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 @@
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
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+
+
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
+/monster/elemental/air_witch
+/player/class/Wizardry/alchemist_class
+/shop/alchemy_diamond_converter
+/shop/alchemy_pearl_converter
+/shop/alchemy_ruby_converter
+/connect/altar
+/gods/altars/altar_ruggilli
+/gods/altars/altar_sorig
+/connect/altar_trigger
+/jewel/amethyst
+/monster/angel/angel
+/monster/angel/angel_sword
+/monster/insect/ant/ant
+/monster/insect/ant/ant_larvae
+/monster/animal/ape
+/monster/angel/archangel
+/monster/chaos/archon
+/monster/humanoid/Human/armless_cook
+/monster/troll/armour_troll2
+/weapon/bow/arrow
+/spell/Bullet/asteroid
+/spell/Golem/avatar
+/monster/dragon/baby_dragon
+/misc/Bagpipe/bagpipe
+/spell/MovingBall/ball_lightning
+/spell/Cone/banishment
+/monster/undead/banshee
+/monster/humanoid/Human/barbarian
+/player/class/Warrior/barbarian_class
+/construct/barrack/barrack_l
+/construct/barrack/barrack_u
+/monster/misc/Baslic/baslic
+/monster/animal/bat
+/monster/animal/Bear/bear
+/monster/insect/bee/bee
+/monster/insect/bee/beehive
+/monster/animal/Behemoth/behemoth
+/monster/beholder/beholder
+/monster/beholder/beholder_leader_arc
+/monster/giant/Belzebub/belzebub
+/monster/demon/Big_Demon/big_demon
+/monster/dragon/Dragon/big_dragon
+/monster/dragon/Dragon/big_dragon_ancient
+/monster/dragon/Dragon/big_dragon_spellcasting
+/monster/dragon/Electric/big_elec
+/monster/dragon/Electric/big_elec_spellcasting
+/monster/giant/Big_Wiz/big_wiz
+/monster/animal/bird
+/monster/humanoid/Dragon/black_dragon1
+/monster/humanoid/Dragon/black_dragon2
+/monster/acid/black_pudding
+/monster/acid/black_pudding_grow
+/monster/acid/black_pudding_split
+/monster/misc/blob
+/wall/bwall/block_door_closed
+/wall/bwall/block_door_open
+/ground/blood_sea
+/monster/humanoid/Dragon/blue_dragon1
+/monster/humanoid/Dragon/blue_dragon2
+/monster/acid/bluesphere
+/weapon/bow/bolt
+/spell/Bomb/bomb
+/monster/dragon/bone_drake/bone_drake
+/monster/demon/bone_head
+/misc/brazier
+/weapon/axe/brdaxe1
+/monster/insect/ant/breeder_ant
+/monster/misc/broo
+/spell/Bullet/bullet
+/spell/Bullet/bullet_mania
+/planes/fire/burning_fountain
+/gods/items/burning_tail/burningtail
+/planes/fire/burningwall/burningwall_0
+/planes/fire/burningwall/burningwall_1_1
+/planes/fire/burningwall/burningwall_1_2
+/planes/fire/burningwall/burningwall_1_3
+/planes/fire/burningwall/burningwall_1_4
+/planes/fire/burningwall/burningwall_2_1_1
+/planes/fire/burningwall/burningwall_2_1_2
+/planes/fire/burningwall/burningwall_2_2_1
+/planes/fire/burningwall/burningwall_2_2_2
+/planes/fire/burningwall/burningwall_2_2_3
+/planes/fire/burningwall/burningwall_2_2_4
+/planes/fire/burningwall/burningwall_3_1
+/planes/fire/burningwall/burningwall_3_2
+/planes/fire/burningwall/burningwall_3_3
+/planes/fire/burningwall/burningwall_3_4
+/planes/fire/burningwall/burningwall_4
+/spell/Burnout/burnout
+/connect/button_handle
+/connect/button_lever
+/connect/button_plate
+/connect/button_small
+/connect/button_trigger
+/monster/giant/byakie/byakie
+/monster/misc/c_knight
+/monster/humanoid/Human/c_man
+/monster/misc/c_minor_priest
+/monster/misc/c_priest
+/monster/humanoid/Human/c_sage
+/monster/humanoid/Human/c_woman
+/misc/Camp/campfire
+/spell/Bolt/cancellation
+/construct/castle/castle_a
+/construct/castle/castle_a_northwest
+/construct/castle/castle_a_western
+/spell/Bullet/cause_wounds
+/monster/insect/centipede/centipede
+/monster/insect/centipede/centipede_r
+/misc/chalice
+/misc/chalice_bro
+/misc/chalice_cop
+/misc/chalice_iro
+/misc/chalice_plat
+/misc/chalice_sil
+/misc/chalice_tin
+/misc/chandelier_2
+/misc/chandelier_2_copper
+/ground/chaos
+/ground/chaos_ball
+/monster/dragon/Chaos_Dra/chaos_dragon
+/spell/MoodChange/charm_aura
+/monster/humanoid/Human/charwoman
+/misc/Container/chest_valriel_2
+/monster/animal/farmyard/chicken
+/monster/dragon/Chinese_Dra/chinese_dragon
+/monster/dragon/Chinese_Dra/chinese_dragon_spellcasting
+/monster/humanoid/Human/cleric
+/player/class/Religious/cleric_class
+/indoor/clock
+/indoor/clock_ag
+/indoor/clock_cw
+/indoor/clock_grand
+/misc/Container/close_chest_valriel_2
+/monster/animal/cobra
+/monster/dragon/Hatchlings/cold_dragon
+/planes/fire/coldmagma
+/talisman/collar
+/spell/Cone/color_spray
+/spell/Cone/confusion
+/monster/humanoid/Class/conjurer
+/monster/humanoid/Class/conjurer2
+/monster/misc/crawl/crawling_chaos
+/connect/cwall_closed_1
+/connect/cwall_open_1
+/connect/cwallmural1_closed_1
+/connect/cwallmural1_open_1
+/monster/giant/cyclops/cyclops
+/weapon/artifact/Fdagger/dagger_f
+/monster/humanoid/Arabic/dancing_girl
+/monster/misc/dancingsword
+/monster/humanoid/Elf/dark_elf
+/monster/humanoid/Elf/dark_elf2
+/weapon/artifact/Darkblade/darkblade
+/spell/Misc/darkness
+/monster/undead/dave
+/monster/undead/deathshead
+/monster/misc/deathtree
+/ground/deep_sea
+/ground/deep_swamp
+/monster/undead/demilich
+/monster/demon/Demon_Lord/demon_lord
+/weapon/artifact/Demonbane/demonbane
+/spell/Misc/destruction
+/spell/Detect/detect_magic
+/spell/Detect/detect_monster
+/connect/detector
+/monster/demon/devil
+/misc/dice
+/light/dim_torch
+/monster/animal/Wolf/dire_wolf
+/monster/animal/Wolf/dire_wolf_sire
+/connect/Director/director_1
+/connect/Director/director_2
+/connect/Director/director_3
+/connect/Director/director_4
+/connect/Director/director_5
+/connect/Director/director_6
+/connect/Director/director_7
+/connect/Director/director_8
+/connect/Director/director_turn
+/disease/disgusting_puddle
+/spell/MovingBall/divine_shock
+/monster/giant/djinn/djinn
+/monster/giant/djinn/djinn_magenta
+/monster/giant/djinn/djinn_magenta_big
+/monster/animal/Dog/dog
+/monster/dragon/Dragonman/dragonman
+/monster/dragon/drake/drake
+/monster/beholder/dread
+/inorganic/dust_effect
+/monster/humanoid/Dwarf/dwarf
+/player/race/dwarf_player
+/monster/humanoid/Dwarf/dwarf_priest
+/monster/humanoid/Dwarf/dwarf_wiz
+/monster/elemental/earth_elemental
+/monster/elemental/earth_witch
+/wall/bwall/earthwall
+/system/editcursor
+/monster/dragon/Hatchlings/elec_dragon
+/monster/elemental/elem_dust
+/monster/elemental/elem_fire_black
+/monster/humanoid/Elf/elf
+/monster/humanoid/Elf/elf_1
+/monster/humanoid/Elf/elf_guard
+/monster/humanoid/Elf/elf_lass
+/monster/humanoid/Elf/elf_man
+/player/race/elf_player
+/jewel/emerald
+/spell/Misc/enchantment
+/monster/misc/Ent/ent
+/ground/Winter/evil_ice
+/monster/demon/evil_master1
+/monster/demon/evil_master2
+/monster/demon/evil_master3
+/monster/demon/evil_master4
+/player/class/Wizardry/evoker_class
+/exit/exit
+/spell/Bomb/explosion
+/spell/Bullet/Shell/explosion2
+/monster/dragon/faerie_dragon
+/monster/humanoid/Human/farmer
+/spell/Cone/fear
+/player/race/fenx_player
+/player/race/fenx_player_class_warrior
+/player/race/fenx_player_singing
+/player/race/fenx_player_spellcasting
+/player/race/fenx_player_sword
+/monster/demon/fiend
+/monster/humanoid/Class/fighter
+/monster/dragon/Hatchlings/fire_dragon
+/monster/elemental/fire_elemental
+/spell/fire_permanent
+/monster/elemental/fire_witch
+/spell/Bullet/Fire/fireball
+/spell/Bolt/firebolt
+/monster/elemental/fireborn
+/player/race/fireborn_player
+/weapon/artifact/firebrand
+/spell/Cone/firebreath
+/spell/Bullet/Fire/firebullet
+/misc/fireplace
+/misc/firepot
+/weapon/artifact/Firestar/firestar
+/planes/fire/flaming_tower
+/monster/insect/ant/fly_ant
+/ground/fog
+/ground/fog_wall
+/exit/fogexit
+/misc/Container/forge
+/spell/Bolt/forked_lightning
+/construct/fountain/fountain
+/weapon/artifact/Fhammer/frost_hammer
+/spell/Bolt/frostbolt
+/monster/animal/fungus
+/monster/animal/giant_worm/g_worm
+/monster/troll/Gaelotroll/gaelotroll
+/monster/humanoid/Gnome/gardengnome
+/monster/misc/gargolye
+/connect/Gates/gateTrg1
+/connect/Gates/gateTrg2
+/connect/Gates/gate_closed_1
+/connect/Gates/gate_closed_2
+/connect/Gates/gate_open_1
+/connect/Gates/gate_open_2
+/jewel/gem
+/spell/Rune/generic_rune
+/connect/Garden_gate/ggate_closed
+/connect/Garden_gate/ggate_open
+/monster/undead/ghast
+/monster/undead/ghost
+/monster/giant/giant
+/monster/animal/giant_bat
+/monster/animal/Giant_rat/giantrat
+/armour/girdle/girdle_con
+/armour/girdle/girdle_dam
+/armour/girdle/girdle_str
+/armour/girdle/girdle_strcon
+/gods/items/glovesofsun/glovesofsun
+/ground/glue
+/monster/goblin/gnoll
+/monster/goblin/gnoll_chief_arc
+/monster/goblin/gnoll_leader_arc
+/monster/humanoid/Gnome/gnome
+/monster/humanoid/Gnome/gnome2
+/player/race/gnome_player
+/monster/goblin/goblin
+/monster/goblin/goblin_chief_arc
+/monster/goblin/goblin_leader_arc
+/armour/gauntlets/god_finger
+/spell/Smite/god_power
+/floor/goldflagstone
+/floor/goldfloor
+/floor/goldfloor2
+/ground/goldgrass
+/spell/Golem/golem
+/monster/misc/Ngolem/golem_necro
+/spell/Golem/golem_red
+/monster/animal/farmyard/goose
+/monster/demon/gr_hellhound
+/weapon/artifact/Gram/gram
+/connect/Gates/grate_closed_1
+/connect/Gates/grate_closed_2
+/connect/Gates/grate_open_1
+/connect/Gates/grate_open_2
+/monster/humanoid/Dwarf/greater_dwarven_guard
+/monster/humanoid/Dragon/green_dragon1
+/monster/humanoid/Dragon/green_dragon2
+/monster/acid/green_slime
+/monster/dragon/Hatchlings/grey_dragon
+/monster/undead/grimreaper
+/monster/animal/gryphon/gryphon
+/spell/Wand/gu_horn
+/monster/goblin/Kobold/h_kobold
+/monster/humanoid/Halfling/halfling
+/monster/humanoid/Halfling/halfling2
+/monster/humanoid/Halfling/halfling3
+/monster/humanoid/Halfling/halfling_p
+/player/race/halfling_player
+/weapon/hammer/hammer_2
+/misc/hangingfirepot
+/spell/Healing/healing
+/wall/bwall/hedge
+/monster/demon/hellhound
+/armour/helmet/helmetxray
+/monster/angel/highangel
+/weapon/artifact/HolyAvenger/holy_avenger
+/spell/Bullet/holy_effect
+/monster/humanoid/Arabic/holy_priest
+/spell/Golem/holy_servant
+/spell/Cone/holy_word
+/spell/Smite/holy_wrath
+/monster/animal/farmyard/horse
+/monster/humanoid/Human/human
+/player/race/human_player
+/spell/Cone/icestorm
+/flesh/demon/icor
+/armour/boots/idaten
+/connect/Gates/igateTrg1
+/connect/Gates/igateTrg2
+/connect/Gates/igate_closed_1
+/connect/Gates/igate_closed_2
+/connect/Gates/igate_open_1
+/connect/Gates/igate_open_2
+/monster/demon/imp
+/disease/incontinence
+/spell/Smite/insect_plague
+/monster/giant/JessyB/jessyb
+/construct/keep/keep
+/monster/insect/bee/killer_bee
+/monster/humanoid/Guard/knight
+/monster/goblin/kobold
+/weapon/artifact/Firestar/lamestar
+/monster/misc/lamia/lamia
+/ground/lava
+/weapon/artifact/Lslasher/lava_s
+/planes/fire/lava/lava_sea
+/planes/fire/lava/lava_sea1
+/spell/Bullet/lbullet
+/wall/lbulletwall/lbulletwall
+/monster/animal/leech/leech
+/monster/humanoid/Dwarf/lesser_dwarven_guard
+/spell/SummonMonster/lg_speedball
+/monster/undead/lich
+/spell/Misc/light
+/spell/Bolt/lightning
+/wall/lightningwall/lightningwall_t
+/monster/angel/liteangel
+/monster/chaos/living_chaos
+/monster/misc/lokanth/lokanth
+/spell/Bullet/loose_magic
+/monster/humanoid/lord_e
+/misc/Container/luggage
+/monster/giant/mabu
+/monster/humanoid/madman
+/monster/humanoid/Human/mage
+/player/class/Warrior/mage_class
+/weapon/artifact/magi_staff
+/weapon/bow/magic_bow
+/spell/MagicMissile/magic_missile
+/exit/magic_portal/magic_portal
+/planes/fire/magma
+/ground/major_chaos
+/monster/humanoid/Human/man
+/monster/humanoid/Human/man2
+/spell/Bullet/manaball
+/spell/Cone/manablast
+/spell/Bolt/manabolt
+/spell/Bullet/manabullet
+/weapon/artifact/Masamune/masamune
+/monster/animal/Dog/mastif
+/monster/demon/medium_demon/mdemon
+/connect/Doors/mdoor_closed_1
+/connect/Doors/mdoor_closed_2
+/connect/Doors/mdoor_open_1
+/connect/Doors/mdoor_open_2
+/monster/humanoid/Arabic/merchant
+/inorganic/mercury
+/monster/angel/mesangel
+/spell/Bullet/meteor
+/wall/mine/mine_secret_1_1
+/wall/mine/mine_secret_1_2
+/wall/mine/mine_secret_2_1
+/wall/mine/mine_secret_2_2
+/jewel/mithril
+/armour/mail/mithril_ar_ele
+/armour/mail/mithril_chainmail
+/player/class/Religious/monk_class
+/player/class/Warrior/Dwarf/mountain_dwarf_class
+/monster/animal/mouse
+/connect/mover_1
+/connect/mover_2
+/connect/mover_3
+/connect/mover_4
+/connect/mover_5
+/connect/mover_6
+/connect/mover_7
+/connect/mover_8
+/connect/mover_turn
+/monster/misc/mudman
+/spell/Golem/mystic_fist
+/monster/undead/nazgul
+/monster/humanoid/necromancer
+/spell/MovingBall/negaball
+/spell/Bolt/negabolt
+/monster/animal/Neko/neko
+/monster/undead/nightmare
+/monster/humanoid/Human/ninja
+/monster/humanoid/Class/ninja2
+/player/class/Thief/ninja_class
+/monster/humanoid/Class/northman
+/player/race/northman_player
+/monster/humanoid/Human/nun
+/connect/Doors/odoorm2_closed_1
+/connect/Doors/odoorm2_open_1
+/connect/Doors/odoorm2bg_closed_1
+/connect/Doors/odoorm2bg_open_1
+/connect/Doors/odoorm2rw_closed_1
+/connect/Doors/odoorm2rw_open_1
+/connect/Doors/odoorn2_closed_1
+/connect/Doors/odoorn2_open_1
+/monster/goblin/ogre
+/monster/goblin/ogre_chief_arc
+/monster/goblin/ogre_leader_arc
+/monster/goblin/ogre_r
+/ground/oil_sea
+/ground/oil_sea_ultra_viscous
+/monster/goblin/ologhi
+/monster/goblin/orc
+/monster/goblin/orc_chief_arc
+/monster/goblin/orc_leader_arc
+/player/class/Religious/paladin_class
+/monster/animal/panther
+/monster/elemental/Para/para_air
+/monster/elemental/Para/para_earth
+/monster/elemental/Para/para_fire
+/monster/elemental/Para/para_ice
+/monster/elemental/Para/para_lava
+/monster/elemental/Para/para_lightning
+/monster/elemental/Para/para_mud
+/monster/elemental/Para/para_water
+/spell/Cone/paralyze
+/jewel/pearl
+/connect/pedestal
+/connect/pedestal_trigger
+/exit/magic_portal/perm_magic_portal
+/ground/permanent_lava
+/monster/acid/pet_necro
+/inorganic/phil_phosphorus
+/inorganic/phil_salt
+/inorganic/phil_sulphur
+/monster/humanoid/Class/pirate
+/monster/humanoid/Human/pirate_lass
+/connect/Hole/pit_closed
+/connect/Hole/pit_open
+/connect/Hole/pit_white-pink-c-marble_111_closed
+/connect/Hole/pit_white-pink-c-marble_111_open
+/connect/Hole/pit_white-pink-c-marble_112_closed
+/connect/Hole/pit_white-pink-c-marble_112_open
+/connect/Hole/pit_white-pink-c-marble_113_closed
+/connect/Hole/pit_white-pink-c-marble_113_open
+/connect/Hole/pit_white-pink-c-marble_114_closed
+/connect/Hole/pit_white-pink-c-marble_114_open
+/connect/Hole/pit_white-red-c-marble_111_closed
+/connect/Hole/pit_white-red-c-marble_111_open
+/connect/Hole/pit_white-red-c-marble_112_closed
+/connect/Hole/pit_white-red-c-marble_112_open
+/connect/Hole/pit_white-red-c-marble_113_closed
+/connect/Hole/pit_white-red-c-marble_113_open
+/connect/Hole/pit_white-red-c-marble_114_closed
+/connect/Hole/pit_white-red-c-marble_114_open
+/monster/misc/pixie
+/player/race/pl_dragon_bl
+/player/race/pl_dragon_blue
+/player/race/pl_dragon_g
+/player/race/pl_dragon_r
+/player/race/pl_half_orc
+/system/player_changer
+/spell/MovingBall/poison_fog
+/spell/MovingBall/poison_fog_sign
+/spell/Bullet/poisonbullet
+/spell/Bullet/poisoncloud
+/monster/animal/Bear/polarbear
+/spell/Misc/polymorph
+/monster/humanoid/Human/postman/postman
+/spell/power_crystal
+/monster/humanoid/Human/priest
+/player/class/Religious/priest_class
+/monster/humanoid/Human/princess
+/monster/humanoid/Human/prisoner
+/spell/Change_Ability/protection
+/monster/animal/Dog/pup
+/monster/animal/giant_worm/purple_worm
+/monster/humanoid/pyromaniac
+/player/race/quetzalcoatl_player
+/ground/quicksilver_sea
+/monster/demon/raas
+/disease/rabies
+/monster/humanoid/Dragon/red_dragon1
+/monster/humanoid/Dragon/red_dragon2
+/wall/cwall-red/redweak_wall_3
+/wall/cwall-red/redweak_wall_4
+/armour/shield/reflector
+/talisman/ring
+/talisman/ring_nodrain
+/armour/mail/robe_midnight
+/spell/Wand/rod_heavy
+/spell/Wand/rod_light
+/jewel/ruby
+/spell/Rune/rune_antimagic
+/spell/Rune/rune_ball_lightning
+/spell/Rune/rune_blast
+/spell/Rune/rune_burning_hands
+/spell/Rune/rune_confusion
+/spell/Rune/rune_create_bomb
+/spell/Rune/rune_death
+/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 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
+
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+
+
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+
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+
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+
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+
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+
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+
+
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+
+
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+
+
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+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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. ]]>
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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. ]]>
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ <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. ]]>
+
+
+
+ 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. ]]>
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+ 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. ]]>
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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!
+
+
+
+
+
+
+
+
+
+ <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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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. ]]>
+
+
+
+ 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. ]]>
+
+
+
+
+ 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. ]]>
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ <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. ]]>
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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. ;)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+ 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. ]]>
+
+
+
+ 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. ]]>
+
+
+
+
+ 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. ]]>
+
+
+
+ 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. ]]>
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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.
+
+
+
+