3_4 +slevel_3_3 +slevel_4 +end + +start +stwall_0 +stwall_1_2 +stwall_1_4 +stwall_2_2_1 +stwall_1_1 +stwall_2_1_1 +stwall_2_2_2 +stwall_3_2 +stwall_1_3 +stwall_2_2_4 +stwall_2_1_2 +stwall_3_1 +stwall_2_2_3 +stwall_3_4 +stwall_3_3 +stwall_4 +end + +start +swall_0 +swall_1_2 +swall_1_4 +swall_2_2_1 +swall_1_1 +swall_2_1_1 +swall_2_2_2 +swall_3_2 +swall_1_3 +swall_2_2_4 +swall_2_1_2 +swall_3_1 +swall_2_2_3 +swall_3_4 +swall_3_3 +swall_4 +end + +start +timberwall_0 +timberwall_1_2 +timberwall_1_4 +timberwall_2_2_1 +timberwall_1_1 +timberwall_2_1_1 +timberwall_2_2_2 +timberwall_3_2 +timberwall_1_3 +timberwall_2_2_4 +timberwall_2_1_2 +timberwall_3_1 +timberwall_2_2_3 +timberwall_3_4 +timberwall_3_3 +timberwall_4 +end + +start +wall_0 +wall_1_2 +wall_1_4 +wall_2_2_1 +wall_1_1 +wall_2_1_1 +wall_2_2_2 +wall_3_2 +wall_1_3 +wall_2_2_4 +wall_2_1_2 +wall_3_1 +wall_2_2_3 +wall_3_4 +wall_3_3 +wall_4 +end + +start +woodwall_0 +woodwall_1_2 +woodwall_1_4 +woodwall_2_2_1 +woodwall_1_1 +woodwall_2_1_1 +woodwall_2_2_2 +woodwall_3_2 +woodwall_1_3 +woodwall_2_2_4 +woodwall_2_1_2 +woodwall_3_1 +woodwall_2_2_3 +woodwall_3_4 +woodwall_3_3 +woodwall_4 +end + +start +wwall_0 +wwall_1_2 +wwall_1_4 +wwall_2_2_1 +wwall_1_1 +wwall_2_1_1 +wwall_2_2_2 +wwall_3_2 +wwall_1_3 +wwall_2_2_4 +wwall_2_1_2 +wwall_3_1 +wwall_2_2_3 +wwall_3_4 +wwall_3_3 +wwall_4 +end + +start +yellow_0 +yellow_1_2 +yellow_1_4 +yellow_2_2_1 +yellow_1_1 +yellow_2_1_1 +yellow_2_2_2 +yellow_3_2 +yellow_1_3 +yellow_2_2_4 +yellow_2_1_2 +yellow_3_1 +yellow_2_2_3 +yellow_3_4 +yellow_3_3 +yellow_4 +end + +# start +# cave21 +# cave_11 +# cave_12 +# cave10 +# cave_14 +# dun_2_1_1 +# cave11 +# cave1 +# cave_13 +# cave9 +# dun_2_1_2 +# cave4 +# cave12 +# cave3 +# cave2 +# blocked +# end + +start +footbridge_0 +footbridge_1_2 +footbridge_1_4 +footbridge_2_2_1 +footbridge_1_1 +footbridge_2_1_1 +footbridge_2_2_2 +footbridge_3_2 +footbridge_1_3 +footbridge_2_2_4 +footbridge_2_1_2 +footbridge_3_1 +footbridge_2_2_3 +footbridge_3_4 +footbridge_3_3 +footbridge_4 +end + +start +stonebridge_0 +stonebridge_1_2 +stonebridge_1_4 +stonebridge_2_2_1 +stonebridge_1_1 +stonebridge_2_1_1 +stonebridge_2_2_2 +stonebridge_3_2 +stonebridge_1_3 +stonebridge_2_2_4 +stonebridge_2_1_2 +stonebridge_3_1 +stonebridge_2_2_3 +stonebridge_3_4 +stonebridge_3_3 +stonebridge_4 +end + +start +lava_biglake_0 +lava_biglake_1_2 +lava_biglake_1_4 +lava_biglake_2_2_1 +lava_biglake_1_1 +lava_biglake_2_1_1 +lava_biglake_2_2_2 +lava_biglake_3_2 +lava_biglake_1_3 +lava_biglake_2_2_4 +lava_biglake_2_1_2 +lava_biglake_3_1 +lava_biglake_2_2_3 +lava_biglake_3_4 +lava_biglake_3_3 +lava_biglake_4 +end + +start +redcwall_0 +redcwall_1_2 +redcwall_1_4 +redcwall_2_2_1 +redcwall_1_1 +redcwall_2_1_1 +redcwall_2_2_2 +redcwall_3_2 +redcwall_1_3 +redcwall_2_2_4 +redcwall_2_1_2 +redcwall_3_1 +redcwall_2_2_3 +redcwall_3_4 +redcwall_3_3 +redcwall_4 +end + +start +rough_wall_0 +rough_wall_1_2 +rough_wall_1_4 +rough_wall_2_2_1 +rough_wall_1_1 +rough_wall_2_1_1 +rough_wall_2_2_2 +rough_wall_3_2 +rough_wall_1_3 +rough_wall_2_2_4 +rough_wall_2_1_2 +rough_wall_3_1 +rough_wall_2_2_3 +rough_wall_3_4 +rough_wall_3_3 +rough_wall_4 +end + +start +white_wall_0 +white_wall_1_2 +white_wall_1_4 +white_wall_2_2_1 +white_wall_1_1 +white_wall_2_1_1 +white_wall_2_2_2 +white_wall_3_2 +white_wall_1_3 +white_wall_2_2_4 +white_wall_2_1_2 +white_wall_3_1 +white_wall_2_2_3 +white_wall_3_4 +white_wall_3_3 +white_wall_4 +end diff --git a/resource/conf/bmaps.paths b/resource/conf/bmaps.paths new file mode 120000 index 0000000..134deca --- /dev/null +++ b/resource/conf/bmaps.paths @@ -0,0 +1 @@ +../../crossfire-server-1.12/lib/bmaps.paths \ No newline at end of file diff --git a/resource/conf/crossfire.0 b/resource/conf/crossfire.0 new file mode 120000 index 0000000..2cecf26 --- /dev/null +++ b/resource/conf/crossfire.0 @@ -0,0 +1 @@ +../../crossfire-server-1.12/lib/crossfire.0 \ No newline at end of file diff --git a/resource/conf/smooth b/resource/conf/smooth new file mode 120000 index 0000000..d7c3dc0 --- /dev/null +++ b/resource/conf/smooth @@ -0,0 +1 @@ +../../crossfire-server-1.12/lib/smooth \ No newline at end of file diff --git a/resource/conf/treasures b/resource/conf/treasures new file mode 120000 index 0000000..a5be196 --- /dev/null +++ b/resource/conf/treasures @@ -0,0 +1 @@ +../../crossfire-server-1.12/lib/treasures.bld \ No newline at end of file diff --git a/resource/conf/types.xml b/resource/conf/types.xml new file mode 100644 index 0000000..fa3b8be --- /dev/null +++ b/resource/conf/types.xml @@ -0,0 +1,5652 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + This is the name of the object, displayed to the player. + + + This is the plural name of the object. A plural name must be set for + all items that can be picked up and collected by the player. + + + This is the object's title. Once an object is identified the title is + attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. + + + The image-name defines what image is displayed for this object in-game. + + + This value determines the number of objects in one stack (for example: + 100 gold coins => "number = 100"). You should set this at least to one, for + any pickable object - otherwise it won't be mergeable into a stack. + + + This value defines the object's weight in grams (1000g is 1kg). Objects with + zero weight are not pickable for players. Still, set the "non-pickable"-flag + for explicitly non-pickable objects (hey, this is open source.. you + never know ;) ). + + + Adds a certain value to the object: It will be worth that many times the + default value from it's archetype (E.g. "value = 3" means three times + worth the default value). Value for buying/selling will be + further modified by various factors. Hence, testing values in-game is + usually inevitable. + + + If <glow radius> is set to a value greater zero, the object + appears lit up on dark maps. <glow radius> can be a value + between 0 and 4, the higher, the more light does the object emit. + + + If <smooth level> is set to a value greater zero, the object will be + drawn partially over adjacent squares having a lower <smooth level> + value. The value must be between 0 and 255 (inclusive); 0 means "never + overlap adjacent squares". + + + The elevation (height above sea level) of this square. It is used for + weather calculations and should be in the range -32000..32000. The + elevation of a tile must be set in the bottom-most game object; elevation + values for non-bottom-most game objects are ignored by the Crossfire + server. + + + This bitmask-value informs the player of which material(s) the + object consists. Material does also affect how likely the object + can be destroyed by hazardous spell-effects. + + + If set, the object cannot be picked up (Neither by players nor monsters). + + + Generally makes the object invisible. Depending on the object-type, + some can be made visible by the show_invisible spell. If in doubt, test it. + Putting an invisible object under the floor always prevents it from being + shown. + + + If an item is set to block view, players (and monsters) cannot + see beyond it unless they cross it or manage to stand on top. + + + If an item is identified, the player has full knowledge about it. + + + An <unpaid> item cannot be used unless a player carried it over + a shop mat, paying the demanded price. Setting this flag makes sense + only for pickable items inside shops. + + + A <changing> object converts to <food> <other_arch> + objects; when it's animation is done. For non-living objects <food> + is checked: if it is zero, the change happens; otherwise <food> is + decreased by one. I suggest you don't mess with this value - leave the + default in place. + + + A <splitting> object converts to <food> <other_arch> + objects; when it is hit physically. For non-living objects <food> is + checked: if it is zero, the change happens; otherwise <food> is + decreased by one. I suggest you don't mess with this value - leave the + default in place. + + + + + + + + + + + If set, the object cannot be passed by players nor monsters. + + + Curses can have various effects: On equipment and food, + they generally harm the player in some way. + + + A damned item/floor on the ground makes it impossible for players + to use prayers on that spot. It also prevents players from saving. + Damnation on equipment works similar to a curse. + + + Unique items exist only one time on a server. If the item + is taken, lost or destroyed - it's gone for good. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + This text may describe the object. + + + + + + + + + + + + + + If set, the object cannot be passed by players nor monsters. + + + This string specifies the item that must be put on the altar to + activate it. It can either be the name of an archetype, or directly + the name of an object. Yet, titles are not recognized by altars. + Remember to put a note somewhere, telling the player what he is + expected to drop on the altar. (Often this is put in the altar's + name: E.g. "drop 100 platinums") + + + The drop amount specifies the amount of items (specified + in <match item name>) that must be dropped to activate the altar. + + If <match item name> is set to "money", then the value of the + sacrificed money must be equal to <drop amount> (ie, if food=200, then + 200 silver, 20 gold, or 4 platinum will all work.) + + + If a connection value is set, the altar will trigger all objects + with the same value, when activated. This will only work once. + + + When activated, the selected <spell> will be casted (once, on the + player). This should work for any given spell. The altar will work + infinitely in this way. Don't set both <spell> and <connection> for + one altar. + + + This text will be displayed to the player + in the exact moment when the altar is activated. + + + + + + + + + connection activated), except for the fact that + they reset after usage. Hence, altar_triggers can be used infinitely. ]]> + + +
  • ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. +
  • ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. +
  • ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. + + The big advantage over normal altars is the infinite usability + of altar_triggers! If there are ten players on one server, they're + quite grateful if things work more than once. =) ]]> + + + + If set, the object cannot be passed by players nor monsters. + + + This string specifies the item that must be put on the altar to + activate it. It can either be the name of an archetype, or directly + the name of an object. Yet, titles are not recognized by altars. + Remember to put a note somewhere, telling the player what he is + expected to drop on the altar. (Often this is put in the altar's + name: E.g. "drop 100 platinums") + + + The drop amount specifies the amount of items (specified + in <match item name>) that must be dropped to activate the altar. + + If <match item name> is set to "money", then the value of the + sacrificed money must be equal to <drop amount> (ie, if food=200, then + 200 silver, 20 gold, or 4 platinum will all work.) + + + If a connection value is set, the altar will trigger all objects + with the same value, when activated. This will only work once. + + + When activated, this <spell> will be casted (once, on the player). + This should work for any given spell. The altar will work infinitely + in this way. Don't set both <spell> and <connection> for one altar. + + + Being activated, the altar will reset after <reset time> ticks. + After reset, the altar is ready to be activated once again. + The default <reset time> is 30. + + + If this attribute is enabled, the altar_trigger won't push the + connected value by altar reset. Only ONCE by dropping the sacrifice. + This is typically used when the altar is connected to a creator, + e.g. for selling tickets. + + If this attribute is disabled (default), the altar_trigger + will push the connected value TWICE per sacrifice: First by + dropping sacrifice, second by reset. This mode is typically + used for altars being connected to gates, resulting in the + gate being opened and closed again. + + + + This text will be displayed to the player + in the exact moment when the altar is activated. + + + + + + + + + + + This value defines the amount of armor-class bonus for wearing + this item. <Armor class> lessens the chance of being hit. Lower + values are better. It should usually be set only for armor-like equipment. + + + The <weapon class> value adds to the overall weapon class of the wielder's + melee attacks. Weapon class improves the chance of hitting the opponent. + Weapon class is the "counterpiece" of <armor class>. It should usually + be set only for weapon-like items. Lower values are better. + + + The <item power> value measures how "powerful" an artifact is. + Players will only be able to wear equipment with a certain total + amount of <item power>, depending on their own level. This is the + only way to prevent low level players to wear "undeserved" equipment + (like gifts from other players or cheated items). + + It is very important to adjust the <item power> value carefully + for every artifact you create! If zero/unset, the CF server will + calculate a provisional value at runtime, but this is never + going to be an accurate measurement of <item power>. + + + A damned piece of equipment cannot be unwielded unless the curse + is removed. Removing damnations is a tick harder than removing curses. + + + A cursed piece of equipment cannot be unwielded + unless the curse is removed. + + + An item with this flag enabled will save the players life + for one time: When the player is wearing this item and his + health points reach zero, the item disappears, replenishing + half of the player's health. + + An item with <save life> should not have + any decent additional bonuses! + + + Unique items exist only one time on a server. If the item + is taken, lost or destroyed - it's gone for good. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + If you put this item into the inventory of a monster, and + you want the monster to use/wear the item - you must set + <is applied>. + Enabling this flag doesn't make any sense if the item + is NOT in a monster's inventory. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + +
    + + This adds physical resistance to the item (= armor value). The number is + a percent-value in the range 0-100. Treat this with CARE. Look at other maps + and what they require to do for getting this-and-that artifact. + + + This adds magic resistance to the item. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds fire resistance to the item. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds electricity resistance to the item. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds fire resistance to the item. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds confusion resistance to the item. The number is a percent-value in + the range 0-100. Confusion resistance is not very effective + unless the value comes close to 100 (= perfect immunity). + + + This adds acid resistance to the item. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds draining resistance to the item. The number is a percent-value + in the range 0-100. Draining resistance is little effective + unless the value is 100 (= perfect immunity). + + + This adds weaponmagic resistance to the item. The number is a percent-value in + the range 0-100. Weaponmagic resistance generally should not exist on + equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) + are not meant to be easily resisted. + + + This adds ghosthit resistance to the item. The number is a percent-value + in the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds poison resistance to the item. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds fear resistance to the item. The number is a percent-value in + the range 0-100. Resistance to fear is pretty useless. + + + This adds paralyze resistance to the item. The number is a percent-value in + the range 0-100. Paralyze resistance is little effective + unless the value is 100 (= perfect immunity). + + + This adds fear resistance to the item. The number is a percent-value in + the range 0-100. Resistance to fear is pretty useless. + + + This adds depletion resistance to the item. The number is a percent-value + in the range 0-100. Depletion resistance is little effective + unless the value is 100 (= perfect immunity). + + + This adds death-attack resistance to the item. The number is a + percent-value in the range 0-100. Death-attack resistance is little + effective unless the value is 100 (= perfect immunity). + Generally, resistance to death-attack is not supposed to be + available to players! + + + This adds chaos resistance to the item. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + Note that chaos is not a stand-alone attacktype. Chaos "contains" a + combination of other attacktypes. + + + This adds blinding resistance to the item. The number is a percent-value + in the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds holy power resistance to the item. The number is a percent-value + in the range 0-100. Holy power is the attacktype that holyword-type spells + use to hurt undead creatures. This kind of resistance is only reasonable + for undead players (wraith or devourer cult). + Generally, resistance to holy word should not be available for players. + +
    +
    + + The player's strength will rise/fall by the given value + while wearing this piece of equipment. + + + The player's dexterity will rise/fall by the given value + while wearing this piece of equipment. + + + The player's constitution will rise/fall by the given value + while wearing this piece of equipment. + + + The player's intelligence will rise/fall by the given value + while wearing this piece of equipment. + + + The player's power will rise/fall by the given value + while wearing this piece of equipment. + + + The player's wisdom will rise/fall by the given value while + wearing this piece of equipment. + + + The player's charisma will rise/fall by the given value + while wearing this piece of equipment. + +
    +
    + + With positive luck bonus, the player is more likely to + succeed in all sorts of things (spellcasting, praying,...). + Unless the <luck bonus> is very high, the effect will be + barely visible in-game. Luck bonus on one piece of equipment + should never exceed 3, and such bonus should not be too + frequently available. + + + Positive <health regen.> bonus speeds up the + player's healing process. Negative values slow it down. + + + Positive <mana regen.> bonus speeds up the + player's mana regeneration. Negative values slow it down. + + + Positive <grace regen.> bonus speeds up the + player's grace regeneration. Negative values slow it down. + Since grace can be regenerated rather easy with praying, + additional <grace regen.> bonus should be VERY RARE!! + + + Positive <food bonus> slows down the player's digestion, + thus he consumes less food. Negative values speed it up. + + Note that food is consumed not only for "being alive", but + also for healing and mana-regeneration. + <food bonus> only affects the amount of food consumed + for "being alive". Hence, even with high <food bonus>, + during a fight a player can run out of food quickly. + + + Xray vision allows the player to see through obstacles + in a two-square-wide radius. This is extremely helpful and + desirable, so don't give it away for cheap on equipment. + + + Stealth allows the player to move silently. + This comes to effect if a player turns himself + invisible and tries to sneak around monsters. + (At least that was the idea behind it) + + + If a player is wearing any piece of equipment with + the ability to <reflect spells>, all kinds of + spell-bullets and -beams will bounce off him. + This works only about 90% of all times, to + avoid players being completely immune to certain + types of attacks. + + This is a very powerful ability and it + shouldn't be handed out cheap! + + + If a player is wearing any piece of equipment with + the ability to <reflect missiles>, all kinds of + projectiles (e.g. arrows, bolts, boulders) will + bounce off him. This works only about 90% of all + times, to avoid players being completely immune to + certain types of attacks. + + + As soon as the player applies a piece of equipment, the player will start + using the granted movement types. + + + Click on the <attuned paths> button to select spellpaths. + The player will get attuned to the specified spellpaths + while wearing this item. + + + Click on the <repelled paths> button to select spellpaths. + The player will get repelled to the specified spellpaths + while wearing this item. + + + Click on the <denied paths> button to select spellpaths. + The specified spellpaths will be denied to the player + while wearing this item. + +
    + + This text describes the item's "story". Every decent artifact + should have such a description. + +
    + + + + + + + + + + What should NEVER be done is placing battleground squares in + open dungeons or other free kinds of land. + It must not be possible to gain significant treasure for fighting + on battleground, because it bears no risk.

    + (Battleground will cease to work when the image or name is changed, + or when it is placed beneath another floor square. + This is not a bug, it is there to prevent any attempts of placing + "hidden" battleground squares anywhere.) ]]> +
    + + + + If set, the object cannot be passed by players nor monsters. + + + The exit destinations define the (x, y)-coordinates where players + get teleported after they died on this battleground. + + + The exit destinations define the (x, y)-coordinates where players + get teleported after they died on this battleground. + +
    + + + + + + + If this value is set to be greater than zero, the player needs a + certain literacy level to succeed reading the book. The book can be + read if: mental_level greater <literacy level> - 5. Adding level to a + book can be a nice idea, personally I like it when a player needs + more than his fighting skills to solve a quest. However, keep the + book level at least below 15 because it is quite hard to gain high + mental levels. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + Unique items exist only one time on a server. If the item + is taken, lost or destroyed - it's gone for good. + + + This is the text that appears "written" in the book. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + Boots with <speed bonus> will increase the player's walking speed + while worn. This kind of bonus is quite desirable for players of low- + and medium level. High level players usually have fastest possible + walking speed and thus don't need <speed bonus> anymore. + Still, this bonus is good for nice artifacts - not everything has + to be for highest level. + + + <magic bonus> works just like ac, except that it can be improved by + "scrolls of Enchant Armour" or reduced by acid. It is less useful + than direct armor-class bonus on the boots. + + Important: <magic bonus> on boots has no effect if there is no + <armor class> set. It only works in combination with <armor class>. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + <magic bonus> works just like ac, except that it can be improved by + "scrolls of Enchant Armour" or reduced by acid. It is less useful + than direct armor-class bonus on the bracers. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + This poses a penalty to spell regeneration speed, for wearing the armor. + The bigger the spellpoint penalty, the worse. + + + Slowdown penalty reduces the player's walking speed when wearing the + armor. Bigger values are worse - zero is best. + + + <magic bonus> works just like ac, except that it can be improved by + "scrolls of Enchant Armour" or reduced by acid. It is less useful + than direct armor-class bonus on the armor. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + + + + The button is pressed (triggered), as soon as + <press weigh> gram are placed on top of it. + + + Every time the button is pressed or released, all objects + with the same <connection> value are activated. + + + This text may describe the item. You can use this + message to explain the button's purpose to the player. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + + + + + + + + + + + This entry determines which initial items the character receives. + +
    + + The player's strength will rise by the given value if he chooses this + class. (Negative values make strength fall) + + + The player's dexterity will rise by the given value if he chooses this + class. (Negative values make dexterity fall) + + + The player's constitution will rise by the given value if he chooses this + class. (Negative values make constitution fall) + + + The player's intelligence will rise by the given value if he chooses this + class. (Negative values make intelligence fall) + + + The player's power will rise by the given value if he chooses this + class. (Negative values make power fall) + + + The player's wisdom will rise by the given value if he chooses this + class. (Negative values make wisdom fall) + + + The player's charisma will rise by the given value if he chooses this + class. (Negative values make charisma fall) + +
    +
    + + + + + + + + + + <magic bonus> works just like ac, except that it can be improved by + "scrolls of Enchant Armour" or reduced by acid. It is less useful + than direct armor-class bonus on the cloak. + + Important: <magic bonus> on cloaks has no effect if there is no + <armor class> set. It only works in combination with <armor class>. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + This text may describe the item + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + +
    + A special feature of containers is the "cauldron", + capable of mixing alchemical recipes. ]]> +
    + +
  • First the random treasure chests - Those are NOT containers + (but object type Treasure), they create random treasures when + applied. Archetype name is "chest". +
  • Second there are the permanent chests - Those are containers, + they can be opened and closed again. Archetype name is "chest_2". + ]]> + + + If set, the container will hold only certain types of objects. + Possible choices for <container class> are: "gold and jewels", + "arrows" and "keys". + + Unfortunately it is not easy to create new container + classes, because items need a matching counterpiece-attribute + to the <container class> before they can be put inside a + container. This attribute ("race") is set only for the existing + container classes. + + + If <key string> is set, only players with a special key + of matching <key string> are able to open the container. + + + The container can hold a maximum total weight of the given value + in gram. Note that this weight limit is calculated *after* the + weight reduction (<reduce weight>) has been applied. + + + This value determines how much the weight of items is reduced in + percent, when put inside the container. <reduce weight %> 0 means no + reduction, <reduce weight %> 100 means items are weightless inside. + Most default values are in the range of ten. + + + If set, the container can be used as alchemy-cauldron. + The player can put ingredients inside, close it, cast alchemy + and if his formulae is true, he'll get what he longed for. + + + Unique items exist only one time on a server. If the item + is taken, lost or destroyed - it's gone for good. + All contents of a unique container are unique as well. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + This is used for a certain kind of... "animation" when + opening the container. Stick to the default arches here + and you won't get into trouble. + + + If specified, the image-name is displayed when the container is open. + + + This text may contain a description of the container. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + + + + +
    + VERY IMPORTANT: Be careful with the exchange-ratio! When you drop + items on a converter, the stuff you get must be of equal or lesser + value than before! (Except if you are using "rare" items like + dragonscales for payment). The code will not check if your ratio is + sane, so the player could gain infinite wealth by using your converter. ]]> +
    + + + <cost arch> is the name of the archetype the player has to + put on the converter, as payment. + + + The player has to put <cost number> items of <cost arch> + on the converter, in order to get <receive number> items + of <receive arch>. + + + <receive arch> is the name of the archetype to convert into. + This field is ignored if the converter has items in inventory. In this + case one of the inventory items is duplicated. The duplicated item is + randomly chosen from all items present. + + + The player has to put <cost number> items of <cost arch> + on the converter, in order to get <receive number> items + of <receive arch>. + + + This text may contain a description of the converter. + +
    + + + + + + + + + + + + + This string defines the object that will be created. + You can choose any of the existing arches. + This field is ignored if the creator has items in inventory. In this case + one of the inventory items is duplicated. The duplicated item is randomly + chosen from all items present. + + + Whenever the connection value is activated, + the creator gets triggered. + + + If <infinite uses> is set, the creator will work + infinitely, regardless of the value in <number of uses>. + + + The creator can be triggered <number of uses> times, thus + creating that many objects, before it disappears. + Default is <number of uses> 1 (-> one-time usage). + + + The created object will bear the name and title specified in <name of + creation>. If nothing is set, the standard name and title of the + archetype is used. + + + The created object will be of that level. If zero/unset, + the standard level of the archetype is used. + + + + + + + + +
    + What is "unique" about them, compared to inventory checkers/ pedestals? + - First, detectors check their square for a match periodically, not + instantly. Second, detectors check directly for object names. Third, + detectors do not check the inventory of players/monsters. ]]> +
    + + + + + <match name> specifies the name of the object we are looking for. + Actually it does also check for the <key string> in key-objects, + but for this case inventory checkers are often more powerful to use. + + + When the detector is triggered, all objects with the same + connection value get activated. + + + This value defines the time between two detector-checks. + If you want the detector to behave almost like pedestals/buttons, + set speed rather high, like <detection speed> 1.0. + +
    + + + + + + + + Directors are visible per default. ]]> + + never place directors facing each other with magic walls firing + into them! The spell-projectiles bouncing between the directors + would accumulate to huge numbers and at some point slow down the + server by eating memory- and CPU-time. +

    + You'd better not place directors in monster vs. player combat + areas too much, because that freaks out wizard-type players. ]]> +
    + + Projectiles will leave the director flying in the selected <direction>. + A director with direction <none> simply stops projectiles. + (The latter works out a bit strange for some spells). + + + The movement types this director affects. + +
    + + + + + + + + + + + + + The <plaque level> is proportional to the disease's deadliness. + This mainly reflects in the <damage>. It has no effect on + most other symptoms. Nevertheless, it is a very important value for + all damage-inflicting diseases. + + + The disease will only infect creatures of the specified <race>. + "<race> *" means every creature can be infected. + + + Every time the disease "moves" the severity of the symptoms are increased + by <progressiveness>/100. (severity = 1 + (accumulated progression)/100) + +
    + + The <infectiousness> defines the chance of new creatures getting + infected. If you set this too high, the disease is very likely to + be too effective. + + <infectiousness>/127 is the chance of someone in range catching it. + + + The <attenuation> value reduces the diseases' <infectiousness> + every time it infects someone new. This limits how many generations + a disease can propagate. + + + <infection range> sets the range at which infection may occur. + If positive, the <infection range> is level dependant - If negative, + it is not: + E.g. "<infection range> -6" means creatures can be infected in + six square range, and <plaque level> doesn't modify that. + + + <persistence> defines how long the disease can persist OUTSIDE a host. + The disease can "move" <persistence> times outside a host before it + vanishes. A negative value means the disease lasts for permanent + (which is only recommended to use in maps without monsters). + + + The disease will last in the host for <curing duration> "disease moves" + (Assuming the host survives and doesn't use a curing spell). + After this period the disease is naturally cured, which provides the + host with immunity from this particular disease of lower or equal level. + + A negative value means the disease can never be cured naturally. + + Note that this value can be further modulated by spell-parameters, + if the disease is registered as spell in the code. Due to that, + most default diseases take a lot longer to cure than it seems. + + + The <speed> of the disease determines how fast the disease will + "move", thus how fast the symptoms strike the host. + +
    +
    + + The disease will attack the host with the given <attacktype>. + Godpower attacktype is commonly used for "unresistable" diseases. + + + A disease with a positive <damage> value will strike the player for that + amount of damage every time the symptoms occur. + A negative <damage> value produces %-based damage: "<damage> -10" means + the player's health is reduced by 10% every time the symptoms strike. + + Diseases with %-based damage can be dangerous - but not deadly - + for players of all levels. + + + If set, the specified arch is created and dropped every time the + symptoms strike. + + This can be various things: farts, body pieces, eggs ... + Even monsters can be created that way. You could also make a + disease where some exotic stuff like money/gems is created. + + + If set, the disease imposes a <slowdown penalty> while being infected. + The player's speed is reduced by <slowdown penalty> % of normal value. + + + When the player manages to cure this disease (with a curing spell), + he is awarded with <exp. for curing> experience. + + + Every time the disease "moves", the player's mana is + reduced by the value of <mana depletion>. + For negative values, a %-based amount is taken. + + + Every time the disease "moves", the player's food is + reduced by the value of <food depletion>. + For negative values, a %-based amount is taken. + + + This value increases the player's healing rate. + Negative values decrease it. + + + This value increases the player's rate of mana regeneration. + Negative values decrease it. + +
    +
    + + The player's strength will rise by the given value + while being infected. (Negative values make strength fall) + + + The player's dexterity will rise by the given value + while being infected. (Negative values make dexterity fall) + + + The player's constitution will rise by the given value + while being infected. (Negative values make constitution fall) + + + The player's intelligence will rise by the given value + while being infected. (Negative values make intelligence fall) + + + The player's power will rise by the given value + while being infected. (Negative values make power fall) + + + The player's wisdom will rise by the given value + while being infected. (Negative values make wisdom fall) + + + The player's charisma will rise by the given value + while being infected. (Negative values make charisma fall) + +
    + + This text is displayed to the player every time the + symptoms strike. + +
    + + + + + + + + + + + + If any movement type is blocked, a player must defeat the door to enter. + + + The more <hitpoints> the door has, the longer it takes to be broken. + + + If set to non-zero, the door cannot be destroyed by attacking it. + + + Doors of high <armor class> are less likely to get hit. + <armor class> can be considered the "counterpiece" to + <weapon class>. + + + This string defines the object that will be created when the door was + defeated. + + + This entry determines what kind of traps will appear in the door. + + + + + + + + + + It will multiply the number of items in the pile, by the <multiply factor>. + If the latter is set to zero, it will destroy objects. ]]> + + not acceptable to allow duplication of anything other than + coins, gold and jewels. Besides, it is very important that the chance to + loose the input matches the chance to earn winnings.
    + A duplicator with <multiply factor> 3 for example should have a + loosing rate of 2/3 = 67%. ]]> +
    + + Only objects of matching archetype, lying on top of the duplicator will be + duplicated, multiplied or removed. All other objects will be ignored. + + + The number of items in the target pile will be multiplied by the + <multiply factor>. If it is set to zero, all target objects + will be destroyed. + + + An activator (lever, altar, button, etc) with matching connection value + is able to trigger this duplicator. Be very careful that players cannot + abuse it to create endless amounts of money or other valuable stuff! + +
    + + + + + + + + + + + The event type determines the trigger condition. + + + The plugin name specifies the plugin that should execute the script file. + Almost all map makers use the plugin 'Python'. + + + Specifies the script file name that should be executed. Relative file names + are relative to the path name of the map file this even is in. Absolute + file names are looked up in the maps base directory. + + + If set, this field contains options passed to the script. + + + + + + + + + + +
    + You can be quite creative with the outlook of secret exits (their "face"). + Don't forget to give the player reliable hints about them though. ]]> +
    + + The exit path defines the map that the player is transferred to. + You can enter an absolute path, beginning with '/' (for example + "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning + with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the + relative path "Fire1"). Use relative paths whenever possible! Note that + upper/lower case must always be set correctly. However, please use lower + case only. + It is well possible to have an exit pointing to the same map that the exit + is on. If slaying is not set in an exit, the player will see a message like + "the exit is closed". + + + The exit destinations define the (x, y)-coordinates where the exit + leads to. + If both are set to zero, the player will be transferred to the "default + enter location" of the destined map. The latter can be set in the map- + properties as "Enter X/Y". Though, please DO NOT use that. + It turned out to be a source for numerous map-bugs. + + + The exit destinations define the (x, y)-coordinates where the exit + leads to. + If both are set to zero, the player will be transferred to the "default + enter location" of the destined map. The latter can be set in the map- + properties as "Enter X/Y". Though, please DO NOT use that. + It turned out to be a source for numerous map-bugs. + + + If set, the object cannot be passed by players nor monsters. + + + If set, the player will auto-apply the exit with these movement types. + This must be set for the invisible exits for example. If unset, the player has + to step onto the exit and press 'a' to get transferred. + + + If set, this message will be displayed to the player when he applies the exit. + This is quite useful to throw in some "role-play feeling": "As you enter the + dark cave you hear the sound of rustling dragonscales...". Well, my English + is poor, but you get the point. =) + + + This flag defines the destined map as "personal unique map". If set, + there will be a separate version of that map for every player out there. + This feature is used for the permanent apartments + (in Scorn/Nuernberg/Caterham...). It should not be used for anything else + than apartments, since Crossfire is a *multi*player game. In such a permanent + apartment don't forget to set the unique-flag for all floor squares too + (see floors). + An exit pointing outside of a personal unique map must have the + "unique destination"-flag unset. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + +
    + + + + + For dragon players, flesh plays a very special role though: If the + flesh has resistances set, a dragon player has a chance to gain resistance in + those categories. The only constraint to this process is the <flesh level>. + Don't forget that flesh items with resistances have to be balanced + according to map/monster difficulty. ]]> + +
    + Generally adding special flesh-treaties for dragon players is a great thing + to do. Always consider that dragon players might really not be interested + in that special piece of weapon or armor, so don't let the dragon-fellows miss + out on the reward completely. ]]> +
    + + The player's stomach will get filled with this amount of foodpoints. + The player's health will increase by <foodpoints>/50 hp. + + + The <flesh level> is not visible to the players and it affects only + dragon players. Normally this value reflects the level of the monster + from which the flesh item originates. + Dragon players always search for flesh of highest level possible, + because it bears the best chance to gain high resistances. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + +
    + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + + + Resistances on flesh items make them more durable against spellcraft + of the appropriate kind. It also allows dragon players to eventually gain + resistance by eating it. Usually resistance should only be set for flesh + items in a monster's inventory. + +
    + + This text may describe the item. + +
    + + + + + + + + + + + + + + + + If set, the object cannot be passed by players nor monsters. + +
    + + The movement types that are affected by <slow penalty>. + + + If <slow movement> is set to a value greater zero, all + creatures moving over this spot will be slower than normal. + + <slow movement> 1 - rough terrain + <slow movement> 2 - very rough terrain + ... + <slow movement> 7 - spider web (sticky as hell) + + + This flag indicates this spot contains wood or high grass. + Players with activated woodsman skill can move faster here. + + + This flag indicates this spot contains hills or large rocks. + Players with activated mountaineer skill can move faster here. + +
    + + If enabled, it is impossible for players to use (wizard-) + spells on that spot. + + + If enabled, it is impossible for players to use prayers + on that spot. It also prevents players from saving. + + + Unique floor means that any items dropped on that spot + will be saved beyond map reset. For permanent apartments, + all floor squares must be set <unique map>. + + + This text may describe the object. + +
    + + + + + + + + + + + + If set, the object cannot be passed by players nor monsters. + +
    + + The movement types that are affected by <slow penalty>. + + + If <slow movement> is set to a value greater zero, all + creatures moving over this spot will be slower than normal. + + <slow movement> 1 - rough terrain + <slow movement> 2 - very rough terrain + ... + <slow movement> 7 - spider web (sticky as hell) + + + This flag indicates this spot contains wood or high grass. + Players with activated woodsman skill can move faster here. + + + This flag indicates this spot contains hills or large rocks. + Players with activated mountaineer skill can move faster here. + +
    + + If enabled, it is impossible for players to use (wizard-) + spells on that spot. + + + If enabled, it is impossible for players to use prayers + on that spot. It also prevents players from saving. + + + Unique floor means that any items dropped on that spot + will be saved beyond map reset. For permanent apartments, + all floor squares must be set <unique map>. + + + This text may describe the object. + +
    + + + + + + + The player's stomach will get filled with this amount of foodpoints. + The player's health will increase by <foodpoints>/50 hp. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + magic_ear) + or carrying special key-objects (-> inventory checker). + Unlike locked doors, gates can get shut again after a player has + passed, which makes them more practical in many cases. ]]> + + + + + + Whenever the inventory checker is triggered, all objects with identical + <connection> value get activated. This only makes sense together with + <blocking passage> disabled. + + + The <position state> defines the position of the gate: + Zero means completely open/down, the "number of animation-steps" (usually + about 6 or 7) means completely closed/up state. I suggest you don't + mess with this value - Leave the default in place. + + + For open gates, <blocking passage> should be unset. + For closed gates it must be set to "all". + + + Restricting the use of spells to pass this gate. This has + an effect only if <block view> is disabled. + + + Restricting the use of prayers to pass this door. This has + an effect only if <block view> is disabled. + + + + + + + + + + + + <magic bonus> works just like ac, except that it can be improved by + "scrolls of Enchant Armour" or reduced by acid. It is less useful + than direct armor-class bonus on the helmet. + + Important: <magic bonus> on girdles has no effect if there is no + <armor class> set. Girdles shouldn't have <armor class>, thus + <magic bonus> is pointless here. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + If the gloves provide <armor class>, <magic bonus> will increase it. + If the gloves have <weapon class> instead, then <magic bonus> + will increase that. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + + + + Every time the handle is applied, all objects + with the same <connection> value are activated. + + + This text may describe the item. You can use this + message to explain the handle's purpose to the player. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + + + + Like magic walls, such floors add a permanent thrill to your map. + You can use that to safely chase off too-weak players, or just + to have something different. ]]> + + + + + + + If set, the object cannot be passed by players nor monsters. + + + This attribute specifies the attacktypes that this floor uses to + damage it's victims. Attacktypes are: physical, fire, cold.. etc. + If you want a real tough hazard floor, add more than just one attacktype. + + + The <base damage> defines how much damage is inflicted to the + victim per hit. The final damage is influenced by several other + factors like the victim's resistance and level. + + + <weapon class> improves the chance of hitting the victim. + Lower values are better. + Usually, hazard floors like lava are supposed to hit the + victim all the time. Therefore, <weapon class> should be set + to something like -30. + + + I guess this value is supposed to work similar to monster levels. + But in fact, it does not seem to have an effect. Set any non-zero + value to be on the safe side. + +
    + + The movement types that are affected by <slow penalty>. + + + + If <slow movement> is set to a value greater zero, all + creatures moving over this spot will be slower than normal. +
      +
    • <slow movement> 1 - rough terrain +
    • <slow movement> 2 - very rough terrain +
    • ... +
    • <slow movement> 7 - spider web (sticky as hell) +
    + ]]> +
    + + This flag indicates this spot contains wood or high grass. + Players with activated woodsman skill can move faster here. + + + This flag indicates this spot contains hills or large rocks. + Players with activated mountaineer skill can move faster here. + +
    + + If enabled, it is impossible for players to use (wizard-) + spells on that spot. + + + If enabled, it is impossible for players to use prayers + on that spot. It also prevents players from saving. + + + Unique floor means that any items dropped on that spot + will be saved beyond map reset. For permanent apartments, + all floor squares must be set <unique map>. + +
    + + + + + + + + + + <magic bonus> works just like ac, except that it can be improved by + "scrolls of Enchant Armour" or reduced by acid. It is less useful + than direct armor-class bonus on the helmet. + + Important: <magic bonus> on helmets has no effect if there is no + <armor class> set. It only works in combination with <armor class>. + Crowns for instance typically provide no <amour class>. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + + If set, the object cannot be passed by players nor monsters. + + + The altar belongs to the god of the given name. Possible options for + <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, + Gorokh, Valriel and Sorig. + + If you want to have an unconsecrated altar, set + <god name> 0 and eventually <reconsecrate level> 0. + + + To re-consecrate an altar, the player's wisdom level must be as + high or higher than this value. In that way, some altars can not + be re-consecrated, while other altars, like those in dungeons, could be. + + Altars located in temples should have at least <reconsecrate level> 120. + Some characters might need those altars, they would be very unhappy to + see them re-consecrated to another cult. + + + + + + + + +
    + A horn contains a spell. The player can use this spell by applying and + "firing" (blowing) the horn. Unlike wands/scrolls, horns can be + used endlessly. ]]> +
    + + + + Sets the <spell> of the horn. Consider twice before handing out any + horns to players, since they can be used endlessly without any mana cost! + Horns with heal/ restoration/ protection spells, IF available, MUST be + very very VERY hard to get! + + + The casting level of the <spell> determines it's power. + For attack spells, level should not be set too high. + + + This value represents the initial amount of spellpoints in the horn. + Naturally, this is quite unimportant. + + + When the horn is fully charged up, it will hold this maximum amount of + spellpoints. Make sure it is enough to cast the contained spell at least + once. But don't set the value too high, as that might make the horn way + too effective. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + This text may contain a description of the horn. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + +
    + + + + + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + +
    + Alternatively, you can set your inventory checker to block all players + that do/don't carry the matching object (-> "blocked movement"). +

    + As you can see, inventory checkers are quite powerful, holding a + great variety of possibilities. ]]> +
    + + + + + This string specifies the object we are looking for: We have a match + if the player does/don't carry a key object or a mark with identical + <key string>. Note that key objects usually appear as "passports" in + this context. A typical example is the city gate mechanism of Scorn. + + + This string specifies the object we are looking for: We have a match + if the player does/don't carry an object of archetype <match arch name>. + + + This string specifies the object we are looking for: We have a match + if the player's title is/isn't <match title>. + + + This value specifies the object we are looking for: We have a match + if the player does/don't carry an object that is of type <match type>. + + Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> + enabled. Now you have an inventory checker blocking all players that carry any + kind of melee weapon. To pass, a player is forced to leave behind all + his weaponry... bad news for a warrior. ;) + + + Enabled means having that object is a match. + Disabled means not having that object is a match. + + + Whenever the inventory checker is triggered, all objects with identical + <connection> value get activated. This only makes sense together with + <blocking passage> disabled. + + + If set, only players meeting the match criteria can pass + through that space. If unset (default), the inventory + checker acts like a trigger/button. + + + <remove match> means remove object if found. Setting this is usually not + recommended because inventory checkers are in general invisible. So, unlike + for altars/ locked doors, the player won't expect to lose an object when + walking over that square. And he doesn't even get a message either. + + So, *if* you enable <remove match>, make sure + to inform the player what's going on! + +
    + + + + + + +
    slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*
    +
    + with [] denoting optional part, and * any number of preceding []. + 'new_item' must be the name of an existing archetype. +

    + Example, for object apple: slaying knife:2 half_apple +

    + This means that, when applying a knife (should be an Item Transformer), + one 'apple' will be transformed into 2 'half_apple'.]]> +
    + + <number of uses> controls how many times the item transformer can + be used. The value 0 means "unlimited" + + + Contains the verb that is used to construct a message to the player + applying the item transformer. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + This text may contain a description of the item transformer. + +
    + + + + + + + + This text may describe the object. + + + + + + + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + + + + + + + + + + + + + + The <key string> in the door must be identical with the + <key string> in the special key, then the door is unlocked. + It is VERY important to set the <key string> to something that + is unique among the CF map set. + + DON'T EVER USE the default string "set_individual_value". + + + Restricting the use of spells to pass this door. + This should be set in most cases. + (Don't forget that the spell "dimension door" is easily + available at about wisdom level 10). + + + Restricting the use of prayers to pass this door. + This should be set in most cases. + + + When a player is trying to open the door without carrying the + appropriate key, this text is displayed to the player. This is + a good opportunity to place hints about the special key needed + to unlock the door. + + + + + + + + + + +
    + Magic_ears are typically used for interaction with NPCs. You + can create the impression that the NPC actually *does* something + according to his conversation with a player. Mostly this means + opening a gate or handing out some item, but you could be quite + creative here. ]]> +
    + + + The Magic_ear will trigger all objects with the + same connection value, every time it is activated. + + + This text field contains the keyword-matching-syntax. The text should + have the following format: "@match <keyword1>|<keyword2>|... ". + Any number of keywords from one to infinite is allowed. Make sure + they are separated by a '|'. + + Examples: "@match yes", "@match gold|treasure". The connected + value will be triggered when the player speaks any of the given + keywords within a two-square radius. IMPORTANT: Upper/lower case + does not make a difference! + +
    + + + + + + +
    + Several types of magical walls are predefined for you in the + archetypes, and can be found on the "connected" Pickmap. ]]> +
    +
    + Another point of magic walls is that if the player dies, he has to face + them all again. Magic walls can add a kind of "permanent thrill" to + your maps. +

    + Be careful that your magic walls don't kill the monsters on a map. If + placing monsters, eventually take ones that are immune to the + walls' spell(s). +

    + It is possible to make walls rotate when triggered. But that is so + confusing (and useless IMHO) that I did not mention it above. You + can find a working example on the map + "/pup_land/castle_eureca/castle_eureca8". ]]> +
    + + The magic wall will cast this <spell>. + + + The wall will cast it's spells at level <spell level>. "level 1" + walls cast spells at minimal strength. "level 100" walls cast deadly + spells. Arch default is level 1 - you should always set this value + to meet the overall difficulty of your map. + + + Every time the <connection> value is triggered, the wall will cast + it's spell. You should set <casting speed> to zero, or this won't + have much visible effect. + + + The <casting speed> defines the spellcasting speed of the wall. + You can fine-tune how long the duration between two casts shall + be. If you want to create a wall that can be activated (cast per + trigger) via connected lever/button/etc, you must set "speed 0". + + + The magic wall will cast it's spells always in the specified + <direction>. A magic wall with direction set to <none> will + always fire in a random direction. + + + If set, the object cannot be passed by players nor monsters. + +
    + + Walls with <is destroyable> enabled can be attacked and (eventually) + destroyed by the player. If disabled, all other attributes on + this tab, as well as resistances, are meaningless. + + + If set to non-zero, the wall cannot be destroyed by attacking it. + + + The more <hitpoints> the wall has, the longer + it takes to be destroyed. + + + <max hitpoints> are the maximum amount of hitpoints the wall + can have. This only makes sense if the wall can regain health. + + + A magic wall of high <armor class> is less likely to get hit from + an opponent. <armor class> can be considered the "counterpiece" + to <weapon class>. + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + +
    + Note that the player has no possibility to "see" his own marks, + except by the effect that they cause on the maps. ]]> +
    +
    + Please avoid infinite markers when they aren't needed. They're + using a little space in the player file after all, so if there + is no real purpose, set an expire time. ]]> +
    + + + The <key string> can be detected by inventory checkers/detectors. + If the player already has a force with that <key string>, + there won't be inserted a second one. + + + When the detector is triggered, all objects with the same + connection value get activated. + + + The <marking speed> defines how quickly it will mark something + standing on the marker. Set this value rather high to make + sure the player really gets his mark. I think <marking speed> 1.0 + should do fine. + + + This value defines the duration of the force it inserts. + If nonzero, the duration of the player's mark is finite: + about 1 food per 10 seconds. <mark duration> zero/unset + means the mark will stay on the player forever. + + + When the player steps onto the marker, all existing forces in + the players inventory with a <key string> matching <delete mark> + will be removed. If you don't want to remove any marks, leave + this text field empty. + + Note that the string <delete mark> is set as the name of + this marker. So don't be confused, and remember changing the + name will take effect on the marker's functionality. + + + In the moment when the player gets marked, this text is displayed + to him. You should really set a message in any marker you create, + because it's the only way for the player to notice what's going on. + +
    + + + + + + + + When a player picks an item from a shop and attempts to + walk over the shop mat, the item's selling-price is automatically + subtracted from the player's money. +

    + For money, always use the default arches. + Don't modify them. ]]> +
    + +
    + + + + + + + + + + + + + + + + + + +
  • Place only monsters of slightly varying (increasing) strength. + It's no fun to play for two hours just to find out the last + monster is unbeatable. Similar, it's not exciting to fight orcs + after passing a room of dragons.
    + This rule applies only for linear maps (one room after the other), + with treasure at the end. You can sprinkle the treasure around, + or make non-linear maps - That is often more entertaining. +
  • Places with high level monsters must not be easy to reach. + Balrogs, Dragonmen and the likes should be at the end of a quest, + not at the beginning. +
  • Don't stick monsters together that tend to kill each other. + Fire- and cold dragons in one room for example is a bad idea. + By weakening and killing each other they are easy prey for players, + not worth the experience they hold. +
  • Create your own monsters, especially for "boss"-type monsters. + Having stage-bosses guarding treasure is a lot of fun when done right. + Avoid to create monsters with completely non-intuitive abilities: + Don't give ice-spells to fire dragons or vice versa. Don't add + draining attack to trolls, etc. Additionally, you should inform the + player before he bumps right into some very special/unusual monster. +
  • Last but not least: Always keep an eye on the experience your monsters + hold. Design your maps in a way that high experience + is always well-defended. Don't make large rooms full with only one kind + of monster. Keep in mind the different abilities/techniques players + can use. + + I know it's impossible to make the perfectly balanced map. There's always + some part which is found too easy or too hard for a certain kind of player. + Just give it your best shot. And listen to feedback from players if you + receive some. :-) ]]> + + + + When the monster is killed, items from the treasurelist will + drop to the ground. This is a common way to reward players + for killing (masses of) monsters. + + Note that you can always put items into the monster's + inventory. Those will drop-at-kill just like the stuff + from the <treasurelist>. + + + A monster's <level> is the most important attribute. + <level> affects the power of a monster in various ways. + + + Every monster should have a race set to categorize it. + The monster's <race> can have different effects: + Slaying weapons inflict triple damage against enemy races + and holy word kills only enemy races of the god. + + + When a player kills this monster, he will get exactly this + amount of <experience>. The experience will flow into + the skill-category the player used for the kill. + + If you create special monsters of tweaked strength/abilities, + always make sure that the <experience> is set to a + reasonable value. Compare with existing arches to get a feeling + what reasonable means. Keep in mind that spellcasting monsters + are a lot harder to kill than non-spellcasters! + + + The <speed> determines how fast a monster will both move + and fight. High <speed> makes a monster considerably stronger. + + + This only takes effect if <multiply> is enabled. The monster will + create a <breed monster> every once in a while. <breed monster> + can be set to any valid arch-name of a monster. + + + Monsters with <generator> enabled will create a <breed monster> + every once in a while. Mice are a good example for this effect. + If enabled, you must also set <breed monster> or check + <template generation> and put other monsters in the inventory. + + + If <multiply> is enabled, this limits how many <breed monster> + are created. When the maximum is reached, the generator is destroyed. + + + If <multiply> is enabled and <friendly> is not enabled, this + limits how often <breed monster> are created. It is basically a + random limiter: if set to 100, each time the monster moves, there is a 1% + chance to breed. If set to 20, each time the monster moves there is a 5% + chance. + + Warning: Do not create spellcasting and breeding monsters since this + field is also used as <max spellpoints>. + + + This only takes effect if <multiply> is enabled. The monster + will create a new monster every once in a while by duplicating it's inventory. + In this case, the <breed monster> value is never used and can be forgotten. + Each time the monster need to generate an object, it will be + a randomly chosen item from the inventory. When generator is destroyed, + inventory is destroyed. + + + Determines which movement types this monster can use. Flying monsters won't + get slowed down in rough terrain and they won't be affected by movers. + + + Living things with the <random_movement> flag set automatically move + about in a random fashion. + + + Several spells only affect undead monsters: + turn undead, banish undead, holy word, etc. + + + If a monster has something in the inventory, this + value can be set to reflect the slowdown due to + the carried weight. + + +
    + + This number is a bitmask, specifying the monster's attacktypes + for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. + Strong monsters often have more than just physical attacktype. + + When a monster with multiple attacktypes hits an opponent, it will do + as much damage as the "best" of it's attacktypes does. So, the more + attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are + somehow exceptions. + + + Among other parameters, <damage> affects how much melee damage + a monster inflicts. <damage> is used as base value for damage per + hit. <level>, <speed>, <weapon class> and resistances also + take effect on the melee damage of a monster. + + + Monsters of high <weapon class> are more likely to really hit + their opponent. <weapon class> can be considered the "counterpiece" + to <armor class>. + + + The <health points> of a monster define how long it takes to + kill it. With every successful hit from an opponent, <health points> + get drained - The monster dies by zero <health points>. + + + <max health> is the maximum amount of <health points> this + monster can have. + + + If set to non-zero, the monster cannot be hurt by attacking it. + + + Monsters of low <armor class> are less likely to get hit from + their opponent. <armor class> can be considered the "counterpiece" + to <weapon class>. + Values typically range between +20 (very bad) to -20 (quite good). + + + Monsters regenerate this many health points each 4 ticks. Hence, the + healing rate is independent of <speed>. + + + A monster with this flag has the ability to <reflect missiles>, + all kinds of projectiles (e.g. arrows, bolts, boulders) will + bounce off. + + + Monsters with <hitback> enabled hurt the attacker in proportion + to the amount of damage the *attacker* inflicted. This damage + is additional to the regular melee damage of the monster. + As far as I know, hitback uses acid attacktype, and it only takes + effect if the monster actually has acid attacktype at it's disposal. + Acid spheres for example use this feature. + + + Monsters with <one hit only> disappear after one successful hit + to a player. + +
    + +
    + + If <can cast spell> is disabled, the monster cannot cast any spell. + Only wands/rods/etc can be used, given the appropriate abilities. + + + A monster with this flag has the ability to <reflect spells>, + all kinds of spell-bullets and -beams will bounce off. + + Generally this flag should not be set because it puts + wizard-type players at an unfair disadvantage. + + + Like players, monsters need <spellpoints> to do magic. Monsters use + them for both wizard- and prayer-spells. However, this value defines + only the amount of *initial* spellpoints the monster starts with. + When creating a spellcasting monster, remember that <max spellpoints> + and <spellpoint regen.> are more important than just initial + <spellpoints>. + + + <max spellpoints> is the maximum number of spellpoints a monster + can hold. Setting this to high values has little effect unless + the monster has a decent <spellpoint regen.>, or the spell + "regenerate mana" at it's disposal. + + Warning: Do not create spellcasting and breeding monsters since this + field is also used as <multiply speed>. + + + Monsters regenerate this many spellpoints each 16 ticks. Hence, the + spellpoint regeneration rate is independent of <speed>. + + To make a real tough spellcasting monster, the rate of spellpoint + regeneration is most important. If your monster is still not casting + fast enough, give it the spell-ability of "regenerate mana". + That, paired with high <max spellpoints>, is the ultimate thing. + + + Click on the <attuned paths> button to select spellpaths. + The creature will get attuned to the specified spellpaths. + + + Click on the <repelled paths> button to select spellpaths. + The creature will get repelled to the specified spellpaths. + + + Click on the <denied paths> button to select spellpaths. + The creature won't be able to cast spells of the specified paths. + +
    + +
    + + The <detect hidden> value gives monsters the ability to find + hidden/invisible creatures. Higher values make for better + detection-skills. Enabling <see invisible> makes this value + obsolete. + + + A monster with the ability to <see invisible> cannot be fooled + with by invisible or hiding players. This flag is a must-have + for high-level monsters. When a monster is unable to detect + invisible players, it can be killed without fighting back. + + + A monster with the ability to <see in darkness> cannot be fooled + by spells of darkness or dark maps. This flag is a "should-have" + for high-level monsters. When a monster is unable to see in + darkness, players can cast darkness and sneak around it safely. + + + Monster is able to wield weapon type objects. + + + Monster is able to use missile-weapon type objects. + + + Monster is able to wear protective equipment like breastplate + armor, helmets etc. + + + Monster is able to wear shields. + + + Monster is able to wear rings. + + + Monster is able to use wands, staves, and rods. + + + Monster is able to read scrolls. + + + Monster is able to use skills from it's inventory. + For example, you can put a throwing skill object and some + boulders into the monster's object and set <can use skills>. + +
    + +
    + + When <monster behavior> is enabled, this object will behave + like a monster: It can move and attack enemies (which are + typically players). + This flag should be set for all monsters as-such. + Monsters which don't move, like guards, should also have + <monster behavior>, but in combination with <stand still>. + It should *not* be set for things like immobile generators. + + + <unaggressive> monsters do not attack players unless attacked first. + + + <friendly> monsters help the player, attacking any + non-friendly monsters in range. + + + Monsters which <stand still> won't move to leave their position. + When aggressive, they will attack all enemies who get close to + them. This behavior is commonly known from castle guards. + + In older versions of Crossfire it was possible to eventually + push a <stand still>-monster out of position by force. + I believe this is no longer possible. Nevertheless, you should + still be cautious when lining up <stand still>-monster in order + to "defend" something: Such monsters are rather easy to kill. + It's good for low level maps, but not much more. + + + Being <asleep>, a monster won't move unless a player enters the + <sensing range> of the monster. Usually the sensing range is + larger than the players line of sight. Due to that, in most cases + the player won't ever notice weither a monster was asleep or not. + + + This entry defines which kinds of environment actions the + creature is able to perform. + + + Click on the <pick up> button and select which types of objects + the creature should try to pick up. + + Note also that if <can use armor>, <can use weapon>, <can use ring>... + etc are set, then the creature will pick up the matching items even + if this is not set here. + + + <sensing range> determines how close a player needs to be before + the creature wakes up. This is done as a square, for reasons of speed. + Thus, if the <sensing range> is 11, any player that moves within the + 11x11 square of the monster will wake the monster up. If the player + has stealth, the size of this square is reduced in half plus 1. + + + + + This is a percentage value in the range 0-100. + When the monster's health points drop below this percentage + (relative to max health), it attempts to run away from the + attacker. + +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    + + This text field contains the keyword-matching-syntax. The text should + have the following format: "@match <keyword1>|<keyword2>|... ". + Any number of keywords from one to infinite is allowed. Make sure + they are separated by a '|'. + + Examples: "@match yes", "@match gold|treasure". The monster or NPC will + respond when the player speaks any of the given keywords within a + two-square radius. IMPORTANT: Upper/lower case does not make a difference! + + + + + + + + + + + + + + + +
    + + The object vanishes after this number of draining attacks. + +
    +
    + + + + + + + + +
    + To turn an NPC into a pet, put a charm_floor under it and connect + it directly to a magic_ear. Then the player speaks a keyword like + "help me" - and the NPC joins him as pet. +

    + (Of course you must always give clear hints about keywords! + And there is no reason why you couldn't use a button/lever/pedestal + etc. instead of a magic_ear.) ]]> +
    + + + + <mood> is used to determine what will happen to the + monster when affected by the mood floor: +
      +
    • <mood> 'furious': Makes all monsters aggressive + +
    • <mood> 'angry': As above but pets are unaffected + +
    • <mood> 'calm': Makes all monsters unaggressive + +
    • <mood> 'sleep': Puts all monsters to sleep + +
    • <mood> 'charm': Turns monster into a pet of person + who triggers the square.
      This setting is not + enabled for continuous operation, you need to + insert a <connection> value! +
    + ]]> +
    + + This should only be set in combination with <mood number> 4. + Normally, monsters are affected by the mood floor as soon as they + step on it. But charming (monster -> pet) is too powerful, + so it needs to be activated. + + Typically it is connected to an altar, for buying a "hireling". + But a powerful pet could as well be the reward for solving a + quest. Or even better: It could be *part* of a quest! + + + If enabled, it is impossible for players to use (wizard-) + spells on that spot. + + + If enabled, it is impossible for players to use prayers + on that spot. It also prevents players from saving. + +
    + + + + + + +
    + Multi-square monsters can be moved as well, given + enough space. Movers are usually invisible. ]]> +
    +
    + Btw, it does not make a difference putting movers above or + below the floor. Moreover, movers that are set to be invisible + cannot be discovered with the show_invisible spell. +

    + Note that Movers and Directors are separate objects, even though + they look and act similar. Directors only do spells/missiles, + while movers only do living creatures (depending on how it + is set: monsters and players). ]]> +
    + + If forced movement is enabled, the mover "freezes" anyone it + moves (so they are forced to move along a chain). + For players there is no way to escape this forced movement, + except being pushed by a second player. + + + The player will be "frozen" for that many moves. + If <freeze duration> is zero, with <forced movement> + enabled, then <freeze duration> gets assigned the + "default value" 2 automatically. + + + The movement speed value determines how fast a chain of + these movers will push a player along (default is -0.2). + + + The mover will push creatures in the specified <direction>. + A mover with direction set to <none> will spin clockwise, + thus pushing creatures in unpredictable directions. + + + If enabled, the mover gets "used up" after a certain number of moves + (specified by <number of uses>). If disabled, the mover works infinitely. + + + This value has only a meaning if <gets used up> is set: + <number of uses> is the number of times minus one, that it + will move a creature before disappearing. (It will move + someone <number of uses>+1 times, then vanish). + +
    + + If <move players> is enabled, both players and monsters will be + moved. In the arches' default it is disabled - thus ONLY monsters + get moved. Remember that "monsters" includes NPCs! + + This feature provides you with the possibility to make NPCs + literally "come to life". Example: The player is talking with an + NPC, speaking a certain keyword. This triggers a magic_ear and + activates creators, creating (per default: monster-only) movers + under the NPC's feet. The NPC starts "walking" on a predefined + route! Note that it's useful to set this NPC immune to everything, + preventing the player to push the NPC off his trace. + + + Determines which movement types this mover affects. This should always + include "walk". + + + Move creatures using these movement types.. + +
    +
    + + + + + + + + + + + + + the <match race> defines the object we're looking for. If <match race> + matches the monster's or the player's race, we have a match. + Yes, pedestals can detect a player's race! E.g. you could create a + place where only fireborns can enter, by setting "slaying unnatural". + + If it is set to "player", any player stepping on the pedestal + is a match. Very useful if you want to open a gate for players + but not for monsters. + + + When the pedestal is triggered, all objects with the same + connection value get activated. + + + + + + + + + + + + Optionally, pits can get closed and opened, similar to gates.

    + Monsters and items are affected by pits just as well as players. + Even multi-part monsters can fall through them, given enough space. ]]> +
    + + + + + When a <connection> value is set, the pit can be opened/closed + by activating the connection. + + + The pit will transport creatures (and items) randomly into a two-square + radius of the destination coordinates. + If the destination square becomes blocked, the pit will act like + being filled up and not work anymore! + + + The pit will transport creatures (and items) randomly into a two-square + radius of the destination coordinates. + If the destination square becomes blocked, the pit will act like + being filled up and not work anymore! + + + The <position state> defines the position of the gate: + Zero means completely open/down, the "number of animation-steps" (usually + about 6 or 7) means completely closed/up state. I suggest you don't + mess with this value - Leave the default in place. + + + Make creatures using these movement types fall into the pit. + Movement types other than walking is not the behavior expected from a + pit, and it should only be used for map-mechanisms (e.g. for + transporting flying monsters). + An interesting side-effect: If this flag is enabled, spell + effects like fire/snow also make their way through the pit. + +
    + + + + + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + If the potion contains a spell, the spell is cast at this level. + For other potions it should be set at least to 1. + + + When a player drinks this potion, the selected spell + will be casted (once). This should work for any given spell. + + + There are two types of special effects for potions: + 'life restoration' - restore the player's stats lost by death or draining + (this has nothing in common with the restoration spell!) + 'improvement' - increase the player's maximum health/mana/grace + by a very small amount. + + + If a potion is cursed, benefits generally turn into penalties. + Note that potions can be "uncursed" by praying over an altar, + with relative ease. *But* the potion must be identified to notice + that it is cursed >:) + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + +
    + + The player's strength will rise/fall by the given value for permanent + (of course there is an upper limit). Generally there shouldn't be stat + potions granting more than one stat. Cursed potions will subtract the + stats if positive. + + + The player's dexterity will rise/fall by the given value for permanent + (of course there is an upper limit). Generally there shouldn't be stat + potions granting more than one stat. Cursed potions will subtract the + stats if positive. + + + The player's constitution will rise/fall by the given value for permanent + (of course there is an upper limit). Generally there shouldn't be stat + potions granting more than one stat. Cursed potions will subtract the + stats if positive. + + + The player's intelligence will rise/fall by the given value for permanent + (of course there is an upper limit). Generally there shouldn't be stat + potions granting more than one stat. Cursed potions will subtract the + stats if positive. + + + The player's power will rise/fall by the given value for permanent + (of course there is an upper limit). Generally there shouldn't be stat + potions granting more than one stat. Cursed potions will subtract the + stats if positive. + + + The player's wisdom will rise/fall by the given value for permanent + (of course there is an upper limit). Generally there shouldn't be stat + potions granting more than one stat. Cursed potions will subtract the + stats if positive. + + + The player's charisma will rise/fall by the given value for permanent + (of course there is an upper limit). Generally there shouldn't be stat + potions granting more than one stat. Cursed potions will subtract the + stats if positive. + +
    +
    + + The player's resistance to physical will rise by this value in percent + (range -100 till +100). The effect is only temporary, and it does NOT + add on the values from the player's equipment. + Cursed potions will make negative resistance.. very nasty in combat! + + + The player's resistance to magic will rise by this value in percent + (range -100 till +100). The effect is only temporary, and it does NOT + add on the values from the player's equipment. + Cursed potions will make negative resistance.. very nasty in combat! + + + The player's resistance to fire will rise by this value in percent + (range -100 till +100). The effect is only temporary, and it does NOT + add on the values from the player's equipment. + Cursed potions will make negative resistance.. very nasty in combat! + + + The player's resistance to electricity will rise by this value in percent + (range -100 till +100). The effect is only temporary, and it does NOT + add on the values from the player's equipment. + Cursed potions will make negative resistance.. very nasty in combat! + + + The player's resistance to cold will rise by this value in percent + (range -100 till +100). The effect is only temporary, and it does NOT + add on the values from the player's equipment. + Cursed potions will make negative resistance.. very nasty in combat! + + + The player's resistance to acid will rise by this value in percent + (range -100 till +100). The effect is only temporary, and it does NOT + add on the values from the player's equipment. + Cursed potions will make negative resistance.. very nasty in combat! + + + The player's resistance to confusion will rise by this value in percent + (range -100 till +100). The effect is only temporary, and it does NOT + add on the values from the player's equipment. + Cursed potions will make negative resistance.. very nasty in combat! + + + The player's resistance to weaponmagic will rise by this value in percent + (range -100 till +100). The effect is only temporary, and it does NOT + add on the values from the player's equipment. + Cursed potions will make negative resistance.. very nasty in combat! + + + The player's resistance to paralyze will rise by this value in percent + (range -100 till +100). The effect is only temporary, and it does NOT + add on the values from the player's equipment. + Cursed potions will make negative resistance.. very nasty in combat! + + + The player's resistance to draining will rise by this value in percent + (range -100 till +100). The effect is only temporary, and it does NOT + add on the values from the player's equipment. + Cursed potions will make negative resistance.. very nasty in combat! + + + The player's resistance to depletion will rise by this value in percent + (range -100 till +100). The effect is only temporary, and it does NOT + add on the values from the player's equipment. + Cursed potions will make negative resistance.. very nasty in combat! + + + The player's resistance to poison will rise by this value in percent + (range -100 till +100). The effect is only temporary, and it does NOT + add on the values from the player's equipment. + Cursed potions will make negative resistance.. very nasty in combat! + +
    +
    + + + + + + + <initial mana> is the amount of spellpoints that the + crystal holds when the map is loaded. + + + The <mana capacity> defines how much mana can be stored + in the crystal. This is what makes the crystal interesting. + Wizard-players will always seek for crystals with large + capacities. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + +
    + It's very easy to add new pairs of weapons & projectiles. + Just set matching <ammunition class> both for shooting + weapon and projectile. ]]> +
    + + + + This number is a bitmask, specifying the projectile's attacktypes. + Attacktypes are: physical, magical, fire, cold.. etc. + This works identical to melee weapons. Note that shooting + weapons cannot have attacktypes. + + + Only shooting weapons with matching <ammunition class> can fire + these projectiles. For arrows set "arrows", for crossbow bolts + set "crossbow bolts" (big surprise). + + In certain cases, the ammunition class is displayed in the game. + Hence, when you create a new ammunition class, choose an + intuitive name like "missiles", "spirit bolts" - whatever. + + You can also make special containers holding these projectiles + by setting the <container class> to match your <ammunition class>. + + + Slaying means the weapon does triple (3x) damage to monsters + of the specified race. If <slaying race> matches an arch name, + only monsters of that archetype receive triple damage. + Triple damage is very effective. + + + The projectile <damage> significantly affects the damage + done. Damage can be further increased by the shooting + weapon's attributes. + + + This value is supposed to be the base <weapon class>, + but it seems to have rather little effect. + High values are good here, low values bad. + + + The <chance to break> defines the breaking probability when this + projectile hits an obstacle, e.g. wall or monster. + The value is the %-chance to break, ranging from 0 (never breaking) + to 100 (breaking at first shot). + + + Magic bonus increases chance to hit and damage a little bit. + + + Unique items exist only one time on a server. If the item + is taken, lost or destroyed - it's gone for good. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + When a monster carries a projectile with <don't drop>, + this item will never drop to the ground but + vanish instead. If this object is shot, it can still drop + after hitting an obstacle. You can prevent this by + setting <chance to break> 100. + + + This text may describe the projectile. This + could be nice for very special ones. + +
    + + + + + + + two rings! Due to that it is extremely important to + keep rings in balance with the game. +

    + Also keep in mind that rings are generally the wizard's tools. + They should primarily grant bonuses to spellcasting abilities + and non-physical resistances. ]]> +
    +
    + + + + + + + two earrings! Due to that it is extremely important to + keep earrings in balance with the game. ]]> + + + + + + + + + + + ]]> + + + Sets the <spell> of the rod. Consider twice before handing out special + rods to players, since they can be used endlessly without any mana cost! + Rods with heal/ restoration/ protection spells, IF available, MUST be + very very VERY hard to get! + + + The casting level of the <spell> determines it's power. + For attack spells, level should be set to something reasonable. + + + This value represents the initial amount of spellpoints in the rod. + Naturally, this is quite unimportant. + + + When the rod is fully charged up, it will hold this maximum amount of + spellpoints. Make sure it is enough to cast the contained spell at least + once. But don't set the value too high, as that might make the rod + too effective. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + This text may contain a description of the rod. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + + + +
    + Runes hit any monster or person who steps on them for 'dam' damage in + 'attacktype' attacktype. Alternatively, the rune could contain any spell, + and will cast this spell when it detonates. Yet another kind is the + "summoning rune", summoning predefined monsters of any kind, at detonation. +

    + Many runes are already defined in the archetypes. ]]> +
    + + + + + + This value sets the level the rune will cast the spell it contains at, + if applicable. A level 99 rune casts a very, very mean spell of whatever. + (<rune level> 0 runes won't detonate at all!) + + Level Also effects how easily a rune may be found and disarmed, and + how much experience the player gets for doing so. Beware: High level + runes can be quite a cheap source of experience! So either make them + tough, or keep the level low. + + + This value determines what fraction of the time the rune is visible: + It'll be randomly visible 1/<visibility> of the time. Also effects + how easily the rune may be found. + + + The rune will detonate <number of charges> times before disappearing. + + + <direct damage> specifies how much damage is done by the rune, + if it doesn't contain a spell. This should be set in reasonable + relation to the rune's level. + + + If there isn't any spell (and <summon monster> is unset), this + attribute defines what attacktype to use for direct damage when + the rune detonates. + +
    + + The selected <spell> defines the spell in the rune, if any. + (Many runes do direct damage). + + + Name of the spell in the rune, if any. <spell name> is optional, + but if present, overrides the <spell> setting. + + + This string defines the spell in the rune, if any. <spell arch> + is optional, but if present, overrides the <spell> setting. + You can choose any of the existing arches. + + + If set, the rune will cast it's containing spell (if any) in + this <direction>.In most cases this appears useless because + the spell directly hits the player. + + + If this is set to the arch name of any monster, together with + <spell name> "summon evil monster", the rune will summon a bunch + of those on detonation. (dam and attacktype will still be ignored + in this case). Runes are even capable of summoning multi-square + monsters, given enough space. You'd better test it though. + + + This should only be set to a summoning rune. It will then summon + that many creatures of the kind <summon monster>. + +
    + + When the rune detonates, this text is displayed to the + victim. For especially powerful runes, create an appropriate + thrilling description. ;) + +
    + + + + + + + + + +
  • Monsters must not be able to reach the savebeds under any circumstances! +
  • If there are NPCs around, make sure they have the friendly-flag set. +
  • Insert a reliable exit! Make sure there is no possibility that + players get trapped in a savebed location. +
  • If possible, mark the whole site as no-spell area (Insert this + arch called "dungeon_magic" everywhere). This is not required, + but it makes the place much more safe. + ]]> + + + + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + + + The spell of the scroll will be casted at this level. + This value should always be set, at least to 1. + + + When a player/monster applies this scroll, the selected <spell> + will be casted (once). This should work for any given spell. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + + + + + <magic bonus> works just like ac, except that it can be improved by + "scrolls of Enchant Armour" or reduced by acid. It is less useful + than direct armor-class bonus on the shield. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + +
    + It's very easy to add new pairs of weapons & projectiles. + Just set matching <ammunition class> both for shooting + weapon and projectile. ]]> +
    + + + + Only projectiles with matching <ammunition class> can be fired + with this weapon. For normal bows set "arrows", for normal + crossbows set "crossbow bolts". + + In certain cases, the ammunition class is displayed in the game. + Hence, when you create a new ammunition class, choose an + intuitive name like "missiles", "spirit bolts" - whatever. + + + After shooting a projectile, the player is frozen for a short + period of time (to prevent shooting arrows machine-gun-like). + The greater <shooting speed>, the shorter this period of time. + 1 is minimum (=worst) and 100 is maximum (=best) value. + + You shouldn't set <shooting speed> lower than 10. YOU MUST NOT + SET IT TO ZERO! (That would freeze the player for eternity). + + + The <base damage> significantly affects the damage done + by using this weapon. This damage is added to the projectile + damage and then (if <ignore strength> disabled) a bonus + according to the player's strength is added. + + + This value is supposed to be the base <weapon class>, + but it seems to have rather little effect. + High values are good here, low values bad. + + + The <item power> value measures how "powerful" an artifact is. + Players will only be able to wear equipment with a certain total + amount of <item power>, depending on their own level. This is the + only way to prevent low level players to wear "undeserved" equipment + (like gifts from other players or cheated items). + + It is very important to adjust the <item power> value carefully + for every artifact you create! If zero/unset, the CF server will + calculate a provisional value at runtime, but this is never + going to be an accurate measurement of <item power>. + + + Usually the player's strength takes effect on the damage + done by the shooting weapon. If <ignore strength> is set, + the player's strength is ignored. + + + A damned shooting weapon cannot be unwielded unless + the curse is removed. Removing damnations is + a tick harder than removing curses. + + + A cursed shooting weapon cannot be unwielded unless + the curse is removed. + + + Unique items exist only one time on a server. If the item + is taken, lost or destroyed - it's gone for good. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + +
    + + The player's strength will rise/fall by the given value + while wearing this shooting weapon. + + + The player's dexterity will rise/fall by the given value + while wearing this shooting weapon. + + + The player's constitution will rise/fall by the given value + while wearing this shooting weapon. + + + The player's intelligence will rise/fall by the given value + while wearing this shooting weapon. + + + The player's power will rise/fall by the given value + while wearing this shooting weapon. + + + The player's wisdom will rise/fall by the given value while + wearing this shooting weapon. + + + The player's charisma will rise/fall by the given value + while wearing this shooting weapon. + +
    +
    + + With positive luck bonus, the player is more likely to + succeed in all sorts of things (spellcasting, praying,...). + Unless the <luck bonus> is very high, the effect will be + barely visible in-game. Luck bonus on one piece of equipment + should never exceed 3, and such bonus should not be too + frequently available. + + + <Magic bonus> improves the quality of the shooting weapon. + I'm not sure what exactly is increased - maybe weapon class? + However, <magic bonus> seems to have a little bit of positive + influence on your chance to hit. + +
    + + This text describes the weapons' "story". Every decent artifact weapon + should have such a description. + +
    + + + + + + + + + + + + + + + If enabled, items will appear on this square when the map is loaded. + You need to specify a <treasurelist> to define what kinds of items + are generated. The items will be unpaid. + + + This entry determines what kind of treasure will appear, when + <generate goods> is enabled. Look into /crossfire/share/crossfire/treasures + for details about existing treasurelists. + + + The <quality level> will be used for the quality of the generated + goods. If zero/unset, <quality level> 5 is used. Usually this value + doesn't need to be set, unless you want extraordinarily good/bad + quality. If you want to make a shop with very high quality, maybe + charge an entrance fee, or make the shop hard-to-come-by. + Note that <quality level> mainly affects chance of magic bonus + and appearance of artifact-items. + + + If enabled, it is impossible for players to use prayers + on that spot. It also prevents players from saving. + (Remember that <no magic> is always set for shop floors.) + + + + + + + + + + + + + + + If set, the player can enter/leave the shop by using these + movement types. + + + + + + + + + + + + + + When a connection value is set, the message will be printed whenever + the connection is triggered. This should be used in combination with + <invisible> enabled and <activate by walking/flying> disabled. + If activating your magic_mouth this way, the message will not only be + printed to one player, but all players on the current map. + + + If set, the player gets the message when using these movement types on top + of the object. + "invisible 1" should be set in this case. This is the typical configuration + for a "magic_mouth": The player walks through a dungeon and suddenly he + gets a message. Use this to create some roleplay atmosphere, and to inform + the player about possible dangers or secrets. + + + If a counter-value is set (greater zero), the sign/magic_mouth can be applied + (printing the message) only that many times. For signs this really shouldn't + be used, while for magic_mouths it is extremely helpful. + Monsters walking over the magic_mouth do not decrease the counter. + + Often, you might want to have a message displayed only one time. For example: + The player enters your map and you put a magic_mouth to tell him about the + monsters and how dangerous they look and all. Later, when all the monsters + are killed and the player leaves the map, displaying the same message a + second time would be silly. <counter> 1 does a perfect job in such cases. + Otherwise set <counter> zero/unset for infinite use (that is the default). + + + This text will be displayed to the player. + + + + + + + + + + + First, the predefined skill archetypes (in the 'skills' directory) + can be seen as the global skill definitions. A skill which doesn't + exists as an archetype cannot be learned or used by players. When you + want to use skills in your maps, you may need to look up the <skill name>s + of defined skill archetypes, because those strings are used as a reference in + many skill-related objects. +

    + Secondly, in order to enable monsters to use skills, you will need to + copy default skill archetypes into the monsters' inventories. + You can even customize the skills by changing stats. It is not + recommended however, to use skills in your maps which are totally + unrelated to any predefined skill archetype.

    ]]> +
    + + + + The <skill name> is used for matchings. When a usable + object has an identical <skill name>, players + (or monsters) will need this skill to apply/use the object. + + + This is the ratio of experience the players total should increase by + when this skill is used. If this is zero, then experience only goes to + to the skill. Values higher than 1 are allowed. Note that experience + rewarded to the players total is in addition to that given to the + skill. Eg, if player should get 500 exp for using a skill, and + expmul is 1, the player will get 500 added to that skill as well as + 500 to their total. + + + The <skill type> defines the base functionality of the skill. + Skill types are hard-coded in the Crossfire server. It isn't hard to + create new skill types, but it requires a bit of server-coding. + + + + + + + <Permanent experience> is the experience the player gained + permanently. Even if a player dies multiple times or gets drained, his + <experience> will not fall below <permanent experience>. + + + The <is native skill> flag has an effect only when this + skill object is placed in the inventory of a monster (or player). + If it is set, the monster or player knows the skill natively, which + means he does not need a skill tool to use it. + + + Determines which movement types this skill grants. + +
    + + + + + + + + + + The <skill name> matches the skill object that can + be learned from this scroll. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + + + + + + + + +
    + This object-type can also be used for "passport"-like items: + When walking onto an inventory checker, a gate for example might + get opened. The "passport" will stay in the player's inventory. ]]> +
    +
    + Of course you can be creative with names and faces of + key-objects. A "mysterious crystal" or a "big dragon claw" + (with appropriate faces) appear more interesting than just + a "strange key", or "passport". ]]> +
    + + This string must be identical with the <key string> in the + locked door, then it can be unlocked. It can also be used + to trigger inventory checkers. + + + For Special Keys, material should always be unset or set + to Adamantite. This prevents the key from getting + burned or otherwise destroyed. + + + Unique items exist only one time on a server. If the item + is taken, lost or destroyed - it's gone for good. + + This can be used if you want to sell apartments on your + map: Simply sell a unique passport/key, and place + an inventory checker at the entrance of your apartment. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + This will add a description to the object. The player can read + this text by clicking on the item in his inventory. Use this + message to describe what the key/passport is good for. A player + might have 50 different keys on his key-ring. Don't expect + players to recall their purpose just by their names. + +
    + + + + + + + + Monsters can use spells which are put in their inventory (provided + that certain "enabling" settings are correct). The monster's + <treasurelist> can also be used to provide it with spells. ]]> + + + + + + + The <skill name> matches the skill which is needed + to cast this spell. This should be one out of "sorcery", + "pyromancy", "evocation", "summoning" or "praying". + If you want to fiddle with these, please take care not + to upset the concept and balance of the various skills. + + + The <spell type> defines the basic type of spell. + Some of these types are of a more generic nature than others. + + + + + + + + + + + + + + + + + + + +
    + You can create widely customized spells only by adjusting the + spell object in the spellbooks inventory. Refer to the description + of spell objects for detailed information how to customize spells.
    + If you want to have a random spellbook instead, choose a <treasurelist> + with a compilation of spells that the book may contain. ]]> +
    +
    + Note that there is no fundamental difference between the spellbooks + of varying schools (pyromancy, sorcery, evocation, summoning, and + even praying). The difference lies only in the spells they contain. + It is up to you, the map maker, to pick the right type of book + for your spells. ]]> +
    + + + There are two ways to put spells into a spellbook: + 1. Put a spell object in the books inventory. In this case, + treasurelist must be set to <none>. + 2. Choose a treasurelist which contains spells. + In that way, a spell will be chosen randomly from the list. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + This text may contain a nice description + of the spellbook's cover or something. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + +
    + + + + + + + + + + + + The spinner will change the direction of flying objects by + 45 degrees per <direction number>. Negative values spin clockwise, + positive values counter clockwise. + + Example: <direction number> -2 means spin 90 degrees clockwise. + + + The movement types this spinner affects. + + + + + + + + + + + + + + + The higher the <drowning speed>, the faster will players and items + sink into the swamp. Swamp with very high <drowning speed> can be a nasty + and unexpected death-trap. Players should get a warning before such areas. + + + The movement types that are affected by <slow penalty>. + + + If <slow movement> is set to a value greater zero, all + creatures moving over this spot will be slower than normal. + + <slow movement> 1 - rough terrain + <slow movement> 2 - very rough terrain + ... + <slow movement> 5 - default for deep swamp + + + If enabled, it is impossible for players to use (wizard-) + spells on that spot. + + + If enabled, it is impossible for players to use prayers + on that spot. It also prevents players from saving. + + + + + + + + +
    + Unlike exits, teleporters can also transfer items and + monsters to different locations on the same map. ]]> +
    +
    + Fortunately, there is a cool trick to make a perfectly invisible + teleporter: You simply add teleporter functionality to the floor + itself. That means: You take the floor arch (e.g. "flagstone"), + set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> +
    + + The exit path specifies the map that the player is transferred to. + <exit path> can be an absolute path, beginning with '/' + (for example "/peterm/FireTemple/fire1"). It can also be a relative + path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" + for example I could use the relative path "Fire1"). Use relative + paths whenever possible! Note that upper/lower case must always be + set correctly. However, please use lower case only. + + If the <exit path> is set, ONLY players can get teleported. If the + <exit path> is unset (empty), anything can get teleported: Players, + monsters and items. In this case, the destined map is automatically + the same map the teleporter is on. + + + The exit destinations define the (x, y)-coordinates where the exit + leads to. + + If both are set to zero and <exit path> is empty, the player will + get teleported to another, randomly chosen teleporter on the same + map (Slightly confusing for the player though). Make sure there + actually *is* a second one in that case. + + If both are set to zero and <exit path> is set, the player will + be transferred to the "default enter location" of the destined map. + The latter can be set in the map-properties as "Enter X/Y". Though, + please DO NOT use that. It turned out to be a source for numerous + map-bugs. + + + The exit destinations define the (x, y)-coordinates where the exit + leads to. + + If both are set to zero and <exit path> is empty, the player will + get teleported to another, randomly chosen teleporter on the same + map (Slightly confusing for the player though). Make sure there + actually *is* a second one in that case. + + If both are set to zero and <exit path> is set, the player will + be transferred to the "default enter location" of the destined map. + The latter can be set in the map-properties as "Enter X/Y". Though, + please DO NOT use that. It turned out to be a source for numerous + map-bugs. + + + If a connection value is set, the teleporter will be activated + whenever the connection is triggered. To use this properly, + <activation speed> must be zero. + + + If the <activation speed> is nonzero, the teleporter will + automatically be activated in regular time-intervals. Hence, the + player can just step on it and gets teleported sooner or later. + The duration between two activates depends on the given value. + Default in the teleporter arch is <activation speed> 0.1. + + VERY IMPORTANT: If you want to have your teleporter activated via + button/handle/magic_ear/etc, you must set <activation speed> to zero! + +
    + + + + + + + magic_ear) + or carrying special key-objects (-> inventory checker). + Unlike locked doors, gates can get shut again after a player has + passed, which makes them more practical in many cases. Unlike normal + gates, timed gates open when triggered but automatically close again + after some time.]]> + + + + + + Whenever the inventory checker is triggered, all objects with identical + <connection> value get activated. This only makes sense together with + <blocking passage> disabled. If unset, the gate opens automatically + after some time. + + + The <position state> defines the position of the gate: + Zero means completely open/down, the "number of animation-steps" (usually + about 6 or 7) means completely closed/up state. I suggest you don't + mess with this value - Leave the default in place. + + + For open gates, <blocking movement> should be unset. + For closed gates it must be set to "all". + + + Restricting the use of spells to pass this gate. This has + an effect only if <block view> is disabled. + + + Restricting the use of prayers to pass this door. This has + an effect only if <block view> is disabled. + + + Defines the duration the gate remains closed. This only takes effect + if the gate is not connected. + + + + + +
    + Instead, a transport may let the player move faster, give him move types + they don't have, etc. A simple example of this would a horse. It doesn't + let the player move anyplace he normally couldn't go, but lets him get + there faster. Ships would be another case - the player normally can't move + across water, but with a ship, he can.]]> +
    + + The move type the transport uses. + + + The move type the transport grants, regardless of other objects on this + square. + + + How fast the transport moves. + + + How much this transport can carry. + + + This value is taken as a percentage which is multiplied against against the + weight this transport is carrying (the player) - this is then divided by + weight_limit to determine the effective loading to determine effective + object speed, eg: + + speed = <base speed> - (<base speed> * <weight in transport> * <weight speed ratio>) / (<weight limit> * 100) + + Thus, if <weight factor> is 0, this object will move the same speed + no matter how loaded it is. If it is 100, then if the transport is fully + loaded, it moves at a crawl. In a sense, this somewhat mimics the player + movement speed. Large transports, like boats, should likely be largely + unaffected by weight (maybe have this value at 10), where something like a + horse would have a relatively high value. + + + This is only needed if <weight speed ratio> is set - it is used to + know what the base speed to use in the calculation (since speed is getting + clobbered). If this is not set and <weight speed ratio> is set, the + archetype's speed will be used. + + + How many players this transport can hold. Thus, boats can transport a party + (this being set to 6) while horses could only transport a single person. If + this is not set, a default of 1 will be used. + + + It may be desirable to have different faces to denote what the transport + looks like if someone is on it vs. not (mounted horse vs. just a horse). This + is used to denote what it will look like when loaded. If the transport + becomes empty, it will fall back to the archetype face. + + + It may be desirable to have different animations to denote what the + transport looks like if someone is on it vs. not (mounted horse vs. just a + horse). This is used to denote what it will look like when loaded. If the + transport becomes empty, it will fall back to the archetype animation. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + +
    + + + + + + + + + + + + +
    + Traps hit any monster or person who steps on them for 'dam' damage in + 'attacktype' attacktype and/or trigger a reaction. +

    + Many traps are already defined in the archetypes. ]]> +
    + + + + + + Level effects how easily a trap may be found and disarmed, and + how much experience the player gets for doing so. Beware: High level + traps can be quite a cheap source of experience! So either make them + tough, or keep the level low. + + + This value determines what fraction of the time the trap is visible: + It'll be randomly visible 1/<visibility> of the time. Also effects + how easily the trap may be found. + + + The trap will detonate <number of charges> times before disappearing. + + + <direct damage> specifies how much damage is done by the trap. + This should be set in reasonable relation to the trap's level. + + + This attribute defines what attacktype to use for direct damage when + the trap detonates. + + + When the trap is detonated, all objects with the same + connection value get activated. + + + When the trap detonates, this text is displayed to the + victim. For especially powerful or complex traps, create an appropriate + and thrilling description. ;) + +
    + + + + + + + + Once a trapdoor has been opened (by a creature or items of sufficient + weight,) it remains open, acting like an opened pit. ]]> + + + + + + + This value defines how much weight the trapdoor can hold. + Once items or creatures are gathered on the trapdoor, with + a total weight surpassing this value, then the trapdoor will + open and things start falling through. + + + The trapdoor will transport creatures (and items) randomly into + a two-square radius of the destination coordinates. + If the destination square becomes blocked, the trapdoor will act like + being filled up and not work anymore! + + + The trapdoor will transport creatures (and items) randomly into + a two-square radius of the destination coordinates. + If the destination square becomes blocked, the trapdoor will act like + being filled up and not work anymore! + + + + + + + + + + + + + + + + + + + This entry determines what kind of treasure will appear. Look into + /crossfire/share/crossfire/treasures for details about existing + treasurelists. + + + "Auto-generate" must be set in order to have the treasure be created + when the map is loaded. + If you want to create a random treasure chest, you unset this flag. + That way, the player has to apply the object (the chest), then the + treasure is generated. + + + "Create number" specifies how many pieces of the given treasurelist + will appear. Note that for every piece there is a chance that nothing is + generated. Also, sometimes there can be stacks of items generated, like + for gems/money. + + + The <quality level> will be used for the quality of the generated + treasure instead of the map difficulty (as was done with shops). + If zero/unset, the map difficulty will instead be used. + (Example for comparison: Shop floors generate treasure of + <quality level> 5 per default). + + + + + + + + +
    + Note that the player has no possibility to "see" his own marks, + except by the effect that they cause on the maps. ]]> +
    +
    + Please avoid infinite markers when they aren't needed. They're + using a little space in the player file after all, so if there + is no real purpose, set an expire time. ]]> +
    + + + The <key string> can be detected by inventory checkers/detectors. + If the player already has a force with that <key string>, + there won't be inserted a second one. + + + Unlike a regular marker this is the connection that triggers this marker to activate. + + + This value defines the duration of the force it inserts. + If nonzero, the duration of the player's mark is finite: + about 1 food per 10 seconds. <mark duration> zero/unset + means the mark will stay on the player forever. + + + When the player steps onto the marker, all existing forces in + the players inventory with a <key string> matching <delete mark> + will be removed. If you don't want to remove any marks, leave + this text field empty. + + Note that the string <delete mark> is set as the name of + this marker. So don't be confused, and remember changing the + name will take effect on the marker's functionality. + + + In the moment when the player gets marked, this text is displayed + to him. You should really set a message in any marker you create, + because it's the only way for the player to notice what's going on. + +
    + + + + + + + + + + + + + + + + + + + + If set, the object cannot be passed by players nor monsters. + + + If set, the object is able to "roll", so it can be pushed around. + This setting is used for boulders and barrels. + + + This takes effect only with <blocksview> disabled. + Restricting the use of spells to pass this wall. + + + This takes effect only with <blocksview> disabled. + Restricting the use of spells to pass this wall. + + + + + + + +
    + For low levels, staffs of healing/cure and word of recall are + quite desirable though. Ideal rewards for low level quests. ]]> +
    + + The <spell> specifies the contained spell. Setting both + <treasurelist> and <spell> is not allowed; this creates broken + wands. + + + This entry determines which spell the wand contains. The treasurelist must + evaluate to exactly one spell object. Setting both <treasurelist> and + <spell> is not allowed; this creates broken wands. + + + The <casting level> of the wand determines it's power. + An average level for wands in shops is about 10. + + + The wand can be used <number of charges> times before it is + used up. It can be recharged with scrolls of charging. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + This text may contain a description of the wand. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + +
    + + + + + + + + + + + + + + + Anyways, there can be a lot more to weak walls than just finding + them: Rising their defensive stats, weak walls can become a + serious obstacle. An ice wall might only be torn down by a fire + attack for example. A granite wall for instance might be very + hard to destroy. ]]> + + + + + + If set to non-zero, the wall cannot be destroyed by attacking it. + + + For weak walls, <race> should always be set to "wall", + unless you create something fancy like a building which + is in fact meant to be a huge animal. + Note that shovels slay walls, so they do triple damage + against weak walls. + + + The <level> of a weak wall works similar to monster levels. + Due to the fact that weak walls cannot attack, the level + is much less important though. + + + The <health points> of a weak wall define how long it takes to + tear it down. With every successful hit from an opponent, + <health points> get drained. + + + <max health> is the maximum amount of <health points> this + weak wall can have. Since walls generally don't heal, I doubt + this has much real effect. + + + Weak walls of high <armor class> are less likely to get hit. + <armor class> can be considered the "counterpiece" to <weapon class>. + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    +
    + + + + + + + + + This number is a bitmask, specifying the weapon's attacktypes. + Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons + have no more than one or two attacktypes. Keep in mind that all weapons + can be blessed by the player's deity, thus adding an additional attacktype. + + When a player hits a monster with a weapon that has more than one attacktype, + then he will do as much damage as the "best" of his attacktypes does. So, + the more attacktypes you've got, the better your chance to take advantage + of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. + player.). Attacktypes "magic" and "chaos" are somehow exceptions. + + + The <weapon type> characterizes the weapon's type of physical + attack. It could best be considered a "sub-classification" + of the physical attacktype. For now, this is only used for + attack messages! + + You should always set this correctly when creating new + weapons for your maps. + + + Matching <skill name> of the skill that is required + to use this weapon. + + + The damage value is used as base value for how much damage the weapon + does per hit. The actual damage involves more dependencies, + like wielder's level and defender's level. Look at existing weapons + to get a feel for the range of weapon damage values. + + + Slaying means the weapon does triple (3x) damage to monsters of the + specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), + only monsters of that archetype are hit with triple damage. + + No god blessings are possible for weapons with a race set in this entry + (That's because god blessings add triple damage against their own + enemy races). Triple damage is very effective. + + + The weapon speed determines how often the wielder can swing the weapon + during a certain period of time. The lower the faster, <weapon speed> 1 + is best (that is lightning- fast). A typical average value is 8. + Speed and damage should be kept in reasonable relation. + + + The weapon class value adds to the overall weapon class of the wielder's + melee attacks. Weapon class improves the chance of hitting the opponent. + + + For a weapon, magic bonus works just like weapon class, except that + magic bonus can be improved by the gods or reduced by acid. Hence, it is + less useful than direct weapon class value on a weapon. + + + The <item power> value measures how "powerful" an artifact is. + Players will only be able to wear equipment with a certain total + amount of <item power>, depending on their own level. This is the + only way to prevent low level players to wear "undeserved" equipment + (like gifts from other players or cheated items). + + It is very important to adjust the <item power> value carefully + for every artifact you create! If zero/unset, the CF server will + calculate a provisional value at runtime, but this is never + going to be an accurate measurement of <item power>. + + + A damned weapon cannot be unwielded unless + the curse is removed. Removing damnations is + a tick harder than removing curses. + + + A cursed weapon cannot be unwielded unless + the curse is removed. + + + An item with this flag enabled will save the players life + for one time: When the player is wearing this item and his + health points reach zero, the item disappears, replenishing + half of the player's health. + + An item with <save life> should not have + any decent additional bonuses! + + + Unique items exist only one time on a server. If the item + is taken, lost or destroyed - it's gone for good. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + If this is set to a : separated (with leading and trailing :) list of races, + only players of this race will be able to apply the item. + +
    + + This adds physical resistance to the weapon (= armor value). The number is + a percent-value in the range 0-100. Treat this with CARE. Look at other maps + and what they require to do for getting this-and-that artifact. + + + This adds magic resistance to the weapon. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds fire resistance to the weapon. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds electricity resistance to the weapon. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds fire resistance to the weapon. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds confusion resistance to the weapon. The number is a percent-value in + the range 0-100. Confusion resistance is not very effective + unless the value comes close to 100 (= perfect immunity). + + + This adds acid resistance to the weapon. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds draining resistance to the weapon. The number is a percent-value + in the range 0-100. Draining resistance is little effective + unless the value is 100 (= perfect immunity). + + + This adds weaponmagic resistance to the weapon. The number is a percent-value in + the range 0-100. Weaponmagic resistance generally should not exist on + equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) + are not meant to be easily resisted. + + + This adds ghosthit resistance to the weapon. The number is a percent-value + in the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds poison resistance to the weapon. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds fear resistance to the weapon. The number is a percent-value in + the range 0-100. Resistance to fear is pretty useless. + + + This adds paralyze resistance to the weapon. The number is a percent-value in + the range 0-100. Paralyze resistance is little effective + unless the value is 100 (= perfect immunity). + + + This adds fear resistance to the weapon. The number is a percent-value in + the range 0-100. Resistance to fear is pretty useless. + + + This adds depletion resistance to the weapon. The number is a percent-value + in the range 0-100. Depletion resistance is little effective + unless the value is 100 (= perfect immunity). + + + This adds death-attack resistance to the weapon. The number is a + percent-value in the range 0-100. Death-attack resistance is little + effective unless the value is 100 (= perfect immunity). + Generally, resistance to death-attack is not supposed to be + available to players! + + + This adds chaos resistance to the weapon. The number is a percent-value in + the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + Note that chaos is not a stand-alone attacktype. Chaos "contains" a + combination of other attacktypes. + + + This adds blinding resistance to the weapon. The number is a percent-value + in the range 0-100. Treat this with CARE. Look at other maps and what they + require to do for getting this-and-that artifact. + + + This adds holy power resistance to the weapon. The number is a percent-value + in the range 0-100. Holy power is the attacktype that holyword-type spells + use to hurt undead creatures. This kind of resistance is only reasonable + for undead players (wraith or devourer cult). + Generally, resistance to holy word should not be available for players. + +
    +
    + + The player's strength will rise/fall by the given value + while wearing this weapon. + + + The player's dexterity will rise/fall by the given value + while wearing this weapon. + + + The player's constitution will rise/fall by the given value + while wearing this weapon. + + + The player's intelligence will rise/fall by the given value + while wearing this weapon. + + + The player's power will rise/fall by the given value + while wearing this weapon. + + + The player's wisdom will rise/fall by the given value while + wearing this weapon. + + + The player's charisma will rise/fall by the given value + while wearing this weapon. + +
    +
    + + With positive luck bonus, the player is more likely to + succeed in all sorts of things (spellcasting, praying,...). + Unless the <luck bonus> is very high, the effect will be + barely visible in-game. Luck bonus on one piece of equipment + should never exceed 3, and such bonus should not be too + frequently available. + + + Positive <health regen.> bonus speeds up the + player's healing process. Negative values slow it down. + + + Positive <mana regen.> bonus speeds up the + player's mana regeneration. Negative values slow it down. + + + Positive <grace regen.> bonus speeds up the + player's grace regeneration. Negative values slow it down. + Since grace can be regenerated rather easy with praying, + additional <grace regen.> bonus should be VERY RARE!! + + + Positive <food bonus> slows down the player's digestion, + thus he consumes less food. Negative values speed it up. + + Note that food is consumed not only for "being alive", but + also for healing and mana-regeneration. + <food bonus> only affects the amount of food consumed + for "being alive". Hence, even with high <food bonus>, + during a fight a player can run out of food quickly. + + + Xray vision allows the player to see through obstacles + in a two-square-wide radius. This is extremely helpful and + desirable, so don't give it away for cheap on equipment. + + + Stealth allows the player to move silently. + This comes to effect if a player turns himself + invisible and tries to sneak around monsters. + (At least that was the idea behind it) + + + If a player is wearing any piece of equipment with + the ability to <reflect spells>, all kinds of + spell-bullets and -beams will bounce off him. + This works only about 90% of all times, to + avoid players being completely immune to certain + types of attacks. + + This is a very powerful ability and it + shouldn't be handed out cheap! + + + If a player is wearing any piece of equipment with + the ability to <reflect missiles>, all kinds of + projectiles (e.g. arrows, bolts, boulders) will + bounce off him. This works only about 90% of all + times, to avoid players being completely immune to + certain types of attacks. + + + Click on the <attuned paths> button to select spellpaths. + The player will get attuned to the specified spellpaths + while wearing this weapon. + + + Click on the <repelled paths> button to select spellpaths. + The player will get repelled to the specified spellpaths + while wearing this weapon. + + + Click on the <denied paths> button to select spellpaths. + The specified spellpaths will be denied to the player + while wearing this weapon. + +
    + + This text describes the weapons' "story". Every decent artifact weapon + should have such a description. + +
    + +