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Revision: 1.10
Committed: Thu Mar 23 08:55:55 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.9: +31 -1 lines
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File Contents

# User Rev Content
1 root 1.1 <?xml version="1.0" standalone="no" ?>
2     <!--
3     ######################################################################
4 root 1.3 # types.xml - This is the definitions-file for all the different #
5 root 1.1 # 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 root 1.3 # If you encounter bugs, typos or missing entries in the LATEST #
15 root 1.1 # 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 root 1.3
71 root 1.1 <!ELEMENT bitmask (entry*)>
72     <!ATTLIST bitmask name CDATA #REQUIRED>
73 root 1.3
74 root 1.1 <!ELEMENT list (entry*)>
75     <!ATTLIST list name CDATA #REQUIRED>
76 root 1.3
77 root 1.1 <!ELEMENT entry EMPTY>
78     <!ATTLIST entry bit CDATA #IMPLIED
79     value CDATA #IMPLIED
80     name CDATA #REQUIRED>
81 root 1.3
82 root 1.1 <!ELEMENT ignore_list (attribute* | EMPTY)>
83     <!ATTLIST ignore_list name CDATA #REQUIRED>
84 root 1.3
85 root 1.1 <!ELEMENT default_type (attribute*)>
86 root 1.3
87 root 1.1 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88     <!ATTLIST type name CDATA #REQUIRED
89     number CDATA #REQUIRED>
90 root 1.3
91 root 1.1 <!ELEMENT description (#PCDATA)>
92     <!ELEMENT use (#PCDATA)>
93 root 1.3
94 root 1.1 <!ELEMENT import_type EMPTY>
95     <!ATTLIST import_type name CDATA #REQUIRED>
96 root 1.3
97 root 1.1 <!ELEMENT required (attribute+)>
98     <!ELEMENT ignore (attribute*,ignore_list*)>
99 root 1.3
100 root 1.1 <!ELEMENT section (attribute+)>
101     <!ATTLIST section name CDATA #REQUIRED>
102 root 1.3
103 root 1.1 <!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 root 1.9
114     <!ENTITY move_on "
115     <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116     Which movement types automatically (as opposed to manually) activate this object.
117     </attribute>
118     ">
119     <!ENTITY move_off "
120     <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121     Which movement types deactivate this object (e.g. button).
122     </attribute>
123     ">
124     <!ENTITY move_type "
125     <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126     Determines which kinds of movement this object can use (e.g. for monsters)
127     or grants (e.g. for amulets).
128     </attribute>
129     ">
130     <!ENTITY movement_types_terrain "
131     <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132     Objects using these movement types cannot move over this space.
133     </attribute>
134     <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135     Objects using these movement types are allowed to move over this space. Takes
136     precedence over 'blocked movements'.
137     </attribute>
138     <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139     The types of movement that should by slowed down by the 'slow movement penalty'.
140     </attribute>
141     <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142     If &lt;slow movement&gt; is set to a value greater zero, all
143     creatures matching 'slow move' will be slower than normal on this spot.
144    
145     &lt;slow movement&gt; 1 - rough terrain
146     &lt;slow movement&gt; 2 - very rough terrain
147     ...
148     &lt;slow movement&gt; 5 - default for deep swamp
149     ...
150     &lt;slow movement&gt; 7 - spider web (sticky as hell)
151     </attribute>
152     ">
153 root 1.1 ]>
154    
155     <types>
156    
157     <!--###################### bitmask definitions ######################-->
158    
159     <bitmask name="attacktype">
160     <entry bit="0" name="Physical" />
161     <entry bit="1" name="Magical" />
162     <entry bit="2" name="Fire" />
163     <entry bit="3" name="Electricity" />
164     <entry bit="4" name="Cold" />
165     <entry bit="5" name="Confusion" />
166     <entry bit="6" name="Acid" />
167     <entry bit="7" name="Drain" />
168     <entry bit="8" name="Weaponmagic" />
169     <entry bit="9" name="Ghosthit" />
170     <entry bit="10" name="Poison" />
171     <entry bit="11" name="Slow" />
172     <entry bit="12" name="Paralyze" />
173     <entry bit="13" name="Turn Undead" />
174     <entry bit="14" name="Fear" />
175     <entry bit="15" name="Cancellation" />
176     <entry bit="16" name="Depletion" />
177     <entry bit="17" name="Death" />
178     <entry bit="18" name="Chaos" />
179     <entry bit="19" name="Counterspell" />
180     <entry bit="20" name="God Power" />
181     <entry bit="21" name="Holy Power" />
182     <entry bit="22" name="Blinding" />
183     </bitmask>
184    
185     <bitmask name="material">
186     <entry bit="0" name="Paper" />
187     <entry bit="1" name="Iron" />
188     <entry bit="2" name="Glass" />
189     <entry bit="3" name="Leather" />
190     <entry bit="4" name="Wood" />
191     <entry bit="5" name="Organics" />
192     <entry bit="6" name="Stone" />
193     <entry bit="7" name="Cloth" />
194     <entry bit="8" name="Adamantite" />
195 root 1.7 <entry bit="9" name="Liquid" />
196     <entry bit="10" name="Soft Metal" />
197     <entry bit="11" name="Bone" />
198     <entry bit="12" name="Ice" />
199     <entry bit="13" name="(supress name on display)" />
200    
201 root 1.1 </bitmask>
202    
203     <bitmask name="spellpath">
204     <entry bit="0" name="Protection" />
205     <entry bit="1" name="Fire" />
206     <entry bit="2" name="Frost" />
207     <entry bit="3" name="Electricity" />
208     <entry bit="4" name="Missiles" />
209     <entry bit="5" name="Self" />
210     <entry bit="6" name="Summoning" />
211     <entry bit="7" name="Abjuration" />
212     <entry bit="8" name="Restoration" />
213     <entry bit="9" name="Detonation" />
214     <entry bit="10" name="Mind" />
215     <entry bit="11" name="Creation" />
216     <entry bit="12" name="Teleportation" />
217     <entry bit="13" name="Information" />
218     <entry bit="14" name="Transmutation" />
219     <entry bit="15" name="Transferrence" />
220     <entry bit="16" name="Turning" />
221     <entry bit="17" name="Wounding" />
222     <entry bit="18" name="Death" />
223     <entry bit="19" name="Light" />
224     </bitmask>
225    
226     <bitmask name="will_apply">
227     <entry bit="0" name="Apply Handles" />
228     <entry bit="1" name="Open Chests" />
229     <entry bit="2" name="Break Walls" />
230     <entry bit="3" name="Open Doors" />
231     </bitmask>
232    
233     <bitmask name="pick_up">
234     <entry bit="0" name="Nothing" />
235     <entry bit="1" name="Wealth" />
236     <entry bit="2" name="Food" />
237     <entry bit="3" name="Weapons" />
238     <entry bit="4" name="Armour" />
239     <entry bit="5" name="Inverse" />
240     <entry bit="6" name="All" />
241     </bitmask>
242    
243 root 1.9 <bitmask name="movement_type">
244     <entry bit="0" name="Walk" />
245     <entry bit="1" name="Fly Low" />
246     <entry bit="2" name="Fly High" />
247     <entry bit="3" name="Swim" />
248     <entry bit="4" name="Boat" />
249     </bitmask>
250    
251 root 1.1 <!--###################### list definitions ######################-->
252    
253     <list name="direction">
254     <entry value="0" name="&lt;none&gt;" />
255     <entry value="1" name="north" />
256     <entry value="2" name="northeast" />
257     <entry value="3" name="east" />
258     <entry value="4" name="southeast" />
259     <entry value="5" name="south" />
260     <entry value="6" name="southwest" />
261     <entry value="7" name="west" />
262     <entry value="8" name="northwest" />
263     </list>
264    
265     <list name="mood">
266     <entry value="0" name="furious" />
267     <entry value="1" name="angry" />
268     <entry value="2" name="calm" />
269     <entry value="3" name="sleep" />
270     <entry value="4" name="charm" />
271     </list>
272    
273     <list name="potion_effect">
274     <entry value="0" name="&lt;none&gt;" />
275     <entry value="65536" name="life restoration" />
276     <entry value="1048576" name="improvement" />
277     </list>
278    
279     <list name="weapon_type">
280     <entry value="0" name="&lt;unknown&gt;" />
281     <entry value="1" name="sword" />
282     <entry value="2" name="arrows" />
283     <entry value="3" name="axe" />
284     <entry value="4" name="katana" />
285     <entry value="5" name="knife, dagger" />
286     <entry value="6" name="whip, chain" />
287     <entry value="7" name="hammer, flail" />
288     <entry value="8" name="club, stick" />
289     </list>
290    
291     <list name="skill_type">
292     <entry value="1" name="lockpicking" />
293     <entry value="2" name="hiding" />
294     <entry value="3" name="smithery" />
295     <entry value="4" name="bowyer" />
296     <entry value="5" name="jeweler" />
297     <entry value="6" name="alchemy" />
298     <entry value="7" name="stealing" />
299     <entry value="8" name="literacy" />
300     <entry value="9" name="bargaining" />
301     <entry value="10" name="jumping" />
302     <entry value="11" name="detect magic" />
303     <entry value="12" name="oratory" />
304     <entry value="13" name="singing" />
305     <entry value="14" name="detect curse" />
306     <entry value="15" name="find traps" />
307     <entry value="16" name="mediatation" />
308     <entry value="17" name="punching" />
309     <entry value="18" name="flame touch" />
310     <entry value="19" name="karate" />
311     <entry value="20" name="climbing" />
312     <entry value="21" name="woodsman" />
313     <entry value="22" name="inscription" />
314     <entry value="23" name="one handed weapons" />
315     <entry value="24" name="missile weapons" />
316     <entry value="25" name="throwing" />
317     <entry value="26" name="use magic item" />
318     <entry value="27" name="disarm traps" />
319     <entry value="28" name="set traps" />
320     <entry value="29" name="thaumaturgy" />
321     <entry value="30" name="praying" />
322     <entry value="31" name="clawing" />
323     <entry value="32" name="levitation" />
324     <entry value="33" name="summoning" />
325     <entry value="34" name="pyromancy" />
326     <entry value="35" name="evocation" />
327     <entry value="36" name="sorcery" />
328     <entry value="37" name="two handed weapons" />
329     </list>
330    
331     <list name="spell_type">
332     <entry value="1" name="raise dead" />
333     <entry value="2" name="rune" />
334     <entry value="3" name="make mark" />
335     <entry value="4" name="bolt" />
336     <entry value="5" name="bullet" />
337     <entry value="6" name="explosion" />
338     <entry value="7" name="cone" />
339     <entry value="8" name="bomb" />
340     <entry value="9" name="wonder" />
341     <entry value="10" name="smite" />
342     <entry value="11" name="magic missile" />
343     <entry value="12" name="summon golem" />
344     <entry value="13" name="dimension door" />
345     <entry value="14" name="magic mapping" />
346     <entry value="15" name="magic wall" />
347     <entry value="16" name="destruction" />
348     <entry value="17" name="perceive self" />
349     <entry value="18" name="word of recall" />
350     <entry value="19" name="invisible" />
351     <entry value="20" name="probe" />
352     <entry value="21" name="healing" />
353     <entry value="22" name="create food" />
354     <entry value="23" name="earth to dust" />
355     <entry value="24" name="change ability" />
356     <entry value="25" name="bless" />
357     <entry value="26" name="curse" />
358     <entry value="27" name="summon monster" />
359     <entry value="28" name="recharge" />
360     <entry value="29" name="polymorph" />
361     <entry value="30" name="alchemy" />
362     <entry value="31" name="remove curse" />
363     <entry value="32" name="identify" />
364     <entry value="33" name="detection" />
365     <entry value="34" name="mood change" />
366     <entry value="35" name="moving ball" />
367     <entry value="36" name="swarm" />
368     <entry value="37" name="charge mana" />
369     <entry value="38" name="dispel rune" />
370     <entry value="39" name="create missile" />
371     <entry value="40" name="consecrate" />
372     <entry value="41" name="animate weapon" />
373     <entry value="42" name="light" />
374     <entry value="43" name="change map light" />
375     <entry value="44" name="faery fire" />
376     <entry value="45" name="disease" />
377     <entry value="46" name="aura" />
378     <entry value="47" name="town portal" />
379     </list>
380    
381 elmex 1.4 <list name="event_type">
382     <entry value="0" name="none" />
383     <entry value="1" name="apply" />
384     <entry value="2" name="attack" />
385     <entry value="3" name="death" />
386     <entry value="4" name="drop" />
387     <entry value="5" name="pickup" />
388     <entry value="6" name="say" />
389     <entry value="7" name="stop" />
390     <entry value="8" name="time" />
391     <entry value="9" name="throw" />
392     <entry value="10" name="trigger" />
393     <entry value="11" name="close" />
394     <entry value="12" name="timer" />
395     <entry value="28" name="move" />
396     </list>
397    
398 root 1.10 <list name="attack_movement_bits_0_3">
399     <entry value="0" name="default" />
400     <entry value="1" name="attack from distance" />
401     <entry value="2" name="run away" />
402     <entry value="3" name="hit and run" />
403     <entry value="4" name="wait, then hit, then move" />
404     <entry value="5" name="rush blindly" />
405     <entry value="6" name="always run" />
406     <entry value="7" name="attack from distance if hit" />
407     <entry value="8" name="do not approach" />
408     </list>
409    
410     <list name="attack_movement_bits_4_7">
411     <entry value="0" name="none" />
412     <entry value="16" name="pet" />
413     <entry value="32" name="small circle" />
414     <entry value="48" name="large circle" />
415     <entry value="64" name="small horizontal" />
416     <entry value="80" name="large horizontal" />
417     <entry value="96" name="random direction" />
418     <entry value="112" name="random movement" />
419     <entry value="128" name="small vertical" />
420     <entry value="144" name="large vertical" />
421     </list>
422    
423 root 1.1 <!--###################### default attributes ######################-->
424    
425     <!--
426     The attributes of the default_type get added to all other types by default.
427     Every type can have an 'ignore' element however, which is used to specify
428     default attributes *not* to inherit.
429     -->
430     <default_type>
431     <attribute arch="name" editor="name" type="string">
432     This is the name of the object, displayed to the player.
433     </attribute>
434     <attribute arch="name_pl" editor="plural name" type="string">
435     This is the plural name of the object. A plural name must be set for
436     all items that can be picked up and collected by the player.
437     </attribute>
438     <attribute arch="title" editor="title" type="string">
439     This is the object's title. Once an object is identified the title is
440 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
441 root 1.1 </attribute>
442     <attribute arch="face" editor="image" type="string">
443     The image-name defines what image is displayed for this object in-game.
444     </attribute>
445     <attribute arch="nrof" editor="number" type="int">
446     This value determines the number of objects in one stack (for example:
447     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
448     any pickable object - otherwise it won't be mergeable into a stack.
449     </attribute>
450     <attribute arch="weight" editor="weight" type="int">
451 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
452 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
453     for explicitly non-pickable objects (hey, this is opensource.. you
454     never know ;) ).
455     </attribute>
456     <attribute arch="value" editor="value" type="int">
457     Adds a certain value to the object: It will be worth that many times the
458     default value from it's archetype (E.g. "value = 3" means three times
459     worth the default value). Value for buying/selling will be
460     further modified by various factors. Hence, testing values in-game is
461     usually inevitable.
462     </attribute>
463     <attribute arch="glow_radius" editor="glow radius" type="int">
464     If &lt;glow radius&gt; is set to a value greater zero, the object
465     appears lit up on dark maps. &lt;glow radius&gt; can be a value
466 root 1.3 between 0 and 4, the higher, the more light does the object emit.
467 root 1.1 </attribute>
468     <attribute arch="material" editor="material" type="bitmask_material">
469     This bitmask-value informs the player of which material(s) the
470     object consists. Material does also affect how likely the object
471     can be destroyed by hazardous spell-effects.
472     </attribute>
473     <attribute arch="no_pick" editor="non-pickable" type="bool">
474     If set, the object cannot be picked up (Neither by players nor monsters).
475     </attribute>
476     <attribute arch="invisible" editor="invisible" type="bool">
477     Generally makes the object invisible. Depending on the object-type,
478     some can be made visible by the show_invisible spell. If in doubt, test it.
479     Putting an invisible object under the floor always prevents it from being
480     shown.
481     </attribute>
482     <attribute arch="blocksview" editor="block view" type="bool">
483     If an item is set to block view, players (and monsters) cannot
484     see byond it unless they cross it or manage to stand ontop.
485     </attribute>
486     <attribute arch="identified" editor="identified" type="bool">
487     If an item is identified, the player has full knowledge about it.
488     </attribute>
489     <attribute arch="unpaid" editor="unpaid" type="bool">
490     An &lt;unpaid&gt; item cannot be used unless a player carried it over
491     a shop mat, paying the demanded price. Setting this flag makes sense
492     only for pickable items inside shops.
493     </attribute>
494     </default_type>
495    
496     <!-- This ignorelist is for all system objects which are non pickable
497     and invisible. They don't interact with players at all. -->
498     <ignore_list name="system_object">
499     <attribute arch="value" />
500     <attribute arch="nrof" />
501     <attribute arch="weight" />
502     <attribute arch="name_pl" />
503     <attribute arch="material" />
504     <attribute arch="no_pick" />
505     <attribute arch="unpaid" />
506     <attribute arch="title" />
507     <attribute arch="glow_radius" />
508     <attribute arch="identified" />
509     <attribute arch="blocksview" />
510     <attribute arch="invisible" />
511     </ignore_list>
512    
513     <!-- This ignorelist is for non-pickable objects. They can be seen by
514     the player, but don't have values like material or weight. -->
515     <ignore_list name="non_pickable">
516     <attribute arch="value" />
517     <attribute arch="nrof" />
518     <attribute arch="weight" />
519     <attribute arch="name_pl" />
520     <attribute arch="material" />
521     <attribute arch="no_pick" />
522     <attribute arch="unpaid" />
523     <attribute arch="title" />
524     <attribute arch="identified" />
525     </ignore_list>
526    
527     <!--####################################################################-->
528     <type number="0" name="Misc">
529     <required>
530     <!-- this is a special case: The "misc" type with type number 0 is
531     the fallback for all types which don't match any other defined types.
532     The required attribute "misc x" prevents that it gets confused with
533     other types like "monster & npc" which also have type number 0. -->
534     <attribute arch="misc" value="x" />
535     </required>
536 root 1.9 &movement_types_terrain;
537 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
538     Curses can have various effects: On equipment and food,
539     they generally harm the player in some way.
540     </attribute>
541     <attribute arch="damned" editor="damned" type="bool">
542     A damned item/floor on the ground makes it impossible for players
543     to use prayers on that spot. It also prevents players from saving.
544     Damnation on equipment works similar to a curse.
545     </attribute>
546     <attribute arch="unique" editor="unique item" type="bool">
547     Unique items exist only one time on a server. If the item
548     is taken, lost or destroyed - it's gone for good.
549     </attribute>
550     <attribute arch="startequip" editor="godgiven item" type="bool">
551     A godgiven item vanishes as soon as the player
552     drops it to the ground.
553     </attribute>
554     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
555     This text may describe the object.
556     </attribute>
557     </type>
558    
559     <!--####################################################################-->
560     <type number="110" name="Ability">
561     <ignore>
562     <ignore_list name="system_object" />
563     </ignore>
564     <description><![CDATA[
565     Abilities are to be put in a monster's inventory. They grant monsters the
566     knowledge to cast spells. Spells from abilities are usually magical in
567     nature, thus adding magic attacktype to the spell-damage they produce.
568     <br><br>
569     A particularly nice feature of abilities is that they can hold two
570     spells: One for short range- and one for long range use.
571     \n\n
572     You should know that spellcasting monsters receive abilities via
573     &lt;treasurelist&gt;. ]]>
574     </description>
575     <use><![CDATA[
576     If you want to create "customized" spellcasting monsters, you
577     should use abilities (rather than spellbooks/wands or something).
578     The long/short-range spell feature can make boss-monsters more
579     interesting and challenging.
580     <br><br>
581     You should keep in mind that magic abilities allow players
582     to get better resistance. You can turn off the magic part to
583     make the spells more dangerous. However, this really shouldn't
584     be neccessary unless you work on very high level maps.
585     And what fun is a magic resistance cloak when it has no effect? ]]>
586     </use>
587     <attribute arch="invisible" value="1" type="fixed" />
588     <attribute arch="no_drop" value="1" type="fixed" />
589     <attribute arch="sp" editor="short range spell" type="spell">
590     The monster will use the specified &lt;short range spell&gt;
591     when the player is within 6-square radius (of the
592     monster's head).
593     </attribute>
594     <attribute arch="hp" editor="long range spell" type="nz_spell">
595     The monster will use the specified &lt;long range spell&gt;
596     when the player is at least 6 squares away (from the
597     monster's head).
598 root 1.3
599 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
600     &lt;short range spell&gt; gets used all the time.
601     </attribute>
602     <attribute arch="maxsp" editor="importance" type="int">
603     Sometimes you'll want a monster to use one ability more than others.
604     To achieve this, set the &lt;importance&gt; to a value greater than
605     one. Abilities with this value zero/unset are counted to be of
606     &lt;importance&gt; one.
607 root 1.3
608 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
609     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
610     times the "small fireball".
611     </attribute>
612     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
613 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
614 root 1.1 If enabled, all spells produced by this ability will have magic
615     attacktype added to the usual attacktypes.
616 root 1.3
617 root 1.1 This should always be set for spell-like abilities. "Natural"
618     abilities like a dragon's firebreath are an exception.
619     Note that non-magical abilities are more dangerous because
620     magic resistance does not protect from those.</attribute>
621     </type>
622    
623     <!--####################################################################-->
624     <type number="18" name="Altar">
625     <ignore>
626     <ignore_list name="non_pickable" />
627     </ignore>
628     <description><![CDATA[
629     When a player puts a defined number of certain items on the altar,
630     then either a spell is casted (on the player) or a connector is
631     triggered. If the latter is the case, the altar works only once.
632 root 1.3 Either way, the sacrificed item disappears. ]]>
633 root 1.1 </description>
634     <attribute arch="no_pick" value="1" type="fixed" />
635 root 1.9 &move_on;
636 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
637     This string specifies the item that must be put on the altar to
638     activate it. It can either be the name of an archetype, or directly
639     the name of an object. Yet, titles are not recognized by altars.
640     Remember to put a note somewhere, telling the player what he is
641     expected to drop on the altar. (Often this is put in the altar's
642     name: E.g. "drop 100 platinums")
643     </attribute>
644     <attribute arch="food" editor="drop amount" type="int">
645     The drop amount specifies the amount of items (specified
646 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
647 root 1.1
648     If &lt;match item name&gt; is set to "money", then the value of the
649     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
650 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
651 root 1.1
652     Note that the maximum possible for &lt;drop amount&gt; is 32767.
653     </attribute>
654     <attribute arch="connected" editor="connection" type="int">
655     If a connection value is set, the altar will trigger all objects
656     with the same value, when activated. This will only work once.
657     </attribute>
658     <attribute arch="sp" editor="spell" type="spell">
659     When activated, the selected &lt;spell&gt; will be casted (once, on the
660     player). This should work for any given spell. The altar will work
661 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
662 root 1.1 one altar.
663     </attribute>
664     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
665     This text will be displayed to the player
666     in the exact moment when the altar is activated.
667     </attribute>
668     </type>
669    
670     <!--####################################################################-->
671     <type number="31" name="Altar Trigger">
672     <ignore>
673     <ignore_list name="non_pickable" />
674     </ignore>
675     <description><![CDATA[
676     Altar_triggers work pretty much like normal altars
677     (drop sacrifice -> connection activated), except for the fact that
678 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
679 root 1.1 </description>
680     <use><![CDATA[
681     Altar_triggers are very useful if you want to charge a price for...
682     <UL>
683     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
684 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
685 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
686     </UL>
687     The big advantage over normal altars is the infinite usability
688     of altar_triggers! If there are ten players on one server, they're
689     quite grateful if things work more than once. =) ]]>
690     </use>
691     <attribute arch="no_pick" value="1" type="fixed" />
692     <attribute arch="slaying" editor="match item name" type="string">
693     This string specifies the item that must be put on the altar to
694     activate it. It can either be the name of an archetype, or directly
695     the name of an object. Yet, titles are not recognized by altars.
696     Remember to put a note somewhere, telling the player what he is
697     expected to drop on the altar. (Often this is put in the altar's
698     name: E.g. "drop 100 platinums")
699     </attribute>
700     <attribute arch="food" editor="drop amount" type="int">
701     The drop amount specifies the amount of items (specified
702 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
703 root 1.1
704     If &lt;match item name&gt; is set to "money", then the value of the
705     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
706 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
707 root 1.1
708     Note that the maximum possible for &lt;drop amount&gt; is 32767.
709     </attribute>
710     <attribute arch="connected" editor="connection" type="int">
711     If a connection value is set, the altar will trigger all objects
712     with the same value, when activated. This will only work once.
713     </attribute>
714     <attribute arch="sp" editor="spell" type="spell">
715     When activated, this &lt;spell&gt; will be casted (once, on the player).
716 root 1.3 This should work for any given spell. The altar will work infinitely
717 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
718     </attribute>
719     <attribute arch="exp" editor="reset time" type="int">
720     Being activated, the altar will reset after &lt;reset time&gt; ticks.
721     After reset, the altar is ready to be activated once again.
722     The default &lt;reset time&gt; is 30.
723     </attribute>
724     <attribute arch="last_sp" editor="ignore reset" type="bool">
725     If this attribute is enabled, the altar_trigger won't push the
726     connected value by altar reset. Only ONCE by dropping the sacrifice.
727     This is typically used when the altar is connected to a creator,
728 root 1.3 e.g. for selling tickets.
729 root 1.1
730     If this attribute is disabled (default), the altar_trigger
731     will push the connected value TWICE per sacrifice: First by
732     dropping sacrifice, second by reset. This mode is typically
733     used for altars being connected to gates, resulting in the
734     gate being opened and closed again.
735     </attribute>
736 root 1.9 &move_on;
737 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
738     This text will be displayed to the player
739     in the exact moment when the altar is activated.
740     </attribute>
741     </type>
742    
743     <!--####################################################################-->
744     <type number="39" name="Amulet">
745     <description><![CDATA[
746     Wearing an amulet, the object's stats will directly be inherited to
747     the player. Amulets are usually meant for protection and defense. ]]>
748     </description>
749     <use><![CDATA[
750     Feel free to create your own special artifacts. However, it is very
751     important that you keep your artifact in balance with existing maps. ]]>
752     </use>
753     <attribute arch="ac" editor="armour class" type="int">
754     This value defines the amount of armour-class bonus for wearing
755     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
756     values are better. It should usually be set only for armour-like equipment.
757     </attribute>
758     <attribute arch="wc" editor="weapon class" type="int">
759     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
760     melee attacks. Weapon class improves the chance of hitting the opponent.
761     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
762     be set only for weapon-like items. Lower values are better.
763     </attribute>
764     <attribute arch="item_power" editor="item power" type="int">
765     The &lt;item power&gt; value measures how "powerful" an artifact is.
766     Players will only be able to wear equipment with a certain total
767     amount of &lt;item power&gt;, depending on their own level. This is the
768     only way to prevent low level players to wear "undeserved" equipment
769     (like gifts from other players or cheated items).
770 root 1.3
771 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
772     for every artifact you create! If zero/unset, the CF server will
773     calculate a provisional value at runtime, but this is never
774     going to be an accurate measurement of &lt;item power&gt;.
775     </attribute>
776     <attribute arch="damned" editor="damnation" type="bool">
777     A damned piece of equipment cannot be unwielded unless the curse
778     is removed. Removing damnations is a tick harder than removing curses.
779     </attribute>
780     <attribute arch="cursed" editor="curse" type="bool">
781     A cursed piece of equipment cannot be unwielded
782     unless the curse is removed.
783     </attribute>
784     <attribute arch="lifesave" editor="save life" type="bool">
785     An item with this flag enabled will save the players life
786     for one time: When the player is wearing this item and his
787 root 1.3 health points reach zero, the item disappears, replenishing
788 root 1.1 half of the player's health.
789 root 1.3
790 root 1.1 An item with &lt;save life&gt; should not have
791     any decent additional bonuses!
792     </attribute>
793     <attribute arch="unique" editor="unique item" type="bool">
794     Unique items exist only one time on a server. If the item
795     is taken, lost or destroyed - it's gone for good.
796     </attribute>
797     <attribute arch="startequip" editor="godgiven item" type="bool">
798     A godgiven item vanishes as soon as the player
799     drops it to the ground.
800     </attribute>
801     <attribute arch="applied" editor="is applied" type="bool">
802     If you put this item into the inventory of a monster, and
803     you want the monster to use/wear the item - you must set
804     &lt;is applied&gt;.
805     Enabling this flag doesn't make any sense if the item
806     is NOT in a monster's inventory.
807     </attribute>
808     <section name="resistance">
809     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
810     This adds physical resistance to the item (= armour value). The number is
811     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
812     and what they require to do for getting this-and-that artifact.
813     </attribute>
814     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
815     This adds magic resistance to the item. The number is a percent-value in
816     the range 0-100. Treat this with CARE. Look at other maps and what they
817     require to do for getting this-and-that artifact.
818     </attribute>
819     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
820     This adds fire resistance to the item. The number is a percent-value in
821     the range 0-100. Treat this with CARE. Look at other maps and what they
822     require to do for getting this-and-that artifact.
823     </attribute>
824     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
825     This adds electricity resistance to the item. The number is a percent-value in
826     the range 0-100. Treat this with CARE. Look at other maps and what they
827     require to do for getting this-and-that artifact.
828     </attribute>
829     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
830     This adds fire resistance to the item. The number is a percent-value in
831     the range 0-100. Treat this with CARE. Look at other maps and what they
832     require to do for getting this-and-that artifact.
833     </attribute>
834     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
835     This adds confusion resistance to the item. The number is a percent-value in
836     the range 0-100. Confusion resistance is not very effective
837     unless the value comes close to 100 (= perfect immunity).
838     </attribute>
839     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
840     This adds acid resistance to the item. The number is a percent-value in
841     the range 0-100. Treat this with CARE. Look at other maps and what they
842     require to do for getting this-and-that artifact.
843     </attribute>
844     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
845     This adds draining resistance to the item. The number is a percent-value
846     in the range 0-100. Draining resistance is little effective
847     unless the value is 100 (= perfect immunity).
848     </attribute>
849     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
850     This adds weaponmagic resistance to the item. The number is a percent-value in
851     the range 0-100. Weaponmagic resistance generally should not exist on
852     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
853     are not meant to be easily resisted.
854     </attribute>
855     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
856     This adds ghosthit resistance to the item. The number is a percent-value
857     in the range 0-100. Treat this with CARE. Look at other maps and what they
858     require to do for getting this-and-that artifact.
859     </attribute>
860     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
861     This adds poison resistance to the item. The number is a percent-value in
862     the range 0-100. Treat this with CARE. Look at other maps and what they
863     require to do for getting this-and-that artifact.
864     </attribute>
865     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
866     This adds fear resistance to the item. The number is a percent-value in
867     the range 0-100. Resistance to fear is pretty useless.
868     </attribute>
869     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
870     This adds paralyze resistance to the item. The number is a percent-value in
871     the range 0-100. Paralyze resistance is little effective
872     unless the value is 100 (= perfect immunity).
873     </attribute>
874     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
875     This adds fear resistance to the item. The number is a percent-value in
876     the range 0-100. Resistance to fear is pretty useless.
877     </attribute>
878     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
879     This adds depletion resistance to the item. The number is a percent-value
880     in the range 0-100. Depletion resistance is little effective
881     unless the value is 100 (= perfect immunity).
882     </attribute>
883     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
884     This adds death-attack resistance to the item. The number is a
885     percent-value in the range 0-100. Death-attack resistance is little
886     effective unless the value is 100 (= perfect immunity).
887     Generally, resistance to death-attack is not supposed to be
888     available to players!
889     </attribute>
890     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
891     This adds chaos resistance to the item. The number is a percent-value in
892     the range 0-100. Treat this with CARE. Look at other maps and what they
893     require to do for getting this-and-that artifact.
894     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
895     combination of other attacktypes.
896     </attribute>
897     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
898     This adds blinding resistance to the item. The number is a percent-value
899     in the range 0-100. Treat this with CARE. Look at other maps and what they
900     require to do for getting this-and-that artifact.
901     </attribute>
902     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
903     This adds holy power resistance to the item. The number is a percent-value
904     in the range 0-100. Holy power is the attacktype that holyword-type spells
905     use to hurt undead creatures. This kind of resistance is only reasonable
906     for undead players (wraith or devourer cult).
907     Generally, resistance to holy word should not be available for players.
908     </attribute>
909     </section>
910     <section name="stats">
911     <attribute arch="Str" editor="strength" type="int">
912     The player's strentgh will rise/fall by the given value
913     while wearing this piece of equipment.
914     </attribute>
915     <attribute arch="Dex" editor="dexterity" type="int">
916     The player's dexterity will rise/fall by the given value
917     while wearing this piece of equipment.
918     </attribute>
919     <attribute arch="Con" editor="constitution" type="int">
920     The player's constitution will rise/fall by the given value
921     while wearing this piece of equipment.
922     </attribute>
923     <attribute arch="Int" editor="intelligence" type="int">
924     The player's intelligence will rise/fall by the given value
925     while wearing this piece of equipment.
926     </attribute>
927     <attribute arch="Pow" editor="power" type="int">
928     The player's power will rise/fall by the given value
929     while wearing this piece of equipment.
930     </attribute>
931     <attribute arch="Wis" editor="wisdom" type="int">
932     The player's wisdom will rise/fall by the given value while
933     wearing this piece of equipment.
934     </attribute>
935     <attribute arch="Cha" editor="charisma" type="int">
936     The player's charisma will rise/fall by the given value
937     while wearing this piece of equipment.
938     </attribute>
939     </section>
940     <section name="misc">
941     <attribute arch="luck" editor="luck bonus" type="int">
942     With positive luck bonus, the player is more likely to
943     succeed in all sorts of things (spellcasting, praying,...).
944     Unless the &lt;luck bonus&gt; is very high, the effect will be
945     barely visible in-game. Luck bonus on one piece of equipment
946     should never exceed 3, and such bonus should not be too
947     frequently available.
948     </attribute>
949     <attribute arch="hp" editor="health regen." type="int">
950     Positive &lt;health regen.&gt; bonus speeds up the
951     player's healing process. Negative values slow it down.
952     </attribute>
953     <attribute arch="sp" editor="mana regen." type="int">
954     Positive &lt;mana regen.&gt; bonus speeds up the
955     player's mana regeneration. Negative values slow it down.
956     </attribute>
957     <attribute arch="grace" editor="grace regen." type="int">
958     Positive &lt;grace regen.&gt; bonus speeds up the
959     player's grace regeneration. Negative values slow it down.
960     Since grace can be regenerated rather easy with praying,
961     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
962     </attribute>
963     <attribute arch="food" editor="food bonus" type="int">
964     Positive &lt;food bonus&gt; slows down the player's digestion,
965     thus he consumes less food. Negative values speed it up.
966 root 1.3
967 root 1.1 Note that food is consumed not only for "being alive", but
968     also for healing and mana-regeneration.
969     &lt;food bonus&gt; only affects the amount of food consumed
970     for "being alive". Hence, even with high &lt;food bonus&gt;,
971     during a fight a player can run out of food quickly.
972     </attribute>
973     <attribute arch="xrays" editor="xray vision" type="bool">
974     Xray vision allows the player to see through obstacles
975     in a two-square-wide radius. This is extremely helpful and
976 root 1.3 desirable, so don't give it away for cheap on equipment.
977 root 1.1 </attribute>
978     <attribute arch="stealth" editor="stealth" type="bool">
979     Stealth allows the player to move silently.
980     This comes to effect if a player turns himself
981     invisible and tries to sneak around monsters.
982     (At least that was the idea behind it)
983     </attribute>
984     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
985     If a player is wearing any piece of equipment with
986     the ability to &lt;reflect spells&gt;, all kinds of
987     spell-bullets and -beams will bounce off him.
988     This works only about 90% of all times, to
989     avoid players being completely immune to certain
990     types of attacks.
991 root 1.3
992 root 1.1 This is a very powerful ability and it
993     shouldn't be handed out cheap!
994     </attribute>
995     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
996     If a player is wearing any piece of equipment with
997     the ability to &lt;reflect missiles&gt;, all kinds of
998     projectiles (e.g. arrows, bolts, boulders) will
999     bounce off him. This works only about 90% of all
1000     times, to avoid players being completely immune to
1001     certain types of attacks.
1002     </attribute>
1003 root 1.9 &move_type;
1004 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1005     Click on the &lt;attuned paths&gt; button to select spellpaths.
1006     The player will get attuned to the specified spellpaths
1007     while wearing this item.
1008     </attribute>
1009     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1010     Click on the &lt;repelled paths&gt; button to select spellpaths.
1011     The player will get repelled to the specified spellpaths
1012     while wearing this item.
1013     </attribute>
1014     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1015     Click on the &lt;denied paths&gt; button to select spellpaths.
1016     The specified spellpaths will be denied to the player
1017     while wearing this item.
1018     </attribute>
1019     </section>
1020     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1021     This text describes the item's "story". Every decent artifact
1022     should have such a description.
1023     </attribute>
1024     </type>
1025    
1026     <!--####################################################################-->
1027     <type number="58" name="Battleground">
1028     <ignore>
1029     <ignore_list name="non_pickable" />
1030     </ignore>
1031     <description><![CDATA[
1032     Battleground is very special: In short, players can die on battleground
1033     without any death penalties. They don't loose or gain experience
1034     while on battleground. Acid, draining and depletion effects don't
1035     work either.
1036     When a player dies on battleground, he gets teleported to an exit
1037     location which is defined in the battleground object. ]]>
1038     </description>
1039     <use><![CDATA[
1040     Battleground is only meant for player vs. player duels. You can
1041     design combat arenas similiar to the one in scorn.<br>
1042     What should NEVER be done is placing battleground tiles in
1043     open dungeons or other free kinds of land.
1044     It must not be possible to gain significant treasure for fighting
1045     on battleground, because it bears no risk.<br><br>
1046     (Battleground will cease to work when the image or name is changed,
1047     or when it is placed beneath another floor tile.
1048     This is not a bug, it is there to prevent any attempts of placing
1049     "hidden" battleground tiles anywhere.) ]]>
1050     </use>
1051     <attribute arch="no_pick" value="1" type="fixed" />
1052     <attribute arch="is_floor" value="1" type="fixed" />
1053     <attribute arch="hp" editor="destination X" type="int">
1054     The exit destinations define the (x, y)-coordinates where players
1055     get teleported after they died on this battleground.
1056     </attribute>
1057     <attribute arch="sp" editor="destination Y" type="int">
1058     The exit destinations define the (x, y)-coordinates where players
1059     get teleported after they died on this battleground.
1060     </attribute>
1061     </type>
1062    
1063     <!--####################################################################-->
1064     <type number="8" name="Book">
1065     <description><![CDATA[
1066     Applying a book, the containing message is displayed to the player. ]]>
1067     </description>
1068     <attribute arch="level" editor="literacy level" type="int">
1069     If this value is set to be greater than zero, the player needs a
1070     certain literacy level to succeed reading the book. The book can be
1071     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1072     book can be a nice idea, personally I like it when a player needs
1073     more than his fighting skills to solve a quest. However, keep the
1074     booklevel at least below 15 because it is quite hard to gain high
1075     mental levels.
1076     </attribute>
1077     <attribute arch="startequip" editor="godgiven item" type="bool">
1078     A godgiven item vanishes as soon as the player
1079     drops it to the ground.
1080     </attribute>
1081     <attribute arch="unique" editor="unique item" type="bool">
1082     Unique items exist only one time on a server. If the item
1083     is taken, lost or destroyed - it's gone for good.
1084     </attribute>
1085     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1086     This is the text that appears "written" in the book.
1087     </attribute>
1088 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1089     This is the key string of the book. The key string is checked by an inventory checker.
1090     (This is used eg. for the gate/port passes in scorn)
1091     </attribute>
1092 root 1.1 </type>
1093    
1094     <!--####################################################################-->
1095     <type number="99" name="Boots">
1096     <import_type name="Amulet" />
1097     <description><![CDATA[
1098     Wearing boots, the object's stats will directly be inherited to
1099     the player. Usually enhancing his speed, or granting some minor
1100     protection bonus. ]]>
1101     </description>
1102     <use><![CDATA[
1103     Feel free to create your own special artifacts. However, it is very
1104     important that you keep your artifact in balance with existing maps. ]]>
1105     </use>
1106     <attribute arch="exp" editor="speed bonus" type="int">
1107     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1108     while worn. This kind of bonus is quite desirable for players of low-
1109     and medium level. High level players usually have fastest possible
1110     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1111     Still, this bonus is good for nice artifacts - not everything has
1112     to be for highest level.
1113     </attribute>
1114     <attribute arch="magic" editor="magic bonus" type="int">
1115     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1116     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1117     than direct armour-class bonus on the boots.
1118 root 1.3
1119 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1120     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1121     </attribute>
1122     </type>
1123    
1124     <!--####################################################################-->
1125 root 1.3 <type number="104" name="Bracers">
1126     <import_type name="Amulet" />
1127     <description><![CDATA[
1128     Bracers are armour-plates worn around the wrists.
1129     Wearing bracer, the object's stats will directly be inherited to
1130     the player. Usually enhancing his defense. ]]>
1131     </description>
1132     <use><![CDATA[
1133     Feel free to create your own special artifacts. However, it is very
1134     important that you keep your artifact in balance with existing maps. ]]>
1135     </use>
1136     <attribute arch="magic" editor="magic bonus" type="int">
1137     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1138     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1139     than direct armour-class bonus on the bracers.
1140     </attribute>
1141     </type>
1142    
1143     <!--####################################################################-->
1144     <type number="16" name="Brestplate Armour">
1145     <import_type name="Amulet" />
1146     <description><![CDATA[
1147     Wearing an armour, the object's stats will directly be inherited to
1148     the player. Usually enhancing his defense. ]]>
1149     </description>
1150     <use><![CDATA[
1151     Feel free to create your own special artifacts. However, it is very
1152     important that you keep your artifact in balance with existing maps. ]]>
1153     </use>
1154     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1155     This poses a penalty to spell regeneration speed, for wearing the armour.
1156     The bigger the spellpoint penalty, the worse.
1157     </attribute>
1158     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1159     Slowdown penalty reduces the player's walking speed when wearing the
1160     armour. Bigger values are worse - zero is best.
1161     </attribute>
1162     <attribute arch="magic" editor="magic bonus" type="int">
1163     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1164     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1165     than direct armour-class bonus on the armour.
1166     </attribute>
1167     </type>
1168    
1169     <!--####################################################################-->
1170 root 1.1 <type number="92" name="Button">
1171     <ignore>
1172     <ignore_list name="non_pickable" />
1173     </ignore>
1174     <description><![CDATA[
1175     When a predefined amount of weigh is placed on a button, the
1176     &lt;connection&gt; value is triggered. In most cases this happens when a
1177     player or monster steps on it. When the button is "released", the
1178     &lt;connection&gt; value get's triggered a second time. ]]>
1179     </description>
1180 root 1.9 &move_on;
1181     &move_off;
1182 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1183 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1184 root 1.1 The button is pressed (triggered), as soon as
1185     &lt;press weigh&gt; gram are placed ontop of it.
1186     </attribute>
1187     <attribute arch="connected" editor="connection" type="int">
1188     Every time the button is pressed or released, all objects
1189     with the same &lt;connection&gt; value are activated.
1190     </attribute>
1191     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1192     This text may describe the item. You can use this
1193     message to explain the button's purpose to the player.
1194     </attribute>
1195     </type>
1196    
1197     <!--####################################################################-->
1198 root 1.3 <type number="30" name="Button Trigger">
1199     <import_type name="Button" />
1200     <ignore>
1201     <ignore_list name="non_pickable" />
1202     </ignore>
1203     <description><![CDATA[
1204     Handle buttons are buttons which reset after a short period
1205     of time. Every time it is either applied or reset, the
1206     &lt;connection&gt; value is triggered. ]]>
1207     </description>
1208     </type>
1209    
1210     <!--####################################################################-->
1211     <type number="37" name="Class Changer">
1212     <ignore>
1213     <ignore_list name="non_pickable" />
1214     </ignore>
1215     <description><![CDATA[
1216     Class changer are used while creating a character. ]]>
1217     </description>
1218     <attribute arch="randomitems" editor="class items" type="treasurelist">
1219     This entry determines which initial items the character receives.
1220     </attribute>
1221     <section name="stats">
1222     <attribute arch="Str" editor="strength" type="int">
1223     The player's strength will rise by the given value if he chooses this
1224     class. (Negative values make strength fall)
1225     </attribute>
1226     <attribute arch="Dex" editor="dexterity" type="int">
1227     The player's dexterity will rise by the given value if he chooses this
1228     class. (Negative values make dexterity fall)
1229     </attribute>
1230     <attribute arch="Con" editor="constitution" type="int">
1231     The player's constitution will rise by the given value if he chooses this
1232     class. (Negative values make constitution fall)
1233     </attribute>
1234     <attribute arch="Int" editor="intelligence" type="int">
1235     The player's intelligence will rise by the given value if he chooses this
1236     class. (Negative values make intelligence fall)
1237     </attribute>
1238     <attribute arch="Pow" editor="power" type="int">
1239     The player's power will rise by the given value if he chooses this
1240     class. (Negative values make power fall)
1241     </attribute>
1242     <attribute arch="Wis" editor="wisdom" type="int">
1243     The player's wisdom will rise by the given value if he chooses this
1244     class. (Negative values make wisdom fall)
1245     </attribute>
1246     <attribute arch="Cha" editor="charisma" type="int">
1247     The player's charisma will rise by the given value if he chooses this
1248     class. (Negative values make charisma fall)
1249     </attribute>
1250     </section>
1251     </type>
1252    
1253     <!--####################################################################-->
1254 root 1.1 <type number="87" name="Cloak">
1255     <import_type name="Amulet" />
1256     <description><![CDATA[
1257     Wearing a cloak, the object's stats will directly be inherited to
1258     the player. Cloaks usually add minor &lt;armour class&gt; and
1259     sometimes a bit of resistance. ]]>
1260     </description>
1261     <use><![CDATA[
1262     Feel free to create your own special artifacts. However, it is very
1263     important that you keep your artifact in balance with existing maps. ]]>
1264     </use>
1265     <attribute arch="magic" editor="magic bonus" type="int">
1266     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1267     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1268     than direct armour-class bonus on the cloak.
1269 root 1.3
1270 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1271     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1272     </attribute>
1273     </type>
1274    
1275     <!--####################################################################-->
1276     <type number="9" name="Clock">
1277     <description><![CDATA[
1278     Applying a clock, the time is displayed to the player. ]]>
1279     </description>
1280     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1281     This text may describe the item
1282     </attribute>
1283     </type>
1284    
1285     <!--####################################################################-->
1286     <type number="122" name="Container">
1287     <description><![CDATA[
1288     A player can put (certain kinds of) items in the container.
1289     The overall weight of items is reduced when put inside a
1290     container, depending on the settings.
1291     <br><br>
1292     A special feature of containers is the "cauldron",
1293     capable of mixing alchemical receipes. ]]>
1294     </description>
1295     <use><![CDATA[
1296     Note on chests - There are two types of chests:
1297     <UL>
1298     <LI> First the random treasure chests - Those are NOT containers
1299     (but object type Treasure), they create random treasures when
1300     applied. Archetype name is "chest".
1301     <LI> Second there are the permanent chests - Those are containers,
1302     they can be opened and closed again. Archetype name is "chest_2".
1303     </UL> ]]>
1304     </use>
1305     <attribute arch="race" editor="container class" type="string">
1306     If set, the container will hold only certain types of objects.
1307     Possible choices for &lt;container class&gt; are: "gold and jewels",
1308 root 1.3 "arrows" and "keys".
1309    
1310 root 1.1 Unfortunately it is not easy to create new container
1311     classes, because items need a matching counterpiece-attribute
1312     to the &lt;container class&gt; before they can be put inside a
1313     container. This attribute ("race") is set only for the existing
1314     container classes.
1315     </attribute>
1316     <attribute arch="slaying" editor="key string" type="string">
1317     If &lt;key string&gt; is set, only players with a special key
1318     of matching &lt;key string&gt; are able to open the container.
1319     </attribute>
1320     <attribute arch="container" editor="maximum weight" type="int">
1321     The container can hold a maximum total weight of the given value
1322     in gram. Note that this weight limit is calculated *after* the
1323     weight reduction (&lt;reduce weight&gt;) has been applied.
1324     </attribute>
1325     <attribute arch="Str" editor="reduce weight %" type="int">
1326     This value determines how much the weight of items is reduced in
1327     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1328     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1329     Most default values are in the range of ten.
1330     </attribute>
1331     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1332     If set, the container can be used as alchemy-cauldron.
1333     The player can put ingredients inside, close it, cast alchemy
1334     and if his formulae is true, he'll get what he longed for.
1335     </attribute>
1336     <attribute arch="unique" editor="unique item" type="bool">
1337     Unique items exist only one time on a server. If the item
1338     is taken, lost or destroyed - it's gone for good.
1339     All contents of a unique container are unique as well.
1340     </attribute>
1341     <attribute arch="startequip" editor="godgiven item" type="bool">
1342     A godgiven item vanishes as soon as the player
1343     drops it to the ground.
1344     </attribute>
1345     <attribute arch="other_arch" editor="animation arch" type="string">
1346     This is used for a certain kind of... "animation" when
1347     opening the container. Stick to the default arches here
1348     and you won't get into trouble.
1349     </attribute>
1350     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1351     This text may contain a description of the container.
1352     </attribute>
1353     </type>
1354    
1355     <!--####################################################################-->
1356     <type number="103" name="Converter">
1357     <ignore>
1358     <attribute arch="value" />
1359     <attribute arch="nrof" />
1360     <attribute arch="name_pl" />
1361     <attribute arch="no_pick" />
1362     <attribute arch="unpaid" />
1363     <attribute arch="title" />
1364     </ignore>
1365     <description><![CDATA[
1366     Converters are like "exchange tables". When the player drops a
1367     specific type of items, they get converted into other items, at a
1368     predefined exchange-ratio. ]]>
1369     </description>
1370     <use><![CDATA[
1371     Converters are better than shopping with doormats, because the
1372     converters never get sold out. For some items like food or jewels
1373     those "exchange tables" are really nice, while for the more important
1374     stuff like potions converters should not exist.
1375     <br><br>
1376     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1377     items on a converter, the stuff you get must be of equal or lesser
1378     value than before! (Except if you are using "rare" items like
1379     dragonscales for payment). The code will not check if your ratio is
1380     sane, so the player could gain infinite wealth by using your converter. ]]>
1381     </use>
1382     <attribute arch="no_pick" value="1" type="fixed" />
1383     <attribute arch="slaying" editor="cost arch" type="string">
1384     &lt;cost arch&gt; is the name of the archetype the player has to
1385     put on the converter, as payment.
1386     </attribute>
1387     <attribute arch="food" editor="cost number" type="int">
1388     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1389     on the converter, in order to get &lt;receive number&gt; items
1390     of &lt;receive arch&gt;.
1391     </attribute>
1392     <attribute arch="other_arch" editor="receive arch" type="string">
1393     &lt;receive arch&gt; is the name of the archetype to convert into.
1394 root 1.2 This field is ignored if the converter has items in inventory. In this
1395     case one of the inventory items is duplicated. The duplicated item is
1396     randomly chosen from all items present.
1397 root 1.1 </attribute>
1398     <attribute arch="sp" editor="receive number" type="int">
1399     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1400     on the converter, in order to get &lt;receive number&gt; items
1401     of &lt;receive arch&gt;.
1402     </attribute>
1403     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1404     This text may contain a description of the converter.
1405     </attribute>
1406     </type>
1407    
1408     <!--####################################################################-->
1409     <type number="42" name="Creator">
1410     <ignore>
1411     <ignore_list name="system_object" />
1412     </ignore>
1413     <description><![CDATA[
1414     A creator is an object which creates another object when it
1415     is triggered. The child object can be anything. Creators are
1416     VERY useful for all kinds of map-mechanisms. ]]>
1417     </description>
1418     <use><![CDATA[
1419     Don't hesitate to hide your creators under the floor.
1420     The created items will still always appear ontop of the floor. ]]>
1421     </use>
1422     <attribute arch="no_pick" value="1" type="fixed" />
1423     <attribute arch="other_arch" editor="create arch" type="string">
1424     This string defines the object that will be created.
1425     You can choose any of the existing arches.
1426 root 1.2 This field is ignored if the creator has items in inventory. In this case
1427     one of the inventory items is duplicated. The duplicated item is randomly
1428     chosen from all items present.
1429 root 1.1 </attribute>
1430     <attribute arch="connected" editor="connection" type="int">
1431     Whenever the connection value is activated,
1432 root 1.3 the creator gets triggered.
1433 root 1.1 </attribute>
1434     <attribute arch="lifesave" editor="infinit uses" type="bool">
1435     If &lt;infinit uses&gt; is set, the creator will work
1436 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1437 root 1.1 </attribute>
1438     <attribute arch="hp" editor="number of uses" type="int">
1439     The creator can be triggered &lt;number of uses&gt; times, thus
1440     creating that many objects, before it dissappears.
1441     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1442     </attribute>
1443     <attribute arch="slaying" editor="name of creation" type="string">
1444 root 1.2 The created object will bear the name and title specified in &lt;name of
1445     creation&gt;. If nothing is set, the standard name and title of the
1446     archetype is used.
1447 root 1.1 </attribute>
1448     <attribute arch="level" editor="level of creation" type="int">
1449     The created object will be of that level. If zero/unset,
1450     the standard level of the archetype is used.
1451     </attribute>
1452     </type>
1453    
1454     <!--####################################################################-->
1455     <type number="51" name="Detector">
1456     <ignore>
1457     <ignore_list name="system_object" />
1458     </ignore>
1459     <description><![CDATA[
1460     Detectors work quite much like inv. checkers/pedestals: If the detector
1461     finds a specific object, it toggles its connected value.
1462     <br><br>
1463     What is "unique" about them, compared to inv. checkers/ pedestals?
1464     - First, detectors check their square for a match periodically, not
1465     instantly. Second, detectors check directly for object names. Third,
1466     detectors do not check the inventory of players/monsters. ]]>
1467     </description>
1468     <use><![CDATA[
1469     There is one major speciality about detectors: You can detect spells
1470     blown over a detector! To detect a lighting bolt for example, set
1471     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1472     walls, this can be very useful for map-mechanisms. ]]>
1473     </use>
1474     <attribute arch="no_pick" value="1" type="fixed" />
1475     <attribute arch="slaying" editor="match name" type="string">
1476     &lt;match name&gt; specifies the name of the object we are looking for.
1477     Actually it does also check for the &lt;key string&gt; in key-objects,
1478     but for this case inventory checkers are often more powerful to use.
1479     </attribute>
1480     <attribute arch="connected" editor="connection" type="int">
1481     When the detector is triggered, all objects with the same
1482     connection value get activated.
1483     </attribute>
1484     <attribute arch="speed" editor="detection speed" type="float">
1485     This value defines the time between two detector-checks.
1486     If you want the detector to behave almost like pedestals/buttons,
1487     set speed rather high, like &lt;detection speed&gt; 1.0.
1488     </attribute>
1489     </type>
1490    
1491     <!--####################################################################-->
1492     <type number="112" name="Director">
1493     <ignore>
1494     <ignore_list name="non_pickable" />
1495     </ignore>
1496     <description><![CDATA[
1497     Directors change the direction of spell objects and other projectiles
1498     that fly past. Unlike spinners, directors always move objects in the
1499     same direction. It does not make a difference from what angle you
1500     shoot into it.<br>
1501     Directors are visible per default. ]]>
1502     </description>
1503     <use><![CDATA[
1504     Directors are rarely used in maps. Sometimes they are placed to
1505     change the direction of spells coming out of magic walls,
1506     "channeling" spell-projectiles in some direction. When doing this,
1507     <B>never place directors facing each other with magic walls fireing
1508     into them!</B> The spell-projectiles bouncing between the directors
1509     would accumulate to huge numbers and at some point slow down the
1510     server by eating memory- and CPU-time.
1511     <br><br>
1512     You'd better not place directors in monster vs. player combat
1513     areas too much, because that freaks out wizard-type players. ]]>
1514     </use>
1515     <attribute arch="sp" editor="direction" type="list_direction">
1516     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1517     A director with direction &lt;none&gt; simply stops projectiles.
1518     (The latter works out a bit strange for some spells).
1519     </attribute>
1520 root 1.9 &move_on;
1521 root 1.1 </type>
1522    
1523     <!--####################################################################-->
1524     <type number="158" name="Disease">
1525     <ignore>
1526     <ignore_list name="system_object" />
1527     </ignore>
1528     <description><![CDATA[
1529     Diseases are an intersting form of spellcraft in Crossfire.
1530     Once casted, they can spread out and infect creatures in a large
1531     area. Being infected can have various effects, from amusing farts
1532     to horrible damage - almost everything is possible. ]]>
1533     </description>
1534     <use><![CDATA[
1535     Diseases are extremely flexible and usable in a many ways.
1536     So far they are mostly used for causing bad, unwanted effects.
1537     You could just as well create a disease which helps the player
1538     (recharging mana for example).
1539     Infection with a "positive disease" could even be a quest reward. ]]>
1540     </use>
1541     <attribute arch="invisible" value="1" type="fixed" />
1542     <attribute arch="level" editor="plaque level" type="int">
1543     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1544     This mainly reflects in the &lt;damage&gt;. It has no effect on
1545     most other symptoms. Neverthless, it is a very important value for
1546     all damage-inflicting diseases.
1547     </attribute>
1548     <attribute arch="race" editor="infect race" type="string">
1549     The disease will only infect creatures of the specified &lt;race&gt;.
1550     "&lt;race&gt; *" means every creature can be infected.
1551     </attribute>
1552     <attribute arch="ac" editor="progressiveness" type="int">
1553     Every time the disease "moves" the severity of the symptoms are increased
1554     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1555     </attribute>
1556     <section name="spreading">
1557     <attribute arch="wc" editor="infectiosness" type="int">
1558     The &lt;infectiosness&gt; defines the chance of new creatures getting
1559     infected. If you set this too high, the disease is very likely to
1560     be too effective.
1561 root 1.3
1562 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1563     </attribute>
1564     <attribute arch="last_grace" editor="attenuation" type="int">
1565     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1566     everytime it infects someone new. This limits how many generations
1567     a disease can propagate.
1568     </attribute>
1569     <attribute arch="magic" editor="infection range" type="int">
1570     &lt;infection range&gt; sets the range at which infection may occur.
1571     If positive, the &lt;infection range&gt; is level dependant - If negative,
1572     it is not:
1573     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1574 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1575 root 1.1 </attribute>
1576     <attribute arch="maxhp" editor="persistence" type="int">
1577     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1578     The disease can "move" &lt;persistence&gt; times outside a host before it
1579     vanishes. A negative value means the disease lasts for permanent
1580     (which is only recommended to use in maps without monsters).
1581     </attribute>
1582     <attribute arch="maxgrace" editor="curing duration" type="int">
1583     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1584     (Assuming the host survives and doesn't use a curing spell).
1585     After this period the disease is naturally cured, which provides the
1586     host with immunity from this particular disease of lower or equal level.
1587 root 1.3
1588 root 1.1 A negative value means the disease can never be cured naturally.
1589 root 1.3
1590 root 1.1 Note that this value can be further modulated by spell-parameters,
1591     if the disease is registered as spell in the code. Due to that,
1592     most default diseases take a lot longer to cure than it seems.
1593     </attribute>
1594     <attribute arch="speed" editor="moving speed" type="float">
1595     The &lt;speed&gt; of the disease determines how fast the disease will
1596     "move", thus how fast the symptoms strike the host.
1597     </attribute>
1598     </section>
1599     <section name="symptoms">
1600     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1601     The disease will attack the host with the given &lt;attacktype&gt;.
1602     Godpower attacktype is commonly used for "unresistable" diseases.
1603     </attribute>
1604     <attribute arch="dam" editor="damage" type="int">
1605     A disease with a positive &lt;damage&gt; value will strike the player for that
1606     amount of damage every time the symptoms occur.
1607     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1608     the player's health is reduced by 10% every time the symptoms strike.
1609 root 1.3
1610 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1611     for players of all levels.
1612     </attribute>
1613     <attribute arch="other_arch" editor="create arch" type="string">
1614     If set, the specified arch is created and dropped every time the
1615     symptoms strike.
1616 root 1.3
1617 root 1.1 This can be various things: farts, body pieces, eggs ...
1618     Even monsters can be created that way. You could also make a
1619     disease where some exotic stuff like money/gems is created.
1620     </attribute>
1621     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1622     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1623     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1624     </attribute>
1625     <attribute arch="exp" editor="exp. for curing" type="int">
1626     When the player manages to cure this disease (with a curing spell),
1627     he is awarded with &lt;exp. for curing&gt; experience.
1628     </attribute>
1629     <attribute arch="maxsp" editor="mana depletion" type="int">
1630     Every time the disease "moves", the player's mana is
1631     reduced by the value of &lt;mana depletion&gt;.
1632     For negative values, a %-based amount is taken.
1633     </attribute>
1634     <attribute arch="last_eat" editor="food depletion" type="int">
1635     Every time the disease "moves", the player's food is
1636     reduced by the value of &lt;food depletion&gt;.
1637     For negative values, a %-based amount is taken.
1638     </attribute>
1639     <attribute arch="hp" editor="health regen." type="int">
1640     This value increases the player's healing rate.
1641     Negative values decrease it.
1642     </attribute>
1643     <attribute arch="sp" editor="mana regen." type="int">
1644     This value increases the player's rate of mana regeneration.
1645     Negative values decrease it.
1646     </attribute>
1647     </section>
1648     <section name="disability">
1649     <attribute arch="Str" editor="strength" type="int">
1650     The player's strength will rise by the given value
1651     while being infected. (Negative values make strength fall)
1652     </attribute>
1653     <attribute arch="Dex" editor="dexterity" type="int">
1654     The player's dexterity will rise by the given value
1655     while being infected. (Negative values make dexterity fall)
1656     </attribute>
1657     <attribute arch="Con" editor="constitution" type="int">
1658     The player's constitution will rise by the given value
1659     while being infected. (Negative values make constitution fall)
1660     </attribute>
1661     <attribute arch="Int" editor="intelligence" type="int">
1662     The player's intelligence will rise by the given value
1663     while being infected. (Negative values make intelligence fall)
1664     </attribute>
1665     <attribute arch="Pow" editor="power" type="int">
1666     The player's power will rise by the given value
1667     while being infected. (Negative values make power fall)
1668     </attribute>
1669     <attribute arch="Wis" editor="wisdom" type="int">
1670     The player's wisdom will rise by the given value
1671     while being infected. (Negative values make wisdom fall)
1672     </attribute>
1673     <attribute arch="Cha" editor="charisma" type="int">
1674     The player's charisma will rise by the given value
1675     while being infected. (Negative values make charisma fall)
1676     </attribute>
1677     </section>
1678     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1679     This text is displayed to the player every time the
1680     symptoms strike.
1681     </attribute>
1682     </type>
1683    
1684     <!--####################################################################-->
1685 root 1.3 <type number="23" name="Door">
1686     <ignore>
1687     <ignore_list name="non_pickable" />
1688     </ignore>
1689     <description><![CDATA[
1690     A door can be opened with a normal key. It also can be broken by attacking
1691     it, and it can be defeated with the lockpicking skill. If a door is
1692     defeated, horizontally and vertically adjacent doors are automatically
1693     removed. ]]>
1694     </description>
1695     <attribute arch="no_pick" value="1" type="fixed" />
1696     <attribute arch="alive" value="1" type="fixed" />
1697 root 1.9 &movement_types_terrain;
1698 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1699     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1700     </attribute>
1701     <attribute arch="ac" editor="armour class" type="int">
1702     Doors of high &lt;armour class&gt; are less likely to get hit.
1703     &lt;armour class&gt; can be considered the "counterpiece" to
1704     &lt;weapon class&gt;.
1705     </attribute>
1706     <attribute arch="other_arch" editor="drop arch" type="string">
1707     This string defines the object that will be created when the door was
1708     defeated.
1709     </attribute>
1710     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1711     This entry determines what kind of traps will appear in the door.
1712     </attribute>
1713     </type>
1714    
1715     <!--####################################################################-->
1716 root 1.1 <type number="83" name="Duplicator">
1717     <ignore>
1718     <ignore_list name="system_object" />
1719     </ignore>
1720     <description><![CDATA[
1721     When activated, a duplicator can duplicate, multiply or destroy a pile of
1722     objects which lies somewhere on top of the duplicator.
1723     The duplicator has one arch name specified as &lt;target arch&gt;,
1724     and only objects of this archetype can be affected.<br>
1725     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1726     If the latter is set to zero, it will destroy objects. ]]>
1727     </description>
1728     <use><![CDATA[
1729     I hope it is clear that one must be very cautious when inserting a duplicator
1730     anywhere with &lt;multiply factor&gt; greater than one.
1731     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1732     It is <b>not acceptable</b> to allow duplication of anything other than
1733     coins, gold and jewels. Besides, it is very important that the chance to
1734     loose the input matches the chance to earn winnings.<br>
1735     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1736     loosing rate of 2/3 = 67%. ]]>
1737     </use>
1738     <attribute arch="other_arch" editor="target arch" type="string">
1739     Only objects of matching archtype, lying ontop of the dublicator will be
1740     dublicated, multiplied or removed. All other objects will be ignored.
1741     </attribute>
1742     <attribute arch="level" editor="multiply factor" type="int">
1743     The number of items in the target pile will be multiplied by the
1744     &lt;multiply factor&gt;. If it is set to zero, all target objects
1745     will be destroyed.
1746     </attribute>
1747     <attribute arch="connected" editor="connection" type="int">
1748     An activator (lever, altar, button, etc) with matching connection value
1749     is able to trigger this duplicator. Be very careful that players cannot
1750     abuse it to create endless amounts of money or other valuable stuff!
1751     </attribute>
1752     </type>
1753    
1754     <!--####################################################################-->
1755     <type number="66" name="Exit">
1756     <ignore>
1757     <ignore_list name="non_pickable" />
1758     </ignore>
1759     <description><![CDATA[
1760     When the player applies an exit, he is transferred to a different location.
1761     (Monsters cannot use exits.) Depending on how it is set, the player applies
1762     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1763     the exit. ]]>
1764     </description>
1765     <use><![CDATA[
1766 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1767 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1768     detected with the show_invisible spell.
1769     <br><br>
1770     You can be quite creative with the outlook of secret exits (their "face").
1771     Don't forget to give the player relyable hints about them though. ]]>
1772     </use>
1773     <attribute arch="slaying" editor="exit path" type="string">
1774     The exit path defines the map that the player is transferred to.
1775     You can enter an absolute path, beginning with '/' (for example
1776     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1777     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1778     relative path "Fire1"). Use relative paths whenever possible! Note that
1779     upper/lower case must always be set correctly. However, please use lower
1780 root 1.3 case only.
1781 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1782     is on. If slaying is not set in an exit, the player will see a message like
1783     "the exit is closed".
1784     </attribute>
1785     <attribute arch="hp" editor="destination X" type="int">
1786     The exit destinations define the (x, y)-coordinates where the exit
1787     leads to.
1788     If both are set to zero, the player will be transferred to the "default
1789     enter location" of the destined map. The latter can be set in the map-
1790     properties as "Enter X/Y". Though, please DO NOT use that.
1791     It turned out to be a source for numerous map-bugs.
1792     </attribute>
1793     <attribute arch="sp" editor="destination Y" type="int">
1794     The exit destinations define the (x, y)-coordinates where the exit
1795     leads to.
1796     If both are set to zero, the player will be transferred to the "default
1797     enter location" of the destined map. The latter can be set in the map-
1798     properties as "Enter X/Y". Though, please DO NOT use that.
1799     It turned out to be a source for numerous map-bugs.
1800     </attribute>
1801 root 1.9 &move_on;
1802 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1803     If set, this message will be displayed to the player when he applies the exit.
1804     This is quite useful to throw in some "role-play feeling": "As you enter the
1805     dark cave you hear the sound of rustling dragonscales...". Well, my english
1806     is poor, but you get the point. =)
1807     </attribute>
1808     <attribute arch="unique" editor="unique destination" type="bool">
1809     This flag defines the destined map as "personal unique map". If set,
1810     there will be a seperate version of that map for every player out there.
1811     This feature is used for the permanent apartments
1812     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1813     than apartments, since Crossfire is a *multi*player game. In such a permanent
1814     apartment don't forget to set the unique-flag for all floor tiles too
1815     (see floors).
1816     An exit pointing outside of a personal unique map must have the
1817     "unique destination"-flag unset.
1818     </attribute>
1819     </type>
1820    
1821     <!--####################################################################-->
1822     <type number="72" name="Flesh">
1823     <description><![CDATA[
1824     Just like with food, the player can fill his stomache and gain a
1825     little health by eating flesh-objects. <br>
1826     For dragon players, flesh plays a very special role though: If the
1827     flesh has resistances set, a dragon player has a chance to gain resistance in
1828     those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1829     Don't forget that flesh items with resistances have to be balanced
1830     according to map/monster difficulty. ]]>
1831     </description>
1832     <use><![CDATA[
1833     For dragon players, flesh items can be highly valuable. Note that many
1834     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1835     These flesh items "inherit" resistances and level from the monster they belong to.
1836     When you add special flesh items to the inventory of a monster, this is
1837     not the case - so you have to set it manually.
1838     <br><br>
1839     Generally adding special flesh-treaties for dragon players is a great thing
1840     to do. Always consider that dragon players might really not be interested
1841     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1842     out on the reward completely. ]]>
1843     </use>
1844     <attribute arch="food" editor="foodpoints" type="int">
1845     The player's stomache will get filled with this amount of foodpoints.
1846     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1847     </attribute>
1848     <attribute arch="level" editor="flesh level" type="int">
1849     The &lt;flesh level&gt; is not visible to the players and it affects only
1850     dragon players. Normally this value reflects the level of the monster
1851     from which the flesh item originates.
1852     Dragon players always search for flesh of highest level possible,
1853     because it bears the best chance to gain high resistances.
1854     </attribute>
1855     <attribute arch="startequip" editor="godgiven item" type="bool">
1856     A godgiven item vanishes as soon as the player
1857     drops it to the ground.
1858     </attribute>
1859     <section name="resistance">
1860     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1861     Resistances on flesh items make them more durable against spellcraft
1862     of the appropriate kind. It also allows dragon players to eventually gain
1863     resistance by eating it. Usually resistance should only be set for flesh
1864     items in a monster's inventory.
1865     </attribute>
1866     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1867     Resistances on flesh items make them more durable against spellcraft
1868     of the appropriate kind. It also allows dragon players to eventually gain
1869     resistance by eating it. Usually resistance should only be set for flesh
1870     items in a monster's inventory.
1871     </attribute>
1872     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1873     Resistances on flesh items make them more durable against spellcraft
1874     of the appropriate kind. It also allows dragon players to eventually gain
1875     resistance by eating it. Usually resistance should only be set for flesh
1876     items in a monster's inventory.
1877     </attribute>
1878     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1879     Resistances on flesh items make them more durable against spellcraft
1880     of the appropriate kind. It also allows dragon players to eventually gain
1881     resistance by eating it. Usually resistance should only be set for flesh
1882     items in a monster's inventory.
1883     </attribute>
1884     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1885     Resistances on flesh items make them more durable against spellcraft
1886     of the appropriate kind. It also allows dragon players to eventually gain
1887     resistance by eating it. Usually resistance should only be set for flesh
1888     items in a monster's inventory.
1889     </attribute>
1890     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1891     Resistances on flesh items make them more durable against spellcraft
1892     of the appropriate kind. It also allows dragon players to eventually gain
1893     resistance by eating it. Usually resistance should only be set for flesh
1894     items in a monster's inventory.
1895     </attribute>
1896     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1897     Resistances on flesh items make them more durable against spellcraft
1898     of the appropriate kind. It also allows dragon players to eventually gain
1899     resistance by eating it. Usually resistance should only be set for flesh
1900     items in a monster's inventory.
1901     </attribute>
1902     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1903     Resistances on flesh items make them more durable against spellcraft
1904     of the appropriate kind. It also allows dragon players to eventually gain
1905     resistance by eating it. Usually resistance should only be set for flesh
1906     items in a monster's inventory.
1907     </attribute>
1908     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1909     Resistances on flesh items make them more durable against spellcraft
1910     of the appropriate kind. It also allows dragon players to eventually gain
1911     resistance by eating it. Usually resistance should only be set for flesh
1912     items in a monster's inventory.
1913     </attribute>
1914     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1915     Resistances on flesh items make them more durable against spellcraft
1916     of the appropriate kind. It also allows dragon players to eventually gain
1917     resistance by eating it. Usually resistance should only be set for flesh
1918     items in a monster's inventory.
1919     </attribute>
1920     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1921     Resistances on flesh items make them more durable against spellcraft
1922     of the appropriate kind. It also allows dragon players to eventually gain
1923     resistance by eating it. Usually resistance should only be set for flesh
1924     items in a monster's inventory.
1925     </attribute>
1926     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1927     Resistances on flesh items make them more durable against spellcraft
1928     of the appropriate kind. It also allows dragon players to eventually gain
1929     resistance by eating it. Usually resistance should only be set for flesh
1930     items in a monster's inventory.
1931     </attribute>
1932     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1933     Resistances on flesh items make them more durable against spellcraft
1934     of the appropriate kind. It also allows dragon players to eventually gain
1935     resistance by eating it. Usually resistance should only be set for flesh
1936     items in a monster's inventory.
1937     </attribute>
1938     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1939     Resistances on flesh items make them more durable against spellcraft
1940     of the appropriate kind. It also allows dragon players to eventually gain
1941     resistance by eating it. Usually resistance should only be set for flesh
1942     items in a monster's inventory.
1943     </attribute>
1944     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1945     Resistances on flesh items make them more durable against spellcraft
1946     of the appropriate kind. It also allows dragon players to eventually gain
1947     resistance by eating it. Usually resistance should only be set for flesh
1948     items in a monster's inventory.
1949     </attribute>
1950     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1951     RResistances on flesh items make them more durable against spellcraft
1952     of the appropriate kind. It also allows dragon players to eventually gain
1953     resistance by eating it. Usually resistance should only be set for flesh
1954     items in a monster's inventory.
1955     </attribute>
1956     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1957     Resistances on flesh items make them more durable against spellcraft
1958     of the appropriate kind. It also allows dragon players to eventually gain
1959     resistance by eating it. Usually resistance should only be set for flesh
1960     items in a monster's inventory.
1961     </attribute>
1962     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1963     Resistances on flesh items make them more durable against spellcraft
1964     of the appropriate kind. It also allows dragon players to eventually gain
1965     resistance by eating it. Usually resistance should only be set for flesh
1966     items in a monster's inventory.
1967     </attribute>
1968     </section>
1969     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1970     This text may describe the item.
1971     </attribute>
1972     </type>
1973    
1974     <!--####################################################################-->
1975     <type number="0" name="Floor">
1976     <required>
1977     <attribute arch="is_floor" value="1" />
1978     <attribute arch="alive" value="0" />
1979     </required>
1980     <ignore>
1981     <ignore_list name="non_pickable" />
1982     </ignore>
1983     <description><![CDATA[
1984     Floor is a very basic thing whithout too much
1985     functionality. It's a floor - you stand on it. ]]>
1986     </description>
1987     <attribute arch="is_floor" value="1" type="fixed" />
1988     <attribute arch="no_pick" value="1" type="fixed" />
1989     <section name="terrain">
1990 root 1.9 &movement_types_terrain;
1991 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1992     This flag indicates this spot contains wood or high grass.
1993     Players with activated woodsman skill can move faster here.
1994     </attribute>
1995     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1996     This flag indicates this spot contains hills or large rocks.
1997     Players with activated mountaineer skill can move faster here.
1998     </attribute>
1999     </section>
2000     <attribute arch="no_magic" editor="no spells" type="bool">
2001     If enabled, it is impossible for players to use (wizard-)
2002     spells on that spot.
2003     </attribute>
2004     <attribute arch="damned" editor="no prayers" type="bool">
2005     If enabled, it is impossible for players to use prayers
2006     on that spot. It also prevents players from saving.
2007     </attribute>
2008     <attribute arch="unique" editor="unique map" type="bool">
2009     Unique floor means that any items dropped on that spot
2010     will be saved byond map reset. For permanent apartments,
2011     all floor tiles must be set &lt;unique map&gt;.
2012     </attribute>
2013     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2014     This text may describe the object.
2015     </attribute>
2016     </type>
2017    
2018     <!--####################################################################-->
2019     <type number="67" name="Floor (Encounter)">
2020     <ignore>
2021     <ignore_list name="non_pickable" />
2022     </ignore>
2023     <description><![CDATA[
2024     Encounter-Floor is pretty much the same as normal floor.
2025     Most outdoor floor/ground-arches are set to be "encounters".
2026     That is kind of a relict from former code: When walking over
2027     encounter-floor, players sometimes got beamed to little maps
2028     with monsters on them. Nowadays this feature is disabled -
2029     Hence encounter floor is not different from normal floor. ]]>
2030     </description>
2031     <attribute arch="is_floor" value="1" type="fixed" />
2032     <attribute arch="no_pick" value="1" type="fixed" />
2033     <section name="terrain">
2034 root 1.9 &movement_types_terrain;
2035 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2036     This flag indicates this spot contains wood or high grass.
2037     Players with activated woodsman skill can move faster here.
2038     </attribute>
2039     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2040     This flag indicates this spot contains hills or large rocks.
2041     Players with activated mountaineer skill can move faster here.
2042     </attribute>
2043     </section>
2044     <attribute arch="no_magic" editor="no spells" type="bool">
2045     If enabled, it is impossible for players to use (wizard-)
2046     spells on that spot.
2047     </attribute>
2048     <attribute arch="damned" editor="no prayers" type="bool">
2049     If enabled, it is impossible for players to use prayers
2050     on that spot. It also prevents players from saving.
2051     </attribute>
2052     <attribute arch="unique" editor="unique map" type="bool">
2053     Unique floor means that any items dropped on that spot
2054     will be saved byond map reset. For permanent apartments,
2055     all floor tiles must be set &lt;unique map&gt;.
2056     </attribute>
2057     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2058     This text may describe the object.
2059     </attribute>
2060     </type>
2061    
2062     <!--####################################################################-->
2063     <type number="6" name="Food">
2064     <description><![CDATA[
2065     By eating/drinking food-objects, the player can fill his
2066     stomache and gain a little health. ]]>
2067     </description>
2068     <attribute arch="food" editor="foodpoints" type="int">
2069     The player's stomache will get filled with this amount of foodpoints.
2070     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2071     </attribute>
2072     <attribute arch="startequip" editor="godgiven item" type="bool">
2073     A godgiven item vanishes as soon as the player
2074     drops it to the ground.
2075     </attribute>
2076     </type>
2077    
2078     <!--####################################################################-->
2079     <type number="91" name="Gate">
2080     <ignore>
2081     <ignore_list name="non_pickable" />
2082     </ignore>
2083     <description><![CDATA[
2084     Gates play an important role in Crossfire. Gates can be opened
2085     by activating a button/trigger, by speaking passwords (-> magic_ear)
2086     or carrying special key-objects (-> inventory checker).
2087     Unlike locked doors, gates can get shut again after a player has
2088     passed, which makes them more practical in many cases. ]]>
2089     </description>
2090     <use><![CDATA[
2091     Use gates to divide your maps into seperated areas. After solving
2092     area A, the player gains access to area B, and so on. Make your
2093     maps more complex than "one-way". ]]>
2094     </use>
2095     <attribute arch="no_pick" value="1" type="fixed" />
2096     <attribute arch="connected" editor="connection" type="int">
2097     Whenever the inventory checker is triggered, all objects with identical
2098     &lt;connection&gt; value get activated. This only makes sense together with
2099     &lt;blocking passage&gt; disabled.
2100     </attribute>
2101     <attribute arch="wc" editor="position state" type="int">
2102     The &lt;position state&gt; defines the position of the gate:
2103     Zero means completely open/down, the "number of animation-steps" (usually
2104     about 6 or 7) means completely closed/up state. I suggest you don't
2105     mess with this value - Leave the default in place.
2106     </attribute>
2107 root 1.9 &movement_types_terrain;
2108 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2109     Restricting the use of spells to pass this gate. This has
2110     an effect only if &lt;block view&gt; is disabled.
2111     </attribute>
2112     <attribute arch="damned" editor="restrict prayers" type="bool">
2113     Restricting the use of prayers to pass this door. This has
2114     an effect only if &lt;block view&gt; is disabled.
2115     </attribute>
2116     </type>
2117    
2118     <!--####################################################################-->
2119     <type number="113" name="Girdle">
2120     <import_type name="Amulet" />
2121     <description><![CDATA[
2122     Wearing a girdle, the object's stats will directly be inherited to
2123     the player. Girdles usually provide stats- or damage bonuses and no
2124     defense. ]]>
2125     </description>
2126     <use><![CDATA[
2127     Feel free to create your own special artifacts. However, it is very
2128     important that you keep your artifact in balance with existing maps. ]]>
2129     </use>
2130     <attribute arch="magic" editor="magic bonus" type="int">
2131     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2132     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2133     than direct armour-class bonus on the helmet.
2134 root 1.3
2135 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2136     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2137     &lt;magic bonus&gt; is pointless here.
2138     </attribute>
2139     </type>
2140    
2141     <!--####################################################################-->
2142     <type number="100" name="Gloves">
2143     <import_type name="Amulet" />
2144     <description><![CDATA[
2145     Wearing gloves, the object's stats will directly be inherited to
2146     the player. Gloves can add defense or damage bonuses. ]]>
2147     </description>
2148     <use><![CDATA[
2149     Feel free to create your own special artifacts. However, it is very
2150     important that you keep your artifact in balance with existing maps. ]]>
2151     </use>
2152     <attribute arch="magic" editor="magic bonus" type="int">
2153     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2154     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2155     will increase that.
2156     </attribute>
2157     </type>
2158    
2159     <!--####################################################################-->
2160     <type number="93" name="Handle">
2161     <ignore>
2162     <ignore_list name="non_pickable" />
2163     </ignore>
2164     <description><![CDATA[
2165     A handle can be applied by players and (certain) monsters.
2166     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2167     </description>
2168     <use><![CDATA[
2169     Handles are commonly used to move gates. When placing your lever,
2170     don't forget that some monsters are able to apply it.
2171     The ability to apply levers is rare among monsters -
2172     but vampires can do it for example. ]]>
2173     </use>
2174     <attribute arch="no_pick" value="1" type="fixed" />
2175     <attribute arch="connected" editor="connection" type="int">
2176     Every time the handle is applied, all objects
2177     with the same &lt;connection&gt; value are activated.
2178     </attribute>
2179     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2180     This text may describe the item. You can use this
2181     message to explain the handle's purpose to the player.
2182     </attribute>
2183     </type>
2184    
2185     <!--####################################################################-->
2186     <type number="27" name="Handle Trigger">
2187     <import_type name="Handle" />
2188     <ignore>
2189     <ignore_list name="non_pickable" />
2190     </ignore>
2191     <description><![CDATA[
2192     Handle triggers are handles which reset after a short period
2193     of time. Every time it is either applied or reset, the
2194     &lt;connection&gt; value is triggered. ]]>
2195     </description>
2196     <use><![CDATA[
2197     When you connect an ordinary handle to a gate, the gate normally remains
2198     opened after the first player passed. If you want to keep the gate shut,
2199     connecting it to a handle trigger is an easy solution. ]]>
2200     </use>
2201     </type>
2202    
2203     <!--####################################################################-->
2204     <type number="88" name="Hazard Floor">
2205     <required>
2206     <attribute arch="is_floor" value="1" />
2207     </required>
2208     <ignore>
2209     <ignore_list name="non_pickable" />
2210     </ignore>
2211     <description><![CDATA[
2212     The best example for Hazard Floor is lava. It works like standard
2213     floor, but damages all creatures standing on it.
2214     Damage is taken in regular time intervals. ]]>
2215     </description>
2216     <use><![CDATA[
2217     The default lava for example does minor damage. But you can turn
2218     it up so that your hazard floor poses a real threat.<br>
2219     Like magic walls, such floors add a permanent thrill to your map.
2220     You can use that to safely chase off too-weak players, or just
2221     to have something different. ]]>
2222     </use>
2223     <attribute arch="is_floor" value="1" type="fixed" />
2224     <attribute arch="lifesave" value="1" type="fixed" />
2225 root 1.9 &move_on;
2226 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2227     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2228     This attribute specifys the attacktypes that this floor uses to
2229     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2230     If you want a real tough hazard floor, add more than just one attacktype.
2231     </attribute>
2232     <attribute arch="dam" editor="base damage" type="int">
2233     The &lt;base damage&gt; defines how much damage is inflicted to the
2234     victim per hit. The final damage is influenced by several other
2235     factors like the victim's resistance and level.
2236     </attribute>
2237     <attribute arch="wc" editor="weaponclass" type="int">
2238     &lt;weapon class&gt; improves the chance of hitting the victim.
2239     Lower values are better.
2240     Usually, hazard floors like lava are supposed to hit the
2241     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2242     to something like -30.
2243     </attribute>
2244     <attribute arch="level" editor="attack level" type="int">
2245     I guess this value is supposed to work similar to monster levels.
2246     But in fact, it does not seem to have an effect. Set any non-zero
2247     value to be on the safe side.
2248     </attribute>
2249     <section name="terrain">
2250 root 1.9 &movement_types_terrain;
2251 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2252     This flag indicates this spot contains wood or high grass.
2253     Players with activated woodsman skill can move faster here.
2254     </attribute>
2255     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2256     This flag indicates this spot contains hills or large rocks.
2257     Players with activated mountaineer skill can move faster here.
2258     </attribute>
2259     </section>
2260     <attribute arch="no_magic" editor="no spells" type="bool">
2261     If enabled, it is impossible for players to use (wizard-)
2262     spells on that spot.
2263     </attribute>
2264     <attribute arch="damned" editor="no prayers" type="bool">
2265     If enabled, it is impossible for players to use prayers
2266     on that spot. It also prevents players from saving.
2267     </attribute>
2268     <attribute arch="unique" editor="unique map" type="bool">
2269     Unique floor means that any items dropped on that spot
2270     will be saved byond map reset. For permanent apartments,
2271     all floor tiles must be set &lt;unique map&gt;.
2272     </attribute>
2273     </type>
2274    
2275     <!--####################################################################-->
2276     <type number="34" name="Helmet">
2277     <import_type name="Amulet" />
2278     <description><![CDATA[
2279     Wearing a helmet, the object's stats will directly be inherited to
2280     the player. Normal helmets usually increase defense, while crowns
2281     add more special bonuses like stats/resistances paired with
2282     low defense. ]]>
2283     </description>
2284     <use><![CDATA[
2285     Feel free to create your own special artifacts. However, it is very
2286     important that you keep your artifact in balance with existing maps. ]]>
2287     </use>
2288     <attribute arch="magic" editor="magic bonus" type="int">
2289     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2290     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2291     than direct armour-class bonus on the helmet.
2292 root 1.3
2293 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2294     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2295     Crowns for instance typically provide no &lt;amour class&gt;.
2296     </attribute>
2297     </type>
2298    
2299     <!--####################################################################-->
2300     <type number="56" name="Holy Altar">
2301     <ignore>
2302     <ignore_list name="non_pickable" />
2303     </ignore>
2304     <description><![CDATA[
2305     Holy_altars are altars for the various religions. Praying
2306     at a Holy_altar will make you a follower of that god, and
2307     if you already follow that god, you may get some extra bonus. ]]>
2308     </description>
2309     <attribute arch="no_pick" value="1" type="fixed" />
2310     <attribute arch="other_arch" editor="god name" type="string">
2311     The altar belongs to the god of the given name. Possible options for
2312     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2313 root 1.3 Gorokh, Valriel and Sorig.
2314    
2315 root 1.1 If you want to have an unconsecrated altar, set
2316     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2317     </attribute>
2318     <attribute arch="level" editor="reconsecrate level" type="int">
2319     To re-consecrate an altar, the player's wisdom level must be as
2320     high or higher than this value. In that way, some altars can not
2321 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2322    
2323 root 1.1 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2324     Some characters might need those altars, they would be very unhappy to
2325     see them re-consecrated to another cult.
2326     </attribute>
2327     </type>
2328    
2329     <!--####################################################################-->
2330     <type number="35" name="Horn">
2331     <ignore>
2332     <attribute arch="title" />
2333     </ignore>
2334     <description><![CDATA[
2335     Horns are very similar to rods. The difference is that horns regenerate
2336     spellpoints faster and thus are more valuable than rods.
2337     <br><br>
2338     A horn contains a spell. The player can use this spell by applying and
2339     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2340     used endlessly. ]]>
2341     </description>
2342     <use><![CDATA[
2343     Horns are powerful due to their fast recharge rate. They should
2344     never contain high level attacking spells. Even curing/healing spells
2345     are almost too good on a horn. ]]>
2346     </use>
2347     <attribute arch="sp" editor="spell" type="spell">
2348     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2349     horns to players, since they can be used endlessly without any mana cost!
2350     Horns with heal/ restoration/ protection spells, IF available, MUST be
2351     very very VERY hard to get!
2352     </attribute>
2353     <attribute arch="level" editor="casting level" type="int">
2354     The casting level of the &lt;spell&gt; determines it's power.
2355     For attack spells, level should not be set too high.
2356     </attribute>
2357     <attribute arch="hp" editor="initial spellpoints" type="int">
2358     This value represents the initial amount of spellpoints in the horn.
2359     Naturally, this is quite unimportant.
2360     </attribute>
2361     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2362     When the horn is fully charged up, it will hold this maximum amount of
2363     spellpoints. Make sure it is enough to cast the contained spell at least
2364     once. But don't set the value too high, as that might make the horn way
2365     too effective.
2366     </attribute>
2367     <attribute arch="startequip" editor="godgiven item" type="bool">
2368     A godgiven item vanishes as soon as the player
2369     drops it to the ground.
2370     </attribute>
2371     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2372     This text may contain a description of the horn.
2373     </attribute>
2374     </type>
2375    
2376     <!--####################################################################-->
2377     <type number="73" name="Inorganic">
2378     <description><![CDATA[
2379     Inorganic materials are generally used as ingredients for
2380     alchemical receipes. By themselves, they have no special
2381     functionalities. ]]>
2382     </description>
2383     <attribute arch="is_dust" editor="is dust" type="bool">
2384     </attribute>
2385     <section name="resistance">
2386     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2387     </attribute>
2388     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2389     </attribute>
2390     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2391     </attribute>
2392     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2393     </attribute>
2394     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2395     </attribute>
2396     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2397     </attribute>
2398     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2399     </attribute>
2400     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2401     </attribute>
2402     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2403     </attribute>
2404     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2405     </attribute>
2406     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2407     </attribute>
2408     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2409     </attribute>
2410     </section>
2411     </type>
2412    
2413     <!--####################################################################-->
2414     <type number="64" name="Inventory Checker">
2415     <ignore>
2416     <ignore_list name="system_object" />
2417     </ignore>
2418     <description><![CDATA[
2419     Inventory checkers passively check the players inventory for a
2420     specific object. You can set a connected value that is triggered
2421     either if that object is present or missing (-&gt; "last_sp") when a
2422     player walks over the inv. checker. A valid option is to remove the
2423     matching object (usually not recommended, see "last_heal").
2424     <br><br>
2425     Alternatively, you can set your inv. checker to block all players
2426 root 1.9 that do/don't carry the matching object.
2427 root 1.1 <br><br>
2428     As you can see, inv. checkers are quite powerful, holding a
2429     great variety of possibilities. ]]>
2430     </description>
2431     <use><![CDATA[
2432     Putting a check_inventory space in front of a gate (one below) and
2433     one on the opposite side works reasonably well as a control mechanism.
2434     Unlike the key/door-combo, this one works infinite since it is
2435     independant from map reset. Use it to put a "structure" into your
2436     maps: Player must solve area A to gain access to area B. This concept
2437     can be found in nearly every RPG - simple but effective. ]]>
2438     </use>
2439     <attribute arch="no_pick" value="1" type="fixed" />
2440     <attribute arch="slaying" editor="match key string" type="string">
2441     This string specifies the object we are looking for: We have a match
2442     if the player does/don't carry a key object or a mark with identical
2443     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2444     this context. A typical example is the city gate mechanism of scorn.
2445     </attribute>
2446     <attribute arch="race" editor="match arch name" type="string">
2447     This string specifies the object we are looking for: We have a match
2448     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2449     </attribute>
2450     <attribute arch="hp" editor="match type" type="int">
2451     This value specifies the object we are looking for: We have a match
2452 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2453    
2454 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2455     enabled. Now you have an inv. checker blocking all players that carry any
2456     kind of melee weapon. To pass, a player is forced to leave behind all
2457     his weaponry... bad news for a warrior. ;)
2458     </attribute>
2459     <attribute arch="last_sp" editor="match = having" type="bool">
2460     Enabled means having that object is a match.
2461     Disabled means not having that object is a match.
2462     </attribute>
2463     <attribute arch="connected" editor="connection" type="int">
2464     Whenever the inventory checker is triggered, all objects with identical
2465     &lt;connection&gt; value get activated. This only makes sense together with
2466     &lt;blocking passage&gt; disabled.
2467     </attribute>
2468 root 1.9 &movement_types_terrain;
2469 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2470     &lt;remove match&gt; means remove object if found. Setting this is usually not
2471     recommended because inv. checkers are in general invisible. So, unlike
2472     for altars/ locked doors, the player won't expect to lose an object when
2473 root 1.3 walking over that square. And he doesn't even get a message either.
2474    
2475 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2476     to inform the player what's going on!
2477     </attribute>
2478     </type>
2479    
2480     <!--####################################################################-->
2481 root 1.2 <type number="163" name="Item Transformer">
2482     <description><![CDATA[
2483     An item transformer is simply applied, after having marked a 'victim'
2484     item. If the victim is suitable, it will be transformed into something
2485     else.]]>
2486     </description>
2487     <use><![CDATA[
2488     To make an item transformable, you just have to fill the 'slaying' field.
2489     The syntax is:
2490     <br>
2491     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2492     <br>
2493     with [] denoting optional part, and * any number of preceding [].
2494     'new_item' must be the name of an existing archetype.
2495     <br><br>
2496     Example, for object apple: slaying knife:2 half_apple
2497     <br><br>
2498     This means that, when applying a knife (should be an Item Transformer),
2499     one 'apple' will be transformed into 2 'half_apple'.]]>
2500     </use>
2501     <attribute arch="food" editor="number of uses" type="int">
2502     &lt;number of uses&gt; controls how many times the item transformer can
2503     be used. The value 0 means "unlimited"
2504     </attribute>
2505     <attribute arch="slaying" editor="verb" type="string">
2506     Contains the verb that is used to construct a message to the player
2507     applying the item transformer.
2508     </attribute>
2509     <attribute arch="startequip" editor="godgiven item" type="bool">
2510     A godgiven item vanishes as soon as the player
2511     drops it to the ground.
2512     </attribute>
2513     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2514     This text may contain a description of the item transformer.
2515     </attribute>
2516     </type>
2517    
2518     <!--####################################################################-->
2519 root 1.1 <type number="60" name="Jewel">
2520     <description><![CDATA[
2521     Items of the type Gold &amp; Jewels are handled like a currency.
2522     Unlike for any other type of item, in shops, the buy- and selling
2523     prices differ only marginally. ]]>
2524     </description>
2525     <attribute arch="race" value="gold and jewels" type="fixed" />
2526     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2527     This text may describe the object.
2528     </attribute>
2529     </type>
2530    
2531     <!--####################################################################-->
2532 root 1.3 <type number="24" name="Key">
2533     <description><![CDATA[
2534     When carrying a key, a normal door can be opened. The key will
2535     disappear. ]]>
2536     </description>
2537     <attribute arch="startequip" editor="godgiven item" type="bool">
2538     A godgiven item vanishes as soon as the player
2539     drops it to the ground.
2540     </attribute>
2541     </type>
2542    
2543     <!--####################################################################-->
2544 root 1.1 <type number="20" name="Locked Door">
2545     <ignore>
2546     <ignore_list name="non_pickable" />
2547     </ignore>
2548     <description><![CDATA[
2549     A locked door can be opened only when carrying
2550     the appropriate special key. ]]>
2551     </description>
2552     <use><![CDATA[
2553     If you want to create a locked door that cannot be opened (no key),
2554     set a &lt;key string&gt; like "no_key_available". This will clearify things
2555 root 1.3 and only a fool would create a key matching that string.
2556    
2557 root 1.1 Door-objects can not only be used for "doors". In many maps these
2558     are used with all kinds of faces/names, especially often as
2559     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2560     There you have magic forces (door objects) put under certain artifact
2561     items. To get your hands on the artifacts, you need to bring up the
2562     appropriate quest items (key objects). ]]>
2563     </use>
2564 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2565 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2566     <attribute arch="slaying" editor="key string" type="string">
2567     The &lt;key string&gt; in the door must be identical with the
2568     &lt;key string&gt; in the special key, then the door is unlocked.
2569     It is VERY important to set the &lt;key string&gt; to something that
2570 root 1.3 is unique among the CF mapset.
2571    
2572 root 1.1 DONT EVER USE the default string "set_individual_value".
2573     </attribute>
2574     <attribute arch="no_magic" editor="restrict spells" type="bool">
2575     Restricting the use of spells to pass this door.
2576     This should be set in most cases.
2577     (Don't forget that the spell "dimension door" is easily
2578     available at about wisdom level 10).
2579     </attribute>
2580     <attribute arch="damned" editor="restrict prayers" type="bool">
2581     Restricting the use of prayers to pass this door.
2582     This should be set in most cases.
2583     </attribute>
2584     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2585     When a player is trying to open the door without carrying the
2586     appropriate key, this text is displayed to the player. This is
2587     a good opportunity to place hints about the special key needed
2588     to unlock the door.
2589     </attribute>
2590     </type>
2591    
2592     <!--####################################################################-->
2593     <type number="29" name="Magic Ear">
2594     <ignore>
2595     <ignore_list name="system_object" />
2596     </ignore>
2597     <description><![CDATA[
2598     Magic_ears trigger a connected value
2599     when the player speaks a specific keyword. ]]>
2600     </description>
2601     <use><![CDATA[
2602     Whenever you put magic_ears on your maps, make sure there are
2603     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2604     something like a gate that is opened by speaking "open" or
2605     "sesame", expecting the player to figure this out all by himself.
2606     <br><br>
2607     Magic_ears are typically used for interaction with NPCs. You
2608     can create the impression that the NPC actually *does* something
2609     according to his conversation with a player. Mostly this means
2610     opening a gate or handing out some item, but you could be quite
2611     creative here. ]]>
2612     </use>
2613     <attribute arch="no_pick" value="1" type="fixed" />
2614     <attribute arch="connected" editor="connection" type="int">
2615     The Magic_ear will trigger all objects with the
2616     same connection value, every time it is activated.
2617     </attribute>
2618     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2619     This textfield contains the keyword-matching-syntax. The text should
2620     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2621     Any number of keywords from one to infinite is allowed. Make sure
2622     they are seperated by a '|'.
2623 root 1.3
2624 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2625     value will be triggerd when the player speaks any of the given
2626     keywords within a two-square radius. IMPORTANT: Upper/lower case
2627     does not make a difference!
2628     </attribute>
2629     </type>
2630    
2631     <!--####################################################################-->
2632     <type number="62" name="Magic Wall">
2633     <ignore>
2634     <ignore_list name="non_pickable" />
2635     </ignore>
2636     <description><![CDATA[
2637     Magic walls fire spells in a given direction, in regular intervals.
2638     Magic walls can contain any spell. However, some spells do not
2639     operate very successfully in them. The only way to know is to test
2640     the spell you want to use with a wall.
2641     <br><br>
2642     Several types of magical walls are predefined for you in the
2643     archetypes, and can be found on the "connected" Pickmap. ]]>
2644     </description>
2645     <use><![CDATA[
2646     Spellcasting walls pose an interesting alternative to monsters.
2647     Usually they are set to be undestroyable. Thus, while monsters
2648     in a map can be cleared out, the magic walls remain. Low level
2649     characters for example will not be able to pass through their
2650     spell-area, hence they cannot loot a map that a high level character
2651     might have cleared out.
2652     <br><br>
2653     Another point of magic walls is that if the player dies, he has to face
2654     them all again. Magic walls can add a kind of "permanent thrill" to
2655     your maps.
2656     <br><br>
2657     Be careful that your magic walls don't kill the monsters on a map. If
2658     placing monsters, eventually take ones that are immune to the
2659     walls' spell(s).
2660     <br><br>
2661     It is possible to make walls rotate when triggered. But that is so
2662     confusing (and useless IMHO) that I did not mention it above. You
2663     can find a working example on the map
2664     "/pup_land/castle_eureca/castle_eureca8". ]]>
2665     </use>
2666     <attribute arch="dam" editor="spell" type="spell">
2667     The magic wall will cast this &lt;spell&gt;.
2668     </attribute>
2669     <attribute arch="level" editor="spell level" type="int">
2670     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2671     walls cast spells at minimal strength. "level 100" walls cast deadly
2672     spells. Arch default is level 1 - you should always set this value
2673     to meet the overall difficulty of your map.
2674     </attribute>
2675     <attribute arch="connected" editor="connection" type="int">
2676     Every time the &lt;connection&gt; value is triggered, the wall will cast
2677     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2678     have much visible effect.
2679     </attribute>
2680     <attribute arch="speed" editor="casting speed" type="float">
2681     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2682     You can fine-tune how long the duration between two casts shall
2683     be. If you want to create a wall that can be activated (cast per
2684     trigger) via connected lever/button/etc, you must set "speed 0".
2685     </attribute>
2686     <attribute arch="sp" editor="direction" type="list_direction">
2687     The magic wall will cast it's spells always in the specified
2688     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2689     always fire in a random direction.
2690     </attribute>
2691 root 1.9 &movement_types_terrain;
2692 root 1.1 <section name="destroyable">
2693     <attribute arch="alive" editor="is destroyable" type="bool">
2694     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2695     destroyed by the player. If disabled, all other attributes on
2696     this tab, as well as resistances, are meaningless.
2697     </attribute>
2698     <attribute arch="hp" editor="hitpoints" type="int">
2699     The more &lt;hitpoints&gt; the wall has, the longer
2700     it takes to be destroyed.
2701     </attribute>
2702     <attribute arch="maxhp" editor="max hitpoints" type="int">
2703     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2704     can have. This only makes sense if the wall can regain health.
2705     </attribute>
2706     <attribute arch="ac" editor="armour class" type="int">
2707     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2708     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2709     to &lt;weapon class&gt;.
2710     </attribute>
2711     </section>
2712     <section name="resistance">
2713     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2714     </attribute>
2715     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2716     </attribute>
2717     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2718     </attribute>
2719     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2720     </attribute>
2721     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2722     </attribute>
2723     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2724     </attribute>
2725     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2726     </attribute>
2727     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2728     </attribute>
2729     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2730     </attribute>
2731     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2732     </attribute>
2733     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2734     </attribute>
2735     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2736     </attribute>
2737     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2738     </attribute>
2739     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2740     </attribute>
2741     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2742     </attribute>
2743     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2744     </attribute>
2745     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2746     </attribute>
2747     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2748     </attribute>
2749     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2750     </attribute>
2751     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2752     </attribute>
2753     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2754     </attribute>
2755     </section>
2756     </type>
2757    
2758     <!--####################################################################-->
2759     <type number="55" name="Marker">
2760     <ignore>
2761     <ignore_list name="system_object" />
2762     </ignore>
2763     <description><![CDATA[
2764     A marker is an object that inserts an invisible force (a mark) into a
2765     player stepping on it. This force does nothing except containing a
2766     &lt;key string&gt; which can be discovered by detectors or inventory
2767     checkers. It is also possible to use markers for removing marks again.
2768     <br><br>
2769     Note that the player has no possibility to "see" his own marks,
2770     except by the effect that they cause on the maps. ]]>
2771     </description>
2772     <use><![CDATA[
2773     Markers hold real cool possibilities for map-making. I encourage
2774     you to use them frequently. However there is one negative point
2775     about markers: Players don't "see" what's going on with them. It is
2776     your task, as map-creator, to make sure the player is always well
2777     informed and never confused.
2778     <br><br>
2779     Please avoid infinite markers when they aren't needed. They're
2780     using a little space in the player file after all, so if there
2781     is no real purpose, set an expire time. ]]>
2782     </use>
2783     <attribute arch="no_pick" value="1" type="fixed" />
2784     <attribute arch="slaying" editor="key string" type="string">
2785     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2786     If the player already has a force with that &lt;key string&gt;,
2787     there won't be inserted a second one.
2788     </attribute>
2789     <attribute arch="connected" editor="connection" type="int">
2790     When the detector is triggered, all objects with the same
2791     connection value get activated.
2792     </attribute>
2793     <attribute arch="speed" editor="marking speed" type="float">
2794     The &lt;marking speed&gt; defines how quickly it will mark something
2795     standing on the marker. Set this value rather high to make
2796     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2797     should do fine.
2798     </attribute>
2799     <attribute arch="food" editor="mark duration" type="int">
2800     This value defines the duration of the force it inserts.
2801     If nonzero, the duration of the player's mark is finite:
2802     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2803     means the mark will stay on the player forever.
2804     </attribute>
2805     <attribute arch="name" editor="delete mark" type="string">
2806     When the player steps onto the marker, all existing forces in
2807     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2808     will be removed. If you don't want to remove any marks, leave
2809 root 1.3 this textfield empty.
2810    
2811 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2812     this marker. So don't be confused, and remember changing the
2813     name will take effect on the marker's functionality.
2814     </attribute>
2815     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2816     In the moment when the player gets marked, this text is displayed
2817     to him. You should really set a message in any marker you create,
2818     because it's the only way for the player to notice what's going on.
2819     </attribute>
2820     </type>
2821 root 1.3
2822 root 1.1 <!--####################################################################-->
2823 root 1.3 <type number="36" name="Money">
2824 root 1.2 <ignore>
2825 root 1.3 <attribute arch="unpaid" />
2826 root 1.2 </ignore>
2827     <description><![CDATA[
2828 root 1.3 Items of the type Money are handled as currency.
2829     Money cannot be sold/bought in shops. When money is dropped
2830     in a shop, it stays the same.<br>
2831     When a player picks an item from a shop and attempts to
2832     walk over the shop mat, the item's selling-price is automatically
2833     subtracted from the player's money.
2834     <br><br>
2835     For money, always use the default arches.
2836     Don't modify them. ]]>
2837 root 1.2 </description>
2838 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2839 root 1.2 </type>
2840    
2841     <!--####################################################################-->
2842 root 1.3 <type number="0" name="Monster &amp; NPC">
2843     <required>
2844     <attribute arch="is_floor" value="0" />
2845     <attribute arch="alive" value="1" />
2846     <attribute arch="tear_down" value="0" />
2847     </required>
2848 root 1.1 <ignore>
2849 root 1.3 <attribute arch="material" />
2850     <attribute arch="name_pl" />
2851 root 1.1 <attribute arch="nrof" />
2852     <attribute arch="value" />
2853     <attribute arch="unpaid" />
2854     </ignore>
2855     <description><![CDATA[
2856     Monsters can behave in various kinds of ways.
2857     They can be aggressive, attacking the player. Or peaceful,
2858     helping the player - maybe joining him as pet.
2859     The unagressive creatures who communicate with players are
2860     usually called "NPCs" (Non Player Character), a well-known
2861     term in role-play environments. ]]>
2862     </description>
2863     <use><![CDATA[
2864     Monsters play a central role in most maps. Choosing the right
2865     combination of monsters for your map is vital:
2866     <UL>
2867     <LI> Place only monsters of slightly varying (increasing) strength.
2868     It's no fun to play for two hours just to find out the last
2869     monster is unbeatable. Similar, it's not exciting to fight orcs
2870     after passing a room of dragons.<br>
2871     This rule applies only for linear maps (one room after the other),
2872     with treasure at the end. You can sprinkle the treasure around,
2873 root 1.3 or make non-linear maps - That is often more entertaining.
2874 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2875     Balrogs, Dragonmen and the likes should be at the end of a quest,
2876 root 1.3 not at the beginning.
2877 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2878     Fire- and cold dragons in one room for example is a bad idea.
2879     By weakening and killing each other they are easy prey for players,
2880     not worth the experience they hold.
2881     <LI> Create your own monsters, especially for "boss"-type monsters.
2882     Having stage-bosses guarding treasure is a lot of fun when done right.
2883     Avoid to create monsters with completely non-intuitive abilities:
2884     Don't give ice-spells to firedragons or vice versa. Don't add
2885     draining attack to trolls, etc. Additionally, you should inform the
2886     player before he bumps right into some very special/unusual monster.
2887     <LI> Last but not least: Always keep an eye on the experience your monsters
2888     hold. Design your maps in a way that high experience
2889     is always well-defended. Don't make large rooms full with only one kind
2890     of monster. Keep in mind the different abilities/techniques players
2891     can use.
2892     </UL>
2893     I know it's impossible to make the perfectly balanced map. There's always
2894     some part which is found too easy or too hard for a certain kind of player.
2895     Just give it your best shot. And listen to feedback from players if you
2896     receive some. :-) ]]>
2897     </use>
2898     <attribute arch="alive" value="1" type="fixed" />
2899     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2900     When the monster is killed, items from the treasurelist will
2901     drop to the ground. This is a common way to reward players
2902     for killing (masses of) monsters.
2903 root 1.3
2904 root 1.1 Note that you can always put items into the monster's
2905     inventory. Those will drop-at-kill just like the stuff
2906     from the &lt;treasurelist&gt;.
2907     </attribute>
2908     <attribute arch="level" editor="level" type="int">
2909     A monster's &lt;level&gt; is the most important attribute.
2910     &lt;level&gt; affects the power of a monster in various ways.
2911     </attribute>
2912     <attribute arch="race" editor="race" type="string">
2913     Every monster should have a race set to cathegorize it.
2914     The monster's &lt;race&gt; can have different effects:
2915     Slaying weapons inflict tripple damage against enemy races
2916     and holy word kills only enemy races of the god.
2917     </attribute>
2918     <attribute arch="exp" editor="experience" type="int">
2919     When a player kills this monster, he will get exactly this
2920     amount of &lt;experience&gt;. The experience will flow into
2921     the skill-cathegory the player used for the kill.
2922 root 1.3
2923 root 1.1 If you create special monsters of tweaked strenght/abilities,
2924     always make sure that the &lt;experience&gt; is set to a
2925     reasonable value. Compare with existing arches to get a feeling
2926     what reasonable means. Keep in mind that spellcasting monsters
2927     are a lot harder to kill than non-spellcasters!
2928     </attribute>
2929     <attribute arch="speed" editor="speed" type="float">
2930     The &lt;speed&gt; determines how fast a monster will both move
2931     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2932     </attribute>
2933     <attribute arch="other_arch" editor="breed monster" type="string">
2934     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2935     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2936     can be set to any valid arch-name of a monster. Multipart monster
2937     should not be used.
2938     </attribute>
2939     <attribute arch="generator" editor="multiply" type="bool">
2940     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2941     every once in a while. Mice are a good example for this effect.
2942     If enabled, you must also set &lt;breed monster&gt; or check
2943     &lt;template generation&gt; and put other monsters in the inventory.
2944     </attribute>
2945     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2946     This only takes effect if &lt;multiply&gt; is enabled. The monster
2947     will create a new monster every once in a while by duplicating it's inventory.
2948     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2949     Each time the monster need to generate an object, it will be
2950     a randomly chosen item from the inventory. When generator is destroyed,
2951 root 1.3 inventory is destroyed.
2952 root 1.1 </attribute>
2953 root 1.9 &move_type;
2954 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2955     Several spells only affect undead monsters:
2956     turn undead, banish undead, holy word, etc.
2957     </attribute>
2958     <attribute arch="carrying" editor="carries weight" type="int">
2959     If a monster has something in the inventory, this
2960     value can be set to reflect the slowdown due to
2961     the carried weight.
2962     </attribute>
2963 root 1.3
2964 root 1.1 <section name="melee">
2965     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2966     This number is a bitmask, specifying the monster's attacktypes
2967     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2968     Strong monsters often have more than just physical attacktype.
2969 root 1.3
2970 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2971     as much damage as the "best" of it's attacktypes does. So, the more
2972     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2973     somehow exceptions.
2974     </attribute>
2975     <attribute arch="dam" editor="damage" type="int">
2976     Among other parameters, &lt;damage&gt; affects how much melee damage
2977     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2978     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2979     take effect on the melee damage of a monster.
2980     </attribute>
2981     <attribute arch="wc" editor="weapon class" type="int">
2982     Monsters of high &lt;weapon class&gt; are more likely to really hit
2983     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2984     to &lt;armour class&gt;.
2985     </attribute>
2986     <attribute arch="hp" editor="health points" type="int">
2987     The &lt;health points&gt; of a monster define how long it takes to
2988     kill it. With every successful hit from an opponent, &lt;health points&gt;
2989     get drained - The monster dies by zero &lt;health points&gt;.
2990     </attribute>
2991     <attribute arch="maxhp" editor="max health" type="int">
2992     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2993     monster can have.
2994     </attribute>
2995     <attribute arch="ac" editor="armour class" type="int">
2996     Monsters of low &lt;armour class&gt; are less likely to get hit from
2997     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2998     to &lt;weapon class&gt;.
2999     Values typically range between +20 (very bad) to -20 (quite good).
3000     </attribute>
3001     <attribute arch="Con" editor="healing rate" type="int">
3002 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3003     healing rate is independent of &lt;speed&gt;.
3004 root 1.1 </attribute>
3005     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3006     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3007     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3008     bounce off.
3009     </attribute>
3010     <attribute arch="hitback" editor="hitback" type="bool">
3011     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3012     to the amount of damage the *attacker* inflicted. This damage
3013     is additional to the regular melee damage of the monster.
3014     As far as I know, hitback uses acid attacktype, and it only takes
3015     effect if the monster actually has acid attacktype at it's disposal.
3016     Acid spheres for example use this feature.
3017     </attribute>
3018     <attribute arch="one_hit" editor="one hit only" type="bool">
3019     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3020     to a player.
3021     </attribute>
3022     </section>
3023 root 1.3
3024 root 1.1 <section name="spellcraft">
3025     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3026     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3027     Only wands/rods/etc can be used, given the appropriate abilities.
3028     </attribute>
3029     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3030     A monster with this flag has the ability to &lt;reflect spells&gt;,
3031     all kinds of spell-bullets and -beams will bounce off.
3032 root 1.3
3033 root 1.1 Generally this flag should not be set because it puts
3034     wizard-type players at an unfair disadvantage.
3035     </attribute>
3036     <attribute arch="sp" editor="spellpoints" type="int">
3037     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3038     them for both wizard- and prayer-spells. However, this value defines
3039     only the amount of *initial* spellpoints the monster starts with.
3040     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3041     and &lt;spellpoint regen.&gt; are more important than just initial
3042     &lt;spellpoints&gt;.
3043     </attribute>
3044     <attribute arch="maxsp" editor="max spellpoints" type="int">
3045     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3046     can hold. Setting this to high values has little effect unless
3047     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3048     "regenerate mana" at it's disposal.
3049     </attribute>
3050     <attribute arch="Pow" editor="spellpoint regen." type="int">
3051 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3052     spellpoint regeneration rate is independent of &lt;speed&gt;.
3053 root 1.3
3054 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3055     regeneration is most important. If your monster is still not casting
3056     fast enough, give it the spell-ability of "regenerate mana".
3057     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3058     </attribute>
3059     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3060     Click on the &lt;attuned paths&gt; button to select spellpaths.
3061     The creature will get attuned to the specified spellpaths.
3062     </attribute>
3063     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3064     Click on the &lt;repelled paths&gt; button to select spellpaths.
3065     The creature will get repelled to the specified spellpaths.
3066     </attribute>
3067     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3068     Click on the &lt;denied paths&gt; button to select spellpaths.
3069     The creature won't be able to cast spells of the specified paths.
3070     </attribute>
3071     </section>
3072 root 1.3
3073 root 1.1 <section name="ability">
3074     <attribute arch="Int" editor="detect hidden" type="int">
3075     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3076     hidden/invisible creatures. Higher values make for better
3077     detection-skills. Enabling &lt;see invisible&gt; makes this value
3078     obsolete.
3079     </attribute>
3080     <attribute arch="see_invisible" editor="see invisible" type="bool">
3081     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3082     with by invisible or hiding players. This flag is a must-have
3083     for high-level monsters. When a monster is unable to detect
3084     invisible players, it can be killed without fighting back.
3085     </attribute>
3086     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3087     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3088     by spells of darkness or dark maps. This flag is a "should-have"
3089     for high-level monsters. When a monster is unable to see in
3090     darkness, players can cast darkness and sneak around it safely.
3091     </attribute>
3092     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3093     Monster is able to wield weapon type objects.
3094     </attribute>
3095     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3096     Monster is able to use missile-weapon type objects.
3097     </attribute>
3098     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3099     Monster is able to wear protective equipment like brestplate
3100     armour, shields, helmets etc.
3101     </attribute>
3102     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3103     Monster is able to wear rings.
3104     </attribute>
3105     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3106     Monster is able to use wands and staves.
3107     </attribute>
3108     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3109     Monster is able to use rods.
3110     </attribute>
3111     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3112     Monster is able to read scrolls.
3113     </attribute>
3114     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3115     Monster is able to use skills from it's inventory.
3116     For example, you can put a throwing skill object and some
3117 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3118 root 1.1 </attribute>
3119     </section>
3120 root 1.3
3121 root 1.1 <section name="behave">
3122     <attribute arch="monster" editor="monster behaviour" type="bool">
3123     When &lt;monster behaviour&gt; is enabled, this object will behave
3124     like a monster: It can move and attack enemies (which are
3125     typically players).
3126     This flag should be set for all monsters as-such.
3127     Monsters which don't move, like guards, should also have
3128     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3129 root 1.3 It should *not* be set for things like immobile generators.
3130 root 1.1 </attribute>
3131     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3132     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3133     </attribute>
3134     <attribute arch="friendly" editor="friendly" type="bool">
3135     &lt;friendly&gt; monsters help the player, attacking any
3136     non-friendly monsters in range.
3137     </attribute>
3138     <attribute arch="stand_still" editor="stand still" type="bool">
3139     Monsters which &lt;stand still&gt; won't move to leave their position.
3140     When agressive, they will attack all enemies who get close to
3141     them. This behaviour is commonly known from castle guards.
3142 root 1.3
3143 root 1.1 In older versions of Crossfire it was possible to eventually
3144     push a &lt;stand still&gt;-monster out of position by force.
3145     I believe this is no longer possible. Neverthless, you should
3146     still be cautious when lining up &lt;stand still&gt;-monster in order
3147     to "defend" something: Such monsters are rather easy to kill.
3148     It's good for low level maps, but not much more.
3149     </attribute>
3150     <attribute arch="sleep" editor="asleep" type="bool">
3151     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3152     &lt;sensing range&gt; of the monster. Usually the sensing range is
3153     larger than the players line of sight. Due to that, in most cases
3154     the player won't ever notice weither a monster was asleep or not.
3155     </attribute>
3156     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3157     This entry defines which kinds of environment actions the
3158     creature is able to perform.
3159     </attribute>
3160     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3161     Click on the &lt;pick up&gt; button and select which types of objects
3162     the creature should try to pick up.
3163 root 1.3
3164 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3165     etc are set, then the creature will pick up the matching items even
3166     if this is not set here.
3167     </attribute>
3168     <attribute arch="Wis" editor="sensing range" type="int">
3169     &lt;sensing range&gt; determines how close a player needs to be before
3170     the creature wakes up. This is done as a square, for reasons of speed.
3171     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3172     11x11 square of the monster will wake the monster up. If the player
3173     has stealth, the size of this square is reduced in half plus 1.
3174     </attribute>
3175 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3176     If this is set to default, the standard mode of movement will be used.
3177     </attribute>
3178     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3179     This movement is not in effect when the monster has an enemy and should
3180     only be used for non agressive monsters.
3181 root 1.1 </attribute>
3182     <attribute arch="run_away" editor="run at % health" type="int">
3183     This is a percentage value in the range 0-100.
3184     When the monster's health points drop below this percentage
3185     (relative to max health), it attempts to run away from the
3186     attacker.
3187     </attribute>
3188     </section>
3189 root 1.3
3190 root 1.1 <section name="resistance">
3191     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3192     </attribute>
3193     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3194     </attribute>
3195     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3196     </attribute>
3197     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3198     </attribute>
3199     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3200     </attribute>
3201     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3202     </attribute>
3203     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3204     </attribute>
3205     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3206     </attribute>
3207     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3208     </attribute>
3209     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3210     </attribute>
3211     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3212     </attribute>
3213     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3214     </attribute>
3215     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3216     </attribute>
3217     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3218     </attribute>
3219     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3220     </attribute>
3221     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3222     </attribute>
3223     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3224     </attribute>
3225     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3226     </attribute>
3227     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3228     </attribute>
3229     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3230     </attribute>
3231     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3232     </attribute>
3233     </section>
3234     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3235     </attribute>
3236     </type>
3237    
3238     <!--####################################################################-->
3239 root 1.3 <type number="28" name="Monster (Grimreaper)">
3240     <import_type name="Monster &amp; NPC" />
3241     <ignore>
3242     <attribute arch="material" />
3243     <attribute arch="name_pl" />
3244     <attribute arch="nrof" />
3245     <attribute arch="value" />
3246     <attribute arch="unpaid" />
3247     </ignore>
3248     <description><![CDATA[
3249     A grimreaper is a monster that vanishes after it did some number of
3250     draining attacks. ]]> <!-- XXX: is this ok? -->
3251     </description>
3252     <section name="grimreaper">
3253     <attribute arch="value" editor="attacks" type="int">
3254     The object vanishes after this number of draining attacks.
3255     </attribute>
3256     </section>
3257     </type>
3258    
3259     <!--####################################################################-->
3260 root 1.1 <type number="65" name="Mood Floor">
3261     <ignore>
3262     <ignore_list name="system_object" />
3263     </ignore>
3264     <description><![CDATA[
3265     As the name implies, mood floors can change the "mood" of
3266     a monsters/NPC. For example, an unagressive monster could be
3267     turned mad to start attacking. Similar, an agressive monster
3268     could be calmed. ]]>
3269     </description>
3270     <use><![CDATA[
3271     Mood floors are absolutely cool for NPC interaction. To make an
3272     unaggressive monster/NPC attack, put a creator with "other_arch
3273     furious_floor" under it. Connect the creator to a magic_ear, so the
3274     player speaks a keyword like "stupid sucker" - and the monster attacks.
3275     <br><br>
3276     To turn an NPC into a pet, put a charm_floor under it and connect
3277     it directly to a magic_ear. Then the player speaks a keyword like
3278     "help me" - and the NPC joins him as pet.
3279     <br><br>
3280     (Of course you must always give clear hints about keywords!
3281     And there is no reason why you couldn't use a button/lever/pedestal
3282     etc. instead of a magic_ear.) ]]>
3283     </use>
3284     <attribute arch="no_pick" value="1" type="fixed" />
3285     <attribute arch="last_sp" editor="mood" type="list_mood">
3286     &lt;mood&gt; is used to determine what will happen to the
3287     monster when affected by the mood floor:
3288 root 1.3
3289 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3290 root 1.3
3291 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3292 root 1.3
3293 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3294 root 1.3
3295 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3296 root 1.3
3297 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3298     who triggers the square. This setting is not
3299     enabled for continous operation, you need to
3300     insert a &lt;connection&gt; value!
3301     </attribute>
3302     <attribute arch="connected" editor="connection" type="int">
3303     This should only be set in combination with &lt;mood number&gt; 4.
3304     Normally, monsters are affected by the mood floor as soon as they
3305     step on it. But charming (monster -&gt; pet) is too powerful,
3306 root 1.3 so it needs to be activated.
3307    
3308 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3309     But a powerful pet could as well be the reward for solving a
3310     quest. Or even better: It could be *part* of a quest!
3311     </attribute>
3312     <attribute arch="no_magic" editor="no spells" type="bool">
3313     If enabled, it is impossible for players to use (wizard-)
3314     spells on that spot.
3315     </attribute>
3316     <attribute arch="damned" editor="no prayers" type="bool">
3317     If enabled, it is impossible for players to use prayers
3318     on that spot. It also prevents players from saving.
3319     </attribute>
3320     </type>
3321    
3322     <!--####################################################################-->
3323     <type number="40" name="Mover">
3324     <ignore>
3325     <ignore_list name="non_pickable" />
3326     </ignore>
3327     <description><![CDATA[
3328     Movers move the objects above them. However, only living objects
3329     are affected (monsters/NPCs always, players optional). Movers have
3330     a direction, so players can be made to move in a pattern, and so
3331     can monsters. Motion is involuntary. Additionally, players or
3332     monsters can be "frozen" while ontop of movers so that they MUST
3333     move along a chain of them.
3334     <br><br>
3335     Multisquare monsters can be moved as well, given
3336     enough space. Movers are usually invisible. ]]>
3337     </description>
3338     <use><![CDATA[
3339     NEVER EVER consider a mover being unpassable in the backwards
3340     direction. Setting "forced movement" makes it seemingly impossible
3341     but there is still a trick: One player can push a second player
3342     past the mover, in opposite to the mover's direction! The more
3343     movers, the more players needed. Hence, don't make a treasure
3344     room that is surrounded by movers instead of solid walls/gates.
3345     <br><br>
3346     Btw, it does not make a difference putting movers above or
3347     below the floor. Moreover, movers that are set to be invisible
3348     cannot be discovered with the show_invisible spell.
3349     <br><br>
3350     Note that Movers and Directors are seperate objects, even though
3351     they look and act similar. Directors only do spells/missiles,
3352     while movers only do living creatures (depending on how it
3353     is set: monsters and players). ]]>
3354     </use>
3355     <attribute arch="attacktype" editor="forced movement" type="bool">
3356     If forced movement is enabled, the mover "freezes" anyone it
3357     moves (so they are forced to move along a chain).
3358     For players there is no way to escape this forced movement,
3359     except being pushed by a second player.
3360     </attribute>
3361     <attribute arch="maxsp" editor="freeze duration" type="int">
3362     The player will be "frozen" for that many moves.
3363     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3364     enabled, then &lt;freeze duration&gt; gets assigned the
3365     "default value" 2 automatically.
3366     </attribute>
3367     <attribute arch="speed" editor="movement speed" type="float">
3368     The movement speed value determines how fast a chain of
3369     these movers will push a player along (default is -0.2).
3370     </attribute>
3371     <attribute arch="sp" editor="direction" type="list_direction">
3372     The mover will push creatures in the specified &lt;direction&gt;.
3373     A mover with direction set to &lt;none&gt; will spin clockwise,
3374     thus pushing creatures in unpredictable directions.
3375     </attribute>
3376     <attribute arch="lifesave" editor="gets used up" type="bool">
3377     If enabled, the mover gets "used up" after a certain number of moves
3378 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3379 root 1.1 </attribute>
3380     <attribute arch="hp" editor="number of uses" type="int">
3381     This value has only a meaning if &lt;gets used up&gt; is set:
3382     &lt;number of uses&gt; is the number of times minus one, that it
3383     will move a creature before disappearing. (It will move
3384 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3385 root 1.1 </attribute>
3386     <section name="targets">
3387     <attribute arch="level" editor="move players" type="bool">
3388     If &lt;move players&gt; is enabled, both players and monsters will be
3389     moved. In the arches' default it is disabled - thus ONLY monsters
3390     get moved. Remember that "monsters" includes NPCs!
3391 root 1.3
3392 root 1.1 This feature provides you with the possibility to make NPCs
3393     literally "come to life". Example: The player is talking with an
3394     NPC, speaking a certain keyword. This triggers a magic_ear and
3395     activates creators, creating (per default: monster-only) movers
3396     under the NPC's feet. The NPC starts "walking" on a predefined
3397     route! Note that it's useful to set this NPC immune to everything,
3398     preventing the player to push the NPC off his trace.
3399     </attribute>
3400 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3401     Which movement types activate the mover.
3402 root 1.1 </attribute>
3403     </section>
3404     </type>
3405    
3406     <!--####################################################################-->
3407     <type number="17" name="Pedestal">
3408     <ignore>
3409     <ignore_list name="non_pickable" />
3410     </ignore>
3411     <description><![CDATA[
3412     Pedestals are designed to detect certain types of living objects.
3413     When a predefined type of living creature steps on the pedestal, the
3414     connected value is triggered. ]]>
3415     </description>
3416     <use><![CDATA[
3417     If you want to create a place where only players of a certain race
3418     can enter, put a teleporter over your pedestal. So the teleporter is
3419     only activated for players of the matching race. Do not use gates,
3420     because many other players could sneak in. If you put powerful
3421     artifacts into such places, generally set "startequip 1", so that
3422     they are preserved for that one race and can't be traded to others. ]]>
3423     </use>
3424     <attribute arch="no_pick" value="1" type="fixed" />
3425     <attribute arch="slaying" editor="match race" type="string">
3426     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3427     matches the monster's or the player's race, we have a match.
3428     Yes, pedestals can detect a player's race! E.g. you could create a
3429 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3430    
3431 root 1.1 If it is set to "player", any player stepping on the pedestal
3432     is a match. Very useful if you want to open a gate for players
3433     but not for monsters.
3434     </attribute>
3435     <attribute arch="connected" editor="connection" type="int">
3436     When the pedestal is triggered, all objects with the same
3437     connection value get activated.
3438     </attribute>
3439 root 1.9 &move_on;
3440 root 1.1 </type>
3441    
3442     <!--####################################################################-->
3443     <type number="94" name="Pit">
3444     <ignore>
3445     <ignore_list name="non_pickable" />
3446     </ignore>
3447     <description><![CDATA[
3448     Pits are holes, transporting the player when he walks (and falls) into them.
3449     A speciality about pits is that they don't transport the player to
3450     the exact destination, but within a two-square radius of the destination
3451     (never on blocked squares).<br>
3452     Optionally, pits can get closed and opened, similar to gates.<br><br>
3453     Monsters and items are affected by pits just as well as players.
3454     Even multipart monsters can fall through them, given enough space. ]]>
3455     </description>
3456     <use><![CDATA[
3457     Pits can add interesting effects to your map. When using them, make
3458     sure to use them in a "logical way": Pits should always drop the
3459     player to some kind of lower level. They should not be used to
3460     randomly interconnect maps like teleporters do. ]]>
3461     </use>
3462     <attribute arch="no_pick" value="1" type="fixed" />
3463     <attribute arch="connected" editor="connection" type="int">
3464     When a &lt;connection&gt; value is set, the pit can be opened/closed
3465     by activating the connection.
3466     </attribute>
3467     <attribute arch="hp" editor="destination X" type="int">
3468     The pit will transport creatures (and items) randomly into a two-square
3469     radius of the destination coordinates.
3470     If the destination square becomes blocked, the pit will act like
3471     being filled up and not work anymore!
3472     </attribute>
3473     <attribute arch="sp" editor="destination Y" type="int">
3474     The pit will transport creatures (and items) randomly into a two-square
3475     radius of the destination coordinates.
3476     If the destination square becomes blocked, the pit will act like
3477     being filled up and not work anymore!
3478     </attribute>
3479     <attribute arch="wc" editor="position state" type="int">
3480     The &lt;position state&gt; defines the position of the gate:
3481     Zero means completely open/down, the "number of animation-steps" (usually
3482     about 6 or 7) means completely closed/up state. I suggest you don't
3483     mess with this value - Leave the default in place.
3484     </attribute>
3485 root 1.9 &move_on;
3486 root 1.1 </type>
3487    
3488     <!--####################################################################-->
3489     <type number="7" name="Poison Food">
3490     <description><![CDATA[
3491     When eating, the player's stomache is drained by 1/4 of food.
3492     If his food drops to zero, the player might even die. ]]>
3493     </description>
3494     </type>
3495    
3496     <!--####################################################################-->
3497     <type number="5" name="Potion">
3498     <description><![CDATA[
3499     The player can drink these and gain various kinds of benefits
3500     (/penalties) by doing so. ]]>
3501     </description>
3502     <use><![CDATA[
3503     One potion should never give multiple benefits at once. ]]>
3504     </use>
3505     <attribute arch="level" editor="potion level" type="int">
3506     If the potion contains a spell, the spell is cast at this level.
3507     For other potions it should be set at least to 1.
3508     </attribute>
3509     <attribute arch="sp" editor="spell" type="spell">
3510     When a player drinks this potion, the selected spell
3511     will be casted (once). This should work for any given spell.
3512     E.g. heal is "sp 35", magic power is "sp 67".
3513     </attribute>
3514     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3515     There are two types of special effects for potions:
3516     'life restoration' - restore the player's stats lost by death or draining
3517     (this has nothing in common with the restoration spell!)
3518 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3519 root 1.1 by a very small amount.
3520     </attribute>
3521     <attribute arch="cursed" editor="cursed" type="bool">
3522     If a potion is cursed, benefits generally turn into penalties.
3523     Note that potions can be "uncursed" by praying over an altar,
3524     with relative ease. *But* the potion must be identified to notice
3525     that it is cursed &gt;:)
3526     </attribute>
3527     <attribute arch="startequip" editor="godgiven item" type="bool">
3528     A godgiven item vanishes as soon as the player
3529     drops it to the ground.
3530     </attribute>
3531     <section name="stats">
3532     <attribute arch="Str" editor="strength" type="int">
3533     The player's strentgh will rise/fall by the given value for permanent
3534     (of course there is an upper limit). Generally there shouldn't be stat
3535     potions granting more than one stat. Cursed potions will subtract the
3536     stats if positive.
3537     </attribute>
3538     <attribute arch="Dex" editor="dexterity" type="int">
3539     The player's dexterity will rise/fall by the given value for permanent
3540     (of course there is an upper limit). Generally there shouldn't be stat
3541     potions granting more than one stat. Cursed potions will subtract the
3542     stats if positive.
3543     </attribute>
3544     <attribute arch="Con" editor="constitution" type="int">
3545     The player's constitution will rise/fall by the given value for permanent
3546     (of course there is an upper limit). Generally there shouldn't be stat
3547     potions granting more than one stat. Cursed potions will subtract the
3548     stats if positive.
3549     </attribute>
3550     <attribute arch="Int" editor="intelligence" type="int">
3551     The player's intelligence will rise/fall by the given value for permanent
3552     (of course there is an upper limit). Generally there shouldn't be stat
3553     potions granting more than one stat. Cursed potions will subtract the
3554     stats if positive.
3555     </attribute>
3556     <attribute arch="Pow" editor="power" type="int">
3557     The player's power will rise/fall by the given value for permanent
3558     (of course there is an upper limit). Generally there shouldn't be stat
3559     potions granting more than one stat. Cursed potions will subtract the
3560     stats if positive.
3561     </attribute>
3562     <attribute arch="Wis" editor="wisdom" type="int">
3563     The player's wisdom will rise/fall by the given value for permanent
3564     (of course there is an upper limit). Generally there shouldn't be stat
3565     potions granting more than one stat. Cursed potions will subtract the
3566     stats if positive.
3567     </attribute>
3568     <attribute arch="Cha" editor="charisma" type="int">
3569     The player's charisma will rise/fall by the given value for permanent
3570     (of course there is an upper limit). Generally there shouldn't be stat
3571     potions granting more than one stat. Cursed potions will subtract the
3572     stats if positive.
3573     </attribute>
3574     </section>
3575     <section name="resistance">
3576     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3577     The player's resistance to physical will rise by this value in percent
3578     (range -100 till +100). The effect is only temporare, and it does NOT
3579     add on the values from the player's equipment.
3580     Cursed potions will make negative resistance.. very nasty in combat!
3581     </attribute>
3582     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3583     The player's resistance to magic will rise by this value in percent
3584     (range -100 till +100). The effect is only temporare, and it does NOT
3585     add on the values from the player's equipment.
3586     Cursed potions will make negative resistance.. very nasty in combat!
3587     </attribute>
3588     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3589     The player's resistance to fire will rise by this value in percent
3590     (range -100 till +100). The effect is only temporare, and it does NOT
3591     add on the values from the player's equipment.
3592     Cursed potions will make negative resistance.. very nasty in combat!
3593     </attribute>
3594     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3595     The player's resistance to electricity will rise by this value in percent
3596     (range -100 till +100). The effect is only temporare, and it does NOT
3597     add on the values from the player's equipment.
3598     Cursed potions will make negative resistance.. very nasty in combat!
3599     </attribute>
3600     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3601     The player's resistance to cold will rise by this value in percent
3602     (range -100 till +100). The effect is only temporare, and it does NOT
3603     add on the values from the player's equipment.
3604     Cursed potions will make negative resistance.. very nasty in combat!
3605     </attribute>
3606     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3607     The player's resistance to acid will rise by this value in percent
3608     (range -100 till +100). The effect is only temporare, and it does NOT
3609     add on the values from the player's equipment.
3610     Cursed potions will make negative resistance.. very nasty in combat!
3611     </attribute>
3612     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3613     The player's resistance to confusion will rise by this value in percent
3614     (range -100 till +100). The effect is only temporare, and it does NOT
3615     add on the values from the player's equipment.
3616     Cursed potions will make negative resistance.. very nasty in combat!
3617     </attribute>
3618     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3619     The player's resistance to weaponmagic will rise by this value in percent
3620     (range -100 till +100). The effect is only temporare, and it does NOT
3621     add on the values from the player's equipment.
3622     Cursed potions will make negative resistance.. very nasty in combat!
3623     </attribute>
3624     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3625     The player's resistance to paralyze will rise by this value in percent
3626     (range -100 till +100). The effect is only temporare, and it does NOT
3627     add on the values from the player's equipment.
3628     Cursed potions will make negative resistance.. very nasty in combat!
3629     </attribute>
3630     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3631     The player's resistance to draining will rise by this value in percent
3632     (range -100 till +100). The effect is only temporare, and it does NOT
3633     add on the values from the player's equipment.
3634     Cursed potions will make negative resistance.. very nasty in combat!
3635     </attribute>
3636     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3637     The player's resistance to depletion will rise by this value in percent
3638     (range -100 till +100). The effect is only temporare, and it does NOT
3639     add on the values from the player's equipment.
3640     Cursed potions will make negative resistance.. very nasty in combat!
3641     </attribute>
3642     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3643     The player's resistance to poison will rise by this value in percent
3644     (range -100 till +100). The effect is only temporare, and it does NOT
3645     add on the values from the player's equipment.
3646     Cursed potions will make negative resistance.. very nasty in combat!
3647     </attribute>
3648     </section>
3649     </type>
3650    
3651     <!--####################################################################-->
3652     <type number="156" name="Power Crystal">
3653     <description><![CDATA[
3654     Power crystals can store a player's mana:
3655     When the player applies the crystal with full mana, half of
3656     it flows into the crystal. When the player applies it with
3657     lacking mana, the crystal replenishes the player's mana. ]]>
3658     </description>
3659     <attribute arch="sp" editor="initial mana" type="int">
3660     &lt;initial mana&gt; is the amount of spellpoints that the
3661     crystal holds when the map is loaded.
3662     </attribute>
3663     <attribute arch="maxsp" editor="mana capacity" type="int">
3664     The &lt;mana capacity&gt; defines how much mana can be stored
3665     in the crystal. This is what makes the crystal interesting.
3666     Wizard-players will always seek for crystals with large
3667     capacities.
3668     </attribute>
3669     </type>
3670    
3671     <!--####################################################################-->
3672     <type number="13" name="Projectile">
3673     <description><![CDATA[
3674     Projectiles like arrows/crossbow bolts are used as ammunition
3675     for shooting weapons.
3676     <br><br>
3677     It's very easy to add new pairs of weapons &amp; projectiles.
3678     Just set matching &lt;ammunition class&gt; both for shooting
3679     weapon and projectile. ]]>
3680     </description>
3681     <use><![CDATA[
3682     If you want to create new kinds of projectiles, you could
3683     add an alchemical receipe to create these.
3684 root 1.3
3685 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3686     they really fullfill a useful purpose. In fact, even bows
3687     and crossbows are rarely ever used. ]]>
3688     </use>
3689     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3690     This number is a bitmask, specifying the projectile's attacktypes.
3691     Attacktypes are: physical, magical, fire, cold.. etc.
3692     This works identical to melee weapons. Note that shooting
3693     weapons cannot have attacktypes.
3694     </attribute>
3695     <attribute arch="race" editor="ammunition class" type="string">
3696     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3697     these projectiles. For arrows set "arrows", for crossbow bolts
3698     set "crossbow bolts" (big surprise).
3699 root 1.3
3700 root 1.1 In certain cases, the ammunition class is displayed in the game.
3701     Hence, when you create a new ammunition class, choose an
3702     intuitive name like "missiles", "spirit bolts" - whatever.
3703 root 1.3
3704 root 1.1 You can also make special containers holding these projectiles
3705     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3706     </attribute>
3707     <attribute arch="slaying" editor="slaying race" type="string">
3708     Slaying means the weapon does tripple (3x) damage to monsters
3709     of the specified race. If &lt;slaying race&gt; matches an arch name,
3710     only monsters of that archtype receive tripple damage.
3711     Tripple damage is very effective.
3712     </attribute>
3713     <attribute arch="dam" editor="damage" type="int">
3714     The projectile &lt;damage&gt; significantly affects the damage
3715     done. Damage can be further increased by the shooting
3716     weapon's attributes.
3717     </attribute>
3718     <attribute arch="wc" editor="weaponclass" type="int">
3719     This value is supposed to be the base &lt;weaponclass&gt;,
3720     but it seems to have rather little effect.
3721     High values are good here, low values bad.
3722     </attribute>
3723     <attribute arch="food" editor="chance to break" type="int">
3724     The &lt;chance to break&gt; defines the breaking probability when this
3725     projectile hits an obstacle, e.g. wall or monster.
3726     The value is the %-chance to break, ranging from 0 (never breaking)
3727     to 100 (breaking at first shot).
3728     </attribute>
3729     <attribute arch="magic" editor="magic bonus" type="int">
3730     Magic bonus increases chance to hit and damage a little bit.
3731     </attribute>
3732     <attribute arch="unique" editor="unique item" type="bool">
3733     Unique items exist only one time on a server. If the item
3734     is taken, lost or destroyed - it's gone for good.
3735     </attribute>
3736     <attribute arch="startequip" editor="godgiven item" type="bool">
3737     A godgiven item vanishes as soon as the player
3738     drops it to the ground.
3739     </attribute>
3740     <attribute arch="no_drop" editor="don't drop" type="bool">
3741     When a monster carries a projectile with &lt;don't drop&gt;,
3742     this item will never drop to the ground but
3743     vanish instead. If this object is shot, it can still drop
3744     after hitting an obstacle. You can prevent this by
3745     setting &lt;chance to break&gt; 100.
3746     </attribute>
3747     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3748     This text may describe the projectile. This
3749     could be nice for very special ones.
3750     </attribute>
3751     </type>
3752    
3753     <!--####################################################################-->
3754     <type number="70" name="Ring">
3755     <import_type name="Amulet" />
3756     <description><![CDATA[
3757     Rings are worn on the hands - one ring each.
3758     Wearing rings, the object's stats will directly be inherited to
3759     the player. Usually enhancing his spellcasting potential. ]]>
3760     </description>
3761     <use><![CDATA[
3762     When you create an artifact ring, never forget that players can
3763     wear <B>two</B> rings! Due to that it is extremely important to
3764     keep rings in balance with the game.
3765     <br><br>
3766     Also keep in mind that rings are generally the wizard's tools.
3767     They should primarily grant bonuses to spellcasting abilities
3768     and non-physical resistances. ]]>
3769     </use>
3770     </type>
3771    
3772     <!--####################################################################-->
3773     <type number="3" name="Rod">
3774     <ignore>
3775     <attribute arch="title" />
3776     </ignore>
3777     <description><![CDATA[
3778     A rod contains a spell. The player can use this spell by applying and
3779     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3780     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3781     used endlessly. ]]>
3782     </description>
3783     <use><![CDATA[
3784     Rods with healing/curing spells are extremely powerful. Usually, potions have
3785     to be used for that purpose. Though, potions are expensive and only good for
3786     one-time-use.<br> ]]>
3787     </use>
3788     <attribute arch="sp" editor="spell" type="spell">
3789     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3790     rods to players, since they can be used endlessly without any mana cost!
3791     Rods with heal/ restoration/ protection spells, IF available, MUST be
3792     very very VERY hard to get!
3793     </attribute>
3794     <attribute arch="level" editor="casting level" type="int">
3795     The casting level of the &lt;spell&gt; determines it's power.
3796     For attack spells, level should be set to something reasonable.
3797     </attribute>
3798     <attribute arch="hp" editor="initial spellpoints" type="int">
3799     This value represents the initial amount of spellpoints in the rod.
3800     Naturally, this is quite unimportant.
3801     </attribute>
3802     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3803     When the rod is fully charged up, it will hold this maximum amount of
3804     spellpoints. Make sure it is enough to cast the contained spell at least
3805     once. But don't set the value too high, as that might make the rod
3806     too effective.
3807     </attribute>
3808     <attribute arch="startequip" editor="godgiven item" type="bool">
3809     A godgiven item vanishes as soon as the player
3810     drops it to the ground.
3811     </attribute>
3812     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3813     This text may contain a description of the rod.
3814     </attribute>
3815     </type>
3816    
3817     <!--####################################################################-->
3818     <type number="154" name="Rune">
3819     <ignore>
3820     <attribute arch="no_pick" />
3821     <attribute arch="title" />
3822     <attribute arch="name_pl" />
3823     <attribute arch="weight" />
3824     <attribute arch="value" />
3825     <attribute arch="material" />
3826     <attribute arch="unpaid" />
3827     </ignore>
3828     <description><![CDATA[
3829 root 1.3 A rune is a magical enscription on the dungeon floor.
3830 root 1.1 <br><br>
3831     Runes hit any monster or person who steps on them for 'dam' damage in
3832     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3833     and will cast this spell when it detonates. Yet another kind is the
3834     "summoning rune", summoning predefined monsters of any kind, at detonation.
3835     <br><br>
3836     Many runes are already defined in the archetypes. ]]>
3837     </description>
3838     <use><![CDATA[
3839     Avoid monsters stepping on your runes. For example, summoning runes
3840     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3841     </use>
3842     <attribute arch="no_pick" value="1" type="fixed" />
3843 root 1.9 &move_on;
3844 root 1.1 <attribute arch="level" editor="rune level" type="int">
3845     This value sets the level the rune will cast the spell it contains at,
3846     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3847 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3848    
3849 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3850     how much experience the player gets for doing so. Beware: High level
3851     runes can be quite a cheap source of experience! So either make them
3852     tough, or keep the level low.
3853     </attribute>
3854     <attribute arch="Cha" editor="visibility" type="int">
3855     This value determines what fraction of the time the rune is visible:
3856     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3857     how easily the rune may be found.
3858     </attribute>
3859     <attribute arch="hp" editor="number of charges" type="int">
3860     The rune will detonate &lt;number of charges&gt; times before disappearing.
3861     </attribute>
3862     <attribute arch="dam" editor="direct damage" type="int">
3863     &lt;direct damage&gt; specifies how much damage is done by the rune,
3864     if it doesn't contain a spell. This should be set in reasonable
3865 root 1.3 relation to the rune's level.
3866 root 1.1 </attribute>
3867     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3868     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3869     attribute defines what attacktype to use for direct damage when
3870     the rune detonates.
3871     </attribute>
3872     <section name="spellcraft">
3873     <attribute arch="sp" editor="spell" type="spell">
3874     The selected &lt;spell&gt; defines the spell in the rune, if any.
3875     (Many runes do direct damage).
3876     </attribute>
3877     <attribute arch="slaying" editor="spell name" type="string">
3878     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3879     but if present, overrides the &lt;spell&gt; setting.
3880     </attribute>
3881     <attribute arch="other_arch" editor="spell arch" type="string">
3882     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3883     is optional, but if present, overrides the &lt;spell&gt; setting.
3884     You can choose any of the existing arches.
3885     </attribute>
3886     <attribute arch="maxsp" editor="direction" type="list_direction">
3887     If set, the rune will cast it's containing spell (if any) in
3888     this &lt;direction&gt;.In most cases this appears useless because
3889     the spell directly hits the player.
3890     </attribute>
3891     <attribute arch="race" editor="summon monster" type="string">
3892     If this is set to the arch name of any monster, together with
3893     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3894     of those on detonation. (dam and attacktype will still be ignored
3895     in this case). Runes are even capable of summoning multi-square
3896     monsters, given enough space. You'd better test it though.
3897     </attribute>
3898     <attribute arch="maxhp" editor="summon amount" type="int">
3899     This should only be set to a summoning rune. It will then summon
3900     that many creatures of the kind &lt;summon monster&gt;.
3901     </attribute>
3902     </section>
3903     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3904     When the rune detonates, this text is displayed to the
3905     victim. For especially powerful runes, create an appropriate
3906     thrilling description. ;)
3907     </attribute>
3908     </type>
3909    
3910     <!--####################################################################-->
3911     <type number="106" name="Savebed">
3912     <ignore>
3913     <ignore_list name="non_pickable" />
3914     </ignore>
3915     <description><![CDATA[
3916     When the player applies a savebed, he is not only saved. Both his
3917     respawn-after-death and his word-of-recall positions are pointing
3918     to the last-applied savebed. ]]>
3919     </description>
3920     <use><![CDATA[
3921     Put savebed locations in towns, do not put them into dungeons.
3922     It is absolutely neccessary that a place with savebeds is 100% secure.
3923     That means:
3924     <UL>
3925     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3926     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3927     <LI> Insert a relyable exit! Make sure there is no possibility that
3928     players get trapped in a savebed location.
3929     <LI> If possible, mark the whole site as no-spell area (Insert this
3930     arch called "dungeon_magic" everywhere). This is not required,
3931     but it makes the place much more safe.
3932     </UL> ]]>
3933     </use>
3934     <attribute arch="no_pick" value="1" type="fixed" />
3935     <attribute arch="no_magic" value="1" type="fixed" />
3936     <attribute arch="damned" value="1" type="fixed" />
3937     </type>
3938    
3939     <!--####################################################################-->
3940 root 1.3 <type number="111" name="Scroll">
3941     <ignore>
3942     <attribute arch="title" />
3943     </ignore>
3944     <description><![CDATA[
3945     Scrolls contain spells (similar to spell-potions). Unlike potions,
3946     scrolls require a certain literacy skill to read successfully.
3947     Accordingly, for a successful reading, a small amount of
3948     experience is gained. Scrolls allow only one time usage, but
3949     usually they are sold in bulks. ]]>
3950     </description>
3951     <use><![CDATA[
3952     For low level quests, scrolls of healing/curing-spells
3953     can be a nice reward. At higher levels, scrolls become less
3954     and less useful. ]]>
3955     </use>
3956     <attribute arch="level" editor="casting level" type="int">
3957     The spell of the scroll will be casted at this level.
3958     This value should always be set, at least to 1.
3959     </attribute>
3960     <attribute arch="sp" editor="spell" type="spell">
3961     When a player/monster applies this scroll, the selected &lt;spell&gt;
3962     will be casted (once). This should work for any given spell.
3963     </attribute>
3964     <attribute arch="startequip" editor="godgiven item" type="bool">
3965     A godgiven item vanishes as soon as the player
3966     drops it to the ground.
3967     </attribute>
3968     </type>
3969    
3970     <!--####################################################################-->
3971     <type number="33" name="Shield">
3972     <import_type name="Amulet" />
3973     <description><![CDATA[
3974     Wearing a shield, the object's stats will directly be inherited to
3975     the player. Shields usually provide good defense, only surpassed
3976     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3977     </description>
3978     <use><![CDATA[
3979     Feel free to create your own special artifacts. However, it is very
3980     important that you keep your artifact in balance with existing maps. ]]>
3981     </use>
3982     <attribute arch="magic" editor="magic bonus" type="int">
3983     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3984     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3985     than direct armour-class bonus on the shield.
3986     </attribute>
3987     </type>
3988    
3989     <!--####################################################################-->
3990 root 1.1 <type number="14" name="Shooting Weapon">
3991     <description><![CDATA[
3992     Schooting weapons like bows/crossbows are used to shoot projectiles
3993     (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3994     wielded both at the same time. Like with any other equipment,
3995     stats/bonuses from shooting weapons are directly inherited to the player.
3996     <br><br>
3997     It's very easy to add new pairs of weapons &amp; projectiles.
3998     Just set matching &lt;ammunition class&gt; both for shooting
3999     weapon and projectile. ]]>
4000     </description>
4001     <use><![CDATA[
4002     Shooting weapons should not add bonuses in general. There's already
4003     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4004     Schooting weapons should especially not add bonuses to the player
4005     that have nothing to do with schooting. A Wisdom bonus on a bow
4006     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4007     - still crap. ]]>
4008     </use>
4009     <attribute arch="race" editor="ammunition class" type="string">
4010     Only projectiles with matching &lt;ammunition class&gt; can be fired
4011     with this weapon. For normal bows set "arrows", for normal
4012     crossbows set "crossbow bolts".
4013 root 1.3
4014 root 1.1 In certain cases, the ammunition class is displayed in the game.
4015     Hence, when you create a new ammunition class, choose an
4016     intuitive name like "missiles", "spirit bolts" - whatever.
4017     </attribute>
4018     <attribute arch="sp" editor="shooting speed" type="int">
4019     After shooting a projectile, the player is frozen for a short
4020     period of time (to prevent shooting arrows machine-gun-like).
4021     The greater &lt;shooting speed&gt;, the shorter this period of time.
4022     1 is minimum (=worst) and 100 is maximum (=best) value.
4023 root 1.3
4024 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4025     SET IT TO ZERO! (That would freeze the player for eternety).
4026     </attribute>
4027     <attribute arch="dam" editor="base damage" type="int">
4028     The &lt;base damage&gt; significantly affects the damage done
4029     by using this weapon. This damage is added to the projectile
4030     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4031     according to the player's strength is added.
4032     </attribute>
4033     <attribute arch="wc" editor="weaponclass" type="int">
4034     This value is supposed to be the base &lt;weaponclass&gt;,
4035     but it seems to have rather little effect.
4036     High values are good here, low values bad.
4037     </attribute>
4038     <attribute arch="item_power" editor="item power" type="int">
4039     The &lt;item power&gt; value measures how "powerful" an artifact is.
4040     Players will only be able to wear equipment with a certain total
4041     amount of &lt;item power&gt;, depending on their own level. This is the
4042     only way to prevent low level players to wear "undeserved" equipment
4043     (like gifts from other players or cheated items).
4044 root 1.3
4045 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4046     for every artifact you create! If zero/unset, the CF server will
4047     calculate a provisional value at runtime, but this is never
4048     going to be an accurate measurement of &lt;item power&gt;.
4049     </attribute>
4050     <attribute arch="no_strength" editor="ignore strength" type="bool">
4051     Usually the player's strentgh takes effect on the damage
4052     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4053     the player's strength is ignored.
4054     </attribute>
4055     <attribute arch="damned" editor="damnation" type="bool">
4056     A damned shooting weapon cannot be unwielded unless
4057     the curse is removed. Removing damnations is
4058     a tick harder than removing curses.
4059     </attribute>
4060     <attribute arch="cursed" editor="curse" type="bool">
4061     A cursed shooting weapon cannot be unwielded unless
4062     the curse is removed.
4063     </attribute>
4064     <attribute arch="unique" editor="unique item" type="bool">
4065     Unique items exist only one time on a server. If the item
4066     is taken, lost or destroyed - it's gone for good.
4067     </attribute>
4068     <attribute arch="startequip" editor="godgiven item" type="bool">
4069     A godgiven item vanishes as soon as the player
4070     drops it to the ground.
4071     </attribute>
4072     <section name="stats">
4073     <attribute arch="Str" editor="strength" type="int">
4074     The player's strentgh will rise/fall by the given value
4075     while wearing this shooting weapon.
4076     </attribute>
4077     <attribute arch="Dex" editor="dexterity" type="int">
4078     The player's dexterity will rise/fall by the given value
4079     while wearing this shooting weapon.
4080     </attribute>
4081     <attribute arch="Con" editor="constitution" type="int">
4082     The player's constitution will rise/fall by the given value
4083     while wearing this shooting weapon.
4084     </attribute>
4085     <attribute arch="Int" editor="intelligence" type="int">
4086     The player's intelligence will rise/fall by the given value
4087     while wearing this shooting weapon.
4088     </attribute>
4089     <attribute arch="Pow" editor="power" type="int">
4090     The player's power will rise/fall by the given value
4091     while wearing this shooting weapon.
4092     </attribute>
4093     <attribute arch="Wis" editor="wisdom" type="int">
4094     The player's wisdom will rise/fall by the given value while
4095     wearing this shooting weapon.
4096     </attribute>
4097     <attribute arch="Cha" editor="charisma" type="int">
4098     The player's charisma will rise/fall by the given value
4099     while wearing this shooting weapon.
4100     </attribute>
4101     </section>
4102     <section name="bonus">
4103     <attribute arch="luck" editor="luck bonus" type="int">
4104     With positive luck bonus, the player is more likely to
4105     succeed in all sorts of things (spellcasting, praying,...).
4106     Unless the &lt;luck bonus&gt; is very high, the effect will be
4107     barely visible in-game. Luck bonus on one piece of equipment
4108     should never exceed 3, and such bonus should not be too
4109     frequently available.
4110     </attribute>
4111     <attribute arch="magic" editor="magic bonus" type="int">
4112     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4113     I'm not sure what exactly is increased - maybe weaponclass?
4114     However, &lt;magic bonus&gt; seems to have a little bit of positive
4115     influence on your chance to hit.
4116     </attribute>
4117     </section>
4118     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4119     This text describes the weapons's "story". Every decent artifact weapon
4120     should have such a description.
4121     </attribute>
4122     </type>
4123    
4124     <!--####################################################################-->
4125     <type number="68" name="Shop Floor">
4126     <ignore>
4127     <ignore_list name="non_pickable" />
4128     </ignore>
4129     <description><![CDATA[
4130     Shop floor is used for shops. It acts like a combination of the
4131     common floor- and the treasure type: When the map is loaded,
4132     randomitems (depending on the setings) are generated on it.
4133     These items are all flagged as unpaid.
4134     When a player drops an item onto shop floor, the item becomes
4135     unpaid and the player receives payment according to the item's
4136     selling-value.
4137     Shopfloor always prevents magic (To hinder players from burning
4138     or freezing the goods). ]]>
4139     </description>
4140     <use><![CDATA[
4141     Tile your whole shop-interior space which shop floor.
4142     (That assures players receive payment for dropping items).
4143     Place shop mats to enter/leave the shop, and make sure
4144     there is no other exit than the shop mat. ]]>
4145     </use>
4146     <attribute arch="is_floor" value="1" type="fixed" />
4147     <attribute arch="no_pick" value="1" type="fixed" />
4148     <attribute arch="no_magic" value="1" type="fixed" />
4149     <attribute arch="auto_apply" editor="generate goods" type="bool">
4150     If enabled, items will appear on this square when the map is loaded.
4151     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4152     are generated. The items will be unpaid.
4153     </attribute>
4154     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4155     This entry determines what kind of treasure will appear, when
4156     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4157     for details about existing treasurelists.
4158     </attribute>
4159     <attribute arch="exp" editor="quality level" type="int">
4160     The &lt;quality level&gt; will be used for the quality of the generated
4161     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4162     doesn't need to be set, unless you want extraordinarily good/bad
4163     quality. If you want to make a shop with very high quality, meaybe
4164     charge an entrance fee, or make the shop hard-to-come-by.
4165     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4166     and appearance of artifact-items.
4167     </attribute>
4168     <attribute arch="damned" editor="no prayers" type="bool">
4169     If enabled, it is impossible for players to use prayers
4170     on that spot. It also prevents players from saving.
4171     (Remember that &lt;no magic&gt; is always set for shop floors.)
4172     </attribute>
4173     </type>
4174    
4175     <!--####################################################################-->
4176     <type number="69" name="Shop Mat">
4177     <ignore>
4178     <ignore_list name="non_pickable" />
4179     </ignore>
4180     <description><![CDATA[
4181     Shop mats are used for entering/leaving shops. You should always
4182     have exactly TWO shop mats on your shop-map: One inside the
4183     "shopping-area" and one outside. Shop mats don't use exit paths/
4184     or -destinations. When stepping onto a shopmat the player gets beamed
4185     to the nearest other mat. If the player has unpaid items in his
4186     inventory, the price gets charged from his coins automatically.
4187     If the player has insufficient coins to buy his unpaid items, he
4188     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4189     </description>
4190     <use><![CDATA[
4191     As stated above, always place TWO shop mats into your shop.
4192     Not more and not less than that. ]]>
4193     </use>
4194     <attribute arch="no_pick" value="1" type="fixed" />
4195 root 1.9 &move_on;
4196 root 1.1 </type>
4197    
4198     <!--####################################################################-->
4199     <type number="98" name="Sign &amp; MagicMouth">
4200     <ignore>
4201     <ignore_list name="non_pickable" />
4202     </ignore>
4203     <description><![CDATA[
4204     The purpose of a sign or magic_mouth is to display a certain message to
4205     the player. There are three ways to have the player get this message:
4206     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4207     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4208     </description>
4209     <use><![CDATA[
4210     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4211     some true roleplay feeling to your maps, support your storyline or give
4212     hints about hidden secrets/dangers. Place signs to provide the player
4213     with all kinds of useful information for getting along in your maps. ]]>
4214     </use>
4215     <attribute arch="connected" editor="connection" type="int">
4216     When a connection value is set, the message will be printed whenever
4217     the connection is triggered. This should be used in combination with
4218     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4219     If activating your magic_mouth this way, the message will not only be
4220     printed to one player, but all players on the current map.
4221     </attribute>
4222 root 1.9 &move_on;
4223 root 1.1 <attribute arch="food" editor="counter" type="int">
4224     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4225     (printing the message) only that many times. For signs this really shouldn't
4226     be used, while for magic_mouths it is extremely helpful.
4227     Monsters walking over the magic_mouth do not decrease the counter.
4228 root 1.3
4229 root 1.1 Often, you might want to have a message displayed only one time. For example:
4230     The player enters your map and you put a magic_mouth to tell him about the
4231     monsters and how dangerous they look and all. Later, when all the monsters
4232     are killed and the player leaves the map, displaying the same message a
4233     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4234     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4235     </attribute>
4236     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4237     This text will be displayed to the player.
4238     </attribute>
4239     </type>
4240    
4241     <!--####################################################################-->
4242     <type number="43" name="Skill">
4243     <ignore>
4244     <ignore_list name="system_object" />
4245     </ignore>
4246     <description><![CDATA[
4247     Skills are objects which exist in the player/monster inventory.
4248     Both NPC/monsters and players use the same skill archetypes. Not all skills
4249     are enabled for monster use however. ]]>
4250     </description>
4251     <use><![CDATA[
4252     For mapmaking, Skill objects serve two purposes:
4253     <p>First, the predefined skill archtypes (in the 'skills' directory)
4254     can be seen as the global skill definitions. A skill which doesn't
4255     exists as an archtype cannot be learned or used by players. When you
4256     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4257     of defined skill archtypes, because those strings are used as a reference in
4258     many skill-related objects.
4259     </p><p>
4260     Secondly, in order to enable monsters to use skills, you will need to
4261     copy default skill archtypes into the monsters' inventories.
4262     You can even customize the skills by changing stats. It is not
4263     recommended however, to use skills in your maps which are totally
4264     unrelated to any predefined skill archtype.</p> ]]>
4265     </use>
4266     <attribute arch="invisible" value="1" type="fixed" />
4267     <attribute arch="no_drop" value="1" type="fixed" />
4268     <attribute arch="skill" editor="skill name" type="string">
4269     The &lt;skill name&gt; is used for matchings. When a usable
4270     object has an identical &lt;skill name&gt;, players
4271     (or monsters) will need this skill to apply/use the object.
4272     </attribute>
4273     <attribute arch="expmul" editor="exp multiplier" type="float">
4274     This is the ratio of experience the players total should increase by
4275     when this skill is used. If this is zero, then experience only goes to
4276     to the skill. Values higher than 1 are allowed. Note that experience
4277     rewarded to the players total is in addition to that given to the
4278     skill. Eg, if player should get 500 exp for using a skill, and
4279     expmul is 1, the player will get 500 added to that skill as well as
4280     500 to their total.
4281     </attribute>
4282     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4283     The &lt;skill type&gt; defines the base functionality of the skill.
4284     Skill types are hardcoded in the Crossfire server. It isn't hard to
4285     create new skill types, but it requires a bit of server-coding.
4286     </attribute>
4287     <attribute arch="level" editor="level" type="int">
4288     </attribute>
4289     <attribute arch="exp" editor="experience" type="int">
4290     </attribute>
4291     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4292     The &lt;is native skill&gt; flag has an effect only when this
4293     skill object is placed in the inventory of a monster (or player).
4294     If it is set, the monster or player knows the skill natively, which
4295     means he does not need a skill tool to use it.
4296     </attribute>
4297     </type>
4298    
4299     <!--####################################################################-->
4300     <type number="130" name="Skill Scroll">
4301     <description><![CDATA[
4302     By reading a skill scroll, a player has a chance to learn the
4303     contained skill. ]]>
4304     </description>
4305     <use><![CDATA[
4306     Skill scrolls are very much sought for by players. Currently,
4307     all skill scrolls are sold in shops randomly, which is in fact not
4308     a good system. It would be nice to have some cool quests with
4309     skill scrolls rewarded at the end. ]]>
4310     </use>
4311     <attribute arch="race" value="scrolls" type="fixed" />
4312     <attribute arch="skill" editor="skill name" type="string">
4313     The &lt;skill name&gt; matches the skill object that can
4314     be learned from this scroll.
4315     </attribute>
4316     </type>
4317    
4318     <!--####################################################################-->
4319     <type number="21" name="Special Key">
4320     <ignore>
4321     <attribute arch="material" />
4322     </ignore>
4323     <description><![CDATA[
4324     When carrying the appropriate special key, a locked door can
4325     be opened. The key will dissapear.
4326     <br><br>
4327     This object-type can also be used for "passport"-like items:
4328     When walking onto an invetory checker, a gate for example might
4329     get opened. The "passport" will stay in the player's inventory. ]]>
4330     </description>
4331     <use><![CDATA[
4332     How to make a "passport": You take the special key arch
4333     (archetype name is "key2"), set the face to something like
4334     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4335     certainly must match with the appropiate inventory checker.
4336     <br><br>
4337     Of course you can be creative with names and faces of
4338     key-objects. A "mysterious crystal" or a "big dragon claw"
4339     (with appropriate faces) appear more interesting than just
4340     a "strange key", or "passport". ]]>
4341     </use>
4342     <attribute arch="slaying" editor="key string" type="string">
4343     This string must be identical with the &lt;key string&gt; in the
4344     locked door, then it can be unlocked. It can also be used
4345     to trigger inventory checkers.
4346     </attribute>
4347     <attribute arch="material" editor="material" type="bitmask_material">
4348     For Special Keys, material should always be unset or set
4349     to Adamantite. This prevents the key from getting
4350     burned or otherwise destroyed.
4351     </attribute>
4352     <attribute arch="unique" editor="unique item" type="bool">
4353     Unique items exist only one time on a server. If the item
4354     is taken, lost or destroyed - it's gone for good.
4355 root 1.3
4356 root 1.1 This can be used if you want to sell apartments on your
4357     map: Simply sell a unique passport/key, and place
4358     an inventory checker at the entrance of your apartment.
4359     </attribute>
4360     <attribute arch="startequip" editor="godgiven item" type="bool">
4361     A godgiven item vanishes as soon as the player
4362     drops it to the ground.
4363     </attribute>
4364     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4365     This will add a description to the object. The player can read
4366     this text by clicking on the item in his inventory. Use this
4367     message to describe what the key/passport is good for. A player
4368     might have 50 different keys on his key-ring. Don't expect
4369     players to recall their purpose just by their names.
4370     </attribute>
4371     </type>
4372    
4373     <!--####################################################################-->
4374     <type number="101" name="Spell">
4375     <ignore>
4376     <ignore_list name="system_object" />
4377     </ignore>
4378     <description><![CDATA[
4379     Spell objects define a spell. When a spell is put in a spellbook,
4380     players can learn it by reading the book. Once learned, players
4381     can use the spell as often as they like. With increasing skill level
4382     of the player, spells may gain power but also increase cost.<br>
4383     Monsters can use spells which are put in their inventory (provided
4384     that certain "enabling" settings are correct). The monster's
4385     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4386     </description>
4387     <use><![CDATA[
4388     A lot of the spells' settings can be tuned and customized.
4389     When creating new spells which are accessible to players, it is
4390     important to think about balance. A single spell which is too
4391     powerful and/or too easy to use can eventually toss the whole skill
4392     and magic school system out of whack. Testing new spells is
4393     quite important therefore. ]]>
4394     </use>
4395     <attribute arch="no_drop" value="1" type="fixed" />
4396     <attribute arch="invisible" value="1" type="fixed" />
4397     <attribute arch="skill" editor="skill name" type="string">
4398     The &lt;skill name&gt; matches the skill which is needed
4399     to cast this spell. This should be one out of "sorcery",
4400     "pyromancy", "evocation", "summoning" or "praying".
4401     If you want to fiddle with these, please take care not
4402     to upset the concept and balance of the various skills.
4403     </attribute>
4404     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4405     The &lt;spell type&gt; defines the basic type of spell.
4406     Some of these types are of a more generic nature than others.
4407     </attribute>
4408     <attribute arch="level" editor="spell level" type="int">
4409     </attribute>
4410     <attribute arch="casting_time" editor="casting time" type="int">
4411     </attribute>
4412     <attribute arch="duration" editor="duration" type="int">
4413     </attribute>
4414     <attribute arch="other_arch" editor="create object" type="string">
4415     </attribute>
4416     <attribute arch="sp" editor="cost spellpoints" type="int">
4417     </attribute>
4418     <attribute arch="grace" editor="cost grace" type="int">
4419     </attribute>
4420     <attribute arch="maxsp" editor="double cost per level" type="int">
4421     </attribute>
4422     </type>
4423    
4424     <!--####################################################################-->
4425     <type number="85" name="Spellbook">
4426     <description><![CDATA[
4427     By reading a spellbook, the player has a chance of learning the
4428     contained spell. Once learned from a book, the spell is available
4429     forever. Spellbooks with high level spells require some skill-level
4430     to read.<br><br>
4431     You can create widely customized spells only by adjusting the
4432     spell object in the spellbooks inventory. Refer to the description
4433     of spell objects for detailed information how to customize spells.<br>
4434     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4435     with a compilation of spells that the book may contain. ]]>
4436     </description>
4437     <use><![CDATA[
4438     Don't put any of the godgiven spells into a spellbook! These are
4439     reserved for the followers of the appropriate cults. Handing them
4440     out in a spellbook would violate the balance between different religions.
4441     <br><br>
4442     Note that there is no fundamental difference between the spellbooks
4443     of varying schools (pyromancy, sorcery, evocation, summoning, and
4444     even praying). The difference lies only in the spells they contain.
4445     It is up to you, the mapmaker, to pick the right type of book
4446     for your spells. ]]>
4447     </use>
4448     <attribute arch="skill" value="literacy" type="fixed" />
4449     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4450     There are two ways to put spells into a spellbook:
4451     1. Put a spell object in the books inventory. In this case,
4452     treasurelist must be set to &lt;none&gt;.
4453     2. Choose a treasurelist which contains spells.
4454     In that way, a spell will be chosen randomly from the list.
4455     </attribute>
4456     <attribute arch="startequip" editor="godgiven item" type="bool">
4457     A godgiven item vanishes as soon as the player
4458     drops it to the ground.
4459     </attribute>
4460     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4461     This text may contain a nice description
4462     of the spellbook's cover or something.
4463     </attribute>
4464     </type>
4465    
4466     <!--####################################################################-->
4467     <type number="90" name="Spinner">
4468     <ignore>
4469     <ignore_list name="non_pickable" />
4470     </ignore>
4471     <description><![CDATA[
4472     Spinners change the direction of spell objects and other projectiles
4473     that fly past. Unlike directors, it does make a difference from what
4474     angle you shoot into the spinner. The direction of objects flying past
4475     is always changed by a certain degree. ]]>
4476     </description>
4477     <use><![CDATA[
4478     Spinners are very rarely used. I believe they are quite
4479     confusing and pointless. The only use I can think of is building
4480     some puzzle about where to shoot into spinners to shoot somewhere you
4481     otherwise couldn't.
4482 root 1.3
4483 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4484     projectiles from magic walls don't get to fly in loops. ]]>
4485     </use>
4486     <attribute arch="sp" editor="direction number" type="int">
4487     The spinner will change the direction of flying objects by
4488     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4489     positive values counter clockwise.
4490 root 1.3
4491 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4492     </attribute>
4493 root 1.9 &move_on;
4494 root 1.1 </type>
4495    
4496     <!--####################################################################-->
4497     <type number="138" name="Swamp">
4498     <ignore>
4499     <ignore_list name="non_pickable" />
4500     </ignore>
4501     <description><![CDATA[
4502     Swamp areas show a special behaviour:
4503     When a player stands still on a swamp-square for too long,
4504     he will start to sink in and eventually drown and die.
4505     Items dropped on the swamp sink in and dissapear.
4506     Players with knowledge of the woodsman skill are a lot less likely
4507     to die in the swamp. ]]>
4508     </description>
4509     <attribute arch="is_floor" value="1" type="fixed" />
4510     <attribute arch="is_wooded" value="1" type="fixed" />
4511     <attribute arch="speed" editor="drowning speed" type="float">
4512     The higher the &lt;drowning speed&gt;, the faster will players and items
4513     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4514     and unexpected death-trap. Players should get a warning before such areas.
4515     </attribute>
4516 root 1.9 &move_on;
4517     &movement_types_terrain;
4518 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4519     If enabled, it is impossible for players to use (wizard-)
4520     spells on that spot.
4521     </attribute>
4522     <attribute arch="damned" editor="no prayers" type="bool">
4523     If enabled, it is impossible for players to use prayers
4524     on that spot. It also prevents players from saving.
4525     </attribute>
4526     </type>
4527    
4528     <!--####################################################################-->
4529     <type number="41" name="Teleporter">
4530     <ignore>
4531     <ignore_list name="non_pickable" />
4532     </ignore>
4533     <description><![CDATA[
4534     When the player walks into a teleporter, he is transferred to a
4535     different location. The main difference to the object-type exit
4536     is the possibility to have teleporters connected to levers/buttons/etc.
4537     Sometimes teleporters are activated even against the players will.
4538     <br><br>
4539     Unlike exits, teleporters can also transfer items and
4540     monsters to different locations on the same map. ]]>
4541     </description>
4542     <use><![CDATA[
4543     When creating maps, I guess sooner or later you'll want to have
4544     an invisible teleporter. If using "invisible 1", the teleporter
4545     can still be discovered with the show_invisible spell. And in
4546     some cases you can't place it under the floor to prevent this.
4547     <br><br>
4548     Fortunately, there is a cool trick to make a perfectly invisible
4549     teleporter: You simply add teleporter functionality to the floor
4550     itself. That means: You take the floor arch (e.g. "flagstone"),
4551     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4552     </use>
4553     <attribute arch="slaying" editor="exit path" type="string">
4554     The exit path specifies the map that the player is transferred to.
4555     &lt;exit path&gt; can be an absolute path, beginning with '/'
4556     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4557     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4558     for example I could use the relative path "Fire1"). Use relative
4559     paths whenever possible! Note that upper/lower case must always be
4560     set correctly. However, please use lower case only.
4561 root 1.3
4562 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4563     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4564     monsters and items. In this case, the destined map is automatically
4565     the same map the teleporter is on.
4566     </attribute>
4567     <attribute arch="hp" editor="destination X" type="int">
4568     The exit destinations define the (x, y)-coordinates where the exit
4569     leads to.
4570 root 1.3
4571 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4572     get teleported to another, randomly chosen teleporter on the same
4573     map (Slightly confusing for the player though). Make sure there
4574     actually *is* a second one in that case.
4575 root 1.3
4576 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4577     be transferred to the "default enter location" of the destined map.
4578     The latter can be set in the map-properties as "Enter X/Y". Though,
4579     please DO NOT use that. It turned out to be a source for numerous
4580     map-bugs.
4581     </attribute>
4582     <attribute arch="sp" editor="destination Y" type="int">
4583     The exit destinations define the (x, y)-coordinates where the exit
4584     leads to.
4585 root 1.3
4586 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4587     get teleported to another, randomly chosen teleporter on the same
4588     map (Slightly confusing for the player though). Make sure there
4589     actually *is* a second one in that case.
4590 root 1.3
4591 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4592     be transferred to the "default enter location" of the destined map.
4593     The latter can be set in the map-properties as "Enter X/Y". Though,
4594     please DO NOT use that. It turned out to be a source for numerous
4595     map-bugs.
4596     </attribute>
4597     <attribute arch="connected" editor="connection" type="int">
4598     If a connection value is set, the teleporter will be activated
4599     whenever the connection is triggered. To use this properly,
4600     &lt;activation speed&gt; must be zero.
4601     </attribute>
4602     <attribute arch="speed" editor="activation speed" type="float">
4603     If the &lt;activation speed&gt; is nonzero, the teleporter will
4604     automatically be activated in regular time-intervals. Hence, the
4605     player can just step on it and gets teleported sooner or later.
4606     The duration between two activates depends on the given value.
4607 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4608    
4609 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4610     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4611     </attribute>
4612     </type>
4613    
4614     <!--####################################################################-->
4615 root 1.3 <type number="26" name="Timed Gate">
4616     <ignore>
4617     <ignore_list name="non_pickable" />
4618     </ignore>
4619     <description><![CDATA[
4620     Gates play an important role in Crossfire. Gates can be opened
4621     by activating a button/trigger, by speaking passwords (-> magic_ear)
4622     or carrying special key-objects (-> inventory checker).
4623     Unlike locked doors, gates can get shut again after a player has
4624     passed, which makes them more practical in many cases. Unlike normal
4625     gates, timed gates open when triggered but automatically close again
4626     after some time.]]>
4627     </description>
4628     <use><![CDATA[
4629     Use gates to divide your maps into separated areas. After solving
4630     area A, the player gains access to area B, and so on. Make your
4631     maps more complex than "one-way". ]]>
4632     </use>
4633     <attribute arch="no_pick" value="1" type="fixed" />
4634     <attribute arch="connected" editor="connection" type="int">
4635     Whenever the inventory checker is triggered, all objects with identical
4636     &lt;connection&gt; value get activated. This only makes sense together with
4637     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4638     after some time.
4639     </attribute>
4640     <attribute arch="wc" editor="position state" type="int">
4641     The &lt;position state&gt; defines the position of the gate:
4642     Zero means completely open/down, the "number of animation-steps" (usually
4643     about 6 or 7) means completely closed/up state. I suggest you don't
4644     mess with this value - Leave the default in place.
4645     </attribute>
4646 root 1.9 &movement_types_terrain;
4647 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4648     Restricting the use of spells to pass this gate. This has
4649     an effect only if &lt;block view&gt; is disabled.
4650     </attribute>
4651     <attribute arch="damned" editor="restrict prayers" type="bool">
4652     Restricting the use of prayers to pass this door. This has
4653     an effect only if &lt;block view&gt; is disabled.
4654     </attribute>
4655     <attribute arch="hp" editor="open duration" type="int">
4656     Defines the duration the gate remains closed. This only takes effect
4657     if the gate is not connected.
4658     </attribute>
4659     </type>
4660    
4661     <!--####################################################################-->
4662 root 1.1 <type number="155" name="Trap">
4663     <ignore>
4664     <attribute arch="no_pick" />
4665     <attribute arch="title" />
4666     <attribute arch="name_pl" />
4667     <attribute arch="weight" />
4668     <attribute arch="value" />
4669     <attribute arch="material" />
4670     <attribute arch="unpaid" />
4671     </ignore>
4672     <description><![CDATA[
4673     A trap is a object that can either do damage or trigger another connected object
4674 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4675 root 1.1 and generally have either a physical attack or trigger a reaction.
4676     <br><br>
4677     Traps hit any monster or person who steps on them for 'dam' damage in
4678     'attacktype' attacktype and/or trigger a reaction.
4679     <br><br>
4680     Many traps are already defined in the archetypes. ]]>
4681     </description>
4682     <use><![CDATA[
4683     Avoid monsters stepping on your traps. For example, a party of orcs setting
4684     off your lightning wall and pit trap is usually a bad idea. ]]>
4685     </use>
4686     <attribute arch="no_pick" value="1" type="fixed" />
4687 root 1.9 &move_on;
4688 root 1.3 <attribute arch="level" editor="trap level" type="int">
4689 root 1.1 Level effects how easily a trap may be found and disarmed, and
4690     how much experience the player gets for doing so. Beware: High level
4691     traps can be quite a cheap source of experience! So either make them
4692     tough, or keep the level low.
4693     </attribute>
4694     <attribute arch="Cha" editor="visibility" type="int">
4695     This value determines what fraction of the time the trap is visible:
4696     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4697     how easily the trap may be found.
4698     </attribute>
4699     <attribute arch="hp" editor="number of charges" type="int">
4700     The trap will detonate &lt;number of charges&gt; times before disappearing.
4701     </attribute>
4702     <attribute arch="dam" editor="direct damage" type="int">
4703 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4704     This should be set in reasonable relation to the trap's level.
4705 root 1.1 </attribute>
4706     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4707     This attribute defines what attacktype to use for direct damage when
4708     the trap detonates.
4709     </attribute>
4710     <attribute arch="connected" editor="connection" type="int">
4711     When the trap is detonated, all objects with the same
4712     connection value get activated.
4713     </attribute>
4714     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4715     When the trap detonates, this text is displayed to the
4716     victim. For especially powerful or complex traps, create an appropriate
4717     and thrilling description. ;)
4718     </attribute>
4719     </type>
4720    
4721     <!--####################################################################-->
4722     <type number="95" name="Trapdoor">
4723     <ignore>
4724     <ignore_list name="non_pickable" />
4725     </ignore>
4726     <description><![CDATA[
4727     Trapdoors are very similar to pits. The difference is that they
4728     can not be closed. Instead, the weight of the object on the
4729     trapdoor determines weither it slams the trapdoor open and falls through
4730     or not.<br>
4731     Once a trapdoor has been opened (by a creature or items of sufficient
4732     weight,) it remains open, acting like an opened pit. ]]>
4733     </description>
4734     <use><![CDATA[
4735     Trapdoors should be used in the same fashion as pits:
4736     They should always drop the victims to some kind of lower level. They
4737     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4738     </use>
4739     <attribute arch="no_pick" value="1" type="fixed" />
4740 root 1.9 &move_on;
4741 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4742     This value defines how much weight the trapdoor can hold.
4743     Once items or creatures are gathered on the trapdoor, with
4744     a total weight surpassing this value, then the trapdoor will
4745     open and things start falling through.
4746     </attribute>
4747     <attribute arch="hp" editor="destination X" type="int">
4748     The trapdoor will transport creatures (and items) randomly into
4749     a two-square radius of the destination coordinates.
4750     If the destination square becomes blocked, the trapdoor will act like
4751     being filled up and not work anymore!
4752     </attribute>
4753     <attribute arch="sp" editor="destination Y" type="int">
4754     The trapdoor will transport creatures (and items) randomly into
4755     a two-square radius of the destination coordinates.
4756     If the destination square becomes blocked, the trapdoor will act like
4757     being filled up and not work anymore!
4758     </attribute>
4759     </type>
4760    
4761     <!--####################################################################-->
4762     <type number="4" name="Treasure">
4763     <ignore>
4764     <attribute arch="nrof" />
4765     <attribute arch="title" />
4766     <attribute arch="name_pl" />
4767     <attribute arch="weight" />
4768     <attribute arch="value" />
4769     <attribute arch="material" />
4770     </ignore>
4771     <description><![CDATA[
4772     A treasure-object turns into certain randomitems when the map is loaded
4773     into the game. ]]>
4774     </description>
4775     <use><![CDATA[
4776     About usage of the "random-artifact" treasurelist:
4777     This will generate powerful stuff like girdles, xray helmets, special
4778     swords etc. If you put this as reward to your quest, players might be
4779     motivated to do it more than once. BUT, by doing so they will get a huge
4780     number of different artifacts! Besides, players will always seek the place
4781     with the most easy-to-get random artifact and ignore all others.
4782     My advice: Don't use it! Attract players with good fighting experience
4783     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4784     </use>
4785     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4786     This entry determines what kind of treasure will appear. Look into
4787     /crossfire/share/crossfire/treasures for details about existing
4788     treasurelists.
4789     </attribute>
4790     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4791     "Auto-generate" must be set in order to have the treasure be created
4792     when the map is loaded.
4793     If you want to create a random treasure chest, you unset this flag.
4794     That way, the player has to apply the object (the chest), then the
4795     treasure is generated.
4796     </attribute>
4797     <attribute arch="hp" editor="create number" type="int">
4798     "Create number" specifies how many pieces of the given treasurelist
4799     will appear. Note that for every piece there is a chance that nothing is
4800     generated. Also, sometimes there can be stacks of items generated, like
4801     for gems/money.
4802     </attribute>
4803     <attribute arch="exp" editor="quality level" type="int">
4804     The &lt;quality level&gt; will be used for the quality of the generated
4805     treasure instead of the map difficulty (as was done with shops).
4806     If zero/unset, the map difficulty will instead be used.
4807     (Example for comparison: Shop floors generate treasure of
4808     &lt;quality level&gt; 5 per default).
4809     </attribute>
4810     </type>
4811    
4812     <!--####################################################################-->
4813 root 1.3 <type number="52" name="Trigger Marker">
4814     <ignore>
4815     <ignore_list name="system_object" />
4816     </ignore>
4817     <description><![CDATA[
4818     A trigger marker is an object that inserts an invisible force (a mark) into a
4819     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4820     &lt;key string&gt; which can be discovered by detectors or inventory
4821     checkers. It is also possible to use markers for removing marks again.
4822     <br><br>
4823     Note that the player has no possibility to "see" his own marks,
4824     except by the effect that they cause on the maps. ]]>
4825     </description>
4826     <use><![CDATA[
4827     Markers hold real cool possibilities for map-making. I encourage
4828     you to use them frequently. However there is one negative point
4829     about markers: Players don't "see" what's going on with them. It is
4830     your task, as map-creator, to make sure the player is always well
4831     informed and never confused.
4832     <br><br>
4833     Please avoid infinite markers when they aren't needed. They're
4834     using a little space in the player file after all, so if there
4835     is no real purpose, set an expire time. ]]>
4836     </use>
4837     <attribute arch="no_pick" value="1" type="fixed" />
4838     <attribute arch="slaying" editor="key string" type="string">
4839     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4840     If the player already has a force with that &lt;key string&gt;,
4841     there won't be inserted a second one.
4842     </attribute>
4843     <attribute arch="connected" editor="connection" type="int">
4844     Unlike a regular marker this is the connection that triggers this marker to activate.
4845     </attribute>
4846     <attribute arch="food" editor="mark duration" type="int">
4847     This value defines the duration of the force it inserts.
4848     If nonzero, the duration of the player's mark is finite:
4849     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4850     means the mark will stay on the player forever.
4851     </attribute>
4852     <attribute arch="name" editor="delete mark" type="string">
4853     When the player steps onto the marker, all existing forces in
4854     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4855     will be removed. If you don't want to remove any marks, leave
4856     this textfield empty.
4857    
4858     Note that the string &lt;delete mark&gt; is set as the name of
4859     this marker. So don't be confused, and remember changing the
4860     name will take effect on the marker's functionality.
4861     </attribute>
4862     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4863     In the moment when the player gets marked, this text is displayed
4864     to him. You should really set a message in any marker you create,
4865     because it's the only way for the player to notice what's going on.
4866     </attribute>
4867     </type>
4868    
4869     <!--####################################################################-->
4870 root 1.1 <type number="0" name="Wall">
4871     <required>
4872     <attribute arch="is_floor" value="0" />
4873     <attribute arch="alive" value="0" />
4874 root 1.9 <attribute arch="move_block" value="255" />
4875 root 1.1 </required>
4876     <ignore>
4877     <attribute arch="nrof" />
4878     <attribute arch="title" />
4879     <attribute arch="name_pl" />
4880     <attribute arch="value" />
4881     <attribute arch="unpaid" />
4882     </ignore>
4883     <description><![CDATA[
4884     Walls usually block passage and sight. ]]>
4885     </description>
4886 root 1.9 &movement_types_terrain;
4887 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4888     If set, the object is able to "roll", so it can be pushed around.
4889     This setting is used for boulders and barrels.
4890     </attribute>
4891     <attribute arch="no_magic" editor="restrict spells" type="bool">
4892     This takes effect only with &lt;blocksview&gt; disabled.
4893     Restricting the use of spells to pass this wall.
4894     </attribute>
4895     <attribute arch="damned" editor="restrict prayers" type="bool">
4896     This takes effect only with &lt;blocksview&gt; disabled.
4897     Restricting the use of spells to pass this wall.
4898     </attribute>
4899     </type>
4900    
4901     <!--####################################################################-->
4902 root 1.3 <type number="109" name="Wand &amp; Staff">
4903     <description><![CDATA[
4904     Wands contain a certain spell. The player can apply (ready) and
4905     fire the wand. After a defined number of casts, the wand is
4906     "used up". It is possible to recharge a wand with scrolls of
4907     charging, but usually that isn't worth the cost. ]]>
4908     </description>
4909     <use><![CDATA[
4910     Wands are quite seldomly used. The reason prolly is that they're
4911     generally not cost-efficient. Handing out high-level wands with
4912     powerful special spells isn't a good idea either, because of
4913     the recharge ability.
4914     <br><br>
4915     For low levels, staffs of healing/cure and word of recall are
4916     quite desirable though. Ideal rewards for low level quests. ]]>
4917     </use>
4918     <attribute arch="sp" editor="spell" type="spell">
4919     The &lt;spell&gt; specifies the contained spell.
4920     </attribute>
4921     <attribute arch="level" editor="casting level" type="int">
4922     The &lt;casting level&gt; of the wand determines it's power.
4923     An average level for wands in shops is about 10.
4924     </attribute>
4925     <attribute arch="food" editor="number of charges" type="int">
4926     The wand can be used &lt;number of charges&gt; times before it is
4927     used up. It can be recharged with scrolls of charging.
4928     </attribute>
4929     <attribute arch="startequip" editor="godgiven item" type="bool">
4930     A godgiven item vanishes as soon as the player
4931     drops it to the ground.
4932     </attribute>
4933     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4934     This text may contain a description of the wand.
4935     </attribute>
4936     </type>
4937    
4938     <!--####################################################################-->
4939 root 1.1 <type number="0" name="Weak Wall">
4940     <required>
4941     <attribute arch="is_floor" value="0" />
4942     <attribute arch="alive" value="1" />
4943     <attribute arch="tear_down" value="1" />
4944     </required>
4945     <ignore>
4946     <ignore_list name="non_pickable" />
4947     </ignore>
4948     <description><![CDATA[
4949     A weak wall is a breakable spot amidsts a solid wall. Typically
4950     these weak walls look similar to their solid "relatives" except
4951     for a small crack or little chunks of wall on the ground. ]]>
4952     </description>
4953     <use><![CDATA[
4954     If you want to create hidden rooms, using weak walls is alot
4955     better than completely indiscernible passages in a wall.<br>
4956     Anyways, there can be a lot more to weak walls than just finding
4957     them: Rising their defensive stats, weak walls can become a
4958     serious obstacle. An ice wall might only be torn down by a fire
4959     attack for example. A granite wall for instance might be very
4960     hard to destroy. ]]>
4961     </use>
4962     <attribute arch="alive" value="1" type="fixed" />
4963     <attribute arch="no_pick" value="1" type="fixed" />
4964     <attribute arch="tear_down" value="1" type="fixed" />
4965     <attribute arch="race" editor="race" type="string">
4966     For weak walls, &lt;race&gt; should always be set to "wall",
4967     unless you create something fancy like a building which
4968     is in fact meant to be a huge animal.
4969     Note that shovels slay walls, so they do tripple damage
4970     against weak walls.
4971     </attribute>
4972     <attribute arch="level" editor="level" type="int">
4973     The &lt;level&gt; of a weak wall works similar to monster levels.
4974     Due to the fact that weak walls cannot attack, the level
4975     is much less important though.
4976     </attribute>
4977     <attribute arch="hp" editor="health points" type="int">
4978     The &lt;health points&gt; of a weak wall define how long it takes to
4979     tear it down. With every successful hit from an opponent,
4980     &lt;health points&gt; get drained.
4981     </attribute>
4982     <attribute arch="maxhp" editor="max health" type="int">
4983     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4984     weak wall can have. Since walls generally don't heal, I doubt
4985     this has much real effect.
4986     </attribute>
4987     <attribute arch="ac" editor="armour class" type="int">
4988     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4989     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4990     </attribute>
4991     <section name="resistance">
4992     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4993     </attribute>
4994     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4995     </attribute>
4996     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4997     </attribute>
4998     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4999     </attribute>
5000     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5001     </attribute>
5002     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5003     </attribute>
5004     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5005     </attribute>
5006     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5007     </attribute>
5008     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5009     </attribute>
5010     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5011     </attribute>
5012     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5013     </attribute>
5014     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5015     </attribute>
5016     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5017     </attribute>
5018     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5019     </attribute>
5020     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5021     </attribute>
5022     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5023     </attribute>
5024     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5025     </attribute>
5026     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5027     </attribute>
5028     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5029     </attribute>
5030     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5031     </attribute>
5032     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5033     </attribute>
5034     </section>
5035     </type>
5036    
5037     <!--####################################################################-->
5038     <type number="15" name="Weapon">
5039     <description><![CDATA[
5040     Wielding a weapon, the object's stats will directly be inherited to the
5041     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5042     be improved with scrolls. ]]>
5043     </description>
5044     <use><![CDATA[
5045     If you create artifacts (equipment) with stats- or resistance-bonus:
5046     Keep playbalance in mind! Such items mustn't be reachable without hard
5047     fighting AND questing. ]]>
5048     </use>
5049     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5050     This number is a bitmask, specifying the weapon's attacktypes.
5051     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5052     have no more than one or two attacktypes. Keep in mind that all weapons
5053     can be blessed by the player's diety, thus adding an additional attacktype.
5054 root 1.3
5055 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5056     then he will do as much damage as the "best" of his attacktypes does. So,
5057     the more attacktypes you've got, the better your chance to take advantage
5058     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5059     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5060     </attribute>
5061     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5062     The &lt;weapontype&gt; characterizes the weapon's type of physical
5063     attack. It could best be considered a "subclassification"
5064     of the physical attacktype. For now, this is only used for
5065     attack messages!
5066 root 1.3
5067 root 1.1 You should always set this correctly when creating new
5068     weapons for your maps.
5069     </attribute>
5070     <attribute arch="skill" editor="skill name" type="string">
5071     Matching &lt;skill name&gt; of the skill that is required
5072     to use this weapon.
5073     </attribute>
5074     <attribute arch="dam" editor="damage" type="int">
5075     The damage value is used as base value for how much damage the weapon
5076     does per hit. The actual damage involves more dependencies,
5077     like wielder's level and defender's level. Look at existing weapons
5078     to get a feel for the range of weapon damage values.
5079     </attribute>
5080     <attribute arch="slaying" editor="slaying race" type="string">
5081     Slaying means the weapon does tripple (3x) damage to monsters of the
5082     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5083     only monsters of that archtype are hit with tripple damage.
5084 root 1.3
5085 root 1.1 No god blessings are possible for weapons with a race set in this entry
5086     (That's because god blessings add tripple damage against their own
5087     enemy races). Tripple damage is very effective.
5088     </attribute>
5089     <attribute arch="last_sp" editor="weapon speed" type="int">
5090     The weapon speed determines how often the wielder can swing the weapon
5091     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5092     is best (that is lightning- fast). A typical average value is 8.
5093     Speed and damage should be kept in reasonable relation.
5094     </attribute>
5095     <attribute arch="wc" editor="weapon class" type="int">
5096     The weapon class value adds to the overall weapon class of the wielder's
5097     melee attacks. Weapon class improves the chance of hitting the opponent.
5098     </attribute>
5099     <attribute arch="magic" editor="magic bonus" type="int">
5100     For a weapon, magic bonus works just like weapon class, except that
5101     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5102     less useful than direct weapon class value on a weapon.
5103     </attribute>
5104     <attribute arch="item_power" editor="item power" type="int">
5105     The &lt;item power&gt; value measures how "powerful" an artifact is.
5106     Players will only be able to wear equipment with a certain total
5107     amount of &lt;item power&gt;, depending on their own level. This is the
5108     only way to prevent low level players to wear "undeserved" equipment
5109     (like gifts from other players or cheated items).
5110 root 1.3
5111 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5112     for every artifact you create! If zero/unset, the CF server will
5113     calculate a provisional value at runtime, but this is never
5114     going to be an accurate measurement of &lt;item power&gt;.
5115     </attribute>
5116     <attribute arch="damned" editor="damnation" type="bool">
5117     A damned weapon cannot be unwielded unless
5118     the curse is removed. Removing damnations is
5119     a tick harder than removing curses.
5120     </attribute>
5121     <attribute arch="cursed" editor="curse" type="bool">
5122     A cursed weapon cannot be unwielded unless
5123     the curse is removed.
5124     </attribute>
5125     <attribute arch="lifesave" editor="save life" type="bool">
5126     An item with this flag enabled will save the players life
5127     for one time: When the player is wearing this item and his
5128 root 1.3 health points reach zero, the item disappears, replenishing
5129 root 1.1 half of the player's health.
5130 root 1.3
5131 root 1.1 An item with &lt;save life&gt; should not have
5132     any decent additional bonuses!
5133     </attribute>
5134     <attribute arch="unique" editor="unique item" type="bool">
5135     Unique items exist only one time on a server. If the item
5136     is taken, lost or destroyed - it's gone for good.
5137     </attribute>
5138     <attribute arch="startequip" editor="godgiven item" type="bool">
5139     A godgiven item vanishes as soon as the player
5140     drops it to the ground.
5141     </attribute>
5142     <section name="resistance">
5143     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5144     This adds physical resistance to the weapon (= armour value). The number is
5145     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5146     and what they require to do for getting this-and-that artifact.
5147     </attribute>
5148     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5149     This adds magic resistance to the weapon. The number is a percent-value in
5150     the range 0-100. Treat this with CARE. Look at other maps and what they
5151     require to do for getting this-and-that artifact.
5152     </attribute>
5153     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5154     This adds fire resistance to the weapon. The number is a percent-value in
5155     the range 0-100. Treat this with CARE. Look at other maps and what they
5156     require to do for getting this-and-that artifact.
5157     </attribute>
5158     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5159     This adds electricity resistance to the weapon. The number is a percent-value in
5160     the range 0-100. Treat this with CARE. Look at other maps and what they
5161     require to do for getting this-and-that artifact.
5162     </attribute>
5163     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5164     This adds fire resistance to the weapon. The number is a percent-value in
5165     the range 0-100. Treat this with CARE. Look at other maps and what they
5166     require to do for getting this-and-that artifact.
5167     </attribute>
5168     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5169     This adds confusion resistance to the weapon. The number is a percent-value in
5170     the range 0-100. Confusion resistance is not very effective
5171     unless the value comes close to 100 (= perfect immunity).
5172     </attribute>
5173     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5174     This adds acid resistance to the weapon. The number is a percent-value in
5175     the range 0-100. Treat this with CARE. Look at other maps and what they
5176     require to do for getting this-and-that artifact.
5177     </attribute>
5178     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5179     This adds draining resistance to the weapon. The number is a percent-value
5180     in the range 0-100. Draining resistance is little effective
5181     unless the value is 100 (= perfect immunity).
5182     </attribute>
5183     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5184     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5185     the range 0-100. Weaponmagic resistance generally should not exist on
5186     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5187     are not meant to be easily resisted.
5188     </attribute>
5189     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5190     This adds ghosthit resistance to the weapon. The number is a percent-value
5191     in the range 0-100. Treat this with CARE. Look at other maps and what they
5192     require to do for getting this-and-that artifact.
5193     </attribute>
5194     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5195     This adds poison resistance to the weapon. The number is a percent-value in
5196     the range 0-100. Treat this with CARE. Look at other maps and what they
5197     require to do for getting this-and-that artifact.
5198     </attribute>
5199     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5200     This adds fear resistance to the weapon. The number is a percent-value in
5201     the range 0-100. Resistance to fear is pretty useless.
5202     </attribute>
5203     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5204     This adds paralyze resistance to the weapon. The number is a percent-value in
5205     the range 0-100. Paralyze resistance is little effective
5206     unless the value is 100 (= perfect immunity).
5207     </attribute>
5208     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5209     This adds fear resistance to the weapon. The number is a percent-value in
5210     the range 0-100. Resistance to fear is pretty useless.
5211     </attribute>
5212     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5213     This adds depletion resistance to the weapon. The number is a percent-value
5214     in the range 0-100. Depletion resistance is little effective
5215     unless the value is 100 (= perfect immunity).
5216     </attribute>
5217     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5218     This adds death-attack resistance to the weapon. The number is a
5219     percent-value in the range 0-100. Death-attack resistance is little
5220     effective unless the value is 100 (= perfect immunity).
5221     Generally, resistance to death-attack is not supposed to be
5222     available to players!
5223     </attribute>
5224     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5225     This adds chaos resistance to the weapon. The number is a percent-value in
5226     the range 0-100. Treat this with CARE. Look at other maps and what they
5227     require to do for getting this-and-that artifact.
5228     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5229     combination of other attacktypes.
5230     </attribute>
5231     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5232     This adds blinding resistance to the weapon. The number is a percent-value
5233     in the range 0-100. Treat this with CARE. Look at other maps and what they
5234     require to do for getting this-and-that artifact.
5235     </attribute>
5236     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5237     This adds holy power resistance to the weapon. The number is a percent-value
5238     in the range 0-100. Holy power is the attacktype that holyword-type spells
5239     use to hurt undead creatures. This kind of resistance is only reasonable
5240     for undead players (wraith or devourer cult).
5241     Generally, resistance to holy word should not be available for players.
5242     </attribute>
5243     </section>
5244     <section name="stats">
5245     <attribute arch="Str" editor="strength" type="int">
5246     The player's strentgh will rise/fall by the given value
5247     while wearing this weapon.
5248     </attribute>
5249     <attribute arch="Dex" editor="dexterity" type="int">
5250     The player's dexterity will rise/fall by the given value
5251     while wearing this weapon.
5252     </attribute>
5253     <attribute arch="Con" editor="constitution" type="int">
5254     The player's constitution will rise/fall by the given value
5255     while wearing this weapon.
5256     </attribute>
5257     <attribute arch="Int" editor="intelligence" type="int">
5258     The player's intelligence will rise/fall by the given value
5259     while wearing this weapon.
5260     </attribute>
5261     <attribute arch="Pow" editor="power" type="int">
5262     The player's power will rise/fall by the given value
5263     while wearing this weapon.
5264     </attribute>
5265     <attribute arch="Wis" editor="wisdom" type="int">
5266     The player's wisdom will rise/fall by the given value while
5267     wearing this weapon.
5268     </attribute>
5269     <attribute arch="Cha" editor="charisma" type="int">
5270     The player's charisma will rise/fall by the given value
5271     while wearing this weapon.
5272     </attribute>
5273     </section>
5274     <section name="misc">
5275     <attribute arch="luck" editor="luck bonus" type="int">
5276     With positive luck bonus, the player is more likely to
5277     succeed in all sorts of things (spellcasting, praying,...).
5278     Unless the &lt;luck bonus&gt; is very high, the effect will be
5279     barely visible in-game. Luck bonus on one piece of equipment
5280     should never exceed 3, and such bonus should not be too
5281     frequently available.
5282     </attribute>
5283     <attribute arch="hp" editor="health regen." type="int">
5284     Positive &lt;health regen.&gt; bonus speeds up the
5285     player's healing process. Negative values slow it down.
5286     </attribute>
5287     <attribute arch="sp" editor="mana regen." type="int">
5288     Positive &lt;mana regen.&gt; bonus speeds up the
5289     player's mana regeneration. Negative values slow it down.
5290     </attribute>
5291     <attribute arch="grace" editor="grace regen." type="int">
5292     Positive &lt;grace regen.&gt; bonus speeds up the
5293     player's grace regeneration. Negative values slow it down.
5294     Since grace can be regenerated rather easy with praying,
5295     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5296     </attribute>
5297     <attribute arch="food" editor="food bonus" type="int">
5298     Positive &lt;food bonus&gt; slows down the player's digestion,
5299     thus he consumes less food. Negative values speed it up.
5300 root 1.3
5301 root 1.1 Note that food is consumed not only for "being alive", but
5302     also for healing and mana-regeneration.
5303     &lt;food bonus&gt; only affects the amount of food consumed
5304     for "being alive". Hence, even with high &lt;food bonus&gt;,
5305     during a fight a player can run out of food quickly.
5306     </attribute>
5307     <attribute arch="xrays" editor="xray vision" type="bool">
5308     Xray vision allows the player to see through obstacles
5309     in a two-square-wide radius. This is extremely helpful and
5310 root 1.3 desirable, so don't give it away for cheap on equipment.
5311 root 1.1 </attribute>
5312     <attribute arch="stealth" editor="stealth" type="bool">
5313     Stealth allows the player to move silently.
5314     This comes to effect if a player turns himself
5315     invisible and tries to sneak around monsters.
5316     (At least that was the idea behind it)
5317     </attribute>
5318     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5319     If a player is wearing any piece of equipment with
5320     the ability to &lt;reflect spells&gt;, all kinds of
5321     spell-bullets and -beams will bounce off him.
5322     This works only about 90% of all times, to
5323     avoid players being completely immune to certain
5324     types of attacks.
5325 root 1.3
5326 root 1.1 This is a very powerful ability and it
5327     shouldn't be handed out cheap!
5328     </attribute>
5329     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5330     If a player is wearing any piece of equipment with
5331     the ability to &lt;reflect missiles&gt;, all kinds of
5332     projectiles (e.g. arrows, bolts, boulders) will
5333     bounce off him. This works only about 90% of all
5334     times, to avoid players being completely immune to
5335     certain types of attacks.
5336     </attribute>
5337     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5338     Click on the &lt;attuned paths&gt; button to select spellpaths.
5339     The player will get attuned to the specified spellpaths
5340     while wearing this weapon.
5341     </attribute>
5342     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5343     Click on the &lt;repelled paths&gt; button to select spellpaths.
5344     The player will get repelled to the specified spellpaths
5345     while wearing this weapon.
5346     </attribute>
5347     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5348     Click on the &lt;denied paths&gt; button to select spellpaths.
5349     The specified spellpaths will be denied to the player
5350     while wearing this weapon.
5351     </attribute>
5352     </section>
5353     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5354     This text describes the weapons's "story". Every decent artifact weapon
5355     should have such a description.
5356     </attribute>
5357     </type>
5358    
5359 root 1.5 <type number="116" name="Event Connector">
5360     <description><![CDATA[
5361     Event connectors link specific events that happen to objects to
5362     a crossfire plug-in. ]]>
5363     </description>
5364     <attribute arch="subtype" editor="event type" type="list_event_type">
5365     The type of event that triggers a notify to the plug-in.
5366     </attribute>
5367 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5368 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5369     for python and "perl" for the Crossfire-Perl plug-in.
5370     </attribute>
5371 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5372 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5373     for perl this is the name of a extension package without the ".ext" extension.
5374     </attribute>
5375 root 1.6 <attribute arch="name" editor="options" type="string">
5376 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5377     options to the extension that alter its behaviour.
5378     </attribute>
5379     </type>
5380    
5381 root 1.1 </types>