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Revision: 1.1
Committed: Tue Feb 21 21:37:01 2006 UTC (18 years, 4 months ago) by root
Content type: text/xml
Branch: MAIN
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# User Rev Content
1 root 1.1 <?xml version="1.0" standalone="no" ?>
2     <!--
3     ######################################################################
4     # types.xml - This is the defintitions-file for all the different #
5     # Crossfire object types and their attributes. #
6     # #
7     # The server code of the Crossfire game is always changing and #
8     # evolving. From time to time, object-attributes change in purpose, #
9     # or new ones are created. #
10     # Therefore, it is important that an Editor is flexible and #
11     # easy to "upgrade" to handle such new features. That's why the #
12     # CFJavaEditor reads the type-definitions from this xml file. #
13     # #
14     # If you encounter bugs, typos or missing entrys in the LATEST #
15     # VERSION of this file - Don't hesitate to improve it, contact me #
16     # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17     # I will put it into the "official version" of the CFJavaEditor #
18     # and all fellow Crossfire-Map-Makers can benefit from your work! #
19     # #
20     # IMPORTANT: Make a backup copy of this file before you start #
21     # to modify it! #
22     # #
23     # New types must be inserted maintaining the alphabetical order. #
24     # #
25     # about the 'type' elements: #
26     # #
27     # <type number="15" name="Type Name"> #
28     # <import_type name="Type Name" /> import attributes of this type #
29     # <required> #
30     # list of required attributes to identifying this type #
31     # </required> #
32     # <ignore> #
33     # list of attributes not to import from default_type #
34     # </ignore> #
35     # <description><![CDATA[ #
36     # Description of this type. ]]> #
37     # </description> #
38     # <use><![CDATA[ #
39     # How to use this type. ]]> #
40     # </use> #
41     # ... attributes ... #
42     # </type> #
43     # #
44     # about the 'attribute' type: <attribute ... type="XXX" > #
45     # #
46     # bool - This attribute can only be set to '1' or '0' #
47     # int - This attribute contains a decimal number #
48     # float - This attr. contains a floating point number #
49     # string - This attribute contains a string #
50     # text - This attribute contains a text ("text" can have #
51     # linebreaks, unlike "string") #
52     # fixed - This attribute is always set to a fixed 'value' #
53     # (There is no user-input for this attribute) #
54     # spell - This attribute contains a spell. The mapmaker can #
55     # choose spells from a combo box. #
56     # nz_spell - works just like 'spell', except that the #
57     # spell-value zero is always interpreted as <none>, #
58     # never as "magic bullet" #
59     # bool_special - Like bool, but with customized true/false values #
60     # treasurelist - CF treasure list (see "treasures" file) #
61     # list_LISTNAME - list, must be defined as a <list> element #
62     # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63     # element #
64     # #
65     # Created by Andreas Vogl. #
66     ######################################################################
67     -->
68     <!DOCTYPE types [
69     <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70    
71     <!ELEMENT bitmask (entry*)>
72     <!ATTLIST bitmask name CDATA #REQUIRED>
73    
74     <!ELEMENT list (entry*)>
75     <!ATTLIST list name CDATA #REQUIRED>
76    
77     <!ELEMENT entry EMPTY>
78     <!ATTLIST entry bit CDATA #IMPLIED
79     value CDATA #IMPLIED
80     name CDATA #REQUIRED>
81    
82     <!ELEMENT ignore_list (attribute* | EMPTY)>
83     <!ATTLIST ignore_list name CDATA #REQUIRED>
84    
85     <!ELEMENT default_type (attribute*)>
86    
87     <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88     <!ATTLIST type name CDATA #REQUIRED
89     number CDATA #REQUIRED>
90    
91     <!ELEMENT description (#PCDATA)>
92     <!ELEMENT use (#PCDATA)>
93    
94     <!ELEMENT import_type EMPTY>
95     <!ATTLIST import_type name CDATA #REQUIRED>
96    
97     <!ELEMENT required (attribute+)>
98     <!ELEMENT ignore (attribute*,ignore_list*)>
99    
100     <!ELEMENT section (attribute+)>
101     <!ATTLIST section name CDATA #REQUIRED>
102    
103     <!ELEMENT attribute (#PCDATA)>
104     <!ATTLIST attribute type CDATA #IMPLIED
105     arch CDATA #IMPLIED
106     arch_begin CDATA #IMPLIED
107     arch_end CDATA #IMPLIED
108     editor CDATA #IMPLIED
109     value CDATA #IMPLIED
110     length CDATA #IMPLIED
111     true CDATA #IMPLIED
112     false CDATA #IMPLIED>
113     ]>
114    
115     <types>
116    
117     <!--###################### bitmask definitions ######################-->
118    
119     <bitmask name="attacktype">
120     <entry bit="0" name="Physical" />
121     <entry bit="1" name="Magical" />
122     <entry bit="2" name="Fire" />
123     <entry bit="3" name="Electricity" />
124     <entry bit="4" name="Cold" />
125     <entry bit="5" name="Confusion" />
126     <entry bit="6" name="Acid" />
127     <entry bit="7" name="Drain" />
128     <entry bit="8" name="Weaponmagic" />
129     <entry bit="9" name="Ghosthit" />
130     <entry bit="10" name="Poison" />
131     <entry bit="11" name="Slow" />
132     <entry bit="12" name="Paralyze" />
133     <entry bit="13" name="Turn Undead" />
134     <entry bit="14" name="Fear" />
135     <entry bit="15" name="Cancellation" />
136     <entry bit="16" name="Depletion" />
137     <entry bit="17" name="Death" />
138     <entry bit="18" name="Chaos" />
139     <entry bit="19" name="Counterspell" />
140     <entry bit="20" name="God Power" />
141     <entry bit="21" name="Holy Power" />
142     <entry bit="22" name="Blinding" />
143     </bitmask>
144    
145     <bitmask name="material">
146     <entry bit="0" name="Paper" />
147     <entry bit="1" name="Iron" />
148     <entry bit="2" name="Glass" />
149     <entry bit="3" name="Leather" />
150     <entry bit="4" name="Wood" />
151     <entry bit="5" name="Organics" />
152     <entry bit="6" name="Stone" />
153     <entry bit="7" name="Cloth" />
154     <entry bit="8" name="Adamantite" />
155     </bitmask>
156    
157     <bitmask name="spellpath">
158     <entry bit="0" name="Protection" />
159     <entry bit="1" name="Fire" />
160     <entry bit="2" name="Frost" />
161     <entry bit="3" name="Electricity" />
162     <entry bit="4" name="Missiles" />
163     <entry bit="5" name="Self" />
164     <entry bit="6" name="Summoning" />
165     <entry bit="7" name="Abjuration" />
166     <entry bit="8" name="Restoration" />
167     <entry bit="9" name="Detonation" />
168     <entry bit="10" name="Mind" />
169     <entry bit="11" name="Creation" />
170     <entry bit="12" name="Teleportation" />
171     <entry bit="13" name="Information" />
172     <entry bit="14" name="Transmutation" />
173     <entry bit="15" name="Transferrence" />
174     <entry bit="16" name="Turning" />
175     <entry bit="17" name="Wounding" />
176     <entry bit="18" name="Death" />
177     <entry bit="19" name="Light" />
178     </bitmask>
179    
180     <bitmask name="will_apply">
181     <entry bit="0" name="Apply Handles" />
182     <entry bit="1" name="Open Chests" />
183     <entry bit="2" name="Break Walls" />
184     <entry bit="3" name="Open Doors" />
185     </bitmask>
186    
187     <bitmask name="pick_up">
188     <entry bit="0" name="Nothing" />
189     <entry bit="1" name="Wealth" />
190     <entry bit="2" name="Food" />
191     <entry bit="3" name="Weapons" />
192     <entry bit="4" name="Armour" />
193     <entry bit="5" name="Inverse" />
194     <entry bit="6" name="All" />
195     </bitmask>
196    
197     <!--###################### list definitions ######################-->
198    
199     <list name="direction">
200     <entry value="0" name="&lt;none&gt;" />
201     <entry value="1" name="north" />
202     <entry value="2" name="northeast" />
203     <entry value="3" name="east" />
204     <entry value="4" name="southeast" />
205     <entry value="5" name="south" />
206     <entry value="6" name="southwest" />
207     <entry value="7" name="west" />
208     <entry value="8" name="northwest" />
209     </list>
210    
211     <list name="mood">
212     <entry value="0" name="furious" />
213     <entry value="1" name="angry" />
214     <entry value="2" name="calm" />
215     <entry value="3" name="sleep" />
216     <entry value="4" name="charm" />
217     </list>
218    
219     <list name="potion_effect">
220     <entry value="0" name="&lt;none&gt;" />
221     <entry value="65536" name="life restoration" />
222     <entry value="1048576" name="improvement" />
223     </list>
224    
225     <list name="weapon_type">
226     <entry value="0" name="&lt;unknown&gt;" />
227     <entry value="1" name="sword" />
228     <entry value="2" name="arrows" />
229     <entry value="3" name="axe" />
230     <entry value="4" name="katana" />
231     <entry value="5" name="knife, dagger" />
232     <entry value="6" name="whip, chain" />
233     <entry value="7" name="hammer, flail" />
234     <entry value="8" name="club, stick" />
235     </list>
236    
237     <list name="skill_type">
238     <entry value="1" name="lockpicking" />
239     <entry value="2" name="hiding" />
240     <entry value="3" name="smithery" />
241     <entry value="4" name="bowyer" />
242     <entry value="5" name="jeweler" />
243     <entry value="6" name="alchemy" />
244     <entry value="7" name="stealing" />
245     <entry value="8" name="literacy" />
246     <entry value="9" name="bargaining" />
247     <entry value="10" name="jumping" />
248     <entry value="11" name="detect magic" />
249     <entry value="12" name="oratory" />
250     <entry value="13" name="singing" />
251     <entry value="14" name="detect curse" />
252     <entry value="15" name="find traps" />
253     <entry value="16" name="mediatation" />
254     <entry value="17" name="punching" />
255     <entry value="18" name="flame touch" />
256     <entry value="19" name="karate" />
257     <entry value="20" name="climbing" />
258     <entry value="21" name="woodsman" />
259     <entry value="22" name="inscription" />
260     <entry value="23" name="one handed weapons" />
261     <entry value="24" name="missile weapons" />
262     <entry value="25" name="throwing" />
263     <entry value="26" name="use magic item" />
264     <entry value="27" name="disarm traps" />
265     <entry value="28" name="set traps" />
266     <entry value="29" name="thaumaturgy" />
267     <entry value="30" name="praying" />
268     <entry value="31" name="clawing" />
269     <entry value="32" name="levitation" />
270     <entry value="33" name="summoning" />
271     <entry value="34" name="pyromancy" />
272     <entry value="35" name="evocation" />
273     <entry value="36" name="sorcery" />
274     <entry value="37" name="two handed weapons" />
275     </list>
276    
277     <list name="spell_type">
278     <entry value="1" name="raise dead" />
279     <entry value="2" name="rune" />
280     <entry value="3" name="make mark" />
281     <entry value="4" name="bolt" />
282     <entry value="5" name="bullet" />
283     <entry value="6" name="explosion" />
284     <entry value="7" name="cone" />
285     <entry value="8" name="bomb" />
286     <entry value="9" name="wonder" />
287     <entry value="10" name="smite" />
288     <entry value="11" name="magic missile" />
289     <entry value="12" name="summon golem" />
290     <entry value="13" name="dimension door" />
291     <entry value="14" name="magic mapping" />
292     <entry value="15" name="magic wall" />
293     <entry value="16" name="destruction" />
294     <entry value="17" name="perceive self" />
295     <entry value="18" name="word of recall" />
296     <entry value="19" name="invisible" />
297     <entry value="20" name="probe" />
298     <entry value="21" name="healing" />
299     <entry value="22" name="create food" />
300     <entry value="23" name="earth to dust" />
301     <entry value="24" name="change ability" />
302     <entry value="25" name="bless" />
303     <entry value="26" name="curse" />
304     <entry value="27" name="summon monster" />
305     <entry value="28" name="recharge" />
306     <entry value="29" name="polymorph" />
307     <entry value="30" name="alchemy" />
308     <entry value="31" name="remove curse" />
309     <entry value="32" name="identify" />
310     <entry value="33" name="detection" />
311     <entry value="34" name="mood change" />
312     <entry value="35" name="moving ball" />
313     <entry value="36" name="swarm" />
314     <entry value="37" name="charge mana" />
315     <entry value="38" name="dispel rune" />
316     <entry value="39" name="create missile" />
317     <entry value="40" name="consecrate" />
318     <entry value="41" name="animate weapon" />
319     <entry value="42" name="light" />
320     <entry value="43" name="change map light" />
321     <entry value="44" name="faery fire" />
322     <entry value="45" name="disease" />
323     <entry value="46" name="aura" />
324     <entry value="47" name="town portal" />
325     </list>
326    
327     <!--###################### default attributes ######################-->
328    
329     <!--
330     The attributes of the default_type get added to all other types by default.
331     Every type can have an 'ignore' element however, which is used to specify
332     default attributes *not* to inherit.
333     -->
334     <default_type>
335     <attribute arch="name" editor="name" type="string">
336     This is the name of the object, displayed to the player.
337     </attribute>
338     <attribute arch="name_pl" editor="plural name" type="string">
339     This is the plural name of the object. A plural name must be set for
340     all items that can be picked up and collected by the player.
341     </attribute>
342     <attribute arch="title" editor="title" type="string">
343     This is the object's title. Once an object is identified the title is
344     attached to the name. Typical titels are "of mostrai", "of xray vision" etc.
345     </attribute>
346     <attribute arch="face" editor="image" type="string">
347     The image-name defines what image is displayed for this object in-game.
348     </attribute>
349     <attribute arch="nrof" editor="number" type="int">
350     This value determines the number of objects in one stack (for example:
351     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
352     any pickable object - otherwise it won't be mergeable into a stack.
353     </attribute>
354     <attribute arch="weight" editor="weight" type="int">
355     This value defines the object's weight in gramm (1000g is 1kg). Objects with
356     zero weight are not pickable for players. Still, set the "non-pickable"-flag
357     for explicitly non-pickable objects (hey, this is opensource.. you
358     never know ;) ).
359     </attribute>
360     <attribute arch="value" editor="value" type="int">
361     Adds a certain value to the object: It will be worth that many times the
362     default value from it's archetype (E.g. "value = 3" means three times
363     worth the default value). Value for buying/selling will be
364     further modified by various factors. Hence, testing values in-game is
365     usually inevitable.
366     </attribute>
367     <attribute arch="glow_radius" editor="glow radius" type="int">
368     If &lt;glow radius&gt; is set to a value greater zero, the object
369     appears lit up on dark maps. &lt;glow radius&gt; can be a value
370     between 0 and 4, the higher, the more light does the object emmit.
371     </attribute>
372     <attribute arch="material" editor="material" type="bitmask_material">
373     This bitmask-value informs the player of which material(s) the
374     object consists. Material does also affect how likely the object
375     can be destroyed by hazardous spell-effects.
376     </attribute>
377     <attribute arch="no_pick" editor="non-pickable" type="bool">
378     If set, the object cannot be picked up (Neither by players nor monsters).
379     </attribute>
380     <attribute arch="invisible" editor="invisible" type="bool">
381     Generally makes the object invisible. Depending on the object-type,
382     some can be made visible by the show_invisible spell. If in doubt, test it.
383     Putting an invisible object under the floor always prevents it from being
384     shown.
385     </attribute>
386     <attribute arch="blocksview" editor="block view" type="bool">
387     If an item is set to block view, players (and monsters) cannot
388     see byond it unless they cross it or manage to stand ontop.
389     </attribute>
390     <attribute arch="identified" editor="identified" type="bool">
391     If an item is identified, the player has full knowledge about it.
392     </attribute>
393     <attribute arch="unpaid" editor="unpaid" type="bool">
394     An &lt;unpaid&gt; item cannot be used unless a player carried it over
395     a shop mat, paying the demanded price. Setting this flag makes sense
396     only for pickable items inside shops.
397     </attribute>
398     </default_type>
399    
400     <!-- This ignorelist is for all system objects which are non pickable
401     and invisible. They don't interact with players at all. -->
402     <ignore_list name="system_object">
403     <attribute arch="value" />
404     <attribute arch="nrof" />
405     <attribute arch="weight" />
406     <attribute arch="name_pl" />
407     <attribute arch="material" />
408     <attribute arch="no_pick" />
409     <attribute arch="unpaid" />
410     <attribute arch="title" />
411     <attribute arch="glow_radius" />
412     <attribute arch="identified" />
413     <attribute arch="blocksview" />
414     <attribute arch="invisible" />
415     </ignore_list>
416    
417     <!-- This ignorelist is for non-pickable objects. They can be seen by
418     the player, but don't have values like material or weight. -->
419     <ignore_list name="non_pickable">
420     <attribute arch="value" />
421     <attribute arch="nrof" />
422     <attribute arch="weight" />
423     <attribute arch="name_pl" />
424     <attribute arch="material" />
425     <attribute arch="no_pick" />
426     <attribute arch="unpaid" />
427     <attribute arch="title" />
428     <attribute arch="identified" />
429     </ignore_list>
430    
431     <!--####################################################################-->
432     <type number="0" name="Misc">
433     <required>
434     <!-- this is a special case: The "misc" type with type number 0 is
435     the fallback for all types which don't match any other defined types.
436     The required attribute "misc x" prevents that it gets confused with
437     other types like "monster & npc" which also have type number 0. -->
438     <attribute arch="misc" value="x" />
439     </required>
440     <attribute arch="no_pass" editor="blocking passage" type="bool">
441     If set, the object cannot be passed by players nor monsters.
442     </attribute>
443     <attribute arch="cursed" editor="cursed" type="bool">
444     Curses can have various effects: On equipment and food,
445     they generally harm the player in some way.
446     </attribute>
447     <attribute arch="damned" editor="damned" type="bool">
448     A damned item/floor on the ground makes it impossible for players
449     to use prayers on that spot. It also prevents players from saving.
450     Damnation on equipment works similar to a curse.
451     </attribute>
452     <attribute arch="unique" editor="unique item" type="bool">
453     Unique items exist only one time on a server. If the item
454     is taken, lost or destroyed - it's gone for good.
455     </attribute>
456     <attribute arch="startequip" editor="godgiven item" type="bool">
457     A godgiven item vanishes as soon as the player
458     drops it to the ground.
459     </attribute>
460     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
461     This text may describe the object.
462     </attribute>
463     </type>
464    
465     <!--####################################################################-->
466     <type number="110" name="Ability">
467     <ignore>
468     <ignore_list name="system_object" />
469     </ignore>
470     <description><![CDATA[
471     Abilities are to be put in a monster's inventory. They grant monsters the
472     knowledge to cast spells. Spells from abilities are usually magical in
473     nature, thus adding magic attacktype to the spell-damage they produce.
474     <br><br>
475     A particularly nice feature of abilities is that they can hold two
476     spells: One for short range- and one for long range use.
477     \n\n
478     You should know that spellcasting monsters receive abilities via
479     &lt;treasurelist&gt;. ]]>
480     </description>
481     <use><![CDATA[
482     If you want to create "customized" spellcasting monsters, you
483     should use abilities (rather than spellbooks/wands or something).
484     The long/short-range spell feature can make boss-monsters more
485     interesting and challenging.
486     <br><br>
487     You should keep in mind that magic abilities allow players
488     to get better resistance. You can turn off the magic part to
489     make the spells more dangerous. However, this really shouldn't
490     be neccessary unless you work on very high level maps.
491     And what fun is a magic resistance cloak when it has no effect? ]]>
492     </use>
493     <attribute arch="invisible" value="1" type="fixed" />
494     <attribute arch="no_drop" value="1" type="fixed" />
495     <attribute arch="sp" editor="short range spell" type="spell">
496     The monster will use the specified &lt;short range spell&gt;
497     when the player is within 6-square radius (of the
498     monster's head).
499     </attribute>
500     <attribute arch="hp" editor="long range spell" type="nz_spell">
501     The monster will use the specified &lt;long range spell&gt;
502     when the player is at least 6 squares away (from the
503     monster's head).
504    
505     Setting a &lt;long range spell&gt; is optional. If unset, the
506     &lt;short range spell&gt; gets used all the time.
507     </attribute>
508     <attribute arch="maxsp" editor="importance" type="int">
509     Sometimes you'll want a monster to use one ability more than others.
510     To achieve this, set the &lt;importance&gt; to a value greater than
511     one. Abilities with this value zero/unset are counted to be of
512     &lt;importance&gt; one.
513    
514     Example: A monster with "small fireball" of &lt;importance&gt; 3 and
515     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
516     times the "small fireball".
517     </attribute>
518     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
519     This flag specifies wether the ability &lt;is magical&gt; in nature.
520     If enabled, all spells produced by this ability will have magic
521     attacktype added to the usual attacktypes.
522    
523     This should always be set for spell-like abilities. "Natural"
524     abilities like a dragon's firebreath are an exception.
525     Note that non-magical abilities are more dangerous because
526     magic resistance does not protect from those.</attribute>
527     </type>
528    
529     <!--####################################################################-->
530     <type number="18" name="Altar">
531     <ignore>
532     <ignore_list name="non_pickable" />
533     </ignore>
534     <description><![CDATA[
535     When a player puts a defined number of certain items on the altar,
536     then either a spell is casted (on the player) or a connector is
537     triggered. If the latter is the case, the altar works only once.
538     Either way, the sacrificed item dissapears. ]]>
539     </description>
540     <attribute arch="no_pick" value="1" type="fixed" />
541     <attribute arch="walk_on" value="1" type="fixed" />
542     <attribute arch="slaying" editor="match item name" type="string">
543     This string specifies the item that must be put on the altar to
544     activate it. It can either be the name of an archetype, or directly
545     the name of an object. Yet, titles are not recognized by altars.
546     Remember to put a note somewhere, telling the player what he is
547     expected to drop on the altar. (Often this is put in the altar's
548     name: E.g. "drop 100 platinums")
549     </attribute>
550     <attribute arch="food" editor="drop amount" type="int">
551     The drop amount specifies the amount of items (specified
552     in &lt;match item name&gt;) that must be dropped to activate the altar.
553    
554     If &lt;match item name&gt; is set to "money", then the value of the
555     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
556     200 silver, 20 gold, or 4 platinum will all work.)
557    
558     Note that the maximum possible for &lt;drop amount&gt; is 32767.
559     </attribute>
560     <attribute arch="connected" editor="connection" type="int">
561     If a connection value is set, the altar will trigger all objects
562     with the same value, when activated. This will only work once.
563     </attribute>
564     <attribute arch="sp" editor="spell" type="spell">
565     When activated, the selected &lt;spell&gt; will be casted (once, on the
566     player). This should work for any given spell. The altar will work
567     infinitly in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
568     one altar.
569     </attribute>
570     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
571     This text will be displayed to the player
572     in the exact moment when the altar is activated.
573     </attribute>
574     </type>
575    
576     <!--####################################################################-->
577     <type number="31" name="Altar Trigger">
578     <ignore>
579     <ignore_list name="non_pickable" />
580     </ignore>
581     <description><![CDATA[
582     Altar_triggers work pretty much like normal altars
583     (drop sacrifice -> connection activated), except for the fact that
584     they reset after usage. Hence, altar_triggers can be used infinitly. ]]>
585     </description>
586     <use><![CDATA[
587     Altar_triggers are very useful if you want to charge a price for...
588     <UL>
589     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
590     <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
591     <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
592     </UL>
593     The big advantage over normal altars is the infinite usability
594     of altar_triggers! If there are ten players on one server, they're
595     quite grateful if things work more than once. =) ]]>
596     </use>
597     <attribute arch="no_pick" value="1" type="fixed" />
598     <attribute arch="slaying" editor="match item name" type="string">
599     This string specifies the item that must be put on the altar to
600     activate it. It can either be the name of an archetype, or directly
601     the name of an object. Yet, titles are not recognized by altars.
602     Remember to put a note somewhere, telling the player what he is
603     expected to drop on the altar. (Often this is put in the altar's
604     name: E.g. "drop 100 platinums")
605     </attribute>
606     <attribute arch="food" editor="drop amount" type="int">
607     The drop amount specifies the amount of items (specified
608     in &lt;match item name&gt;) that must be dropped to activate the altar.
609    
610     If &lt;match item name&gt; is set to "money", then the value of the
611     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
612     200 silver, 20 gold, or 4 platinum will all work.)
613    
614     Note that the maximum possible for &lt;drop amount&gt; is 32767.
615     </attribute>
616     <attribute arch="connected" editor="connection" type="int">
617     If a connection value is set, the altar will trigger all objects
618     with the same value, when activated. This will only work once.
619     </attribute>
620     <attribute arch="sp" editor="spell" type="spell">
621     When activated, this &lt;spell&gt; will be casted (once, on the player).
622     This should work for any given spell. The altar will work infinitly
623     in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
624     </attribute>
625     <attribute arch="exp" editor="reset time" type="int">
626     Being activated, the altar will reset after &lt;reset time&gt; ticks.
627     After reset, the altar is ready to be activated once again.
628     The default &lt;reset time&gt; is 30.
629     </attribute>
630     <attribute arch="last_sp" editor="ignore reset" type="bool">
631     If this attribute is enabled, the altar_trigger won't push the
632     connected value by altar reset. Only ONCE by dropping the sacrifice.
633     This is typically used when the altar is connected to a creator,
634     e.g. for selling tickets.
635    
636     If this attribute is disabled (default), the altar_trigger
637     will push the connected value TWICE per sacrifice: First by
638     dropping sacrifice, second by reset. This mode is typically
639     used for altars being connected to gates, resulting in the
640     gate being opened and closed again.
641     </attribute>
642     <attribute arch="walk_on" value="1" type="fixed">
643     </attribute>
644     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645     This text will be displayed to the player
646     in the exact moment when the altar is activated.
647     </attribute>
648     </type>
649    
650     <!--####################################################################-->
651     <type number="39" name="Amulet">
652     <description><![CDATA[
653     Wearing an amulet, the object's stats will directly be inherited to
654     the player. Amulets are usually meant for protection and defense. ]]>
655     </description>
656     <use><![CDATA[
657     Feel free to create your own special artifacts. However, it is very
658     important that you keep your artifact in balance with existing maps. ]]>
659     </use>
660     <attribute arch="ac" editor="armour class" type="int">
661     This value defines the amount of armour-class bonus for wearing
662     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
663     values are better. It should usually be set only for armour-like equipment.
664     </attribute>
665     <attribute arch="wc" editor="weapon class" type="int">
666     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
667     melee attacks. Weapon class improves the chance of hitting the opponent.
668     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
669     be set only for weapon-like items. Lower values are better.
670     </attribute>
671     <attribute arch="item_power" editor="item power" type="int">
672     The &lt;item power&gt; value measures how "powerful" an artifact is.
673     Players will only be able to wear equipment with a certain total
674     amount of &lt;item power&gt;, depending on their own level. This is the
675     only way to prevent low level players to wear "undeserved" equipment
676     (like gifts from other players or cheated items).
677    
678     It is very important to adjust the &lt;item power&gt; value carefully
679     for every artifact you create! If zero/unset, the CF server will
680     calculate a provisional value at runtime, but this is never
681     going to be an accurate measurement of &lt;item power&gt;.
682     </attribute>
683     <attribute arch="damned" editor="damnation" type="bool">
684     A damned piece of equipment cannot be unwielded unless the curse
685     is removed. Removing damnations is a tick harder than removing curses.
686     </attribute>
687     <attribute arch="cursed" editor="curse" type="bool">
688     A cursed piece of equipment cannot be unwielded
689     unless the curse is removed.
690     </attribute>
691     <attribute arch="lifesave" editor="save life" type="bool">
692     An item with this flag enabled will save the players life
693     for one time: When the player is wearing this item and his
694     healthpoints reach zero, the item dissapears, replenishing
695     half of the player's health.
696    
697     An item with &lt;save life&gt; should not have
698     any decent additional bonuses!
699     </attribute>
700     <attribute arch="unique" editor="unique item" type="bool">
701     Unique items exist only one time on a server. If the item
702     is taken, lost or destroyed - it's gone for good.
703     </attribute>
704     <attribute arch="startequip" editor="godgiven item" type="bool">
705     A godgiven item vanishes as soon as the player
706     drops it to the ground.
707     </attribute>
708     <attribute arch="applied" editor="is applied" type="bool">
709     If you put this item into the inventory of a monster, and
710     you want the monster to use/wear the item - you must set
711     &lt;is applied&gt;.
712     Enabling this flag doesn't make any sense if the item
713     is NOT in a monster's inventory.
714     </attribute>
715     <section name="resistance">
716     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
717     This adds physical resistance to the item (= armour value). The number is
718     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
719     and what they require to do for getting this-and-that artifact.
720     </attribute>
721     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
722     This adds magic resistance to the item. The number is a percent-value in
723     the range 0-100. Treat this with CARE. Look at other maps and what they
724     require to do for getting this-and-that artifact.
725     </attribute>
726     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
727     This adds fire resistance to the item. The number is a percent-value in
728     the range 0-100. Treat this with CARE. Look at other maps and what they
729     require to do for getting this-and-that artifact.
730     </attribute>
731     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
732     This adds electricity resistance to the item. The number is a percent-value in
733     the range 0-100. Treat this with CARE. Look at other maps and what they
734     require to do for getting this-and-that artifact.
735     </attribute>
736     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
737     This adds fire resistance to the item. The number is a percent-value in
738     the range 0-100. Treat this with CARE. Look at other maps and what they
739     require to do for getting this-and-that artifact.
740     </attribute>
741     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
742     This adds confusion resistance to the item. The number is a percent-value in
743     the range 0-100. Confusion resistance is not very effective
744     unless the value comes close to 100 (= perfect immunity).
745     </attribute>
746     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
747     This adds acid resistance to the item. The number is a percent-value in
748     the range 0-100. Treat this with CARE. Look at other maps and what they
749     require to do for getting this-and-that artifact.
750     </attribute>
751     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
752     This adds draining resistance to the item. The number is a percent-value
753     in the range 0-100. Draining resistance is little effective
754     unless the value is 100 (= perfect immunity).
755     </attribute>
756     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
757     This adds weaponmagic resistance to the item. The number is a percent-value in
758     the range 0-100. Weaponmagic resistance generally should not exist on
759     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
760     are not meant to be easily resisted.
761     </attribute>
762     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
763     This adds ghosthit resistance to the item. The number is a percent-value
764     in the range 0-100. Treat this with CARE. Look at other maps and what they
765     require to do for getting this-and-that artifact.
766     </attribute>
767     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
768     This adds poison resistance to the item. The number is a percent-value in
769     the range 0-100. Treat this with CARE. Look at other maps and what they
770     require to do for getting this-and-that artifact.
771     </attribute>
772     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
773     This adds fear resistance to the item. The number is a percent-value in
774     the range 0-100. Resistance to fear is pretty useless.
775     </attribute>
776     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
777     This adds paralyze resistance to the item. The number is a percent-value in
778     the range 0-100. Paralyze resistance is little effective
779     unless the value is 100 (= perfect immunity).
780     </attribute>
781     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
782     This adds fear resistance to the item. The number is a percent-value in
783     the range 0-100. Resistance to fear is pretty useless.
784     </attribute>
785     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
786     This adds depletion resistance to the item. The number is a percent-value
787     in the range 0-100. Depletion resistance is little effective
788     unless the value is 100 (= perfect immunity).
789     </attribute>
790     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
791     This adds death-attack resistance to the item. The number is a
792     percent-value in the range 0-100. Death-attack resistance is little
793     effective unless the value is 100 (= perfect immunity).
794     Generally, resistance to death-attack is not supposed to be
795     available to players!
796     </attribute>
797     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
798     This adds chaos resistance to the item. The number is a percent-value in
799     the range 0-100. Treat this with CARE. Look at other maps and what they
800     require to do for getting this-and-that artifact.
801     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
802     combination of other attacktypes.
803     </attribute>
804     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
805     This adds blinding resistance to the item. The number is a percent-value
806     in the range 0-100. Treat this with CARE. Look at other maps and what they
807     require to do for getting this-and-that artifact.
808     </attribute>
809     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
810     This adds holy power resistance to the item. The number is a percent-value
811     in the range 0-100. Holy power is the attacktype that holyword-type spells
812     use to hurt undead creatures. This kind of resistance is only reasonable
813     for undead players (wraith or devourer cult).
814     Generally, resistance to holy word should not be available for players.
815     </attribute>
816     </section>
817     <section name="stats">
818     <attribute arch="Str" editor="strength" type="int">
819     The player's strentgh will rise/fall by the given value
820     while wearing this piece of equipment.
821     </attribute>
822     <attribute arch="Dex" editor="dexterity" type="int">
823     The player's dexterity will rise/fall by the given value
824     while wearing this piece of equipment.
825     </attribute>
826     <attribute arch="Con" editor="constitution" type="int">
827     The player's constitution will rise/fall by the given value
828     while wearing this piece of equipment.
829     </attribute>
830     <attribute arch="Int" editor="intelligence" type="int">
831     The player's intelligence will rise/fall by the given value
832     while wearing this piece of equipment.
833     </attribute>
834     <attribute arch="Pow" editor="power" type="int">
835     The player's power will rise/fall by the given value
836     while wearing this piece of equipment.
837     </attribute>
838     <attribute arch="Wis" editor="wisdom" type="int">
839     The player's wisdom will rise/fall by the given value while
840     wearing this piece of equipment.
841     </attribute>
842     <attribute arch="Cha" editor="charisma" type="int">
843     The player's charisma will rise/fall by the given value
844     while wearing this piece of equipment.
845     </attribute>
846     </section>
847     <section name="misc">
848     <attribute arch="luck" editor="luck bonus" type="int">
849     With positive luck bonus, the player is more likely to
850     succeed in all sorts of things (spellcasting, praying,...).
851     Unless the &lt;luck bonus&gt; is very high, the effect will be
852     barely visible in-game. Luck bonus on one piece of equipment
853     should never exceed 3, and such bonus should not be too
854     frequently available.
855     </attribute>
856     <attribute arch="hp" editor="health regen." type="int">
857     Positive &lt;health regen.&gt; bonus speeds up the
858     player's healing process. Negative values slow it down.
859     </attribute>
860     <attribute arch="sp" editor="mana regen." type="int">
861     Positive &lt;mana regen.&gt; bonus speeds up the
862     player's mana regeneration. Negative values slow it down.
863     </attribute>
864     <attribute arch="grace" editor="grace regen." type="int">
865     Positive &lt;grace regen.&gt; bonus speeds up the
866     player's grace regeneration. Negative values slow it down.
867     Since grace can be regenerated rather easy with praying,
868     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
869     </attribute>
870     <attribute arch="food" editor="food bonus" type="int">
871     Positive &lt;food bonus&gt; slows down the player's digestion,
872     thus he consumes less food. Negative values speed it up.
873    
874     Note that food is consumed not only for "being alive", but
875     also for healing and mana-regeneration.
876     &lt;food bonus&gt; only affects the amount of food consumed
877     for "being alive". Hence, even with high &lt;food bonus&gt;,
878     during a fight a player can run out of food quickly.
879     </attribute>
880     <attribute arch="xrays" editor="xray vision" type="bool">
881     Xray vision allows the player to see through obstacles
882     in a two-square-wide radius. This is extremely helpful and
883     desireable, so don't give it away for cheap on equipment.
884     </attribute>
885     <attribute arch="stealth" editor="stealth" type="bool">
886     Stealth allows the player to move silently.
887     This comes to effect if a player turns himself
888     invisible and tries to sneak around monsters.
889     (At least that was the idea behind it)
890     </attribute>
891     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
892     If a player is wearing any piece of equipment with
893     the ability to &lt;reflect spells&gt;, all kinds of
894     spell-bullets and -beams will bounce off him.
895     This works only about 90% of all times, to
896     avoid players being completely immune to certain
897     types of attacks.
898    
899     This is a very powerful ability and it
900     shouldn't be handed out cheap!
901     </attribute>
902     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
903     If a player is wearing any piece of equipment with
904     the ability to &lt;reflect missiles&gt;, all kinds of
905     projectiles (e.g. arrows, bolts, boulders) will
906     bounce off him. This works only about 90% of all
907     times, to avoid players being completely immune to
908     certain types of attacks.
909     </attribute>
910     <attribute arch="flying" editor="levitate" type="bool">
911     As soon as the player applies a piece of equipment with
912     &lt;levitate&gt; set, the player will start to float in the air.
913     </attribute>
914     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915     Click on the &lt;attuned paths&gt; button to select spellpaths.
916     The player will get attuned to the specified spellpaths
917     while wearing this item.
918     </attribute>
919     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
920     Click on the &lt;repelled paths&gt; button to select spellpaths.
921     The player will get repelled to the specified spellpaths
922     while wearing this item.
923     </attribute>
924     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
925     Click on the &lt;denied paths&gt; button to select spellpaths.
926     The specified spellpaths will be denied to the player
927     while wearing this item.
928     </attribute>
929     </section>
930     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
931     This text describes the item's "story". Every decent artifact
932     should have such a description.
933     </attribute>
934     </type>
935    
936     <!--####################################################################-->
937     <type number="58" name="Battleground">
938     <ignore>
939     <ignore_list name="non_pickable" />
940     </ignore>
941     <description><![CDATA[
942     Battleground is very special: In short, players can die on battleground
943     without any death penalties. They don't loose or gain experience
944     while on battleground. Acid, draining and depletion effects don't
945     work either.
946     When a player dies on battleground, he gets teleported to an exit
947     location which is defined in the battleground object. ]]>
948     </description>
949     <use><![CDATA[
950     Battleground is only meant for player vs. player duels. You can
951     design combat arenas similiar to the one in scorn.<br>
952     What should NEVER be done is placing battleground tiles in
953     open dungeons or other free kinds of land.
954     It must not be possible to gain significant treasure for fighting
955     on battleground, because it bears no risk.<br><br>
956     (Battleground will cease to work when the image or name is changed,
957     or when it is placed beneath another floor tile.
958     This is not a bug, it is there to prevent any attempts of placing
959     "hidden" battleground tiles anywhere.) ]]>
960     </use>
961     <attribute arch="no_pick" value="1" type="fixed" />
962     <attribute arch="is_floor" value="1" type="fixed" />
963     <attribute arch="hp" editor="destination X" type="int">
964     The exit destinations define the (x, y)-coordinates where players
965     get teleported after they died on this battleground.
966     </attribute>
967     <attribute arch="sp" editor="destination Y" type="int">
968     The exit destinations define the (x, y)-coordinates where players
969     get teleported after they died on this battleground.
970     </attribute>
971     </type>
972    
973     <!--####################################################################-->
974     <type number="104" name="Bracers">
975     <import_type name="Amulet" />
976     <description><![CDATA[
977     Bracers are armour-plates worn around the wrists.
978     Wearing bracer, the object's stats will directly be inherited to
979     the player. Usually enhancing his defense. ]]>
980     </description>
981     <use><![CDATA[
982     Feel free to create your own special artifacts. However, it is very
983     important that you keep your artifact in balance with existing maps. ]]>
984     </use>
985     <attribute arch="magic" editor="magic bonus" type="int">
986     &lt;magic bonus&gt; works just like ac, except that it can be improved by
987     "scrolls of Enchant Armour" or reduced by acid. It is less useful
988     than direct armour-class bonus on the bracers.
989     </attribute>
990     </type>
991    
992     <!--####################################################################-->
993     <type number="16" name="Brestplate Armour">
994     <import_type name="Amulet" />
995     <description><![CDATA[
996     Wearing an armour, the object's stats will directly be inherited to
997     the player. Usually enhancing his defense. ]]>
998     </description>
999     <use><![CDATA[
1000     Feel free to create your own special artifacts. However, it is very
1001     important that you keep your artifact in balance with existing maps. ]]>
1002     </use>
1003     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1004     This poses a penalty to spell regeneration speed, for wearing the armour.
1005     The bigger the spellpoint penalty, the worse.
1006     </attribute>
1007     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1008     Slowdown penalty reduces the player's walking speed when wearing the
1009     armour. Bigger values are worse - zero is best.
1010     </attribute>
1011     <attribute arch="magic" editor="magic bonus" type="int">
1012     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1013     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1014     than direct armour-class bonus on the armour.
1015     </attribute>
1016     </type>
1017    
1018     <!--####################################################################-->
1019     <type number="8" name="Book">
1020     <description><![CDATA[
1021     Applying a book, the containing message is displayed to the player. ]]>
1022     </description>
1023     <attribute arch="level" editor="literacy level" type="int">
1024     If this value is set to be greater than zero, the player needs a
1025     certain literacy level to succeed reading the book. The book can be
1026     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1027     book can be a nice idea, personally I like it when a player needs
1028     more than his fighting skills to solve a quest. However, keep the
1029     booklevel at least below 15 because it is quite hard to gain high
1030     mental levels.
1031     </attribute>
1032     <attribute arch="startequip" editor="godgiven item" type="bool">
1033     A godgiven item vanishes as soon as the player
1034     drops it to the ground.
1035     </attribute>
1036     <attribute arch="unique" editor="unique item" type="bool">
1037     Unique items exist only one time on a server. If the item
1038     is taken, lost or destroyed - it's gone for good.
1039     </attribute>
1040     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1041     This is the text that appears "written" in the book.
1042     </attribute>
1043     </type>
1044    
1045     <!--####################################################################-->
1046     <type number="99" name="Boots">
1047     <import_type name="Amulet" />
1048     <description><![CDATA[
1049     Wearing boots, the object's stats will directly be inherited to
1050     the player. Usually enhancing his speed, or granting some minor
1051     protection bonus. ]]>
1052     </description>
1053     <use><![CDATA[
1054     Feel free to create your own special artifacts. However, it is very
1055     important that you keep your artifact in balance with existing maps. ]]>
1056     </use>
1057     <attribute arch="exp" editor="speed bonus" type="int">
1058     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1059     while worn. This kind of bonus is quite desirable for players of low-
1060     and medium level. High level players usually have fastest possible
1061     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1062     Still, this bonus is good for nice artifacts - not everything has
1063     to be for highest level.
1064     </attribute>
1065     <attribute arch="magic" editor="magic bonus" type="int">
1066     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1067     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1068     than direct armour-class bonus on the boots.
1069    
1070     Important: &lt;magic bonus&gt; on boots has no effect if there is no
1071     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1072     </attribute>
1073     </type>
1074    
1075     <!--####################################################################-->
1076     <type number="92" name="Button">
1077     <ignore>
1078     <ignore_list name="non_pickable" />
1079     </ignore>
1080     <description><![CDATA[
1081     When a predefined amount of weigh is placed on a button, the
1082     &lt;connection&gt; value is triggered. In most cases this happens when a
1083     player or monster steps on it. When the button is "released", the
1084     &lt;connection&gt; value get's triggered a second time. ]]>
1085     </description>
1086     <attribute arch="walk_on" value="1" type="fixed" />
1087     <attribute arch="walk_off" value="1" type="fixed" />
1088     <attribute arch="no_pick" value="1" type="fixed" />
1089     <attribute arch="weight" editor="press weight" type="string">
1090     The button is pressed (triggered), as soon as
1091     &lt;press weigh&gt; gram are placed ontop of it.
1092     </attribute>
1093     <attribute arch="connected" editor="connection" type="int">
1094     Every time the button is pressed or released, all objects
1095     with the same &lt;connection&gt; value are activated.
1096     </attribute>
1097     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1098     This text may describe the item. You can use this
1099     message to explain the button's purpose to the player.
1100     </attribute>
1101     </type>
1102    
1103     <!--####################################################################-->
1104     <type number="87" name="Cloak">
1105     <import_type name="Amulet" />
1106     <description><![CDATA[
1107     Wearing a cloak, the object's stats will directly be inherited to
1108     the player. Cloaks usually add minor &lt;armour class&gt; and
1109     sometimes a bit of resistance. ]]>
1110     </description>
1111     <use><![CDATA[
1112     Feel free to create your own special artifacts. However, it is very
1113     important that you keep your artifact in balance with existing maps. ]]>
1114     </use>
1115     <attribute arch="magic" editor="magic bonus" type="int">
1116     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1117     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1118     than direct armour-class bonus on the cloak.
1119    
1120     Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1121     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1122     </attribute>
1123     </type>
1124    
1125     <!--####################################################################-->
1126     <type number="9" name="Clock">
1127     <description><![CDATA[
1128     Applying a clock, the time is displayed to the player. ]]>
1129     </description>
1130     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1131     This text may describe the item
1132     </attribute>
1133     </type>
1134    
1135     <!--####################################################################-->
1136     <type number="122" name="Container">
1137     <description><![CDATA[
1138     A player can put (certain kinds of) items in the container.
1139     The overall weight of items is reduced when put inside a
1140     container, depending on the settings.
1141     <br><br>
1142     A special feature of containers is the "cauldron",
1143     capable of mixing alchemical receipes. ]]>
1144     </description>
1145     <use><![CDATA[
1146     Note on chests - There are two types of chests:
1147     <UL>
1148     <LI> First the random treasure chests - Those are NOT containers
1149     (but object type Treasure), they create random treasures when
1150     applied. Archetype name is "chest".
1151     <LI> Second there are the permanent chests - Those are containers,
1152     they can be opened and closed again. Archetype name is "chest_2".
1153     </UL> ]]>
1154     </use>
1155     <attribute arch="race" editor="container class" type="string">
1156     If set, the container will hold only certain types of objects.
1157     Possible choices for &lt;container class&gt; are: "gold and jewels",
1158     "arrows" and "keys".
1159    
1160     Unfortunately it is not easy to create new container
1161     classes, because items need a matching counterpiece-attribute
1162     to the &lt;container class&gt; before they can be put inside a
1163     container. This attribute ("race") is set only for the existing
1164     container classes.
1165     </attribute>
1166     <attribute arch="slaying" editor="key string" type="string">
1167     If &lt;key string&gt; is set, only players with a special key
1168     of matching &lt;key string&gt; are able to open the container.
1169     </attribute>
1170     <attribute arch="container" editor="maximum weight" type="int">
1171     The container can hold a maximum total weight of the given value
1172     in gram. Note that this weight limit is calculated *after* the
1173     weight reduction (&lt;reduce weight&gt;) has been applied.
1174     </attribute>
1175     <attribute arch="Str" editor="reduce weight %" type="int">
1176     This value determines how much the weight of items is reduced in
1177     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1178     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1179     Most default values are in the range of ten.
1180     </attribute>
1181     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1182     If set, the container can be used as alchemy-cauldron.
1183     The player can put ingredients inside, close it, cast alchemy
1184     and if his formulae is true, he'll get what he longed for.
1185     </attribute>
1186     <attribute arch="unique" editor="unique item" type="bool">
1187     Unique items exist only one time on a server. If the item
1188     is taken, lost or destroyed - it's gone for good.
1189     All contents of a unique container are unique as well.
1190     </attribute>
1191     <attribute arch="startequip" editor="godgiven item" type="bool">
1192     A godgiven item vanishes as soon as the player
1193     drops it to the ground.
1194     </attribute>
1195     <attribute arch="other_arch" editor="animation arch" type="string">
1196     This is used for a certain kind of... "animation" when
1197     opening the container. Stick to the default arches here
1198     and you won't get into trouble.
1199     </attribute>
1200     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1201     This text may contain a description of the container.
1202     </attribute>
1203     </type>
1204    
1205     <!--####################################################################-->
1206     <type number="103" name="Converter">
1207     <ignore>
1208     <attribute arch="value" />
1209     <attribute arch="nrof" />
1210     <attribute arch="name_pl" />
1211     <attribute arch="no_pick" />
1212     <attribute arch="unpaid" />
1213     <attribute arch="title" />
1214     </ignore>
1215     <description><![CDATA[
1216     Converters are like "exchange tables". When the player drops a
1217     specific type of items, they get converted into other items, at a
1218     predefined exchange-ratio. ]]>
1219     </description>
1220     <use><![CDATA[
1221     Converters are better than shopping with doormats, because the
1222     converters never get sold out. For some items like food or jewels
1223     those "exchange tables" are really nice, while for the more important
1224     stuff like potions converters should not exist.
1225     <br><br>
1226     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1227     items on a converter, the stuff you get must be of equal or lesser
1228     value than before! (Except if you are using "rare" items like
1229     dragonscales for payment). The code will not check if your ratio is
1230     sane, so the player could gain infinite wealth by using your converter. ]]>
1231     </use>
1232     <attribute arch="no_pick" value="1" type="fixed" />
1233     <attribute arch="slaying" editor="cost arch" type="string">
1234     &lt;cost arch&gt; is the name of the archetype the player has to
1235     put on the converter, as payment.
1236     </attribute>
1237     <attribute arch="food" editor="cost number" type="int">
1238     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1239     on the converter, in order to get &lt;receive number&gt; items
1240     of &lt;receive arch&gt;.
1241     </attribute>
1242     <attribute arch="other_arch" editor="receive arch" type="string">
1243     &lt;receive arch&gt; is the name of the archetype to convert into.
1244     </attribute>
1245     <attribute arch="sp" editor="receive number" type="int">
1246     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1247     on the converter, in order to get &lt;receive number&gt; items
1248     of &lt;receive arch&gt;.
1249     </attribute>
1250     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1251     This text may contain a description of the converter.
1252     </attribute>
1253     </type>
1254    
1255     <!--####################################################################-->
1256     <type number="42" name="Creator">
1257     <ignore>
1258     <ignore_list name="system_object" />
1259     </ignore>
1260     <description><![CDATA[
1261     A creator is an object which creates another object when it
1262     is triggered. The child object can be anything. Creators are
1263     VERY useful for all kinds of map-mechanisms. ]]>
1264     </description>
1265     <use><![CDATA[
1266     Don't hesitate to hide your creators under the floor.
1267     The created items will still always appear ontop of the floor. ]]>
1268     </use>
1269     <attribute arch="no_pick" value="1" type="fixed" />
1270     <attribute arch="other_arch" editor="create arch" type="string">
1271     This string defines the object that will be created.
1272     You can choose any of the existing arches.
1273     </attribute>
1274     <attribute arch="connected" editor="connection" type="int">
1275     Whenever the connection value is activated,
1276     the creator gets triggered.
1277     </attribute>
1278     <attribute arch="lifesave" editor="infinit uses" type="bool">
1279     If &lt;infinit uses&gt; is set, the creator will work
1280     infinitly, regardless of the value in &lt;number of uses&gt;.
1281     </attribute>
1282     <attribute arch="hp" editor="number of uses" type="int">
1283     The creator can be triggered &lt;number of uses&gt; times, thus
1284     creating that many objects, before it dissappears.
1285     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1286     </attribute>
1287     <attribute arch="slaying" editor="name of creation" type="string">
1288     The created object will bear the name specified in &lt;name creation&gt;.
1289     If nothing is set, the standard name of the archetype is used.
1290     </attribute>
1291     <attribute arch="level" editor="level of creation" type="int">
1292     The created object will be of that level. If zero/unset,
1293     the standard level of the archetype is used.
1294     </attribute>
1295     </type>
1296    
1297     <!--####################################################################-->
1298     <type number="51" name="Detector">
1299     <ignore>
1300     <ignore_list name="system_object" />
1301     </ignore>
1302     <description><![CDATA[
1303     Detectors work quite much like inv. checkers/pedestals: If the detector
1304     finds a specific object, it toggles its connected value.
1305     <br><br>
1306     What is "unique" about them, compared to inv. checkers/ pedestals?
1307     - First, detectors check their square for a match periodically, not
1308     instantly. Second, detectors check directly for object names. Third,
1309     detectors do not check the inventory of players/monsters. ]]>
1310     </description>
1311     <use><![CDATA[
1312     There is one major speciality about detectors: You can detect spells
1313     blown over a detector! To detect a lighting bolt for example, set
1314     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1315     walls, this can be very useful for map-mechanisms. ]]>
1316     </use>
1317     <attribute arch="no_pick" value="1" type="fixed" />
1318     <attribute arch="slaying" editor="match name" type="string">
1319     &lt;match name&gt; specifies the name of the object we are looking for.
1320     Actually it does also check for the &lt;key string&gt; in key-objects,
1321     but for this case inventory checkers are often more powerful to use.
1322     </attribute>
1323     <attribute arch="connected" editor="connection" type="int">
1324     When the detector is triggered, all objects with the same
1325     connection value get activated.
1326     </attribute>
1327     <attribute arch="speed" editor="detection speed" type="float">
1328     This value defines the time between two detector-checks.
1329     If you want the detector to behave almost like pedestals/buttons,
1330     set speed rather high, like &lt;detection speed&gt; 1.0.
1331     </attribute>
1332     </type>
1333    
1334     <!--####################################################################-->
1335     <type number="112" name="Director">
1336     <ignore>
1337     <ignore_list name="non_pickable" />
1338     </ignore>
1339     <description><![CDATA[
1340     Directors change the direction of spell objects and other projectiles
1341     that fly past. Unlike spinners, directors always move objects in the
1342     same direction. It does not make a difference from what angle you
1343     shoot into it.<br>
1344     Directors are visible per default. ]]>
1345     </description>
1346     <use><![CDATA[
1347     Directors are rarely used in maps. Sometimes they are placed to
1348     change the direction of spells coming out of magic walls,
1349     "channeling" spell-projectiles in some direction. When doing this,
1350     <B>never place directors facing each other with magic walls fireing
1351     into them!</B> The spell-projectiles bouncing between the directors
1352     would accumulate to huge numbers and at some point slow down the
1353     server by eating memory- and CPU-time.
1354     <br><br>
1355     You'd better not place directors in monster vs. player combat
1356     areas too much, because that freaks out wizard-type players. ]]>
1357     </use>
1358     <attribute arch="sp" editor="direction" type="list_direction">
1359     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1360     A director with direction &lt;none&gt; simply stops projectiles.
1361     (The latter works out a bit strange for some spells).
1362     </attribute>
1363     <attribute arch="walk_on" value="1" type="fixed" />
1364     <attribute arch="fly_on" value="1" type="fixed" />
1365     </type>
1366    
1367     <!--####################################################################-->
1368     <type number="158" name="Disease">
1369     <ignore>
1370     <ignore_list name="system_object" />
1371     </ignore>
1372     <description><![CDATA[
1373     Diseases are an intersting form of spellcraft in Crossfire.
1374     Once casted, they can spread out and infect creatures in a large
1375     area. Being infected can have various effects, from amusing farts
1376     to horrible damage - almost everything is possible. ]]>
1377     </description>
1378     <use><![CDATA[
1379     Diseases are extremely flexible and usable in a many ways.
1380     So far they are mostly used for causing bad, unwanted effects.
1381     You could just as well create a disease which helps the player
1382     (recharging mana for example).
1383     Infection with a "positive disease" could even be a quest reward. ]]>
1384     </use>
1385     <attribute arch="invisible" value="1" type="fixed" />
1386     <attribute arch="level" editor="plaque level" type="int">
1387     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1388     This mainly reflects in the &lt;damage&gt;. It has no effect on
1389     most other symptoms. Neverthless, it is a very important value for
1390     all damage-inflicting diseases.
1391     </attribute>
1392     <attribute arch="race" editor="infect race" type="string">
1393     The disease will only infect creatures of the specified &lt;race&gt;.
1394     "&lt;race&gt; *" means every creature can be infected.
1395     </attribute>
1396     <attribute arch="ac" editor="progressiveness" type="int">
1397     Every time the disease "moves" the severity of the symptoms are increased
1398     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1399     </attribute>
1400     <section name="spreading">
1401     <attribute arch="wc" editor="infectiosness" type="int">
1402     The &lt;infectiosness&gt; defines the chance of new creatures getting
1403     infected. If you set this too high, the disease is very likely to
1404     be too effective.
1405    
1406     &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1407     </attribute>
1408     <attribute arch="last_grace" editor="attenuation" type="int">
1409     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1410     everytime it infects someone new. This limits how many generations
1411     a disease can propagate.
1412     </attribute>
1413     <attribute arch="magic" editor="infection range" type="int">
1414     &lt;infection range&gt; sets the range at which infection may occur.
1415     If positive, the &lt;infection range&gt; is level dependant - If negative,
1416     it is not:
1417     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1418     six square range, and &lt;plaque level&gt; doesn't modify that.
1419     </attribute>
1420     <attribute arch="maxhp" editor="persistence" type="int">
1421     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1422     The disease can "move" &lt;persistence&gt; times outside a host before it
1423     vanishes. A negative value means the disease lasts for permanent
1424     (which is only recommended to use in maps without monsters).
1425     </attribute>
1426     <attribute arch="maxgrace" editor="curing duration" type="int">
1427     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1428     (Assuming the host survives and doesn't use a curing spell).
1429     After this period the disease is naturally cured, which provides the
1430     host with immunity from this particular disease of lower or equal level.
1431    
1432     A negative value means the disease can never be cured naturally.
1433    
1434     Note that this value can be further modulated by spell-parameters,
1435     if the disease is registered as spell in the code. Due to that,
1436     most default diseases take a lot longer to cure than it seems.
1437     </attribute>
1438     <attribute arch="speed" editor="moving speed" type="float">
1439     The &lt;speed&gt; of the disease determines how fast the disease will
1440     "move", thus how fast the symptoms strike the host.
1441     </attribute>
1442     </section>
1443     <section name="symptoms">
1444     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1445     The disease will attack the host with the given &lt;attacktype&gt;.
1446     Godpower attacktype is commonly used for "unresistable" diseases.
1447     </attribute>
1448     <attribute arch="dam" editor="damage" type="int">
1449     A disease with a positive &lt;damage&gt; value will strike the player for that
1450     amount of damage every time the symptoms occur.
1451     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1452     the player's health is reduced by 10% every time the symptoms strike.
1453    
1454     Diseases with %-based damage can be dangerous - but not deadly -
1455     for players of all levels.
1456     </attribute>
1457     <attribute arch="other_arch" editor="create arch" type="string">
1458     If set, the specified arch is created and dropped every time the
1459     symptoms strike.
1460    
1461     This can be various things: farts, body pieces, eggs ...
1462     Even monsters can be created that way. You could also make a
1463     disease where some exotic stuff like money/gems is created.
1464     </attribute>
1465     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1466     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1467     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1468     </attribute>
1469     <attribute arch="exp" editor="exp. for curing" type="int">
1470     When the player manages to cure this disease (with a curing spell),
1471     he is awarded with &lt;exp. for curing&gt; experience.
1472     </attribute>
1473     <attribute arch="maxsp" editor="mana depletion" type="int">
1474     Every time the disease "moves", the player's mana is
1475     reduced by the value of &lt;mana depletion&gt;.
1476     For negative values, a %-based amount is taken.
1477     </attribute>
1478     <attribute arch="last_eat" editor="food depletion" type="int">
1479     Every time the disease "moves", the player's food is
1480     reduced by the value of &lt;food depletion&gt;.
1481     For negative values, a %-based amount is taken.
1482     </attribute>
1483     <attribute arch="hp" editor="health regen." type="int">
1484     This value increases the player's healing rate.
1485     Negative values decrease it.
1486     </attribute>
1487     <attribute arch="sp" editor="mana regen." type="int">
1488     This value increases the player's rate of mana regeneration.
1489     Negative values decrease it.
1490     </attribute>
1491     </section>
1492     <section name="disability">
1493     <attribute arch="Str" editor="strength" type="int">
1494     The player's strength will rise by the given value
1495     while being infected. (Negative values make strength fall)
1496     </attribute>
1497     <attribute arch="Dex" editor="dexterity" type="int">
1498     The player's dexterity will rise by the given value
1499     while being infected. (Negative values make dexterity fall)
1500     </attribute>
1501     <attribute arch="Con" editor="constitution" type="int">
1502     The player's constitution will rise by the given value
1503     while being infected. (Negative values make constitution fall)
1504     </attribute>
1505     <attribute arch="Int" editor="intelligence" type="int">
1506     The player's intelligence will rise by the given value
1507     while being infected. (Negative values make intelligence fall)
1508     </attribute>
1509     <attribute arch="Pow" editor="power" type="int">
1510     The player's power will rise by the given value
1511     while being infected. (Negative values make power fall)
1512     </attribute>
1513     <attribute arch="Wis" editor="wisdom" type="int">
1514     The player's wisdom will rise by the given value
1515     while being infected. (Negative values make wisdom fall)
1516     </attribute>
1517     <attribute arch="Cha" editor="charisma" type="int">
1518     The player's charisma will rise by the given value
1519     while being infected. (Negative values make charisma fall)
1520     </attribute>
1521     </section>
1522     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1523     This text is displayed to the player every time the
1524     symptoms strike.
1525     </attribute>
1526     </type>
1527    
1528     <!--####################################################################-->
1529     <type number="83" name="Duplicator">
1530     <ignore>
1531     <ignore_list name="system_object" />
1532     </ignore>
1533     <description><![CDATA[
1534     When activated, a duplicator can duplicate, multiply or destroy a pile of
1535     objects which lies somewhere on top of the duplicator.
1536     The duplicator has one arch name specified as &lt;target arch&gt;,
1537     and only objects of this archetype can be affected.<br>
1538     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1539     If the latter is set to zero, it will destroy objects. ]]>
1540     </description>
1541     <use><![CDATA[
1542     I hope it is clear that one must be very cautious when inserting a duplicator
1543     anywhere with &lt;multiply factor&gt; greater than one.
1544     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1545     It is <b>not acceptable</b> to allow duplication of anything other than
1546     coins, gold and jewels. Besides, it is very important that the chance to
1547     loose the input matches the chance to earn winnings.<br>
1548     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1549     loosing rate of 2/3 = 67%. ]]>
1550     </use>
1551     <attribute arch="other_arch" editor="target arch" type="string">
1552     Only objects of matching archtype, lying ontop of the dublicator will be
1553     dublicated, multiplied or removed. All other objects will be ignored.
1554     </attribute>
1555     <attribute arch="level" editor="multiply factor" type="int">
1556     The number of items in the target pile will be multiplied by the
1557     &lt;multiply factor&gt;. If it is set to zero, all target objects
1558     will be destroyed.
1559     </attribute>
1560     <attribute arch="connected" editor="connection" type="int">
1561     An activator (lever, altar, button, etc) with matching connection value
1562     is able to trigger this duplicator. Be very careful that players cannot
1563     abuse it to create endless amounts of money or other valuable stuff!
1564     </attribute>
1565     </type>
1566    
1567     <!--####################################################################-->
1568     <type number="66" name="Exit">
1569     <ignore>
1570     <ignore_list name="non_pickable" />
1571     </ignore>
1572     <description><![CDATA[
1573     When the player applies an exit, he is transferred to a different location.
1574     (Monsters cannot use exits.) Depending on how it is set, the player applies
1575     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1576     the exit. ]]>
1577     </description>
1578     <use><![CDATA[
1579     If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1580     &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1581     detected with the show_invisible spell.
1582     <br><br>
1583     You can be quite creative with the outlook of secret exits (their "face").
1584     Don't forget to give the player relyable hints about them though. ]]>
1585     </use>
1586     <attribute arch="slaying" editor="exit path" type="string">
1587     The exit path defines the map that the player is transferred to.
1588     You can enter an absolute path, beginning with '/' (for example
1589     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1590     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1591     relative path "Fire1"). Use relative paths whenever possible! Note that
1592     upper/lower case must always be set correctly. However, please use lower
1593     case only.
1594     It is well possible to have an exit pointing to the same map that the exit
1595     is on. If slaying is not set in an exit, the player will see a message like
1596     "the exit is closed".
1597     </attribute>
1598     <attribute arch="hp" editor="destination X" type="int">
1599     The exit destinations define the (x, y)-coordinates where the exit
1600     leads to.
1601     If both are set to zero, the player will be transferred to the "default
1602     enter location" of the destined map. The latter can be set in the map-
1603     properties as "Enter X/Y". Though, please DO NOT use that.
1604     It turned out to be a source for numerous map-bugs.
1605     </attribute>
1606     <attribute arch="sp" editor="destination Y" type="int">
1607     The exit destinations define the (x, y)-coordinates where the exit
1608     leads to.
1609     If both are set to zero, the player will be transferred to the "default
1610     enter location" of the destined map. The latter can be set in the map-
1611     properties as "Enter X/Y". Though, please DO NOT use that.
1612     It turned out to be a source for numerous map-bugs.
1613     </attribute>
1614     <attribute arch="walk_on" editor="apply by walking" type="bool">
1615     If set, the player will apply the exit by just walking into it. This must
1616     be set for the invisible exits for example. If unset, the player has
1617     to step onto the exit and press 'a' to get transferred.
1618     </attribute>
1619     <attribute arch="fly_on" editor="apply by flying" type="bool">
1620     If set, the player will apply the exit by "flying into it". Flying means
1621     the player is levitating. E.g. wearing levitation boots.
1622     </attribute>
1623     <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1624     If set, this message will be displayed to the player when he applies the exit.
1625     This is quite useful to throw in some "role-play feeling": "As you enter the
1626     dark cave you hear the sound of rustling dragonscales...". Well, my english
1627     is poor, but you get the point. =)
1628     </attribute>
1629     <attribute arch="unique" editor="unique destination" type="bool">
1630     This flag defines the destined map as "personal unique map". If set,
1631     there will be a seperate version of that map for every player out there.
1632     This feature is used for the permanent apartments
1633     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1634     than apartments, since Crossfire is a *multi*player game. In such a permanent
1635     apartment don't forget to set the unique-flag for all floor tiles too
1636     (see floors).
1637     An exit pointing outside of a personal unique map must have the
1638     "unique destination"-flag unset.
1639     </attribute>
1640     </type>
1641    
1642     <!--####################################################################-->
1643     <type number="72" name="Flesh">
1644     <description><![CDATA[
1645     Just like with food, the player can fill his stomache and gain a
1646     little health by eating flesh-objects. <br>
1647     For dragon players, flesh plays a very special role though: If the
1648     flesh has resistances set, a dragon player has a chance to gain resistance in
1649     those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1650     Don't forget that flesh items with resistances have to be balanced
1651     according to map/monster difficulty. ]]>
1652     </description>
1653     <use><![CDATA[
1654     For dragon players, flesh items can be highly valuable. Note that many
1655     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1656     These flesh items "inherit" resistances and level from the monster they belong to.
1657     When you add special flesh items to the inventory of a monster, this is
1658     not the case - so you have to set it manually.
1659     <br><br>
1660     Generally adding special flesh-treaties for dragon players is a great thing
1661     to do. Always consider that dragon players might really not be interested
1662     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1663     out on the reward completely. ]]>
1664     </use>
1665     <attribute arch="food" editor="foodpoints" type="int">
1666     The player's stomache will get filled with this amount of foodpoints.
1667     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1668     </attribute>
1669     <attribute arch="level" editor="flesh level" type="int">
1670     The &lt;flesh level&gt; is not visible to the players and it affects only
1671     dragon players. Normally this value reflects the level of the monster
1672     from which the flesh item originates.
1673     Dragon players always search for flesh of highest level possible,
1674     because it bears the best chance to gain high resistances.
1675     </attribute>
1676     <attribute arch="startequip" editor="godgiven item" type="bool">
1677     A godgiven item vanishes as soon as the player
1678     drops it to the ground.
1679     </attribute>
1680     <section name="resistance">
1681     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1682     Resistances on flesh items make them more durable against spellcraft
1683     of the appropriate kind. It also allows dragon players to eventually gain
1684     resistance by eating it. Usually resistance should only be set for flesh
1685     items in a monster's inventory.
1686     </attribute>
1687     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1688     Resistances on flesh items make them more durable against spellcraft
1689     of the appropriate kind. It also allows dragon players to eventually gain
1690     resistance by eating it. Usually resistance should only be set for flesh
1691     items in a monster's inventory.
1692     </attribute>
1693     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1694     Resistances on flesh items make them more durable against spellcraft
1695     of the appropriate kind. It also allows dragon players to eventually gain
1696     resistance by eating it. Usually resistance should only be set for flesh
1697     items in a monster's inventory.
1698     </attribute>
1699     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1700     Resistances on flesh items make them more durable against spellcraft
1701     of the appropriate kind. It also allows dragon players to eventually gain
1702     resistance by eating it. Usually resistance should only be set for flesh
1703     items in a monster's inventory.
1704     </attribute>
1705     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1706     Resistances on flesh items make them more durable against spellcraft
1707     of the appropriate kind. It also allows dragon players to eventually gain
1708     resistance by eating it. Usually resistance should only be set for flesh
1709     items in a monster's inventory.
1710     </attribute>
1711     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1712     Resistances on flesh items make them more durable against spellcraft
1713     of the appropriate kind. It also allows dragon players to eventually gain
1714     resistance by eating it. Usually resistance should only be set for flesh
1715     items in a monster's inventory.
1716     </attribute>
1717     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1718     Resistances on flesh items make them more durable against spellcraft
1719     of the appropriate kind. It also allows dragon players to eventually gain
1720     resistance by eating it. Usually resistance should only be set for flesh
1721     items in a monster's inventory.
1722     </attribute>
1723     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1724     Resistances on flesh items make them more durable against spellcraft
1725     of the appropriate kind. It also allows dragon players to eventually gain
1726     resistance by eating it. Usually resistance should only be set for flesh
1727     items in a monster's inventory.
1728     </attribute>
1729     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1730     Resistances on flesh items make them more durable against spellcraft
1731     of the appropriate kind. It also allows dragon players to eventually gain
1732     resistance by eating it. Usually resistance should only be set for flesh
1733     items in a monster's inventory.
1734     </attribute>
1735     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1736     Resistances on flesh items make them more durable against spellcraft
1737     of the appropriate kind. It also allows dragon players to eventually gain
1738     resistance by eating it. Usually resistance should only be set for flesh
1739     items in a monster's inventory.
1740     </attribute>
1741     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1742     Resistances on flesh items make them more durable against spellcraft
1743     of the appropriate kind. It also allows dragon players to eventually gain
1744     resistance by eating it. Usually resistance should only be set for flesh
1745     items in a monster's inventory.
1746     </attribute>
1747     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1748     Resistances on flesh items make them more durable against spellcraft
1749     of the appropriate kind. It also allows dragon players to eventually gain
1750     resistance by eating it. Usually resistance should only be set for flesh
1751     items in a monster's inventory.
1752     </attribute>
1753     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1754     Resistances on flesh items make them more durable against spellcraft
1755     of the appropriate kind. It also allows dragon players to eventually gain
1756     resistance by eating it. Usually resistance should only be set for flesh
1757     items in a monster's inventory.
1758     </attribute>
1759     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1760     Resistances on flesh items make them more durable against spellcraft
1761     of the appropriate kind. It also allows dragon players to eventually gain
1762     resistance by eating it. Usually resistance should only be set for flesh
1763     items in a monster's inventory.
1764     </attribute>
1765     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1766     Resistances on flesh items make them more durable against spellcraft
1767     of the appropriate kind. It also allows dragon players to eventually gain
1768     resistance by eating it. Usually resistance should only be set for flesh
1769     items in a monster's inventory.
1770     </attribute>
1771     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1772     RResistances on flesh items make them more durable against spellcraft
1773     of the appropriate kind. It also allows dragon players to eventually gain
1774     resistance by eating it. Usually resistance should only be set for flesh
1775     items in a monster's inventory.
1776     </attribute>
1777     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1778     Resistances on flesh items make them more durable against spellcraft
1779     of the appropriate kind. It also allows dragon players to eventually gain
1780     resistance by eating it. Usually resistance should only be set for flesh
1781     items in a monster's inventory.
1782     </attribute>
1783     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1784     Resistances on flesh items make them more durable against spellcraft
1785     of the appropriate kind. It also allows dragon players to eventually gain
1786     resistance by eating it. Usually resistance should only be set for flesh
1787     items in a monster's inventory.
1788     </attribute>
1789     </section>
1790     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1791     This text may describe the item.
1792     </attribute>
1793     </type>
1794    
1795     <!--####################################################################-->
1796     <type number="0" name="Floor">
1797     <required>
1798     <attribute arch="is_floor" value="1" />
1799     <attribute arch="alive" value="0" />
1800     </required>
1801     <ignore>
1802     <ignore_list name="non_pickable" />
1803     </ignore>
1804     <description><![CDATA[
1805     Floor is a very basic thing whithout too much
1806     functionality. It's a floor - you stand on it. ]]>
1807     </description>
1808     <attribute arch="is_floor" value="1" type="fixed" />
1809     <attribute arch="no_pick" value="1" type="fixed" />
1810     <attribute arch="no_pass" editor="blocking passage" type="bool">
1811     If set, the object cannot be passed by players nor monsters.
1812     </attribute>
1813     <section name="terrain">
1814     <attribute arch="slow_move" editor="slow movement" type="int">
1815     If &lt;slow movement&gt; is set to a value greater zero, all
1816     creatures moving over this spot will be slower than normal.
1817    
1818     &lt;slow movement&gt; 1 - rough terrain
1819     &lt;slow movement&gt; 2 - very rough terrain
1820     ...
1821     &lt;slow movement&gt; 7 - spider web (sticky as hell)
1822     </attribute>
1823     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1824     This flag indicates this spot contains wood or high grass.
1825     Players with activated woodsman skill can move faster here.
1826     </attribute>
1827     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1828     This flag indicates this spot contains hills or large rocks.
1829     Players with activated mountaineer skill can move faster here.
1830     </attribute>
1831     </section>
1832     <attribute arch="no_magic" editor="no spells" type="bool">
1833     If enabled, it is impossible for players to use (wizard-)
1834     spells on that spot.
1835     </attribute>
1836     <attribute arch="damned" editor="no prayers" type="bool">
1837     If enabled, it is impossible for players to use prayers
1838     on that spot. It also prevents players from saving.
1839     </attribute>
1840     <attribute arch="unique" editor="unique map" type="bool">
1841     Unique floor means that any items dropped on that spot
1842     will be saved byond map reset. For permanent apartments,
1843     all floor tiles must be set &lt;unique map&gt;.
1844     </attribute>
1845     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1846     This text may describe the object.
1847     </attribute>
1848     </type>
1849    
1850     <!--####################################################################-->
1851     <type number="67" name="Floor (Encounter)">
1852     <ignore>
1853     <ignore_list name="non_pickable" />
1854     </ignore>
1855     <description><![CDATA[
1856     Encounter-Floor is pretty much the same as normal floor.
1857     Most outdoor floor/ground-arches are set to be "encounters".
1858     That is kind of a relict from former code: When walking over
1859     encounter-floor, players sometimes got beamed to little maps
1860     with monsters on them. Nowadays this feature is disabled -
1861     Hence encounter floor is not different from normal floor. ]]>
1862     </description>
1863     <attribute arch="is_floor" value="1" type="fixed" />
1864     <attribute arch="no_pick" value="1" type="fixed" />
1865     <attribute arch="no_pass" editor="blocking passage" type="bool">
1866     If set, the object cannot be passed by players nor monsters.
1867     </attribute>
1868     <section name="terrain">
1869     <attribute arch="slow_move" editor="slow movement" type="int">
1870     If &lt;slow movement&gt; is set to a value greater zero, all
1871     creatures moving over this spot will be slower than normal.
1872    
1873     &lt;slow movement&gt; 1 - rough terrain
1874     &lt;slow movement&gt; 2 - very rough terrain
1875     ...
1876     &lt;slow movement&gt; 7 - spider web (sticky as hell)
1877     </attribute>
1878     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1879     This flag indicates this spot contains wood or high grass.
1880     Players with activated woodsman skill can move faster here.
1881     </attribute>
1882     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1883     This flag indicates this spot contains hills or large rocks.
1884     Players with activated mountaineer skill can move faster here.
1885     </attribute>
1886     </section>
1887     <attribute arch="no_magic" editor="no spells" type="bool">
1888     If enabled, it is impossible for players to use (wizard-)
1889     spells on that spot.
1890     </attribute>
1891     <attribute arch="damned" editor="no prayers" type="bool">
1892     If enabled, it is impossible for players to use prayers
1893     on that spot. It also prevents players from saving.
1894     </attribute>
1895     <attribute arch="unique" editor="unique map" type="bool">
1896     Unique floor means that any items dropped on that spot
1897     will be saved byond map reset. For permanent apartments,
1898     all floor tiles must be set &lt;unique map&gt;.
1899     </attribute>
1900     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1901     This text may describe the object.
1902     </attribute>
1903     </type>
1904    
1905     <!--####################################################################-->
1906     <type number="6" name="Food">
1907     <description><![CDATA[
1908     By eating/drinking food-objects, the player can fill his
1909     stomache and gain a little health. ]]>
1910     </description>
1911     <attribute arch="food" editor="foodpoints" type="int">
1912     The player's stomache will get filled with this amount of foodpoints.
1913     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1914     </attribute>
1915     <attribute arch="startequip" editor="godgiven item" type="bool">
1916     A godgiven item vanishes as soon as the player
1917     drops it to the ground.
1918     </attribute>
1919     </type>
1920    
1921     <!--####################################################################-->
1922     <type number="91" name="Gate">
1923     <ignore>
1924     <ignore_list name="non_pickable" />
1925     </ignore>
1926     <description><![CDATA[
1927     Gates play an important role in Crossfire. Gates can be opened
1928     by activating a button/trigger, by speaking passwords (-> magic_ear)
1929     or carrying special key-objects (-> inventory checker).
1930     Unlike locked doors, gates can get shut again after a player has
1931     passed, which makes them more practical in many cases. ]]>
1932     </description>
1933     <use><![CDATA[
1934     Use gates to divide your maps into seperated areas. After solving
1935     area A, the player gains access to area B, and so on. Make your
1936     maps more complex than "one-way". ]]>
1937     </use>
1938     <attribute arch="no_pick" value="1" type="fixed" />
1939     <attribute arch="connected" editor="connection" type="int">
1940     Whenever the inventory checker is triggered, all objects with identical
1941     &lt;connection&gt; value get activated. This only makes sense together with
1942     &lt;blocking passage&gt; disabled.
1943     </attribute>
1944     <attribute arch="wc" editor="position state" type="int">
1945     The &lt;position state&gt; defines the position of the gate:
1946     Zero means completely open/down, the "number of animation-steps" (usually
1947     about 6 or 7) means completely closed/up state. I suggest you don't
1948     mess with this value - Leave the default in place.
1949     </attribute>
1950     <attribute arch="no_pass" editor="blocking passage" type="bool">
1951     For open gates, &lt;blocking passage&gt; should be unset.
1952     For closed gates it must be set.
1953     </attribute>
1954     <attribute arch="no_magic" editor="restrict spells" type="bool">
1955     Restricting the use of spells to pass this gate. This has
1956     an effect only if &lt;block view&gt; is disabled.
1957     </attribute>
1958     <attribute arch="damned" editor="restrict prayers" type="bool">
1959     Restricting the use of prayers to pass this door. This has
1960     an effect only if &lt;block view&gt; is disabled.
1961     </attribute>
1962     </type>
1963    
1964     <!--####################################################################-->
1965     <type number="113" name="Girdle">
1966     <import_type name="Amulet" />
1967     <description><![CDATA[
1968     Wearing a girdle, the object's stats will directly be inherited to
1969     the player. Girdles usually provide stats- or damage bonuses and no
1970     defense. ]]>
1971     </description>
1972     <use><![CDATA[
1973     Feel free to create your own special artifacts. However, it is very
1974     important that you keep your artifact in balance with existing maps. ]]>
1975     </use>
1976     <attribute arch="magic" editor="magic bonus" type="int">
1977     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1978     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1979     than direct armour-class bonus on the helmet.
1980    
1981     Important: &lt;magic bonus&gt; on girdles has no effect if there is no
1982     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
1983     &lt;magic bonus&gt; is pointless here.
1984     </attribute>
1985     </type>
1986    
1987     <!--####################################################################-->
1988     <type number="100" name="Gloves">
1989     <import_type name="Amulet" />
1990     <description><![CDATA[
1991     Wearing gloves, the object's stats will directly be inherited to
1992     the player. Gloves can add defense or damage bonuses. ]]>
1993     </description>
1994     <use><![CDATA[
1995     Feel free to create your own special artifacts. However, it is very
1996     important that you keep your artifact in balance with existing maps. ]]>
1997     </use>
1998     <attribute arch="magic" editor="magic bonus" type="int">
1999     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2000     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2001     will increase that.
2002     </attribute>
2003     </type>
2004    
2005     <!--####################################################################-->
2006     <type number="93" name="Handle">
2007     <ignore>
2008     <ignore_list name="non_pickable" />
2009     </ignore>
2010     <description><![CDATA[
2011     A handle can be applied by players and (certain) monsters.
2012     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2013     </description>
2014     <use><![CDATA[
2015     Handles are commonly used to move gates. When placing your lever,
2016     don't forget that some monsters are able to apply it.
2017     The ability to apply levers is rare among monsters -
2018     but vampires can do it for example. ]]>
2019     </use>
2020     <attribute arch="no_pick" value="1" type="fixed" />
2021     <attribute arch="connected" editor="connection" type="int">
2022     Every time the handle is applied, all objects
2023     with the same &lt;connection&gt; value are activated.
2024     </attribute>
2025     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2026     This text may describe the item. You can use this
2027     message to explain the handle's purpose to the player.
2028     </attribute>
2029     </type>
2030    
2031     <!--####################################################################-->
2032     <type number="27" name="Handle Trigger">
2033     <import_type name="Handle" />
2034     <ignore>
2035     <ignore_list name="non_pickable" />
2036     </ignore>
2037     <description><![CDATA[
2038     Handle triggers are handles which reset after a short period
2039     of time. Every time it is either applied or reset, the
2040     &lt;connection&gt; value is triggered. ]]>
2041     </description>
2042     <use><![CDATA[
2043     When you connect an ordinary handle to a gate, the gate normally remains
2044     opened after the first player passed. If you want to keep the gate shut,
2045     connecting it to a handle trigger is an easy solution. ]]>
2046     </use>
2047     </type>
2048    
2049     <!--####################################################################-->
2050     <type number="88" name="Hazard Floor">
2051     <required>
2052     <attribute arch="is_floor" value="1" />
2053     </required>
2054     <ignore>
2055     <ignore_list name="non_pickable" />
2056     </ignore>
2057     <description><![CDATA[
2058     The best example for Hazard Floor is lava. It works like standard
2059     floor, but damages all creatures standing on it.
2060     Damage is taken in regular time intervals. ]]>
2061     </description>
2062     <use><![CDATA[
2063     The default lava for example does minor damage. But you can turn
2064     it up so that your hazard floor poses a real threat.<br>
2065     Like magic walls, such floors add a permanent thrill to your map.
2066     You can use that to safely chase off too-weak players, or just
2067     to have something different. ]]>
2068     </use>
2069     <attribute arch="is_floor" value="1" type="fixed" />
2070     <attribute arch="lifesave" value="1" type="fixed" />
2071     <attribute arch="walk_on" value="1" type="fixed" />
2072     <attribute arch="no_pick" value="1" type="fixed" />
2073     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2074     This attribute specifys the attacktypes that this floor uses to
2075     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2076     If you want a real tough hazard floor, add more than just one attacktype.
2077     </attribute>
2078     <attribute arch="dam" editor="base damage" type="int">
2079     The &lt;base damage&gt; defines how much damage is inflicted to the
2080     victim per hit. The final damage is influenced by several other
2081     factors like the victim's resistance and level.
2082     </attribute>
2083     <attribute arch="wc" editor="weaponclass" type="int">
2084     &lt;weapon class&gt; improves the chance of hitting the victim.
2085     Lower values are better.
2086     Usually, hazard floors like lava are supposed to hit the
2087     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2088     to something like -30.
2089     </attribute>
2090     <attribute arch="level" editor="attack level" type="int">
2091     I guess this value is supposed to work similar to monster levels.
2092     But in fact, it does not seem to have an effect. Set any non-zero
2093     value to be on the safe side.
2094     </attribute>
2095     <section name="terrain">
2096     <attribute arch="slow_move" editor="slow movement" type="int">
2097     If &lt;slow movement&gt; is set to a value greater zero, all
2098     creatures moving over this spot will be slower than normal.
2099    
2100     &lt;slow movement&gt; 1 - rough terrain
2101     &lt;slow movement&gt; 2 - very rough terrain
2102     ...
2103     &lt;slow movement&gt; 7 - spider web (sticky as hell)
2104     </attribute>
2105     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2106     This flag indicates this spot contains wood or high grass.
2107     Players with activated woodsman skill can move faster here.
2108     </attribute>
2109     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2110     This flag indicates this spot contains hills or large rocks.
2111     Players with activated mountaineer skill can move faster here.
2112     </attribute>
2113     </section>
2114     <attribute arch="no_magic" editor="no spells" type="bool">
2115     If enabled, it is impossible for players to use (wizard-)
2116     spells on that spot.
2117     </attribute>
2118     <attribute arch="damned" editor="no prayers" type="bool">
2119     If enabled, it is impossible for players to use prayers
2120     on that spot. It also prevents players from saving.
2121     </attribute>
2122     <attribute arch="unique" editor="unique map" type="bool">
2123     Unique floor means that any items dropped on that spot
2124     will be saved byond map reset. For permanent apartments,
2125     all floor tiles must be set &lt;unique map&gt;.
2126     </attribute>
2127     </type>
2128    
2129     <!--####################################################################-->
2130     <type number="34" name="Helmet">
2131     <import_type name="Amulet" />
2132     <description><![CDATA[
2133     Wearing a helmet, the object's stats will directly be inherited to
2134     the player. Normal helmets usually increase defense, while crowns
2135     add more special bonuses like stats/resistances paired with
2136     low defense. ]]>
2137     </description>
2138     <use><![CDATA[
2139     Feel free to create your own special artifacts. However, it is very
2140     important that you keep your artifact in balance with existing maps. ]]>
2141     </use>
2142     <attribute arch="magic" editor="magic bonus" type="int">
2143     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2144     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2145     than direct armour-class bonus on the helmet.
2146    
2147     Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2148     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2149     Crowns for instance typically provide no &lt;amour class&gt;.
2150     </attribute>
2151     </type>
2152    
2153     <!--####################################################################-->
2154     <type number="56" name="Holy Altar">
2155     <ignore>
2156     <ignore_list name="non_pickable" />
2157     </ignore>
2158     <description><![CDATA[
2159     Holy_altars are altars for the various religions. Praying
2160     at a Holy_altar will make you a follower of that god, and
2161     if you already follow that god, you may get some extra bonus. ]]>
2162     </description>
2163     <attribute arch="no_pick" value="1" type="fixed" />
2164     <attribute arch="other_arch" editor="god name" type="string">
2165     The altar belongs to the god of the given name. Possible options for
2166     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2167     Gorokh, Valriel and Sorig.
2168    
2169     If you want to have an unconsecrated altar, set
2170     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2171     </attribute>
2172     <attribute arch="level" editor="reconsecrate level" type="int">
2173     To re-consecrate an altar, the player's wisdom level must be as
2174     high or higher than this value. In that way, some altars can not
2175     be re-consecrated, while other altars, like those in dungeons, could be.
2176    
2177     Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2178     Some characters might need those altars, they would be very unhappy to
2179     see them re-consecrated to another cult.
2180     </attribute>
2181     </type>
2182    
2183     <!--####################################################################-->
2184     <type number="35" name="Horn">
2185     <ignore>
2186     <attribute arch="title" />
2187     </ignore>
2188     <description><![CDATA[
2189     Horns are very similar to rods. The difference is that horns regenerate
2190     spellpoints faster and thus are more valuable than rods.
2191     <br><br>
2192     A horn contains a spell. The player can use this spell by applying and
2193     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2194     used endlessly. ]]>
2195     </description>
2196     <use><![CDATA[
2197     Horns are powerful due to their fast recharge rate. They should
2198     never contain high level attacking spells. Even curing/healing spells
2199     are almost too good on a horn. ]]>
2200     </use>
2201     <attribute arch="sp" editor="spell" type="spell">
2202     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2203     horns to players, since they can be used endlessly without any mana cost!
2204     Horns with heal/ restoration/ protection spells, IF available, MUST be
2205     very very VERY hard to get!
2206     </attribute>
2207     <attribute arch="level" editor="casting level" type="int">
2208     The casting level of the &lt;spell&gt; determines it's power.
2209     For attack spells, level should not be set too high.
2210     </attribute>
2211     <attribute arch="hp" editor="initial spellpoints" type="int">
2212     This value represents the initial amount of spellpoints in the horn.
2213     Naturally, this is quite unimportant.
2214     </attribute>
2215     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2216     When the horn is fully charged up, it will hold this maximum amount of
2217     spellpoints. Make sure it is enough to cast the contained spell at least
2218     once. But don't set the value too high, as that might make the horn way
2219     too effective.
2220     </attribute>
2221     <attribute arch="startequip" editor="godgiven item" type="bool">
2222     A godgiven item vanishes as soon as the player
2223     drops it to the ground.
2224     </attribute>
2225     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2226     This text may contain a description of the horn.
2227     </attribute>
2228     </type>
2229    
2230     <!--####################################################################-->
2231     <type number="73" name="Inorganic">
2232     <description><![CDATA[
2233     Inorganic materials are generally used as ingredients for
2234     alchemical receipes. By themselves, they have no special
2235     functionalities. ]]>
2236     </description>
2237     <attribute arch="is_dust" editor="is dust" type="bool">
2238     </attribute>
2239     <section name="resistance">
2240     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2241     </attribute>
2242     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2243     </attribute>
2244     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2245     </attribute>
2246     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2247     </attribute>
2248     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2249     </attribute>
2250     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2251     </attribute>
2252     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2253     </attribute>
2254     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2255     </attribute>
2256     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2257     </attribute>
2258     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2259     </attribute>
2260     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2261     </attribute>
2262     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2263     </attribute>
2264     </section>
2265     </type>
2266    
2267     <!--####################################################################-->
2268     <type number="64" name="Inventory Checker">
2269     <ignore>
2270     <ignore_list name="system_object" />
2271     </ignore>
2272     <description><![CDATA[
2273     Inventory checkers passively check the players inventory for a
2274     specific object. You can set a connected value that is triggered
2275     either if that object is present or missing (-&gt; "last_sp") when a
2276     player walks over the inv. checker. A valid option is to remove the
2277     matching object (usually not recommended, see "last_heal").
2278     <br><br>
2279     Alternatively, you can set your inv. checker to block all players
2280     that do/don't carry the matching object (-&gt; "no_pass").
2281     <br><br>
2282     As you can see, inv. checkers are quite powerful, holding a
2283     great variety of possibilities. ]]>
2284     </description>
2285     <use><![CDATA[
2286     Putting a check_inventory space in front of a gate (one below) and
2287     one on the opposite side works reasonably well as a control mechanism.
2288     Unlike the key/door-combo, this one works infinite since it is
2289     independant from map reset. Use it to put a "structure" into your
2290     maps: Player must solve area A to gain access to area B. This concept
2291     can be found in nearly every RPG - simple but effective. ]]>
2292     </use>
2293     <attribute arch="no_pick" value="1" type="fixed" />
2294     <attribute arch="slaying" editor="match key string" type="string">
2295     This string specifies the object we are looking for: We have a match
2296     if the player does/don't carry a key object or a mark with identical
2297     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2298     this context. A typical example is the city gate mechanism of scorn.
2299     </attribute>
2300     <attribute arch="race" editor="match arch name" type="string">
2301     This string specifies the object we are looking for: We have a match
2302     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2303     </attribute>
2304     <attribute arch="hp" editor="match type" type="int">
2305     This value specifies the object we are looking for: We have a match
2306     if the player does/don't carry an object that is of type &lt;match type&gt;.
2307    
2308     Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2309     enabled. Now you have an inv. checker blocking all players that carry any
2310     kind of melee weapon. To pass, a player is forced to leave behind all
2311     his weaponry... bad news for a warrior. ;)
2312     </attribute>
2313     <attribute arch="last_sp" editor="match = having" type="bool">
2314     Enabled means having that object is a match.
2315     Disabled means not having that object is a match.
2316     </attribute>
2317     <attribute arch="connected" editor="connection" type="int">
2318     Whenever the inventory checker is triggered, all objects with identical
2319     &lt;connection&gt; value get activated. This only makes sense together with
2320     &lt;blocking passage&gt; disabled.
2321     </attribute>
2322     <attribute arch="no_pass" editor="blocking passage" type="bool">
2323     If set, only players meeting the match criteria can pass
2324     through that space. If unset (default), the inventory
2325     checker acts like a trigger/button.
2326     </attribute>
2327     <attribute arch="last_heal" editor="remove match" type="bool">
2328     &lt;remove match&gt; means remove object if found. Setting this is usually not
2329     recommended because inv. checkers are in general invisible. So, unlike
2330     for altars/ locked doors, the player won't expect to lose an object when
2331     walking over that square. And he doesn't even get a message either.
2332    
2333     So, *if* you enable &lt;remove match&gt;, make sure
2334     to inform the player what's going on!
2335     </attribute>
2336     </type>
2337    
2338     <!--####################################################################-->
2339     <type number="60" name="Jewel">
2340     <description><![CDATA[
2341     Items of the type Gold &amp; Jewels are handled like a currency.
2342     Unlike for any other type of item, in shops, the buy- and selling
2343     prices differ only marginally. ]]>
2344     </description>
2345     <attribute arch="race" value="gold and jewels" type="fixed" />
2346     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2347     This text may describe the object.
2348     </attribute>
2349     </type>
2350    
2351     <!--####################################################################-->
2352     <type number="20" name="Locked Door">
2353     <ignore>
2354     <ignore_list name="non_pickable" />
2355     </ignore>
2356     <description><![CDATA[
2357     A locked door can be opened only when carrying
2358     the appropriate special key. ]]>
2359     </description>
2360     <use><![CDATA[
2361     If you want to create a locked door that cannot be opened (no key),
2362     set a &lt;key string&gt; like "no_key_available". This will clearify things
2363     and only a fool would create a key matching that string.
2364    
2365     Door-objects can not only be used for "doors". In many maps these
2366     are used with all kinds of faces/names, especially often as
2367     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2368     There you have magic forces (door objects) put under certain artifact
2369     items. To get your hands on the artifacts, you need to bring up the
2370     appropriate quest items (key objects). ]]>
2371     </use>
2372     <attribute arch="no_pass" value="1" type="fixed" />
2373     <attribute arch="no_pick" value="1" type="fixed" />
2374     <attribute arch="slaying" editor="key string" type="string">
2375     The &lt;key string&gt; in the door must be identical with the
2376     &lt;key string&gt; in the special key, then the door is unlocked.
2377     It is VERY important to set the &lt;key string&gt; to something that
2378     is unique among the CF mapset.
2379    
2380     DONT EVER USE the default string "set_individual_value".
2381     </attribute>
2382     <attribute arch="no_magic" editor="restrict spells" type="bool">
2383     Restricting the use of spells to pass this door.
2384     This should be set in most cases.
2385     (Don't forget that the spell "dimension door" is easily
2386     available at about wisdom level 10).
2387     </attribute>
2388     <attribute arch="damned" editor="restrict prayers" type="bool">
2389     Restricting the use of prayers to pass this door.
2390     This should be set in most cases.
2391     </attribute>
2392     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2393     When a player is trying to open the door without carrying the
2394     appropriate key, this text is displayed to the player. This is
2395     a good opportunity to place hints about the special key needed
2396     to unlock the door.
2397     </attribute>
2398     </type>
2399    
2400     <!--####################################################################-->
2401     <type number="29" name="Magic Ear">
2402     <ignore>
2403     <ignore_list name="system_object" />
2404     </ignore>
2405     <description><![CDATA[
2406     Magic_ears trigger a connected value
2407     when the player speaks a specific keyword. ]]>
2408     </description>
2409     <use><![CDATA[
2410     Whenever you put magic_ears on your maps, make sure there are
2411     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2412     something like a gate that is opened by speaking "open" or
2413     "sesame", expecting the player to figure this out all by himself.
2414     <br><br>
2415     Magic_ears are typically used for interaction with NPCs. You
2416     can create the impression that the NPC actually *does* something
2417     according to his conversation with a player. Mostly this means
2418     opening a gate or handing out some item, but you could be quite
2419     creative here. ]]>
2420     </use>
2421     <attribute arch="no_pick" value="1" type="fixed" />
2422     <attribute arch="connected" editor="connection" type="int">
2423     The Magic_ear will trigger all objects with the
2424     same connection value, every time it is activated.
2425     </attribute>
2426     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2427     This textfield contains the keyword-matching-syntax. The text should
2428     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2429     Any number of keywords from one to infinite is allowed. Make sure
2430     they are seperated by a '|'.
2431    
2432     Examples: "@match yes", "@match gold|treasure". The connected
2433     value will be triggerd when the player speaks any of the given
2434     keywords within a two-square radius. IMPORTANT: Upper/lower case
2435     does not make a difference!
2436     </attribute>
2437     </type>
2438    
2439     <!--####################################################################-->
2440     <type number="62" name="Magic Wall">
2441     <ignore>
2442     <ignore_list name="non_pickable" />
2443     </ignore>
2444     <description><![CDATA[
2445     Magic walls fire spells in a given direction, in regular intervals.
2446     Magic walls can contain any spell. However, some spells do not
2447     operate very successfully in them. The only way to know is to test
2448     the spell you want to use with a wall.
2449     <br><br>
2450     Several types of magical walls are predefined for you in the
2451     archetypes, and can be found on the "connected" Pickmap. ]]>
2452     </description>
2453     <use><![CDATA[
2454     Spellcasting walls pose an interesting alternative to monsters.
2455     Usually they are set to be undestroyable. Thus, while monsters
2456     in a map can be cleared out, the magic walls remain. Low level
2457     characters for example will not be able to pass through their
2458     spell-area, hence they cannot loot a map that a high level character
2459     might have cleared out.
2460     <br><br>
2461     Another point of magic walls is that if the player dies, he has to face
2462     them all again. Magic walls can add a kind of "permanent thrill" to
2463     your maps.
2464     <br><br>
2465     Be careful that your magic walls don't kill the monsters on a map. If
2466     placing monsters, eventually take ones that are immune to the
2467     walls' spell(s).
2468     <br><br>
2469     It is possible to make walls rotate when triggered. But that is so
2470     confusing (and useless IMHO) that I did not mention it above. You
2471     can find a working example on the map
2472     "/pup_land/castle_eureca/castle_eureca8". ]]>
2473     </use>
2474     <attribute arch="dam" editor="spell" type="spell">
2475     The magic wall will cast this &lt;spell&gt;.
2476     </attribute>
2477     <attribute arch="level" editor="spell level" type="int">
2478     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2479     walls cast spells at minimal strength. "level 100" walls cast deadly
2480     spells. Arch default is level 1 - you should always set this value
2481     to meet the overall difficulty of your map.
2482     </attribute>
2483     <attribute arch="connected" editor="connection" type="int">
2484     Every time the &lt;connection&gt; value is triggered, the wall will cast
2485     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2486     have much visible effect.
2487     </attribute>
2488     <attribute arch="speed" editor="casting speed" type="float">
2489     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2490     You can fine-tune how long the duration between two casts shall
2491     be. If you want to create a wall that can be activated (cast per
2492     trigger) via connected lever/button/etc, you must set "speed 0".
2493     </attribute>
2494     <attribute arch="sp" editor="direction" type="list_direction">
2495     The magic wall will cast it's spells always in the specified
2496     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2497     always fire in a random direction.
2498     </attribute>
2499     <attribute arch="no_pass" editor="blocking passage" type="bool">
2500     If set, the object cannot be passed by players nor monsters.
2501     </attribute>
2502     <section name="destroyable">
2503     <attribute arch="alive" editor="is destroyable" type="bool">
2504     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2505     destroyed by the player. If disabled, all other attributes on
2506     this tab, as well as resistances, are meaningless.
2507     </attribute>
2508     <attribute arch="hp" editor="hitpoints" type="int">
2509     The more &lt;hitpoints&gt; the wall has, the longer
2510     it takes to be destroyed.
2511     </attribute>
2512     <attribute arch="maxhp" editor="max hitpoints" type="int">
2513     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2514     can have. This only makes sense if the wall can regain health.
2515     </attribute>
2516     <attribute arch="ac" editor="armour class" type="int">
2517     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2518     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2519     to &lt;weapon class&gt;.
2520     </attribute>
2521     </section>
2522     <section name="resistance">
2523     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2524     </attribute>
2525     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2526     </attribute>
2527     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2528     </attribute>
2529     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2530     </attribute>
2531     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2532     </attribute>
2533     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2534     </attribute>
2535     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2536     </attribute>
2537     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2538     </attribute>
2539     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2540     </attribute>
2541     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2542     </attribute>
2543     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2544     </attribute>
2545     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2546     </attribute>
2547     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2548     </attribute>
2549     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2550     </attribute>
2551     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2552     </attribute>
2553     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2554     </attribute>
2555     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2556     </attribute>
2557     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2558     </attribute>
2559     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2560     </attribute>
2561     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2562     </attribute>
2563     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2564     </attribute>
2565     </section>
2566     </type>
2567    
2568     <!--####################################################################-->
2569     <type number="55" name="Marker">
2570     <ignore>
2571     <ignore_list name="system_object" />
2572     </ignore>
2573     <description><![CDATA[
2574     A marker is an object that inserts an invisible force (a mark) into a
2575     player stepping on it. This force does nothing except containing a
2576     &lt;key string&gt; which can be discovered by detectors or inventory
2577     checkers. It is also possible to use markers for removing marks again.
2578     <br><br>
2579     Note that the player has no possibility to "see" his own marks,
2580     except by the effect that they cause on the maps. ]]>
2581     </description>
2582     <use><![CDATA[
2583     Markers hold real cool possibilities for map-making. I encourage
2584     you to use them frequently. However there is one negative point
2585     about markers: Players don't "see" what's going on with them. It is
2586     your task, as map-creator, to make sure the player is always well
2587     informed and never confused.
2588     <br><br>
2589     Please avoid infinite markers when they aren't needed. They're
2590     using a little space in the player file after all, so if there
2591     is no real purpose, set an expire time. ]]>
2592     </use>
2593     <attribute arch="no_pick" value="1" type="fixed" />
2594     <attribute arch="slaying" editor="key string" type="string">
2595     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2596     If the player already has a force with that &lt;key string&gt;,
2597     there won't be inserted a second one.
2598     </attribute>
2599     <attribute arch="connected" editor="connection" type="int">
2600     When the detector is triggered, all objects with the same
2601     connection value get activated.
2602     </attribute>
2603     <attribute arch="speed" editor="marking speed" type="float">
2604     The &lt;marking speed&gt; defines how quickly it will mark something
2605     standing on the marker. Set this value rather high to make
2606     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2607     should do fine.
2608     </attribute>
2609     <attribute arch="food" editor="mark duration" type="int">
2610     This value defines the duration of the force it inserts.
2611     If nonzero, the duration of the player's mark is finite:
2612     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2613     means the mark will stay on the player forever.
2614     </attribute>
2615     <attribute arch="name" editor="delete mark" type="string">
2616     When the player steps onto the marker, all existing forces in
2617     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2618     will be removed. If you don't want to remove any marks, leave
2619     this textfield empty.
2620    
2621     Note that the string &lt;delete mark&gt; is set as the name of
2622     this marker. So don't be confused, and remember changing the
2623     name will take effect on the marker's functionality.
2624     </attribute>
2625     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2626     In the moment when the player gets marked, this text is displayed
2627     to him. You should really set a message in any marker you create,
2628     because it's the only way for the player to notice what's going on.
2629     </attribute>
2630     </type>
2631     <!--####################################################################-->
2632     <type number="52" name="Trigger Marker">
2633     <ignore>
2634     <ignore_list name="system_object" />
2635     </ignore>
2636     <description><![CDATA[
2637     A trigger marker is an object that inserts an invisible force (a mark) into a
2638     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
2639     &lt;key string&gt; which can be discovered by detectors or inventory
2640     checkers. It is also possible to use markers for removing marks again.
2641     <br><br>
2642     Note that the player has no possibility to "see" his own marks,
2643     except by the effect that they cause on the maps. ]]>
2644     </description>
2645     <use><![CDATA[
2646     Markers hold real cool possibilities for map-making. I encourage
2647     you to use them frequently. However there is one negative point
2648     about markers: Players don't "see" what's going on with them. It is
2649     your task, as map-creator, to make sure the player is always well
2650     informed and never confused.
2651     <br><br>
2652     Please avoid infinite markers when they aren't needed. They're
2653     using a little space in the player file after all, so if there
2654     is no real purpose, set an expire time. ]]>
2655     </use>
2656     <attribute arch="no_pick" value="1" type="fixed" />
2657     <attribute arch="slaying" editor="key string" type="string">
2658     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2659     If the player already has a force with that &lt;key string&gt;,
2660     there won't be inserted a second one.
2661     </attribute>
2662     <attribute arch="connected" editor="connection" type="int">
2663     Unlike a regular marker this is the connection that triggers this marker to activate.
2664     </attribute>
2665     <attribute arch="food" editor="mark duration" type="int">
2666     This value defines the duration of the force it inserts.
2667     If nonzero, the duration of the player's mark is finite:
2668     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2669     means the mark will stay on the player forever.
2670     </attribute>
2671     <attribute arch="name" editor="delete mark" type="string">
2672     When the player steps onto the marker, all existing forces in
2673     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2674     will be removed. If you don't want to remove any marks, leave
2675     this textfield empty.
2676    
2677     Note that the string &lt;delete mark&gt; is set as the name of
2678     this marker. So don't be confused, and remember changing the
2679     name will take effect on the marker's functionality.
2680     </attribute>
2681     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2682     In the moment when the player gets marked, this text is displayed
2683     to him. You should really set a message in any marker you create,
2684     because it's the only way for the player to notice what's going on.
2685     </attribute>
2686     </type>
2687     <!--####################################################################-->
2688     <type number="36" name="Money">
2689     <ignore>
2690     <attribute arch="unpaid" />
2691     </ignore>
2692     <description><![CDATA[
2693     Items of the type Money are handled as currency.
2694     Money cannot be sold/bought in shops. When money is dropped
2695     in a shop, it stays the same.<br>
2696     When a player picks an item from a shop and attempts to
2697     walk over the shop mat, the item's selling-price is automatically
2698     subtracted from the player's money.
2699     <br><br>
2700     For money, always use the default arches.
2701     Don't modify them. ]]>
2702     </description>
2703     <attribute arch="race" value="gold and jewels" type="fixed" />
2704     </type>
2705    
2706     <!--####################################################################-->
2707     <type number="0" name="Monster &amp; NPC">
2708     <required>
2709     <attribute arch="is_floor" value="0" />
2710     <attribute arch="alive" value="1" />
2711     <attribute arch="tear_down" value="0" />
2712     </required>
2713     <ignore>
2714     <attribute arch="material" />
2715     <attribute arch="name_pl" />
2716     <attribute arch="nrof" />
2717     <attribute arch="value" />
2718     <attribute arch="unpaid" />
2719     </ignore>
2720     <description><![CDATA[
2721     Monsters can behave in various kinds of ways.
2722     They can be aggressive, attacking the player. Or peaceful,
2723     helping the player - maybe joining him as pet.
2724     The unagressive creatures who communicate with players are
2725     usually called "NPCs" (Non Player Character), a well-known
2726     term in role-play environments. ]]>
2727     </description>
2728     <use><![CDATA[
2729     Monsters play a central role in most maps. Choosing the right
2730     combination of monsters for your map is vital:
2731     <UL>
2732     <LI> Place only monsters of slightly varying (increasing) strength.
2733     It's no fun to play for two hours just to find out the last
2734     monster is unbeatable. Similar, it's not exciting to fight orcs
2735     after passing a room of dragons.<br>
2736     This rule applies only for linear maps (one room after the other),
2737     with treasure at the end. You can sprinkle the treasure around,
2738     or make non-linear maps - That is often more entertaining.
2739     <LI> Places with high level monsters must not be easy to reach.
2740     Balrogs, Dragonmen and the likes should be at the end of a quest,
2741     not at the beginning.
2742     <LI> Don't stick monsters together that tend to kill each other.
2743     Fire- and cold dragons in one room for example is a bad idea.
2744     By weakening and killing each other they are easy prey for players,
2745     not worth the experience they hold.
2746     <LI> Create your own monsters, especially for "boss"-type monsters.
2747     Having stage-bosses guarding treasure is a lot of fun when done right.
2748     Avoid to create monsters with completely non-intuitive abilities:
2749     Don't give ice-spells to firedragons or vice versa. Don't add
2750     draining attack to trolls, etc. Additionally, you should inform the
2751     player before he bumps right into some very special/unusual monster.
2752     <LI> Last but not least: Always keep an eye on the experience your monsters
2753     hold. Design your maps in a way that high experience
2754     is always well-defended. Don't make large rooms full with only one kind
2755     of monster. Keep in mind the different abilities/techniques players
2756     can use.
2757     </UL>
2758     I know it's impossible to make the perfectly balanced map. There's always
2759     some part which is found too easy or too hard for a certain kind of player.
2760     Just give it your best shot. And listen to feedback from players if you
2761     receive some. :-) ]]>
2762     </use>
2763     <attribute arch="alive" value="1" type="fixed" />
2764     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2765     When the monster is killed, items from the treasurelist will
2766     drop to the ground. This is a common way to reward players
2767     for killing (masses of) monsters.
2768    
2769     Note that you can always put items into the monster's
2770     inventory. Those will drop-at-kill just like the stuff
2771     from the &lt;treasurelist&gt;.
2772     </attribute>
2773     <attribute arch="level" editor="level" type="int">
2774     A monster's &lt;level&gt; is the most important attribute.
2775     &lt;level&gt; affects the power of a monster in various ways.
2776     </attribute>
2777     <attribute arch="race" editor="race" type="string">
2778     Every monster should have a race set to cathegorize it.
2779     The monster's &lt;race&gt; can have different effects:
2780     Slaying weapons inflict tripple damage against enemy races
2781     and holy word kills only enemy races of the god.
2782     </attribute>
2783     <attribute arch="exp" editor="experience" type="int">
2784     When a player kills this monster, he will get exactly this
2785     amount of &lt;experience&gt;. The experience will flow into
2786     the skill-cathegory the player used for the kill.
2787    
2788     If you create special monsters of tweaked strenght/abilities,
2789     always make sure that the &lt;experience&gt; is set to a
2790     reasonable value. Compare with existing arches to get a feeling
2791     what reasonable means. Keep in mind that spellcasting monsters
2792     are a lot harder to kill than non-spellcasters!
2793     </attribute>
2794     <attribute arch="speed" editor="speed" type="float">
2795     The &lt;speed&gt; determines how fast a monster will both move
2796     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2797     </attribute>
2798     <attribute arch="other_arch" editor="breed monster" type="string">
2799     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2800     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2801     can be set to any valid arch-name of a monster. Multipart monster
2802     should not be used.
2803     </attribute>
2804     <attribute arch="generator" editor="multiply" type="bool">
2805     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2806     every once in a while. Mice are a good example for this effect.
2807     If enabled, you must also set &lt;breed monster&gt; or check
2808     &lt;template generation&gt; and put other monsters in the inventory.
2809     </attribute>
2810     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2811     This only takes effect if &lt;multiply&gt; is enabled. The monster
2812     will create a new monster every once in a while by duplicating it's inventory.
2813     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2814     Each time the monster need to generate an object, it will be
2815     a randomly chosen item from the inventory. When generator is destroyed,
2816     inventory is destroyed.
2817     </attribute>
2818     <attribute arch="flying" editor="flying" type="bool">
2819     Flying monsters won't get slowed down in rough terrain
2820     and they won't be affected by movers.
2821     </attribute>
2822     <attribute arch="undead" editor="undead" type="bool">
2823     Several spells only affect undead monsters:
2824     turn undead, banish undead, holy word, etc.
2825     </attribute>
2826     <attribute arch="carrying" editor="carries weight" type="int">
2827     If a monster has something in the inventory, this
2828     value can be set to reflect the slowdown due to
2829     the carried weight.
2830     </attribute>
2831    
2832     <section name="melee">
2833     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2834     This number is a bitmask, specifying the monster's attacktypes
2835     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2836     Strong monsters often have more than just physical attacktype.
2837    
2838     When a monster with multiple attacktypes hits aan oponent, it will do
2839     as much damage as the "best" of it's attacktypes does. So, the more
2840     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2841     somehow exceptions.
2842     </attribute>
2843     <attribute arch="dam" editor="damage" type="int">
2844     Among other parameters, &lt;damage&gt; affects how much melee damage
2845     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2846     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2847     take effect on the melee damage of a monster.
2848     </attribute>
2849     <attribute arch="wc" editor="weapon class" type="int">
2850     Monsters of high &lt;weapon class&gt; are more likely to really hit
2851     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2852     to &lt;armour class&gt;.
2853     </attribute>
2854     <attribute arch="hp" editor="health points" type="int">
2855     The &lt;health points&gt; of a monster define how long it takes to
2856     kill it. With every successful hit from an opponent, &lt;health points&gt;
2857     get drained - The monster dies by zero &lt;health points&gt;.
2858     </attribute>
2859     <attribute arch="maxhp" editor="max health" type="int">
2860     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2861     monster can have.
2862     </attribute>
2863     <attribute arch="ac" editor="armour class" type="int">
2864     Monsters of low &lt;armour class&gt; are less likely to get hit from
2865     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2866     to &lt;weapon class&gt;.
2867     Values typically range between +20 (very bad) to -20 (quite good).
2868     </attribute>
2869     <attribute arch="Con" editor="healing rate" type="int">
2870     Monsters regenerate this many hit points each move. Each time the
2871     monster has a move, it gets &lt;healing rate&gt; health points back.
2872     Hence, &lt;movement speed&gt; has great effect on the monster's healing
2873     rate as well.
2874     </attribute>
2875     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2876     A monster with this flag has the ability to &lt;reflect missiles&gt;,
2877     all kinds of projectiles (e.g. arrows, bolts, boulders) will
2878     bounce off.
2879     </attribute>
2880     <attribute arch="hitback" editor="hitback" type="bool">
2881     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2882     to the amount of damage the *attacker* inflicted. This damage
2883     is additional to the regular melee damage of the monster.
2884     As far as I know, hitback uses acid attacktype, and it only takes
2885     effect if the monster actually has acid attacktype at it's disposal.
2886     Acid spheres for example use this feature.
2887     </attribute>
2888     <attribute arch="one_hit" editor="one hit only" type="bool">
2889     Monsters with &lt;one hit only&gt; dissapear after one successful hit
2890     to a player.
2891     </attribute>
2892     </section>
2893    
2894     <section name="spellcraft">
2895     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
2896     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
2897     Only wands/rods/etc can be used, given the appropriate abilities.
2898     </attribute>
2899     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
2900     A monster with this flag has the ability to &lt;reflect spells&gt;,
2901     all kinds of spell-bullets and -beams will bounce off.
2902    
2903     Generally this flag should not be set because it puts
2904     wizard-type players at an unfair disadvantage.
2905     </attribute>
2906     <attribute arch="sp" editor="spellpoints" type="int">
2907     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
2908     them for both wizard- and prayer-spells. However, this value defines
2909     only the amount of *initial* spellpoints the monster starts with.
2910     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
2911     and &lt;spellpoint regen.&gt; are more important than just initial
2912     &lt;spellpoints&gt;.
2913     </attribute>
2914     <attribute arch="maxsp" editor="max spellpoints" type="int">
2915     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
2916     can hold. Setting this to high values has little effect unless
2917     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
2918     "regenerate mana" at it's disposal.
2919     </attribute>
2920     <attribute arch="Pow" editor="spellpoint regen." type="int">
2921     Monsters regenerate this many spellpoints each move. Each time the
2922     monster has a move, it gets &lt;spellpoint regen.&gt; spellpoints back.
2923     Hence, &lt;movement speed&gt; has great effect on the monster's
2924     spellpoint regeneration as well.
2925    
2926     To make a real tough spellcasting monster, the rate of spellpoint
2927     regeneration is most important. If your monster is still not casting
2928     fast enough, give it the spell-ability of "regenerate mana".
2929     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
2930     </attribute>
2931     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
2932     Click on the &lt;attuned paths&gt; button to select spellpaths.
2933     The creature will get attuned to the specified spellpaths.
2934     </attribute>
2935     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
2936     Click on the &lt;repelled paths&gt; button to select spellpaths.
2937     The creature will get repelled to the specified spellpaths.
2938     </attribute>
2939     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
2940     Click on the &lt;denied paths&gt; button to select spellpaths.
2941     The creature won't be able to cast spells of the specified paths.
2942     </attribute>
2943     </section>
2944    
2945     <section name="ability">
2946     <attribute arch="Int" editor="detect hidden" type="int">
2947     The &lt;detect hidden&gt; value gives monsters the ablitity to find
2948     hidden/invisible creatures. Higher values make for better
2949     detection-skills. Enabling &lt;see invisible&gt; makes this value
2950     obsolete.
2951     </attribute>
2952     <attribute arch="see_invisible" editor="see invisible" type="bool">
2953     A monster with the ability to &lt;see invisible&gt; cannot be fooled
2954     with by invisible or hiding players. This flag is a must-have
2955     for high-level monsters. When a monster is unable to detect
2956     invisible players, it can be killed without fighting back.
2957     </attribute>
2958     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
2959     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
2960     by spells of darkness or dark maps. This flag is a "should-have"
2961     for high-level monsters. When a monster is unable to see in
2962     darkness, players can cast darkness and sneak around it safely.
2963     </attribute>
2964     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
2965     Monster is able to wield weapon type objects.
2966     </attribute>
2967     <attribute arch="can_use_bow" editor="can use bows" type="bool">
2968     Monster is able to use missile-weapon type objects.
2969     </attribute>
2970     <attribute arch="can_use_armour" editor="can use armour" type="bool">
2971     Monster is able to wear protective equipment like brestplate
2972     armour, shields, helmets etc.
2973     </attribute>
2974     <attribute arch="can_use_ring" editor="can use rings" type="bool">
2975     Monster is able to wear rings.
2976     </attribute>
2977     <attribute arch="can_use_wand" editor="can use wands" type="bool">
2978     Monster is able to use wands and staves.
2979     </attribute>
2980     <attribute arch="can_use_rod" editor="can use rods" type="bool">
2981     Monster is able to use rods.
2982     </attribute>
2983     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
2984     Monster is able to read scrolls.
2985     </attribute>
2986     <attribute arch="can_use_skill" editor="can use skills" type="bool">
2987     Monster is able to use skills from it's inventory.
2988     For example, you can put a throwing skill object and some
2989     boulders into the monster's object and set &lt;can use skills&gt;.
2990     </attribute>
2991     </section>
2992    
2993     <section name="behave">
2994     <attribute arch="monster" editor="monster behaviour" type="bool">
2995     When &lt;monster behaviour&gt; is enabled, this object will behave
2996     like a monster: It can move and attack enemies (which are
2997     typically players).
2998     This flag should be set for all monsters as-such.
2999     Monsters which don't move, like guards, should also have
3000     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3001     It should *not* be set for things like immobile generators.
3002     </attribute>
3003     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3004     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3005     </attribute>
3006     <attribute arch="friendly" editor="friendly" type="bool">
3007     &lt;friendly&gt; monsters help the player, attacking any
3008     non-friendly monsters in range.
3009     </attribute>
3010     <attribute arch="stand_still" editor="stand still" type="bool">
3011     Monsters which &lt;stand still&gt; won't move to leave their position.
3012     When agressive, they will attack all enemies who get close to
3013     them. This behaviour is commonly known from castle guards.
3014    
3015     In older versions of Crossfire it was possible to eventually
3016     push a &lt;stand still&gt;-monster out of position by force.
3017     I believe this is no longer possible. Neverthless, you should
3018     still be cautious when lining up &lt;stand still&gt;-monster in order
3019     to "defend" something: Such monsters are rather easy to kill.
3020     It's good for low level maps, but not much more.
3021     </attribute>
3022     <attribute arch="sleep" editor="asleep" type="bool">
3023     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3024     &lt;sensing range&gt; of the monster. Usually the sensing range is
3025     larger than the players line of sight. Due to that, in most cases
3026     the player won't ever notice weither a monster was asleep or not.
3027     </attribute>
3028     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3029     This entry defines which kinds of environment actions the
3030     creature is able to perform.
3031     </attribute>
3032     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3033     Click on the &lt;pick up&gt; button and select which types of objects
3034     the creature should try to pick up.
3035    
3036     Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3037     etc are set, then the creature will pick up the matching items even
3038     if this is not set here.
3039     </attribute>
3040     <attribute arch="Wis" editor="sensing range" type="int">
3041     &lt;sensing range&gt; determines how close a player needs to be before
3042     the creature wakes up. This is done as a square, for reasons of speed.
3043     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3044     11x11 square of the monster will wake the monster up. If the player
3045     has stealth, the size of this square is reduced in half plus 1.
3046     </attribute>
3047     <attribute arch="attack_movement" editor="attack movement" type="int">
3048     </attribute>
3049     <attribute arch="run_away" editor="run at % health" type="int">
3050     This is a percentage value in the range 0-100.
3051     When the monster's health points drop below this percentage
3052     (relative to max health), it attempts to run away from the
3053     attacker.
3054     </attribute>
3055     </section>
3056    
3057     <section name="resistance">
3058     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3059     </attribute>
3060     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3061     </attribute>
3062     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3063     </attribute>
3064     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3065     </attribute>
3066     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3067     </attribute>
3068     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3069     </attribute>
3070     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3071     </attribute>
3072     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3073     </attribute>
3074     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3075     </attribute>
3076     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3077     </attribute>
3078     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3079     </attribute>
3080     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3081     </attribute>
3082     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3083     </attribute>
3084     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3085     </attribute>
3086     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3087     </attribute>
3088     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3089     </attribute>
3090     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3091     </attribute>
3092     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3093     </attribute>
3094     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3095     </attribute>
3096     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3097     </attribute>
3098     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3099     </attribute>
3100     </section>
3101     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3102     </attribute>
3103     </type>
3104    
3105     <!--####################################################################-->
3106     <type number="65" name="Mood Floor">
3107     <ignore>
3108     <ignore_list name="system_object" />
3109     </ignore>
3110     <description><![CDATA[
3111     As the name implies, mood floors can change the "mood" of
3112     a monsters/NPC. For example, an unagressive monster could be
3113     turned mad to start attacking. Similar, an agressive monster
3114     could be calmed. ]]>
3115     </description>
3116     <use><![CDATA[
3117     Mood floors are absolutely cool for NPC interaction. To make an
3118     unaggressive monster/NPC attack, put a creator with "other_arch
3119     furious_floor" under it. Connect the creator to a magic_ear, so the
3120     player speaks a keyword like "stupid sucker" - and the monster attacks.
3121     <br><br>
3122     To turn an NPC into a pet, put a charm_floor under it and connect
3123     it directly to a magic_ear. Then the player speaks a keyword like
3124     "help me" - and the NPC joins him as pet.
3125     <br><br>
3126     (Of course you must always give clear hints about keywords!
3127     And there is no reason why you couldn't use a button/lever/pedestal
3128     etc. instead of a magic_ear.) ]]>
3129     </use>
3130     <attribute arch="no_pick" value="1" type="fixed" />
3131     <attribute arch="last_sp" editor="mood" type="list_mood">
3132     &lt;mood&gt; is used to determine what will happen to the
3133     monster when affected by the mood floor:
3134    
3135     &lt;mood&gt; 'furious': Makes all monsters aggressive
3136    
3137     &lt;mood&gt; 'angry': As above but pets are unaffected
3138    
3139     &lt;mood&gt; 'calm': Makes all monsters unaggressive
3140    
3141     &lt;mood&gt; 'sleep': Puts all monsters to sleep
3142    
3143     &lt;mood&gt; 'charm': Turns monster into a pet of person
3144     who triggers the square. This setting is not
3145     enabled for continous operation, you need to
3146     insert a &lt;connection&gt; value!
3147     </attribute>
3148     <attribute arch="connected" editor="connection" type="int">
3149     This should only be set in combination with &lt;mood number&gt; 4.
3150     Normally, monsters are affected by the mood floor as soon as they
3151     step on it. But charming (monster -&gt; pet) is too powerful,
3152     so it needs to be activated.
3153    
3154     Typically it is connected to an altar, for buying a "hireling".
3155     But a powerful pet could as well be the reward for solving a
3156     quest. Or even better: It could be *part* of a quest!
3157     </attribute>
3158     <attribute arch="no_magic" editor="no spells" type="bool">
3159     If enabled, it is impossible for players to use (wizard-)
3160     spells on that spot.
3161     </attribute>
3162     <attribute arch="damned" editor="no prayers" type="bool">
3163     If enabled, it is impossible for players to use prayers
3164     on that spot. It also prevents players from saving.
3165     </attribute>
3166     </type>
3167    
3168     <!--####################################################################-->
3169     <type number="40" name="Mover">
3170     <ignore>
3171     <ignore_list name="non_pickable" />
3172     </ignore>
3173     <description><![CDATA[
3174     Movers move the objects above them. However, only living objects
3175     are affected (monsters/NPCs always, players optional). Movers have
3176     a direction, so players can be made to move in a pattern, and so
3177     can monsters. Motion is involuntary. Additionally, players or
3178     monsters can be "frozen" while ontop of movers so that they MUST
3179     move along a chain of them.
3180     <br><br>
3181     Multisquare monsters can be moved as well, given
3182     enough space. Movers are usually invisible. ]]>
3183     </description>
3184     <use><![CDATA[
3185     NEVER EVER consider a mover being unpassable in the backwards
3186     direction. Setting "forced movement" makes it seemingly impossible
3187     but there is still a trick: One player can push a second player
3188     past the mover, in opposite to the mover's direction! The more
3189     movers, the more players needed. Hence, don't make a treasure
3190     room that is surrounded by movers instead of solid walls/gates.
3191     <br><br>
3192     Btw, it does not make a difference putting movers above or
3193     below the floor. Moreover, movers that are set to be invisible
3194     cannot be discovered with the show_invisible spell.
3195     <br><br>
3196     Note that Movers and Directors are seperate objects, even though
3197     they look and act similar. Directors only do spells/missiles,
3198     while movers only do living creatures (depending on how it
3199     is set: monsters and players). ]]>
3200     </use>
3201     <attribute arch="attacktype" editor="forced movement" type="bool">
3202     If forced movement is enabled, the mover "freezes" anyone it
3203     moves (so they are forced to move along a chain).
3204     For players there is no way to escape this forced movement,
3205     except being pushed by a second player.
3206     </attribute>
3207     <attribute arch="maxsp" editor="freeze duration" type="int">
3208     The player will be "frozen" for that many moves.
3209     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3210     enabled, then &lt;freeze duration&gt; gets assigned the
3211     "default value" 2 automatically.
3212     </attribute>
3213     <attribute arch="speed" editor="movement speed" type="float">
3214     The movement speed value determines how fast a chain of
3215     these movers will push a player along (default is -0.2).
3216     </attribute>
3217     <attribute arch="sp" editor="direction" type="list_direction">
3218     The mover will push creatures in the specified &lt;direction&gt;.
3219     A mover with direction set to &lt;none&gt; will spin clockwise,
3220     thus pushing creatures in unpredictable directions.
3221     </attribute>
3222     <attribute arch="lifesave" editor="gets used up" type="bool">
3223     If enabled, the mover gets "used up" after a certain number of moves
3224     (specified by &lt;number of uses&gt;). If disabled, the mover works infinitly.
3225     </attribute>
3226     <attribute arch="hp" editor="number of uses" type="int">
3227     This value has only a meaning if &lt;gets used up&gt; is set:
3228     &lt;number of uses&gt; is the number of times minus one, that it
3229     will move a creature before disappearing. (It will move
3230     someone &lt;number of uses&gt;+1 times, then vanish).
3231     </attribute>
3232     <section name="targets">
3233     <attribute arch="level" editor="move players" type="bool">
3234     If &lt;move players&gt; is enabled, both players and monsters will be
3235     moved. In the arches' default it is disabled - thus ONLY monsters
3236     get moved. Remember that "monsters" includes NPCs!
3237    
3238     This feature provides you with the possibility to make NPCs
3239     literally "come to life". Example: The player is talking with an
3240     NPC, speaking a certain keyword. This triggers a magic_ear and
3241     activates creators, creating (per default: monster-only) movers
3242     under the NPC's feet. The NPC starts "walking" on a predefined
3243     route! Note that it's useful to set this NPC immune to everything,
3244     preventing the player to push the NPC off his trace.
3245     </attribute>
3246     <attribute arch="walk_on" editor="move walking creatures" type="bool">
3247     This should always be set.
3248     </attribute>
3249     <attribute arch="fly_on" editor="move flying creatures" type="bool">
3250     Move flying creatures enabled means all flying (living)
3251     objects will get moved too. If disabled, only walking
3252     (non-flying) creatures will get moved.
3253     </attribute>
3254     </section>
3255     </type>
3256    
3257     <!--####################################################################-->
3258     <type number="17" name="Pedestal">
3259     <ignore>
3260     <ignore_list name="non_pickable" />
3261     </ignore>
3262     <description><![CDATA[
3263     Pedestals are designed to detect certain types of living objects.
3264     When a predefined type of living creature steps on the pedestal, the
3265     connected value is triggered. ]]>
3266     </description>
3267     <use><![CDATA[
3268     If you want to create a place where only players of a certain race
3269     can enter, put a teleporter over your pedestal. So the teleporter is
3270     only activated for players of the matching race. Do not use gates,
3271     because many other players could sneak in. If you put powerful
3272     artifacts into such places, generally set "startequip 1", so that
3273     they are preserved for that one race and can't be traded to others. ]]>
3274     </use>
3275     <attribute arch="no_pick" value="1" type="fixed" />
3276     <attribute arch="slaying" editor="match race" type="string">
3277     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3278     matches the monster's or the player's race, we have a match.
3279     Yes, pedestals can detect a player's race! E.g. you could create a
3280     place where only fireborns can enter, by setting "slaying unnatural".
3281    
3282     If it is set to "player", any player stepping on the pedestal
3283     is a match. Very useful if you want to open a gate for players
3284     but not for monsters.
3285     </attribute>
3286     <attribute arch="connected" editor="connection" type="int">
3287     When the pedestal is triggered, all objects with the same
3288     connection value get activated.
3289     </attribute>
3290     <attribute arch="walk_on" value="1" type="fixed" />
3291     <attribute arch="walk_off" value="1" type="fixed" />
3292     </type>
3293    
3294     <!--####################################################################-->
3295     <type number="94" name="Pit">
3296     <ignore>
3297     <ignore_list name="non_pickable" />
3298     </ignore>
3299     <description><![CDATA[
3300     Pits are holes, transporting the player when he walks (and falls) into them.
3301     A speciality about pits is that they don't transport the player to
3302     the exact destination, but within a two-square radius of the destination
3303     (never on blocked squares).<br>
3304     Optionally, pits can get closed and opened, similar to gates.<br><br>
3305     Monsters and items are affected by pits just as well as players.
3306     Even multipart monsters can fall through them, given enough space. ]]>
3307     </description>
3308     <use><![CDATA[
3309     Pits can add interesting effects to your map. When using them, make
3310     sure to use them in a "logical way": Pits should always drop the
3311     player to some kind of lower level. They should not be used to
3312     randomly interconnect maps like teleporters do. ]]>
3313     </use>
3314     <attribute arch="no_pick" value="1" type="fixed" />
3315     <attribute arch="connected" editor="connection" type="int">
3316     When a &lt;connection&gt; value is set, the pit can be opened/closed
3317     by activating the connection.
3318     </attribute>
3319     <attribute arch="hp" editor="destination X" type="int">
3320     The pit will transport creatures (and items) randomly into a two-square
3321     radius of the destination coordinates.
3322     If the destination square becomes blocked, the pit will act like
3323     being filled up and not work anymore!
3324     </attribute>
3325     <attribute arch="sp" editor="destination Y" type="int">
3326     The pit will transport creatures (and items) randomly into a two-square
3327     radius of the destination coordinates.
3328     If the destination square becomes blocked, the pit will act like
3329     being filled up and not work anymore!
3330     </attribute>
3331     <attribute arch="wc" editor="position state" type="int">
3332     The &lt;position state&gt; defines the position of the gate:
3333     Zero means completely open/down, the "number of animation-steps" (usually
3334     about 6 or 7) means completely closed/up state. I suggest you don't
3335     mess with this value - Leave the default in place.
3336     </attribute>
3337     <attribute arch="walk_on" editor="swallow walking" type="bool">
3338     If set, all walking creatures will fall into the pit.
3339     This does NOT need to be set for closed pits!
3340     </attribute>
3341     <attribute arch="fly_on" editor="swallow flying" type="bool">
3342     If set, all flying creatures will fall into the pit as well.
3343     This is not the behaviour expected from a pit, and it should
3344     only be used for map-mechanisms (e.g. for transporting flying
3345     monsters).
3346     An interesting side-effect: If this flag is enabled, spell
3347     effects like fire/snow also make their way through the pit.
3348     </attribute>
3349     </type>
3350    
3351     <!--####################################################################-->
3352     <type number="7" name="Poison Food">
3353     <description><![CDATA[
3354     When eating, the player's stomache is drained by 1/4 of food.
3355     If his food drops to zero, the player might even die. ]]>
3356     </description>
3357     </type>
3358    
3359     <!--####################################################################-->
3360     <type number="5" name="Potion">
3361     <description><![CDATA[
3362     The player can drink these and gain various kinds of benefits
3363     (/penalties) by doing so. ]]>
3364     </description>
3365     <use><![CDATA[
3366     One potion should never give multiple benefits at once. ]]>
3367     </use>
3368     <attribute arch="level" editor="potion level" type="int">
3369     If the potion contains a spell, the spell is cast at this level.
3370     For other potions it should be set at least to 1.
3371     </attribute>
3372     <attribute arch="sp" editor="spell" type="spell">
3373     When a player drinks this potion, the selected spell
3374     will be casted (once). This should work for any given spell.
3375     E.g. heal is "sp 35", magic power is "sp 67".
3376     </attribute>
3377     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3378     There are two types of special effects for potions:
3379     'life restoration' - restore the player's stats lost by death or draining
3380     (this has nothing in common with the restoration spell!)
3381     'improvement' - increase the player's maximum health/mana/grace
3382     by a very small amount.
3383     </attribute>
3384     <attribute arch="cursed" editor="cursed" type="bool">
3385     If a potion is cursed, benefits generally turn into penalties.
3386     Note that potions can be "uncursed" by praying over an altar,
3387     with relative ease. *But* the potion must be identified to notice
3388     that it is cursed &gt;:)
3389     </attribute>
3390     <attribute arch="startequip" editor="godgiven item" type="bool">
3391     A godgiven item vanishes as soon as the player
3392     drops it to the ground.
3393     </attribute>
3394     <section name="stats">
3395     <attribute arch="Str" editor="strength" type="int">
3396     The player's strentgh will rise/fall by the given value for permanent
3397     (of course there is an upper limit). Generally there shouldn't be stat
3398     potions granting more than one stat. Cursed potions will subtract the
3399     stats if positive.
3400     </attribute>
3401     <attribute arch="Dex" editor="dexterity" type="int">
3402     The player's dexterity will rise/fall by the given value for permanent
3403     (of course there is an upper limit). Generally there shouldn't be stat
3404     potions granting more than one stat. Cursed potions will subtract the
3405     stats if positive.
3406     </attribute>
3407     <attribute arch="Con" editor="constitution" type="int">
3408     The player's constitution will rise/fall by the given value for permanent
3409     (of course there is an upper limit). Generally there shouldn't be stat
3410     potions granting more than one stat. Cursed potions will subtract the
3411     stats if positive.
3412     </attribute>
3413     <attribute arch="Int" editor="intelligence" type="int">
3414     The player's intelligence will rise/fall by the given value for permanent
3415     (of course there is an upper limit). Generally there shouldn't be stat
3416     potions granting more than one stat. Cursed potions will subtract the
3417     stats if positive.
3418     </attribute>
3419     <attribute arch="Pow" editor="power" type="int">
3420     The player's power will rise/fall by the given value for permanent
3421     (of course there is an upper limit). Generally there shouldn't be stat
3422     potions granting more than one stat. Cursed potions will subtract the
3423     stats if positive.
3424     </attribute>
3425     <attribute arch="Wis" editor="wisdom" type="int">
3426     The player's wisdom will rise/fall by the given value for permanent
3427     (of course there is an upper limit). Generally there shouldn't be stat
3428     potions granting more than one stat. Cursed potions will subtract the
3429     stats if positive.
3430     </attribute>
3431     <attribute arch="Cha" editor="charisma" type="int">
3432     The player's charisma will rise/fall by the given value for permanent
3433     (of course there is an upper limit). Generally there shouldn't be stat
3434     potions granting more than one stat. Cursed potions will subtract the
3435     stats if positive.
3436     </attribute>
3437     </section>
3438     <section name="resistance">
3439     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3440     The player's resistance to physical will rise by this value in percent
3441     (range -100 till +100). The effect is only temporare, and it does NOT
3442     add on the values from the player's equipment.
3443     Cursed potions will make negative resistance.. very nasty in combat!
3444     </attribute>
3445     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3446     The player's resistance to magic will rise by this value in percent
3447     (range -100 till +100). The effect is only temporare, and it does NOT
3448     add on the values from the player's equipment.
3449     Cursed potions will make negative resistance.. very nasty in combat!
3450     </attribute>
3451     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3452     The player's resistance to fire will rise by this value in percent
3453     (range -100 till +100). The effect is only temporare, and it does NOT
3454     add on the values from the player's equipment.
3455     Cursed potions will make negative resistance.. very nasty in combat!
3456     </attribute>
3457     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3458     The player's resistance to electricity will rise by this value in percent
3459     (range -100 till +100). The effect is only temporare, and it does NOT
3460     add on the values from the player's equipment.
3461     Cursed potions will make negative resistance.. very nasty in combat!
3462     </attribute>
3463     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3464     The player's resistance to cold will rise by this value in percent
3465     (range -100 till +100). The effect is only temporare, and it does NOT
3466     add on the values from the player's equipment.
3467     Cursed potions will make negative resistance.. very nasty in combat!
3468     </attribute>
3469     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3470     The player's resistance to acid will rise by this value in percent
3471     (range -100 till +100). The effect is only temporare, and it does NOT
3472     add on the values from the player's equipment.
3473     Cursed potions will make negative resistance.. very nasty in combat!
3474     </attribute>
3475     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3476     The player's resistance to confusion will rise by this value in percent
3477     (range -100 till +100). The effect is only temporare, and it does NOT
3478     add on the values from the player's equipment.
3479     Cursed potions will make negative resistance.. very nasty in combat!
3480     </attribute>
3481     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3482     The player's resistance to weaponmagic will rise by this value in percent
3483     (range -100 till +100). The effect is only temporare, and it does NOT
3484     add on the values from the player's equipment.
3485     Cursed potions will make negative resistance.. very nasty in combat!
3486     </attribute>
3487     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3488     The player's resistance to paralyze will rise by this value in percent
3489     (range -100 till +100). The effect is only temporare, and it does NOT
3490     add on the values from the player's equipment.
3491     Cursed potions will make negative resistance.. very nasty in combat!
3492     </attribute>
3493     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3494     The player's resistance to draining will rise by this value in percent
3495     (range -100 till +100). The effect is only temporare, and it does NOT
3496     add on the values from the player's equipment.
3497     Cursed potions will make negative resistance.. very nasty in combat!
3498     </attribute>
3499     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3500     The player's resistance to depletion will rise by this value in percent
3501     (range -100 till +100). The effect is only temporare, and it does NOT
3502     add on the values from the player's equipment.
3503     Cursed potions will make negative resistance.. very nasty in combat!
3504     </attribute>
3505     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3506     The player's resistance to poison will rise by this value in percent
3507     (range -100 till +100). The effect is only temporare, and it does NOT
3508     add on the values from the player's equipment.
3509     Cursed potions will make negative resistance.. very nasty in combat!
3510     </attribute>
3511     </section>
3512     </type>
3513    
3514     <!--####################################################################-->
3515     <type number="156" name="Power Crystal">
3516     <description><![CDATA[
3517     Power crystals can store a player's mana:
3518     When the player applies the crystal with full mana, half of
3519     it flows into the crystal. When the player applies it with
3520     lacking mana, the crystal replenishes the player's mana. ]]>
3521     </description>
3522     <attribute arch="sp" editor="initial mana" type="int">
3523     &lt;initial mana&gt; is the amount of spellpoints that the
3524     crystal holds when the map is loaded.
3525     </attribute>
3526     <attribute arch="maxsp" editor="mana capacity" type="int">
3527     The &lt;mana capacity&gt; defines how much mana can be stored
3528     in the crystal. This is what makes the crystal interesting.
3529     Wizard-players will always seek for crystals with large
3530     capacities.
3531     </attribute>
3532     </type>
3533    
3534     <!--####################################################################-->
3535     <type number="13" name="Projectile">
3536     <description><![CDATA[
3537     Projectiles like arrows/crossbow bolts are used as ammunition
3538     for shooting weapons.
3539     <br><br>
3540     It's very easy to add new pairs of weapons &amp; projectiles.
3541     Just set matching &lt;ammunition class&gt; both for shooting
3542     weapon and projectile. ]]>
3543     </description>
3544     <use><![CDATA[
3545     If you want to create new kinds of projectiles, you could
3546     add an alchemical receipe to create these.
3547    
3548     Don't create new pairs of weapons &amp; projectiles unless
3549     they really fullfill a useful purpose. In fact, even bows
3550     and crossbows are rarely ever used. ]]>
3551     </use>
3552     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3553     This number is a bitmask, specifying the projectile's attacktypes.
3554     Attacktypes are: physical, magical, fire, cold.. etc.
3555     This works identical to melee weapons. Note that shooting
3556     weapons cannot have attacktypes.
3557     </attribute>
3558     <attribute arch="race" editor="ammunition class" type="string">
3559     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3560     these projectiles. For arrows set "arrows", for crossbow bolts
3561     set "crossbow bolts" (big surprise).
3562    
3563     In certain cases, the ammunition class is displayed in the game.
3564     Hence, when you create a new ammunition class, choose an
3565     intuitive name like "missiles", "spirit bolts" - whatever.
3566    
3567     You can also make special containers holding these projectiles
3568     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3569     </attribute>
3570     <attribute arch="slaying" editor="slaying race" type="string">
3571     Slaying means the weapon does tripple (3x) damage to monsters
3572     of the specified race. If &lt;slaying race&gt; matches an arch name,
3573     only monsters of that archtype receive tripple damage.
3574     Tripple damage is very effective.
3575     </attribute>
3576     <attribute arch="dam" editor="damage" type="int">
3577     The projectile &lt;damage&gt; significantly affects the damage
3578     done. Damage can be further increased by the shooting
3579     weapon's attributes.
3580     </attribute>
3581     <attribute arch="wc" editor="weaponclass" type="int">
3582     This value is supposed to be the base &lt;weaponclass&gt;,
3583     but it seems to have rather little effect.
3584     High values are good here, low values bad.
3585     </attribute>
3586     <attribute arch="food" editor="chance to break" type="int">
3587     The &lt;chance to break&gt; defines the breaking probability when this
3588     projectile hits an obstacle, e.g. wall or monster.
3589     The value is the %-chance to break, ranging from 0 (never breaking)
3590     to 100 (breaking at first shot).
3591     </attribute>
3592     <attribute arch="magic" editor="magic bonus" type="int">
3593     Magic bonus increases chance to hit and damage a little bit.
3594     </attribute>
3595     <attribute arch="unique" editor="unique item" type="bool">
3596     Unique items exist only one time on a server. If the item
3597     is taken, lost or destroyed - it's gone for good.
3598     </attribute>
3599     <attribute arch="startequip" editor="godgiven item" type="bool">
3600     A godgiven item vanishes as soon as the player
3601     drops it to the ground.
3602     </attribute>
3603     <attribute arch="no_drop" editor="don't drop" type="bool">
3604     When a monster carries a projectile with &lt;don't drop&gt;,
3605     this item will never drop to the ground but
3606     vanish instead. If this object is shot, it can still drop
3607     after hitting an obstacle. You can prevent this by
3608     setting &lt;chance to break&gt; 100.
3609     </attribute>
3610     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3611     This text may describe the projectile. This
3612     could be nice for very special ones.
3613     </attribute>
3614     </type>
3615    
3616     <!--####################################################################-->
3617     <type number="70" name="Ring">
3618     <import_type name="Amulet" />
3619     <description><![CDATA[
3620     Rings are worn on the hands - one ring each.
3621     Wearing rings, the object's stats will directly be inherited to
3622     the player. Usually enhancing his spellcasting potential. ]]>
3623     </description>
3624     <use><![CDATA[
3625     When you create an artifact ring, never forget that players can
3626     wear <B>two</B> rings! Due to that it is extremely important to
3627     keep rings in balance with the game.
3628     <br><br>
3629     Also keep in mind that rings are generally the wizard's tools.
3630     They should primarily grant bonuses to spellcasting abilities
3631     and non-physical resistances. ]]>
3632     </use>
3633     </type>
3634    
3635     <!--####################################################################-->
3636     <type number="3" name="Rod">
3637     <ignore>
3638     <attribute arch="title" />
3639     </ignore>
3640     <description><![CDATA[
3641     A rod contains a spell. The player can use this spell by applying and
3642     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3643     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3644     used endlessly. ]]>
3645     </description>
3646     <use><![CDATA[
3647     Rods with healing/curing spells are extremely powerful. Usually, potions have
3648     to be used for that purpose. Though, potions are expensive and only good for
3649     one-time-use.<br> ]]>
3650     </use>
3651     <attribute arch="sp" editor="spell" type="spell">
3652     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3653     rods to players, since they can be used endlessly without any mana cost!
3654     Rods with heal/ restoration/ protection spells, IF available, MUST be
3655     very very VERY hard to get!
3656     </attribute>
3657     <attribute arch="level" editor="casting level" type="int">
3658     The casting level of the &lt;spell&gt; determines it's power.
3659     For attack spells, level should be set to something reasonable.
3660     </attribute>
3661     <attribute arch="hp" editor="initial spellpoints" type="int">
3662     This value represents the initial amount of spellpoints in the rod.
3663     Naturally, this is quite unimportant.
3664     </attribute>
3665     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3666     When the rod is fully charged up, it will hold this maximum amount of
3667     spellpoints. Make sure it is enough to cast the contained spell at least
3668     once. But don't set the value too high, as that might make the rod
3669     too effective.
3670     </attribute>
3671     <attribute arch="startequip" editor="godgiven item" type="bool">
3672     A godgiven item vanishes as soon as the player
3673     drops it to the ground.
3674     </attribute>
3675     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3676     This text may contain a description of the rod.
3677     </attribute>
3678     </type>
3679    
3680     <!--####################################################################-->
3681     <type number="154" name="Rune">
3682     <ignore>
3683     <attribute arch="no_pick" />
3684     <attribute arch="title" />
3685     <attribute arch="name_pl" />
3686     <attribute arch="weight" />
3687     <attribute arch="value" />
3688     <attribute arch="material" />
3689     <attribute arch="unpaid" />
3690     </ignore>
3691     <description><![CDATA[
3692     A rune is a magical enscription on the dungeon floor.
3693     <br><br>
3694     Runes hit any monster or person who steps on them for 'dam' damage in
3695     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3696     and will cast this spell when it detonates. Yet another kind is the
3697     "summoning rune", summoning predefined monsters of any kind, at detonation.
3698     <br><br>
3699     Many runes are already defined in the archetypes. ]]>
3700     </description>
3701     <use><![CDATA[
3702     Avoid monsters stepping on your runes. For example, summoning runes
3703     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3704     </use>
3705     <attribute arch="no_pick" value="1" type="fixed" />
3706     <attribute arch="walk_on" value="1" type="fixed" />
3707     <attribute arch="level" editor="rune level" type="int">
3708     This value sets the level the rune will cast the spell it contains at,
3709     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3710     (&lt;rune level&gt; 0 runes won't detonate at all!)
3711    
3712     Level Also effects how easily a rune may be found and disarmed, and
3713     how much experience the player gets for doing so. Beware: High level
3714     runes can be quite a cheap source of experience! So either make them
3715     tough, or keep the level low.
3716     </attribute>
3717     <attribute arch="Cha" editor="visibility" type="int">
3718     This value determines what fraction of the time the rune is visible:
3719     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3720     how easily the rune may be found.
3721     </attribute>
3722     <attribute arch="hp" editor="number of charges" type="int">
3723     The rune will detonate &lt;number of charges&gt; times before disappearing.
3724     </attribute>
3725     <attribute arch="dam" editor="direct damage" type="int">
3726     &lt;direct damage&gt; specifies how much damage is done by the rune,
3727     if it doesn't contain a spell. This should be set in reasonable
3728     relation to the rune's level.
3729     </attribute>
3730     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3731     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3732     attribute defines what attacktype to use for direct damage when
3733     the rune detonates.
3734     </attribute>
3735     <section name="spellcraft">
3736     <attribute arch="sp" editor="spell" type="spell">
3737     The selected &lt;spell&gt; defines the spell in the rune, if any.
3738     (Many runes do direct damage).
3739     </attribute>
3740     <attribute arch="slaying" editor="spell name" type="string">
3741     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3742     but if present, overrides the &lt;spell&gt; setting.
3743     </attribute>
3744     <attribute arch="other_arch" editor="spell arch" type="string">
3745     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3746     is optional, but if present, overrides the &lt;spell&gt; setting.
3747     You can choose any of the existing arches.
3748     </attribute>
3749     <attribute arch="maxsp" editor="direction" type="list_direction">
3750     If set, the rune will cast it's containing spell (if any) in
3751     this &lt;direction&gt;.In most cases this appears useless because
3752     the spell directly hits the player.
3753     </attribute>
3754     <attribute arch="race" editor="summon monster" type="string">
3755     If this is set to the arch name of any monster, together with
3756     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3757     of those on detonation. (dam and attacktype will still be ignored
3758     in this case). Runes are even capable of summoning multi-square
3759     monsters, given enough space. You'd better test it though.
3760     </attribute>
3761     <attribute arch="maxhp" editor="summon amount" type="int">
3762     This should only be set to a summoning rune. It will then summon
3763     that many creatures of the kind &lt;summon monster&gt;.
3764     </attribute>
3765     </section>
3766     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3767     When the rune detonates, this text is displayed to the
3768     victim. For especially powerful runes, create an appropriate
3769     thrilling description. ;)
3770     </attribute>
3771     </type>
3772    
3773     <!--####################################################################-->
3774     <type number="106" name="Savebed">
3775     <ignore>
3776     <ignore_list name="non_pickable" />
3777     </ignore>
3778     <description><![CDATA[
3779     When the player applies a savebed, he is not only saved. Both his
3780     respawn-after-death and his word-of-recall positions are pointing
3781     to the last-applied savebed. ]]>
3782     </description>
3783     <use><![CDATA[
3784     Put savebed locations in towns, do not put them into dungeons.
3785     It is absolutely neccessary that a place with savebeds is 100% secure.
3786     That means:
3787     <UL>
3788     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3789     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3790     <LI> Insert a relyable exit! Make sure there is no possibility that
3791     players get trapped in a savebed location.
3792     <LI> If possible, mark the whole site as no-spell area (Insert this
3793     arch called "dungeon_magic" everywhere). This is not required,
3794     but it makes the place much more safe.
3795     </UL> ]]>
3796     </use>
3797     <attribute arch="no_pick" value="1" type="fixed" />
3798     <attribute arch="no_magic" value="1" type="fixed" />
3799     <attribute arch="damned" value="1" type="fixed" />
3800     </type>
3801    
3802     <!--####################################################################-->
3803     <type number="14" name="Shooting Weapon">
3804     <description><![CDATA[
3805     Schooting weapons like bows/crossbows are used to shoot projectiles
3806     (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3807     wielded both at the same time. Like with any other equipment,
3808     stats/bonuses from shooting weapons are directly inherited to the player.
3809     <br><br>
3810     It's very easy to add new pairs of weapons &amp; projectiles.
3811     Just set matching &lt;ammunition class&gt; both for shooting
3812     weapon and projectile. ]]>
3813     </description>
3814     <use><![CDATA[
3815     Shooting weapons should not add bonuses in general. There's already
3816     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3817     Schooting weapons should especially not add bonuses to the player
3818     that have nothing to do with schooting. A Wisdom bonus on a bow
3819     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3820     - still crap. ]]>
3821     </use>
3822     <attribute arch="race" editor="ammunition class" type="string">
3823     Only projectiles with matching &lt;ammunition class&gt; can be fired
3824     with this weapon. For normal bows set "arrows", for normal
3825     crossbows set "crossbow bolts".
3826    
3827     In certain cases, the ammunition class is displayed in the game.
3828     Hence, when you create a new ammunition class, choose an
3829     intuitive name like "missiles", "spirit bolts" - whatever.
3830     </attribute>
3831     <attribute arch="sp" editor="shooting speed" type="int">
3832     After shooting a projectile, the player is frozen for a short
3833     period of time (to prevent shooting arrows machine-gun-like).
3834     The greater &lt;shooting speed&gt;, the shorter this period of time.
3835     1 is minimum (=worst) and 100 is maximum (=best) value.
3836    
3837     You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3838     SET IT TO ZERO! (That would freeze the player for eternety).
3839     </attribute>
3840     <attribute arch="dam" editor="base damage" type="int">
3841     The &lt;base damage&gt; significantly affects the damage done
3842     by using this weapon. This damage is added to the projectile
3843     damage and then (if &lt;ignore strength&gt; disabled) a bonus
3844     according to the player's strength is added.
3845     </attribute>
3846     <attribute arch="wc" editor="weaponclass" type="int">
3847     This value is supposed to be the base &lt;weaponclass&gt;,
3848     but it seems to have rather little effect.
3849     High values are good here, low values bad.
3850     </attribute>
3851     <attribute arch="item_power" editor="item power" type="int">
3852     The &lt;item power&gt; value measures how "powerful" an artifact is.
3853     Players will only be able to wear equipment with a certain total
3854     amount of &lt;item power&gt;, depending on their own level. This is the
3855     only way to prevent low level players to wear "undeserved" equipment
3856     (like gifts from other players or cheated items).
3857    
3858     It is very important to adjust the &lt;item power&gt; value carefully
3859     for every artifact you create! If zero/unset, the CF server will
3860     calculate a provisional value at runtime, but this is never
3861     going to be an accurate measurement of &lt;item power&gt;.
3862     </attribute>
3863     <attribute arch="no_strength" editor="ignore strength" type="bool">
3864     Usually the player's strentgh takes effect on the damage
3865     done by the shooting weapon. If &lt;ignore strength&gt; is set,
3866     the player's strength is ignored.
3867     </attribute>
3868     <attribute arch="damned" editor="damnation" type="bool">
3869     A damned shooting weapon cannot be unwielded unless
3870     the curse is removed. Removing damnations is
3871     a tick harder than removing curses.
3872     </attribute>
3873     <attribute arch="cursed" editor="curse" type="bool">
3874     A cursed shooting weapon cannot be unwielded unless
3875     the curse is removed.
3876     </attribute>
3877     <attribute arch="unique" editor="unique item" type="bool">
3878     Unique items exist only one time on a server. If the item
3879     is taken, lost or destroyed - it's gone for good.
3880     </attribute>
3881     <attribute arch="startequip" editor="godgiven item" type="bool">
3882     A godgiven item vanishes as soon as the player
3883     drops it to the ground.
3884     </attribute>
3885     <section name="stats">
3886     <attribute arch="Str" editor="strength" type="int">
3887     The player's strentgh will rise/fall by the given value
3888     while wearing this shooting weapon.
3889     </attribute>
3890     <attribute arch="Dex" editor="dexterity" type="int">
3891     The player's dexterity will rise/fall by the given value
3892     while wearing this shooting weapon.
3893     </attribute>
3894     <attribute arch="Con" editor="constitution" type="int">
3895     The player's constitution will rise/fall by the given value
3896     while wearing this shooting weapon.
3897     </attribute>
3898     <attribute arch="Int" editor="intelligence" type="int">
3899     The player's intelligence will rise/fall by the given value
3900     while wearing this shooting weapon.
3901     </attribute>
3902     <attribute arch="Pow" editor="power" type="int">
3903     The player's power will rise/fall by the given value
3904     while wearing this shooting weapon.
3905     </attribute>
3906     <attribute arch="Wis" editor="wisdom" type="int">
3907     The player's wisdom will rise/fall by the given value while
3908     wearing this shooting weapon.
3909     </attribute>
3910     <attribute arch="Cha" editor="charisma" type="int">
3911     The player's charisma will rise/fall by the given value
3912     while wearing this shooting weapon.
3913     </attribute>
3914     </section>
3915     <section name="bonus">
3916     <attribute arch="luck" editor="luck bonus" type="int">
3917     With positive luck bonus, the player is more likely to
3918     succeed in all sorts of things (spellcasting, praying,...).
3919     Unless the &lt;luck bonus&gt; is very high, the effect will be
3920     barely visible in-game. Luck bonus on one piece of equipment
3921     should never exceed 3, and such bonus should not be too
3922     frequently available.
3923     </attribute>
3924     <attribute arch="magic" editor="magic bonus" type="int">
3925     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3926     I'm not sure what exactly is increased - maybe weaponclass?
3927     However, &lt;magic bonus&gt; seems to have a little bit of positive
3928     influence on your chance to hit.
3929     </attribute>
3930     </section>
3931     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3932     This text describes the weapons's "story". Every decent artifact weapon
3933     should have such a description.
3934     </attribute>
3935     </type>
3936    
3937     <!--####################################################################-->
3938     <type number="111" name="Scroll">
3939     <ignore>
3940     <attribute arch="title" />
3941     </ignore>
3942     <description><![CDATA[
3943     Scrolls contain spells (similar to spell-potions). Unlike potions,
3944     scrolls require a certain literacy skill to read successfully.
3945     Accordingly, for a successful reading, a small amount of
3946     experience is gained. Scrolls allow only one time usage, but
3947     usually they are sold in bulks. ]]>
3948     </description>
3949     <use><![CDATA[
3950     For low level quests, scrolls of healing/curing-spells
3951     can be a nice reward. At higher levels, scrolls become less
3952     and less useful. ]]>
3953     </use>
3954     <attribute arch="level" editor="casting level" type="int">
3955     The spell of the scroll will be casted at this level.
3956     This value should always be set, at least to 1.
3957     </attribute>
3958     <attribute arch="sp" editor="spell" type="spell">
3959     When a player/monster applies this scroll, the selected &lt;spell&gt;
3960     will be casted (once). This should work for any given spell.
3961     </attribute>
3962     <attribute arch="startequip" editor="godgiven item" type="bool">
3963     A godgiven item vanishes as soon as the player
3964     drops it to the ground.
3965     </attribute>
3966     </type>
3967    
3968     <!--####################################################################-->
3969     <type number="33" name="Shield">
3970     <import_type name="Amulet" />
3971     <description><![CDATA[
3972     Wearing a shield, the object's stats will directly be inherited to
3973     the player. Shields usually provide good defense, only surpassed
3974     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3975     </description>
3976     <use><![CDATA[
3977     Feel free to create your own special artifacts. However, it is very
3978     important that you keep your artifact in balance with existing maps. ]]>
3979     </use>
3980     <attribute arch="magic" editor="magic bonus" type="int">
3981     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3982     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3983     than direct armour-class bonus on the shield.
3984     </attribute>
3985     </type>
3986    
3987     <!--####################################################################-->
3988     <type number="68" name="Shop Floor">
3989     <ignore>
3990     <ignore_list name="non_pickable" />
3991     </ignore>
3992     <description><![CDATA[
3993     Shop floor is used for shops. It acts like a combination of the
3994     common floor- and the treasure type: When the map is loaded,
3995     randomitems (depending on the setings) are generated on it.
3996     These items are all flagged as unpaid.
3997     When a player drops an item onto shop floor, the item becomes
3998     unpaid and the player receives payment according to the item's
3999     selling-value.
4000     Shopfloor always prevents magic (To hinder players from burning
4001     or freezing the goods). ]]>
4002     </description>
4003     <use><![CDATA[
4004     Tile your whole shop-interior space which shop floor.
4005     (That assures players receive payment for dropping items).
4006     Place shop mats to enter/leave the shop, and make sure
4007     there is no other exit than the shop mat. ]]>
4008     </use>
4009     <attribute arch="is_floor" value="1" type="fixed" />
4010     <attribute arch="no_pick" value="1" type="fixed" />
4011     <attribute arch="no_magic" value="1" type="fixed" />
4012     <attribute arch="auto_apply" editor="generate goods" type="bool">
4013     If enabled, items will appear on this square when the map is loaded.
4014     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4015     are generated. The items will be unpaid.
4016     </attribute>
4017     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4018     This entry determines what kind of treasure will appear, when
4019     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4020     for details about existing treasurelists.
4021     </attribute>
4022     <attribute arch="exp" editor="quality level" type="int">
4023     The &lt;quality level&gt; will be used for the quality of the generated
4024     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4025     doesn't need to be set, unless you want extraordinarily good/bad
4026     quality. If you want to make a shop with very high quality, meaybe
4027     charge an entrance fee, or make the shop hard-to-come-by.
4028     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4029     and appearance of artifact-items.
4030     </attribute>
4031     <attribute arch="damned" editor="no prayers" type="bool">
4032     If enabled, it is impossible for players to use prayers
4033     on that spot. It also prevents players from saving.
4034     (Remember that &lt;no magic&gt; is always set for shop floors.)
4035     </attribute>
4036     </type>
4037    
4038     <!--####################################################################-->
4039     <type number="69" name="Shop Mat">
4040     <ignore>
4041     <ignore_list name="non_pickable" />
4042     </ignore>
4043     <description><![CDATA[
4044     Shop mats are used for entering/leaving shops. You should always
4045     have exactly TWO shop mats on your shop-map: One inside the
4046     "shopping-area" and one outside. Shop mats don't use exit paths/
4047     or -destinations. When stepping onto a shopmat the player gets beamed
4048     to the nearest other mat. If the player has unpaid items in his
4049     inventory, the price gets charged from his coins automatically.
4050     If the player has insufficient coins to buy his unpaid items, he
4051     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4052     </description>
4053     <use><![CDATA[
4054     As stated above, always place TWO shop mats into your shop.
4055     Not more and not less than that. ]]>
4056     </use>
4057     <attribute arch="no_pick" value="1" type="fixed" />
4058     <attribute arch="walk_on" editor="apply by walking" type="bool">
4059     If set, the player can enter/leave the
4060     shop by just walking into the shop mat.
4061     </attribute>
4062     <attribute arch="fly_on" editor="apply by flying" type="bool">
4063     If set, the player can enter/leave the
4064     shop by "flying" into the shop mat.
4065     </attribute>
4066     </type>
4067    
4068     <!--####################################################################-->
4069     <type number="98" name="Sign &amp; MagicMouth">
4070     <ignore>
4071     <ignore_list name="non_pickable" />
4072     </ignore>
4073     <description><![CDATA[
4074     The purpose of a sign or magic_mouth is to display a certain message to
4075     the player. There are three ways to have the player get this message:
4076     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4077     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4078     </description>
4079     <use><![CDATA[
4080     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4081     some true roleplay feeling to your maps, support your storyline or give
4082     hints about hidden secrets/dangers. Place signs to provide the player
4083     with all kinds of useful information for getting along in your maps. ]]>
4084     </use>
4085     <attribute arch="connected" editor="connection" type="int">
4086     When a connection value is set, the message will be printed whenever
4087     the connection is triggered. This should be used in combination with
4088     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4089     If activating your magic_mouth this way, the message will not only be
4090     printed to one player, but all players on the current map.
4091     </attribute>
4092     <attribute arch="walk_on" editor="activate by walking" type="bool">
4093     If set, the player gets the message when walking ontop of the object.
4094     "invisible 1" should be set in this case. This is the typical configuration
4095     for a "magic_mouth": The player walks through a dungeon and suddenly he
4096     gets a message. Use this to create some roleplay atmosphere, and to inform
4097     the player about possible dangers or secrets.
4098     </attribute>
4099     <attribute arch="fly_on" editor="activate by flying" type="bool">
4100     If set, the player gets the message when flying (=levitating) ontop
4101     of the object. Usually this should be set together with walk_on.
4102     </attribute>
4103     <attribute arch="food" editor="counter" type="int">
4104     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4105     (printing the message) only that many times. For signs this really shouldn't
4106     be used, while for magic_mouths it is extremely helpful.
4107     Monsters walking over the magic_mouth do not decrease the counter.
4108    
4109     Often, you might want to have a message displayed only one time. For example:
4110     The player enters your map and you put a magic_mouth to tell him about the
4111     monsters and how dangerous they look and all. Later, when all the monsters
4112     are killed and the player leaves the map, displaying the same message a
4113     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4114     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4115     </attribute>
4116     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4117     This text will be displayed to the player.
4118     </attribute>
4119     </type>
4120    
4121     <!--####################################################################-->
4122     <type number="43" name="Skill">
4123     <ignore>
4124     <ignore_list name="system_object" />
4125     </ignore>
4126     <description><![CDATA[
4127     Skills are objects which exist in the player/monster inventory.
4128     Both NPC/monsters and players use the same skill archetypes. Not all skills
4129     are enabled for monster use however. ]]>
4130     </description>
4131     <use><![CDATA[
4132     For mapmaking, Skill objects serve two purposes:
4133     <p>First, the predefined skill archtypes (in the 'skills' directory)
4134     can be seen as the global skill definitions. A skill which doesn't
4135     exists as an archtype cannot be learned or used by players. When you
4136     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4137     of defined skill archtypes, because those strings are used as a reference in
4138     many skill-related objects.
4139     </p><p>
4140     Secondly, in order to enable monsters to use skills, you will need to
4141     copy default skill archtypes into the monsters' inventories.
4142     You can even customize the skills by changing stats. It is not
4143     recommended however, to use skills in your maps which are totally
4144     unrelated to any predefined skill archtype.</p> ]]>
4145     </use>
4146     <attribute arch="invisible" value="1" type="fixed" />
4147     <attribute arch="no_drop" value="1" type="fixed" />
4148     <attribute arch="skill" editor="skill name" type="string">
4149     The &lt;skill name&gt; is used for matchings. When a usable
4150     object has an identical &lt;skill name&gt;, players
4151     (or monsters) will need this skill to apply/use the object.
4152     </attribute>
4153     <attribute arch="expmul" editor="exp multiplier" type="float">
4154     This is the ratio of experience the players total should increase by
4155     when this skill is used. If this is zero, then experience only goes to
4156     to the skill. Values higher than 1 are allowed. Note that experience
4157     rewarded to the players total is in addition to that given to the
4158     skill. Eg, if player should get 500 exp for using a skill, and
4159     expmul is 1, the player will get 500 added to that skill as well as
4160     500 to their total.
4161     </attribute>
4162     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4163     The &lt;skill type&gt; defines the base functionality of the skill.
4164     Skill types are hardcoded in the Crossfire server. It isn't hard to
4165     create new skill types, but it requires a bit of server-coding.
4166     </attribute>
4167     <attribute arch="level" editor="level" type="int">
4168     </attribute>
4169     <attribute arch="exp" editor="experience" type="int">
4170     </attribute>
4171     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4172     The &lt;is native skill&gt; flag has an effect only when this
4173     skill object is placed in the inventory of a monster (or player).
4174     If it is set, the monster or player knows the skill natively, which
4175     means he does not need a skill tool to use it.
4176     </attribute>
4177     </type>
4178    
4179     <!--####################################################################-->
4180     <type number="130" name="Skill Scroll">
4181     <description><![CDATA[
4182     By reading a skill scroll, a player has a chance to learn the
4183     contained skill. ]]>
4184     </description>
4185     <use><![CDATA[
4186     Skill scrolls are very much sought for by players. Currently,
4187     all skill scrolls are sold in shops randomly, which is in fact not
4188     a good system. It would be nice to have some cool quests with
4189     skill scrolls rewarded at the end. ]]>
4190     </use>
4191     <attribute arch="race" value="scrolls" type="fixed" />
4192     <attribute arch="skill" editor="skill name" type="string">
4193     The &lt;skill name&gt; matches the skill object that can
4194     be learned from this scroll.
4195     </attribute>
4196     </type>
4197    
4198     <!--####################################################################-->
4199     <type number="21" name="Special Key">
4200     <ignore>
4201     <attribute arch="material" />
4202     </ignore>
4203     <description><![CDATA[
4204     When carrying the appropriate special key, a locked door can
4205     be opened. The key will dissapear.
4206     <br><br>
4207     This object-type can also be used for "passport"-like items:
4208     When walking onto an invetory checker, a gate for example might
4209     get opened. The "passport" will stay in the player's inventory. ]]>
4210     </description>
4211     <use><![CDATA[
4212     How to make a "passport": You take the special key arch
4213     (archetype name is "key2"), set the face to something like
4214     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4215     certainly must match with the appropiate inventory checker.
4216     <br><br>
4217     Of course you can be creative with names and faces of
4218     key-objects. A "mysterious crystal" or a "big dragon claw"
4219     (with appropriate faces) appear more interesting than just
4220     a "strange key", or "passport". ]]>
4221     </use>
4222     <attribute arch="slaying" editor="key string" type="string">
4223     This string must be identical with the &lt;key string&gt; in the
4224     locked door, then it can be unlocked. It can also be used
4225     to trigger inventory checkers.
4226     </attribute>
4227     <attribute arch="material" editor="material" type="bitmask_material">
4228     For Special Keys, material should always be unset or set
4229     to Adamantite. This prevents the key from getting
4230     burned or otherwise destroyed.
4231     </attribute>
4232     <attribute arch="unique" editor="unique item" type="bool">
4233     Unique items exist only one time on a server. If the item
4234     is taken, lost or destroyed - it's gone for good.
4235    
4236     This can be used if you want to sell apartments on your
4237     map: Simply sell a unique passport/key, and place
4238     an inventory checker at the entrance of your apartment.
4239     </attribute>
4240     <attribute arch="startequip" editor="godgiven item" type="bool">
4241     A godgiven item vanishes as soon as the player
4242     drops it to the ground.
4243     </attribute>
4244     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4245     This will add a description to the object. The player can read
4246     this text by clicking on the item in his inventory. Use this
4247     message to describe what the key/passport is good for. A player
4248     might have 50 different keys on his key-ring. Don't expect
4249     players to recall their purpose just by their names.
4250     </attribute>
4251     </type>
4252    
4253     <!--####################################################################-->
4254     <type number="101" name="Spell">
4255     <ignore>
4256     <ignore_list name="system_object" />
4257     </ignore>
4258     <description><![CDATA[
4259     Spell objects define a spell. When a spell is put in a spellbook,
4260     players can learn it by reading the book. Once learned, players
4261     can use the spell as often as they like. With increasing skill level
4262     of the player, spells may gain power but also increase cost.<br>
4263     Monsters can use spells which are put in their inventory (provided
4264     that certain "enabling" settings are correct). The monster's
4265     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4266     </description>
4267     <use><![CDATA[
4268     A lot of the spells' settings can be tuned and customized.
4269     When creating new spells which are accessible to players, it is
4270     important to think about balance. A single spell which is too
4271     powerful and/or too easy to use can eventually toss the whole skill
4272     and magic school system out of whack. Testing new spells is
4273     quite important therefore. ]]>
4274     </use>
4275     <attribute arch="no_drop" value="1" type="fixed" />
4276     <attribute arch="invisible" value="1" type="fixed" />
4277     <attribute arch="skill" editor="skill name" type="string">
4278     The &lt;skill name&gt; matches the skill which is needed
4279     to cast this spell. This should be one out of "sorcery",
4280     "pyromancy", "evocation", "summoning" or "praying".
4281     If you want to fiddle with these, please take care not
4282     to upset the concept and balance of the various skills.
4283     </attribute>
4284     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4285     The &lt;spell type&gt; defines the basic type of spell.
4286     Some of these types are of a more generic nature than others.
4287     </attribute>
4288     <attribute arch="level" editor="spell level" type="int">
4289     </attribute>
4290     <attribute arch="casting_time" editor="casting time" type="int">
4291     </attribute>
4292     <attribute arch="duration" editor="duration" type="int">
4293     </attribute>
4294     <attribute arch="other_arch" editor="create object" type="string">
4295     </attribute>
4296     <attribute arch="sp" editor="cost spellpoints" type="int">
4297     </attribute>
4298     <attribute arch="grace" editor="cost grace" type="int">
4299     </attribute>
4300     <attribute arch="maxsp" editor="double cost per level" type="int">
4301     </attribute>
4302     </type>
4303    
4304     <!--####################################################################-->
4305     <type number="85" name="Spellbook">
4306     <description><![CDATA[
4307     By reading a spellbook, the player has a chance of learning the
4308     contained spell. Once learned from a book, the spell is available
4309     forever. Spellbooks with high level spells require some skill-level
4310     to read.<br><br>
4311     You can create widely customized spells only by adjusting the
4312     spell object in the spellbooks inventory. Refer to the description
4313     of spell objects for detailed information how to customize spells.<br>
4314     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4315     with a compilation of spells that the book may contain. ]]>
4316     </description>
4317     <use><![CDATA[
4318     Don't put any of the godgiven spells into a spellbook! These are
4319     reserved for the followers of the appropriate cults. Handing them
4320     out in a spellbook would violate the balance between different religions.
4321     <br><br>
4322     Note that there is no fundamental difference between the spellbooks
4323     of varying schools (pyromancy, sorcery, evocation, summoning, and
4324     even praying). The difference lies only in the spells they contain.
4325     It is up to you, the mapmaker, to pick the right type of book
4326     for your spells. ]]>
4327     </use>
4328     <attribute arch="skill" value="literacy" type="fixed" />
4329     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4330     There are two ways to put spells into a spellbook:
4331     1. Put a spell object in the books inventory. In this case,
4332     treasurelist must be set to &lt;none&gt;.
4333     2. Choose a treasurelist which contains spells.
4334     In that way, a spell will be chosen randomly from the list.
4335     </attribute>
4336     <attribute arch="startequip" editor="godgiven item" type="bool">
4337     A godgiven item vanishes as soon as the player
4338     drops it to the ground.
4339     </attribute>
4340     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4341     This text may contain a nice description
4342     of the spellbook's cover or something.
4343     </attribute>
4344     </type>
4345    
4346     <!--####################################################################-->
4347     <type number="90" name="Spinner">
4348     <ignore>
4349     <ignore_list name="non_pickable" />
4350     </ignore>
4351     <description><![CDATA[
4352     Spinners change the direction of spell objects and other projectiles
4353     that fly past. Unlike directors, it does make a difference from what
4354     angle you shoot into the spinner. The direction of objects flying past
4355     is always changed by a certain degree. ]]>
4356     </description>
4357     <use><![CDATA[
4358     Spinners are very rarely used. I believe they are quite
4359     confusing and pointless. The only use I can think of is building
4360     some puzzle about where to shoot into spinners to shoot somewhere you
4361     otherwise couldn't.
4362    
4363     When placing spinners on a map with magic walls, make sure the spell-
4364     projectiles from magic walls don't get to fly in loops. ]]>
4365     </use>
4366     <attribute arch="sp" editor="direction number" type="int">
4367     The spinner will change the direction of flying objects by
4368     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4369     positive values counter clockwise.
4370    
4371     Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4372     </attribute>
4373     <attribute arch="walk_on" value="1" type="fixed" />
4374     <attribute arch="fly_on" value="1" type="fixed" />
4375     </type>
4376    
4377     <!--####################################################################-->
4378     <type number="138" name="Swamp">
4379     <ignore>
4380     <ignore_list name="non_pickable" />
4381     </ignore>
4382     <description><![CDATA[
4383     Swamp areas show a special behaviour:
4384     When a player stands still on a swamp-square for too long,
4385     he will start to sink in and eventually drown and die.
4386     Items dropped on the swamp sink in and dissapear.
4387     Players with knowledge of the woodsman skill are a lot less likely
4388     to die in the swamp. ]]>
4389     </description>
4390     <attribute arch="walk_on" value="1" type="fixed" />
4391     <attribute arch="is_floor" value="1" type="fixed" />
4392     <attribute arch="is_wooded" value="1" type="fixed" />
4393     <attribute arch="speed" editor="drowning speed" type="float">
4394     The higher the &lt;drowning speed&gt;, the faster will players and items
4395     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4396     and unexpected death-trap. Players should get a warning before such areas.
4397     </attribute>
4398     <attribute arch="slow_move" editor="slow movement" type="int">
4399     If &lt;slow movement&gt; is set to a value greater zero, all
4400     creatures moving over this spot will be slower than normal.
4401    
4402     &lt;slow movement&gt; 1 - rough terrain
4403     &lt;slow movement&gt; 2 - very rough terrain
4404     ...
4405     &lt;slow movement&gt; 5 - default for deep swamp
4406     </attribute>
4407     <attribute arch="no_magic" editor="no spells" type="bool">
4408     If enabled, it is impossible for players to use (wizard-)
4409     spells on that spot.
4410     </attribute>
4411     <attribute arch="damned" editor="no prayers" type="bool">
4412     If enabled, it is impossible for players to use prayers
4413     on that spot. It also prevents players from saving.
4414     </attribute>
4415     </type>
4416    
4417     <!--####################################################################-->
4418     <type number="41" name="Teleporter">
4419     <ignore>
4420     <ignore_list name="non_pickable" />
4421     </ignore>
4422     <description><![CDATA[
4423     When the player walks into a teleporter, he is transferred to a
4424     different location. The main difference to the object-type exit
4425     is the possibility to have teleporters connected to levers/buttons/etc.
4426     Sometimes teleporters are activated even against the players will.
4427     <br><br>
4428     Unlike exits, teleporters can also transfer items and
4429     monsters to different locations on the same map. ]]>
4430     </description>
4431     <use><![CDATA[
4432     When creating maps, I guess sooner or later you'll want to have
4433     an invisible teleporter. If using "invisible 1", the teleporter
4434     can still be discovered with the show_invisible spell. And in
4435     some cases you can't place it under the floor to prevent this.
4436     <br><br>
4437     Fortunately, there is a cool trick to make a perfectly invisible
4438     teleporter: You simply add teleporter functionality to the floor
4439     itself. That means: You take the floor arch (e.g. "flagstone"),
4440     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4441     </use>
4442     <attribute arch="slaying" editor="exit path" type="string">
4443     The exit path specifies the map that the player is transferred to.
4444     &lt;exit path&gt; can be an absolute path, beginning with '/'
4445     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4446     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4447     for example I could use the relative path "Fire1"). Use relative
4448     paths whenever possible! Note that upper/lower case must always be
4449     set correctly. However, please use lower case only.
4450    
4451     If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4452     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4453     monsters and items. In this case, the destined map is automatically
4454     the same map the teleporter is on.
4455     </attribute>
4456     <attribute arch="hp" editor="destination X" type="int">
4457     The exit destinations define the (x, y)-coordinates where the exit
4458     leads to.
4459    
4460     If both are set to zero and &lt;exit path&gt; is empty, the player will
4461     get teleported to another, randomly chosen teleporter on the same
4462     map (Slightly confusing for the player though). Make sure there
4463     actually *is* a second one in that case.
4464    
4465     If both are set to zero and &lt;exit path&gt; is set, the player will
4466     be transferred to the "default enter location" of the destined map.
4467     The latter can be set in the map-properties as "Enter X/Y". Though,
4468     please DO NOT use that. It turned out to be a source for numerous
4469     map-bugs.
4470     </attribute>
4471     <attribute arch="sp" editor="destination Y" type="int">
4472     The exit destinations define the (x, y)-coordinates where the exit
4473     leads to.
4474    
4475     If both are set to zero and &lt;exit path&gt; is empty, the player will
4476     get teleported to another, randomly chosen teleporter on the same
4477     map (Slightly confusing for the player though). Make sure there
4478     actually *is* a second one in that case.
4479    
4480     If both are set to zero and &lt;exit path&gt; is set, the player will
4481     be transferred to the "default enter location" of the destined map.
4482     The latter can be set in the map-properties as "Enter X/Y". Though,
4483     please DO NOT use that. It turned out to be a source for numerous
4484     map-bugs.
4485     </attribute>
4486     <attribute arch="connected" editor="connection" type="int">
4487     If a connection value is set, the teleporter will be activated
4488     whenever the connection is triggered. To use this properly,
4489     &lt;activation speed&gt; must be zero.
4490     </attribute>
4491     <attribute arch="speed" editor="activation speed" type="float">
4492     If the &lt;activation speed&gt; is nonzero, the teleporter will
4493     automatically be activated in regular time-intervals. Hence, the
4494     player can just step on it and gets teleported sooner or later.
4495     The duration between two activates depends on the given value.
4496     Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4497    
4498     VERY IMPORTANT: If you want to have your teleporter activated via
4499     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4500     </attribute>
4501     </type>
4502    
4503     <!--####################################################################-->
4504     <type number="155" name="Trap">
4505     <ignore>
4506     <attribute arch="no_pick" />
4507     <attribute arch="title" />
4508     <attribute arch="name_pl" />
4509     <attribute arch="weight" />
4510     <attribute arch="value" />
4511     <attribute arch="material" />
4512     <attribute arch="unpaid" />
4513     </ignore>
4514     <description><![CDATA[
4515     A trap is a object that can either do damage or trigger another connected object
4516     when detonated. Traps are like runes except they are not magical in nature,
4517     and generally have either a physical attack or trigger a reaction.
4518     <br><br>
4519     Traps hit any monster or person who steps on them for 'dam' damage in
4520     'attacktype' attacktype and/or trigger a reaction.
4521     <br><br>
4522     Many traps are already defined in the archetypes. ]]>
4523     </description>
4524     <use><![CDATA[
4525     Avoid monsters stepping on your traps. For example, a party of orcs setting
4526     off your lightning wall and pit trap is usually a bad idea. ]]>
4527     </use>
4528     <attribute arch="no_pick" value="1" type="fixed" />
4529     <attribute arch="walk_on" value="1" type="fixed" />
4530     <attribute arch="level" editor="trap level" type="int">
4531     Level effects how easily a trap may be found and disarmed, and
4532     how much experience the player gets for doing so. Beware: High level
4533     traps can be quite a cheap source of experience! So either make them
4534     tough, or keep the level low.
4535     </attribute>
4536     <attribute arch="Cha" editor="visibility" type="int">
4537     This value determines what fraction of the time the trap is visible:
4538     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4539     how easily the trap may be found.
4540     </attribute>
4541     <attribute arch="hp" editor="number of charges" type="int">
4542     The trap will detonate &lt;number of charges&gt; times before disappearing.
4543     </attribute>
4544     <attribute arch="dam" editor="direct damage" type="int">
4545     &lt;direct damage&gt; specifies how much damage is done by the trap.
4546     This should be set in reasonable relation to the trap's level.
4547     </attribute>
4548     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4549     This attribute defines what attacktype to use for direct damage when
4550     the trap detonates.
4551     </attribute>
4552     <attribute arch="connected" editor="connection" type="int">
4553     When the trap is detonated, all objects with the same
4554     connection value get activated.
4555     </attribute>
4556     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4557     When the trap detonates, this text is displayed to the
4558     victim. For especially powerful or complex traps, create an appropriate
4559     and thrilling description. ;)
4560     </attribute>
4561     </type>
4562    
4563     <!--####################################################################-->
4564     <type number="95" name="Trapdoor">
4565     <ignore>
4566     <ignore_list name="non_pickable" />
4567     </ignore>
4568     <description><![CDATA[
4569     Trapdoors are very similar to pits. The difference is that they
4570     can not be closed. Instead, the weight of the object on the
4571     trapdoor determines weither it slams the trapdoor open and falls through
4572     or not.<br>
4573     Once a trapdoor has been opened (by a creature or items of sufficient
4574     weight,) it remains open, acting like an opened pit. ]]>
4575     </description>
4576     <use><![CDATA[
4577     Trapdoors should be used in the same fashion as pits:
4578     They should always drop the victims to some kind of lower level. They
4579     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4580     </use>
4581     <attribute arch="no_pick" value="1" type="fixed" />
4582     <attribute arch="walk_on" value="1" type="fixed" />
4583     <attribute arch="weight" editor="hold weight" type="int">
4584     This value defines how much weight the trapdoor can hold.
4585     Once items or creatures are gathered on the trapdoor, with
4586     a total weight surpassing this value, then the trapdoor will
4587     open and things start falling through.
4588     </attribute>
4589     <attribute arch="hp" editor="destination X" type="int">
4590     The trapdoor will transport creatures (and items) randomly into
4591     a two-square radius of the destination coordinates.
4592     If the destination square becomes blocked, the trapdoor will act like
4593     being filled up and not work anymore!
4594     </attribute>
4595     <attribute arch="sp" editor="destination Y" type="int">
4596     The trapdoor will transport creatures (and items) randomly into
4597     a two-square radius of the destination coordinates.
4598     If the destination square becomes blocked, the trapdoor will act like
4599     being filled up and not work anymore!
4600     </attribute>
4601     </type>
4602    
4603     <!--####################################################################-->
4604     <type number="4" name="Treasure">
4605     <ignore>
4606     <attribute arch="nrof" />
4607     <attribute arch="title" />
4608     <attribute arch="name_pl" />
4609     <attribute arch="weight" />
4610     <attribute arch="value" />
4611     <attribute arch="material" />
4612     </ignore>
4613     <description><![CDATA[
4614     A treasure-object turns into certain randomitems when the map is loaded
4615     into the game. ]]>
4616     </description>
4617     <use><![CDATA[
4618     About usage of the "random-artifact" treasurelist:
4619     This will generate powerful stuff like girdles, xray helmets, special
4620     swords etc. If you put this as reward to your quest, players might be
4621     motivated to do it more than once. BUT, by doing so they will get a huge
4622     number of different artifacts! Besides, players will always seek the place
4623     with the most easy-to-get random artifact and ignore all others.
4624     My advice: Don't use it! Attract players with good fighting experience
4625     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4626     </use>
4627     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4628     This entry determines what kind of treasure will appear. Look into
4629     /crossfire/share/crossfire/treasures for details about existing
4630     treasurelists.
4631     </attribute>
4632     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4633     "Auto-generate" must be set in order to have the treasure be created
4634     when the map is loaded.
4635     If you want to create a random treasure chest, you unset this flag.
4636     That way, the player has to apply the object (the chest), then the
4637     treasure is generated.
4638     </attribute>
4639     <attribute arch="hp" editor="create number" type="int">
4640     "Create number" specifies how many pieces of the given treasurelist
4641     will appear. Note that for every piece there is a chance that nothing is
4642     generated. Also, sometimes there can be stacks of items generated, like
4643     for gems/money.
4644     </attribute>
4645     <attribute arch="exp" editor="quality level" type="int">
4646     The &lt;quality level&gt; will be used for the quality of the generated
4647     treasure instead of the map difficulty (as was done with shops).
4648     If zero/unset, the map difficulty will instead be used.
4649     (Example for comparison: Shop floors generate treasure of
4650     &lt;quality level&gt; 5 per default).
4651     </attribute>
4652     </type>
4653    
4654     <!--####################################################################-->
4655     <type number="0" name="Wall">
4656     <required>
4657     <attribute arch="is_floor" value="0" />
4658     <attribute arch="alive" value="0" />
4659     <attribute arch="no_pass" value="1" />
4660     </required>
4661     <ignore>
4662     <attribute arch="nrof" />
4663     <attribute arch="title" />
4664     <attribute arch="name_pl" />
4665     <attribute arch="value" />
4666     <attribute arch="unpaid" />
4667     </ignore>
4668     <description><![CDATA[
4669     Walls usually block passage and sight. ]]>
4670     </description>
4671     <attribute arch="no_pass" editor="blocking passage" type="bool">
4672     If set, the object cannot be passed by players nor monsters.
4673     </attribute>
4674     <attribute arch="can_roll" editor="moveable" type="bool">
4675     If set, the object is able to "roll", so it can be pushed around.
4676     This setting is used for boulders and barrels.
4677     </attribute>
4678     <attribute arch="no_magic" editor="restrict spells" type="bool">
4679     This takes effect only with &lt;blocksview&gt; disabled.
4680     Restricting the use of spells to pass this wall.
4681     </attribute>
4682     <attribute arch="damned" editor="restrict prayers" type="bool">
4683     This takes effect only with &lt;blocksview&gt; disabled.
4684     Restricting the use of spells to pass this wall.
4685     </attribute>
4686     </type>
4687    
4688     <!--####################################################################-->
4689     <type number="0" name="Weak Wall">
4690     <required>
4691     <attribute arch="is_floor" value="0" />
4692     <attribute arch="alive" value="1" />
4693     <attribute arch="tear_down" value="1" />
4694     </required>
4695     <ignore>
4696     <ignore_list name="non_pickable" />
4697     </ignore>
4698     <description><![CDATA[
4699     A weak wall is a breakable spot amidsts a solid wall. Typically
4700     these weak walls look similar to their solid "relatives" except
4701     for a small crack or little chunks of wall on the ground. ]]>
4702     </description>
4703     <use><![CDATA[
4704     If you want to create hidden rooms, using weak walls is alot
4705     better than completely indiscernible passages in a wall.<br>
4706     Anyways, there can be a lot more to weak walls than just finding
4707     them: Rising their defensive stats, weak walls can become a
4708     serious obstacle. An ice wall might only be torn down by a fire
4709     attack for example. A granite wall for instance might be very
4710     hard to destroy. ]]>
4711     </use>
4712     <attribute arch="alive" value="1" type="fixed" />
4713     <attribute arch="no_pick" value="1" type="fixed" />
4714     <attribute arch="tear_down" value="1" type="fixed" />
4715     <attribute arch="race" editor="race" type="string">
4716     For weak walls, &lt;race&gt; should always be set to "wall",
4717     unless you create something fancy like a building which
4718     is in fact meant to be a huge animal.
4719     Note that shovels slay walls, so they do tripple damage
4720     against weak walls.
4721     </attribute>
4722     <attribute arch="level" editor="level" type="int">
4723     The &lt;level&gt; of a weak wall works similar to monster levels.
4724     Due to the fact that weak walls cannot attack, the level
4725     is much less important though.
4726     </attribute>
4727     <attribute arch="hp" editor="health points" type="int">
4728     The &lt;health points&gt; of a weak wall define how long it takes to
4729     tear it down. With every successful hit from an opponent,
4730     &lt;health points&gt; get drained.
4731     </attribute>
4732     <attribute arch="maxhp" editor="max health" type="int">
4733     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4734     weak wall can have. Since walls generally don't heal, I doubt
4735     this has much real effect.
4736     </attribute>
4737     <attribute arch="ac" editor="armour class" type="int">
4738     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4739     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4740     </attribute>
4741     <section name="resistance">
4742     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4743     </attribute>
4744     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4745     </attribute>
4746     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4747     </attribute>
4748     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4749     </attribute>
4750     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
4751     </attribute>
4752     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
4753     </attribute>
4754     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
4755     </attribute>
4756     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
4757     </attribute>
4758     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
4759     </attribute>
4760     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
4761     </attribute>
4762     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
4763     </attribute>
4764     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
4765     </attribute>
4766     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
4767     </attribute>
4768     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
4769     </attribute>
4770     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
4771     </attribute>
4772     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
4773     </attribute>
4774     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
4775     </attribute>
4776     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
4777     </attribute>
4778     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
4779     </attribute>
4780     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
4781     </attribute>
4782     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
4783     </attribute>
4784     </section>
4785     </type>
4786    
4787     <!--####################################################################-->
4788     <type number="15" name="Weapon">
4789     <description><![CDATA[
4790     Wielding a weapon, the object's stats will directly be inherited to the
4791     player. Usually enhancing his fighting-abilities. Non-magical weapons can
4792     be improved with scrolls. ]]>
4793     </description>
4794     <use><![CDATA[
4795     If you create artifacts (equipment) with stats- or resistance-bonus:
4796     Keep playbalance in mind! Such items mustn't be reachable without hard
4797     fighting AND questing. ]]>
4798     </use>
4799     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4800     This number is a bitmask, specifying the weapon's attacktypes.
4801     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4802     have no more than one or two attacktypes. Keep in mind that all weapons
4803     can be blessed by the player's diety, thus adding an additional attacktype.
4804    
4805     When a player hits a monster with a weapon that has more than one attacktype,
4806     then he will do as much damage as the "best" of his attacktypes does. So,
4807     the more attacktypes you've got, the better your chance to take advantage
4808     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4809     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4810     </attribute>
4811     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4812     The &lt;weapontype&gt; characterizes the weapon's type of physical
4813     attack. It could best be considered a "subclassification"
4814     of the physical attacktype. For now, this is only used for
4815     attack messages!
4816    
4817     You should always set this correctly when creating new
4818     weapons for your maps.
4819     </attribute>
4820     <attribute arch="skill" editor="skill name" type="string">
4821     Matching &lt;skill name&gt; of the skill that is required
4822     to use this weapon.
4823     </attribute>
4824     <attribute arch="dam" editor="damage" type="int">
4825     The damage value is used as base value for how much damage the weapon
4826     does per hit. The actual damage involves more dependencies,
4827     like wielder's level and defender's level. Look at existing weapons
4828     to get a feel for the range of weapon damage values.
4829     </attribute>
4830     <attribute arch="slaying" editor="slaying race" type="string">
4831     Slaying means the weapon does tripple (3x) damage to monsters of the
4832     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4833     only monsters of that archtype are hit with tripple damage.
4834    
4835     No god blessings are possible for weapons with a race set in this entry
4836     (That's because god blessings add tripple damage against their own
4837     enemy races). Tripple damage is very effective.
4838     </attribute>
4839     <attribute arch="last_sp" editor="weapon speed" type="int">
4840     The weapon speed determines how often the wielder can swing the weapon
4841     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4842     is best (that is lightning- fast). A typical average value is 8.
4843     Speed and damage should be kept in reasonable relation.
4844     </attribute>
4845     <attribute arch="wc" editor="weapon class" type="int">
4846     The weapon class value adds to the overall weapon class of the wielder's
4847     melee attacks. Weapon class improves the chance of hitting the opponent.
4848     </attribute>
4849     <attribute arch="magic" editor="magic bonus" type="int">
4850     For a weapon, magic bonus works just like weapon class, except that
4851     magic bonus can be improved by the gods or reduced by acid. Hence, it is
4852     less useful than direct weapon class value on a weapon.
4853     </attribute>
4854     <attribute arch="item_power" editor="item power" type="int">
4855     The &lt;item power&gt; value measures how "powerful" an artifact is.
4856     Players will only be able to wear equipment with a certain total
4857     amount of &lt;item power&gt;, depending on their own level. This is the
4858     only way to prevent low level players to wear "undeserved" equipment
4859     (like gifts from other players or cheated items).
4860    
4861     It is very important to adjust the &lt;item power&gt; value carefully
4862     for every artifact you create! If zero/unset, the CF server will
4863     calculate a provisional value at runtime, but this is never
4864     going to be an accurate measurement of &lt;item power&gt;.
4865     </attribute>
4866     <attribute arch="damned" editor="damnation" type="bool">
4867     A damned weapon cannot be unwielded unless
4868     the curse is removed. Removing damnations is
4869     a tick harder than removing curses.
4870     </attribute>
4871     <attribute arch="cursed" editor="curse" type="bool">
4872     A cursed weapon cannot be unwielded unless
4873     the curse is removed.
4874     </attribute>
4875     <attribute arch="lifesave" editor="save life" type="bool">
4876     An item with this flag enabled will save the players life
4877     for one time: When the player is wearing this item and his
4878     healthpoints reach zero, the item dissapears, replenishing
4879     half of the player's health.
4880    
4881     An item with &lt;save life&gt; should not have
4882     any decent additional bonuses!
4883     </attribute>
4884     <attribute arch="unique" editor="unique item" type="bool">
4885     Unique items exist only one time on a server. If the item
4886     is taken, lost or destroyed - it's gone for good.
4887     </attribute>
4888     <attribute arch="startequip" editor="godgiven item" type="bool">
4889     A godgiven item vanishes as soon as the player
4890     drops it to the ground.
4891     </attribute>
4892     <section name="resistance">
4893     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4894     This adds physical resistance to the weapon (= armour value). The number is
4895     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
4896     and what they require to do for getting this-and-that artifact.
4897     </attribute>
4898     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4899     This adds magic resistance to the weapon. The number is a percent-value in
4900     the range 0-100. Treat this with CARE. Look at other maps and what they
4901     require to do for getting this-and-that artifact.
4902     </attribute>
4903     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4904     This adds fire resistance to the weapon. The number is a percent-value in
4905     the range 0-100. Treat this with CARE. Look at other maps and what they
4906     require to do for getting this-and-that artifact.
4907     </attribute>
4908     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4909     This adds electricity resistance to the weapon. The number is a percent-value in
4910     the range 0-100. Treat this with CARE. Look at other maps and what they
4911     require to do for getting this-and-that artifact.
4912     </attribute>
4913     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
4914     This adds fire resistance to the weapon. The number is a percent-value in
4915     the range 0-100. Treat this with CARE. Look at other maps and what they
4916     require to do for getting this-and-that artifact.
4917     </attribute>
4918     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
4919     This adds confusion resistance to the weapon. The number is a percent-value in
4920     the range 0-100. Confusion resistance is not very effective
4921     unless the value comes close to 100 (= perfect immunity).
4922     </attribute>
4923     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
4924     This adds acid resistance to the weapon. The number is a percent-value in
4925     the range 0-100. Treat this with CARE. Look at other maps and what they
4926     require to do for getting this-and-that artifact.
4927     </attribute>
4928     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
4929     This adds draining resistance to the weapon. The number is a percent-value
4930     in the range 0-100. Draining resistance is little effective
4931     unless the value is 100 (= perfect immunity).
4932     </attribute>
4933     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
4934     This adds weaponmagic resistance to the weapon. The number is a percent-value in
4935     the range 0-100. Weaponmagic resistance generally should not exist on
4936     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
4937     are not meant to be easily resisted.
4938     </attribute>
4939     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
4940     This adds ghosthit resistance to the weapon. The number is a percent-value
4941     in the range 0-100. Treat this with CARE. Look at other maps and what they
4942     require to do for getting this-and-that artifact.
4943     </attribute>
4944     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
4945     This adds poison resistance to the weapon. The number is a percent-value in
4946     the range 0-100. Treat this with CARE. Look at other maps and what they
4947     require to do for getting this-and-that artifact.
4948     </attribute>
4949     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
4950     This adds fear resistance to the weapon. The number is a percent-value in
4951     the range 0-100. Resistance to fear is pretty useless.
4952     </attribute>
4953     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
4954     This adds paralyze resistance to the weapon. The number is a percent-value in
4955     the range 0-100. Paralyze resistance is little effective
4956     unless the value is 100 (= perfect immunity).
4957     </attribute>
4958     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
4959     This adds fear resistance to the weapon. The number is a percent-value in
4960     the range 0-100. Resistance to fear is pretty useless.
4961     </attribute>
4962     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
4963     This adds depletion resistance to the weapon. The number is a percent-value
4964     in the range 0-100. Depletion resistance is little effective
4965     unless the value is 100 (= perfect immunity).
4966     </attribute>
4967     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
4968     This adds death-attack resistance to the weapon. The number is a
4969     percent-value in the range 0-100. Death-attack resistance is little
4970     effective unless the value is 100 (= perfect immunity).
4971     Generally, resistance to death-attack is not supposed to be
4972     available to players!
4973     </attribute>
4974     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
4975     This adds chaos resistance to the weapon. The number is a percent-value in
4976     the range 0-100. Treat this with CARE. Look at other maps and what they
4977     require to do for getting this-and-that artifact.
4978     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
4979     combination of other attacktypes.
4980     </attribute>
4981     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
4982     This adds blinding resistance to the weapon. The number is a percent-value
4983     in the range 0-100. Treat this with CARE. Look at other maps and what they
4984     require to do for getting this-and-that artifact.
4985     </attribute>
4986     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
4987     This adds holy power resistance to the weapon. The number is a percent-value
4988     in the range 0-100. Holy power is the attacktype that holyword-type spells
4989     use to hurt undead creatures. This kind of resistance is only reasonable
4990     for undead players (wraith or devourer cult).
4991     Generally, resistance to holy word should not be available for players.
4992     </attribute>
4993     </section>
4994     <section name="stats">
4995     <attribute arch="Str" editor="strength" type="int">
4996     The player's strentgh will rise/fall by the given value
4997     while wearing this weapon.
4998     </attribute>
4999     <attribute arch="Dex" editor="dexterity" type="int">
5000     The player's dexterity will rise/fall by the given value
5001     while wearing this weapon.
5002     </attribute>
5003     <attribute arch="Con" editor="constitution" type="int">
5004     The player's constitution will rise/fall by the given value
5005     while wearing this weapon.
5006     </attribute>
5007     <attribute arch="Int" editor="intelligence" type="int">
5008     The player's intelligence will rise/fall by the given value
5009     while wearing this weapon.
5010     </attribute>
5011     <attribute arch="Pow" editor="power" type="int">
5012     The player's power will rise/fall by the given value
5013     while wearing this weapon.
5014     </attribute>
5015     <attribute arch="Wis" editor="wisdom" type="int">
5016     The player's wisdom will rise/fall by the given value while
5017     wearing this weapon.
5018     </attribute>
5019     <attribute arch="Cha" editor="charisma" type="int">
5020     The player's charisma will rise/fall by the given value
5021     while wearing this weapon.
5022     </attribute>
5023     </section>
5024     <section name="misc">
5025     <attribute arch="luck" editor="luck bonus" type="int">
5026     With positive luck bonus, the player is more likely to
5027     succeed in all sorts of things (spellcasting, praying,...).
5028     Unless the &lt;luck bonus&gt; is very high, the effect will be
5029     barely visible in-game. Luck bonus on one piece of equipment
5030     should never exceed 3, and such bonus should not be too
5031     frequently available.
5032     </attribute>
5033     <attribute arch="hp" editor="health regen." type="int">
5034     Positive &lt;health regen.&gt; bonus speeds up the
5035     player's healing process. Negative values slow it down.
5036     </attribute>
5037     <attribute arch="sp" editor="mana regen." type="int">
5038     Positive &lt;mana regen.&gt; bonus speeds up the
5039     player's mana regeneration. Negative values slow it down.
5040     </attribute>
5041     <attribute arch="grace" editor="grace regen." type="int">
5042     Positive &lt;grace regen.&gt; bonus speeds up the
5043     player's grace regeneration. Negative values slow it down.
5044     Since grace can be regenerated rather easy with praying,
5045     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5046     </attribute>
5047     <attribute arch="food" editor="food bonus" type="int">
5048     Positive &lt;food bonus&gt; slows down the player's digestion,
5049     thus he consumes less food. Negative values speed it up.
5050    
5051     Note that food is consumed not only for "being alive", but
5052     also for healing and mana-regeneration.
5053     &lt;food bonus&gt; only affects the amount of food consumed
5054     for "being alive". Hence, even with high &lt;food bonus&gt;,
5055     during a fight a player can run out of food quickly.
5056     </attribute>
5057     <attribute arch="xrays" editor="xray vision" type="bool">
5058     Xray vision allows the player to see through obstacles
5059     in a two-square-wide radius. This is extremely helpful and
5060     desireable, so don't give it away for cheap on equipment.
5061     </attribute>
5062     <attribute arch="stealth" editor="stealth" type="bool">
5063     Stealth allows the player to move silently.
5064     This comes to effect if a player turns himself
5065     invisible and tries to sneak around monsters.
5066     (At least that was the idea behind it)
5067     </attribute>
5068     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5069     If a player is wearing any piece of equipment with
5070     the ability to &lt;reflect spells&gt;, all kinds of
5071     spell-bullets and -beams will bounce off him.
5072     This works only about 90% of all times, to
5073     avoid players being completely immune to certain
5074     types of attacks.
5075    
5076     This is a very powerful ability and it
5077     shouldn't be handed out cheap!
5078     </attribute>
5079     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5080     If a player is wearing any piece of equipment with
5081     the ability to &lt;reflect missiles&gt;, all kinds of
5082     projectiles (e.g. arrows, bolts, boulders) will
5083     bounce off him. This works only about 90% of all
5084     times, to avoid players being completely immune to
5085     certain types of attacks.
5086     </attribute>
5087     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5088     Click on the &lt;attuned paths&gt; button to select spellpaths.
5089     The player will get attuned to the specified spellpaths
5090     while wearing this weapon.
5091     </attribute>
5092     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5093     Click on the &lt;repelled paths&gt; button to select spellpaths.
5094     The player will get repelled to the specified spellpaths
5095     while wearing this weapon.
5096     </attribute>
5097     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5098     Click on the &lt;denied paths&gt; button to select spellpaths.
5099     The specified spellpaths will be denied to the player
5100     while wearing this weapon.
5101     </attribute>
5102     </section>
5103     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5104     This text describes the weapons's "story". Every decent artifact weapon
5105     should have such a description.
5106     </attribute>
5107     </type>
5108    
5109     <!--####################################################################-->
5110     <type number="109" name="Wand &amp; Staff">
5111     <description><![CDATA[
5112     Wands contain a certain spell. The player can apply (ready) and
5113     fire the wand. After a defined number of casts, the wand is
5114     "used up". It is possible to recharge a wand with scrolls of
5115     charging, but usually that isn't worth the cost. ]]>
5116     </description>
5117     <use><![CDATA[
5118     Wands are quite seldomly used. The reason prolly is that they're
5119     generally not cost-efficient. Handing out high-level wands with
5120     powerfull special spells isn't a good idea either, because of
5121     the recharge ability.
5122     <br><br>
5123     For low levels, staffs of healing/cure and word of recall are
5124     quite desireable though. Ideal rewards for low level quests. ]]>
5125     </use>
5126     <attribute arch="sp" editor="spell" type="spell">
5127     The &lt;spell&gt; specifies the contained spell.
5128     </attribute>
5129     <attribute arch="level" editor="casting level" type="int">
5130     The &lt;casting level&gt; of the wand determines it's power.
5131     An average level for wands in shops is about 10.
5132     </attribute>
5133     <attribute arch="food" editor="number of charges" type="int">
5134     The wand can be used &lt;number of charges&gt; times before it is
5135     used up. It can be recharged with scrolls of charging.
5136     </attribute>
5137     <attribute arch="startequip" editor="godgiven item" type="bool">
5138     A godgiven item vanishes as soon as the player
5139     drops it to the ground.
5140     </attribute>
5141     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5142     This text may contain a description of the wand.
5143     </attribute>
5144     </type>
5145    
5146     </types>