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Revision: 1.11
Committed: Thu Mar 23 20:15:08 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.10: +1 -0 lines
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# 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 root 1.11 <entry bit="16" name="Other" />
250 root 1.9 </bitmask>
251    
252 root 1.1 <!--###################### list definitions ######################-->
253    
254     <list name="direction">
255     <entry value="0" name="&lt;none&gt;" />
256     <entry value="1" name="north" />
257     <entry value="2" name="northeast" />
258     <entry value="3" name="east" />
259     <entry value="4" name="southeast" />
260     <entry value="5" name="south" />
261     <entry value="6" name="southwest" />
262     <entry value="7" name="west" />
263     <entry value="8" name="northwest" />
264     </list>
265    
266     <list name="mood">
267     <entry value="0" name="furious" />
268     <entry value="1" name="angry" />
269     <entry value="2" name="calm" />
270     <entry value="3" name="sleep" />
271     <entry value="4" name="charm" />
272     </list>
273    
274     <list name="potion_effect">
275     <entry value="0" name="&lt;none&gt;" />
276     <entry value="65536" name="life restoration" />
277     <entry value="1048576" name="improvement" />
278     </list>
279    
280     <list name="weapon_type">
281     <entry value="0" name="&lt;unknown&gt;" />
282     <entry value="1" name="sword" />
283     <entry value="2" name="arrows" />
284     <entry value="3" name="axe" />
285     <entry value="4" name="katana" />
286     <entry value="5" name="knife, dagger" />
287     <entry value="6" name="whip, chain" />
288     <entry value="7" name="hammer, flail" />
289     <entry value="8" name="club, stick" />
290     </list>
291    
292     <list name="skill_type">
293     <entry value="1" name="lockpicking" />
294     <entry value="2" name="hiding" />
295     <entry value="3" name="smithery" />
296     <entry value="4" name="bowyer" />
297     <entry value="5" name="jeweler" />
298     <entry value="6" name="alchemy" />
299     <entry value="7" name="stealing" />
300     <entry value="8" name="literacy" />
301     <entry value="9" name="bargaining" />
302     <entry value="10" name="jumping" />
303     <entry value="11" name="detect magic" />
304     <entry value="12" name="oratory" />
305     <entry value="13" name="singing" />
306     <entry value="14" name="detect curse" />
307     <entry value="15" name="find traps" />
308     <entry value="16" name="mediatation" />
309     <entry value="17" name="punching" />
310     <entry value="18" name="flame touch" />
311     <entry value="19" name="karate" />
312     <entry value="20" name="climbing" />
313     <entry value="21" name="woodsman" />
314     <entry value="22" name="inscription" />
315     <entry value="23" name="one handed weapons" />
316     <entry value="24" name="missile weapons" />
317     <entry value="25" name="throwing" />
318     <entry value="26" name="use magic item" />
319     <entry value="27" name="disarm traps" />
320     <entry value="28" name="set traps" />
321     <entry value="29" name="thaumaturgy" />
322     <entry value="30" name="praying" />
323     <entry value="31" name="clawing" />
324     <entry value="32" name="levitation" />
325     <entry value="33" name="summoning" />
326     <entry value="34" name="pyromancy" />
327     <entry value="35" name="evocation" />
328     <entry value="36" name="sorcery" />
329     <entry value="37" name="two handed weapons" />
330     </list>
331    
332     <list name="spell_type">
333     <entry value="1" name="raise dead" />
334     <entry value="2" name="rune" />
335     <entry value="3" name="make mark" />
336     <entry value="4" name="bolt" />
337     <entry value="5" name="bullet" />
338     <entry value="6" name="explosion" />
339     <entry value="7" name="cone" />
340     <entry value="8" name="bomb" />
341     <entry value="9" name="wonder" />
342     <entry value="10" name="smite" />
343     <entry value="11" name="magic missile" />
344     <entry value="12" name="summon golem" />
345     <entry value="13" name="dimension door" />
346     <entry value="14" name="magic mapping" />
347     <entry value="15" name="magic wall" />
348     <entry value="16" name="destruction" />
349     <entry value="17" name="perceive self" />
350     <entry value="18" name="word of recall" />
351     <entry value="19" name="invisible" />
352     <entry value="20" name="probe" />
353     <entry value="21" name="healing" />
354     <entry value="22" name="create food" />
355     <entry value="23" name="earth to dust" />
356     <entry value="24" name="change ability" />
357     <entry value="25" name="bless" />
358     <entry value="26" name="curse" />
359     <entry value="27" name="summon monster" />
360     <entry value="28" name="recharge" />
361     <entry value="29" name="polymorph" />
362     <entry value="30" name="alchemy" />
363     <entry value="31" name="remove curse" />
364     <entry value="32" name="identify" />
365     <entry value="33" name="detection" />
366     <entry value="34" name="mood change" />
367     <entry value="35" name="moving ball" />
368     <entry value="36" name="swarm" />
369     <entry value="37" name="charge mana" />
370     <entry value="38" name="dispel rune" />
371     <entry value="39" name="create missile" />
372     <entry value="40" name="consecrate" />
373     <entry value="41" name="animate weapon" />
374     <entry value="42" name="light" />
375     <entry value="43" name="change map light" />
376     <entry value="44" name="faery fire" />
377     <entry value="45" name="disease" />
378     <entry value="46" name="aura" />
379     <entry value="47" name="town portal" />
380     </list>
381    
382 elmex 1.4 <list name="event_type">
383     <entry value="0" name="none" />
384     <entry value="1" name="apply" />
385     <entry value="2" name="attack" />
386     <entry value="3" name="death" />
387     <entry value="4" name="drop" />
388     <entry value="5" name="pickup" />
389     <entry value="6" name="say" />
390     <entry value="7" name="stop" />
391     <entry value="8" name="time" />
392     <entry value="9" name="throw" />
393     <entry value="10" name="trigger" />
394     <entry value="11" name="close" />
395     <entry value="12" name="timer" />
396     <entry value="28" name="move" />
397     </list>
398    
399 root 1.10 <list name="attack_movement_bits_0_3">
400     <entry value="0" name="default" />
401     <entry value="1" name="attack from distance" />
402     <entry value="2" name="run away" />
403     <entry value="3" name="hit and run" />
404     <entry value="4" name="wait, then hit, then move" />
405     <entry value="5" name="rush blindly" />
406     <entry value="6" name="always run" />
407     <entry value="7" name="attack from distance if hit" />
408     <entry value="8" name="do not approach" />
409     </list>
410    
411     <list name="attack_movement_bits_4_7">
412     <entry value="0" name="none" />
413     <entry value="16" name="pet" />
414     <entry value="32" name="small circle" />
415     <entry value="48" name="large circle" />
416     <entry value="64" name="small horizontal" />
417     <entry value="80" name="large horizontal" />
418     <entry value="96" name="random direction" />
419     <entry value="112" name="random movement" />
420     <entry value="128" name="small vertical" />
421     <entry value="144" name="large vertical" />
422     </list>
423    
424 root 1.1 <!--###################### default attributes ######################-->
425    
426     <!--
427     The attributes of the default_type get added to all other types by default.
428     Every type can have an 'ignore' element however, which is used to specify
429     default attributes *not* to inherit.
430     -->
431     <default_type>
432     <attribute arch="name" editor="name" type="string">
433     This is the name of the object, displayed to the player.
434     </attribute>
435     <attribute arch="name_pl" editor="plural name" type="string">
436     This is the plural name of the object. A plural name must be set for
437     all items that can be picked up and collected by the player.
438     </attribute>
439     <attribute arch="title" editor="title" type="string">
440     This is the object's title. Once an object is identified the title is
441 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
442 root 1.1 </attribute>
443     <attribute arch="face" editor="image" type="string">
444     The image-name defines what image is displayed for this object in-game.
445     </attribute>
446     <attribute arch="nrof" editor="number" type="int">
447     This value determines the number of objects in one stack (for example:
448     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
449     any pickable object - otherwise it won't be mergeable into a stack.
450     </attribute>
451     <attribute arch="weight" editor="weight" type="int">
452 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
453 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
454     for explicitly non-pickable objects (hey, this is opensource.. you
455     never know ;) ).
456     </attribute>
457     <attribute arch="value" editor="value" type="int">
458     Adds a certain value to the object: It will be worth that many times the
459     default value from it's archetype (E.g. "value = 3" means three times
460     worth the default value). Value for buying/selling will be
461     further modified by various factors. Hence, testing values in-game is
462     usually inevitable.
463     </attribute>
464     <attribute arch="glow_radius" editor="glow radius" type="int">
465     If &lt;glow radius&gt; is set to a value greater zero, the object
466     appears lit up on dark maps. &lt;glow radius&gt; can be a value
467 root 1.3 between 0 and 4, the higher, the more light does the object emit.
468 root 1.1 </attribute>
469     <attribute arch="material" editor="material" type="bitmask_material">
470     This bitmask-value informs the player of which material(s) the
471     object consists. Material does also affect how likely the object
472     can be destroyed by hazardous spell-effects.
473     </attribute>
474     <attribute arch="no_pick" editor="non-pickable" type="bool">
475     If set, the object cannot be picked up (Neither by players nor monsters).
476     </attribute>
477     <attribute arch="invisible" editor="invisible" type="bool">
478     Generally makes the object invisible. Depending on the object-type,
479     some can be made visible by the show_invisible spell. If in doubt, test it.
480     Putting an invisible object under the floor always prevents it from being
481     shown.
482     </attribute>
483     <attribute arch="blocksview" editor="block view" type="bool">
484     If an item is set to block view, players (and monsters) cannot
485     see byond it unless they cross it or manage to stand ontop.
486     </attribute>
487     <attribute arch="identified" editor="identified" type="bool">
488     If an item is identified, the player has full knowledge about it.
489     </attribute>
490     <attribute arch="unpaid" editor="unpaid" type="bool">
491     An &lt;unpaid&gt; item cannot be used unless a player carried it over
492     a shop mat, paying the demanded price. Setting this flag makes sense
493     only for pickable items inside shops.
494     </attribute>
495     </default_type>
496    
497     <!-- This ignorelist is for all system objects which are non pickable
498     and invisible. They don't interact with players at all. -->
499     <ignore_list name="system_object">
500     <attribute arch="value" />
501     <attribute arch="nrof" />
502     <attribute arch="weight" />
503     <attribute arch="name_pl" />
504     <attribute arch="material" />
505     <attribute arch="no_pick" />
506     <attribute arch="unpaid" />
507     <attribute arch="title" />
508     <attribute arch="glow_radius" />
509     <attribute arch="identified" />
510     <attribute arch="blocksview" />
511     <attribute arch="invisible" />
512     </ignore_list>
513    
514     <!-- This ignorelist is for non-pickable objects. They can be seen by
515     the player, but don't have values like material or weight. -->
516     <ignore_list name="non_pickable">
517     <attribute arch="value" />
518     <attribute arch="nrof" />
519     <attribute arch="weight" />
520     <attribute arch="name_pl" />
521     <attribute arch="material" />
522     <attribute arch="no_pick" />
523     <attribute arch="unpaid" />
524     <attribute arch="title" />
525     <attribute arch="identified" />
526     </ignore_list>
527    
528     <!--####################################################################-->
529     <type number="0" name="Misc">
530     <required>
531     <!-- this is a special case: The "misc" type with type number 0 is
532     the fallback for all types which don't match any other defined types.
533     The required attribute "misc x" prevents that it gets confused with
534     other types like "monster & npc" which also have type number 0. -->
535     <attribute arch="misc" value="x" />
536     </required>
537 root 1.9 &movement_types_terrain;
538 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
539     Curses can have various effects: On equipment and food,
540     they generally harm the player in some way.
541     </attribute>
542     <attribute arch="damned" editor="damned" type="bool">
543     A damned item/floor on the ground makes it impossible for players
544     to use prayers on that spot. It also prevents players from saving.
545     Damnation on equipment works similar to a curse.
546     </attribute>
547     <attribute arch="unique" editor="unique item" type="bool">
548     Unique items exist only one time on a server. If the item
549     is taken, lost or destroyed - it's gone for good.
550     </attribute>
551     <attribute arch="startequip" editor="godgiven item" type="bool">
552     A godgiven item vanishes as soon as the player
553     drops it to the ground.
554     </attribute>
555     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
556     This text may describe the object.
557     </attribute>
558     </type>
559    
560     <!--####################################################################-->
561     <type number="110" name="Ability">
562     <ignore>
563     <ignore_list name="system_object" />
564     </ignore>
565     <description><![CDATA[
566     Abilities are to be put in a monster's inventory. They grant monsters the
567     knowledge to cast spells. Spells from abilities are usually magical in
568     nature, thus adding magic attacktype to the spell-damage they produce.
569     <br><br>
570     A particularly nice feature of abilities is that they can hold two
571     spells: One for short range- and one for long range use.
572     \n\n
573     You should know that spellcasting monsters receive abilities via
574     &lt;treasurelist&gt;. ]]>
575     </description>
576     <use><![CDATA[
577     If you want to create "customized" spellcasting monsters, you
578     should use abilities (rather than spellbooks/wands or something).
579     The long/short-range spell feature can make boss-monsters more
580     interesting and challenging.
581     <br><br>
582     You should keep in mind that magic abilities allow players
583     to get better resistance. You can turn off the magic part to
584     make the spells more dangerous. However, this really shouldn't
585     be neccessary unless you work on very high level maps.
586     And what fun is a magic resistance cloak when it has no effect? ]]>
587     </use>
588     <attribute arch="invisible" value="1" type="fixed" />
589     <attribute arch="no_drop" value="1" type="fixed" />
590     <attribute arch="sp" editor="short range spell" type="spell">
591     The monster will use the specified &lt;short range spell&gt;
592     when the player is within 6-square radius (of the
593     monster's head).
594     </attribute>
595     <attribute arch="hp" editor="long range spell" type="nz_spell">
596     The monster will use the specified &lt;long range spell&gt;
597     when the player is at least 6 squares away (from the
598     monster's head).
599 root 1.3
600 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
601     &lt;short range spell&gt; gets used all the time.
602     </attribute>
603     <attribute arch="maxsp" editor="importance" type="int">
604     Sometimes you'll want a monster to use one ability more than others.
605     To achieve this, set the &lt;importance&gt; to a value greater than
606     one. Abilities with this value zero/unset are counted to be of
607     &lt;importance&gt; one.
608 root 1.3
609 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
610     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
611     times the "small fireball".
612     </attribute>
613     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
614 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
615 root 1.1 If enabled, all spells produced by this ability will have magic
616     attacktype added to the usual attacktypes.
617 root 1.3
618 root 1.1 This should always be set for spell-like abilities. "Natural"
619     abilities like a dragon's firebreath are an exception.
620     Note that non-magical abilities are more dangerous because
621     magic resistance does not protect from those.</attribute>
622     </type>
623    
624     <!--####################################################################-->
625     <type number="18" name="Altar">
626     <ignore>
627     <ignore_list name="non_pickable" />
628     </ignore>
629     <description><![CDATA[
630     When a player puts a defined number of certain items on the altar,
631     then either a spell is casted (on the player) or a connector is
632     triggered. If the latter is the case, the altar works only once.
633 root 1.3 Either way, the sacrificed item disappears. ]]>
634 root 1.1 </description>
635     <attribute arch="no_pick" value="1" type="fixed" />
636 root 1.9 &move_on;
637 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
638     This string specifies the item that must be put on the altar to
639     activate it. It can either be the name of an archetype, or directly
640     the name of an object. Yet, titles are not recognized by altars.
641     Remember to put a note somewhere, telling the player what he is
642     expected to drop on the altar. (Often this is put in the altar's
643     name: E.g. "drop 100 platinums")
644     </attribute>
645     <attribute arch="food" editor="drop amount" type="int">
646     The drop amount specifies the amount of items (specified
647 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
648 root 1.1
649     If &lt;match item name&gt; is set to "money", then the value of the
650     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
651 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
652 root 1.1
653     Note that the maximum possible for &lt;drop amount&gt; is 32767.
654     </attribute>
655     <attribute arch="connected" editor="connection" type="int">
656     If a connection value is set, the altar will trigger all objects
657     with the same value, when activated. This will only work once.
658     </attribute>
659     <attribute arch="sp" editor="spell" type="spell">
660     When activated, the selected &lt;spell&gt; will be casted (once, on the
661     player). This should work for any given spell. The altar will work
662 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
663 root 1.1 one altar.
664     </attribute>
665     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
666     This text will be displayed to the player
667     in the exact moment when the altar is activated.
668     </attribute>
669     </type>
670    
671     <!--####################################################################-->
672     <type number="31" name="Altar Trigger">
673     <ignore>
674     <ignore_list name="non_pickable" />
675     </ignore>
676     <description><![CDATA[
677     Altar_triggers work pretty much like normal altars
678     (drop sacrifice -> connection activated), except for the fact that
679 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
680 root 1.1 </description>
681     <use><![CDATA[
682     Altar_triggers are very useful if you want to charge a price for...
683     <UL>
684     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
685 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
686 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
687     </UL>
688     The big advantage over normal altars is the infinite usability
689     of altar_triggers! If there are ten players on one server, they're
690     quite grateful if things work more than once. =) ]]>
691     </use>
692     <attribute arch="no_pick" value="1" type="fixed" />
693     <attribute arch="slaying" editor="match item name" type="string">
694     This string specifies the item that must be put on the altar to
695     activate it. It can either be the name of an archetype, or directly
696     the name of an object. Yet, titles are not recognized by altars.
697     Remember to put a note somewhere, telling the player what he is
698     expected to drop on the altar. (Often this is put in the altar's
699     name: E.g. "drop 100 platinums")
700     </attribute>
701     <attribute arch="food" editor="drop amount" type="int">
702     The drop amount specifies the amount of items (specified
703 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
704 root 1.1
705     If &lt;match item name&gt; is set to "money", then the value of the
706     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
707 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
708 root 1.1
709     Note that the maximum possible for &lt;drop amount&gt; is 32767.
710     </attribute>
711     <attribute arch="connected" editor="connection" type="int">
712     If a connection value is set, the altar will trigger all objects
713     with the same value, when activated. This will only work once.
714     </attribute>
715     <attribute arch="sp" editor="spell" type="spell">
716     When activated, this &lt;spell&gt; will be casted (once, on the player).
717 root 1.3 This should work for any given spell. The altar will work infinitely
718 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
719     </attribute>
720     <attribute arch="exp" editor="reset time" type="int">
721     Being activated, the altar will reset after &lt;reset time&gt; ticks.
722     After reset, the altar is ready to be activated once again.
723     The default &lt;reset time&gt; is 30.
724     </attribute>
725     <attribute arch="last_sp" editor="ignore reset" type="bool">
726     If this attribute is enabled, the altar_trigger won't push the
727     connected value by altar reset. Only ONCE by dropping the sacrifice.
728     This is typically used when the altar is connected to a creator,
729 root 1.3 e.g. for selling tickets.
730 root 1.1
731     If this attribute is disabled (default), the altar_trigger
732     will push the connected value TWICE per sacrifice: First by
733     dropping sacrifice, second by reset. This mode is typically
734     used for altars being connected to gates, resulting in the
735     gate being opened and closed again.
736     </attribute>
737 root 1.9 &move_on;
738 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
739     This text will be displayed to the player
740     in the exact moment when the altar is activated.
741     </attribute>
742     </type>
743    
744     <!--####################################################################-->
745     <type number="39" name="Amulet">
746     <description><![CDATA[
747     Wearing an amulet, the object's stats will directly be inherited to
748     the player. Amulets are usually meant for protection and defense. ]]>
749     </description>
750     <use><![CDATA[
751     Feel free to create your own special artifacts. However, it is very
752     important that you keep your artifact in balance with existing maps. ]]>
753     </use>
754     <attribute arch="ac" editor="armour class" type="int">
755     This value defines the amount of armour-class bonus for wearing
756     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
757     values are better. It should usually be set only for armour-like equipment.
758     </attribute>
759     <attribute arch="wc" editor="weapon class" type="int">
760     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
761     melee attacks. Weapon class improves the chance of hitting the opponent.
762     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
763     be set only for weapon-like items. Lower values are better.
764     </attribute>
765     <attribute arch="item_power" editor="item power" type="int">
766     The &lt;item power&gt; value measures how "powerful" an artifact is.
767     Players will only be able to wear equipment with a certain total
768     amount of &lt;item power&gt;, depending on their own level. This is the
769     only way to prevent low level players to wear "undeserved" equipment
770     (like gifts from other players or cheated items).
771 root 1.3
772 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
773     for every artifact you create! If zero/unset, the CF server will
774     calculate a provisional value at runtime, but this is never
775     going to be an accurate measurement of &lt;item power&gt;.
776     </attribute>
777     <attribute arch="damned" editor="damnation" type="bool">
778     A damned piece of equipment cannot be unwielded unless the curse
779     is removed. Removing damnations is a tick harder than removing curses.
780     </attribute>
781     <attribute arch="cursed" editor="curse" type="bool">
782     A cursed piece of equipment cannot be unwielded
783     unless the curse is removed.
784     </attribute>
785     <attribute arch="lifesave" editor="save life" type="bool">
786     An item with this flag enabled will save the players life
787     for one time: When the player is wearing this item and his
788 root 1.3 health points reach zero, the item disappears, replenishing
789 root 1.1 half of the player's health.
790 root 1.3
791 root 1.1 An item with &lt;save life&gt; should not have
792     any decent additional bonuses!
793     </attribute>
794     <attribute arch="unique" editor="unique item" type="bool">
795     Unique items exist only one time on a server. If the item
796     is taken, lost or destroyed - it's gone for good.
797     </attribute>
798     <attribute arch="startequip" editor="godgiven item" type="bool">
799     A godgiven item vanishes as soon as the player
800     drops it to the ground.
801     </attribute>
802     <attribute arch="applied" editor="is applied" type="bool">
803     If you put this item into the inventory of a monster, and
804     you want the monster to use/wear the item - you must set
805     &lt;is applied&gt;.
806     Enabling this flag doesn't make any sense if the item
807     is NOT in a monster's inventory.
808     </attribute>
809     <section name="resistance">
810     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
811     This adds physical resistance to the item (= armour value). The number is
812     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
813     and what they require to do for getting this-and-that artifact.
814     </attribute>
815     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
816     This adds magic resistance to the item. The number is a percent-value in
817     the range 0-100. Treat this with CARE. Look at other maps and what they
818     require to do for getting this-and-that artifact.
819     </attribute>
820     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
821     This adds fire resistance to the item. The number is a percent-value in
822     the range 0-100. Treat this with CARE. Look at other maps and what they
823     require to do for getting this-and-that artifact.
824     </attribute>
825     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
826     This adds electricity resistance to the item. The number is a percent-value in
827     the range 0-100. Treat this with CARE. Look at other maps and what they
828     require to do for getting this-and-that artifact.
829     </attribute>
830     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
831     This adds fire resistance to the item. The number is a percent-value in
832     the range 0-100. Treat this with CARE. Look at other maps and what they
833     require to do for getting this-and-that artifact.
834     </attribute>
835     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
836     This adds confusion resistance to the item. The number is a percent-value in
837     the range 0-100. Confusion resistance is not very effective
838     unless the value comes close to 100 (= perfect immunity).
839     </attribute>
840     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
841     This adds acid resistance to the item. The number is a percent-value in
842     the range 0-100. Treat this with CARE. Look at other maps and what they
843     require to do for getting this-and-that artifact.
844     </attribute>
845     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
846     This adds draining resistance to the item. The number is a percent-value
847     in the range 0-100. Draining resistance is little effective
848     unless the value is 100 (= perfect immunity).
849     </attribute>
850     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
851     This adds weaponmagic resistance to the item. The number is a percent-value in
852     the range 0-100. Weaponmagic resistance generally should not exist on
853     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
854     are not meant to be easily resisted.
855     </attribute>
856     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
857     This adds ghosthit resistance to the item. The number is a percent-value
858     in the range 0-100. Treat this with CARE. Look at other maps and what they
859     require to do for getting this-and-that artifact.
860     </attribute>
861     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
862     This adds poison resistance to the item. The number is a percent-value in
863     the range 0-100. Treat this with CARE. Look at other maps and what they
864     require to do for getting this-and-that artifact.
865     </attribute>
866     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
867     This adds fear resistance to the item. The number is a percent-value in
868     the range 0-100. Resistance to fear is pretty useless.
869     </attribute>
870     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
871     This adds paralyze resistance to the item. The number is a percent-value in
872     the range 0-100. Paralyze resistance is little effective
873     unless the value is 100 (= perfect immunity).
874     </attribute>
875     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
876     This adds fear resistance to the item. The number is a percent-value in
877     the range 0-100. Resistance to fear is pretty useless.
878     </attribute>
879     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
880     This adds depletion resistance to the item. The number is a percent-value
881     in the range 0-100. Depletion resistance is little effective
882     unless the value is 100 (= perfect immunity).
883     </attribute>
884     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
885     This adds death-attack resistance to the item. The number is a
886     percent-value in the range 0-100. Death-attack resistance is little
887     effective unless the value is 100 (= perfect immunity).
888     Generally, resistance to death-attack is not supposed to be
889     available to players!
890     </attribute>
891     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
892     This adds chaos resistance to the item. The number is a percent-value in
893     the range 0-100. Treat this with CARE. Look at other maps and what they
894     require to do for getting this-and-that artifact.
895     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
896     combination of other attacktypes.
897     </attribute>
898     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
899     This adds blinding resistance to the item. The number is a percent-value
900     in the range 0-100. Treat this with CARE. Look at other maps and what they
901     require to do for getting this-and-that artifact.
902     </attribute>
903     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
904     This adds holy power resistance to the item. The number is a percent-value
905     in the range 0-100. Holy power is the attacktype that holyword-type spells
906     use to hurt undead creatures. This kind of resistance is only reasonable
907     for undead players (wraith or devourer cult).
908     Generally, resistance to holy word should not be available for players.
909     </attribute>
910     </section>
911     <section name="stats">
912     <attribute arch="Str" editor="strength" type="int">
913     The player's strentgh will rise/fall by the given value
914     while wearing this piece of equipment.
915     </attribute>
916     <attribute arch="Dex" editor="dexterity" type="int">
917     The player's dexterity will rise/fall by the given value
918     while wearing this piece of equipment.
919     </attribute>
920     <attribute arch="Con" editor="constitution" type="int">
921     The player's constitution will rise/fall by the given value
922     while wearing this piece of equipment.
923     </attribute>
924     <attribute arch="Int" editor="intelligence" type="int">
925     The player's intelligence will rise/fall by the given value
926     while wearing this piece of equipment.
927     </attribute>
928     <attribute arch="Pow" editor="power" type="int">
929     The player's power will rise/fall by the given value
930     while wearing this piece of equipment.
931     </attribute>
932     <attribute arch="Wis" editor="wisdom" type="int">
933     The player's wisdom will rise/fall by the given value while
934     wearing this piece of equipment.
935     </attribute>
936     <attribute arch="Cha" editor="charisma" type="int">
937     The player's charisma will rise/fall by the given value
938     while wearing this piece of equipment.
939     </attribute>
940     </section>
941     <section name="misc">
942     <attribute arch="luck" editor="luck bonus" type="int">
943     With positive luck bonus, the player is more likely to
944     succeed in all sorts of things (spellcasting, praying,...).
945     Unless the &lt;luck bonus&gt; is very high, the effect will be
946     barely visible in-game. Luck bonus on one piece of equipment
947     should never exceed 3, and such bonus should not be too
948     frequently available.
949     </attribute>
950     <attribute arch="hp" editor="health regen." type="int">
951     Positive &lt;health regen.&gt; bonus speeds up the
952     player's healing process. Negative values slow it down.
953     </attribute>
954     <attribute arch="sp" editor="mana regen." type="int">
955     Positive &lt;mana regen.&gt; bonus speeds up the
956     player's mana regeneration. Negative values slow it down.
957     </attribute>
958     <attribute arch="grace" editor="grace regen." type="int">
959     Positive &lt;grace regen.&gt; bonus speeds up the
960     player's grace regeneration. Negative values slow it down.
961     Since grace can be regenerated rather easy with praying,
962     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
963     </attribute>
964     <attribute arch="food" editor="food bonus" type="int">
965     Positive &lt;food bonus&gt; slows down the player's digestion,
966     thus he consumes less food. Negative values speed it up.
967 root 1.3
968 root 1.1 Note that food is consumed not only for "being alive", but
969     also for healing and mana-regeneration.
970     &lt;food bonus&gt; only affects the amount of food consumed
971     for "being alive". Hence, even with high &lt;food bonus&gt;,
972     during a fight a player can run out of food quickly.
973     </attribute>
974     <attribute arch="xrays" editor="xray vision" type="bool">
975     Xray vision allows the player to see through obstacles
976     in a two-square-wide radius. This is extremely helpful and
977 root 1.3 desirable, so don't give it away for cheap on equipment.
978 root 1.1 </attribute>
979     <attribute arch="stealth" editor="stealth" type="bool">
980     Stealth allows the player to move silently.
981     This comes to effect if a player turns himself
982     invisible and tries to sneak around monsters.
983     (At least that was the idea behind it)
984     </attribute>
985     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
986     If a player is wearing any piece of equipment with
987     the ability to &lt;reflect spells&gt;, all kinds of
988     spell-bullets and -beams will bounce off him.
989     This works only about 90% of all times, to
990     avoid players being completely immune to certain
991     types of attacks.
992 root 1.3
993 root 1.1 This is a very powerful ability and it
994     shouldn't be handed out cheap!
995     </attribute>
996     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
997     If a player is wearing any piece of equipment with
998     the ability to &lt;reflect missiles&gt;, all kinds of
999     projectiles (e.g. arrows, bolts, boulders) will
1000     bounce off him. This works only about 90% of all
1001     times, to avoid players being completely immune to
1002     certain types of attacks.
1003     </attribute>
1004 root 1.9 &move_type;
1005 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1006     Click on the &lt;attuned paths&gt; button to select spellpaths.
1007     The player will get attuned to the specified spellpaths
1008     while wearing this item.
1009     </attribute>
1010     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1011     Click on the &lt;repelled paths&gt; button to select spellpaths.
1012     The player will get repelled to the specified spellpaths
1013     while wearing this item.
1014     </attribute>
1015     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1016     Click on the &lt;denied paths&gt; button to select spellpaths.
1017     The specified spellpaths will be denied to the player
1018     while wearing this item.
1019     </attribute>
1020     </section>
1021     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1022     This text describes the item's "story". Every decent artifact
1023     should have such a description.
1024     </attribute>
1025     </type>
1026    
1027     <!--####################################################################-->
1028     <type number="58" name="Battleground">
1029     <ignore>
1030     <ignore_list name="non_pickable" />
1031     </ignore>
1032     <description><![CDATA[
1033     Battleground is very special: In short, players can die on battleground
1034     without any death penalties. They don't loose or gain experience
1035     while on battleground. Acid, draining and depletion effects don't
1036     work either.
1037     When a player dies on battleground, he gets teleported to an exit
1038     location which is defined in the battleground object. ]]>
1039     </description>
1040     <use><![CDATA[
1041     Battleground is only meant for player vs. player duels. You can
1042     design combat arenas similiar to the one in scorn.<br>
1043     What should NEVER be done is placing battleground tiles in
1044     open dungeons or other free kinds of land.
1045     It must not be possible to gain significant treasure for fighting
1046     on battleground, because it bears no risk.<br><br>
1047     (Battleground will cease to work when the image or name is changed,
1048     or when it is placed beneath another floor tile.
1049     This is not a bug, it is there to prevent any attempts of placing
1050     "hidden" battleground tiles anywhere.) ]]>
1051     </use>
1052     <attribute arch="no_pick" value="1" type="fixed" />
1053     <attribute arch="is_floor" value="1" type="fixed" />
1054     <attribute arch="hp" editor="destination X" type="int">
1055     The exit destinations define the (x, y)-coordinates where players
1056     get teleported after they died on this battleground.
1057     </attribute>
1058     <attribute arch="sp" editor="destination Y" type="int">
1059     The exit destinations define the (x, y)-coordinates where players
1060     get teleported after they died on this battleground.
1061     </attribute>
1062     </type>
1063    
1064     <!--####################################################################-->
1065     <type number="8" name="Book">
1066     <description><![CDATA[
1067     Applying a book, the containing message is displayed to the player. ]]>
1068     </description>
1069     <attribute arch="level" editor="literacy level" type="int">
1070     If this value is set to be greater than zero, the player needs a
1071     certain literacy level to succeed reading the book. The book can be
1072     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1073     book can be a nice idea, personally I like it when a player needs
1074     more than his fighting skills to solve a quest. However, keep the
1075     booklevel at least below 15 because it is quite hard to gain high
1076     mental levels.
1077     </attribute>
1078     <attribute arch="startequip" editor="godgiven item" type="bool">
1079     A godgiven item vanishes as soon as the player
1080     drops it to the ground.
1081     </attribute>
1082     <attribute arch="unique" editor="unique item" type="bool">
1083     Unique items exist only one time on a server. If the item
1084     is taken, lost or destroyed - it's gone for good.
1085     </attribute>
1086     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1087     This is the text that appears "written" in the book.
1088     </attribute>
1089 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1090     This is the key string of the book. The key string is checked by an inventory checker.
1091     (This is used eg. for the gate/port passes in scorn)
1092     </attribute>
1093 root 1.1 </type>
1094    
1095     <!--####################################################################-->
1096     <type number="99" name="Boots">
1097     <import_type name="Amulet" />
1098     <description><![CDATA[
1099     Wearing boots, the object's stats will directly be inherited to
1100     the player. Usually enhancing his speed, or granting some minor
1101     protection bonus. ]]>
1102     </description>
1103     <use><![CDATA[
1104     Feel free to create your own special artifacts. However, it is very
1105     important that you keep your artifact in balance with existing maps. ]]>
1106     </use>
1107     <attribute arch="exp" editor="speed bonus" type="int">
1108     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1109     while worn. This kind of bonus is quite desirable for players of low-
1110     and medium level. High level players usually have fastest possible
1111     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1112     Still, this bonus is good for nice artifacts - not everything has
1113     to be for highest level.
1114     </attribute>
1115     <attribute arch="magic" editor="magic bonus" type="int">
1116     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1117     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1118     than direct armour-class bonus on the boots.
1119 root 1.3
1120 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1121     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1122     </attribute>
1123     </type>
1124    
1125     <!--####################################################################-->
1126 root 1.3 <type number="104" name="Bracers">
1127     <import_type name="Amulet" />
1128     <description><![CDATA[
1129     Bracers are armour-plates worn around the wrists.
1130     Wearing bracer, the object's stats will directly be inherited to
1131     the player. Usually enhancing his defense. ]]>
1132     </description>
1133     <use><![CDATA[
1134     Feel free to create your own special artifacts. However, it is very
1135     important that you keep your artifact in balance with existing maps. ]]>
1136     </use>
1137     <attribute arch="magic" editor="magic bonus" type="int">
1138     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1139     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1140     than direct armour-class bonus on the bracers.
1141     </attribute>
1142     </type>
1143    
1144     <!--####################################################################-->
1145     <type number="16" name="Brestplate Armour">
1146     <import_type name="Amulet" />
1147     <description><![CDATA[
1148     Wearing an armour, the object's stats will directly be inherited to
1149     the player. Usually enhancing his defense. ]]>
1150     </description>
1151     <use><![CDATA[
1152     Feel free to create your own special artifacts. However, it is very
1153     important that you keep your artifact in balance with existing maps. ]]>
1154     </use>
1155     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1156     This poses a penalty to spell regeneration speed, for wearing the armour.
1157     The bigger the spellpoint penalty, the worse.
1158     </attribute>
1159     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1160     Slowdown penalty reduces the player's walking speed when wearing the
1161     armour. Bigger values are worse - zero is best.
1162     </attribute>
1163     <attribute arch="magic" editor="magic bonus" type="int">
1164     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1165     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1166     than direct armour-class bonus on the armour.
1167     </attribute>
1168     </type>
1169    
1170     <!--####################################################################-->
1171 root 1.1 <type number="92" name="Button">
1172     <ignore>
1173     <ignore_list name="non_pickable" />
1174     </ignore>
1175     <description><![CDATA[
1176     When a predefined amount of weigh is placed on a button, the
1177     &lt;connection&gt; value is triggered. In most cases this happens when a
1178     player or monster steps on it. When the button is "released", the
1179     &lt;connection&gt; value get's triggered a second time. ]]>
1180     </description>
1181 root 1.9 &move_on;
1182     &move_off;
1183 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1184 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1185 root 1.1 The button is pressed (triggered), as soon as
1186     &lt;press weigh&gt; gram are placed ontop of it.
1187     </attribute>
1188     <attribute arch="connected" editor="connection" type="int">
1189     Every time the button is pressed or released, all objects
1190     with the same &lt;connection&gt; value are activated.
1191     </attribute>
1192     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1193     This text may describe the item. You can use this
1194     message to explain the button's purpose to the player.
1195     </attribute>
1196     </type>
1197    
1198     <!--####################################################################-->
1199 root 1.3 <type number="30" name="Button Trigger">
1200     <import_type name="Button" />
1201     <ignore>
1202     <ignore_list name="non_pickable" />
1203     </ignore>
1204     <description><![CDATA[
1205     Handle buttons are buttons which reset after a short period
1206     of time. Every time it is either applied or reset, the
1207     &lt;connection&gt; value is triggered. ]]>
1208     </description>
1209     </type>
1210    
1211     <!--####################################################################-->
1212     <type number="37" name="Class Changer">
1213     <ignore>
1214     <ignore_list name="non_pickable" />
1215     </ignore>
1216     <description><![CDATA[
1217     Class changer are used while creating a character. ]]>
1218     </description>
1219     <attribute arch="randomitems" editor="class items" type="treasurelist">
1220     This entry determines which initial items the character receives.
1221     </attribute>
1222     <section name="stats">
1223     <attribute arch="Str" editor="strength" type="int">
1224     The player's strength will rise by the given value if he chooses this
1225     class. (Negative values make strength fall)
1226     </attribute>
1227     <attribute arch="Dex" editor="dexterity" type="int">
1228     The player's dexterity will rise by the given value if he chooses this
1229     class. (Negative values make dexterity fall)
1230     </attribute>
1231     <attribute arch="Con" editor="constitution" type="int">
1232     The player's constitution will rise by the given value if he chooses this
1233     class. (Negative values make constitution fall)
1234     </attribute>
1235     <attribute arch="Int" editor="intelligence" type="int">
1236     The player's intelligence will rise by the given value if he chooses this
1237     class. (Negative values make intelligence fall)
1238     </attribute>
1239     <attribute arch="Pow" editor="power" type="int">
1240     The player's power will rise by the given value if he chooses this
1241     class. (Negative values make power fall)
1242     </attribute>
1243     <attribute arch="Wis" editor="wisdom" type="int">
1244     The player's wisdom will rise by the given value if he chooses this
1245     class. (Negative values make wisdom fall)
1246     </attribute>
1247     <attribute arch="Cha" editor="charisma" type="int">
1248     The player's charisma will rise by the given value if he chooses this
1249     class. (Negative values make charisma fall)
1250     </attribute>
1251     </section>
1252     </type>
1253    
1254     <!--####################################################################-->
1255 root 1.1 <type number="87" name="Cloak">
1256     <import_type name="Amulet" />
1257     <description><![CDATA[
1258     Wearing a cloak, the object's stats will directly be inherited to
1259     the player. Cloaks usually add minor &lt;armour class&gt; and
1260     sometimes a bit of resistance. ]]>
1261     </description>
1262     <use><![CDATA[
1263     Feel free to create your own special artifacts. However, it is very
1264     important that you keep your artifact in balance with existing maps. ]]>
1265     </use>
1266     <attribute arch="magic" editor="magic bonus" type="int">
1267     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1268     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1269     than direct armour-class bonus on the cloak.
1270 root 1.3
1271 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1272     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1273     </attribute>
1274     </type>
1275    
1276     <!--####################################################################-->
1277     <type number="9" name="Clock">
1278     <description><![CDATA[
1279     Applying a clock, the time is displayed to the player. ]]>
1280     </description>
1281     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1282     This text may describe the item
1283     </attribute>
1284     </type>
1285    
1286     <!--####################################################################-->
1287     <type number="122" name="Container">
1288     <description><![CDATA[
1289     A player can put (certain kinds of) items in the container.
1290     The overall weight of items is reduced when put inside a
1291     container, depending on the settings.
1292     <br><br>
1293     A special feature of containers is the "cauldron",
1294     capable of mixing alchemical receipes. ]]>
1295     </description>
1296     <use><![CDATA[
1297     Note on chests - There are two types of chests:
1298     <UL>
1299     <LI> First the random treasure chests - Those are NOT containers
1300     (but object type Treasure), they create random treasures when
1301     applied. Archetype name is "chest".
1302     <LI> Second there are the permanent chests - Those are containers,
1303     they can be opened and closed again. Archetype name is "chest_2".
1304     </UL> ]]>
1305     </use>
1306     <attribute arch="race" editor="container class" type="string">
1307     If set, the container will hold only certain types of objects.
1308     Possible choices for &lt;container class&gt; are: "gold and jewels",
1309 root 1.3 "arrows" and "keys".
1310    
1311 root 1.1 Unfortunately it is not easy to create new container
1312     classes, because items need a matching counterpiece-attribute
1313     to the &lt;container class&gt; before they can be put inside a
1314     container. This attribute ("race") is set only for the existing
1315     container classes.
1316     </attribute>
1317     <attribute arch="slaying" editor="key string" type="string">
1318     If &lt;key string&gt; is set, only players with a special key
1319     of matching &lt;key string&gt; are able to open the container.
1320     </attribute>
1321     <attribute arch="container" editor="maximum weight" type="int">
1322     The container can hold a maximum total weight of the given value
1323     in gram. Note that this weight limit is calculated *after* the
1324     weight reduction (&lt;reduce weight&gt;) has been applied.
1325     </attribute>
1326     <attribute arch="Str" editor="reduce weight %" type="int">
1327     This value determines how much the weight of items is reduced in
1328     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1329     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1330     Most default values are in the range of ten.
1331     </attribute>
1332     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1333     If set, the container can be used as alchemy-cauldron.
1334     The player can put ingredients inside, close it, cast alchemy
1335     and if his formulae is true, he'll get what he longed for.
1336     </attribute>
1337     <attribute arch="unique" editor="unique item" type="bool">
1338     Unique items exist only one time on a server. If the item
1339     is taken, lost or destroyed - it's gone for good.
1340     All contents of a unique container are unique as well.
1341     </attribute>
1342     <attribute arch="startequip" editor="godgiven item" type="bool">
1343     A godgiven item vanishes as soon as the player
1344     drops it to the ground.
1345     </attribute>
1346     <attribute arch="other_arch" editor="animation arch" type="string">
1347     This is used for a certain kind of... "animation" when
1348     opening the container. Stick to the default arches here
1349     and you won't get into trouble.
1350     </attribute>
1351     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1352     This text may contain a description of the container.
1353     </attribute>
1354     </type>
1355    
1356     <!--####################################################################-->
1357     <type number="103" name="Converter">
1358     <ignore>
1359     <attribute arch="value" />
1360     <attribute arch="nrof" />
1361     <attribute arch="name_pl" />
1362     <attribute arch="no_pick" />
1363     <attribute arch="unpaid" />
1364     <attribute arch="title" />
1365     </ignore>
1366     <description><![CDATA[
1367     Converters are like "exchange tables". When the player drops a
1368     specific type of items, they get converted into other items, at a
1369     predefined exchange-ratio. ]]>
1370     </description>
1371     <use><![CDATA[
1372     Converters are better than shopping with doormats, because the
1373     converters never get sold out. For some items like food or jewels
1374     those "exchange tables" are really nice, while for the more important
1375     stuff like potions converters should not exist.
1376     <br><br>
1377     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1378     items on a converter, the stuff you get must be of equal or lesser
1379     value than before! (Except if you are using "rare" items like
1380     dragonscales for payment). The code will not check if your ratio is
1381     sane, so the player could gain infinite wealth by using your converter. ]]>
1382     </use>
1383     <attribute arch="no_pick" value="1" type="fixed" />
1384     <attribute arch="slaying" editor="cost arch" type="string">
1385     &lt;cost arch&gt; is the name of the archetype the player has to
1386     put on the converter, as payment.
1387     </attribute>
1388     <attribute arch="food" editor="cost number" type="int">
1389     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1390     on the converter, in order to get &lt;receive number&gt; items
1391     of &lt;receive arch&gt;.
1392     </attribute>
1393     <attribute arch="other_arch" editor="receive arch" type="string">
1394     &lt;receive arch&gt; is the name of the archetype to convert into.
1395 root 1.2 This field is ignored if the converter has items in inventory. In this
1396     case one of the inventory items is duplicated. The duplicated item is
1397     randomly chosen from all items present.
1398 root 1.1 </attribute>
1399     <attribute arch="sp" editor="receive number" type="int">
1400     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1401     on the converter, in order to get &lt;receive number&gt; items
1402     of &lt;receive arch&gt;.
1403     </attribute>
1404     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1405     This text may contain a description of the converter.
1406     </attribute>
1407     </type>
1408    
1409     <!--####################################################################-->
1410     <type number="42" name="Creator">
1411     <ignore>
1412     <ignore_list name="system_object" />
1413     </ignore>
1414     <description><![CDATA[
1415     A creator is an object which creates another object when it
1416     is triggered. The child object can be anything. Creators are
1417     VERY useful for all kinds of map-mechanisms. ]]>
1418     </description>
1419     <use><![CDATA[
1420     Don't hesitate to hide your creators under the floor.
1421     The created items will still always appear ontop of the floor. ]]>
1422     </use>
1423     <attribute arch="no_pick" value="1" type="fixed" />
1424     <attribute arch="other_arch" editor="create arch" type="string">
1425     This string defines the object that will be created.
1426     You can choose any of the existing arches.
1427 root 1.2 This field is ignored if the creator has items in inventory. In this case
1428     one of the inventory items is duplicated. The duplicated item is randomly
1429     chosen from all items present.
1430 root 1.1 </attribute>
1431     <attribute arch="connected" editor="connection" type="int">
1432     Whenever the connection value is activated,
1433 root 1.3 the creator gets triggered.
1434 root 1.1 </attribute>
1435     <attribute arch="lifesave" editor="infinit uses" type="bool">
1436     If &lt;infinit uses&gt; is set, the creator will work
1437 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1438 root 1.1 </attribute>
1439     <attribute arch="hp" editor="number of uses" type="int">
1440     The creator can be triggered &lt;number of uses&gt; times, thus
1441     creating that many objects, before it dissappears.
1442     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1443     </attribute>
1444     <attribute arch="slaying" editor="name of creation" type="string">
1445 root 1.2 The created object will bear the name and title specified in &lt;name of
1446     creation&gt;. If nothing is set, the standard name and title of the
1447     archetype is used.
1448 root 1.1 </attribute>
1449     <attribute arch="level" editor="level of creation" type="int">
1450     The created object will be of that level. If zero/unset,
1451     the standard level of the archetype is used.
1452     </attribute>
1453     </type>
1454    
1455     <!--####################################################################-->
1456     <type number="51" name="Detector">
1457     <ignore>
1458     <ignore_list name="system_object" />
1459     </ignore>
1460     <description><![CDATA[
1461     Detectors work quite much like inv. checkers/pedestals: If the detector
1462     finds a specific object, it toggles its connected value.
1463     <br><br>
1464     What is "unique" about them, compared to inv. checkers/ pedestals?
1465     - First, detectors check their square for a match periodically, not
1466     instantly. Second, detectors check directly for object names. Third,
1467     detectors do not check the inventory of players/monsters. ]]>
1468     </description>
1469     <use><![CDATA[
1470     There is one major speciality about detectors: You can detect spells
1471     blown over a detector! To detect a lighting bolt for example, set
1472     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1473     walls, this can be very useful for map-mechanisms. ]]>
1474     </use>
1475     <attribute arch="no_pick" value="1" type="fixed" />
1476     <attribute arch="slaying" editor="match name" type="string">
1477     &lt;match name&gt; specifies the name of the object we are looking for.
1478     Actually it does also check for the &lt;key string&gt; in key-objects,
1479     but for this case inventory checkers are often more powerful to use.
1480     </attribute>
1481     <attribute arch="connected" editor="connection" type="int">
1482     When the detector is triggered, all objects with the same
1483     connection value get activated.
1484     </attribute>
1485     <attribute arch="speed" editor="detection speed" type="float">
1486     This value defines the time between two detector-checks.
1487     If you want the detector to behave almost like pedestals/buttons,
1488     set speed rather high, like &lt;detection speed&gt; 1.0.
1489     </attribute>
1490     </type>
1491    
1492     <!--####################################################################-->
1493     <type number="112" name="Director">
1494     <ignore>
1495     <ignore_list name="non_pickable" />
1496     </ignore>
1497     <description><![CDATA[
1498     Directors change the direction of spell objects and other projectiles
1499     that fly past. Unlike spinners, directors always move objects in the
1500     same direction. It does not make a difference from what angle you
1501     shoot into it.<br>
1502     Directors are visible per default. ]]>
1503     </description>
1504     <use><![CDATA[
1505     Directors are rarely used in maps. Sometimes they are placed to
1506     change the direction of spells coming out of magic walls,
1507     "channeling" spell-projectiles in some direction. When doing this,
1508     <B>never place directors facing each other with magic walls fireing
1509     into them!</B> The spell-projectiles bouncing between the directors
1510     would accumulate to huge numbers and at some point slow down the
1511     server by eating memory- and CPU-time.
1512     <br><br>
1513     You'd better not place directors in monster vs. player combat
1514     areas too much, because that freaks out wizard-type players. ]]>
1515     </use>
1516     <attribute arch="sp" editor="direction" type="list_direction">
1517     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1518     A director with direction &lt;none&gt; simply stops projectiles.
1519     (The latter works out a bit strange for some spells).
1520     </attribute>
1521 root 1.9 &move_on;
1522 root 1.1 </type>
1523    
1524     <!--####################################################################-->
1525     <type number="158" name="Disease">
1526     <ignore>
1527     <ignore_list name="system_object" />
1528     </ignore>
1529     <description><![CDATA[
1530     Diseases are an intersting form of spellcraft in Crossfire.
1531     Once casted, they can spread out and infect creatures in a large
1532     area. Being infected can have various effects, from amusing farts
1533     to horrible damage - almost everything is possible. ]]>
1534     </description>
1535     <use><![CDATA[
1536     Diseases are extremely flexible and usable in a many ways.
1537     So far they are mostly used for causing bad, unwanted effects.
1538     You could just as well create a disease which helps the player
1539     (recharging mana for example).
1540     Infection with a "positive disease" could even be a quest reward. ]]>
1541     </use>
1542     <attribute arch="invisible" value="1" type="fixed" />
1543     <attribute arch="level" editor="plaque level" type="int">
1544     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1545     This mainly reflects in the &lt;damage&gt;. It has no effect on
1546     most other symptoms. Neverthless, it is a very important value for
1547     all damage-inflicting diseases.
1548     </attribute>
1549     <attribute arch="race" editor="infect race" type="string">
1550     The disease will only infect creatures of the specified &lt;race&gt;.
1551     "&lt;race&gt; *" means every creature can be infected.
1552     </attribute>
1553     <attribute arch="ac" editor="progressiveness" type="int">
1554     Every time the disease "moves" the severity of the symptoms are increased
1555     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1556     </attribute>
1557     <section name="spreading">
1558     <attribute arch="wc" editor="infectiosness" type="int">
1559     The &lt;infectiosness&gt; defines the chance of new creatures getting
1560     infected. If you set this too high, the disease is very likely to
1561     be too effective.
1562 root 1.3
1563 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1564     </attribute>
1565     <attribute arch="last_grace" editor="attenuation" type="int">
1566     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1567     everytime it infects someone new. This limits how many generations
1568     a disease can propagate.
1569     </attribute>
1570     <attribute arch="magic" editor="infection range" type="int">
1571     &lt;infection range&gt; sets the range at which infection may occur.
1572     If positive, the &lt;infection range&gt; is level dependant - If negative,
1573     it is not:
1574     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1575 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1576 root 1.1 </attribute>
1577     <attribute arch="maxhp" editor="persistence" type="int">
1578     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1579     The disease can "move" &lt;persistence&gt; times outside a host before it
1580     vanishes. A negative value means the disease lasts for permanent
1581     (which is only recommended to use in maps without monsters).
1582     </attribute>
1583     <attribute arch="maxgrace" editor="curing duration" type="int">
1584     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1585     (Assuming the host survives and doesn't use a curing spell).
1586     After this period the disease is naturally cured, which provides the
1587     host with immunity from this particular disease of lower or equal level.
1588 root 1.3
1589 root 1.1 A negative value means the disease can never be cured naturally.
1590 root 1.3
1591 root 1.1 Note that this value can be further modulated by spell-parameters,
1592     if the disease is registered as spell in the code. Due to that,
1593     most default diseases take a lot longer to cure than it seems.
1594     </attribute>
1595     <attribute arch="speed" editor="moving speed" type="float">
1596     The &lt;speed&gt; of the disease determines how fast the disease will
1597     "move", thus how fast the symptoms strike the host.
1598     </attribute>
1599     </section>
1600     <section name="symptoms">
1601     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1602     The disease will attack the host with the given &lt;attacktype&gt;.
1603     Godpower attacktype is commonly used for "unresistable" diseases.
1604     </attribute>
1605     <attribute arch="dam" editor="damage" type="int">
1606     A disease with a positive &lt;damage&gt; value will strike the player for that
1607     amount of damage every time the symptoms occur.
1608     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1609     the player's health is reduced by 10% every time the symptoms strike.
1610 root 1.3
1611 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1612     for players of all levels.
1613     </attribute>
1614     <attribute arch="other_arch" editor="create arch" type="string">
1615     If set, the specified arch is created and dropped every time the
1616     symptoms strike.
1617 root 1.3
1618 root 1.1 This can be various things: farts, body pieces, eggs ...
1619     Even monsters can be created that way. You could also make a
1620     disease where some exotic stuff like money/gems is created.
1621     </attribute>
1622     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1623     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1624     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1625     </attribute>
1626     <attribute arch="exp" editor="exp. for curing" type="int">
1627     When the player manages to cure this disease (with a curing spell),
1628     he is awarded with &lt;exp. for curing&gt; experience.
1629     </attribute>
1630     <attribute arch="maxsp" editor="mana depletion" type="int">
1631     Every time the disease "moves", the player's mana is
1632     reduced by the value of &lt;mana depletion&gt;.
1633     For negative values, a %-based amount is taken.
1634     </attribute>
1635     <attribute arch="last_eat" editor="food depletion" type="int">
1636     Every time the disease "moves", the player's food is
1637     reduced by the value of &lt;food depletion&gt;.
1638     For negative values, a %-based amount is taken.
1639     </attribute>
1640     <attribute arch="hp" editor="health regen." type="int">
1641     This value increases the player's healing rate.
1642     Negative values decrease it.
1643     </attribute>
1644     <attribute arch="sp" editor="mana regen." type="int">
1645     This value increases the player's rate of mana regeneration.
1646     Negative values decrease it.
1647     </attribute>
1648     </section>
1649     <section name="disability">
1650     <attribute arch="Str" editor="strength" type="int">
1651     The player's strength will rise by the given value
1652     while being infected. (Negative values make strength fall)
1653     </attribute>
1654     <attribute arch="Dex" editor="dexterity" type="int">
1655     The player's dexterity will rise by the given value
1656     while being infected. (Negative values make dexterity fall)
1657     </attribute>
1658     <attribute arch="Con" editor="constitution" type="int">
1659     The player's constitution will rise by the given value
1660     while being infected. (Negative values make constitution fall)
1661     </attribute>
1662     <attribute arch="Int" editor="intelligence" type="int">
1663     The player's intelligence will rise by the given value
1664     while being infected. (Negative values make intelligence fall)
1665     </attribute>
1666     <attribute arch="Pow" editor="power" type="int">
1667     The player's power will rise by the given value
1668     while being infected. (Negative values make power fall)
1669     </attribute>
1670     <attribute arch="Wis" editor="wisdom" type="int">
1671     The player's wisdom will rise by the given value
1672     while being infected. (Negative values make wisdom fall)
1673     </attribute>
1674     <attribute arch="Cha" editor="charisma" type="int">
1675     The player's charisma will rise by the given value
1676     while being infected. (Negative values make charisma fall)
1677     </attribute>
1678     </section>
1679     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1680     This text is displayed to the player every time the
1681     symptoms strike.
1682     </attribute>
1683     </type>
1684    
1685     <!--####################################################################-->
1686 root 1.3 <type number="23" name="Door">
1687     <ignore>
1688     <ignore_list name="non_pickable" />
1689     </ignore>
1690     <description><![CDATA[
1691     A door can be opened with a normal key. It also can be broken by attacking
1692     it, and it can be defeated with the lockpicking skill. If a door is
1693     defeated, horizontally and vertically adjacent doors are automatically
1694     removed. ]]>
1695     </description>
1696     <attribute arch="no_pick" value="1" type="fixed" />
1697     <attribute arch="alive" value="1" type="fixed" />
1698 root 1.9 &movement_types_terrain;
1699 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1700     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1701     </attribute>
1702     <attribute arch="ac" editor="armour class" type="int">
1703     Doors of high &lt;armour class&gt; are less likely to get hit.
1704     &lt;armour class&gt; can be considered the "counterpiece" to
1705     &lt;weapon class&gt;.
1706     </attribute>
1707     <attribute arch="other_arch" editor="drop arch" type="string">
1708     This string defines the object that will be created when the door was
1709     defeated.
1710     </attribute>
1711     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1712     This entry determines what kind of traps will appear in the door.
1713     </attribute>
1714     </type>
1715    
1716     <!--####################################################################-->
1717 root 1.1 <type number="83" name="Duplicator">
1718     <ignore>
1719     <ignore_list name="system_object" />
1720     </ignore>
1721     <description><![CDATA[
1722     When activated, a duplicator can duplicate, multiply or destroy a pile of
1723     objects which lies somewhere on top of the duplicator.
1724     The duplicator has one arch name specified as &lt;target arch&gt;,
1725     and only objects of this archetype can be affected.<br>
1726     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1727     If the latter is set to zero, it will destroy objects. ]]>
1728     </description>
1729     <use><![CDATA[
1730     I hope it is clear that one must be very cautious when inserting a duplicator
1731     anywhere with &lt;multiply factor&gt; greater than one.
1732     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1733     It is <b>not acceptable</b> to allow duplication of anything other than
1734     coins, gold and jewels. Besides, it is very important that the chance to
1735     loose the input matches the chance to earn winnings.<br>
1736     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1737     loosing rate of 2/3 = 67%. ]]>
1738     </use>
1739     <attribute arch="other_arch" editor="target arch" type="string">
1740     Only objects of matching archtype, lying ontop of the dublicator will be
1741     dublicated, multiplied or removed. All other objects will be ignored.
1742     </attribute>
1743     <attribute arch="level" editor="multiply factor" type="int">
1744     The number of items in the target pile will be multiplied by the
1745     &lt;multiply factor&gt;. If it is set to zero, all target objects
1746     will be destroyed.
1747     </attribute>
1748     <attribute arch="connected" editor="connection" type="int">
1749     An activator (lever, altar, button, etc) with matching connection value
1750     is able to trigger this duplicator. Be very careful that players cannot
1751     abuse it to create endless amounts of money or other valuable stuff!
1752     </attribute>
1753     </type>
1754    
1755     <!--####################################################################-->
1756     <type number="66" name="Exit">
1757     <ignore>
1758     <ignore_list name="non_pickable" />
1759     </ignore>
1760     <description><![CDATA[
1761     When the player applies an exit, he is transferred to a different location.
1762     (Monsters cannot use exits.) Depending on how it is set, the player applies
1763     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1764     the exit. ]]>
1765     </description>
1766     <use><![CDATA[
1767 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1768 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1769     detected with the show_invisible spell.
1770     <br><br>
1771     You can be quite creative with the outlook of secret exits (their "face").
1772     Don't forget to give the player relyable hints about them though. ]]>
1773     </use>
1774     <attribute arch="slaying" editor="exit path" type="string">
1775     The exit path defines the map that the player is transferred to.
1776     You can enter an absolute path, beginning with '/' (for example
1777     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1778     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1779     relative path "Fire1"). Use relative paths whenever possible! Note that
1780     upper/lower case must always be set correctly. However, please use lower
1781 root 1.3 case only.
1782 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1783     is on. If slaying is not set in an exit, the player will see a message like
1784     "the exit is closed".
1785     </attribute>
1786     <attribute arch="hp" editor="destination X" type="int">
1787     The exit destinations define the (x, y)-coordinates where the exit
1788     leads to.
1789     If both are set to zero, the player will be transferred to the "default
1790     enter location" of the destined map. The latter can be set in the map-
1791     properties as "Enter X/Y". Though, please DO NOT use that.
1792     It turned out to be a source for numerous map-bugs.
1793     </attribute>
1794     <attribute arch="sp" editor="destination Y" type="int">
1795     The exit destinations define the (x, y)-coordinates where the exit
1796     leads to.
1797     If both are set to zero, the player will be transferred to the "default
1798     enter location" of the destined map. The latter can be set in the map-
1799     properties as "Enter X/Y". Though, please DO NOT use that.
1800     It turned out to be a source for numerous map-bugs.
1801     </attribute>
1802 root 1.9 &move_on;
1803 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1804     If set, this message will be displayed to the player when he applies the exit.
1805     This is quite useful to throw in some "role-play feeling": "As you enter the
1806     dark cave you hear the sound of rustling dragonscales...". Well, my english
1807     is poor, but you get the point. =)
1808     </attribute>
1809     <attribute arch="unique" editor="unique destination" type="bool">
1810     This flag defines the destined map as "personal unique map". If set,
1811     there will be a seperate version of that map for every player out there.
1812     This feature is used for the permanent apartments
1813     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1814     than apartments, since Crossfire is a *multi*player game. In such a permanent
1815     apartment don't forget to set the unique-flag for all floor tiles too
1816     (see floors).
1817     An exit pointing outside of a personal unique map must have the
1818     "unique destination"-flag unset.
1819     </attribute>
1820     </type>
1821    
1822     <!--####################################################################-->
1823     <type number="72" name="Flesh">
1824     <description><![CDATA[
1825     Just like with food, the player can fill his stomache and gain a
1826     little health by eating flesh-objects. <br>
1827     For dragon players, flesh plays a very special role though: If the
1828     flesh has resistances set, a dragon player has a chance to gain resistance in
1829     those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1830     Don't forget that flesh items with resistances have to be balanced
1831     according to map/monster difficulty. ]]>
1832     </description>
1833     <use><![CDATA[
1834     For dragon players, flesh items can be highly valuable. Note that many
1835     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1836     These flesh items "inherit" resistances and level from the monster they belong to.
1837     When you add special flesh items to the inventory of a monster, this is
1838     not the case - so you have to set it manually.
1839     <br><br>
1840     Generally adding special flesh-treaties for dragon players is a great thing
1841     to do. Always consider that dragon players might really not be interested
1842     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1843     out on the reward completely. ]]>
1844     </use>
1845     <attribute arch="food" editor="foodpoints" type="int">
1846     The player's stomache will get filled with this amount of foodpoints.
1847     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1848     </attribute>
1849     <attribute arch="level" editor="flesh level" type="int">
1850     The &lt;flesh level&gt; is not visible to the players and it affects only
1851     dragon players. Normally this value reflects the level of the monster
1852     from which the flesh item originates.
1853     Dragon players always search for flesh of highest level possible,
1854     because it bears the best chance to gain high resistances.
1855     </attribute>
1856     <attribute arch="startequip" editor="godgiven item" type="bool">
1857     A godgiven item vanishes as soon as the player
1858     drops it to the ground.
1859     </attribute>
1860     <section name="resistance">
1861     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1862     Resistances on flesh items make them more durable against spellcraft
1863     of the appropriate kind. It also allows dragon players to eventually gain
1864     resistance by eating it. Usually resistance should only be set for flesh
1865     items in a monster's inventory.
1866     </attribute>
1867     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1868     Resistances on flesh items make them more durable against spellcraft
1869     of the appropriate kind. It also allows dragon players to eventually gain
1870     resistance by eating it. Usually resistance should only be set for flesh
1871     items in a monster's inventory.
1872     </attribute>
1873     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1874     Resistances on flesh items make them more durable against spellcraft
1875     of the appropriate kind. It also allows dragon players to eventually gain
1876     resistance by eating it. Usually resistance should only be set for flesh
1877     items in a monster's inventory.
1878     </attribute>
1879     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1880     Resistances on flesh items make them more durable against spellcraft
1881     of the appropriate kind. It also allows dragon players to eventually gain
1882     resistance by eating it. Usually resistance should only be set for flesh
1883     items in a monster's inventory.
1884     </attribute>
1885     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1886     Resistances on flesh items make them more durable against spellcraft
1887     of the appropriate kind. It also allows dragon players to eventually gain
1888     resistance by eating it. Usually resistance should only be set for flesh
1889     items in a monster's inventory.
1890     </attribute>
1891     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1892     Resistances on flesh items make them more durable against spellcraft
1893     of the appropriate kind. It also allows dragon players to eventually gain
1894     resistance by eating it. Usually resistance should only be set for flesh
1895     items in a monster's inventory.
1896     </attribute>
1897     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1898     Resistances on flesh items make them more durable against spellcraft
1899     of the appropriate kind. It also allows dragon players to eventually gain
1900     resistance by eating it. Usually resistance should only be set for flesh
1901     items in a monster's inventory.
1902     </attribute>
1903     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1904     Resistances on flesh items make them more durable against spellcraft
1905     of the appropriate kind. It also allows dragon players to eventually gain
1906     resistance by eating it. Usually resistance should only be set for flesh
1907     items in a monster's inventory.
1908     </attribute>
1909     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1910     Resistances on flesh items make them more durable against spellcraft
1911     of the appropriate kind. It also allows dragon players to eventually gain
1912     resistance by eating it. Usually resistance should only be set for flesh
1913     items in a monster's inventory.
1914     </attribute>
1915     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1916     Resistances on flesh items make them more durable against spellcraft
1917     of the appropriate kind. It also allows dragon players to eventually gain
1918     resistance by eating it. Usually resistance should only be set for flesh
1919     items in a monster's inventory.
1920     </attribute>
1921     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1922     Resistances on flesh items make them more durable against spellcraft
1923     of the appropriate kind. It also allows dragon players to eventually gain
1924     resistance by eating it. Usually resistance should only be set for flesh
1925     items in a monster's inventory.
1926     </attribute>
1927     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1928     Resistances on flesh items make them more durable against spellcraft
1929     of the appropriate kind. It also allows dragon players to eventually gain
1930     resistance by eating it. Usually resistance should only be set for flesh
1931     items in a monster's inventory.
1932     </attribute>
1933     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1934     Resistances on flesh items make them more durable against spellcraft
1935     of the appropriate kind. It also allows dragon players to eventually gain
1936     resistance by eating it. Usually resistance should only be set for flesh
1937     items in a monster's inventory.
1938     </attribute>
1939     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1940     Resistances on flesh items make them more durable against spellcraft
1941     of the appropriate kind. It also allows dragon players to eventually gain
1942     resistance by eating it. Usually resistance should only be set for flesh
1943     items in a monster's inventory.
1944     </attribute>
1945     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1946     Resistances on flesh items make them more durable against spellcraft
1947     of the appropriate kind. It also allows dragon players to eventually gain
1948     resistance by eating it. Usually resistance should only be set for flesh
1949     items in a monster's inventory.
1950     </attribute>
1951     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1952     RResistances on flesh items make them more durable against spellcraft
1953     of the appropriate kind. It also allows dragon players to eventually gain
1954     resistance by eating it. Usually resistance should only be set for flesh
1955     items in a monster's inventory.
1956     </attribute>
1957     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1958     Resistances on flesh items make them more durable against spellcraft
1959     of the appropriate kind. It also allows dragon players to eventually gain
1960     resistance by eating it. Usually resistance should only be set for flesh
1961     items in a monster's inventory.
1962     </attribute>
1963     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1964     Resistances on flesh items make them more durable against spellcraft
1965     of the appropriate kind. It also allows dragon players to eventually gain
1966     resistance by eating it. Usually resistance should only be set for flesh
1967     items in a monster's inventory.
1968     </attribute>
1969     </section>
1970     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1971     This text may describe the item.
1972     </attribute>
1973     </type>
1974    
1975     <!--####################################################################-->
1976     <type number="0" name="Floor">
1977     <required>
1978     <attribute arch="is_floor" value="1" />
1979     <attribute arch="alive" value="0" />
1980     </required>
1981     <ignore>
1982     <ignore_list name="non_pickable" />
1983     </ignore>
1984     <description><![CDATA[
1985     Floor is a very basic thing whithout too much
1986     functionality. It's a floor - you stand on it. ]]>
1987     </description>
1988     <attribute arch="is_floor" value="1" type="fixed" />
1989     <attribute arch="no_pick" value="1" type="fixed" />
1990     <section name="terrain">
1991 root 1.9 &movement_types_terrain;
1992 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1993     This flag indicates this spot contains wood or high grass.
1994     Players with activated woodsman skill can move faster here.
1995     </attribute>
1996     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1997     This flag indicates this spot contains hills or large rocks.
1998     Players with activated mountaineer skill can move faster here.
1999     </attribute>
2000     </section>
2001     <attribute arch="no_magic" editor="no spells" type="bool">
2002     If enabled, it is impossible for players to use (wizard-)
2003     spells on that spot.
2004     </attribute>
2005     <attribute arch="damned" editor="no prayers" type="bool">
2006     If enabled, it is impossible for players to use prayers
2007     on that spot. It also prevents players from saving.
2008     </attribute>
2009     <attribute arch="unique" editor="unique map" type="bool">
2010     Unique floor means that any items dropped on that spot
2011     will be saved byond map reset. For permanent apartments,
2012     all floor tiles must be set &lt;unique map&gt;.
2013     </attribute>
2014     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2015     This text may describe the object.
2016     </attribute>
2017     </type>
2018    
2019     <!--####################################################################-->
2020     <type number="67" name="Floor (Encounter)">
2021     <ignore>
2022     <ignore_list name="non_pickable" />
2023     </ignore>
2024     <description><![CDATA[
2025     Encounter-Floor is pretty much the same as normal floor.
2026     Most outdoor floor/ground-arches are set to be "encounters".
2027     That is kind of a relict from former code: When walking over
2028     encounter-floor, players sometimes got beamed to little maps
2029     with monsters on them. Nowadays this feature is disabled -
2030     Hence encounter floor is not different from normal floor. ]]>
2031     </description>
2032     <attribute arch="is_floor" value="1" type="fixed" />
2033     <attribute arch="no_pick" value="1" type="fixed" />
2034     <section name="terrain">
2035 root 1.9 &movement_types_terrain;
2036 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2037     This flag indicates this spot contains wood or high grass.
2038     Players with activated woodsman skill can move faster here.
2039     </attribute>
2040     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2041     This flag indicates this spot contains hills or large rocks.
2042     Players with activated mountaineer skill can move faster here.
2043     </attribute>
2044     </section>
2045     <attribute arch="no_magic" editor="no spells" type="bool">
2046     If enabled, it is impossible for players to use (wizard-)
2047     spells on that spot.
2048     </attribute>
2049     <attribute arch="damned" editor="no prayers" type="bool">
2050     If enabled, it is impossible for players to use prayers
2051     on that spot. It also prevents players from saving.
2052     </attribute>
2053     <attribute arch="unique" editor="unique map" type="bool">
2054     Unique floor means that any items dropped on that spot
2055     will be saved byond map reset. For permanent apartments,
2056     all floor tiles must be set &lt;unique map&gt;.
2057     </attribute>
2058     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2059     This text may describe the object.
2060     </attribute>
2061     </type>
2062    
2063     <!--####################################################################-->
2064     <type number="6" name="Food">
2065     <description><![CDATA[
2066     By eating/drinking food-objects, the player can fill his
2067     stomache and gain a little health. ]]>
2068     </description>
2069     <attribute arch="food" editor="foodpoints" type="int">
2070     The player's stomache will get filled with this amount of foodpoints.
2071     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2072     </attribute>
2073     <attribute arch="startequip" editor="godgiven item" type="bool">
2074     A godgiven item vanishes as soon as the player
2075     drops it to the ground.
2076     </attribute>
2077     </type>
2078    
2079     <!--####################################################################-->
2080     <type number="91" name="Gate">
2081     <ignore>
2082     <ignore_list name="non_pickable" />
2083     </ignore>
2084     <description><![CDATA[
2085     Gates play an important role in Crossfire. Gates can be opened
2086     by activating a button/trigger, by speaking passwords (-> magic_ear)
2087     or carrying special key-objects (-> inventory checker).
2088     Unlike locked doors, gates can get shut again after a player has
2089     passed, which makes them more practical in many cases. ]]>
2090     </description>
2091     <use><![CDATA[
2092     Use gates to divide your maps into seperated areas. After solving
2093     area A, the player gains access to area B, and so on. Make your
2094     maps more complex than "one-way". ]]>
2095     </use>
2096     <attribute arch="no_pick" value="1" type="fixed" />
2097     <attribute arch="connected" editor="connection" type="int">
2098     Whenever the inventory checker is triggered, all objects with identical
2099     &lt;connection&gt; value get activated. This only makes sense together with
2100     &lt;blocking passage&gt; disabled.
2101     </attribute>
2102     <attribute arch="wc" editor="position state" type="int">
2103     The &lt;position state&gt; defines the position of the gate:
2104     Zero means completely open/down, the "number of animation-steps" (usually
2105     about 6 or 7) means completely closed/up state. I suggest you don't
2106     mess with this value - Leave the default in place.
2107     </attribute>
2108 root 1.9 &movement_types_terrain;
2109 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2110     Restricting the use of spells to pass this gate. This has
2111     an effect only if &lt;block view&gt; is disabled.
2112     </attribute>
2113     <attribute arch="damned" editor="restrict prayers" type="bool">
2114     Restricting the use of prayers to pass this door. This has
2115     an effect only if &lt;block view&gt; is disabled.
2116     </attribute>
2117     </type>
2118    
2119     <!--####################################################################-->
2120     <type number="113" name="Girdle">
2121     <import_type name="Amulet" />
2122     <description><![CDATA[
2123     Wearing a girdle, the object's stats will directly be inherited to
2124     the player. Girdles usually provide stats- or damage bonuses and no
2125     defense. ]]>
2126     </description>
2127     <use><![CDATA[
2128     Feel free to create your own special artifacts. However, it is very
2129     important that you keep your artifact in balance with existing maps. ]]>
2130     </use>
2131     <attribute arch="magic" editor="magic bonus" type="int">
2132     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2133     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2134     than direct armour-class bonus on the helmet.
2135 root 1.3
2136 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2137     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2138     &lt;magic bonus&gt; is pointless here.
2139     </attribute>
2140     </type>
2141    
2142     <!--####################################################################-->
2143     <type number="100" name="Gloves">
2144     <import_type name="Amulet" />
2145     <description><![CDATA[
2146     Wearing gloves, the object's stats will directly be inherited to
2147     the player. Gloves can add defense or damage bonuses. ]]>
2148     </description>
2149     <use><![CDATA[
2150     Feel free to create your own special artifacts. However, it is very
2151     important that you keep your artifact in balance with existing maps. ]]>
2152     </use>
2153     <attribute arch="magic" editor="magic bonus" type="int">
2154     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2155     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2156     will increase that.
2157     </attribute>
2158     </type>
2159    
2160     <!--####################################################################-->
2161     <type number="93" name="Handle">
2162     <ignore>
2163     <ignore_list name="non_pickable" />
2164     </ignore>
2165     <description><![CDATA[
2166     A handle can be applied by players and (certain) monsters.
2167     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2168     </description>
2169     <use><![CDATA[
2170     Handles are commonly used to move gates. When placing your lever,
2171     don't forget that some monsters are able to apply it.
2172     The ability to apply levers is rare among monsters -
2173     but vampires can do it for example. ]]>
2174     </use>
2175     <attribute arch="no_pick" value="1" type="fixed" />
2176     <attribute arch="connected" editor="connection" type="int">
2177     Every time the handle is applied, all objects
2178     with the same &lt;connection&gt; value are activated.
2179     </attribute>
2180     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2181     This text may describe the item. You can use this
2182     message to explain the handle's purpose to the player.
2183     </attribute>
2184     </type>
2185    
2186     <!--####################################################################-->
2187     <type number="27" name="Handle Trigger">
2188     <import_type name="Handle" />
2189     <ignore>
2190     <ignore_list name="non_pickable" />
2191     </ignore>
2192     <description><![CDATA[
2193     Handle triggers are handles which reset after a short period
2194     of time. Every time it is either applied or reset, the
2195     &lt;connection&gt; value is triggered. ]]>
2196     </description>
2197     <use><![CDATA[
2198     When you connect an ordinary handle to a gate, the gate normally remains
2199     opened after the first player passed. If you want to keep the gate shut,
2200     connecting it to a handle trigger is an easy solution. ]]>
2201     </use>
2202     </type>
2203    
2204     <!--####################################################################-->
2205     <type number="88" name="Hazard Floor">
2206     <required>
2207     <attribute arch="is_floor" value="1" />
2208     </required>
2209     <ignore>
2210     <ignore_list name="non_pickable" />
2211     </ignore>
2212     <description><![CDATA[
2213     The best example for Hazard Floor is lava. It works like standard
2214     floor, but damages all creatures standing on it.
2215     Damage is taken in regular time intervals. ]]>
2216     </description>
2217     <use><![CDATA[
2218     The default lava for example does minor damage. But you can turn
2219     it up so that your hazard floor poses a real threat.<br>
2220     Like magic walls, such floors add a permanent thrill to your map.
2221     You can use that to safely chase off too-weak players, or just
2222     to have something different. ]]>
2223     </use>
2224     <attribute arch="is_floor" value="1" type="fixed" />
2225     <attribute arch="lifesave" value="1" type="fixed" />
2226 root 1.9 &move_on;
2227 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2228     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2229     This attribute specifys the attacktypes that this floor uses to
2230     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2231     If you want a real tough hazard floor, add more than just one attacktype.
2232     </attribute>
2233     <attribute arch="dam" editor="base damage" type="int">
2234     The &lt;base damage&gt; defines how much damage is inflicted to the
2235     victim per hit. The final damage is influenced by several other
2236     factors like the victim's resistance and level.
2237     </attribute>
2238     <attribute arch="wc" editor="weaponclass" type="int">
2239     &lt;weapon class&gt; improves the chance of hitting the victim.
2240     Lower values are better.
2241     Usually, hazard floors like lava are supposed to hit the
2242     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2243     to something like -30.
2244     </attribute>
2245     <attribute arch="level" editor="attack level" type="int">
2246     I guess this value is supposed to work similar to monster levels.
2247     But in fact, it does not seem to have an effect. Set any non-zero
2248     value to be on the safe side.
2249     </attribute>
2250     <section name="terrain">
2251 root 1.9 &movement_types_terrain;
2252 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2253     This flag indicates this spot contains wood or high grass.
2254     Players with activated woodsman skill can move faster here.
2255     </attribute>
2256     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2257     This flag indicates this spot contains hills or large rocks.
2258     Players with activated mountaineer skill can move faster here.
2259     </attribute>
2260     </section>
2261     <attribute arch="no_magic" editor="no spells" type="bool">
2262     If enabled, it is impossible for players to use (wizard-)
2263     spells on that spot.
2264     </attribute>
2265     <attribute arch="damned" editor="no prayers" type="bool">
2266     If enabled, it is impossible for players to use prayers
2267     on that spot. It also prevents players from saving.
2268     </attribute>
2269     <attribute arch="unique" editor="unique map" type="bool">
2270     Unique floor means that any items dropped on that spot
2271     will be saved byond map reset. For permanent apartments,
2272     all floor tiles must be set &lt;unique map&gt;.
2273     </attribute>
2274     </type>
2275    
2276     <!--####################################################################-->
2277     <type number="34" name="Helmet">
2278     <import_type name="Amulet" />
2279     <description><![CDATA[
2280     Wearing a helmet, the object's stats will directly be inherited to
2281     the player. Normal helmets usually increase defense, while crowns
2282     add more special bonuses like stats/resistances paired with
2283     low defense. ]]>
2284     </description>
2285     <use><![CDATA[
2286     Feel free to create your own special artifacts. However, it is very
2287     important that you keep your artifact in balance with existing maps. ]]>
2288     </use>
2289     <attribute arch="magic" editor="magic bonus" type="int">
2290     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2291     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2292     than direct armour-class bonus on the helmet.
2293 root 1.3
2294 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2295     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2296     Crowns for instance typically provide no &lt;amour class&gt;.
2297     </attribute>
2298     </type>
2299    
2300     <!--####################################################################-->
2301     <type number="56" name="Holy Altar">
2302     <ignore>
2303     <ignore_list name="non_pickable" />
2304     </ignore>
2305     <description><![CDATA[
2306     Holy_altars are altars for the various religions. Praying
2307     at a Holy_altar will make you a follower of that god, and
2308     if you already follow that god, you may get some extra bonus. ]]>
2309     </description>
2310     <attribute arch="no_pick" value="1" type="fixed" />
2311     <attribute arch="other_arch" editor="god name" type="string">
2312     The altar belongs to the god of the given name. Possible options for
2313     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2314 root 1.3 Gorokh, Valriel and Sorig.
2315    
2316 root 1.1 If you want to have an unconsecrated altar, set
2317     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2318     </attribute>
2319     <attribute arch="level" editor="reconsecrate level" type="int">
2320     To re-consecrate an altar, the player's wisdom level must be as
2321     high or higher than this value. In that way, some altars can not
2322 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2323    
2324 root 1.1 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2325     Some characters might need those altars, they would be very unhappy to
2326     see them re-consecrated to another cult.
2327     </attribute>
2328     </type>
2329    
2330     <!--####################################################################-->
2331     <type number="35" name="Horn">
2332     <ignore>
2333     <attribute arch="title" />
2334     </ignore>
2335     <description><![CDATA[
2336     Horns are very similar to rods. The difference is that horns regenerate
2337     spellpoints faster and thus are more valuable than rods.
2338     <br><br>
2339     A horn contains a spell. The player can use this spell by applying and
2340     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2341     used endlessly. ]]>
2342     </description>
2343     <use><![CDATA[
2344     Horns are powerful due to their fast recharge rate. They should
2345     never contain high level attacking spells. Even curing/healing spells
2346     are almost too good on a horn. ]]>
2347     </use>
2348     <attribute arch="sp" editor="spell" type="spell">
2349     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2350     horns to players, since they can be used endlessly without any mana cost!
2351     Horns with heal/ restoration/ protection spells, IF available, MUST be
2352     very very VERY hard to get!
2353     </attribute>
2354     <attribute arch="level" editor="casting level" type="int">
2355     The casting level of the &lt;spell&gt; determines it's power.
2356     For attack spells, level should not be set too high.
2357     </attribute>
2358     <attribute arch="hp" editor="initial spellpoints" type="int">
2359     This value represents the initial amount of spellpoints in the horn.
2360     Naturally, this is quite unimportant.
2361     </attribute>
2362     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2363     When the horn is fully charged up, it will hold this maximum amount of
2364     spellpoints. Make sure it is enough to cast the contained spell at least
2365     once. But don't set the value too high, as that might make the horn way
2366     too effective.
2367     </attribute>
2368     <attribute arch="startequip" editor="godgiven item" type="bool">
2369     A godgiven item vanishes as soon as the player
2370     drops it to the ground.
2371     </attribute>
2372     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2373     This text may contain a description of the horn.
2374     </attribute>
2375     </type>
2376    
2377     <!--####################################################################-->
2378     <type number="73" name="Inorganic">
2379     <description><![CDATA[
2380     Inorganic materials are generally used as ingredients for
2381     alchemical receipes. By themselves, they have no special
2382     functionalities. ]]>
2383     </description>
2384     <attribute arch="is_dust" editor="is dust" type="bool">
2385     </attribute>
2386     <section name="resistance">
2387     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2388     </attribute>
2389     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2390     </attribute>
2391     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2392     </attribute>
2393     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2394     </attribute>
2395     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2396     </attribute>
2397     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2398     </attribute>
2399     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2400     </attribute>
2401     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2402     </attribute>
2403     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2404     </attribute>
2405     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2406     </attribute>
2407     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2408     </attribute>
2409     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2410     </attribute>
2411     </section>
2412     </type>
2413    
2414     <!--####################################################################-->
2415     <type number="64" name="Inventory Checker">
2416     <ignore>
2417     <ignore_list name="system_object" />
2418     </ignore>
2419     <description><![CDATA[
2420     Inventory checkers passively check the players inventory for a
2421     specific object. You can set a connected value that is triggered
2422     either if that object is present or missing (-&gt; "last_sp") when a
2423     player walks over the inv. checker. A valid option is to remove the
2424     matching object (usually not recommended, see "last_heal").
2425     <br><br>
2426     Alternatively, you can set your inv. checker to block all players
2427 root 1.9 that do/don't carry the matching object.
2428 root 1.1 <br><br>
2429     As you can see, inv. checkers are quite powerful, holding a
2430     great variety of possibilities. ]]>
2431     </description>
2432     <use><![CDATA[
2433     Putting a check_inventory space in front of a gate (one below) and
2434     one on the opposite side works reasonably well as a control mechanism.
2435     Unlike the key/door-combo, this one works infinite since it is
2436     independant from map reset. Use it to put a "structure" into your
2437     maps: Player must solve area A to gain access to area B. This concept
2438     can be found in nearly every RPG - simple but effective. ]]>
2439     </use>
2440     <attribute arch="no_pick" value="1" type="fixed" />
2441     <attribute arch="slaying" editor="match key string" type="string">
2442     This string specifies the object we are looking for: We have a match
2443     if the player does/don't carry a key object or a mark with identical
2444     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2445     this context. A typical example is the city gate mechanism of scorn.
2446     </attribute>
2447     <attribute arch="race" editor="match arch name" type="string">
2448     This string specifies the object we are looking for: We have a match
2449     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2450     </attribute>
2451     <attribute arch="hp" editor="match type" type="int">
2452     This value specifies the object we are looking for: We have a match
2453 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2454    
2455 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2456     enabled. Now you have an inv. checker blocking all players that carry any
2457     kind of melee weapon. To pass, a player is forced to leave behind all
2458     his weaponry... bad news for a warrior. ;)
2459     </attribute>
2460     <attribute arch="last_sp" editor="match = having" type="bool">
2461     Enabled means having that object is a match.
2462     Disabled means not having that object is a match.
2463     </attribute>
2464     <attribute arch="connected" editor="connection" type="int">
2465     Whenever the inventory checker is triggered, all objects with identical
2466     &lt;connection&gt; value get activated. This only makes sense together with
2467     &lt;blocking passage&gt; disabled.
2468     </attribute>
2469 root 1.9 &movement_types_terrain;
2470 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2471     &lt;remove match&gt; means remove object if found. Setting this is usually not
2472     recommended because inv. checkers are in general invisible. So, unlike
2473     for altars/ locked doors, the player won't expect to lose an object when
2474 root 1.3 walking over that square. And he doesn't even get a message either.
2475    
2476 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2477     to inform the player what's going on!
2478     </attribute>
2479     </type>
2480    
2481     <!--####################################################################-->
2482 root 1.2 <type number="163" name="Item Transformer">
2483     <description><![CDATA[
2484     An item transformer is simply applied, after having marked a 'victim'
2485     item. If the victim is suitable, it will be transformed into something
2486     else.]]>
2487     </description>
2488     <use><![CDATA[
2489     To make an item transformable, you just have to fill the 'slaying' field.
2490     The syntax is:
2491     <br>
2492     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2493     <br>
2494     with [] denoting optional part, and * any number of preceding [].
2495     'new_item' must be the name of an existing archetype.
2496     <br><br>
2497     Example, for object apple: slaying knife:2 half_apple
2498     <br><br>
2499     This means that, when applying a knife (should be an Item Transformer),
2500     one 'apple' will be transformed into 2 'half_apple'.]]>
2501     </use>
2502     <attribute arch="food" editor="number of uses" type="int">
2503     &lt;number of uses&gt; controls how many times the item transformer can
2504     be used. The value 0 means "unlimited"
2505     </attribute>
2506     <attribute arch="slaying" editor="verb" type="string">
2507     Contains the verb that is used to construct a message to the player
2508     applying the item transformer.
2509     </attribute>
2510     <attribute arch="startequip" editor="godgiven item" type="bool">
2511     A godgiven item vanishes as soon as the player
2512     drops it to the ground.
2513     </attribute>
2514     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2515     This text may contain a description of the item transformer.
2516     </attribute>
2517     </type>
2518    
2519     <!--####################################################################-->
2520 root 1.1 <type number="60" name="Jewel">
2521     <description><![CDATA[
2522     Items of the type Gold &amp; Jewels are handled like a currency.
2523     Unlike for any other type of item, in shops, the buy- and selling
2524     prices differ only marginally. ]]>
2525     </description>
2526     <attribute arch="race" value="gold and jewels" type="fixed" />
2527     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2528     This text may describe the object.
2529     </attribute>
2530     </type>
2531    
2532     <!--####################################################################-->
2533 root 1.3 <type number="24" name="Key">
2534     <description><![CDATA[
2535     When carrying a key, a normal door can be opened. The key will
2536     disappear. ]]>
2537     </description>
2538     <attribute arch="startequip" editor="godgiven item" type="bool">
2539     A godgiven item vanishes as soon as the player
2540     drops it to the ground.
2541     </attribute>
2542     </type>
2543    
2544     <!--####################################################################-->
2545 root 1.1 <type number="20" name="Locked Door">
2546     <ignore>
2547     <ignore_list name="non_pickable" />
2548     </ignore>
2549     <description><![CDATA[
2550     A locked door can be opened only when carrying
2551     the appropriate special key. ]]>
2552     </description>
2553     <use><![CDATA[
2554     If you want to create a locked door that cannot be opened (no key),
2555     set a &lt;key string&gt; like "no_key_available". This will clearify things
2556 root 1.3 and only a fool would create a key matching that string.
2557    
2558 root 1.1 Door-objects can not only be used for "doors". In many maps these
2559     are used with all kinds of faces/names, especially often as
2560     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2561     There you have magic forces (door objects) put under certain artifact
2562     items. To get your hands on the artifacts, you need to bring up the
2563     appropriate quest items (key objects). ]]>
2564     </use>
2565 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2566 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2567     <attribute arch="slaying" editor="key string" type="string">
2568     The &lt;key string&gt; in the door must be identical with the
2569     &lt;key string&gt; in the special key, then the door is unlocked.
2570     It is VERY important to set the &lt;key string&gt; to something that
2571 root 1.3 is unique among the CF mapset.
2572    
2573 root 1.1 DONT EVER USE the default string "set_individual_value".
2574     </attribute>
2575     <attribute arch="no_magic" editor="restrict spells" type="bool">
2576     Restricting the use of spells to pass this door.
2577     This should be set in most cases.
2578     (Don't forget that the spell "dimension door" is easily
2579     available at about wisdom level 10).
2580     </attribute>
2581     <attribute arch="damned" editor="restrict prayers" type="bool">
2582     Restricting the use of prayers to pass this door.
2583     This should be set in most cases.
2584     </attribute>
2585     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2586     When a player is trying to open the door without carrying the
2587     appropriate key, this text is displayed to the player. This is
2588     a good opportunity to place hints about the special key needed
2589     to unlock the door.
2590     </attribute>
2591     </type>
2592    
2593     <!--####################################################################-->
2594     <type number="29" name="Magic Ear">
2595     <ignore>
2596     <ignore_list name="system_object" />
2597     </ignore>
2598     <description><![CDATA[
2599     Magic_ears trigger a connected value
2600     when the player speaks a specific keyword. ]]>
2601     </description>
2602     <use><![CDATA[
2603     Whenever you put magic_ears on your maps, make sure there are
2604     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2605     something like a gate that is opened by speaking "open" or
2606     "sesame", expecting the player to figure this out all by himself.
2607     <br><br>
2608     Magic_ears are typically used for interaction with NPCs. You
2609     can create the impression that the NPC actually *does* something
2610     according to his conversation with a player. Mostly this means
2611     opening a gate or handing out some item, but you could be quite
2612     creative here. ]]>
2613     </use>
2614     <attribute arch="no_pick" value="1" type="fixed" />
2615     <attribute arch="connected" editor="connection" type="int">
2616     The Magic_ear will trigger all objects with the
2617     same connection value, every time it is activated.
2618     </attribute>
2619     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2620     This textfield contains the keyword-matching-syntax. The text should
2621     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2622     Any number of keywords from one to infinite is allowed. Make sure
2623     they are seperated by a '|'.
2624 root 1.3
2625 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2626     value will be triggerd when the player speaks any of the given
2627     keywords within a two-square radius. IMPORTANT: Upper/lower case
2628     does not make a difference!
2629     </attribute>
2630     </type>
2631    
2632     <!--####################################################################-->
2633     <type number="62" name="Magic Wall">
2634     <ignore>
2635     <ignore_list name="non_pickable" />
2636     </ignore>
2637     <description><![CDATA[
2638     Magic walls fire spells in a given direction, in regular intervals.
2639     Magic walls can contain any spell. However, some spells do not
2640     operate very successfully in them. The only way to know is to test
2641     the spell you want to use with a wall.
2642     <br><br>
2643     Several types of magical walls are predefined for you in the
2644     archetypes, and can be found on the "connected" Pickmap. ]]>
2645     </description>
2646     <use><![CDATA[
2647     Spellcasting walls pose an interesting alternative to monsters.
2648     Usually they are set to be undestroyable. Thus, while monsters
2649     in a map can be cleared out, the magic walls remain. Low level
2650     characters for example will not be able to pass through their
2651     spell-area, hence they cannot loot a map that a high level character
2652     might have cleared out.
2653     <br><br>
2654     Another point of magic walls is that if the player dies, he has to face
2655     them all again. Magic walls can add a kind of "permanent thrill" to
2656     your maps.
2657     <br><br>
2658     Be careful that your magic walls don't kill the monsters on a map. If
2659     placing monsters, eventually take ones that are immune to the
2660     walls' spell(s).
2661     <br><br>
2662     It is possible to make walls rotate when triggered. But that is so
2663     confusing (and useless IMHO) that I did not mention it above. You
2664     can find a working example on the map
2665     "/pup_land/castle_eureca/castle_eureca8". ]]>
2666     </use>
2667     <attribute arch="dam" editor="spell" type="spell">
2668     The magic wall will cast this &lt;spell&gt;.
2669     </attribute>
2670     <attribute arch="level" editor="spell level" type="int">
2671     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2672     walls cast spells at minimal strength. "level 100" walls cast deadly
2673     spells. Arch default is level 1 - you should always set this value
2674     to meet the overall difficulty of your map.
2675     </attribute>
2676     <attribute arch="connected" editor="connection" type="int">
2677     Every time the &lt;connection&gt; value is triggered, the wall will cast
2678     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2679     have much visible effect.
2680     </attribute>
2681     <attribute arch="speed" editor="casting speed" type="float">
2682     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2683     You can fine-tune how long the duration between two casts shall
2684     be. If you want to create a wall that can be activated (cast per
2685     trigger) via connected lever/button/etc, you must set "speed 0".
2686     </attribute>
2687     <attribute arch="sp" editor="direction" type="list_direction">
2688     The magic wall will cast it's spells always in the specified
2689     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2690     always fire in a random direction.
2691     </attribute>
2692 root 1.9 &movement_types_terrain;
2693 root 1.1 <section name="destroyable">
2694     <attribute arch="alive" editor="is destroyable" type="bool">
2695     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2696     destroyed by the player. If disabled, all other attributes on
2697     this tab, as well as resistances, are meaningless.
2698     </attribute>
2699     <attribute arch="hp" editor="hitpoints" type="int">
2700     The more &lt;hitpoints&gt; the wall has, the longer
2701     it takes to be destroyed.
2702     </attribute>
2703     <attribute arch="maxhp" editor="max hitpoints" type="int">
2704     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2705     can have. This only makes sense if the wall can regain health.
2706     </attribute>
2707     <attribute arch="ac" editor="armour class" type="int">
2708     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2709     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2710     to &lt;weapon class&gt;.
2711     </attribute>
2712     </section>
2713     <section name="resistance">
2714     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2715     </attribute>
2716     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2717     </attribute>
2718     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2719     </attribute>
2720     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2721     </attribute>
2722     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2723     </attribute>
2724     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2725     </attribute>
2726     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2727     </attribute>
2728     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2729     </attribute>
2730     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2731     </attribute>
2732     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2733     </attribute>
2734     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2735     </attribute>
2736     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2737     </attribute>
2738     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2739     </attribute>
2740     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2741     </attribute>
2742     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2743     </attribute>
2744     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2745     </attribute>
2746     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2747     </attribute>
2748     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2749     </attribute>
2750     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2751     </attribute>
2752     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2753     </attribute>
2754     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2755     </attribute>
2756     </section>
2757     </type>
2758    
2759     <!--####################################################################-->
2760     <type number="55" name="Marker">
2761     <ignore>
2762     <ignore_list name="system_object" />
2763     </ignore>
2764     <description><![CDATA[
2765     A marker is an object that inserts an invisible force (a mark) into a
2766     player stepping on it. This force does nothing except containing a
2767     &lt;key string&gt; which can be discovered by detectors or inventory
2768     checkers. It is also possible to use markers for removing marks again.
2769     <br><br>
2770     Note that the player has no possibility to "see" his own marks,
2771     except by the effect that they cause on the maps. ]]>
2772     </description>
2773     <use><![CDATA[
2774     Markers hold real cool possibilities for map-making. I encourage
2775     you to use them frequently. However there is one negative point
2776     about markers: Players don't "see" what's going on with them. It is
2777     your task, as map-creator, to make sure the player is always well
2778     informed and never confused.
2779     <br><br>
2780     Please avoid infinite markers when they aren't needed. They're
2781     using a little space in the player file after all, so if there
2782     is no real purpose, set an expire time. ]]>
2783     </use>
2784     <attribute arch="no_pick" value="1" type="fixed" />
2785     <attribute arch="slaying" editor="key string" type="string">
2786     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2787     If the player already has a force with that &lt;key string&gt;,
2788     there won't be inserted a second one.
2789     </attribute>
2790     <attribute arch="connected" editor="connection" type="int">
2791     When the detector is triggered, all objects with the same
2792     connection value get activated.
2793     </attribute>
2794     <attribute arch="speed" editor="marking speed" type="float">
2795     The &lt;marking speed&gt; defines how quickly it will mark something
2796     standing on the marker. Set this value rather high to make
2797     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2798     should do fine.
2799     </attribute>
2800     <attribute arch="food" editor="mark duration" type="int">
2801     This value defines the duration of the force it inserts.
2802     If nonzero, the duration of the player's mark is finite:
2803     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2804     means the mark will stay on the player forever.
2805     </attribute>
2806     <attribute arch="name" editor="delete mark" type="string">
2807     When the player steps onto the marker, all existing forces in
2808     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2809     will be removed. If you don't want to remove any marks, leave
2810 root 1.3 this textfield empty.
2811    
2812 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2813     this marker. So don't be confused, and remember changing the
2814     name will take effect on the marker's functionality.
2815     </attribute>
2816     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2817     In the moment when the player gets marked, this text is displayed
2818     to him. You should really set a message in any marker you create,
2819     because it's the only way for the player to notice what's going on.
2820     </attribute>
2821     </type>
2822 root 1.3
2823 root 1.1 <!--####################################################################-->
2824 root 1.3 <type number="36" name="Money">
2825 root 1.2 <ignore>
2826 root 1.3 <attribute arch="unpaid" />
2827 root 1.2 </ignore>
2828     <description><![CDATA[
2829 root 1.3 Items of the type Money are handled as currency.
2830     Money cannot be sold/bought in shops. When money is dropped
2831     in a shop, it stays the same.<br>
2832     When a player picks an item from a shop and attempts to
2833     walk over the shop mat, the item's selling-price is automatically
2834     subtracted from the player's money.
2835     <br><br>
2836     For money, always use the default arches.
2837     Don't modify them. ]]>
2838 root 1.2 </description>
2839 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2840 root 1.2 </type>
2841    
2842     <!--####################################################################-->
2843 root 1.3 <type number="0" name="Monster &amp; NPC">
2844     <required>
2845     <attribute arch="is_floor" value="0" />
2846     <attribute arch="alive" value="1" />
2847     <attribute arch="tear_down" value="0" />
2848     </required>
2849 root 1.1 <ignore>
2850 root 1.3 <attribute arch="material" />
2851     <attribute arch="name_pl" />
2852 root 1.1 <attribute arch="nrof" />
2853     <attribute arch="value" />
2854     <attribute arch="unpaid" />
2855     </ignore>
2856     <description><![CDATA[
2857     Monsters can behave in various kinds of ways.
2858     They can be aggressive, attacking the player. Or peaceful,
2859     helping the player - maybe joining him as pet.
2860     The unagressive creatures who communicate with players are
2861     usually called "NPCs" (Non Player Character), a well-known
2862     term in role-play environments. ]]>
2863     </description>
2864     <use><![CDATA[
2865     Monsters play a central role in most maps. Choosing the right
2866     combination of monsters for your map is vital:
2867     <UL>
2868     <LI> Place only monsters of slightly varying (increasing) strength.
2869     It's no fun to play for two hours just to find out the last
2870     monster is unbeatable. Similar, it's not exciting to fight orcs
2871     after passing a room of dragons.<br>
2872     This rule applies only for linear maps (one room after the other),
2873     with treasure at the end. You can sprinkle the treasure around,
2874 root 1.3 or make non-linear maps - That is often more entertaining.
2875 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2876     Balrogs, Dragonmen and the likes should be at the end of a quest,
2877 root 1.3 not at the beginning.
2878 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2879     Fire- and cold dragons in one room for example is a bad idea.
2880     By weakening and killing each other they are easy prey for players,
2881     not worth the experience they hold.
2882     <LI> Create your own monsters, especially for "boss"-type monsters.
2883     Having stage-bosses guarding treasure is a lot of fun when done right.
2884     Avoid to create monsters with completely non-intuitive abilities:
2885     Don't give ice-spells to firedragons or vice versa. Don't add
2886     draining attack to trolls, etc. Additionally, you should inform the
2887     player before he bumps right into some very special/unusual monster.
2888     <LI> Last but not least: Always keep an eye on the experience your monsters
2889     hold. Design your maps in a way that high experience
2890     is always well-defended. Don't make large rooms full with only one kind
2891     of monster. Keep in mind the different abilities/techniques players
2892     can use.
2893     </UL>
2894     I know it's impossible to make the perfectly balanced map. There's always
2895     some part which is found too easy or too hard for a certain kind of player.
2896     Just give it your best shot. And listen to feedback from players if you
2897     receive some. :-) ]]>
2898     </use>
2899     <attribute arch="alive" value="1" type="fixed" />
2900     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2901     When the monster is killed, items from the treasurelist will
2902     drop to the ground. This is a common way to reward players
2903     for killing (masses of) monsters.
2904 root 1.3
2905 root 1.1 Note that you can always put items into the monster's
2906     inventory. Those will drop-at-kill just like the stuff
2907     from the &lt;treasurelist&gt;.
2908     </attribute>
2909     <attribute arch="level" editor="level" type="int">
2910     A monster's &lt;level&gt; is the most important attribute.
2911     &lt;level&gt; affects the power of a monster in various ways.
2912     </attribute>
2913     <attribute arch="race" editor="race" type="string">
2914     Every monster should have a race set to cathegorize it.
2915     The monster's &lt;race&gt; can have different effects:
2916     Slaying weapons inflict tripple damage against enemy races
2917     and holy word kills only enemy races of the god.
2918     </attribute>
2919     <attribute arch="exp" editor="experience" type="int">
2920     When a player kills this monster, he will get exactly this
2921     amount of &lt;experience&gt;. The experience will flow into
2922     the skill-cathegory the player used for the kill.
2923 root 1.3
2924 root 1.1 If you create special monsters of tweaked strenght/abilities,
2925     always make sure that the &lt;experience&gt; is set to a
2926     reasonable value. Compare with existing arches to get a feeling
2927     what reasonable means. Keep in mind that spellcasting monsters
2928     are a lot harder to kill than non-spellcasters!
2929     </attribute>
2930     <attribute arch="speed" editor="speed" type="float">
2931     The &lt;speed&gt; determines how fast a monster will both move
2932     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2933     </attribute>
2934     <attribute arch="other_arch" editor="breed monster" type="string">
2935     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2936     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2937     can be set to any valid arch-name of a monster. Multipart monster
2938     should not be used.
2939     </attribute>
2940     <attribute arch="generator" editor="multiply" type="bool">
2941     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2942     every once in a while. Mice are a good example for this effect.
2943     If enabled, you must also set &lt;breed monster&gt; or check
2944     &lt;template generation&gt; and put other monsters in the inventory.
2945     </attribute>
2946     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2947     This only takes effect if &lt;multiply&gt; is enabled. The monster
2948     will create a new monster every once in a while by duplicating it's inventory.
2949     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2950     Each time the monster need to generate an object, it will be
2951     a randomly chosen item from the inventory. When generator is destroyed,
2952 root 1.3 inventory is destroyed.
2953 root 1.1 </attribute>
2954 root 1.9 &move_type;
2955 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2956     Several spells only affect undead monsters:
2957     turn undead, banish undead, holy word, etc.
2958     </attribute>
2959     <attribute arch="carrying" editor="carries weight" type="int">
2960     If a monster has something in the inventory, this
2961     value can be set to reflect the slowdown due to
2962     the carried weight.
2963     </attribute>
2964 root 1.3
2965 root 1.1 <section name="melee">
2966     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2967     This number is a bitmask, specifying the monster's attacktypes
2968     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2969     Strong monsters often have more than just physical attacktype.
2970 root 1.3
2971 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2972     as much damage as the "best" of it's attacktypes does. So, the more
2973     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2974     somehow exceptions.
2975     </attribute>
2976     <attribute arch="dam" editor="damage" type="int">
2977     Among other parameters, &lt;damage&gt; affects how much melee damage
2978     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2979     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2980     take effect on the melee damage of a monster.
2981     </attribute>
2982     <attribute arch="wc" editor="weapon class" type="int">
2983     Monsters of high &lt;weapon class&gt; are more likely to really hit
2984     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2985     to &lt;armour class&gt;.
2986     </attribute>
2987     <attribute arch="hp" editor="health points" type="int">
2988     The &lt;health points&gt; of a monster define how long it takes to
2989     kill it. With every successful hit from an opponent, &lt;health points&gt;
2990     get drained - The monster dies by zero &lt;health points&gt;.
2991     </attribute>
2992     <attribute arch="maxhp" editor="max health" type="int">
2993     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2994     monster can have.
2995     </attribute>
2996     <attribute arch="ac" editor="armour class" type="int">
2997     Monsters of low &lt;armour class&gt; are less likely to get hit from
2998     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2999     to &lt;weapon class&gt;.
3000     Values typically range between +20 (very bad) to -20 (quite good).
3001     </attribute>
3002     <attribute arch="Con" editor="healing rate" type="int">
3003 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3004     healing rate is independent of &lt;speed&gt;.
3005 root 1.1 </attribute>
3006     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3007     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3008     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3009     bounce off.
3010     </attribute>
3011     <attribute arch="hitback" editor="hitback" type="bool">
3012     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3013     to the amount of damage the *attacker* inflicted. This damage
3014     is additional to the regular melee damage of the monster.
3015     As far as I know, hitback uses acid attacktype, and it only takes
3016     effect if the monster actually has acid attacktype at it's disposal.
3017     Acid spheres for example use this feature.
3018     </attribute>
3019     <attribute arch="one_hit" editor="one hit only" type="bool">
3020     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3021     to a player.
3022     </attribute>
3023     </section>
3024 root 1.3
3025 root 1.1 <section name="spellcraft">
3026     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3027     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3028     Only wands/rods/etc can be used, given the appropriate abilities.
3029     </attribute>
3030     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3031     A monster with this flag has the ability to &lt;reflect spells&gt;,
3032     all kinds of spell-bullets and -beams will bounce off.
3033 root 1.3
3034 root 1.1 Generally this flag should not be set because it puts
3035     wizard-type players at an unfair disadvantage.
3036     </attribute>
3037     <attribute arch="sp" editor="spellpoints" type="int">
3038     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3039     them for both wizard- and prayer-spells. However, this value defines
3040     only the amount of *initial* spellpoints the monster starts with.
3041     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3042     and &lt;spellpoint regen.&gt; are more important than just initial
3043     &lt;spellpoints&gt;.
3044     </attribute>
3045     <attribute arch="maxsp" editor="max spellpoints" type="int">
3046     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3047     can hold. Setting this to high values has little effect unless
3048     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3049     "regenerate mana" at it's disposal.
3050     </attribute>
3051     <attribute arch="Pow" editor="spellpoint regen." type="int">
3052 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3053     spellpoint regeneration rate is independent of &lt;speed&gt;.
3054 root 1.3
3055 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3056     regeneration is most important. If your monster is still not casting
3057     fast enough, give it the spell-ability of "regenerate mana".
3058     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3059     </attribute>
3060     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3061     Click on the &lt;attuned paths&gt; button to select spellpaths.
3062     The creature will get attuned to the specified spellpaths.
3063     </attribute>
3064     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3065     Click on the &lt;repelled paths&gt; button to select spellpaths.
3066     The creature will get repelled to the specified spellpaths.
3067     </attribute>
3068     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3069     Click on the &lt;denied paths&gt; button to select spellpaths.
3070     The creature won't be able to cast spells of the specified paths.
3071     </attribute>
3072     </section>
3073 root 1.3
3074 root 1.1 <section name="ability">
3075     <attribute arch="Int" editor="detect hidden" type="int">
3076     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3077     hidden/invisible creatures. Higher values make for better
3078     detection-skills. Enabling &lt;see invisible&gt; makes this value
3079     obsolete.
3080     </attribute>
3081     <attribute arch="see_invisible" editor="see invisible" type="bool">
3082     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3083     with by invisible or hiding players. This flag is a must-have
3084     for high-level monsters. When a monster is unable to detect
3085     invisible players, it can be killed without fighting back.
3086     </attribute>
3087     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3088     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3089     by spells of darkness or dark maps. This flag is a "should-have"
3090     for high-level monsters. When a monster is unable to see in
3091     darkness, players can cast darkness and sneak around it safely.
3092     </attribute>
3093     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3094     Monster is able to wield weapon type objects.
3095     </attribute>
3096     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3097     Monster is able to use missile-weapon type objects.
3098     </attribute>
3099     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3100     Monster is able to wear protective equipment like brestplate
3101     armour, shields, helmets etc.
3102     </attribute>
3103     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3104     Monster is able to wear rings.
3105     </attribute>
3106     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3107     Monster is able to use wands and staves.
3108     </attribute>
3109     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3110     Monster is able to use rods.
3111     </attribute>
3112     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3113     Monster is able to read scrolls.
3114     </attribute>
3115     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3116     Monster is able to use skills from it's inventory.
3117     For example, you can put a throwing skill object and some
3118 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3119 root 1.1 </attribute>
3120     </section>
3121 root 1.3
3122 root 1.1 <section name="behave">
3123     <attribute arch="monster" editor="monster behaviour" type="bool">
3124     When &lt;monster behaviour&gt; is enabled, this object will behave
3125     like a monster: It can move and attack enemies (which are
3126     typically players).
3127     This flag should be set for all monsters as-such.
3128     Monsters which don't move, like guards, should also have
3129     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3130 root 1.3 It should *not* be set for things like immobile generators.
3131 root 1.1 </attribute>
3132     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3133     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3134     </attribute>
3135     <attribute arch="friendly" editor="friendly" type="bool">
3136     &lt;friendly&gt; monsters help the player, attacking any
3137     non-friendly monsters in range.
3138     </attribute>
3139     <attribute arch="stand_still" editor="stand still" type="bool">
3140     Monsters which &lt;stand still&gt; won't move to leave their position.
3141     When agressive, they will attack all enemies who get close to
3142     them. This behaviour is commonly known from castle guards.
3143 root 1.3
3144 root 1.1 In older versions of Crossfire it was possible to eventually
3145     push a &lt;stand still&gt;-monster out of position by force.
3146     I believe this is no longer possible. Neverthless, you should
3147     still be cautious when lining up &lt;stand still&gt;-monster in order
3148     to "defend" something: Such monsters are rather easy to kill.
3149     It's good for low level maps, but not much more.
3150     </attribute>
3151     <attribute arch="sleep" editor="asleep" type="bool">
3152     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3153     &lt;sensing range&gt; of the monster. Usually the sensing range is
3154     larger than the players line of sight. Due to that, in most cases
3155     the player won't ever notice weither a monster was asleep or not.
3156     </attribute>
3157     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3158     This entry defines which kinds of environment actions the
3159     creature is able to perform.
3160     </attribute>
3161     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3162     Click on the &lt;pick up&gt; button and select which types of objects
3163     the creature should try to pick up.
3164 root 1.3
3165 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3166     etc are set, then the creature will pick up the matching items even
3167     if this is not set here.
3168     </attribute>
3169     <attribute arch="Wis" editor="sensing range" type="int">
3170     &lt;sensing range&gt; determines how close a player needs to be before
3171     the creature wakes up. This is done as a square, for reasons of speed.
3172     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3173     11x11 square of the monster will wake the monster up. If the player
3174     has stealth, the size of this square is reduced in half plus 1.
3175     </attribute>
3176 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3177     If this is set to default, the standard mode of movement will be used.
3178     </attribute>
3179     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3180     This movement is not in effect when the monster has an enemy and should
3181     only be used for non agressive monsters.
3182 root 1.1 </attribute>
3183     <attribute arch="run_away" editor="run at % health" type="int">
3184     This is a percentage value in the range 0-100.
3185     When the monster's health points drop below this percentage
3186     (relative to max health), it attempts to run away from the
3187     attacker.
3188     </attribute>
3189     </section>
3190 root 1.3
3191 root 1.1 <section name="resistance">
3192     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3193     </attribute>
3194     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3195     </attribute>
3196     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3197     </attribute>
3198     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3199     </attribute>
3200     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3201     </attribute>
3202     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3203     </attribute>
3204     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3205     </attribute>
3206     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3207     </attribute>
3208     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3209     </attribute>
3210     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3211     </attribute>
3212     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3213     </attribute>
3214     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3215     </attribute>
3216     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3217     </attribute>
3218     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3219     </attribute>
3220     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3221     </attribute>
3222     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3223     </attribute>
3224     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3225     </attribute>
3226     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3227     </attribute>
3228     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3229     </attribute>
3230     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3231     </attribute>
3232     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3233     </attribute>
3234     </section>
3235     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3236     </attribute>
3237     </type>
3238    
3239     <!--####################################################################-->
3240 root 1.3 <type number="28" name="Monster (Grimreaper)">
3241     <import_type name="Monster &amp; NPC" />
3242     <ignore>
3243     <attribute arch="material" />
3244     <attribute arch="name_pl" />
3245     <attribute arch="nrof" />
3246     <attribute arch="value" />
3247     <attribute arch="unpaid" />
3248     </ignore>
3249     <description><![CDATA[
3250     A grimreaper is a monster that vanishes after it did some number of
3251     draining attacks. ]]> <!-- XXX: is this ok? -->
3252     </description>
3253     <section name="grimreaper">
3254     <attribute arch="value" editor="attacks" type="int">
3255     The object vanishes after this number of draining attacks.
3256     </attribute>
3257     </section>
3258     </type>
3259    
3260     <!--####################################################################-->
3261 root 1.1 <type number="65" name="Mood Floor">
3262     <ignore>
3263     <ignore_list name="system_object" />
3264     </ignore>
3265     <description><![CDATA[
3266     As the name implies, mood floors can change the "mood" of
3267     a monsters/NPC. For example, an unagressive monster could be
3268     turned mad to start attacking. Similar, an agressive monster
3269     could be calmed. ]]>
3270     </description>
3271     <use><![CDATA[
3272     Mood floors are absolutely cool for NPC interaction. To make an
3273     unaggressive monster/NPC attack, put a creator with "other_arch
3274     furious_floor" under it. Connect the creator to a magic_ear, so the
3275     player speaks a keyword like "stupid sucker" - and the monster attacks.
3276     <br><br>
3277     To turn an NPC into a pet, put a charm_floor under it and connect
3278     it directly to a magic_ear. Then the player speaks a keyword like
3279     "help me" - and the NPC joins him as pet.
3280     <br><br>
3281     (Of course you must always give clear hints about keywords!
3282     And there is no reason why you couldn't use a button/lever/pedestal
3283     etc. instead of a magic_ear.) ]]>
3284     </use>
3285     <attribute arch="no_pick" value="1" type="fixed" />
3286     <attribute arch="last_sp" editor="mood" type="list_mood">
3287     &lt;mood&gt; is used to determine what will happen to the
3288     monster when affected by the mood floor:
3289 root 1.3
3290 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3291 root 1.3
3292 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3293 root 1.3
3294 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3295 root 1.3
3296 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3297 root 1.3
3298 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3299     who triggers the square. This setting is not
3300     enabled for continous operation, you need to
3301     insert a &lt;connection&gt; value!
3302     </attribute>
3303     <attribute arch="connected" editor="connection" type="int">
3304     This should only be set in combination with &lt;mood number&gt; 4.
3305     Normally, monsters are affected by the mood floor as soon as they
3306     step on it. But charming (monster -&gt; pet) is too powerful,
3307 root 1.3 so it needs to be activated.
3308    
3309 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3310     But a powerful pet could as well be the reward for solving a
3311     quest. Or even better: It could be *part* of a quest!
3312     </attribute>
3313     <attribute arch="no_magic" editor="no spells" type="bool">
3314     If enabled, it is impossible for players to use (wizard-)
3315     spells on that spot.
3316     </attribute>
3317     <attribute arch="damned" editor="no prayers" type="bool">
3318     If enabled, it is impossible for players to use prayers
3319     on that spot. It also prevents players from saving.
3320     </attribute>
3321     </type>
3322    
3323     <!--####################################################################-->
3324     <type number="40" name="Mover">
3325     <ignore>
3326     <ignore_list name="non_pickable" />
3327     </ignore>
3328     <description><![CDATA[
3329     Movers move the objects above them. However, only living objects
3330     are affected (monsters/NPCs always, players optional). Movers have
3331     a direction, so players can be made to move in a pattern, and so
3332     can monsters. Motion is involuntary. Additionally, players or
3333     monsters can be "frozen" while ontop of movers so that they MUST
3334     move along a chain of them.
3335     <br><br>
3336     Multisquare monsters can be moved as well, given
3337     enough space. Movers are usually invisible. ]]>
3338     </description>
3339     <use><![CDATA[
3340     NEVER EVER consider a mover being unpassable in the backwards
3341     direction. Setting "forced movement" makes it seemingly impossible
3342     but there is still a trick: One player can push a second player
3343     past the mover, in opposite to the mover's direction! The more
3344     movers, the more players needed. Hence, don't make a treasure
3345     room that is surrounded by movers instead of solid walls/gates.
3346     <br><br>
3347     Btw, it does not make a difference putting movers above or
3348     below the floor. Moreover, movers that are set to be invisible
3349     cannot be discovered with the show_invisible spell.
3350     <br><br>
3351     Note that Movers and Directors are seperate objects, even though
3352     they look and act similar. Directors only do spells/missiles,
3353     while movers only do living creatures (depending on how it
3354     is set: monsters and players). ]]>
3355     </use>
3356     <attribute arch="attacktype" editor="forced movement" type="bool">
3357     If forced movement is enabled, the mover "freezes" anyone it
3358     moves (so they are forced to move along a chain).
3359     For players there is no way to escape this forced movement,
3360     except being pushed by a second player.
3361     </attribute>
3362     <attribute arch="maxsp" editor="freeze duration" type="int">
3363     The player will be "frozen" for that many moves.
3364     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3365     enabled, then &lt;freeze duration&gt; gets assigned the
3366     "default value" 2 automatically.
3367     </attribute>
3368     <attribute arch="speed" editor="movement speed" type="float">
3369     The movement speed value determines how fast a chain of
3370     these movers will push a player along (default is -0.2).
3371     </attribute>
3372     <attribute arch="sp" editor="direction" type="list_direction">
3373     The mover will push creatures in the specified &lt;direction&gt;.
3374     A mover with direction set to &lt;none&gt; will spin clockwise,
3375     thus pushing creatures in unpredictable directions.
3376     </attribute>
3377     <attribute arch="lifesave" editor="gets used up" type="bool">
3378     If enabled, the mover gets "used up" after a certain number of moves
3379 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3380 root 1.1 </attribute>
3381     <attribute arch="hp" editor="number of uses" type="int">
3382     This value has only a meaning if &lt;gets used up&gt; is set:
3383     &lt;number of uses&gt; is the number of times minus one, that it
3384     will move a creature before disappearing. (It will move
3385 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3386 root 1.1 </attribute>
3387     <section name="targets">
3388     <attribute arch="level" editor="move players" type="bool">
3389     If &lt;move players&gt; is enabled, both players and monsters will be
3390     moved. In the arches' default it is disabled - thus ONLY monsters
3391     get moved. Remember that "monsters" includes NPCs!
3392 root 1.3
3393 root 1.1 This feature provides you with the possibility to make NPCs
3394     literally "come to life". Example: The player is talking with an
3395     NPC, speaking a certain keyword. This triggers a magic_ear and
3396     activates creators, creating (per default: monster-only) movers
3397     under the NPC's feet. The NPC starts "walking" on a predefined
3398     route! Note that it's useful to set this NPC immune to everything,
3399     preventing the player to push the NPC off his trace.
3400     </attribute>
3401 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3402     Which movement types activate the mover.
3403 root 1.1 </attribute>
3404     </section>
3405     </type>
3406    
3407     <!--####################################################################-->
3408     <type number="17" name="Pedestal">
3409     <ignore>
3410     <ignore_list name="non_pickable" />
3411     </ignore>
3412     <description><![CDATA[
3413     Pedestals are designed to detect certain types of living objects.
3414     When a predefined type of living creature steps on the pedestal, the
3415     connected value is triggered. ]]>
3416     </description>
3417     <use><![CDATA[
3418     If you want to create a place where only players of a certain race
3419     can enter, put a teleporter over your pedestal. So the teleporter is
3420     only activated for players of the matching race. Do not use gates,
3421     because many other players could sneak in. If you put powerful
3422     artifacts into such places, generally set "startequip 1", so that
3423     they are preserved for that one race and can't be traded to others. ]]>
3424     </use>
3425     <attribute arch="no_pick" value="1" type="fixed" />
3426     <attribute arch="slaying" editor="match race" type="string">
3427     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3428     matches the monster's or the player's race, we have a match.
3429     Yes, pedestals can detect a player's race! E.g. you could create a
3430 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3431    
3432 root 1.1 If it is set to "player", any player stepping on the pedestal
3433     is a match. Very useful if you want to open a gate for players
3434     but not for monsters.
3435     </attribute>
3436     <attribute arch="connected" editor="connection" type="int">
3437     When the pedestal is triggered, all objects with the same
3438     connection value get activated.
3439     </attribute>
3440 root 1.9 &move_on;
3441 root 1.1 </type>
3442    
3443     <!--####################################################################-->
3444     <type number="94" name="Pit">
3445     <ignore>
3446     <ignore_list name="non_pickable" />
3447     </ignore>
3448     <description><![CDATA[
3449     Pits are holes, transporting the player when he walks (and falls) into them.
3450     A speciality about pits is that they don't transport the player to
3451     the exact destination, but within a two-square radius of the destination
3452     (never on blocked squares).<br>
3453     Optionally, pits can get closed and opened, similar to gates.<br><br>
3454     Monsters and items are affected by pits just as well as players.
3455     Even multipart monsters can fall through them, given enough space. ]]>
3456     </description>
3457     <use><![CDATA[
3458     Pits can add interesting effects to your map. When using them, make
3459     sure to use them in a "logical way": Pits should always drop the
3460     player to some kind of lower level. They should not be used to
3461     randomly interconnect maps like teleporters do. ]]>
3462     </use>
3463     <attribute arch="no_pick" value="1" type="fixed" />
3464     <attribute arch="connected" editor="connection" type="int">
3465     When a &lt;connection&gt; value is set, the pit can be opened/closed
3466     by activating the connection.
3467     </attribute>
3468     <attribute arch="hp" editor="destination X" type="int">
3469     The pit will transport creatures (and items) randomly into a two-square
3470     radius of the destination coordinates.
3471     If the destination square becomes blocked, the pit will act like
3472     being filled up and not work anymore!
3473     </attribute>
3474     <attribute arch="sp" editor="destination Y" type="int">
3475     The pit will transport creatures (and items) randomly into a two-square
3476     radius of the destination coordinates.
3477     If the destination square becomes blocked, the pit will act like
3478     being filled up and not work anymore!
3479     </attribute>
3480     <attribute arch="wc" editor="position state" type="int">
3481     The &lt;position state&gt; defines the position of the gate:
3482     Zero means completely open/down, the "number of animation-steps" (usually
3483     about 6 or 7) means completely closed/up state. I suggest you don't
3484     mess with this value - Leave the default in place.
3485     </attribute>
3486 root 1.9 &move_on;
3487 root 1.1 </type>
3488    
3489     <!--####################################################################-->
3490     <type number="7" name="Poison Food">
3491     <description><![CDATA[
3492     When eating, the player's stomache is drained by 1/4 of food.
3493     If his food drops to zero, the player might even die. ]]>
3494     </description>
3495     </type>
3496    
3497     <!--####################################################################-->
3498     <type number="5" name="Potion">
3499     <description><![CDATA[
3500     The player can drink these and gain various kinds of benefits
3501     (/penalties) by doing so. ]]>
3502     </description>
3503     <use><![CDATA[
3504     One potion should never give multiple benefits at once. ]]>
3505     </use>
3506     <attribute arch="level" editor="potion level" type="int">
3507     If the potion contains a spell, the spell is cast at this level.
3508     For other potions it should be set at least to 1.
3509     </attribute>
3510     <attribute arch="sp" editor="spell" type="spell">
3511     When a player drinks this potion, the selected spell
3512     will be casted (once). This should work for any given spell.
3513     E.g. heal is "sp 35", magic power is "sp 67".
3514     </attribute>
3515     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3516     There are two types of special effects for potions:
3517     'life restoration' - restore the player's stats lost by death or draining
3518     (this has nothing in common with the restoration spell!)
3519 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3520 root 1.1 by a very small amount.
3521     </attribute>
3522     <attribute arch="cursed" editor="cursed" type="bool">
3523     If a potion is cursed, benefits generally turn into penalties.
3524     Note that potions can be "uncursed" by praying over an altar,
3525     with relative ease. *But* the potion must be identified to notice
3526     that it is cursed &gt;:)
3527     </attribute>
3528     <attribute arch="startequip" editor="godgiven item" type="bool">
3529     A godgiven item vanishes as soon as the player
3530     drops it to the ground.
3531     </attribute>
3532     <section name="stats">
3533     <attribute arch="Str" editor="strength" type="int">
3534     The player's strentgh will rise/fall by the given value for permanent
3535     (of course there is an upper limit). Generally there shouldn't be stat
3536     potions granting more than one stat. Cursed potions will subtract the
3537     stats if positive.
3538     </attribute>
3539     <attribute arch="Dex" editor="dexterity" type="int">
3540     The player's dexterity will rise/fall by the given value for permanent
3541     (of course there is an upper limit). Generally there shouldn't be stat
3542     potions granting more than one stat. Cursed potions will subtract the
3543     stats if positive.
3544     </attribute>
3545     <attribute arch="Con" editor="constitution" type="int">
3546     The player's constitution will rise/fall by the given value for permanent
3547     (of course there is an upper limit). Generally there shouldn't be stat
3548     potions granting more than one stat. Cursed potions will subtract the
3549     stats if positive.
3550     </attribute>
3551     <attribute arch="Int" editor="intelligence" type="int">
3552     The player's intelligence will rise/fall by the given value for permanent
3553     (of course there is an upper limit). Generally there shouldn't be stat
3554     potions granting more than one stat. Cursed potions will subtract the
3555     stats if positive.
3556     </attribute>
3557     <attribute arch="Pow" editor="power" type="int">
3558     The player's power will rise/fall by the given value for permanent
3559     (of course there is an upper limit). Generally there shouldn't be stat
3560     potions granting more than one stat. Cursed potions will subtract the
3561     stats if positive.
3562     </attribute>
3563     <attribute arch="Wis" editor="wisdom" type="int">
3564     The player's wisdom will rise/fall by the given value for permanent
3565     (of course there is an upper limit). Generally there shouldn't be stat
3566     potions granting more than one stat. Cursed potions will subtract the
3567     stats if positive.
3568     </attribute>
3569     <attribute arch="Cha" editor="charisma" type="int">
3570     The player's charisma will rise/fall by the given value for permanent
3571     (of course there is an upper limit). Generally there shouldn't be stat
3572     potions granting more than one stat. Cursed potions will subtract the
3573     stats if positive.
3574     </attribute>
3575     </section>
3576     <section name="resistance">
3577     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3578     The player's resistance to physical will rise by this value in percent
3579     (range -100 till +100). The effect is only temporare, and it does NOT
3580     add on the values from the player's equipment.
3581     Cursed potions will make negative resistance.. very nasty in combat!
3582     </attribute>
3583     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3584     The player's resistance to magic will rise by this value in percent
3585     (range -100 till +100). The effect is only temporare, and it does NOT
3586     add on the values from the player's equipment.
3587     Cursed potions will make negative resistance.. very nasty in combat!
3588     </attribute>
3589     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3590     The player's resistance to fire will rise by this value in percent
3591     (range -100 till +100). The effect is only temporare, and it does NOT
3592     add on the values from the player's equipment.
3593     Cursed potions will make negative resistance.. very nasty in combat!
3594     </attribute>
3595     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3596     The player's resistance to electricity will rise by this value in percent
3597     (range -100 till +100). The effect is only temporare, and it does NOT
3598     add on the values from the player's equipment.
3599     Cursed potions will make negative resistance.. very nasty in combat!
3600     </attribute>
3601     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3602     The player's resistance to cold will rise by this value in percent
3603     (range -100 till +100). The effect is only temporare, and it does NOT
3604     add on the values from the player's equipment.
3605     Cursed potions will make negative resistance.. very nasty in combat!
3606     </attribute>
3607     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3608     The player's resistance to acid will rise by this value in percent
3609     (range -100 till +100). The effect is only temporare, and it does NOT
3610     add on the values from the player's equipment.
3611     Cursed potions will make negative resistance.. very nasty in combat!
3612     </attribute>
3613     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3614     The player's resistance to confusion will rise by this value in percent
3615     (range -100 till +100). The effect is only temporare, and it does NOT
3616     add on the values from the player's equipment.
3617     Cursed potions will make negative resistance.. very nasty in combat!
3618     </attribute>
3619     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3620     The player's resistance to weaponmagic will rise by this value in percent
3621     (range -100 till +100). The effect is only temporare, and it does NOT
3622     add on the values from the player's equipment.
3623     Cursed potions will make negative resistance.. very nasty in combat!
3624     </attribute>
3625     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3626     The player's resistance to paralyze will rise by this value in percent
3627     (range -100 till +100). The effect is only temporare, and it does NOT
3628     add on the values from the player's equipment.
3629     Cursed potions will make negative resistance.. very nasty in combat!
3630     </attribute>
3631     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3632     The player's resistance to draining will rise by this value in percent
3633     (range -100 till +100). The effect is only temporare, and it does NOT
3634     add on the values from the player's equipment.
3635     Cursed potions will make negative resistance.. very nasty in combat!
3636     </attribute>
3637     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3638     The player's resistance to depletion will rise by this value in percent
3639     (range -100 till +100). The effect is only temporare, and it does NOT
3640     add on the values from the player's equipment.
3641     Cursed potions will make negative resistance.. very nasty in combat!
3642     </attribute>
3643     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3644     The player's resistance to poison will rise by this value in percent
3645     (range -100 till +100). The effect is only temporare, and it does NOT
3646     add on the values from the player's equipment.
3647     Cursed potions will make negative resistance.. very nasty in combat!
3648     </attribute>
3649     </section>
3650     </type>
3651    
3652     <!--####################################################################-->
3653     <type number="156" name="Power Crystal">
3654     <description><![CDATA[
3655     Power crystals can store a player's mana:
3656     When the player applies the crystal with full mana, half of
3657     it flows into the crystal. When the player applies it with
3658     lacking mana, the crystal replenishes the player's mana. ]]>
3659     </description>
3660     <attribute arch="sp" editor="initial mana" type="int">
3661     &lt;initial mana&gt; is the amount of spellpoints that the
3662     crystal holds when the map is loaded.
3663     </attribute>
3664     <attribute arch="maxsp" editor="mana capacity" type="int">
3665     The &lt;mana capacity&gt; defines how much mana can be stored
3666     in the crystal. This is what makes the crystal interesting.
3667     Wizard-players will always seek for crystals with large
3668     capacities.
3669     </attribute>
3670     </type>
3671    
3672     <!--####################################################################-->
3673     <type number="13" name="Projectile">
3674     <description><![CDATA[
3675     Projectiles like arrows/crossbow bolts are used as ammunition
3676     for shooting weapons.
3677     <br><br>
3678     It's very easy to add new pairs of weapons &amp; projectiles.
3679     Just set matching &lt;ammunition class&gt; both for shooting
3680     weapon and projectile. ]]>
3681     </description>
3682     <use><![CDATA[
3683     If you want to create new kinds of projectiles, you could
3684     add an alchemical receipe to create these.
3685 root 1.3
3686 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3687     they really fullfill a useful purpose. In fact, even bows
3688     and crossbows are rarely ever used. ]]>
3689     </use>
3690     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3691     This number is a bitmask, specifying the projectile's attacktypes.
3692     Attacktypes are: physical, magical, fire, cold.. etc.
3693     This works identical to melee weapons. Note that shooting
3694     weapons cannot have attacktypes.
3695     </attribute>
3696     <attribute arch="race" editor="ammunition class" type="string">
3697     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3698     these projectiles. For arrows set "arrows", for crossbow bolts
3699     set "crossbow bolts" (big surprise).
3700 root 1.3
3701 root 1.1 In certain cases, the ammunition class is displayed in the game.
3702     Hence, when you create a new ammunition class, choose an
3703     intuitive name like "missiles", "spirit bolts" - whatever.
3704 root 1.3
3705 root 1.1 You can also make special containers holding these projectiles
3706     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3707     </attribute>
3708     <attribute arch="slaying" editor="slaying race" type="string">
3709     Slaying means the weapon does tripple (3x) damage to monsters
3710     of the specified race. If &lt;slaying race&gt; matches an arch name,
3711     only monsters of that archtype receive tripple damage.
3712     Tripple damage is very effective.
3713     </attribute>
3714     <attribute arch="dam" editor="damage" type="int">
3715     The projectile &lt;damage&gt; significantly affects the damage
3716     done. Damage can be further increased by the shooting
3717     weapon's attributes.
3718     </attribute>
3719     <attribute arch="wc" editor="weaponclass" type="int">
3720     This value is supposed to be the base &lt;weaponclass&gt;,
3721     but it seems to have rather little effect.
3722     High values are good here, low values bad.
3723     </attribute>
3724     <attribute arch="food" editor="chance to break" type="int">
3725     The &lt;chance to break&gt; defines the breaking probability when this
3726     projectile hits an obstacle, e.g. wall or monster.
3727     The value is the %-chance to break, ranging from 0 (never breaking)
3728     to 100 (breaking at first shot).
3729     </attribute>
3730     <attribute arch="magic" editor="magic bonus" type="int">
3731     Magic bonus increases chance to hit and damage a little bit.
3732     </attribute>
3733     <attribute arch="unique" editor="unique item" type="bool">
3734     Unique items exist only one time on a server. If the item
3735     is taken, lost or destroyed - it's gone for good.
3736     </attribute>
3737     <attribute arch="startequip" editor="godgiven item" type="bool">
3738     A godgiven item vanishes as soon as the player
3739     drops it to the ground.
3740     </attribute>
3741     <attribute arch="no_drop" editor="don't drop" type="bool">
3742     When a monster carries a projectile with &lt;don't drop&gt;,
3743     this item will never drop to the ground but
3744     vanish instead. If this object is shot, it can still drop
3745     after hitting an obstacle. You can prevent this by
3746     setting &lt;chance to break&gt; 100.
3747     </attribute>
3748     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3749     This text may describe the projectile. This
3750     could be nice for very special ones.
3751     </attribute>
3752     </type>
3753    
3754     <!--####################################################################-->
3755     <type number="70" name="Ring">
3756     <import_type name="Amulet" />
3757     <description><![CDATA[
3758     Rings are worn on the hands - one ring each.
3759     Wearing rings, the object's stats will directly be inherited to
3760     the player. Usually enhancing his spellcasting potential. ]]>
3761     </description>
3762     <use><![CDATA[
3763     When you create an artifact ring, never forget that players can
3764     wear <B>two</B> rings! Due to that it is extremely important to
3765     keep rings in balance with the game.
3766     <br><br>
3767     Also keep in mind that rings are generally the wizard's tools.
3768     They should primarily grant bonuses to spellcasting abilities
3769     and non-physical resistances. ]]>
3770     </use>
3771     </type>
3772    
3773     <!--####################################################################-->
3774     <type number="3" name="Rod">
3775     <ignore>
3776     <attribute arch="title" />
3777     </ignore>
3778     <description><![CDATA[
3779     A rod contains a spell. The player can use this spell by applying and
3780     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3781     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3782     used endlessly. ]]>
3783     </description>
3784     <use><![CDATA[
3785     Rods with healing/curing spells are extremely powerful. Usually, potions have
3786     to be used for that purpose. Though, potions are expensive and only good for
3787     one-time-use.<br> ]]>
3788     </use>
3789     <attribute arch="sp" editor="spell" type="spell">
3790     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3791     rods to players, since they can be used endlessly without any mana cost!
3792     Rods with heal/ restoration/ protection spells, IF available, MUST be
3793     very very VERY hard to get!
3794     </attribute>
3795     <attribute arch="level" editor="casting level" type="int">
3796     The casting level of the &lt;spell&gt; determines it's power.
3797     For attack spells, level should be set to something reasonable.
3798     </attribute>
3799     <attribute arch="hp" editor="initial spellpoints" type="int">
3800     This value represents the initial amount of spellpoints in the rod.
3801     Naturally, this is quite unimportant.
3802     </attribute>
3803     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3804     When the rod is fully charged up, it will hold this maximum amount of
3805     spellpoints. Make sure it is enough to cast the contained spell at least
3806     once. But don't set the value too high, as that might make the rod
3807     too effective.
3808     </attribute>
3809     <attribute arch="startequip" editor="godgiven item" type="bool">
3810     A godgiven item vanishes as soon as the player
3811     drops it to the ground.
3812     </attribute>
3813     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3814     This text may contain a description of the rod.
3815     </attribute>
3816     </type>
3817    
3818     <!--####################################################################-->
3819     <type number="154" name="Rune">
3820     <ignore>
3821     <attribute arch="no_pick" />
3822     <attribute arch="title" />
3823     <attribute arch="name_pl" />
3824     <attribute arch="weight" />
3825     <attribute arch="value" />
3826     <attribute arch="material" />
3827     <attribute arch="unpaid" />
3828     </ignore>
3829     <description><![CDATA[
3830 root 1.3 A rune is a magical enscription on the dungeon floor.
3831 root 1.1 <br><br>
3832     Runes hit any monster or person who steps on them for 'dam' damage in
3833     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3834     and will cast this spell when it detonates. Yet another kind is the
3835     "summoning rune", summoning predefined monsters of any kind, at detonation.
3836     <br><br>
3837     Many runes are already defined in the archetypes. ]]>
3838     </description>
3839     <use><![CDATA[
3840     Avoid monsters stepping on your runes. For example, summoning runes
3841     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3842     </use>
3843     <attribute arch="no_pick" value="1" type="fixed" />
3844 root 1.9 &move_on;
3845 root 1.1 <attribute arch="level" editor="rune level" type="int">
3846     This value sets the level the rune will cast the spell it contains at,
3847     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3848 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3849    
3850 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3851     how much experience the player gets for doing so. Beware: High level
3852     runes can be quite a cheap source of experience! So either make them
3853     tough, or keep the level low.
3854     </attribute>
3855     <attribute arch="Cha" editor="visibility" type="int">
3856     This value determines what fraction of the time the rune is visible:
3857     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3858     how easily the rune may be found.
3859     </attribute>
3860     <attribute arch="hp" editor="number of charges" type="int">
3861     The rune will detonate &lt;number of charges&gt; times before disappearing.
3862     </attribute>
3863     <attribute arch="dam" editor="direct damage" type="int">
3864     &lt;direct damage&gt; specifies how much damage is done by the rune,
3865     if it doesn't contain a spell. This should be set in reasonable
3866 root 1.3 relation to the rune's level.
3867 root 1.1 </attribute>
3868     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3869     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3870     attribute defines what attacktype to use for direct damage when
3871     the rune detonates.
3872     </attribute>
3873     <section name="spellcraft">
3874     <attribute arch="sp" editor="spell" type="spell">
3875     The selected &lt;spell&gt; defines the spell in the rune, if any.
3876     (Many runes do direct damage).
3877     </attribute>
3878     <attribute arch="slaying" editor="spell name" type="string">
3879     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3880     but if present, overrides the &lt;spell&gt; setting.
3881     </attribute>
3882     <attribute arch="other_arch" editor="spell arch" type="string">
3883     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3884     is optional, but if present, overrides the &lt;spell&gt; setting.
3885     You can choose any of the existing arches.
3886     </attribute>
3887     <attribute arch="maxsp" editor="direction" type="list_direction">
3888     If set, the rune will cast it's containing spell (if any) in
3889     this &lt;direction&gt;.In most cases this appears useless because
3890     the spell directly hits the player.
3891     </attribute>
3892     <attribute arch="race" editor="summon monster" type="string">
3893     If this is set to the arch name of any monster, together with
3894     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3895     of those on detonation. (dam and attacktype will still be ignored
3896     in this case). Runes are even capable of summoning multi-square
3897     monsters, given enough space. You'd better test it though.
3898     </attribute>
3899     <attribute arch="maxhp" editor="summon amount" type="int">
3900     This should only be set to a summoning rune. It will then summon
3901     that many creatures of the kind &lt;summon monster&gt;.
3902     </attribute>
3903     </section>
3904     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3905     When the rune detonates, this text is displayed to the
3906     victim. For especially powerful runes, create an appropriate
3907     thrilling description. ;)
3908     </attribute>
3909     </type>
3910    
3911     <!--####################################################################-->
3912     <type number="106" name="Savebed">
3913     <ignore>
3914     <ignore_list name="non_pickable" />
3915     </ignore>
3916     <description><![CDATA[
3917     When the player applies a savebed, he is not only saved. Both his
3918     respawn-after-death and his word-of-recall positions are pointing
3919     to the last-applied savebed. ]]>
3920     </description>
3921     <use><![CDATA[
3922     Put savebed locations in towns, do not put them into dungeons.
3923     It is absolutely neccessary that a place with savebeds is 100% secure.
3924     That means:
3925     <UL>
3926     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3927     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3928     <LI> Insert a relyable exit! Make sure there is no possibility that
3929     players get trapped in a savebed location.
3930     <LI> If possible, mark the whole site as no-spell area (Insert this
3931     arch called "dungeon_magic" everywhere). This is not required,
3932     but it makes the place much more safe.
3933     </UL> ]]>
3934     </use>
3935     <attribute arch="no_pick" value="1" type="fixed" />
3936     <attribute arch="no_magic" value="1" type="fixed" />
3937     <attribute arch="damned" value="1" type="fixed" />
3938     </type>
3939    
3940     <!--####################################################################-->
3941 root 1.3 <type number="111" name="Scroll">
3942     <ignore>
3943     <attribute arch="title" />
3944     </ignore>
3945     <description><![CDATA[
3946     Scrolls contain spells (similar to spell-potions). Unlike potions,
3947     scrolls require a certain literacy skill to read successfully.
3948     Accordingly, for a successful reading, a small amount of
3949     experience is gained. Scrolls allow only one time usage, but
3950     usually they are sold in bulks. ]]>
3951     </description>
3952     <use><![CDATA[
3953     For low level quests, scrolls of healing/curing-spells
3954     can be a nice reward. At higher levels, scrolls become less
3955     and less useful. ]]>
3956     </use>
3957     <attribute arch="level" editor="casting level" type="int">
3958     The spell of the scroll will be casted at this level.
3959     This value should always be set, at least to 1.
3960     </attribute>
3961     <attribute arch="sp" editor="spell" type="spell">
3962     When a player/monster applies this scroll, the selected &lt;spell&gt;
3963     will be casted (once). This should work for any given spell.
3964     </attribute>
3965     <attribute arch="startequip" editor="godgiven item" type="bool">
3966     A godgiven item vanishes as soon as the player
3967     drops it to the ground.
3968     </attribute>
3969     </type>
3970    
3971     <!--####################################################################-->
3972     <type number="33" name="Shield">
3973     <import_type name="Amulet" />
3974     <description><![CDATA[
3975     Wearing a shield, the object's stats will directly be inherited to
3976     the player. Shields usually provide good defense, only surpassed
3977     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3978     </description>
3979     <use><![CDATA[
3980     Feel free to create your own special artifacts. However, it is very
3981     important that you keep your artifact in balance with existing maps. ]]>
3982     </use>
3983     <attribute arch="magic" editor="magic bonus" type="int">
3984     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3985     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3986     than direct armour-class bonus on the shield.
3987     </attribute>
3988     </type>
3989    
3990     <!--####################################################################-->
3991 root 1.1 <type number="14" name="Shooting Weapon">
3992     <description><![CDATA[
3993     Schooting weapons like bows/crossbows are used to shoot projectiles
3994     (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3995     wielded both at the same time. Like with any other equipment,
3996     stats/bonuses from shooting weapons are directly inherited to the player.
3997     <br><br>
3998     It's very easy to add new pairs of weapons &amp; projectiles.
3999     Just set matching &lt;ammunition class&gt; both for shooting
4000     weapon and projectile. ]]>
4001     </description>
4002     <use><![CDATA[
4003     Shooting weapons should not add bonuses in general. There's already
4004     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4005     Schooting weapons should especially not add bonuses to the player
4006     that have nothing to do with schooting. A Wisdom bonus on a bow
4007     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4008     - still crap. ]]>
4009     </use>
4010     <attribute arch="race" editor="ammunition class" type="string">
4011     Only projectiles with matching &lt;ammunition class&gt; can be fired
4012     with this weapon. For normal bows set "arrows", for normal
4013     crossbows set "crossbow bolts".
4014 root 1.3
4015 root 1.1 In certain cases, the ammunition class is displayed in the game.
4016     Hence, when you create a new ammunition class, choose an
4017     intuitive name like "missiles", "spirit bolts" - whatever.
4018     </attribute>
4019     <attribute arch="sp" editor="shooting speed" type="int">
4020     After shooting a projectile, the player is frozen for a short
4021     period of time (to prevent shooting arrows machine-gun-like).
4022     The greater &lt;shooting speed&gt;, the shorter this period of time.
4023     1 is minimum (=worst) and 100 is maximum (=best) value.
4024 root 1.3
4025 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4026     SET IT TO ZERO! (That would freeze the player for eternety).
4027     </attribute>
4028     <attribute arch="dam" editor="base damage" type="int">
4029     The &lt;base damage&gt; significantly affects the damage done
4030     by using this weapon. This damage is added to the projectile
4031     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4032     according to the player's strength is added.
4033     </attribute>
4034     <attribute arch="wc" editor="weaponclass" type="int">
4035     This value is supposed to be the base &lt;weaponclass&gt;,
4036     but it seems to have rather little effect.
4037     High values are good here, low values bad.
4038     </attribute>
4039     <attribute arch="item_power" editor="item power" type="int">
4040     The &lt;item power&gt; value measures how "powerful" an artifact is.
4041     Players will only be able to wear equipment with a certain total
4042     amount of &lt;item power&gt;, depending on their own level. This is the
4043     only way to prevent low level players to wear "undeserved" equipment
4044     (like gifts from other players or cheated items).
4045 root 1.3
4046 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4047     for every artifact you create! If zero/unset, the CF server will
4048     calculate a provisional value at runtime, but this is never
4049     going to be an accurate measurement of &lt;item power&gt;.
4050     </attribute>
4051     <attribute arch="no_strength" editor="ignore strength" type="bool">
4052     Usually the player's strentgh takes effect on the damage
4053     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4054     the player's strength is ignored.
4055     </attribute>
4056     <attribute arch="damned" editor="damnation" type="bool">
4057     A damned shooting weapon cannot be unwielded unless
4058     the curse is removed. Removing damnations is
4059     a tick harder than removing curses.
4060     </attribute>
4061     <attribute arch="cursed" editor="curse" type="bool">
4062     A cursed shooting weapon cannot be unwielded unless
4063     the curse is removed.
4064     </attribute>
4065     <attribute arch="unique" editor="unique item" type="bool">
4066     Unique items exist only one time on a server. If the item
4067     is taken, lost or destroyed - it's gone for good.
4068     </attribute>
4069     <attribute arch="startequip" editor="godgiven item" type="bool">
4070     A godgiven item vanishes as soon as the player
4071     drops it to the ground.
4072     </attribute>
4073     <section name="stats">
4074     <attribute arch="Str" editor="strength" type="int">
4075     The player's strentgh will rise/fall by the given value
4076     while wearing this shooting weapon.
4077     </attribute>
4078     <attribute arch="Dex" editor="dexterity" type="int">
4079     The player's dexterity will rise/fall by the given value
4080     while wearing this shooting weapon.
4081     </attribute>
4082     <attribute arch="Con" editor="constitution" type="int">
4083     The player's constitution will rise/fall by the given value
4084     while wearing this shooting weapon.
4085     </attribute>
4086     <attribute arch="Int" editor="intelligence" type="int">
4087     The player's intelligence will rise/fall by the given value
4088     while wearing this shooting weapon.
4089     </attribute>
4090     <attribute arch="Pow" editor="power" type="int">
4091     The player's power will rise/fall by the given value
4092     while wearing this shooting weapon.
4093     </attribute>
4094     <attribute arch="Wis" editor="wisdom" type="int">
4095     The player's wisdom will rise/fall by the given value while
4096     wearing this shooting weapon.
4097     </attribute>
4098     <attribute arch="Cha" editor="charisma" type="int">
4099     The player's charisma will rise/fall by the given value
4100     while wearing this shooting weapon.
4101     </attribute>
4102     </section>
4103     <section name="bonus">
4104     <attribute arch="luck" editor="luck bonus" type="int">
4105     With positive luck bonus, the player is more likely to
4106     succeed in all sorts of things (spellcasting, praying,...).
4107     Unless the &lt;luck bonus&gt; is very high, the effect will be
4108     barely visible in-game. Luck bonus on one piece of equipment
4109     should never exceed 3, and such bonus should not be too
4110     frequently available.
4111     </attribute>
4112     <attribute arch="magic" editor="magic bonus" type="int">
4113     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4114     I'm not sure what exactly is increased - maybe weaponclass?
4115     However, &lt;magic bonus&gt; seems to have a little bit of positive
4116     influence on your chance to hit.
4117     </attribute>
4118     </section>
4119     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4120     This text describes the weapons's "story". Every decent artifact weapon
4121     should have such a description.
4122     </attribute>
4123     </type>
4124    
4125     <!--####################################################################-->
4126     <type number="68" name="Shop Floor">
4127     <ignore>
4128     <ignore_list name="non_pickable" />
4129     </ignore>
4130     <description><![CDATA[
4131     Shop floor is used for shops. It acts like a combination of the
4132     common floor- and the treasure type: When the map is loaded,
4133     randomitems (depending on the setings) are generated on it.
4134     These items are all flagged as unpaid.
4135     When a player drops an item onto shop floor, the item becomes
4136     unpaid and the player receives payment according to the item's
4137     selling-value.
4138     Shopfloor always prevents magic (To hinder players from burning
4139     or freezing the goods). ]]>
4140     </description>
4141     <use><![CDATA[
4142     Tile your whole shop-interior space which shop floor.
4143     (That assures players receive payment for dropping items).
4144     Place shop mats to enter/leave the shop, and make sure
4145     there is no other exit than the shop mat. ]]>
4146     </use>
4147     <attribute arch="is_floor" value="1" type="fixed" />
4148     <attribute arch="no_pick" value="1" type="fixed" />
4149     <attribute arch="no_magic" value="1" type="fixed" />
4150     <attribute arch="auto_apply" editor="generate goods" type="bool">
4151     If enabled, items will appear on this square when the map is loaded.
4152     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4153     are generated. The items will be unpaid.
4154     </attribute>
4155     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4156     This entry determines what kind of treasure will appear, when
4157     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4158     for details about existing treasurelists.
4159     </attribute>
4160     <attribute arch="exp" editor="quality level" type="int">
4161     The &lt;quality level&gt; will be used for the quality of the generated
4162     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4163     doesn't need to be set, unless you want extraordinarily good/bad
4164     quality. If you want to make a shop with very high quality, meaybe
4165     charge an entrance fee, or make the shop hard-to-come-by.
4166     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4167     and appearance of artifact-items.
4168     </attribute>
4169     <attribute arch="damned" editor="no prayers" type="bool">
4170     If enabled, it is impossible for players to use prayers
4171     on that spot. It also prevents players from saving.
4172     (Remember that &lt;no magic&gt; is always set for shop floors.)
4173     </attribute>
4174     </type>
4175    
4176     <!--####################################################################-->
4177     <type number="69" name="Shop Mat">
4178     <ignore>
4179     <ignore_list name="non_pickable" />
4180     </ignore>
4181     <description><![CDATA[
4182     Shop mats are used for entering/leaving shops. You should always
4183     have exactly TWO shop mats on your shop-map: One inside the
4184     "shopping-area" and one outside. Shop mats don't use exit paths/
4185     or -destinations. When stepping onto a shopmat the player gets beamed
4186     to the nearest other mat. If the player has unpaid items in his
4187     inventory, the price gets charged from his coins automatically.
4188     If the player has insufficient coins to buy his unpaid items, he
4189     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4190     </description>
4191     <use><![CDATA[
4192     As stated above, always place TWO shop mats into your shop.
4193     Not more and not less than that. ]]>
4194     </use>
4195     <attribute arch="no_pick" value="1" type="fixed" />
4196 root 1.9 &move_on;
4197 root 1.1 </type>
4198    
4199     <!--####################################################################-->
4200     <type number="98" name="Sign &amp; MagicMouth">
4201     <ignore>
4202     <ignore_list name="non_pickable" />
4203     </ignore>
4204     <description><![CDATA[
4205     The purpose of a sign or magic_mouth is to display a certain message to
4206     the player. There are three ways to have the player get this message:
4207     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4208     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4209     </description>
4210     <use><![CDATA[
4211     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4212     some true roleplay feeling to your maps, support your storyline or give
4213     hints about hidden secrets/dangers. Place signs to provide the player
4214     with all kinds of useful information for getting along in your maps. ]]>
4215     </use>
4216     <attribute arch="connected" editor="connection" type="int">
4217     When a connection value is set, the message will be printed whenever
4218     the connection is triggered. This should be used in combination with
4219     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4220     If activating your magic_mouth this way, the message will not only be
4221     printed to one player, but all players on the current map.
4222     </attribute>
4223 root 1.9 &move_on;
4224 root 1.1 <attribute arch="food" editor="counter" type="int">
4225     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4226     (printing the message) only that many times. For signs this really shouldn't
4227     be used, while for magic_mouths it is extremely helpful.
4228     Monsters walking over the magic_mouth do not decrease the counter.
4229 root 1.3
4230 root 1.1 Often, you might want to have a message displayed only one time. For example:
4231     The player enters your map and you put a magic_mouth to tell him about the
4232     monsters and how dangerous they look and all. Later, when all the monsters
4233     are killed and the player leaves the map, displaying the same message a
4234     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4235     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4236     </attribute>
4237     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4238     This text will be displayed to the player.
4239     </attribute>
4240     </type>
4241    
4242     <!--####################################################################-->
4243     <type number="43" name="Skill">
4244     <ignore>
4245     <ignore_list name="system_object" />
4246     </ignore>
4247     <description><![CDATA[
4248     Skills are objects which exist in the player/monster inventory.
4249     Both NPC/monsters and players use the same skill archetypes. Not all skills
4250     are enabled for monster use however. ]]>
4251     </description>
4252     <use><![CDATA[
4253     For mapmaking, Skill objects serve two purposes:
4254     <p>First, the predefined skill archtypes (in the 'skills' directory)
4255     can be seen as the global skill definitions. A skill which doesn't
4256     exists as an archtype cannot be learned or used by players. When you
4257     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4258     of defined skill archtypes, because those strings are used as a reference in
4259     many skill-related objects.
4260     </p><p>
4261     Secondly, in order to enable monsters to use skills, you will need to
4262     copy default skill archtypes into the monsters' inventories.
4263     You can even customize the skills by changing stats. It is not
4264     recommended however, to use skills in your maps which are totally
4265     unrelated to any predefined skill archtype.</p> ]]>
4266     </use>
4267     <attribute arch="invisible" value="1" type="fixed" />
4268     <attribute arch="no_drop" value="1" type="fixed" />
4269     <attribute arch="skill" editor="skill name" type="string">
4270     The &lt;skill name&gt; is used for matchings. When a usable
4271     object has an identical &lt;skill name&gt;, players
4272     (or monsters) will need this skill to apply/use the object.
4273     </attribute>
4274     <attribute arch="expmul" editor="exp multiplier" type="float">
4275     This is the ratio of experience the players total should increase by
4276     when this skill is used. If this is zero, then experience only goes to
4277     to the skill. Values higher than 1 are allowed. Note that experience
4278     rewarded to the players total is in addition to that given to the
4279     skill. Eg, if player should get 500 exp for using a skill, and
4280     expmul is 1, the player will get 500 added to that skill as well as
4281     500 to their total.
4282     </attribute>
4283     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4284     The &lt;skill type&gt; defines the base functionality of the skill.
4285     Skill types are hardcoded in the Crossfire server. It isn't hard to
4286     create new skill types, but it requires a bit of server-coding.
4287     </attribute>
4288     <attribute arch="level" editor="level" type="int">
4289     </attribute>
4290     <attribute arch="exp" editor="experience" type="int">
4291     </attribute>
4292     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4293     The &lt;is native skill&gt; flag has an effect only when this
4294     skill object is placed in the inventory of a monster (or player).
4295     If it is set, the monster or player knows the skill natively, which
4296     means he does not need a skill tool to use it.
4297     </attribute>
4298     </type>
4299    
4300     <!--####################################################################-->
4301     <type number="130" name="Skill Scroll">
4302     <description><![CDATA[
4303     By reading a skill scroll, a player has a chance to learn the
4304     contained skill. ]]>
4305     </description>
4306     <use><![CDATA[
4307     Skill scrolls are very much sought for by players. Currently,
4308     all skill scrolls are sold in shops randomly, which is in fact not
4309     a good system. It would be nice to have some cool quests with
4310     skill scrolls rewarded at the end. ]]>
4311     </use>
4312     <attribute arch="race" value="scrolls" type="fixed" />
4313     <attribute arch="skill" editor="skill name" type="string">
4314     The &lt;skill name&gt; matches the skill object that can
4315     be learned from this scroll.
4316     </attribute>
4317     </type>
4318    
4319     <!--####################################################################-->
4320     <type number="21" name="Special Key">
4321     <ignore>
4322     <attribute arch="material" />
4323     </ignore>
4324     <description><![CDATA[
4325     When carrying the appropriate special key, a locked door can
4326     be opened. The key will dissapear.
4327     <br><br>
4328     This object-type can also be used for "passport"-like items:
4329     When walking onto an invetory checker, a gate for example might
4330     get opened. The "passport" will stay in the player's inventory. ]]>
4331     </description>
4332     <use><![CDATA[
4333     How to make a "passport": You take the special key arch
4334     (archetype name is "key2"), set the face to something like
4335     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4336     certainly must match with the appropiate inventory checker.
4337     <br><br>
4338     Of course you can be creative with names and faces of
4339     key-objects. A "mysterious crystal" or a "big dragon claw"
4340     (with appropriate faces) appear more interesting than just
4341     a "strange key", or "passport". ]]>
4342     </use>
4343     <attribute arch="slaying" editor="key string" type="string">
4344     This string must be identical with the &lt;key string&gt; in the
4345     locked door, then it can be unlocked. It can also be used
4346     to trigger inventory checkers.
4347     </attribute>
4348     <attribute arch="material" editor="material" type="bitmask_material">
4349     For Special Keys, material should always be unset or set
4350     to Adamantite. This prevents the key from getting
4351     burned or otherwise destroyed.
4352     </attribute>
4353     <attribute arch="unique" editor="unique item" type="bool">
4354     Unique items exist only one time on a server. If the item
4355     is taken, lost or destroyed - it's gone for good.
4356 root 1.3
4357 root 1.1 This can be used if you want to sell apartments on your
4358     map: Simply sell a unique passport/key, and place
4359     an inventory checker at the entrance of your apartment.
4360     </attribute>
4361     <attribute arch="startequip" editor="godgiven item" type="bool">
4362     A godgiven item vanishes as soon as the player
4363     drops it to the ground.
4364     </attribute>
4365     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4366     This will add a description to the object. The player can read
4367     this text by clicking on the item in his inventory. Use this
4368     message to describe what the key/passport is good for. A player
4369     might have 50 different keys on his key-ring. Don't expect
4370     players to recall their purpose just by their names.
4371     </attribute>
4372     </type>
4373    
4374     <!--####################################################################-->
4375     <type number="101" name="Spell">
4376     <ignore>
4377     <ignore_list name="system_object" />
4378     </ignore>
4379     <description><![CDATA[
4380     Spell objects define a spell. When a spell is put in a spellbook,
4381     players can learn it by reading the book. Once learned, players
4382     can use the spell as often as they like. With increasing skill level
4383     of the player, spells may gain power but also increase cost.<br>
4384     Monsters can use spells which are put in their inventory (provided
4385     that certain "enabling" settings are correct). The monster's
4386     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4387     </description>
4388     <use><![CDATA[
4389     A lot of the spells' settings can be tuned and customized.
4390     When creating new spells which are accessible to players, it is
4391     important to think about balance. A single spell which is too
4392     powerful and/or too easy to use can eventually toss the whole skill
4393     and magic school system out of whack. Testing new spells is
4394     quite important therefore. ]]>
4395     </use>
4396     <attribute arch="no_drop" value="1" type="fixed" />
4397     <attribute arch="invisible" value="1" type="fixed" />
4398     <attribute arch="skill" editor="skill name" type="string">
4399     The &lt;skill name&gt; matches the skill which is needed
4400     to cast this spell. This should be one out of "sorcery",
4401     "pyromancy", "evocation", "summoning" or "praying".
4402     If you want to fiddle with these, please take care not
4403     to upset the concept and balance of the various skills.
4404     </attribute>
4405     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4406     The &lt;spell type&gt; defines the basic type of spell.
4407     Some of these types are of a more generic nature than others.
4408     </attribute>
4409     <attribute arch="level" editor="spell level" type="int">
4410     </attribute>
4411     <attribute arch="casting_time" editor="casting time" type="int">
4412     </attribute>
4413     <attribute arch="duration" editor="duration" type="int">
4414     </attribute>
4415     <attribute arch="other_arch" editor="create object" type="string">
4416     </attribute>
4417     <attribute arch="sp" editor="cost spellpoints" type="int">
4418     </attribute>
4419     <attribute arch="grace" editor="cost grace" type="int">
4420     </attribute>
4421     <attribute arch="maxsp" editor="double cost per level" type="int">
4422     </attribute>
4423     </type>
4424    
4425     <!--####################################################################-->
4426     <type number="85" name="Spellbook">
4427     <description><![CDATA[
4428     By reading a spellbook, the player has a chance of learning the
4429     contained spell. Once learned from a book, the spell is available
4430     forever. Spellbooks with high level spells require some skill-level
4431     to read.<br><br>
4432     You can create widely customized spells only by adjusting the
4433     spell object in the spellbooks inventory. Refer to the description
4434     of spell objects for detailed information how to customize spells.<br>
4435     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4436     with a compilation of spells that the book may contain. ]]>
4437     </description>
4438     <use><![CDATA[
4439     Don't put any of the godgiven spells into a spellbook! These are
4440     reserved for the followers of the appropriate cults. Handing them
4441     out in a spellbook would violate the balance between different religions.
4442     <br><br>
4443     Note that there is no fundamental difference between the spellbooks
4444     of varying schools (pyromancy, sorcery, evocation, summoning, and
4445     even praying). The difference lies only in the spells they contain.
4446     It is up to you, the mapmaker, to pick the right type of book
4447     for your spells. ]]>
4448     </use>
4449     <attribute arch="skill" value="literacy" type="fixed" />
4450     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4451     There are two ways to put spells into a spellbook:
4452     1. Put a spell object in the books inventory. In this case,
4453     treasurelist must be set to &lt;none&gt;.
4454     2. Choose a treasurelist which contains spells.
4455     In that way, a spell will be chosen randomly from the list.
4456     </attribute>
4457     <attribute arch="startequip" editor="godgiven item" type="bool">
4458     A godgiven item vanishes as soon as the player
4459     drops it to the ground.
4460     </attribute>
4461     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4462     This text may contain a nice description
4463     of the spellbook's cover or something.
4464     </attribute>
4465     </type>
4466    
4467     <!--####################################################################-->
4468     <type number="90" name="Spinner">
4469     <ignore>
4470     <ignore_list name="non_pickable" />
4471     </ignore>
4472     <description><![CDATA[
4473     Spinners change the direction of spell objects and other projectiles
4474     that fly past. Unlike directors, it does make a difference from what
4475     angle you shoot into the spinner. The direction of objects flying past
4476     is always changed by a certain degree. ]]>
4477     </description>
4478     <use><![CDATA[
4479     Spinners are very rarely used. I believe they are quite
4480     confusing and pointless. The only use I can think of is building
4481     some puzzle about where to shoot into spinners to shoot somewhere you
4482     otherwise couldn't.
4483 root 1.3
4484 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4485     projectiles from magic walls don't get to fly in loops. ]]>
4486     </use>
4487     <attribute arch="sp" editor="direction number" type="int">
4488     The spinner will change the direction of flying objects by
4489     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4490     positive values counter clockwise.
4491 root 1.3
4492 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4493     </attribute>
4494 root 1.9 &move_on;
4495 root 1.1 </type>
4496    
4497     <!--####################################################################-->
4498     <type number="138" name="Swamp">
4499     <ignore>
4500     <ignore_list name="non_pickable" />
4501     </ignore>
4502     <description><![CDATA[
4503     Swamp areas show a special behaviour:
4504     When a player stands still on a swamp-square for too long,
4505     he will start to sink in and eventually drown and die.
4506     Items dropped on the swamp sink in and dissapear.
4507     Players with knowledge of the woodsman skill are a lot less likely
4508     to die in the swamp. ]]>
4509     </description>
4510     <attribute arch="is_floor" value="1" type="fixed" />
4511     <attribute arch="is_wooded" value="1" type="fixed" />
4512     <attribute arch="speed" editor="drowning speed" type="float">
4513     The higher the &lt;drowning speed&gt;, the faster will players and items
4514     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4515     and unexpected death-trap. Players should get a warning before such areas.
4516     </attribute>
4517 root 1.9 &move_on;
4518     &movement_types_terrain;
4519 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4520     If enabled, it is impossible for players to use (wizard-)
4521     spells on that spot.
4522     </attribute>
4523     <attribute arch="damned" editor="no prayers" type="bool">
4524     If enabled, it is impossible for players to use prayers
4525     on that spot. It also prevents players from saving.
4526     </attribute>
4527     </type>
4528    
4529     <!--####################################################################-->
4530     <type number="41" name="Teleporter">
4531     <ignore>
4532     <ignore_list name="non_pickable" />
4533     </ignore>
4534     <description><![CDATA[
4535     When the player walks into a teleporter, he is transferred to a
4536     different location. The main difference to the object-type exit
4537     is the possibility to have teleporters connected to levers/buttons/etc.
4538     Sometimes teleporters are activated even against the players will.
4539     <br><br>
4540     Unlike exits, teleporters can also transfer items and
4541     monsters to different locations on the same map. ]]>
4542     </description>
4543     <use><![CDATA[
4544     When creating maps, I guess sooner or later you'll want to have
4545     an invisible teleporter. If using "invisible 1", the teleporter
4546     can still be discovered with the show_invisible spell. And in
4547     some cases you can't place it under the floor to prevent this.
4548     <br><br>
4549     Fortunately, there is a cool trick to make a perfectly invisible
4550     teleporter: You simply add teleporter functionality to the floor
4551     itself. That means: You take the floor arch (e.g. "flagstone"),
4552     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4553     </use>
4554     <attribute arch="slaying" editor="exit path" type="string">
4555     The exit path specifies the map that the player is transferred to.
4556     &lt;exit path&gt; can be an absolute path, beginning with '/'
4557     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4558     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4559     for example I could use the relative path "Fire1"). Use relative
4560     paths whenever possible! Note that upper/lower case must always be
4561     set correctly. However, please use lower case only.
4562 root 1.3
4563 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4564     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4565     monsters and items. In this case, the destined map is automatically
4566     the same map the teleporter is on.
4567     </attribute>
4568     <attribute arch="hp" editor="destination X" type="int">
4569     The exit destinations define the (x, y)-coordinates where the exit
4570     leads to.
4571 root 1.3
4572 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4573     get teleported to another, randomly chosen teleporter on the same
4574     map (Slightly confusing for the player though). Make sure there
4575     actually *is* a second one in that case.
4576 root 1.3
4577 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4578     be transferred to the "default enter location" of the destined map.
4579     The latter can be set in the map-properties as "Enter X/Y". Though,
4580     please DO NOT use that. It turned out to be a source for numerous
4581     map-bugs.
4582     </attribute>
4583     <attribute arch="sp" editor="destination Y" type="int">
4584     The exit destinations define the (x, y)-coordinates where the exit
4585     leads to.
4586 root 1.3
4587 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4588     get teleported to another, randomly chosen teleporter on the same
4589     map (Slightly confusing for the player though). Make sure there
4590     actually *is* a second one in that case.
4591 root 1.3
4592 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4593     be transferred to the "default enter location" of the destined map.
4594     The latter can be set in the map-properties as "Enter X/Y". Though,
4595     please DO NOT use that. It turned out to be a source for numerous
4596     map-bugs.
4597     </attribute>
4598     <attribute arch="connected" editor="connection" type="int">
4599     If a connection value is set, the teleporter will be activated
4600     whenever the connection is triggered. To use this properly,
4601     &lt;activation speed&gt; must be zero.
4602     </attribute>
4603     <attribute arch="speed" editor="activation speed" type="float">
4604     If the &lt;activation speed&gt; is nonzero, the teleporter will
4605     automatically be activated in regular time-intervals. Hence, the
4606     player can just step on it and gets teleported sooner or later.
4607     The duration between two activates depends on the given value.
4608 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4609    
4610 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4611     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4612     </attribute>
4613     </type>
4614    
4615     <!--####################################################################-->
4616 root 1.3 <type number="26" name="Timed Gate">
4617     <ignore>
4618     <ignore_list name="non_pickable" />
4619     </ignore>
4620     <description><![CDATA[
4621     Gates play an important role in Crossfire. Gates can be opened
4622     by activating a button/trigger, by speaking passwords (-> magic_ear)
4623     or carrying special key-objects (-> inventory checker).
4624     Unlike locked doors, gates can get shut again after a player has
4625     passed, which makes them more practical in many cases. Unlike normal
4626     gates, timed gates open when triggered but automatically close again
4627     after some time.]]>
4628     </description>
4629     <use><![CDATA[
4630     Use gates to divide your maps into separated areas. After solving
4631     area A, the player gains access to area B, and so on. Make your
4632     maps more complex than "one-way". ]]>
4633     </use>
4634     <attribute arch="no_pick" value="1" type="fixed" />
4635     <attribute arch="connected" editor="connection" type="int">
4636     Whenever the inventory checker is triggered, all objects with identical
4637     &lt;connection&gt; value get activated. This only makes sense together with
4638     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4639     after some time.
4640     </attribute>
4641     <attribute arch="wc" editor="position state" type="int">
4642     The &lt;position state&gt; defines the position of the gate:
4643     Zero means completely open/down, the "number of animation-steps" (usually
4644     about 6 or 7) means completely closed/up state. I suggest you don't
4645     mess with this value - Leave the default in place.
4646     </attribute>
4647 root 1.9 &movement_types_terrain;
4648 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4649     Restricting the use of spells to pass this gate. This has
4650     an effect only if &lt;block view&gt; is disabled.
4651     </attribute>
4652     <attribute arch="damned" editor="restrict prayers" type="bool">
4653     Restricting the use of prayers to pass this door. This has
4654     an effect only if &lt;block view&gt; is disabled.
4655     </attribute>
4656     <attribute arch="hp" editor="open duration" type="int">
4657     Defines the duration the gate remains closed. This only takes effect
4658     if the gate is not connected.
4659     </attribute>
4660     </type>
4661    
4662     <!--####################################################################-->
4663 root 1.1 <type number="155" name="Trap">
4664     <ignore>
4665     <attribute arch="no_pick" />
4666     <attribute arch="title" />
4667     <attribute arch="name_pl" />
4668     <attribute arch="weight" />
4669     <attribute arch="value" />
4670     <attribute arch="material" />
4671     <attribute arch="unpaid" />
4672     </ignore>
4673     <description><![CDATA[
4674     A trap is a object that can either do damage or trigger another connected object
4675 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4676 root 1.1 and generally have either a physical attack or trigger a reaction.
4677     <br><br>
4678     Traps hit any monster or person who steps on them for 'dam' damage in
4679     'attacktype' attacktype and/or trigger a reaction.
4680     <br><br>
4681     Many traps are already defined in the archetypes. ]]>
4682     </description>
4683     <use><![CDATA[
4684     Avoid monsters stepping on your traps. For example, a party of orcs setting
4685     off your lightning wall and pit trap is usually a bad idea. ]]>
4686     </use>
4687     <attribute arch="no_pick" value="1" type="fixed" />
4688 root 1.9 &move_on;
4689 root 1.3 <attribute arch="level" editor="trap level" type="int">
4690 root 1.1 Level effects how easily a trap may be found and disarmed, and
4691     how much experience the player gets for doing so. Beware: High level
4692     traps can be quite a cheap source of experience! So either make them
4693     tough, or keep the level low.
4694     </attribute>
4695     <attribute arch="Cha" editor="visibility" type="int">
4696     This value determines what fraction of the time the trap is visible:
4697     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4698     how easily the trap may be found.
4699     </attribute>
4700     <attribute arch="hp" editor="number of charges" type="int">
4701     The trap will detonate &lt;number of charges&gt; times before disappearing.
4702     </attribute>
4703     <attribute arch="dam" editor="direct damage" type="int">
4704 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4705     This should be set in reasonable relation to the trap's level.
4706 root 1.1 </attribute>
4707     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4708     This attribute defines what attacktype to use for direct damage when
4709     the trap detonates.
4710     </attribute>
4711     <attribute arch="connected" editor="connection" type="int">
4712     When the trap is detonated, all objects with the same
4713     connection value get activated.
4714     </attribute>
4715     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4716     When the trap detonates, this text is displayed to the
4717     victim. For especially powerful or complex traps, create an appropriate
4718     and thrilling description. ;)
4719     </attribute>
4720     </type>
4721    
4722     <!--####################################################################-->
4723     <type number="95" name="Trapdoor">
4724     <ignore>
4725     <ignore_list name="non_pickable" />
4726     </ignore>
4727     <description><![CDATA[
4728     Trapdoors are very similar to pits. The difference is that they
4729     can not be closed. Instead, the weight of the object on the
4730     trapdoor determines weither it slams the trapdoor open and falls through
4731     or not.<br>
4732     Once a trapdoor has been opened (by a creature or items of sufficient
4733     weight,) it remains open, acting like an opened pit. ]]>
4734     </description>
4735     <use><![CDATA[
4736     Trapdoors should be used in the same fashion as pits:
4737     They should always drop the victims to some kind of lower level. They
4738     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4739     </use>
4740     <attribute arch="no_pick" value="1" type="fixed" />
4741 root 1.9 &move_on;
4742 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4743     This value defines how much weight the trapdoor can hold.
4744     Once items or creatures are gathered on the trapdoor, with
4745     a total weight surpassing this value, then the trapdoor will
4746     open and things start falling through.
4747     </attribute>
4748     <attribute arch="hp" editor="destination X" type="int">
4749     The trapdoor will transport creatures (and items) randomly into
4750     a two-square radius of the destination coordinates.
4751     If the destination square becomes blocked, the trapdoor will act like
4752     being filled up and not work anymore!
4753     </attribute>
4754     <attribute arch="sp" editor="destination Y" type="int">
4755     The trapdoor will transport creatures (and items) randomly into
4756     a two-square radius of the destination coordinates.
4757     If the destination square becomes blocked, the trapdoor will act like
4758     being filled up and not work anymore!
4759     </attribute>
4760     </type>
4761    
4762     <!--####################################################################-->
4763     <type number="4" name="Treasure">
4764     <ignore>
4765     <attribute arch="nrof" />
4766     <attribute arch="title" />
4767     <attribute arch="name_pl" />
4768     <attribute arch="weight" />
4769     <attribute arch="value" />
4770     <attribute arch="material" />
4771     </ignore>
4772     <description><![CDATA[
4773     A treasure-object turns into certain randomitems when the map is loaded
4774     into the game. ]]>
4775     </description>
4776     <use><![CDATA[
4777     About usage of the "random-artifact" treasurelist:
4778     This will generate powerful stuff like girdles, xray helmets, special
4779     swords etc. If you put this as reward to your quest, players might be
4780     motivated to do it more than once. BUT, by doing so they will get a huge
4781     number of different artifacts! Besides, players will always seek the place
4782     with the most easy-to-get random artifact and ignore all others.
4783     My advice: Don't use it! Attract players with good fighting experience
4784     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4785     </use>
4786     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4787     This entry determines what kind of treasure will appear. Look into
4788     /crossfire/share/crossfire/treasures for details about existing
4789     treasurelists.
4790     </attribute>
4791     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4792     "Auto-generate" must be set in order to have the treasure be created
4793     when the map is loaded.
4794     If you want to create a random treasure chest, you unset this flag.
4795     That way, the player has to apply the object (the chest), then the
4796     treasure is generated.
4797     </attribute>
4798     <attribute arch="hp" editor="create number" type="int">
4799     "Create number" specifies how many pieces of the given treasurelist
4800     will appear. Note that for every piece there is a chance that nothing is
4801     generated. Also, sometimes there can be stacks of items generated, like
4802     for gems/money.
4803     </attribute>
4804     <attribute arch="exp" editor="quality level" type="int">
4805     The &lt;quality level&gt; will be used for the quality of the generated
4806     treasure instead of the map difficulty (as was done with shops).
4807     If zero/unset, the map difficulty will instead be used.
4808     (Example for comparison: Shop floors generate treasure of
4809     &lt;quality level&gt; 5 per default).
4810     </attribute>
4811     </type>
4812    
4813     <!--####################################################################-->
4814 root 1.3 <type number="52" name="Trigger Marker">
4815     <ignore>
4816     <ignore_list name="system_object" />
4817     </ignore>
4818     <description><![CDATA[
4819     A trigger marker is an object that inserts an invisible force (a mark) into a
4820     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4821     &lt;key string&gt; which can be discovered by detectors or inventory
4822     checkers. It is also possible to use markers for removing marks again.
4823     <br><br>
4824     Note that the player has no possibility to "see" his own marks,
4825     except by the effect that they cause on the maps. ]]>
4826     </description>
4827     <use><![CDATA[
4828     Markers hold real cool possibilities for map-making. I encourage
4829     you to use them frequently. However there is one negative point
4830     about markers: Players don't "see" what's going on with them. It is
4831     your task, as map-creator, to make sure the player is always well
4832     informed and never confused.
4833     <br><br>
4834     Please avoid infinite markers when they aren't needed. They're
4835     using a little space in the player file after all, so if there
4836     is no real purpose, set an expire time. ]]>
4837     </use>
4838     <attribute arch="no_pick" value="1" type="fixed" />
4839     <attribute arch="slaying" editor="key string" type="string">
4840     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4841     If the player already has a force with that &lt;key string&gt;,
4842     there won't be inserted a second one.
4843     </attribute>
4844     <attribute arch="connected" editor="connection" type="int">
4845     Unlike a regular marker this is the connection that triggers this marker to activate.
4846     </attribute>
4847     <attribute arch="food" editor="mark duration" type="int">
4848     This value defines the duration of the force it inserts.
4849     If nonzero, the duration of the player's mark is finite:
4850     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4851     means the mark will stay on the player forever.
4852     </attribute>
4853     <attribute arch="name" editor="delete mark" type="string">
4854     When the player steps onto the marker, all existing forces in
4855     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4856     will be removed. If you don't want to remove any marks, leave
4857     this textfield empty.
4858    
4859     Note that the string &lt;delete mark&gt; is set as the name of
4860     this marker. So don't be confused, and remember changing the
4861     name will take effect on the marker's functionality.
4862     </attribute>
4863     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4864     In the moment when the player gets marked, this text is displayed
4865     to him. You should really set a message in any marker you create,
4866     because it's the only way for the player to notice what's going on.
4867     </attribute>
4868     </type>
4869    
4870     <!--####################################################################-->
4871 root 1.1 <type number="0" name="Wall">
4872     <required>
4873     <attribute arch="is_floor" value="0" />
4874     <attribute arch="alive" value="0" />
4875 root 1.9 <attribute arch="move_block" value="255" />
4876 root 1.1 </required>
4877     <ignore>
4878     <attribute arch="nrof" />
4879     <attribute arch="title" />
4880     <attribute arch="name_pl" />
4881     <attribute arch="value" />
4882     <attribute arch="unpaid" />
4883     </ignore>
4884     <description><![CDATA[
4885     Walls usually block passage and sight. ]]>
4886     </description>
4887 root 1.9 &movement_types_terrain;
4888 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4889     If set, the object is able to "roll", so it can be pushed around.
4890     This setting is used for boulders and barrels.
4891     </attribute>
4892     <attribute arch="no_magic" editor="restrict spells" type="bool">
4893     This takes effect only with &lt;blocksview&gt; disabled.
4894     Restricting the use of spells to pass this wall.
4895     </attribute>
4896     <attribute arch="damned" editor="restrict prayers" type="bool">
4897     This takes effect only with &lt;blocksview&gt; disabled.
4898     Restricting the use of spells to pass this wall.
4899     </attribute>
4900     </type>
4901    
4902     <!--####################################################################-->
4903 root 1.3 <type number="109" name="Wand &amp; Staff">
4904     <description><![CDATA[
4905     Wands contain a certain spell. The player can apply (ready) and
4906     fire the wand. After a defined number of casts, the wand is
4907     "used up". It is possible to recharge a wand with scrolls of
4908     charging, but usually that isn't worth the cost. ]]>
4909     </description>
4910     <use><![CDATA[
4911     Wands are quite seldomly used. The reason prolly is that they're
4912     generally not cost-efficient. Handing out high-level wands with
4913     powerful special spells isn't a good idea either, because of
4914     the recharge ability.
4915     <br><br>
4916     For low levels, staffs of healing/cure and word of recall are
4917     quite desirable though. Ideal rewards for low level quests. ]]>
4918     </use>
4919     <attribute arch="sp" editor="spell" type="spell">
4920     The &lt;spell&gt; specifies the contained spell.
4921     </attribute>
4922     <attribute arch="level" editor="casting level" type="int">
4923     The &lt;casting level&gt; of the wand determines it's power.
4924     An average level for wands in shops is about 10.
4925     </attribute>
4926     <attribute arch="food" editor="number of charges" type="int">
4927     The wand can be used &lt;number of charges&gt; times before it is
4928     used up. It can be recharged with scrolls of charging.
4929     </attribute>
4930     <attribute arch="startequip" editor="godgiven item" type="bool">
4931     A godgiven item vanishes as soon as the player
4932     drops it to the ground.
4933     </attribute>
4934     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4935     This text may contain a description of the wand.
4936     </attribute>
4937     </type>
4938    
4939     <!--####################################################################-->
4940 root 1.1 <type number="0" name="Weak Wall">
4941     <required>
4942     <attribute arch="is_floor" value="0" />
4943     <attribute arch="alive" value="1" />
4944     <attribute arch="tear_down" value="1" />
4945     </required>
4946     <ignore>
4947     <ignore_list name="non_pickable" />
4948     </ignore>
4949     <description><![CDATA[
4950     A weak wall is a breakable spot amidsts a solid wall. Typically
4951     these weak walls look similar to their solid "relatives" except
4952     for a small crack or little chunks of wall on the ground. ]]>
4953     </description>
4954     <use><![CDATA[
4955     If you want to create hidden rooms, using weak walls is alot
4956     better than completely indiscernible passages in a wall.<br>
4957     Anyways, there can be a lot more to weak walls than just finding
4958     them: Rising their defensive stats, weak walls can become a
4959     serious obstacle. An ice wall might only be torn down by a fire
4960     attack for example. A granite wall for instance might be very
4961     hard to destroy. ]]>
4962     </use>
4963     <attribute arch="alive" value="1" type="fixed" />
4964     <attribute arch="no_pick" value="1" type="fixed" />
4965     <attribute arch="tear_down" value="1" type="fixed" />
4966     <attribute arch="race" editor="race" type="string">
4967     For weak walls, &lt;race&gt; should always be set to "wall",
4968     unless you create something fancy like a building which
4969     is in fact meant to be a huge animal.
4970     Note that shovels slay walls, so they do tripple damage
4971     against weak walls.
4972     </attribute>
4973     <attribute arch="level" editor="level" type="int">
4974     The &lt;level&gt; of a weak wall works similar to monster levels.
4975     Due to the fact that weak walls cannot attack, the level
4976     is much less important though.
4977     </attribute>
4978     <attribute arch="hp" editor="health points" type="int">
4979     The &lt;health points&gt; of a weak wall define how long it takes to
4980     tear it down. With every successful hit from an opponent,
4981     &lt;health points&gt; get drained.
4982     </attribute>
4983     <attribute arch="maxhp" editor="max health" type="int">
4984     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4985     weak wall can have. Since walls generally don't heal, I doubt
4986     this has much real effect.
4987     </attribute>
4988     <attribute arch="ac" editor="armour class" type="int">
4989     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4990     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4991     </attribute>
4992     <section name="resistance">
4993     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4994     </attribute>
4995     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4996     </attribute>
4997     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4998     </attribute>
4999     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5000     </attribute>
5001     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5002     </attribute>
5003     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5004     </attribute>
5005     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5006     </attribute>
5007     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5008     </attribute>
5009     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5010     </attribute>
5011     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5012     </attribute>
5013     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5014     </attribute>
5015     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5016     </attribute>
5017     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5018     </attribute>
5019     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5020     </attribute>
5021     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5022     </attribute>
5023     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5024     </attribute>
5025     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5026     </attribute>
5027     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5028     </attribute>
5029     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5030     </attribute>
5031     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5032     </attribute>
5033     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5034     </attribute>
5035     </section>
5036     </type>
5037    
5038     <!--####################################################################-->
5039     <type number="15" name="Weapon">
5040     <description><![CDATA[
5041     Wielding a weapon, the object's stats will directly be inherited to the
5042     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5043     be improved with scrolls. ]]>
5044     </description>
5045     <use><![CDATA[
5046     If you create artifacts (equipment) with stats- or resistance-bonus:
5047     Keep playbalance in mind! Such items mustn't be reachable without hard
5048     fighting AND questing. ]]>
5049     </use>
5050     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5051     This number is a bitmask, specifying the weapon's attacktypes.
5052     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5053     have no more than one or two attacktypes. Keep in mind that all weapons
5054     can be blessed by the player's diety, thus adding an additional attacktype.
5055 root 1.3
5056 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5057     then he will do as much damage as the "best" of his attacktypes does. So,
5058     the more attacktypes you've got, the better your chance to take advantage
5059     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5060     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5061     </attribute>
5062     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5063     The &lt;weapontype&gt; characterizes the weapon's type of physical
5064     attack. It could best be considered a "subclassification"
5065     of the physical attacktype. For now, this is only used for
5066     attack messages!
5067 root 1.3
5068 root 1.1 You should always set this correctly when creating new
5069     weapons for your maps.
5070     </attribute>
5071     <attribute arch="skill" editor="skill name" type="string">
5072     Matching &lt;skill name&gt; of the skill that is required
5073     to use this weapon.
5074     </attribute>
5075     <attribute arch="dam" editor="damage" type="int">
5076     The damage value is used as base value for how much damage the weapon
5077     does per hit. The actual damage involves more dependencies,
5078     like wielder's level and defender's level. Look at existing weapons
5079     to get a feel for the range of weapon damage values.
5080     </attribute>
5081     <attribute arch="slaying" editor="slaying race" type="string">
5082     Slaying means the weapon does tripple (3x) damage to monsters of the
5083     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5084     only monsters of that archtype are hit with tripple damage.
5085 root 1.3
5086 root 1.1 No god blessings are possible for weapons with a race set in this entry
5087     (That's because god blessings add tripple damage against their own
5088     enemy races). Tripple damage is very effective.
5089     </attribute>
5090     <attribute arch="last_sp" editor="weapon speed" type="int">
5091     The weapon speed determines how often the wielder can swing the weapon
5092     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5093     is best (that is lightning- fast). A typical average value is 8.
5094     Speed and damage should be kept in reasonable relation.
5095     </attribute>
5096     <attribute arch="wc" editor="weapon class" type="int">
5097     The weapon class value adds to the overall weapon class of the wielder's
5098     melee attacks. Weapon class improves the chance of hitting the opponent.
5099     </attribute>
5100     <attribute arch="magic" editor="magic bonus" type="int">
5101     For a weapon, magic bonus works just like weapon class, except that
5102     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5103     less useful than direct weapon class value on a weapon.
5104     </attribute>
5105     <attribute arch="item_power" editor="item power" type="int">
5106     The &lt;item power&gt; value measures how "powerful" an artifact is.
5107     Players will only be able to wear equipment with a certain total
5108     amount of &lt;item power&gt;, depending on their own level. This is the
5109     only way to prevent low level players to wear "undeserved" equipment
5110     (like gifts from other players or cheated items).
5111 root 1.3
5112 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5113     for every artifact you create! If zero/unset, the CF server will
5114     calculate a provisional value at runtime, but this is never
5115     going to be an accurate measurement of &lt;item power&gt;.
5116     </attribute>
5117     <attribute arch="damned" editor="damnation" type="bool">
5118     A damned weapon cannot be unwielded unless
5119     the curse is removed. Removing damnations is
5120     a tick harder than removing curses.
5121     </attribute>
5122     <attribute arch="cursed" editor="curse" type="bool">
5123     A cursed weapon cannot be unwielded unless
5124     the curse is removed.
5125     </attribute>
5126     <attribute arch="lifesave" editor="save life" type="bool">
5127     An item with this flag enabled will save the players life
5128     for one time: When the player is wearing this item and his
5129 root 1.3 health points reach zero, the item disappears, replenishing
5130 root 1.1 half of the player's health.
5131 root 1.3
5132 root 1.1 An item with &lt;save life&gt; should not have
5133     any decent additional bonuses!
5134     </attribute>
5135     <attribute arch="unique" editor="unique item" type="bool">
5136     Unique items exist only one time on a server. If the item
5137     is taken, lost or destroyed - it's gone for good.
5138     </attribute>
5139     <attribute arch="startequip" editor="godgiven item" type="bool">
5140     A godgiven item vanishes as soon as the player
5141     drops it to the ground.
5142     </attribute>
5143     <section name="resistance">
5144     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5145     This adds physical resistance to the weapon (= armour value). The number is
5146     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5147     and what they require to do for getting this-and-that artifact.
5148     </attribute>
5149     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5150     This adds magic resistance to the weapon. The number is a percent-value in
5151     the range 0-100. Treat this with CARE. Look at other maps and what they
5152     require to do for getting this-and-that artifact.
5153     </attribute>
5154     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5155     This adds fire resistance to the weapon. The number is a percent-value in
5156     the range 0-100. Treat this with CARE. Look at other maps and what they
5157     require to do for getting this-and-that artifact.
5158     </attribute>
5159     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5160     This adds electricity resistance to the weapon. The number is a percent-value in
5161     the range 0-100. Treat this with CARE. Look at other maps and what they
5162     require to do for getting this-and-that artifact.
5163     </attribute>
5164     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5165     This adds fire resistance to the weapon. The number is a percent-value in
5166     the range 0-100. Treat this with CARE. Look at other maps and what they
5167     require to do for getting this-and-that artifact.
5168     </attribute>
5169     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5170     This adds confusion resistance to the weapon. The number is a percent-value in
5171     the range 0-100. Confusion resistance is not very effective
5172     unless the value comes close to 100 (= perfect immunity).
5173     </attribute>
5174     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5175     This adds acid resistance to the weapon. The number is a percent-value in
5176     the range 0-100. Treat this with CARE. Look at other maps and what they
5177     require to do for getting this-and-that artifact.
5178     </attribute>
5179     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5180     This adds draining resistance to the weapon. The number is a percent-value
5181     in the range 0-100. Draining resistance is little effective
5182     unless the value is 100 (= perfect immunity).
5183     </attribute>
5184     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5185     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5186     the range 0-100. Weaponmagic resistance generally should not exist on
5187     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5188     are not meant to be easily resisted.
5189     </attribute>
5190     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5191     This adds ghosthit resistance to the weapon. The number is a percent-value
5192     in the range 0-100. Treat this with CARE. Look at other maps and what they
5193     require to do for getting this-and-that artifact.
5194     </attribute>
5195     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5196     This adds poison resistance to the weapon. The number is a percent-value in
5197     the range 0-100. Treat this with CARE. Look at other maps and what they
5198     require to do for getting this-and-that artifact.
5199     </attribute>
5200     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5201     This adds fear resistance to the weapon. The number is a percent-value in
5202     the range 0-100. Resistance to fear is pretty useless.
5203     </attribute>
5204     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5205     This adds paralyze resistance to the weapon. The number is a percent-value in
5206     the range 0-100. Paralyze resistance is little effective
5207     unless the value is 100 (= perfect immunity).
5208     </attribute>
5209     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5210     This adds fear resistance to the weapon. The number is a percent-value in
5211     the range 0-100. Resistance to fear is pretty useless.
5212     </attribute>
5213     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5214     This adds depletion resistance to the weapon. The number is a percent-value
5215     in the range 0-100. Depletion resistance is little effective
5216     unless the value is 100 (= perfect immunity).
5217     </attribute>
5218     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5219     This adds death-attack resistance to the weapon. The number is a
5220     percent-value in the range 0-100. Death-attack resistance is little
5221     effective unless the value is 100 (= perfect immunity).
5222     Generally, resistance to death-attack is not supposed to be
5223     available to players!
5224     </attribute>
5225     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5226     This adds chaos resistance to the weapon. The number is a percent-value in
5227     the range 0-100. Treat this with CARE. Look at other maps and what they
5228     require to do for getting this-and-that artifact.
5229     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5230     combination of other attacktypes.
5231     </attribute>
5232     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5233     This adds blinding resistance to the weapon. The number is a percent-value
5234     in the range 0-100. Treat this with CARE. Look at other maps and what they
5235     require to do for getting this-and-that artifact.
5236     </attribute>
5237     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5238     This adds holy power resistance to the weapon. The number is a percent-value
5239     in the range 0-100. Holy power is the attacktype that holyword-type spells
5240     use to hurt undead creatures. This kind of resistance is only reasonable
5241     for undead players (wraith or devourer cult).
5242     Generally, resistance to holy word should not be available for players.
5243     </attribute>
5244     </section>
5245     <section name="stats">
5246     <attribute arch="Str" editor="strength" type="int">
5247     The player's strentgh will rise/fall by the given value
5248     while wearing this weapon.
5249     </attribute>
5250     <attribute arch="Dex" editor="dexterity" type="int">
5251     The player's dexterity will rise/fall by the given value
5252     while wearing this weapon.
5253     </attribute>
5254     <attribute arch="Con" editor="constitution" type="int">
5255     The player's constitution will rise/fall by the given value
5256     while wearing this weapon.
5257     </attribute>
5258     <attribute arch="Int" editor="intelligence" type="int">
5259     The player's intelligence will rise/fall by the given value
5260     while wearing this weapon.
5261     </attribute>
5262     <attribute arch="Pow" editor="power" type="int">
5263     The player's power will rise/fall by the given value
5264     while wearing this weapon.
5265     </attribute>
5266     <attribute arch="Wis" editor="wisdom" type="int">
5267     The player's wisdom will rise/fall by the given value while
5268     wearing this weapon.
5269     </attribute>
5270     <attribute arch="Cha" editor="charisma" type="int">
5271     The player's charisma will rise/fall by the given value
5272     while wearing this weapon.
5273     </attribute>
5274     </section>
5275     <section name="misc">
5276     <attribute arch="luck" editor="luck bonus" type="int">
5277     With positive luck bonus, the player is more likely to
5278     succeed in all sorts of things (spellcasting, praying,...).
5279     Unless the &lt;luck bonus&gt; is very high, the effect will be
5280     barely visible in-game. Luck bonus on one piece of equipment
5281     should never exceed 3, and such bonus should not be too
5282     frequently available.
5283     </attribute>
5284     <attribute arch="hp" editor="health regen." type="int">
5285     Positive &lt;health regen.&gt; bonus speeds up the
5286     player's healing process. Negative values slow it down.
5287     </attribute>
5288     <attribute arch="sp" editor="mana regen." type="int">
5289     Positive &lt;mana regen.&gt; bonus speeds up the
5290     player's mana regeneration. Negative values slow it down.
5291     </attribute>
5292     <attribute arch="grace" editor="grace regen." type="int">
5293     Positive &lt;grace regen.&gt; bonus speeds up the
5294     player's grace regeneration. Negative values slow it down.
5295     Since grace can be regenerated rather easy with praying,
5296     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5297     </attribute>
5298     <attribute arch="food" editor="food bonus" type="int">
5299     Positive &lt;food bonus&gt; slows down the player's digestion,
5300     thus he consumes less food. Negative values speed it up.
5301 root 1.3
5302 root 1.1 Note that food is consumed not only for "being alive", but
5303     also for healing and mana-regeneration.
5304     &lt;food bonus&gt; only affects the amount of food consumed
5305     for "being alive". Hence, even with high &lt;food bonus&gt;,
5306     during a fight a player can run out of food quickly.
5307     </attribute>
5308     <attribute arch="xrays" editor="xray vision" type="bool">
5309     Xray vision allows the player to see through obstacles
5310     in a two-square-wide radius. This is extremely helpful and
5311 root 1.3 desirable, so don't give it away for cheap on equipment.
5312 root 1.1 </attribute>
5313     <attribute arch="stealth" editor="stealth" type="bool">
5314     Stealth allows the player to move silently.
5315     This comes to effect if a player turns himself
5316     invisible and tries to sneak around monsters.
5317     (At least that was the idea behind it)
5318     </attribute>
5319     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5320     If a player is wearing any piece of equipment with
5321     the ability to &lt;reflect spells&gt;, all kinds of
5322     spell-bullets and -beams will bounce off him.
5323     This works only about 90% of all times, to
5324     avoid players being completely immune to certain
5325     types of attacks.
5326 root 1.3
5327 root 1.1 This is a very powerful ability and it
5328     shouldn't be handed out cheap!
5329     </attribute>
5330     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5331     If a player is wearing any piece of equipment with
5332     the ability to &lt;reflect missiles&gt;, all kinds of
5333     projectiles (e.g. arrows, bolts, boulders) will
5334     bounce off him. This works only about 90% of all
5335     times, to avoid players being completely immune to
5336     certain types of attacks.
5337     </attribute>
5338     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5339     Click on the &lt;attuned paths&gt; button to select spellpaths.
5340     The player will get attuned to the specified spellpaths
5341     while wearing this weapon.
5342     </attribute>
5343     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5344     Click on the &lt;repelled paths&gt; button to select spellpaths.
5345     The player will get repelled to the specified spellpaths
5346     while wearing this weapon.
5347     </attribute>
5348     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5349     Click on the &lt;denied paths&gt; button to select spellpaths.
5350     The specified spellpaths will be denied to the player
5351     while wearing this weapon.
5352     </attribute>
5353     </section>
5354     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5355     This text describes the weapons's "story". Every decent artifact weapon
5356     should have such a description.
5357     </attribute>
5358     </type>
5359    
5360 root 1.5 <type number="116" name="Event Connector">
5361     <description><![CDATA[
5362     Event connectors link specific events that happen to objects to
5363     a crossfire plug-in. ]]>
5364     </description>
5365     <attribute arch="subtype" editor="event type" type="list_event_type">
5366     The type of event that triggers a notify to the plug-in.
5367     </attribute>
5368 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5369 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5370     for python and "perl" for the Crossfire-Perl plug-in.
5371     </attribute>
5372 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5373 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5374     for perl this is the name of a extension package without the ".ext" extension.
5375     </attribute>
5376 root 1.6 <attribute arch="name" editor="options" type="string">
5377 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5378     options to the extension that alter its behaviour.
5379     </attribute>
5380     </type>
5381    
5382 root 1.1 </types>