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Revision: 1.12
Committed: Sun Mar 26 07:20:24 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.11: +24 -3 lines
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File Contents

# User Rev Content
1 root 1.1 <?xml version="1.0" standalone="no" ?>
2     <!--
3     ######################################################################
4 root 1.3 # types.xml - This is the definitions-file for all the different #
5 root 1.1 # Crossfire object types and their attributes. #
6     # #
7     # The server code of the Crossfire game is always changing and #
8     # evolving. From time to time, object-attributes change in purpose, #
9     # or new ones are created. #
10     # Therefore, it is important that an Editor is flexible and #
11     # easy to "upgrade" to handle such new features. That's why the #
12     # CFJavaEditor reads the type-definitions from this xml file. #
13     # #
14 root 1.3 # If you encounter bugs, typos or missing entries in the LATEST #
15 root 1.1 # VERSION of this file - Don't hesitate to improve it, contact me #
16     # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17     # I will put it into the "official version" of the CFJavaEditor #
18     # and all fellow Crossfire-Map-Makers can benefit from your work! #
19     # #
20     # IMPORTANT: Make a backup copy of this file before you start #
21     # to modify it! #
22     # #
23     # New types must be inserted maintaining the alphabetical order. #
24     # #
25     # about the 'type' elements: #
26     # #
27     # <type number="15" name="Type Name"> #
28     # <import_type name="Type Name" /> import attributes of this type #
29     # <required> #
30     # list of required attributes to identifying this type #
31     # </required> #
32     # <ignore> #
33     # list of attributes not to import from default_type #
34     # </ignore> #
35     # <description><![CDATA[ #
36     # Description of this type. ]]> #
37     # </description> #
38     # <use><![CDATA[ #
39     # How to use this type. ]]> #
40     # </use> #
41     # ... attributes ... #
42     # </type> #
43     # #
44     # about the 'attribute' type: <attribute ... type="XXX" > #
45     # #
46     # bool - This attribute can only be set to '1' or '0' #
47     # int - This attribute contains a decimal number #
48     # float - This attr. contains a floating point number #
49     # string - This attribute contains a string #
50     # text - This attribute contains a text ("text" can have #
51     # linebreaks, unlike "string") #
52     # fixed - This attribute is always set to a fixed 'value' #
53     # (There is no user-input for this attribute) #
54     # spell - This attribute contains a spell. The mapmaker can #
55     # choose spells from a combo box. #
56     # nz_spell - works just like 'spell', except that the #
57     # spell-value zero is always interpreted as <none>, #
58     # never as "magic bullet" #
59     # bool_special - Like bool, but with customized true/false values #
60     # treasurelist - CF treasure list (see "treasures" file) #
61     # list_LISTNAME - list, must be defined as a <list> element #
62     # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63     # element #
64     # #
65     # Created by Andreas Vogl. #
66     ######################################################################
67     -->
68     <!DOCTYPE types [
69     <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70 root 1.3
71 root 1.1 <!ELEMENT bitmask (entry*)>
72     <!ATTLIST bitmask name CDATA #REQUIRED>
73 root 1.3
74 root 1.1 <!ELEMENT list (entry*)>
75     <!ATTLIST list name CDATA #REQUIRED>
76 root 1.3
77 root 1.1 <!ELEMENT entry EMPTY>
78     <!ATTLIST entry bit CDATA #IMPLIED
79     value CDATA #IMPLIED
80     name CDATA #REQUIRED>
81 root 1.3
82 root 1.1 <!ELEMENT ignore_list (attribute* | EMPTY)>
83     <!ATTLIST ignore_list name CDATA #REQUIRED>
84 root 1.3
85 root 1.1 <!ELEMENT default_type (attribute*)>
86 root 1.3
87 root 1.1 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88     <!ATTLIST type name CDATA #REQUIRED
89     number CDATA #REQUIRED>
90 root 1.3
91 root 1.1 <!ELEMENT description (#PCDATA)>
92     <!ELEMENT use (#PCDATA)>
93 root 1.3
94 root 1.1 <!ELEMENT import_type EMPTY>
95     <!ATTLIST import_type name CDATA #REQUIRED>
96 root 1.3
97 root 1.1 <!ELEMENT required (attribute+)>
98     <!ELEMENT ignore (attribute*,ignore_list*)>
99 root 1.3
100 root 1.1 <!ELEMENT section (attribute+)>
101     <!ATTLIST section name CDATA #REQUIRED>
102 root 1.3
103 root 1.1 <!ELEMENT attribute (#PCDATA)>
104     <!ATTLIST attribute type CDATA #IMPLIED
105     arch CDATA #IMPLIED
106     arch_begin CDATA #IMPLIED
107     arch_end CDATA #IMPLIED
108     editor CDATA #IMPLIED
109     value CDATA #IMPLIED
110     length CDATA #IMPLIED
111     true CDATA #IMPLIED
112     false CDATA #IMPLIED>
113 root 1.9
114     <!ENTITY move_on "
115     <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116     Which movement types automatically (as opposed to manually) activate this object.
117     </attribute>
118     ">
119     <!ENTITY move_off "
120     <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121     Which movement types deactivate this object (e.g. button).
122     </attribute>
123     ">
124     <!ENTITY move_type "
125     <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126     Determines which kinds of movement this object can use (e.g. for monsters)
127     or grants (e.g. for amulets).
128     </attribute>
129     ">
130     <!ENTITY movement_types_terrain "
131     <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132     Objects using these movement types cannot move over this space.
133     </attribute>
134     <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135     Objects using these movement types are allowed to move over this space. Takes
136     precedence over 'blocked movements'.
137     </attribute>
138     <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139     The types of movement that should by slowed down by the 'slow movement penalty'.
140     </attribute>
141     <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142     If &lt;slow movement&gt; is set to a value greater zero, all
143     creatures matching 'slow move' will be slower than normal on this spot.
144    
145     &lt;slow movement&gt; 1 - rough terrain
146     &lt;slow movement&gt; 2 - very rough terrain
147     ...
148     &lt;slow movement&gt; 5 - default for deep swamp
149     ...
150     &lt;slow movement&gt; 7 - spider web (sticky as hell)
151     </attribute>
152     ">
153 root 1.12 <!ENTITY speed_left "
154     <attribute arch='speed_left' editor='speed left' type='float'>
155     The speed left to the object. On every tick, if this value is higher
156     than 0, the object acts/triggers/moves etc. and the value gets
157     decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158     every tick.
159     </attribute>
160     ">
161 root 1.1 ]>
162    
163     <types>
164    
165     <!--###################### bitmask definitions ######################-->
166    
167     <bitmask name="attacktype">
168     <entry bit="0" name="Physical" />
169     <entry bit="1" name="Magical" />
170     <entry bit="2" name="Fire" />
171     <entry bit="3" name="Electricity" />
172     <entry bit="4" name="Cold" />
173     <entry bit="5" name="Confusion" />
174     <entry bit="6" name="Acid" />
175     <entry bit="7" name="Drain" />
176     <entry bit="8" name="Weaponmagic" />
177     <entry bit="9" name="Ghosthit" />
178     <entry bit="10" name="Poison" />
179     <entry bit="11" name="Slow" />
180     <entry bit="12" name="Paralyze" />
181     <entry bit="13" name="Turn Undead" />
182     <entry bit="14" name="Fear" />
183     <entry bit="15" name="Cancellation" />
184     <entry bit="16" name="Depletion" />
185     <entry bit="17" name="Death" />
186     <entry bit="18" name="Chaos" />
187     <entry bit="19" name="Counterspell" />
188     <entry bit="20" name="God Power" />
189     <entry bit="21" name="Holy Power" />
190     <entry bit="22" name="Blinding" />
191     </bitmask>
192    
193     <bitmask name="material">
194     <entry bit="0" name="Paper" />
195     <entry bit="1" name="Iron" />
196     <entry bit="2" name="Glass" />
197     <entry bit="3" name="Leather" />
198     <entry bit="4" name="Wood" />
199     <entry bit="5" name="Organics" />
200     <entry bit="6" name="Stone" />
201     <entry bit="7" name="Cloth" />
202     <entry bit="8" name="Adamantite" />
203 root 1.7 <entry bit="9" name="Liquid" />
204     <entry bit="10" name="Soft Metal" />
205     <entry bit="11" name="Bone" />
206     <entry bit="12" name="Ice" />
207     <entry bit="13" name="(supress name on display)" />
208    
209 root 1.1 </bitmask>
210    
211     <bitmask name="spellpath">
212     <entry bit="0" name="Protection" />
213     <entry bit="1" name="Fire" />
214     <entry bit="2" name="Frost" />
215     <entry bit="3" name="Electricity" />
216     <entry bit="4" name="Missiles" />
217     <entry bit="5" name="Self" />
218     <entry bit="6" name="Summoning" />
219     <entry bit="7" name="Abjuration" />
220     <entry bit="8" name="Restoration" />
221     <entry bit="9" name="Detonation" />
222     <entry bit="10" name="Mind" />
223     <entry bit="11" name="Creation" />
224     <entry bit="12" name="Teleportation" />
225     <entry bit="13" name="Information" />
226     <entry bit="14" name="Transmutation" />
227     <entry bit="15" name="Transferrence" />
228     <entry bit="16" name="Turning" />
229     <entry bit="17" name="Wounding" />
230     <entry bit="18" name="Death" />
231     <entry bit="19" name="Light" />
232     </bitmask>
233    
234     <bitmask name="will_apply">
235     <entry bit="0" name="Apply Handles" />
236     <entry bit="1" name="Open Chests" />
237     <entry bit="2" name="Break Walls" />
238     <entry bit="3" name="Open Doors" />
239     </bitmask>
240    
241     <bitmask name="pick_up">
242     <entry bit="0" name="Nothing" />
243     <entry bit="1" name="Wealth" />
244     <entry bit="2" name="Food" />
245     <entry bit="3" name="Weapons" />
246     <entry bit="4" name="Armour" />
247     <entry bit="5" name="Inverse" />
248     <entry bit="6" name="All" />
249     </bitmask>
250    
251 root 1.9 <bitmask name="movement_type">
252     <entry bit="0" name="Walk" />
253     <entry bit="1" name="Fly Low" />
254     <entry bit="2" name="Fly High" />
255     <entry bit="3" name="Swim" />
256     <entry bit="4" name="Boat" />
257 root 1.11 <entry bit="16" name="Other" />
258 root 1.9 </bitmask>
259    
260 root 1.1 <!--###################### list definitions ######################-->
261    
262     <list name="direction">
263     <entry value="0" name="&lt;none&gt;" />
264     <entry value="1" name="north" />
265     <entry value="2" name="northeast" />
266     <entry value="3" name="east" />
267     <entry value="4" name="southeast" />
268     <entry value="5" name="south" />
269     <entry value="6" name="southwest" />
270     <entry value="7" name="west" />
271     <entry value="8" name="northwest" />
272     </list>
273    
274     <list name="mood">
275     <entry value="0" name="furious" />
276     <entry value="1" name="angry" />
277     <entry value="2" name="calm" />
278     <entry value="3" name="sleep" />
279     <entry value="4" name="charm" />
280     </list>
281    
282     <list name="potion_effect">
283     <entry value="0" name="&lt;none&gt;" />
284     <entry value="65536" name="life restoration" />
285     <entry value="1048576" name="improvement" />
286     </list>
287    
288     <list name="weapon_type">
289     <entry value="0" name="&lt;unknown&gt;" />
290     <entry value="1" name="sword" />
291     <entry value="2" name="arrows" />
292     <entry value="3" name="axe" />
293     <entry value="4" name="katana" />
294     <entry value="5" name="knife, dagger" />
295     <entry value="6" name="whip, chain" />
296     <entry value="7" name="hammer, flail" />
297     <entry value="8" name="club, stick" />
298     </list>
299    
300     <list name="skill_type">
301     <entry value="1" name="lockpicking" />
302     <entry value="2" name="hiding" />
303     <entry value="3" name="smithery" />
304     <entry value="4" name="bowyer" />
305     <entry value="5" name="jeweler" />
306     <entry value="6" name="alchemy" />
307     <entry value="7" name="stealing" />
308     <entry value="8" name="literacy" />
309     <entry value="9" name="bargaining" />
310     <entry value="10" name="jumping" />
311     <entry value="11" name="detect magic" />
312     <entry value="12" name="oratory" />
313     <entry value="13" name="singing" />
314     <entry value="14" name="detect curse" />
315     <entry value="15" name="find traps" />
316     <entry value="16" name="mediatation" />
317     <entry value="17" name="punching" />
318     <entry value="18" name="flame touch" />
319     <entry value="19" name="karate" />
320     <entry value="20" name="climbing" />
321     <entry value="21" name="woodsman" />
322     <entry value="22" name="inscription" />
323     <entry value="23" name="one handed weapons" />
324     <entry value="24" name="missile weapons" />
325     <entry value="25" name="throwing" />
326     <entry value="26" name="use magic item" />
327     <entry value="27" name="disarm traps" />
328     <entry value="28" name="set traps" />
329     <entry value="29" name="thaumaturgy" />
330     <entry value="30" name="praying" />
331     <entry value="31" name="clawing" />
332     <entry value="32" name="levitation" />
333     <entry value="33" name="summoning" />
334     <entry value="34" name="pyromancy" />
335     <entry value="35" name="evocation" />
336     <entry value="36" name="sorcery" />
337     <entry value="37" name="two handed weapons" />
338     </list>
339    
340     <list name="spell_type">
341     <entry value="1" name="raise dead" />
342     <entry value="2" name="rune" />
343     <entry value="3" name="make mark" />
344     <entry value="4" name="bolt" />
345     <entry value="5" name="bullet" />
346     <entry value="6" name="explosion" />
347     <entry value="7" name="cone" />
348     <entry value="8" name="bomb" />
349     <entry value="9" name="wonder" />
350     <entry value="10" name="smite" />
351     <entry value="11" name="magic missile" />
352     <entry value="12" name="summon golem" />
353     <entry value="13" name="dimension door" />
354     <entry value="14" name="magic mapping" />
355     <entry value="15" name="magic wall" />
356     <entry value="16" name="destruction" />
357     <entry value="17" name="perceive self" />
358     <entry value="18" name="word of recall" />
359     <entry value="19" name="invisible" />
360     <entry value="20" name="probe" />
361     <entry value="21" name="healing" />
362     <entry value="22" name="create food" />
363     <entry value="23" name="earth to dust" />
364     <entry value="24" name="change ability" />
365     <entry value="25" name="bless" />
366     <entry value="26" name="curse" />
367     <entry value="27" name="summon monster" />
368     <entry value="28" name="recharge" />
369     <entry value="29" name="polymorph" />
370     <entry value="30" name="alchemy" />
371     <entry value="31" name="remove curse" />
372     <entry value="32" name="identify" />
373     <entry value="33" name="detection" />
374     <entry value="34" name="mood change" />
375     <entry value="35" name="moving ball" />
376     <entry value="36" name="swarm" />
377     <entry value="37" name="charge mana" />
378     <entry value="38" name="dispel rune" />
379     <entry value="39" name="create missile" />
380     <entry value="40" name="consecrate" />
381     <entry value="41" name="animate weapon" />
382     <entry value="42" name="light" />
383     <entry value="43" name="change map light" />
384     <entry value="44" name="faery fire" />
385     <entry value="45" name="disease" />
386     <entry value="46" name="aura" />
387     <entry value="47" name="town portal" />
388     </list>
389    
390 elmex 1.4 <list name="event_type">
391     <entry value="0" name="none" />
392     <entry value="1" name="apply" />
393     <entry value="2" name="attack" />
394     <entry value="3" name="death" />
395     <entry value="4" name="drop" />
396     <entry value="5" name="pickup" />
397     <entry value="6" name="say" />
398     <entry value="7" name="stop" />
399     <entry value="8" name="time" />
400     <entry value="9" name="throw" />
401     <entry value="10" name="trigger" />
402     <entry value="11" name="close" />
403     <entry value="12" name="timer" />
404     <entry value="28" name="move" />
405     </list>
406    
407 root 1.10 <list name="attack_movement_bits_0_3">
408     <entry value="0" name="default" />
409     <entry value="1" name="attack from distance" />
410     <entry value="2" name="run away" />
411     <entry value="3" name="hit and run" />
412     <entry value="4" name="wait, then hit, then move" />
413     <entry value="5" name="rush blindly" />
414     <entry value="6" name="always run" />
415     <entry value="7" name="attack from distance if hit" />
416     <entry value="8" name="do not approach" />
417     </list>
418    
419     <list name="attack_movement_bits_4_7">
420     <entry value="0" name="none" />
421     <entry value="16" name="pet" />
422     <entry value="32" name="small circle" />
423     <entry value="48" name="large circle" />
424     <entry value="64" name="small horizontal" />
425     <entry value="80" name="large horizontal" />
426     <entry value="96" name="random direction" />
427     <entry value="112" name="random movement" />
428     <entry value="128" name="small vertical" />
429     <entry value="144" name="large vertical" />
430     </list>
431    
432 root 1.1 <!--###################### default attributes ######################-->
433    
434     <!--
435     The attributes of the default_type get added to all other types by default.
436     Every type can have an 'ignore' element however, which is used to specify
437     default attributes *not* to inherit.
438     -->
439     <default_type>
440     <attribute arch="name" editor="name" type="string">
441     This is the name of the object, displayed to the player.
442     </attribute>
443     <attribute arch="name_pl" editor="plural name" type="string">
444     This is the plural name of the object. A plural name must be set for
445     all items that can be picked up and collected by the player.
446     </attribute>
447     <attribute arch="title" editor="title" type="string">
448     This is the object's title. Once an object is identified the title is
449 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
450 root 1.1 </attribute>
451     <attribute arch="face" editor="image" type="string">
452     The image-name defines what image is displayed for this object in-game.
453     </attribute>
454     <attribute arch="nrof" editor="number" type="int">
455     This value determines the number of objects in one stack (for example:
456     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
457     any pickable object - otherwise it won't be mergeable into a stack.
458     </attribute>
459     <attribute arch="weight" editor="weight" type="int">
460 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
461 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
462     for explicitly non-pickable objects (hey, this is opensource.. you
463     never know ;) ).
464     </attribute>
465     <attribute arch="value" editor="value" type="int">
466     Adds a certain value to the object: It will be worth that many times the
467     default value from it's archetype (E.g. "value = 3" means three times
468     worth the default value). Value for buying/selling will be
469     further modified by various factors. Hence, testing values in-game is
470     usually inevitable.
471     </attribute>
472     <attribute arch="glow_radius" editor="glow radius" type="int">
473     If &lt;glow radius&gt; is set to a value greater zero, the object
474     appears lit up on dark maps. &lt;glow radius&gt; can be a value
475 root 1.3 between 0 and 4, the higher, the more light does the object emit.
476 root 1.1 </attribute>
477     <attribute arch="material" editor="material" type="bitmask_material">
478     This bitmask-value informs the player of which material(s) the
479     object consists. Material does also affect how likely the object
480     can be destroyed by hazardous spell-effects.
481     </attribute>
482     <attribute arch="no_pick" editor="non-pickable" type="bool">
483     If set, the object cannot be picked up (Neither by players nor monsters).
484     </attribute>
485     <attribute arch="invisible" editor="invisible" type="bool">
486     Generally makes the object invisible. Depending on the object-type,
487     some can be made visible by the show_invisible spell. If in doubt, test it.
488     Putting an invisible object under the floor always prevents it from being
489     shown.
490     </attribute>
491     <attribute arch="blocksview" editor="block view" type="bool">
492     If an item is set to block view, players (and monsters) cannot
493     see byond it unless they cross it or manage to stand ontop.
494     </attribute>
495     <attribute arch="identified" editor="identified" type="bool">
496     If an item is identified, the player has full knowledge about it.
497     </attribute>
498     <attribute arch="unpaid" editor="unpaid" type="bool">
499     An &lt;unpaid&gt; item cannot be used unless a player carried it over
500     a shop mat, paying the demanded price. Setting this flag makes sense
501     only for pickable items inside shops.
502     </attribute>
503     </default_type>
504    
505     <!-- This ignorelist is for all system objects which are non pickable
506     and invisible. They don't interact with players at all. -->
507     <ignore_list name="system_object">
508     <attribute arch="value" />
509     <attribute arch="nrof" />
510     <attribute arch="weight" />
511     <attribute arch="name_pl" />
512     <attribute arch="material" />
513     <attribute arch="no_pick" />
514     <attribute arch="unpaid" />
515     <attribute arch="title" />
516     <attribute arch="glow_radius" />
517     <attribute arch="identified" />
518     <attribute arch="blocksview" />
519     <attribute arch="invisible" />
520     </ignore_list>
521    
522     <!-- This ignorelist is for non-pickable objects. They can be seen by
523     the player, but don't have values like material or weight. -->
524     <ignore_list name="non_pickable">
525     <attribute arch="value" />
526     <attribute arch="nrof" />
527     <attribute arch="weight" />
528     <attribute arch="name_pl" />
529     <attribute arch="material" />
530     <attribute arch="no_pick" />
531     <attribute arch="unpaid" />
532     <attribute arch="title" />
533     <attribute arch="identified" />
534     </ignore_list>
535    
536     <!--####################################################################-->
537     <type number="0" name="Misc">
538     <required>
539     <!-- this is a special case: The "misc" type with type number 0 is
540     the fallback for all types which don't match any other defined types.
541     The required attribute "misc x" prevents that it gets confused with
542     other types like "monster & npc" which also have type number 0. -->
543     <attribute arch="misc" value="x" />
544     </required>
545 root 1.9 &movement_types_terrain;
546 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
547     Curses can have various effects: On equipment and food,
548     they generally harm the player in some way.
549     </attribute>
550     <attribute arch="damned" editor="damned" type="bool">
551     A damned item/floor on the ground makes it impossible for players
552     to use prayers on that spot. It also prevents players from saving.
553     Damnation on equipment works similar to a curse.
554     </attribute>
555     <attribute arch="unique" editor="unique item" type="bool">
556     Unique items exist only one time on a server. If the item
557     is taken, lost or destroyed - it's gone for good.
558     </attribute>
559     <attribute arch="startequip" editor="godgiven item" type="bool">
560     A godgiven item vanishes as soon as the player
561     drops it to the ground.
562     </attribute>
563     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
564     This text may describe the object.
565     </attribute>
566     </type>
567    
568     <!--####################################################################-->
569     <type number="110" name="Ability">
570     <ignore>
571     <ignore_list name="system_object" />
572     </ignore>
573     <description><![CDATA[
574     Abilities are to be put in a monster's inventory. They grant monsters the
575     knowledge to cast spells. Spells from abilities are usually magical in
576     nature, thus adding magic attacktype to the spell-damage they produce.
577     <br><br>
578     A particularly nice feature of abilities is that they can hold two
579     spells: One for short range- and one for long range use.
580     \n\n
581     You should know that spellcasting monsters receive abilities via
582     &lt;treasurelist&gt;. ]]>
583     </description>
584     <use><![CDATA[
585     If you want to create "customized" spellcasting monsters, you
586     should use abilities (rather than spellbooks/wands or something).
587     The long/short-range spell feature can make boss-monsters more
588     interesting and challenging.
589     <br><br>
590     You should keep in mind that magic abilities allow players
591     to get better resistance. You can turn off the magic part to
592     make the spells more dangerous. However, this really shouldn't
593     be neccessary unless you work on very high level maps.
594     And what fun is a magic resistance cloak when it has no effect? ]]>
595     </use>
596     <attribute arch="invisible" value="1" type="fixed" />
597     <attribute arch="no_drop" value="1" type="fixed" />
598     <attribute arch="sp" editor="short range spell" type="spell">
599     The monster will use the specified &lt;short range spell&gt;
600     when the player is within 6-square radius (of the
601     monster's head).
602     </attribute>
603     <attribute arch="hp" editor="long range spell" type="nz_spell">
604     The monster will use the specified &lt;long range spell&gt;
605     when the player is at least 6 squares away (from the
606     monster's head).
607 root 1.3
608 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
609     &lt;short range spell&gt; gets used all the time.
610     </attribute>
611     <attribute arch="maxsp" editor="importance" type="int">
612     Sometimes you'll want a monster to use one ability more than others.
613     To achieve this, set the &lt;importance&gt; to a value greater than
614     one. Abilities with this value zero/unset are counted to be of
615     &lt;importance&gt; one.
616 root 1.3
617 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
618     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
619     times the "small fireball".
620     </attribute>
621     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
622 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
623 root 1.1 If enabled, all spells produced by this ability will have magic
624     attacktype added to the usual attacktypes.
625 root 1.3
626 root 1.1 This should always be set for spell-like abilities. "Natural"
627     abilities like a dragon's firebreath are an exception.
628     Note that non-magical abilities are more dangerous because
629     magic resistance does not protect from those.</attribute>
630     </type>
631    
632     <!--####################################################################-->
633     <type number="18" name="Altar">
634     <ignore>
635     <ignore_list name="non_pickable" />
636     </ignore>
637     <description><![CDATA[
638     When a player puts a defined number of certain items on the altar,
639     then either a spell is casted (on the player) or a connector is
640     triggered. If the latter is the case, the altar works only once.
641 root 1.3 Either way, the sacrificed item disappears. ]]>
642 root 1.1 </description>
643     <attribute arch="no_pick" value="1" type="fixed" />
644 root 1.9 &move_on;
645 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
646     This string specifies the item that must be put on the altar to
647     activate it. It can either be the name of an archetype, or directly
648     the name of an object. Yet, titles are not recognized by altars.
649     Remember to put a note somewhere, telling the player what he is
650     expected to drop on the altar. (Often this is put in the altar's
651     name: E.g. "drop 100 platinums")
652     </attribute>
653     <attribute arch="food" editor="drop amount" type="int">
654     The drop amount specifies the amount of items (specified
655 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
656 root 1.1
657     If &lt;match item name&gt; is set to "money", then the value of the
658     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
659 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
660 root 1.1
661     Note that the maximum possible for &lt;drop amount&gt; is 32767.
662     </attribute>
663     <attribute arch="connected" editor="connection" type="int">
664     If a connection value is set, the altar will trigger all objects
665     with the same value, when activated. This will only work once.
666     </attribute>
667     <attribute arch="sp" editor="spell" type="spell">
668     When activated, the selected &lt;spell&gt; will be casted (once, on the
669     player). This should work for any given spell. The altar will work
670 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
671 root 1.1 one altar.
672     </attribute>
673     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
674     This text will be displayed to the player
675     in the exact moment when the altar is activated.
676     </attribute>
677     </type>
678    
679     <!--####################################################################-->
680     <type number="31" name="Altar Trigger">
681     <ignore>
682     <ignore_list name="non_pickable" />
683     </ignore>
684     <description><![CDATA[
685     Altar_triggers work pretty much like normal altars
686     (drop sacrifice -> connection activated), except for the fact that
687 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
688 root 1.1 </description>
689     <use><![CDATA[
690     Altar_triggers are very useful if you want to charge a price for...
691     <UL>
692     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
693 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
694 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
695     </UL>
696     The big advantage over normal altars is the infinite usability
697     of altar_triggers! If there are ten players on one server, they're
698     quite grateful if things work more than once. =) ]]>
699     </use>
700     <attribute arch="no_pick" value="1" type="fixed" />
701     <attribute arch="slaying" editor="match item name" type="string">
702     This string specifies the item that must be put on the altar to
703     activate it. It can either be the name of an archetype, or directly
704     the name of an object. Yet, titles are not recognized by altars.
705     Remember to put a note somewhere, telling the player what he is
706     expected to drop on the altar. (Often this is put in the altar's
707     name: E.g. "drop 100 platinums")
708     </attribute>
709     <attribute arch="food" editor="drop amount" type="int">
710     The drop amount specifies the amount of items (specified
711 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
712 root 1.1
713     If &lt;match item name&gt; is set to "money", then the value of the
714     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
715 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
716 root 1.1
717     Note that the maximum possible for &lt;drop amount&gt; is 32767.
718     </attribute>
719     <attribute arch="connected" editor="connection" type="int">
720     If a connection value is set, the altar will trigger all objects
721     with the same value, when activated. This will only work once.
722     </attribute>
723     <attribute arch="sp" editor="spell" type="spell">
724     When activated, this &lt;spell&gt; will be casted (once, on the player).
725 root 1.3 This should work for any given spell. The altar will work infinitely
726 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
727     </attribute>
728     <attribute arch="exp" editor="reset time" type="int">
729     Being activated, the altar will reset after &lt;reset time&gt; ticks.
730     After reset, the altar is ready to be activated once again.
731     The default &lt;reset time&gt; is 30.
732     </attribute>
733     <attribute arch="last_sp" editor="ignore reset" type="bool">
734     If this attribute is enabled, the altar_trigger won't push the
735     connected value by altar reset. Only ONCE by dropping the sacrifice.
736     This is typically used when the altar is connected to a creator,
737 root 1.3 e.g. for selling tickets.
738 root 1.1
739     If this attribute is disabled (default), the altar_trigger
740     will push the connected value TWICE per sacrifice: First by
741     dropping sacrifice, second by reset. This mode is typically
742     used for altars being connected to gates, resulting in the
743     gate being opened and closed again.
744     </attribute>
745 root 1.9 &move_on;
746 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
747     This text will be displayed to the player
748     in the exact moment when the altar is activated.
749     </attribute>
750     </type>
751    
752     <!--####################################################################-->
753     <type number="39" name="Amulet">
754     <description><![CDATA[
755     Wearing an amulet, the object's stats will directly be inherited to
756     the player. Amulets are usually meant for protection and defense. ]]>
757     </description>
758     <use><![CDATA[
759     Feel free to create your own special artifacts. However, it is very
760     important that you keep your artifact in balance with existing maps. ]]>
761     </use>
762     <attribute arch="ac" editor="armour class" type="int">
763     This value defines the amount of armour-class bonus for wearing
764     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
765     values are better. It should usually be set only for armour-like equipment.
766     </attribute>
767     <attribute arch="wc" editor="weapon class" type="int">
768     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
769     melee attacks. Weapon class improves the chance of hitting the opponent.
770     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
771     be set only for weapon-like items. Lower values are better.
772     </attribute>
773     <attribute arch="item_power" editor="item power" type="int">
774     The &lt;item power&gt; value measures how "powerful" an artifact is.
775     Players will only be able to wear equipment with a certain total
776     amount of &lt;item power&gt;, depending on their own level. This is the
777     only way to prevent low level players to wear "undeserved" equipment
778     (like gifts from other players or cheated items).
779 root 1.3
780 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
781     for every artifact you create! If zero/unset, the CF server will
782     calculate a provisional value at runtime, but this is never
783     going to be an accurate measurement of &lt;item power&gt;.
784     </attribute>
785     <attribute arch="damned" editor="damnation" type="bool">
786     A damned piece of equipment cannot be unwielded unless the curse
787     is removed. Removing damnations is a tick harder than removing curses.
788     </attribute>
789     <attribute arch="cursed" editor="curse" type="bool">
790     A cursed piece of equipment cannot be unwielded
791     unless the curse is removed.
792     </attribute>
793     <attribute arch="lifesave" editor="save life" type="bool">
794     An item with this flag enabled will save the players life
795     for one time: When the player is wearing this item and his
796 root 1.3 health points reach zero, the item disappears, replenishing
797 root 1.1 half of the player's health.
798 root 1.3
799 root 1.1 An item with &lt;save life&gt; should not have
800     any decent additional bonuses!
801     </attribute>
802     <attribute arch="unique" editor="unique item" type="bool">
803     Unique items exist only one time on a server. If the item
804     is taken, lost or destroyed - it's gone for good.
805     </attribute>
806     <attribute arch="startequip" editor="godgiven item" type="bool">
807     A godgiven item vanishes as soon as the player
808     drops it to the ground.
809     </attribute>
810     <attribute arch="applied" editor="is applied" type="bool">
811     If you put this item into the inventory of a monster, and
812     you want the monster to use/wear the item - you must set
813     &lt;is applied&gt;.
814     Enabling this flag doesn't make any sense if the item
815     is NOT in a monster's inventory.
816     </attribute>
817     <section name="resistance">
818     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
819     This adds physical resistance to the item (= armour value). The number is
820     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
821     and what they require to do for getting this-and-that artifact.
822     </attribute>
823     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
824     This adds magic resistance to the item. The number is a percent-value in
825     the range 0-100. Treat this with CARE. Look at other maps and what they
826     require to do for getting this-and-that artifact.
827     </attribute>
828     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
829     This adds fire resistance to the item. The number is a percent-value in
830     the range 0-100. Treat this with CARE. Look at other maps and what they
831     require to do for getting this-and-that artifact.
832     </attribute>
833     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
834     This adds electricity resistance to the item. The number is a percent-value in
835     the range 0-100. Treat this with CARE. Look at other maps and what they
836     require to do for getting this-and-that artifact.
837     </attribute>
838     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
839     This adds fire resistance to the item. The number is a percent-value in
840     the range 0-100. Treat this with CARE. Look at other maps and what they
841     require to do for getting this-and-that artifact.
842     </attribute>
843     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
844     This adds confusion resistance to the item. The number is a percent-value in
845     the range 0-100. Confusion resistance is not very effective
846     unless the value comes close to 100 (= perfect immunity).
847     </attribute>
848     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
849     This adds acid resistance to the item. The number is a percent-value in
850     the range 0-100. Treat this with CARE. Look at other maps and what they
851     require to do for getting this-and-that artifact.
852     </attribute>
853     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
854     This adds draining resistance to the item. The number is a percent-value
855     in the range 0-100. Draining resistance is little effective
856     unless the value is 100 (= perfect immunity).
857     </attribute>
858     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
859     This adds weaponmagic resistance to the item. The number is a percent-value in
860     the range 0-100. Weaponmagic resistance generally should not exist on
861     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
862     are not meant to be easily resisted.
863     </attribute>
864     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
865     This adds ghosthit resistance to the item. The number is a percent-value
866     in the range 0-100. Treat this with CARE. Look at other maps and what they
867     require to do for getting this-and-that artifact.
868     </attribute>
869     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
870     This adds poison resistance to the item. The number is a percent-value in
871     the range 0-100. Treat this with CARE. Look at other maps and what they
872     require to do for getting this-and-that artifact.
873     </attribute>
874     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
875     This adds fear resistance to the item. The number is a percent-value in
876     the range 0-100. Resistance to fear is pretty useless.
877     </attribute>
878     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
879     This adds paralyze resistance to the item. The number is a percent-value in
880     the range 0-100. Paralyze resistance is little effective
881     unless the value is 100 (= perfect immunity).
882     </attribute>
883     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
884     This adds fear resistance to the item. The number is a percent-value in
885     the range 0-100. Resistance to fear is pretty useless.
886     </attribute>
887     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
888     This adds depletion resistance to the item. The number is a percent-value
889     in the range 0-100. Depletion resistance is little effective
890     unless the value is 100 (= perfect immunity).
891     </attribute>
892     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
893     This adds death-attack resistance to the item. The number is a
894     percent-value in the range 0-100. Death-attack resistance is little
895     effective unless the value is 100 (= perfect immunity).
896     Generally, resistance to death-attack is not supposed to be
897     available to players!
898     </attribute>
899     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
900     This adds chaos resistance to the item. The number is a percent-value in
901     the range 0-100. Treat this with CARE. Look at other maps and what they
902     require to do for getting this-and-that artifact.
903     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
904     combination of other attacktypes.
905     </attribute>
906     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
907     This adds blinding resistance to the item. The number is a percent-value
908     in the range 0-100. Treat this with CARE. Look at other maps and what they
909     require to do for getting this-and-that artifact.
910     </attribute>
911     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
912     This adds holy power resistance to the item. The number is a percent-value
913     in the range 0-100. Holy power is the attacktype that holyword-type spells
914     use to hurt undead creatures. This kind of resistance is only reasonable
915     for undead players (wraith or devourer cult).
916     Generally, resistance to holy word should not be available for players.
917     </attribute>
918     </section>
919     <section name="stats">
920     <attribute arch="Str" editor="strength" type="int">
921     The player's strentgh will rise/fall by the given value
922     while wearing this piece of equipment.
923     </attribute>
924     <attribute arch="Dex" editor="dexterity" type="int">
925     The player's dexterity will rise/fall by the given value
926     while wearing this piece of equipment.
927     </attribute>
928     <attribute arch="Con" editor="constitution" type="int">
929     The player's constitution will rise/fall by the given value
930     while wearing this piece of equipment.
931     </attribute>
932     <attribute arch="Int" editor="intelligence" type="int">
933     The player's intelligence will rise/fall by the given value
934     while wearing this piece of equipment.
935     </attribute>
936     <attribute arch="Pow" editor="power" type="int">
937     The player's power will rise/fall by the given value
938     while wearing this piece of equipment.
939     </attribute>
940     <attribute arch="Wis" editor="wisdom" type="int">
941     The player's wisdom will rise/fall by the given value while
942     wearing this piece of equipment.
943     </attribute>
944     <attribute arch="Cha" editor="charisma" type="int">
945     The player's charisma will rise/fall by the given value
946     while wearing this piece of equipment.
947     </attribute>
948     </section>
949     <section name="misc">
950     <attribute arch="luck" editor="luck bonus" type="int">
951     With positive luck bonus, the player is more likely to
952     succeed in all sorts of things (spellcasting, praying,...).
953     Unless the &lt;luck bonus&gt; is very high, the effect will be
954     barely visible in-game. Luck bonus on one piece of equipment
955     should never exceed 3, and such bonus should not be too
956     frequently available.
957     </attribute>
958     <attribute arch="hp" editor="health regen." type="int">
959     Positive &lt;health regen.&gt; bonus speeds up the
960     player's healing process. Negative values slow it down.
961     </attribute>
962     <attribute arch="sp" editor="mana regen." type="int">
963     Positive &lt;mana regen.&gt; bonus speeds up the
964     player's mana regeneration. Negative values slow it down.
965     </attribute>
966     <attribute arch="grace" editor="grace regen." type="int">
967     Positive &lt;grace regen.&gt; bonus speeds up the
968     player's grace regeneration. Negative values slow it down.
969     Since grace can be regenerated rather easy with praying,
970     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
971     </attribute>
972     <attribute arch="food" editor="food bonus" type="int">
973     Positive &lt;food bonus&gt; slows down the player's digestion,
974     thus he consumes less food. Negative values speed it up.
975 root 1.3
976 root 1.1 Note that food is consumed not only for "being alive", but
977     also for healing and mana-regeneration.
978     &lt;food bonus&gt; only affects the amount of food consumed
979     for "being alive". Hence, even with high &lt;food bonus&gt;,
980     during a fight a player can run out of food quickly.
981     </attribute>
982     <attribute arch="xrays" editor="xray vision" type="bool">
983     Xray vision allows the player to see through obstacles
984     in a two-square-wide radius. This is extremely helpful and
985 root 1.3 desirable, so don't give it away for cheap on equipment.
986 root 1.1 </attribute>
987     <attribute arch="stealth" editor="stealth" type="bool">
988     Stealth allows the player to move silently.
989     This comes to effect if a player turns himself
990     invisible and tries to sneak around monsters.
991     (At least that was the idea behind it)
992     </attribute>
993     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
994     If a player is wearing any piece of equipment with
995     the ability to &lt;reflect spells&gt;, all kinds of
996     spell-bullets and -beams will bounce off him.
997     This works only about 90% of all times, to
998     avoid players being completely immune to certain
999     types of attacks.
1000 root 1.3
1001 root 1.1 This is a very powerful ability and it
1002     shouldn't be handed out cheap!
1003     </attribute>
1004     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1005     If a player is wearing any piece of equipment with
1006     the ability to &lt;reflect missiles&gt;, all kinds of
1007     projectiles (e.g. arrows, bolts, boulders) will
1008     bounce off him. This works only about 90% of all
1009     times, to avoid players being completely immune to
1010     certain types of attacks.
1011     </attribute>
1012 root 1.9 &move_type;
1013 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1014     Click on the &lt;attuned paths&gt; button to select spellpaths.
1015     The player will get attuned to the specified spellpaths
1016     while wearing this item.
1017     </attribute>
1018     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1019     Click on the &lt;repelled paths&gt; button to select spellpaths.
1020     The player will get repelled to the specified spellpaths
1021     while wearing this item.
1022     </attribute>
1023     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1024     Click on the &lt;denied paths&gt; button to select spellpaths.
1025     The specified spellpaths will be denied to the player
1026     while wearing this item.
1027     </attribute>
1028     </section>
1029     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1030     This text describes the item's "story". Every decent artifact
1031     should have such a description.
1032     </attribute>
1033     </type>
1034    
1035     <!--####################################################################-->
1036     <type number="58" name="Battleground">
1037     <ignore>
1038     <ignore_list name="non_pickable" />
1039     </ignore>
1040     <description><![CDATA[
1041     Battleground is very special: In short, players can die on battleground
1042     without any death penalties. They don't loose or gain experience
1043     while on battleground. Acid, draining and depletion effects don't
1044     work either.
1045     When a player dies on battleground, he gets teleported to an exit
1046     location which is defined in the battleground object. ]]>
1047     </description>
1048     <use><![CDATA[
1049     Battleground is only meant for player vs. player duels. You can
1050     design combat arenas similiar to the one in scorn.<br>
1051     What should NEVER be done is placing battleground tiles in
1052     open dungeons or other free kinds of land.
1053     It must not be possible to gain significant treasure for fighting
1054     on battleground, because it bears no risk.<br><br>
1055     (Battleground will cease to work when the image or name is changed,
1056     or when it is placed beneath another floor tile.
1057     This is not a bug, it is there to prevent any attempts of placing
1058     "hidden" battleground tiles anywhere.) ]]>
1059     </use>
1060     <attribute arch="no_pick" value="1" type="fixed" />
1061     <attribute arch="is_floor" value="1" type="fixed" />
1062     <attribute arch="hp" editor="destination X" type="int">
1063     The exit destinations define the (x, y)-coordinates where players
1064     get teleported after they died on this battleground.
1065     </attribute>
1066     <attribute arch="sp" editor="destination Y" type="int">
1067     The exit destinations define the (x, y)-coordinates where players
1068     get teleported after they died on this battleground.
1069     </attribute>
1070     </type>
1071    
1072     <!--####################################################################-->
1073     <type number="8" name="Book">
1074     <description><![CDATA[
1075     Applying a book, the containing message is displayed to the player. ]]>
1076     </description>
1077     <attribute arch="level" editor="literacy level" type="int">
1078     If this value is set to be greater than zero, the player needs a
1079     certain literacy level to succeed reading the book. The book can be
1080     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1081     book can be a nice idea, personally I like it when a player needs
1082     more than his fighting skills to solve a quest. However, keep the
1083     booklevel at least below 15 because it is quite hard to gain high
1084     mental levels.
1085     </attribute>
1086     <attribute arch="startequip" editor="godgiven item" type="bool">
1087     A godgiven item vanishes as soon as the player
1088     drops it to the ground.
1089     </attribute>
1090     <attribute arch="unique" editor="unique item" type="bool">
1091     Unique items exist only one time on a server. If the item
1092     is taken, lost or destroyed - it's gone for good.
1093     </attribute>
1094     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1095     This is the text that appears "written" in the book.
1096     </attribute>
1097 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1098     This is the key string of the book. The key string is checked by an inventory checker.
1099     (This is used eg. for the gate/port passes in scorn)
1100     </attribute>
1101 root 1.1 </type>
1102    
1103     <!--####################################################################-->
1104     <type number="99" name="Boots">
1105     <import_type name="Amulet" />
1106     <description><![CDATA[
1107     Wearing boots, the object's stats will directly be inherited to
1108     the player. Usually enhancing his speed, or granting some minor
1109     protection bonus. ]]>
1110     </description>
1111     <use><![CDATA[
1112     Feel free to create your own special artifacts. However, it is very
1113     important that you keep your artifact in balance with existing maps. ]]>
1114     </use>
1115     <attribute arch="exp" editor="speed bonus" type="int">
1116     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1117     while worn. This kind of bonus is quite desirable for players of low-
1118     and medium level. High level players usually have fastest possible
1119     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1120     Still, this bonus is good for nice artifacts - not everything has
1121     to be for highest level.
1122     </attribute>
1123     <attribute arch="magic" editor="magic bonus" type="int">
1124     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1125     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1126     than direct armour-class bonus on the boots.
1127 root 1.3
1128 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1129     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1130     </attribute>
1131     </type>
1132    
1133     <!--####################################################################-->
1134 root 1.3 <type number="104" name="Bracers">
1135     <import_type name="Amulet" />
1136     <description><![CDATA[
1137     Bracers are armour-plates worn around the wrists.
1138     Wearing bracer, the object's stats will directly be inherited to
1139     the player. Usually enhancing his defense. ]]>
1140     </description>
1141     <use><![CDATA[
1142     Feel free to create your own special artifacts. However, it is very
1143     important that you keep your artifact in balance with existing maps. ]]>
1144     </use>
1145     <attribute arch="magic" editor="magic bonus" type="int">
1146     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1147     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1148     than direct armour-class bonus on the bracers.
1149     </attribute>
1150     </type>
1151    
1152     <!--####################################################################-->
1153     <type number="16" name="Brestplate Armour">
1154     <import_type name="Amulet" />
1155     <description><![CDATA[
1156     Wearing an armour, the object's stats will directly be inherited to
1157     the player. Usually enhancing his defense. ]]>
1158     </description>
1159     <use><![CDATA[
1160     Feel free to create your own special artifacts. However, it is very
1161     important that you keep your artifact in balance with existing maps. ]]>
1162     </use>
1163     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1164     This poses a penalty to spell regeneration speed, for wearing the armour.
1165     The bigger the spellpoint penalty, the worse.
1166     </attribute>
1167     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1168     Slowdown penalty reduces the player's walking speed when wearing the
1169     armour. Bigger values are worse - zero is best.
1170     </attribute>
1171     <attribute arch="magic" editor="magic bonus" type="int">
1172     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1173     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1174     than direct armour-class bonus on the armour.
1175     </attribute>
1176     </type>
1177    
1178     <!--####################################################################-->
1179 root 1.1 <type number="92" name="Button">
1180     <ignore>
1181     <ignore_list name="non_pickable" />
1182     </ignore>
1183     <description><![CDATA[
1184     When a predefined amount of weigh is placed on a button, the
1185     &lt;connection&gt; value is triggered. In most cases this happens when a
1186     player or monster steps on it. When the button is "released", the
1187     &lt;connection&gt; value get's triggered a second time. ]]>
1188     </description>
1189 root 1.9 &move_on;
1190     &move_off;
1191 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1192 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1193 root 1.1 The button is pressed (triggered), as soon as
1194     &lt;press weigh&gt; gram are placed ontop of it.
1195     </attribute>
1196     <attribute arch="connected" editor="connection" type="int">
1197     Every time the button is pressed or released, all objects
1198     with the same &lt;connection&gt; value are activated.
1199     </attribute>
1200     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1201     This text may describe the item. You can use this
1202     message to explain the button's purpose to the player.
1203     </attribute>
1204     </type>
1205    
1206     <!--####################################################################-->
1207 root 1.3 <type number="30" name="Button Trigger">
1208     <import_type name="Button" />
1209     <ignore>
1210     <ignore_list name="non_pickable" />
1211     </ignore>
1212     <description><![CDATA[
1213     Handle buttons are buttons which reset after a short period
1214     of time. Every time it is either applied or reset, the
1215     &lt;connection&gt; value is triggered. ]]>
1216     </description>
1217     </type>
1218    
1219     <!--####################################################################-->
1220     <type number="37" name="Class Changer">
1221     <ignore>
1222     <ignore_list name="non_pickable" />
1223     </ignore>
1224     <description><![CDATA[
1225     Class changer are used while creating a character. ]]>
1226     </description>
1227     <attribute arch="randomitems" editor="class items" type="treasurelist">
1228     This entry determines which initial items the character receives.
1229     </attribute>
1230     <section name="stats">
1231     <attribute arch="Str" editor="strength" type="int">
1232     The player's strength will rise by the given value if he chooses this
1233     class. (Negative values make strength fall)
1234     </attribute>
1235     <attribute arch="Dex" editor="dexterity" type="int">
1236     The player's dexterity will rise by the given value if he chooses this
1237     class. (Negative values make dexterity fall)
1238     </attribute>
1239     <attribute arch="Con" editor="constitution" type="int">
1240     The player's constitution will rise by the given value if he chooses this
1241     class. (Negative values make constitution fall)
1242     </attribute>
1243     <attribute arch="Int" editor="intelligence" type="int">
1244     The player's intelligence will rise by the given value if he chooses this
1245     class. (Negative values make intelligence fall)
1246     </attribute>
1247     <attribute arch="Pow" editor="power" type="int">
1248     The player's power will rise by the given value if he chooses this
1249     class. (Negative values make power fall)
1250     </attribute>
1251     <attribute arch="Wis" editor="wisdom" type="int">
1252     The player's wisdom will rise by the given value if he chooses this
1253     class. (Negative values make wisdom fall)
1254     </attribute>
1255     <attribute arch="Cha" editor="charisma" type="int">
1256     The player's charisma will rise by the given value if he chooses this
1257     class. (Negative values make charisma fall)
1258     </attribute>
1259     </section>
1260     </type>
1261    
1262     <!--####################################################################-->
1263 root 1.1 <type number="87" name="Cloak">
1264     <import_type name="Amulet" />
1265     <description><![CDATA[
1266     Wearing a cloak, the object's stats will directly be inherited to
1267     the player. Cloaks usually add minor &lt;armour class&gt; and
1268     sometimes a bit of resistance. ]]>
1269     </description>
1270     <use><![CDATA[
1271     Feel free to create your own special artifacts. However, it is very
1272     important that you keep your artifact in balance with existing maps. ]]>
1273     </use>
1274     <attribute arch="magic" editor="magic bonus" type="int">
1275     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1276     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1277     than direct armour-class bonus on the cloak.
1278 root 1.3
1279 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1280     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1281     </attribute>
1282     </type>
1283    
1284     <!--####################################################################-->
1285     <type number="9" name="Clock">
1286     <description><![CDATA[
1287     Applying a clock, the time is displayed to the player. ]]>
1288     </description>
1289     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1290     This text may describe the item
1291     </attribute>
1292     </type>
1293    
1294     <!--####################################################################-->
1295     <type number="122" name="Container">
1296     <description><![CDATA[
1297     A player can put (certain kinds of) items in the container.
1298     The overall weight of items is reduced when put inside a
1299     container, depending on the settings.
1300     <br><br>
1301     A special feature of containers is the "cauldron",
1302     capable of mixing alchemical receipes. ]]>
1303     </description>
1304     <use><![CDATA[
1305     Note on chests - There are two types of chests:
1306     <UL>
1307     <LI> First the random treasure chests - Those are NOT containers
1308     (but object type Treasure), they create random treasures when
1309     applied. Archetype name is "chest".
1310     <LI> Second there are the permanent chests - Those are containers,
1311     they can be opened and closed again. Archetype name is "chest_2".
1312     </UL> ]]>
1313     </use>
1314     <attribute arch="race" editor="container class" type="string">
1315     If set, the container will hold only certain types of objects.
1316     Possible choices for &lt;container class&gt; are: "gold and jewels",
1317 root 1.3 "arrows" and "keys".
1318    
1319 root 1.1 Unfortunately it is not easy to create new container
1320     classes, because items need a matching counterpiece-attribute
1321     to the &lt;container class&gt; before they can be put inside a
1322     container. This attribute ("race") is set only for the existing
1323     container classes.
1324     </attribute>
1325     <attribute arch="slaying" editor="key string" type="string">
1326     If &lt;key string&gt; is set, only players with a special key
1327     of matching &lt;key string&gt; are able to open the container.
1328     </attribute>
1329     <attribute arch="container" editor="maximum weight" type="int">
1330     The container can hold a maximum total weight of the given value
1331     in gram. Note that this weight limit is calculated *after* the
1332     weight reduction (&lt;reduce weight&gt;) has been applied.
1333     </attribute>
1334     <attribute arch="Str" editor="reduce weight %" type="int">
1335     This value determines how much the weight of items is reduced in
1336     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1337     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1338     Most default values are in the range of ten.
1339     </attribute>
1340     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1341     If set, the container can be used as alchemy-cauldron.
1342     The player can put ingredients inside, close it, cast alchemy
1343     and if his formulae is true, he'll get what he longed for.
1344     </attribute>
1345     <attribute arch="unique" editor="unique item" type="bool">
1346     Unique items exist only one time on a server. If the item
1347     is taken, lost or destroyed - it's gone for good.
1348     All contents of a unique container are unique as well.
1349     </attribute>
1350     <attribute arch="startequip" editor="godgiven item" type="bool">
1351     A godgiven item vanishes as soon as the player
1352     drops it to the ground.
1353     </attribute>
1354     <attribute arch="other_arch" editor="animation arch" type="string">
1355     This is used for a certain kind of... "animation" when
1356     opening the container. Stick to the default arches here
1357     and you won't get into trouble.
1358     </attribute>
1359     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1360     This text may contain a description of the container.
1361     </attribute>
1362     </type>
1363    
1364     <!--####################################################################-->
1365     <type number="103" name="Converter">
1366     <ignore>
1367     <attribute arch="value" />
1368     <attribute arch="nrof" />
1369     <attribute arch="name_pl" />
1370     <attribute arch="no_pick" />
1371     <attribute arch="unpaid" />
1372     <attribute arch="title" />
1373     </ignore>
1374     <description><![CDATA[
1375     Converters are like "exchange tables". When the player drops a
1376     specific type of items, they get converted into other items, at a
1377     predefined exchange-ratio. ]]>
1378     </description>
1379     <use><![CDATA[
1380     Converters are better than shopping with doormats, because the
1381     converters never get sold out. For some items like food or jewels
1382     those "exchange tables" are really nice, while for the more important
1383     stuff like potions converters should not exist.
1384     <br><br>
1385     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1386     items on a converter, the stuff you get must be of equal or lesser
1387     value than before! (Except if you are using "rare" items like
1388     dragonscales for payment). The code will not check if your ratio is
1389     sane, so the player could gain infinite wealth by using your converter. ]]>
1390     </use>
1391     <attribute arch="no_pick" value="1" type="fixed" />
1392     <attribute arch="slaying" editor="cost arch" type="string">
1393     &lt;cost arch&gt; is the name of the archetype the player has to
1394     put on the converter, as payment.
1395     </attribute>
1396     <attribute arch="food" editor="cost number" type="int">
1397     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1398     on the converter, in order to get &lt;receive number&gt; items
1399     of &lt;receive arch&gt;.
1400     </attribute>
1401     <attribute arch="other_arch" editor="receive arch" type="string">
1402     &lt;receive arch&gt; is the name of the archetype to convert into.
1403 root 1.2 This field is ignored if the converter has items in inventory. In this
1404     case one of the inventory items is duplicated. The duplicated item is
1405     randomly chosen from all items present.
1406 root 1.1 </attribute>
1407     <attribute arch="sp" editor="receive number" type="int">
1408     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1409     on the converter, in order to get &lt;receive number&gt; items
1410     of &lt;receive arch&gt;.
1411     </attribute>
1412     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1413     This text may contain a description of the converter.
1414     </attribute>
1415     </type>
1416    
1417     <!--####################################################################-->
1418     <type number="42" name="Creator">
1419     <ignore>
1420     <ignore_list name="system_object" />
1421     </ignore>
1422     <description><![CDATA[
1423     A creator is an object which creates another object when it
1424     is triggered. The child object can be anything. Creators are
1425     VERY useful for all kinds of map-mechanisms. ]]>
1426     </description>
1427     <use><![CDATA[
1428     Don't hesitate to hide your creators under the floor.
1429     The created items will still always appear ontop of the floor. ]]>
1430     </use>
1431     <attribute arch="no_pick" value="1" type="fixed" />
1432     <attribute arch="other_arch" editor="create arch" type="string">
1433     This string defines the object that will be created.
1434     You can choose any of the existing arches.
1435 root 1.2 This field is ignored if the creator has items in inventory. In this case
1436     one of the inventory items is duplicated. The duplicated item is randomly
1437     chosen from all items present.
1438 root 1.1 </attribute>
1439     <attribute arch="connected" editor="connection" type="int">
1440     Whenever the connection value is activated,
1441 root 1.3 the creator gets triggered.
1442 root 1.1 </attribute>
1443     <attribute arch="lifesave" editor="infinit uses" type="bool">
1444     If &lt;infinit uses&gt; is set, the creator will work
1445 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1446 root 1.1 </attribute>
1447     <attribute arch="hp" editor="number of uses" type="int">
1448     The creator can be triggered &lt;number of uses&gt; times, thus
1449     creating that many objects, before it dissappears.
1450     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1451     </attribute>
1452     <attribute arch="slaying" editor="name of creation" type="string">
1453 root 1.2 The created object will bear the name and title specified in &lt;name of
1454     creation&gt;. If nothing is set, the standard name and title of the
1455     archetype is used.
1456 root 1.1 </attribute>
1457     <attribute arch="level" editor="level of creation" type="int">
1458     The created object will be of that level. If zero/unset,
1459     the standard level of the archetype is used.
1460     </attribute>
1461     </type>
1462    
1463     <!--####################################################################-->
1464     <type number="51" name="Detector">
1465     <ignore>
1466     <ignore_list name="system_object" />
1467     </ignore>
1468     <description><![CDATA[
1469     Detectors work quite much like inv. checkers/pedestals: If the detector
1470     finds a specific object, it toggles its connected value.
1471     <br><br>
1472     What is "unique" about them, compared to inv. checkers/ pedestals?
1473     - First, detectors check their square for a match periodically, not
1474     instantly. Second, detectors check directly for object names. Third,
1475     detectors do not check the inventory of players/monsters. ]]>
1476     </description>
1477     <use><![CDATA[
1478     There is one major speciality about detectors: You can detect spells
1479     blown over a detector! To detect a lighting bolt for example, set
1480     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1481     walls, this can be very useful for map-mechanisms. ]]>
1482     </use>
1483     <attribute arch="no_pick" value="1" type="fixed" />
1484     <attribute arch="slaying" editor="match name" type="string">
1485     &lt;match name&gt; specifies the name of the object we are looking for.
1486     Actually it does also check for the &lt;key string&gt; in key-objects,
1487     but for this case inventory checkers are often more powerful to use.
1488     </attribute>
1489     <attribute arch="connected" editor="connection" type="int">
1490     When the detector is triggered, all objects with the same
1491     connection value get activated.
1492     </attribute>
1493     <attribute arch="speed" editor="detection speed" type="float">
1494     This value defines the time between two detector-checks.
1495     If you want the detector to behave almost like pedestals/buttons,
1496     set speed rather high, like &lt;detection speed&gt; 1.0.
1497     </attribute>
1498 root 1.12 &speed_left;
1499     <attribute arch="speed_left" editor="speed left" type="float">
1500     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1501     If it is larger than 0, the detector checks, and the speed is decremented
1502     by 1.
1503     </attribute>
1504 root 1.1 </type>
1505    
1506     <!--####################################################################-->
1507     <type number="112" name="Director">
1508     <ignore>
1509     <ignore_list name="non_pickable" />
1510     </ignore>
1511     <description><![CDATA[
1512     Directors change the direction of spell objects and other projectiles
1513     that fly past. Unlike spinners, directors always move objects in the
1514     same direction. It does not make a difference from what angle you
1515     shoot into it.<br>
1516     Directors are visible per default. ]]>
1517     </description>
1518     <use><![CDATA[
1519     Directors are rarely used in maps. Sometimes they are placed to
1520     change the direction of spells coming out of magic walls,
1521     "channeling" spell-projectiles in some direction. When doing this,
1522     <B>never place directors facing each other with magic walls fireing
1523     into them!</B> The spell-projectiles bouncing between the directors
1524     would accumulate to huge numbers and at some point slow down the
1525     server by eating memory- and CPU-time.
1526     <br><br>
1527     You'd better not place directors in monster vs. player combat
1528     areas too much, because that freaks out wizard-type players. ]]>
1529     </use>
1530     <attribute arch="sp" editor="direction" type="list_direction">
1531     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1532     A director with direction &lt;none&gt; simply stops projectiles.
1533     (The latter works out a bit strange for some spells).
1534     </attribute>
1535 root 1.9 &move_on;
1536 root 1.1 </type>
1537    
1538     <!--####################################################################-->
1539     <type number="158" name="Disease">
1540     <ignore>
1541     <ignore_list name="system_object" />
1542     </ignore>
1543     <description><![CDATA[
1544     Diseases are an intersting form of spellcraft in Crossfire.
1545     Once casted, they can spread out and infect creatures in a large
1546     area. Being infected can have various effects, from amusing farts
1547     to horrible damage - almost everything is possible. ]]>
1548     </description>
1549     <use><![CDATA[
1550     Diseases are extremely flexible and usable in a many ways.
1551     So far they are mostly used for causing bad, unwanted effects.
1552     You could just as well create a disease which helps the player
1553     (recharging mana for example).
1554     Infection with a "positive disease" could even be a quest reward. ]]>
1555     </use>
1556     <attribute arch="invisible" value="1" type="fixed" />
1557     <attribute arch="level" editor="plaque level" type="int">
1558     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1559     This mainly reflects in the &lt;damage&gt;. It has no effect on
1560     most other symptoms. Neverthless, it is a very important value for
1561     all damage-inflicting diseases.
1562     </attribute>
1563     <attribute arch="race" editor="infect race" type="string">
1564     The disease will only infect creatures of the specified &lt;race&gt;.
1565     "&lt;race&gt; *" means every creature can be infected.
1566     </attribute>
1567     <attribute arch="ac" editor="progressiveness" type="int">
1568     Every time the disease "moves" the severity of the symptoms are increased
1569     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1570     </attribute>
1571     <section name="spreading">
1572     <attribute arch="wc" editor="infectiosness" type="int">
1573     The &lt;infectiosness&gt; defines the chance of new creatures getting
1574     infected. If you set this too high, the disease is very likely to
1575     be too effective.
1576 root 1.3
1577 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1578     </attribute>
1579     <attribute arch="last_grace" editor="attenuation" type="int">
1580     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1581     everytime it infects someone new. This limits how many generations
1582     a disease can propagate.
1583     </attribute>
1584     <attribute arch="magic" editor="infection range" type="int">
1585     &lt;infection range&gt; sets the range at which infection may occur.
1586     If positive, the &lt;infection range&gt; is level dependant - If negative,
1587     it is not:
1588     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1589 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1590 root 1.1 </attribute>
1591     <attribute arch="maxhp" editor="persistence" type="int">
1592     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1593     The disease can "move" &lt;persistence&gt; times outside a host before it
1594     vanishes. A negative value means the disease lasts for permanent
1595     (which is only recommended to use in maps without monsters).
1596     </attribute>
1597     <attribute arch="maxgrace" editor="curing duration" type="int">
1598     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1599     (Assuming the host survives and doesn't use a curing spell).
1600     After this period the disease is naturally cured, which provides the
1601     host with immunity from this particular disease of lower or equal level.
1602 root 1.3
1603 root 1.1 A negative value means the disease can never be cured naturally.
1604 root 1.3
1605 root 1.1 Note that this value can be further modulated by spell-parameters,
1606     if the disease is registered as spell in the code. Due to that,
1607     most default diseases take a lot longer to cure than it seems.
1608     </attribute>
1609     <attribute arch="speed" editor="moving speed" type="float">
1610     The &lt;speed&gt; of the disease determines how fast the disease will
1611     "move", thus how fast the symptoms strike the host.
1612     </attribute>
1613 root 1.12 &speed_left;
1614 root 1.1 </section>
1615     <section name="symptoms">
1616     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1617     The disease will attack the host with the given &lt;attacktype&gt;.
1618     Godpower attacktype is commonly used for "unresistable" diseases.
1619     </attribute>
1620     <attribute arch="dam" editor="damage" type="int">
1621     A disease with a positive &lt;damage&gt; value will strike the player for that
1622     amount of damage every time the symptoms occur.
1623     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1624     the player's health is reduced by 10% every time the symptoms strike.
1625 root 1.3
1626 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1627     for players of all levels.
1628     </attribute>
1629     <attribute arch="other_arch" editor="create arch" type="string">
1630     If set, the specified arch is created and dropped every time the
1631     symptoms strike.
1632 root 1.3
1633 root 1.1 This can be various things: farts, body pieces, eggs ...
1634     Even monsters can be created that way. You could also make a
1635     disease where some exotic stuff like money/gems is created.
1636     </attribute>
1637     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1638     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1639     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1640     </attribute>
1641     <attribute arch="exp" editor="exp. for curing" type="int">
1642     When the player manages to cure this disease (with a curing spell),
1643     he is awarded with &lt;exp. for curing&gt; experience.
1644     </attribute>
1645     <attribute arch="maxsp" editor="mana depletion" type="int">
1646     Every time the disease "moves", the player's mana is
1647     reduced by the value of &lt;mana depletion&gt;.
1648     For negative values, a %-based amount is taken.
1649     </attribute>
1650     <attribute arch="last_eat" editor="food depletion" type="int">
1651     Every time the disease "moves", the player's food is
1652     reduced by the value of &lt;food depletion&gt;.
1653     For negative values, a %-based amount is taken.
1654     </attribute>
1655     <attribute arch="hp" editor="health regen." type="int">
1656     This value increases the player's healing rate.
1657     Negative values decrease it.
1658     </attribute>
1659     <attribute arch="sp" editor="mana regen." type="int">
1660     This value increases the player's rate of mana regeneration.
1661     Negative values decrease it.
1662     </attribute>
1663     </section>
1664     <section name="disability">
1665     <attribute arch="Str" editor="strength" type="int">
1666     The player's strength will rise by the given value
1667     while being infected. (Negative values make strength fall)
1668     </attribute>
1669     <attribute arch="Dex" editor="dexterity" type="int">
1670     The player's dexterity will rise by the given value
1671     while being infected. (Negative values make dexterity fall)
1672     </attribute>
1673     <attribute arch="Con" editor="constitution" type="int">
1674     The player's constitution will rise by the given value
1675     while being infected. (Negative values make constitution fall)
1676     </attribute>
1677     <attribute arch="Int" editor="intelligence" type="int">
1678     The player's intelligence will rise by the given value
1679     while being infected. (Negative values make intelligence fall)
1680     </attribute>
1681     <attribute arch="Pow" editor="power" type="int">
1682     The player's power will rise by the given value
1683     while being infected. (Negative values make power fall)
1684     </attribute>
1685     <attribute arch="Wis" editor="wisdom" type="int">
1686     The player's wisdom will rise by the given value
1687     while being infected. (Negative values make wisdom fall)
1688     </attribute>
1689     <attribute arch="Cha" editor="charisma" type="int">
1690     The player's charisma will rise by the given value
1691     while being infected. (Negative values make charisma fall)
1692     </attribute>
1693     </section>
1694     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1695     This text is displayed to the player every time the
1696     symptoms strike.
1697     </attribute>
1698     </type>
1699    
1700     <!--####################################################################-->
1701 root 1.3 <type number="23" name="Door">
1702     <ignore>
1703     <ignore_list name="non_pickable" />
1704     </ignore>
1705     <description><![CDATA[
1706     A door can be opened with a normal key. It also can be broken by attacking
1707     it, and it can be defeated with the lockpicking skill. If a door is
1708     defeated, horizontally and vertically adjacent doors are automatically
1709     removed. ]]>
1710     </description>
1711     <attribute arch="no_pick" value="1" type="fixed" />
1712     <attribute arch="alive" value="1" type="fixed" />
1713 root 1.9 &movement_types_terrain;
1714 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1715     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1716     </attribute>
1717     <attribute arch="ac" editor="armour class" type="int">
1718     Doors of high &lt;armour class&gt; are less likely to get hit.
1719     &lt;armour class&gt; can be considered the "counterpiece" to
1720     &lt;weapon class&gt;.
1721     </attribute>
1722     <attribute arch="other_arch" editor="drop arch" type="string">
1723     This string defines the object that will be created when the door was
1724     defeated.
1725     </attribute>
1726     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1727     This entry determines what kind of traps will appear in the door.
1728     </attribute>
1729     </type>
1730    
1731     <!--####################################################################-->
1732 root 1.1 <type number="83" name="Duplicator">
1733     <ignore>
1734     <ignore_list name="system_object" />
1735     </ignore>
1736     <description><![CDATA[
1737     When activated, a duplicator can duplicate, multiply or destroy a pile of
1738     objects which lies somewhere on top of the duplicator.
1739     The duplicator has one arch name specified as &lt;target arch&gt;,
1740     and only objects of this archetype can be affected.<br>
1741     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1742     If the latter is set to zero, it will destroy objects. ]]>
1743     </description>
1744     <use><![CDATA[
1745     I hope it is clear that one must be very cautious when inserting a duplicator
1746     anywhere with &lt;multiply factor&gt; greater than one.
1747     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1748     It is <b>not acceptable</b> to allow duplication of anything other than
1749     coins, gold and jewels. Besides, it is very important that the chance to
1750     loose the input matches the chance to earn winnings.<br>
1751     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1752     loosing rate of 2/3 = 67%. ]]>
1753     </use>
1754     <attribute arch="other_arch" editor="target arch" type="string">
1755     Only objects of matching archtype, lying ontop of the dublicator will be
1756     dublicated, multiplied or removed. All other objects will be ignored.
1757     </attribute>
1758     <attribute arch="level" editor="multiply factor" type="int">
1759     The number of items in the target pile will be multiplied by the
1760     &lt;multiply factor&gt;. If it is set to zero, all target objects
1761     will be destroyed.
1762     </attribute>
1763     <attribute arch="connected" editor="connection" type="int">
1764     An activator (lever, altar, button, etc) with matching connection value
1765     is able to trigger this duplicator. Be very careful that players cannot
1766     abuse it to create endless amounts of money or other valuable stuff!
1767     </attribute>
1768     </type>
1769    
1770     <!--####################################################################-->
1771     <type number="66" name="Exit">
1772     <ignore>
1773     <ignore_list name="non_pickable" />
1774     </ignore>
1775     <description><![CDATA[
1776     When the player applies an exit, he is transferred to a different location.
1777     (Monsters cannot use exits.) Depending on how it is set, the player applies
1778     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1779     the exit. ]]>
1780     </description>
1781     <use><![CDATA[
1782 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1783 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1784     detected with the show_invisible spell.
1785     <br><br>
1786     You can be quite creative with the outlook of secret exits (their "face").
1787     Don't forget to give the player relyable hints about them though. ]]>
1788     </use>
1789     <attribute arch="slaying" editor="exit path" type="string">
1790     The exit path defines the map that the player is transferred to.
1791     You can enter an absolute path, beginning with '/' (for example
1792     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1793     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1794     relative path "Fire1"). Use relative paths whenever possible! Note that
1795     upper/lower case must always be set correctly. However, please use lower
1796 root 1.3 case only.
1797 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1798     is on. If slaying is not set in an exit, the player will see a message like
1799     "the exit is closed".
1800     </attribute>
1801     <attribute arch="hp" editor="destination X" type="int">
1802     The exit destinations define the (x, y)-coordinates where the exit
1803     leads to.
1804     If both are set to zero, the player will be transferred to the "default
1805     enter location" of the destined map. The latter can be set in the map-
1806     properties as "Enter X/Y". Though, please DO NOT use that.
1807     It turned out to be a source for numerous map-bugs.
1808     </attribute>
1809     <attribute arch="sp" editor="destination Y" type="int">
1810     The exit destinations define the (x, y)-coordinates where the exit
1811     leads to.
1812     If both are set to zero, the player will be transferred to the "default
1813     enter location" of the destined map. The latter can be set in the map-
1814     properties as "Enter X/Y". Though, please DO NOT use that.
1815     It turned out to be a source for numerous map-bugs.
1816     </attribute>
1817 root 1.9 &move_on;
1818 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1819     If set, this message will be displayed to the player when he applies the exit.
1820     This is quite useful to throw in some "role-play feeling": "As you enter the
1821     dark cave you hear the sound of rustling dragonscales...". Well, my english
1822     is poor, but you get the point. =)
1823     </attribute>
1824     <attribute arch="unique" editor="unique destination" type="bool">
1825     This flag defines the destined map as "personal unique map". If set,
1826     there will be a seperate version of that map for every player out there.
1827     This feature is used for the permanent apartments
1828     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1829     than apartments, since Crossfire is a *multi*player game. In such a permanent
1830     apartment don't forget to set the unique-flag for all floor tiles too
1831     (see floors).
1832     An exit pointing outside of a personal unique map must have the
1833     "unique destination"-flag unset.
1834     </attribute>
1835     </type>
1836    
1837     <!--####################################################################-->
1838     <type number="72" name="Flesh">
1839     <description><![CDATA[
1840     Just like with food, the player can fill his stomache and gain a
1841     little health by eating flesh-objects. <br>
1842     For dragon players, flesh plays a very special role though: If the
1843     flesh has resistances set, a dragon player has a chance to gain resistance in
1844 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1845 root 1.1 Don't forget that flesh items with resistances have to be balanced
1846     according to map/monster difficulty. ]]>
1847     </description>
1848     <use><![CDATA[
1849     For dragon players, flesh items can be highly valuable. Note that many
1850     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1851     These flesh items "inherit" resistances and level from the monster they belong to.
1852     When you add special flesh items to the inventory of a monster, this is
1853     not the case - so you have to set it manually.
1854     <br><br>
1855     Generally adding special flesh-treaties for dragon players is a great thing
1856     to do. Always consider that dragon players might really not be interested
1857     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1858     out on the reward completely. ]]>
1859     </use>
1860     <attribute arch="food" editor="foodpoints" type="int">
1861     The player's stomache will get filled with this amount of foodpoints.
1862     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1863     </attribute>
1864     <attribute arch="level" editor="flesh level" type="int">
1865     The &lt;flesh level&gt; is not visible to the players and it affects only
1866     dragon players. Normally this value reflects the level of the monster
1867     from which the flesh item originates.
1868     Dragon players always search for flesh of highest level possible,
1869     because it bears the best chance to gain high resistances.
1870     </attribute>
1871     <attribute arch="startequip" editor="godgiven item" type="bool">
1872     A godgiven item vanishes as soon as the player
1873     drops it to the ground.
1874     </attribute>
1875     <section name="resistance">
1876     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1877     Resistances on flesh items make them more durable against spellcraft
1878     of the appropriate kind. It also allows dragon players to eventually gain
1879     resistance by eating it. Usually resistance should only be set for flesh
1880     items in a monster's inventory.
1881     </attribute>
1882     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1883     Resistances on flesh items make them more durable against spellcraft
1884     of the appropriate kind. It also allows dragon players to eventually gain
1885     resistance by eating it. Usually resistance should only be set for flesh
1886     items in a monster's inventory.
1887     </attribute>
1888     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1889     Resistances on flesh items make them more durable against spellcraft
1890     of the appropriate kind. It also allows dragon players to eventually gain
1891     resistance by eating it. Usually resistance should only be set for flesh
1892     items in a monster's inventory.
1893     </attribute>
1894     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1895     Resistances on flesh items make them more durable against spellcraft
1896     of the appropriate kind. It also allows dragon players to eventually gain
1897     resistance by eating it. Usually resistance should only be set for flesh
1898     items in a monster's inventory.
1899     </attribute>
1900     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1901     Resistances on flesh items make them more durable against spellcraft
1902     of the appropriate kind. It also allows dragon players to eventually gain
1903     resistance by eating it. Usually resistance should only be set for flesh
1904     items in a monster's inventory.
1905     </attribute>
1906     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1907     Resistances on flesh items make them more durable against spellcraft
1908     of the appropriate kind. It also allows dragon players to eventually gain
1909     resistance by eating it. Usually resistance should only be set for flesh
1910     items in a monster's inventory.
1911     </attribute>
1912     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1913     Resistances on flesh items make them more durable against spellcraft
1914     of the appropriate kind. It also allows dragon players to eventually gain
1915     resistance by eating it. Usually resistance should only be set for flesh
1916     items in a monster's inventory.
1917     </attribute>
1918     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1919     Resistances on flesh items make them more durable against spellcraft
1920     of the appropriate kind. It also allows dragon players to eventually gain
1921     resistance by eating it. Usually resistance should only be set for flesh
1922     items in a monster's inventory.
1923     </attribute>
1924     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1925     Resistances on flesh items make them more durable against spellcraft
1926     of the appropriate kind. It also allows dragon players to eventually gain
1927     resistance by eating it. Usually resistance should only be set for flesh
1928     items in a monster's inventory.
1929     </attribute>
1930     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1931     Resistances on flesh items make them more durable against spellcraft
1932     of the appropriate kind. It also allows dragon players to eventually gain
1933     resistance by eating it. Usually resistance should only be set for flesh
1934     items in a monster's inventory.
1935     </attribute>
1936     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1937     Resistances on flesh items make them more durable against spellcraft
1938     of the appropriate kind. It also allows dragon players to eventually gain
1939     resistance by eating it. Usually resistance should only be set for flesh
1940     items in a monster's inventory.
1941     </attribute>
1942     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1943     Resistances on flesh items make them more durable against spellcraft
1944     of the appropriate kind. It also allows dragon players to eventually gain
1945     resistance by eating it. Usually resistance should only be set for flesh
1946     items in a monster's inventory.
1947     </attribute>
1948     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1949     Resistances on flesh items make them more durable against spellcraft
1950     of the appropriate kind. It also allows dragon players to eventually gain
1951     resistance by eating it. Usually resistance should only be set for flesh
1952     items in a monster's inventory.
1953     </attribute>
1954     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1955     Resistances on flesh items make them more durable against spellcraft
1956     of the appropriate kind. It also allows dragon players to eventually gain
1957     resistance by eating it. Usually resistance should only be set for flesh
1958     items in a monster's inventory.
1959     </attribute>
1960     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1961     Resistances on flesh items make them more durable against spellcraft
1962     of the appropriate kind. It also allows dragon players to eventually gain
1963     resistance by eating it. Usually resistance should only be set for flesh
1964     items in a monster's inventory.
1965     </attribute>
1966     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1967     RResistances on flesh items make them more durable against spellcraft
1968     of the appropriate kind. It also allows dragon players to eventually gain
1969     resistance by eating it. Usually resistance should only be set for flesh
1970     items in a monster's inventory.
1971     </attribute>
1972     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1973     Resistances on flesh items make them more durable against spellcraft
1974     of the appropriate kind. It also allows dragon players to eventually gain
1975     resistance by eating it. Usually resistance should only be set for flesh
1976     items in a monster's inventory.
1977     </attribute>
1978     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1979     Resistances on flesh items make them more durable against spellcraft
1980     of the appropriate kind. It also allows dragon players to eventually gain
1981     resistance by eating it. Usually resistance should only be set for flesh
1982     items in a monster's inventory.
1983     </attribute>
1984     </section>
1985     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1986     This text may describe the item.
1987     </attribute>
1988     </type>
1989    
1990     <!--####################################################################-->
1991     <type number="0" name="Floor">
1992     <required>
1993     <attribute arch="is_floor" value="1" />
1994     <attribute arch="alive" value="0" />
1995     </required>
1996     <ignore>
1997     <ignore_list name="non_pickable" />
1998     </ignore>
1999     <description><![CDATA[
2000     Floor is a very basic thing whithout too much
2001     functionality. It's a floor - you stand on it. ]]>
2002     </description>
2003     <attribute arch="is_floor" value="1" type="fixed" />
2004     <attribute arch="no_pick" value="1" type="fixed" />
2005     <section name="terrain">
2006 root 1.9 &movement_types_terrain;
2007 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2008     This flag indicates this spot contains wood or high grass.
2009     Players with activated woodsman skill can move faster here.
2010     </attribute>
2011     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2012     This flag indicates this spot contains hills or large rocks.
2013     Players with activated mountaineer skill can move faster here.
2014     </attribute>
2015     </section>
2016     <attribute arch="no_magic" editor="no spells" type="bool">
2017     If enabled, it is impossible for players to use (wizard-)
2018     spells on that spot.
2019     </attribute>
2020     <attribute arch="damned" editor="no prayers" type="bool">
2021     If enabled, it is impossible for players to use prayers
2022     on that spot. It also prevents players from saving.
2023     </attribute>
2024     <attribute arch="unique" editor="unique map" type="bool">
2025     Unique floor means that any items dropped on that spot
2026     will be saved byond map reset. For permanent apartments,
2027     all floor tiles must be set &lt;unique map&gt;.
2028     </attribute>
2029     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2030     This text may describe the object.
2031     </attribute>
2032     </type>
2033    
2034     <!--####################################################################-->
2035     <type number="67" name="Floor (Encounter)">
2036     <ignore>
2037     <ignore_list name="non_pickable" />
2038     </ignore>
2039     <description><![CDATA[
2040     Encounter-Floor is pretty much the same as normal floor.
2041     Most outdoor floor/ground-arches are set to be "encounters".
2042     That is kind of a relict from former code: When walking over
2043     encounter-floor, players sometimes got beamed to little maps
2044     with monsters on them. Nowadays this feature is disabled -
2045     Hence encounter floor is not different from normal floor. ]]>
2046     </description>
2047     <attribute arch="is_floor" value="1" type="fixed" />
2048     <attribute arch="no_pick" value="1" type="fixed" />
2049     <section name="terrain">
2050 root 1.9 &movement_types_terrain;
2051 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2052     This flag indicates this spot contains wood or high grass.
2053     Players with activated woodsman skill can move faster here.
2054     </attribute>
2055     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2056     This flag indicates this spot contains hills or large rocks.
2057     Players with activated mountaineer skill can move faster here.
2058     </attribute>
2059     </section>
2060     <attribute arch="no_magic" editor="no spells" type="bool">
2061     If enabled, it is impossible for players to use (wizard-)
2062     spells on that spot.
2063     </attribute>
2064     <attribute arch="damned" editor="no prayers" type="bool">
2065     If enabled, it is impossible for players to use prayers
2066     on that spot. It also prevents players from saving.
2067     </attribute>
2068     <attribute arch="unique" editor="unique map" type="bool">
2069     Unique floor means that any items dropped on that spot
2070     will be saved byond map reset. For permanent apartments,
2071     all floor tiles must be set &lt;unique map&gt;.
2072     </attribute>
2073     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2074     This text may describe the object.
2075     </attribute>
2076     </type>
2077    
2078     <!--####################################################################-->
2079     <type number="6" name="Food">
2080     <description><![CDATA[
2081     By eating/drinking food-objects, the player can fill his
2082     stomache and gain a little health. ]]>
2083     </description>
2084     <attribute arch="food" editor="foodpoints" type="int">
2085     The player's stomache will get filled with this amount of foodpoints.
2086     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2087     </attribute>
2088     <attribute arch="startequip" editor="godgiven item" type="bool">
2089     A godgiven item vanishes as soon as the player
2090     drops it to the ground.
2091     </attribute>
2092     </type>
2093    
2094     <!--####################################################################-->
2095     <type number="91" name="Gate">
2096     <ignore>
2097     <ignore_list name="non_pickable" />
2098     </ignore>
2099     <description><![CDATA[
2100     Gates play an important role in Crossfire. Gates can be opened
2101     by activating a button/trigger, by speaking passwords (-> magic_ear)
2102     or carrying special key-objects (-> inventory checker).
2103     Unlike locked doors, gates can get shut again after a player has
2104     passed, which makes them more practical in many cases. ]]>
2105     </description>
2106     <use><![CDATA[
2107     Use gates to divide your maps into seperated areas. After solving
2108     area A, the player gains access to area B, and so on. Make your
2109     maps more complex than "one-way". ]]>
2110     </use>
2111     <attribute arch="no_pick" value="1" type="fixed" />
2112     <attribute arch="connected" editor="connection" type="int">
2113     Whenever the inventory checker is triggered, all objects with identical
2114     &lt;connection&gt; value get activated. This only makes sense together with
2115     &lt;blocking passage&gt; disabled.
2116     </attribute>
2117     <attribute arch="wc" editor="position state" type="int">
2118     The &lt;position state&gt; defines the position of the gate:
2119     Zero means completely open/down, the "number of animation-steps" (usually
2120     about 6 or 7) means completely closed/up state. I suggest you don't
2121     mess with this value - Leave the default in place.
2122     </attribute>
2123 root 1.9 &movement_types_terrain;
2124 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2125     Restricting the use of spells to pass this gate. This has
2126     an effect only if &lt;block view&gt; is disabled.
2127     </attribute>
2128     <attribute arch="damned" editor="restrict prayers" type="bool">
2129     Restricting the use of prayers to pass this door. This has
2130     an effect only if &lt;block view&gt; is disabled.
2131     </attribute>
2132     </type>
2133    
2134     <!--####################################################################-->
2135     <type number="113" name="Girdle">
2136     <import_type name="Amulet" />
2137     <description><![CDATA[
2138     Wearing a girdle, the object's stats will directly be inherited to
2139     the player. Girdles usually provide stats- or damage bonuses and no
2140     defense. ]]>
2141     </description>
2142     <use><![CDATA[
2143     Feel free to create your own special artifacts. However, it is very
2144     important that you keep your artifact in balance with existing maps. ]]>
2145     </use>
2146     <attribute arch="magic" editor="magic bonus" type="int">
2147     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2148     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2149     than direct armour-class bonus on the helmet.
2150 root 1.3
2151 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2152     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2153     &lt;magic bonus&gt; is pointless here.
2154     </attribute>
2155     </type>
2156    
2157     <!--####################################################################-->
2158     <type number="100" name="Gloves">
2159     <import_type name="Amulet" />
2160     <description><![CDATA[
2161     Wearing gloves, the object's stats will directly be inherited to
2162     the player. Gloves can add defense or damage bonuses. ]]>
2163     </description>
2164     <use><![CDATA[
2165     Feel free to create your own special artifacts. However, it is very
2166     important that you keep your artifact in balance with existing maps. ]]>
2167     </use>
2168     <attribute arch="magic" editor="magic bonus" type="int">
2169     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2170     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2171     will increase that.
2172     </attribute>
2173     </type>
2174    
2175     <!--####################################################################-->
2176     <type number="93" name="Handle">
2177     <ignore>
2178     <ignore_list name="non_pickable" />
2179     </ignore>
2180     <description><![CDATA[
2181     A handle can be applied by players and (certain) monsters.
2182     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2183     </description>
2184     <use><![CDATA[
2185     Handles are commonly used to move gates. When placing your lever,
2186     don't forget that some monsters are able to apply it.
2187     The ability to apply levers is rare among monsters -
2188     but vampires can do it for example. ]]>
2189     </use>
2190     <attribute arch="no_pick" value="1" type="fixed" />
2191     <attribute arch="connected" editor="connection" type="int">
2192     Every time the handle is applied, all objects
2193     with the same &lt;connection&gt; value are activated.
2194     </attribute>
2195     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2196     This text may describe the item. You can use this
2197     message to explain the handle's purpose to the player.
2198     </attribute>
2199     </type>
2200    
2201     <!--####################################################################-->
2202     <type number="27" name="Handle Trigger">
2203     <import_type name="Handle" />
2204     <ignore>
2205     <ignore_list name="non_pickable" />
2206     </ignore>
2207     <description><![CDATA[
2208     Handle triggers are handles which reset after a short period
2209     of time. Every time it is either applied or reset, the
2210     &lt;connection&gt; value is triggered. ]]>
2211     </description>
2212     <use><![CDATA[
2213     When you connect an ordinary handle to a gate, the gate normally remains
2214     opened after the first player passed. If you want to keep the gate shut,
2215     connecting it to a handle trigger is an easy solution. ]]>
2216     </use>
2217     </type>
2218    
2219     <!--####################################################################-->
2220     <type number="88" name="Hazard Floor">
2221     <required>
2222     <attribute arch="is_floor" value="1" />
2223     </required>
2224     <ignore>
2225     <ignore_list name="non_pickable" />
2226     </ignore>
2227     <description><![CDATA[
2228     The best example for Hazard Floor is lava. It works like standard
2229     floor, but damages all creatures standing on it.
2230     Damage is taken in regular time intervals. ]]>
2231     </description>
2232     <use><![CDATA[
2233     The default lava for example does minor damage. But you can turn
2234     it up so that your hazard floor poses a real threat.<br>
2235     Like magic walls, such floors add a permanent thrill to your map.
2236     You can use that to safely chase off too-weak players, or just
2237     to have something different. ]]>
2238     </use>
2239     <attribute arch="is_floor" value="1" type="fixed" />
2240     <attribute arch="lifesave" value="1" type="fixed" />
2241 root 1.9 &move_on;
2242 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2243     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2244     This attribute specifys the attacktypes that this floor uses to
2245     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2246     If you want a real tough hazard floor, add more than just one attacktype.
2247     </attribute>
2248     <attribute arch="dam" editor="base damage" type="int">
2249     The &lt;base damage&gt; defines how much damage is inflicted to the
2250     victim per hit. The final damage is influenced by several other
2251     factors like the victim's resistance and level.
2252     </attribute>
2253     <attribute arch="wc" editor="weaponclass" type="int">
2254     &lt;weapon class&gt; improves the chance of hitting the victim.
2255     Lower values are better.
2256     Usually, hazard floors like lava are supposed to hit the
2257     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2258     to something like -30.
2259     </attribute>
2260     <attribute arch="level" editor="attack level" type="int">
2261     I guess this value is supposed to work similar to monster levels.
2262     But in fact, it does not seem to have an effect. Set any non-zero
2263     value to be on the safe side.
2264     </attribute>
2265     <section name="terrain">
2266 root 1.9 &movement_types_terrain;
2267 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2268     This flag indicates this spot contains wood or high grass.
2269     Players with activated woodsman skill can move faster here.
2270     </attribute>
2271     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2272     This flag indicates this spot contains hills or large rocks.
2273     Players with activated mountaineer skill can move faster here.
2274     </attribute>
2275     </section>
2276     <attribute arch="no_magic" editor="no spells" type="bool">
2277     If enabled, it is impossible for players to use (wizard-)
2278     spells on that spot.
2279     </attribute>
2280     <attribute arch="damned" editor="no prayers" type="bool">
2281     If enabled, it is impossible for players to use prayers
2282     on that spot. It also prevents players from saving.
2283     </attribute>
2284     <attribute arch="unique" editor="unique map" type="bool">
2285     Unique floor means that any items dropped on that spot
2286     will be saved byond map reset. For permanent apartments,
2287     all floor tiles must be set &lt;unique map&gt;.
2288     </attribute>
2289     </type>
2290    
2291     <!--####################################################################-->
2292     <type number="34" name="Helmet">
2293     <import_type name="Amulet" />
2294     <description><![CDATA[
2295     Wearing a helmet, the object's stats will directly be inherited to
2296     the player. Normal helmets usually increase defense, while crowns
2297     add more special bonuses like stats/resistances paired with
2298     low defense. ]]>
2299     </description>
2300     <use><![CDATA[
2301     Feel free to create your own special artifacts. However, it is very
2302     important that you keep your artifact in balance with existing maps. ]]>
2303     </use>
2304     <attribute arch="magic" editor="magic bonus" type="int">
2305     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2306     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2307     than direct armour-class bonus on the helmet.
2308 root 1.3
2309 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2310     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2311     Crowns for instance typically provide no &lt;amour class&gt;.
2312     </attribute>
2313     </type>
2314    
2315     <!--####################################################################-->
2316     <type number="56" name="Holy Altar">
2317     <ignore>
2318     <ignore_list name="non_pickable" />
2319     </ignore>
2320     <description><![CDATA[
2321     Holy_altars are altars for the various religions. Praying
2322     at a Holy_altar will make you a follower of that god, and
2323     if you already follow that god, you may get some extra bonus. ]]>
2324     </description>
2325     <attribute arch="no_pick" value="1" type="fixed" />
2326     <attribute arch="other_arch" editor="god name" type="string">
2327     The altar belongs to the god of the given name. Possible options for
2328     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2329 root 1.3 Gorokh, Valriel and Sorig.
2330    
2331 root 1.1 If you want to have an unconsecrated altar, set
2332     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2333     </attribute>
2334     <attribute arch="level" editor="reconsecrate level" type="int">
2335     To re-consecrate an altar, the player's wisdom level must be as
2336     high or higher than this value. In that way, some altars can not
2337 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2338    
2339 root 1.1 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2340     Some characters might need those altars, they would be very unhappy to
2341     see them re-consecrated to another cult.
2342     </attribute>
2343     </type>
2344    
2345     <!--####################################################################-->
2346     <type number="35" name="Horn">
2347     <ignore>
2348     <attribute arch="title" />
2349     </ignore>
2350     <description><![CDATA[
2351     Horns are very similar to rods. The difference is that horns regenerate
2352     spellpoints faster and thus are more valuable than rods.
2353     <br><br>
2354     A horn contains a spell. The player can use this spell by applying and
2355     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2356     used endlessly. ]]>
2357     </description>
2358     <use><![CDATA[
2359     Horns are powerful due to their fast recharge rate. They should
2360     never contain high level attacking spells. Even curing/healing spells
2361     are almost too good on a horn. ]]>
2362     </use>
2363     <attribute arch="sp" editor="spell" type="spell">
2364     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2365     horns to players, since they can be used endlessly without any mana cost!
2366     Horns with heal/ restoration/ protection spells, IF available, MUST be
2367     very very VERY hard to get!
2368     </attribute>
2369     <attribute arch="level" editor="casting level" type="int">
2370     The casting level of the &lt;spell&gt; determines it's power.
2371     For attack spells, level should not be set too high.
2372     </attribute>
2373     <attribute arch="hp" editor="initial spellpoints" type="int">
2374     This value represents the initial amount of spellpoints in the horn.
2375     Naturally, this is quite unimportant.
2376     </attribute>
2377     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2378     When the horn is fully charged up, it will hold this maximum amount of
2379     spellpoints. Make sure it is enough to cast the contained spell at least
2380     once. But don't set the value too high, as that might make the horn way
2381     too effective.
2382     </attribute>
2383     <attribute arch="startequip" editor="godgiven item" type="bool">
2384     A godgiven item vanishes as soon as the player
2385     drops it to the ground.
2386     </attribute>
2387     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2388     This text may contain a description of the horn.
2389     </attribute>
2390     </type>
2391    
2392     <!--####################################################################-->
2393     <type number="73" name="Inorganic">
2394     <description><![CDATA[
2395     Inorganic materials are generally used as ingredients for
2396     alchemical receipes. By themselves, they have no special
2397     functionalities. ]]>
2398     </description>
2399     <attribute arch="is_dust" editor="is dust" type="bool">
2400     </attribute>
2401     <section name="resistance">
2402     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2403     </attribute>
2404     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2405     </attribute>
2406     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2407     </attribute>
2408     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2409     </attribute>
2410     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2411     </attribute>
2412     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2413     </attribute>
2414     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2415     </attribute>
2416     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2417     </attribute>
2418     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2419     </attribute>
2420     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2421     </attribute>
2422     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2423     </attribute>
2424     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2425     </attribute>
2426     </section>
2427     </type>
2428    
2429     <!--####################################################################-->
2430     <type number="64" name="Inventory Checker">
2431     <ignore>
2432     <ignore_list name="system_object" />
2433     </ignore>
2434     <description><![CDATA[
2435     Inventory checkers passively check the players inventory for a
2436     specific object. You can set a connected value that is triggered
2437     either if that object is present or missing (-&gt; "last_sp") when a
2438     player walks over the inv. checker. A valid option is to remove the
2439     matching object (usually not recommended, see "last_heal").
2440     <br><br>
2441     Alternatively, you can set your inv. checker to block all players
2442 root 1.9 that do/don't carry the matching object.
2443 root 1.1 <br><br>
2444     As you can see, inv. checkers are quite powerful, holding a
2445     great variety of possibilities. ]]>
2446     </description>
2447     <use><![CDATA[
2448     Putting a check_inventory space in front of a gate (one below) and
2449     one on the opposite side works reasonably well as a control mechanism.
2450     Unlike the key/door-combo, this one works infinite since it is
2451     independant from map reset. Use it to put a "structure" into your
2452     maps: Player must solve area A to gain access to area B. This concept
2453     can be found in nearly every RPG - simple but effective. ]]>
2454     </use>
2455     <attribute arch="no_pick" value="1" type="fixed" />
2456     <attribute arch="slaying" editor="match key string" type="string">
2457     This string specifies the object we are looking for: We have a match
2458     if the player does/don't carry a key object or a mark with identical
2459     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2460     this context. A typical example is the city gate mechanism of scorn.
2461     </attribute>
2462     <attribute arch="race" editor="match arch name" type="string">
2463     This string specifies the object we are looking for: We have a match
2464     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2465     </attribute>
2466     <attribute arch="hp" editor="match type" type="int">
2467     This value specifies the object we are looking for: We have a match
2468 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2469    
2470 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2471     enabled. Now you have an inv. checker blocking all players that carry any
2472     kind of melee weapon. To pass, a player is forced to leave behind all
2473     his weaponry... bad news for a warrior. ;)
2474     </attribute>
2475     <attribute arch="last_sp" editor="match = having" type="bool">
2476     Enabled means having that object is a match.
2477     Disabled means not having that object is a match.
2478     </attribute>
2479     <attribute arch="connected" editor="connection" type="int">
2480     Whenever the inventory checker is triggered, all objects with identical
2481     &lt;connection&gt; value get activated. This only makes sense together with
2482     &lt;blocking passage&gt; disabled.
2483     </attribute>
2484 root 1.9 &movement_types_terrain;
2485 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2486     &lt;remove match&gt; means remove object if found. Setting this is usually not
2487     recommended because inv. checkers are in general invisible. So, unlike
2488     for altars/ locked doors, the player won't expect to lose an object when
2489 root 1.3 walking over that square. And he doesn't even get a message either.
2490    
2491 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2492     to inform the player what's going on!
2493     </attribute>
2494     </type>
2495    
2496     <!--####################################################################-->
2497 root 1.2 <type number="163" name="Item Transformer">
2498     <description><![CDATA[
2499     An item transformer is simply applied, after having marked a 'victim'
2500     item. If the victim is suitable, it will be transformed into something
2501     else.]]>
2502     </description>
2503     <use><![CDATA[
2504     To make an item transformable, you just have to fill the 'slaying' field.
2505     The syntax is:
2506     <br>
2507     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2508     <br>
2509     with [] denoting optional part, and * any number of preceding [].
2510     'new_item' must be the name of an existing archetype.
2511     <br><br>
2512     Example, for object apple: slaying knife:2 half_apple
2513     <br><br>
2514     This means that, when applying a knife (should be an Item Transformer),
2515     one 'apple' will be transformed into 2 'half_apple'.]]>
2516     </use>
2517     <attribute arch="food" editor="number of uses" type="int">
2518     &lt;number of uses&gt; controls how many times the item transformer can
2519     be used. The value 0 means "unlimited"
2520     </attribute>
2521     <attribute arch="slaying" editor="verb" type="string">
2522     Contains the verb that is used to construct a message to the player
2523     applying the item transformer.
2524     </attribute>
2525     <attribute arch="startequip" editor="godgiven item" type="bool">
2526     A godgiven item vanishes as soon as the player
2527     drops it to the ground.
2528     </attribute>
2529     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2530     This text may contain a description of the item transformer.
2531     </attribute>
2532     </type>
2533    
2534     <!--####################################################################-->
2535 root 1.1 <type number="60" name="Jewel">
2536     <description><![CDATA[
2537     Items of the type Gold &amp; Jewels are handled like a currency.
2538     Unlike for any other type of item, in shops, the buy- and selling
2539     prices differ only marginally. ]]>
2540     </description>
2541     <attribute arch="race" value="gold and jewels" type="fixed" />
2542     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2543     This text may describe the object.
2544     </attribute>
2545     </type>
2546    
2547     <!--####################################################################-->
2548 root 1.3 <type number="24" name="Key">
2549     <description><![CDATA[
2550     When carrying a key, a normal door can be opened. The key will
2551     disappear. ]]>
2552     </description>
2553     <attribute arch="startequip" editor="godgiven item" type="bool">
2554     A godgiven item vanishes as soon as the player
2555     drops it to the ground.
2556     </attribute>
2557     </type>
2558    
2559     <!--####################################################################-->
2560 root 1.1 <type number="20" name="Locked Door">
2561     <ignore>
2562     <ignore_list name="non_pickable" />
2563     </ignore>
2564     <description><![CDATA[
2565     A locked door can be opened only when carrying
2566     the appropriate special key. ]]>
2567     </description>
2568     <use><![CDATA[
2569     If you want to create a locked door that cannot be opened (no key),
2570     set a &lt;key string&gt; like "no_key_available". This will clearify things
2571 root 1.3 and only a fool would create a key matching that string.
2572    
2573 root 1.1 Door-objects can not only be used for "doors". In many maps these
2574     are used with all kinds of faces/names, especially often as
2575     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2576     There you have magic forces (door objects) put under certain artifact
2577     items. To get your hands on the artifacts, you need to bring up the
2578     appropriate quest items (key objects). ]]>
2579     </use>
2580 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2581 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2582     <attribute arch="slaying" editor="key string" type="string">
2583     The &lt;key string&gt; in the door must be identical with the
2584     &lt;key string&gt; in the special key, then the door is unlocked.
2585     It is VERY important to set the &lt;key string&gt; to something that
2586 root 1.3 is unique among the CF mapset.
2587    
2588 root 1.1 DONT EVER USE the default string "set_individual_value".
2589     </attribute>
2590     <attribute arch="no_magic" editor="restrict spells" type="bool">
2591     Restricting the use of spells to pass this door.
2592     This should be set in most cases.
2593     (Don't forget that the spell "dimension door" is easily
2594     available at about wisdom level 10).
2595     </attribute>
2596     <attribute arch="damned" editor="restrict prayers" type="bool">
2597     Restricting the use of prayers to pass this door.
2598     This should be set in most cases.
2599     </attribute>
2600     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2601     When a player is trying to open the door without carrying the
2602     appropriate key, this text is displayed to the player. This is
2603     a good opportunity to place hints about the special key needed
2604     to unlock the door.
2605     </attribute>
2606     </type>
2607    
2608     <!--####################################################################-->
2609     <type number="29" name="Magic Ear">
2610     <ignore>
2611     <ignore_list name="system_object" />
2612     </ignore>
2613     <description><![CDATA[
2614     Magic_ears trigger a connected value
2615     when the player speaks a specific keyword. ]]>
2616     </description>
2617     <use><![CDATA[
2618     Whenever you put magic_ears on your maps, make sure there are
2619     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2620     something like a gate that is opened by speaking "open" or
2621     "sesame", expecting the player to figure this out all by himself.
2622     <br><br>
2623     Magic_ears are typically used for interaction with NPCs. You
2624     can create the impression that the NPC actually *does* something
2625     according to his conversation with a player. Mostly this means
2626     opening a gate or handing out some item, but you could be quite
2627     creative here. ]]>
2628     </use>
2629     <attribute arch="no_pick" value="1" type="fixed" />
2630     <attribute arch="connected" editor="connection" type="int">
2631     The Magic_ear will trigger all objects with the
2632     same connection value, every time it is activated.
2633     </attribute>
2634     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2635     This textfield contains the keyword-matching-syntax. The text should
2636     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2637     Any number of keywords from one to infinite is allowed. Make sure
2638     they are seperated by a '|'.
2639 root 1.3
2640 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2641     value will be triggerd when the player speaks any of the given
2642     keywords within a two-square radius. IMPORTANT: Upper/lower case
2643     does not make a difference!
2644     </attribute>
2645     </type>
2646    
2647     <!--####################################################################-->
2648     <type number="62" name="Magic Wall">
2649     <ignore>
2650     <ignore_list name="non_pickable" />
2651     </ignore>
2652     <description><![CDATA[
2653     Magic walls fire spells in a given direction, in regular intervals.
2654     Magic walls can contain any spell. However, some spells do not
2655     operate very successfully in them. The only way to know is to test
2656     the spell you want to use with a wall.
2657     <br><br>
2658     Several types of magical walls are predefined for you in the
2659     archetypes, and can be found on the "connected" Pickmap. ]]>
2660     </description>
2661     <use><![CDATA[
2662     Spellcasting walls pose an interesting alternative to monsters.
2663     Usually they are set to be undestroyable. Thus, while monsters
2664     in a map can be cleared out, the magic walls remain. Low level
2665     characters for example will not be able to pass through their
2666     spell-area, hence they cannot loot a map that a high level character
2667     might have cleared out.
2668     <br><br>
2669     Another point of magic walls is that if the player dies, he has to face
2670     them all again. Magic walls can add a kind of "permanent thrill" to
2671     your maps.
2672     <br><br>
2673     Be careful that your magic walls don't kill the monsters on a map. If
2674     placing monsters, eventually take ones that are immune to the
2675     walls' spell(s).
2676     <br><br>
2677     It is possible to make walls rotate when triggered. But that is so
2678     confusing (and useless IMHO) that I did not mention it above. You
2679     can find a working example on the map
2680     "/pup_land/castle_eureca/castle_eureca8". ]]>
2681     </use>
2682     <attribute arch="dam" editor="spell" type="spell">
2683     The magic wall will cast this &lt;spell&gt;.
2684     </attribute>
2685     <attribute arch="level" editor="spell level" type="int">
2686     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2687     walls cast spells at minimal strength. "level 100" walls cast deadly
2688     spells. Arch default is level 1 - you should always set this value
2689     to meet the overall difficulty of your map.
2690     </attribute>
2691     <attribute arch="connected" editor="connection" type="int">
2692     Every time the &lt;connection&gt; value is triggered, the wall will cast
2693     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2694     have much visible effect.
2695     </attribute>
2696     <attribute arch="speed" editor="casting speed" type="float">
2697     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2698     You can fine-tune how long the duration between two casts shall
2699     be. If you want to create a wall that can be activated (cast per
2700     trigger) via connected lever/button/etc, you must set "speed 0".
2701     </attribute>
2702 root 1.12 &speed_left;
2703 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2704     The magic wall will cast it's spells always in the specified
2705     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2706     always fire in a random direction.
2707     </attribute>
2708 root 1.9 &movement_types_terrain;
2709 root 1.1 <section name="destroyable">
2710     <attribute arch="alive" editor="is destroyable" type="bool">
2711     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2712     destroyed by the player. If disabled, all other attributes on
2713     this tab, as well as resistances, are meaningless.
2714     </attribute>
2715     <attribute arch="hp" editor="hitpoints" type="int">
2716     The more &lt;hitpoints&gt; the wall has, the longer
2717     it takes to be destroyed.
2718     </attribute>
2719     <attribute arch="maxhp" editor="max hitpoints" type="int">
2720     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2721     can have. This only makes sense if the wall can regain health.
2722     </attribute>
2723     <attribute arch="ac" editor="armour class" type="int">
2724     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2725     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2726     to &lt;weapon class&gt;.
2727     </attribute>
2728     </section>
2729     <section name="resistance">
2730     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2731     </attribute>
2732     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2733     </attribute>
2734     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2735     </attribute>
2736     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2737     </attribute>
2738     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2739     </attribute>
2740     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2741     </attribute>
2742     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2743     </attribute>
2744     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2745     </attribute>
2746     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2747     </attribute>
2748     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2749     </attribute>
2750     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2751     </attribute>
2752     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2753     </attribute>
2754     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2755     </attribute>
2756     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2757     </attribute>
2758     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2759     </attribute>
2760     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2761     </attribute>
2762     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2763     </attribute>
2764     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2765     </attribute>
2766     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2767     </attribute>
2768     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2769     </attribute>
2770     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2771     </attribute>
2772     </section>
2773     </type>
2774    
2775     <!--####################################################################-->
2776     <type number="55" name="Marker">
2777     <ignore>
2778     <ignore_list name="system_object" />
2779     </ignore>
2780     <description><![CDATA[
2781     A marker is an object that inserts an invisible force (a mark) into a
2782     player stepping on it. This force does nothing except containing a
2783     &lt;key string&gt; which can be discovered by detectors or inventory
2784     checkers. It is also possible to use markers for removing marks again.
2785     <br><br>
2786     Note that the player has no possibility to "see" his own marks,
2787     except by the effect that they cause on the maps. ]]>
2788     </description>
2789     <use><![CDATA[
2790     Markers hold real cool possibilities for map-making. I encourage
2791     you to use them frequently. However there is one negative point
2792     about markers: Players don't "see" what's going on with them. It is
2793     your task, as map-creator, to make sure the player is always well
2794     informed and never confused.
2795     <br><br>
2796     Please avoid infinite markers when they aren't needed. They're
2797     using a little space in the player file after all, so if there
2798     is no real purpose, set an expire time. ]]>
2799     </use>
2800     <attribute arch="no_pick" value="1" type="fixed" />
2801     <attribute arch="slaying" editor="key string" type="string">
2802     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2803     If the player already has a force with that &lt;key string&gt;,
2804     there won't be inserted a second one.
2805     </attribute>
2806     <attribute arch="connected" editor="connection" type="int">
2807     When the detector is triggered, all objects with the same
2808     connection value get activated.
2809     </attribute>
2810     <attribute arch="speed" editor="marking speed" type="float">
2811     The &lt;marking speed&gt; defines how quickly it will mark something
2812     standing on the marker. Set this value rather high to make
2813     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2814     should do fine.
2815     </attribute>
2816 root 1.12 &speed_left;
2817 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2818     This value defines the duration of the force it inserts.
2819     If nonzero, the duration of the player's mark is finite:
2820     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2821     means the mark will stay on the player forever.
2822     </attribute>
2823     <attribute arch="name" editor="delete mark" type="string">
2824     When the player steps onto the marker, all existing forces in
2825     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2826     will be removed. If you don't want to remove any marks, leave
2827 root 1.3 this textfield empty.
2828    
2829 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2830     this marker. So don't be confused, and remember changing the
2831     name will take effect on the marker's functionality.
2832     </attribute>
2833     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2834     In the moment when the player gets marked, this text is displayed
2835     to him. You should really set a message in any marker you create,
2836     because it's the only way for the player to notice what's going on.
2837     </attribute>
2838     </type>
2839 root 1.3
2840 root 1.1 <!--####################################################################-->
2841 root 1.3 <type number="36" name="Money">
2842 root 1.2 <ignore>
2843 root 1.3 <attribute arch="unpaid" />
2844 root 1.2 </ignore>
2845     <description><![CDATA[
2846 root 1.3 Items of the type Money are handled as currency.
2847     Money cannot be sold/bought in shops. When money is dropped
2848     in a shop, it stays the same.<br>
2849     When a player picks an item from a shop and attempts to
2850     walk over the shop mat, the item's selling-price is automatically
2851     subtracted from the player's money.
2852     <br><br>
2853     For money, always use the default arches.
2854     Don't modify them. ]]>
2855 root 1.2 </description>
2856 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2857 root 1.2 </type>
2858    
2859     <!--####################################################################-->
2860 root 1.3 <type number="0" name="Monster &amp; NPC">
2861     <required>
2862     <attribute arch="is_floor" value="0" />
2863     <attribute arch="alive" value="1" />
2864     <attribute arch="tear_down" value="0" />
2865     </required>
2866 root 1.1 <ignore>
2867 root 1.3 <attribute arch="material" />
2868     <attribute arch="name_pl" />
2869 root 1.1 <attribute arch="nrof" />
2870     <attribute arch="value" />
2871     <attribute arch="unpaid" />
2872     </ignore>
2873     <description><![CDATA[
2874     Monsters can behave in various kinds of ways.
2875     They can be aggressive, attacking the player. Or peaceful,
2876     helping the player - maybe joining him as pet.
2877     The unagressive creatures who communicate with players are
2878     usually called "NPCs" (Non Player Character), a well-known
2879     term in role-play environments. ]]>
2880     </description>
2881     <use><![CDATA[
2882     Monsters play a central role in most maps. Choosing the right
2883     combination of monsters for your map is vital:
2884     <UL>
2885     <LI> Place only monsters of slightly varying (increasing) strength.
2886     It's no fun to play for two hours just to find out the last
2887     monster is unbeatable. Similar, it's not exciting to fight orcs
2888     after passing a room of dragons.<br>
2889     This rule applies only for linear maps (one room after the other),
2890     with treasure at the end. You can sprinkle the treasure around,
2891 root 1.3 or make non-linear maps - That is often more entertaining.
2892 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2893     Balrogs, Dragonmen and the likes should be at the end of a quest,
2894 root 1.3 not at the beginning.
2895 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2896     Fire- and cold dragons in one room for example is a bad idea.
2897     By weakening and killing each other they are easy prey for players,
2898     not worth the experience they hold.
2899     <LI> Create your own monsters, especially for "boss"-type monsters.
2900     Having stage-bosses guarding treasure is a lot of fun when done right.
2901     Avoid to create monsters with completely non-intuitive abilities:
2902     Don't give ice-spells to firedragons or vice versa. Don't add
2903     draining attack to trolls, etc. Additionally, you should inform the
2904     player before he bumps right into some very special/unusual monster.
2905     <LI> Last but not least: Always keep an eye on the experience your monsters
2906     hold. Design your maps in a way that high experience
2907     is always well-defended. Don't make large rooms full with only one kind
2908     of monster. Keep in mind the different abilities/techniques players
2909     can use.
2910     </UL>
2911     I know it's impossible to make the perfectly balanced map. There's always
2912     some part which is found too easy or too hard for a certain kind of player.
2913     Just give it your best shot. And listen to feedback from players if you
2914     receive some. :-) ]]>
2915     </use>
2916     <attribute arch="alive" value="1" type="fixed" />
2917     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2918     When the monster is killed, items from the treasurelist will
2919     drop to the ground. This is a common way to reward players
2920     for killing (masses of) monsters.
2921 root 1.3
2922 root 1.1 Note that you can always put items into the monster's
2923     inventory. Those will drop-at-kill just like the stuff
2924     from the &lt;treasurelist&gt;.
2925     </attribute>
2926     <attribute arch="level" editor="level" type="int">
2927     A monster's &lt;level&gt; is the most important attribute.
2928     &lt;level&gt; affects the power of a monster in various ways.
2929     </attribute>
2930     <attribute arch="race" editor="race" type="string">
2931 root 1.12 Every monster should have a race set to categorize it.
2932 root 1.1 The monster's &lt;race&gt; can have different effects:
2933     Slaying weapons inflict tripple damage against enemy races
2934     and holy word kills only enemy races of the god.
2935     </attribute>
2936     <attribute arch="exp" editor="experience" type="int">
2937     When a player kills this monster, he will get exactly this
2938     amount of &lt;experience&gt;. The experience will flow into
2939 root 1.12 the skill-category the player used for the kill.
2940 root 1.3
2941 root 1.1 If you create special monsters of tweaked strenght/abilities,
2942     always make sure that the &lt;experience&gt; is set to a
2943     reasonable value. Compare with existing arches to get a feeling
2944     what reasonable means. Keep in mind that spellcasting monsters
2945     are a lot harder to kill than non-spellcasters!
2946     </attribute>
2947     <attribute arch="speed" editor="speed" type="float">
2948     The &lt;speed&gt; determines how fast a monster will both move
2949     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2950     </attribute>
2951 root 1.12 &speed_left;
2952 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2953     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2954     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2955     can be set to any valid arch-name of a monster. Multipart monster
2956     should not be used.
2957     </attribute>
2958     <attribute arch="generator" editor="multiply" type="bool">
2959     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2960     every once in a while. Mice are a good example for this effect.
2961     If enabled, you must also set &lt;breed monster&gt; or check
2962     &lt;template generation&gt; and put other monsters in the inventory.
2963     </attribute>
2964     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2965     This only takes effect if &lt;multiply&gt; is enabled. The monster
2966     will create a new monster every once in a while by duplicating it's inventory.
2967     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2968     Each time the monster need to generate an object, it will be
2969     a randomly chosen item from the inventory. When generator is destroyed,
2970 root 1.3 inventory is destroyed.
2971 root 1.1 </attribute>
2972 root 1.9 &move_type;
2973 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2974     Several spells only affect undead monsters:
2975     turn undead, banish undead, holy word, etc.
2976     </attribute>
2977     <attribute arch="carrying" editor="carries weight" type="int">
2978     If a monster has something in the inventory, this
2979     value can be set to reflect the slowdown due to
2980     the carried weight.
2981     </attribute>
2982 root 1.3
2983 root 1.1 <section name="melee">
2984     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2985     This number is a bitmask, specifying the monster's attacktypes
2986     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2987     Strong monsters often have more than just physical attacktype.
2988 root 1.3
2989 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2990     as much damage as the "best" of it's attacktypes does. So, the more
2991     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2992     somehow exceptions.
2993     </attribute>
2994     <attribute arch="dam" editor="damage" type="int">
2995     Among other parameters, &lt;damage&gt; affects how much melee damage
2996     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2997     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2998     take effect on the melee damage of a monster.
2999     </attribute>
3000     <attribute arch="wc" editor="weapon class" type="int">
3001     Monsters of high &lt;weapon class&gt; are more likely to really hit
3002     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3003     to &lt;armour class&gt;.
3004     </attribute>
3005     <attribute arch="hp" editor="health points" type="int">
3006     The &lt;health points&gt; of a monster define how long it takes to
3007     kill it. With every successful hit from an opponent, &lt;health points&gt;
3008     get drained - The monster dies by zero &lt;health points&gt;.
3009     </attribute>
3010     <attribute arch="maxhp" editor="max health" type="int">
3011     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3012     monster can have.
3013     </attribute>
3014     <attribute arch="ac" editor="armour class" type="int">
3015     Monsters of low &lt;armour class&gt; are less likely to get hit from
3016     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3017     to &lt;weapon class&gt;.
3018     Values typically range between +20 (very bad) to -20 (quite good).
3019     </attribute>
3020     <attribute arch="Con" editor="healing rate" type="int">
3021 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3022     healing rate is independent of &lt;speed&gt;.
3023 root 1.1 </attribute>
3024     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3025     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3026     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3027     bounce off.
3028     </attribute>
3029     <attribute arch="hitback" editor="hitback" type="bool">
3030     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3031     to the amount of damage the *attacker* inflicted. This damage
3032     is additional to the regular melee damage of the monster.
3033     As far as I know, hitback uses acid attacktype, and it only takes
3034     effect if the monster actually has acid attacktype at it's disposal.
3035     Acid spheres for example use this feature.
3036     </attribute>
3037     <attribute arch="one_hit" editor="one hit only" type="bool">
3038     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3039     to a player.
3040     </attribute>
3041     </section>
3042 root 1.3
3043 root 1.1 <section name="spellcraft">
3044     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3045     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3046     Only wands/rods/etc can be used, given the appropriate abilities.
3047     </attribute>
3048     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3049     A monster with this flag has the ability to &lt;reflect spells&gt;,
3050     all kinds of spell-bullets and -beams will bounce off.
3051 root 1.3
3052 root 1.1 Generally this flag should not be set because it puts
3053     wizard-type players at an unfair disadvantage.
3054     </attribute>
3055     <attribute arch="sp" editor="spellpoints" type="int">
3056     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3057     them for both wizard- and prayer-spells. However, this value defines
3058     only the amount of *initial* spellpoints the monster starts with.
3059     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3060     and &lt;spellpoint regen.&gt; are more important than just initial
3061     &lt;spellpoints&gt;.
3062     </attribute>
3063     <attribute arch="maxsp" editor="max spellpoints" type="int">
3064     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3065     can hold. Setting this to high values has little effect unless
3066     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3067     "regenerate mana" at it's disposal.
3068     </attribute>
3069     <attribute arch="Pow" editor="spellpoint regen." type="int">
3070 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3071     spellpoint regeneration rate is independent of &lt;speed&gt;.
3072 root 1.3
3073 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3074     regeneration is most important. If your monster is still not casting
3075     fast enough, give it the spell-ability of "regenerate mana".
3076     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3077     </attribute>
3078     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3079     Click on the &lt;attuned paths&gt; button to select spellpaths.
3080     The creature will get attuned to the specified spellpaths.
3081     </attribute>
3082     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3083     Click on the &lt;repelled paths&gt; button to select spellpaths.
3084     The creature will get repelled to the specified spellpaths.
3085     </attribute>
3086     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3087     Click on the &lt;denied paths&gt; button to select spellpaths.
3088     The creature won't be able to cast spells of the specified paths.
3089     </attribute>
3090     </section>
3091 root 1.3
3092 root 1.1 <section name="ability">
3093     <attribute arch="Int" editor="detect hidden" type="int">
3094     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3095     hidden/invisible creatures. Higher values make for better
3096     detection-skills. Enabling &lt;see invisible&gt; makes this value
3097     obsolete.
3098     </attribute>
3099     <attribute arch="see_invisible" editor="see invisible" type="bool">
3100     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3101     with by invisible or hiding players. This flag is a must-have
3102     for high-level monsters. When a monster is unable to detect
3103     invisible players, it can be killed without fighting back.
3104     </attribute>
3105     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3106     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3107     by spells of darkness or dark maps. This flag is a "should-have"
3108     for high-level monsters. When a monster is unable to see in
3109     darkness, players can cast darkness and sneak around it safely.
3110     </attribute>
3111     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3112     Monster is able to wield weapon type objects.
3113     </attribute>
3114     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3115     Monster is able to use missile-weapon type objects.
3116     </attribute>
3117     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3118     Monster is able to wear protective equipment like brestplate
3119     armour, shields, helmets etc.
3120     </attribute>
3121     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3122     Monster is able to wear rings.
3123     </attribute>
3124     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3125     Monster is able to use wands and staves.
3126     </attribute>
3127     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3128     Monster is able to use rods.
3129     </attribute>
3130     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3131     Monster is able to read scrolls.
3132     </attribute>
3133     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3134     Monster is able to use skills from it's inventory.
3135     For example, you can put a throwing skill object and some
3136 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3137 root 1.1 </attribute>
3138     </section>
3139 root 1.3
3140 root 1.1 <section name="behave">
3141     <attribute arch="monster" editor="monster behaviour" type="bool">
3142     When &lt;monster behaviour&gt; is enabled, this object will behave
3143     like a monster: It can move and attack enemies (which are
3144     typically players).
3145     This flag should be set for all monsters as-such.
3146     Monsters which don't move, like guards, should also have
3147     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3148 root 1.3 It should *not* be set for things like immobile generators.
3149 root 1.1 </attribute>
3150     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3151     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3152     </attribute>
3153     <attribute arch="friendly" editor="friendly" type="bool">
3154     &lt;friendly&gt; monsters help the player, attacking any
3155     non-friendly monsters in range.
3156     </attribute>
3157     <attribute arch="stand_still" editor="stand still" type="bool">
3158     Monsters which &lt;stand still&gt; won't move to leave their position.
3159     When agressive, they will attack all enemies who get close to
3160     them. This behaviour is commonly known from castle guards.
3161 root 1.3
3162 root 1.1 In older versions of Crossfire it was possible to eventually
3163     push a &lt;stand still&gt;-monster out of position by force.
3164     I believe this is no longer possible. Neverthless, you should
3165     still be cautious when lining up &lt;stand still&gt;-monster in order
3166     to "defend" something: Such monsters are rather easy to kill.
3167     It's good for low level maps, but not much more.
3168     </attribute>
3169     <attribute arch="sleep" editor="asleep" type="bool">
3170     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3171     &lt;sensing range&gt; of the monster. Usually the sensing range is
3172     larger than the players line of sight. Due to that, in most cases
3173     the player won't ever notice weither a monster was asleep or not.
3174     </attribute>
3175     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3176     This entry defines which kinds of environment actions the
3177     creature is able to perform.
3178     </attribute>
3179     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3180     Click on the &lt;pick up&gt; button and select which types of objects
3181     the creature should try to pick up.
3182 root 1.3
3183 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3184     etc are set, then the creature will pick up the matching items even
3185     if this is not set here.
3186     </attribute>
3187     <attribute arch="Wis" editor="sensing range" type="int">
3188     &lt;sensing range&gt; determines how close a player needs to be before
3189     the creature wakes up. This is done as a square, for reasons of speed.
3190     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3191     11x11 square of the monster will wake the monster up. If the player
3192     has stealth, the size of this square is reduced in half plus 1.
3193     </attribute>
3194 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3195     If this is set to default, the standard mode of movement will be used.
3196     </attribute>
3197     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3198     This movement is not in effect when the monster has an enemy and should
3199     only be used for non agressive monsters.
3200 root 1.1 </attribute>
3201     <attribute arch="run_away" editor="run at % health" type="int">
3202     This is a percentage value in the range 0-100.
3203     When the monster's health points drop below this percentage
3204     (relative to max health), it attempts to run away from the
3205     attacker.
3206     </attribute>
3207     </section>
3208 root 1.3
3209 root 1.1 <section name="resistance">
3210     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3211     </attribute>
3212     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3213     </attribute>
3214     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3215     </attribute>
3216     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3217     </attribute>
3218     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3219     </attribute>
3220     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3221     </attribute>
3222     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3223     </attribute>
3224     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3225     </attribute>
3226     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3227     </attribute>
3228     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3229     </attribute>
3230     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3231     </attribute>
3232     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3233     </attribute>
3234     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3235     </attribute>
3236     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3237     </attribute>
3238     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3239     </attribute>
3240     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3241     </attribute>
3242     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3243     </attribute>
3244     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3245     </attribute>
3246     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3247     </attribute>
3248     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3249     </attribute>
3250     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3251     </attribute>
3252     </section>
3253     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3254     </attribute>
3255     </type>
3256    
3257     <!--####################################################################-->
3258 root 1.3 <type number="28" name="Monster (Grimreaper)">
3259     <import_type name="Monster &amp; NPC" />
3260     <ignore>
3261     <attribute arch="material" />
3262     <attribute arch="name_pl" />
3263     <attribute arch="nrof" />
3264     <attribute arch="value" />
3265     <attribute arch="unpaid" />
3266     </ignore>
3267     <description><![CDATA[
3268     A grimreaper is a monster that vanishes after it did some number of
3269     draining attacks. ]]> <!-- XXX: is this ok? -->
3270     </description>
3271     <section name="grimreaper">
3272     <attribute arch="value" editor="attacks" type="int">
3273     The object vanishes after this number of draining attacks.
3274     </attribute>
3275     </section>
3276     </type>
3277    
3278     <!--####################################################################-->
3279 root 1.1 <type number="65" name="Mood Floor">
3280     <ignore>
3281     <ignore_list name="system_object" />
3282     </ignore>
3283     <description><![CDATA[
3284     As the name implies, mood floors can change the "mood" of
3285     a monsters/NPC. For example, an unagressive monster could be
3286     turned mad to start attacking. Similar, an agressive monster
3287     could be calmed. ]]>
3288     </description>
3289     <use><![CDATA[
3290     Mood floors are absolutely cool for NPC interaction. To make an
3291     unaggressive monster/NPC attack, put a creator with "other_arch
3292     furious_floor" under it. Connect the creator to a magic_ear, so the
3293     player speaks a keyword like "stupid sucker" - and the monster attacks.
3294     <br><br>
3295     To turn an NPC into a pet, put a charm_floor under it and connect
3296     it directly to a magic_ear. Then the player speaks a keyword like
3297     "help me" - and the NPC joins him as pet.
3298     <br><br>
3299     (Of course you must always give clear hints about keywords!
3300     And there is no reason why you couldn't use a button/lever/pedestal
3301     etc. instead of a magic_ear.) ]]>
3302     </use>
3303     <attribute arch="no_pick" value="1" type="fixed" />
3304     <attribute arch="last_sp" editor="mood" type="list_mood">
3305     &lt;mood&gt; is used to determine what will happen to the
3306     monster when affected by the mood floor:
3307 root 1.3
3308 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3309 root 1.3
3310 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3311 root 1.3
3312 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3313 root 1.3
3314 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3315 root 1.3
3316 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3317     who triggers the square. This setting is not
3318     enabled for continous operation, you need to
3319     insert a &lt;connection&gt; value!
3320     </attribute>
3321     <attribute arch="connected" editor="connection" type="int">
3322     This should only be set in combination with &lt;mood number&gt; 4.
3323     Normally, monsters are affected by the mood floor as soon as they
3324     step on it. But charming (monster -&gt; pet) is too powerful,
3325 root 1.3 so it needs to be activated.
3326    
3327 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3328     But a powerful pet could as well be the reward for solving a
3329     quest. Or even better: It could be *part* of a quest!
3330     </attribute>
3331     <attribute arch="no_magic" editor="no spells" type="bool">
3332     If enabled, it is impossible for players to use (wizard-)
3333     spells on that spot.
3334     </attribute>
3335     <attribute arch="damned" editor="no prayers" type="bool">
3336     If enabled, it is impossible for players to use prayers
3337     on that spot. It also prevents players from saving.
3338     </attribute>
3339     </type>
3340    
3341     <!--####################################################################-->
3342     <type number="40" name="Mover">
3343     <ignore>
3344     <ignore_list name="non_pickable" />
3345     </ignore>
3346     <description><![CDATA[
3347     Movers move the objects above them. However, only living objects
3348     are affected (monsters/NPCs always, players optional). Movers have
3349     a direction, so players can be made to move in a pattern, and so
3350     can monsters. Motion is involuntary. Additionally, players or
3351     monsters can be "frozen" while ontop of movers so that they MUST
3352     move along a chain of them.
3353     <br><br>
3354     Multisquare monsters can be moved as well, given
3355     enough space. Movers are usually invisible. ]]>
3356     </description>
3357     <use><![CDATA[
3358     NEVER EVER consider a mover being unpassable in the backwards
3359     direction. Setting "forced movement" makes it seemingly impossible
3360     but there is still a trick: One player can push a second player
3361     past the mover, in opposite to the mover's direction! The more
3362     movers, the more players needed. Hence, don't make a treasure
3363     room that is surrounded by movers instead of solid walls/gates.
3364     <br><br>
3365     Btw, it does not make a difference putting movers above or
3366     below the floor. Moreover, movers that are set to be invisible
3367     cannot be discovered with the show_invisible spell.
3368     <br><br>
3369     Note that Movers and Directors are seperate objects, even though
3370     they look and act similar. Directors only do spells/missiles,
3371     while movers only do living creatures (depending on how it
3372     is set: monsters and players). ]]>
3373     </use>
3374     <attribute arch="attacktype" editor="forced movement" type="bool">
3375     If forced movement is enabled, the mover "freezes" anyone it
3376     moves (so they are forced to move along a chain).
3377     For players there is no way to escape this forced movement,
3378     except being pushed by a second player.
3379     </attribute>
3380     <attribute arch="maxsp" editor="freeze duration" type="int">
3381     The player will be "frozen" for that many moves.
3382     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3383     enabled, then &lt;freeze duration&gt; gets assigned the
3384     "default value" 2 automatically.
3385     </attribute>
3386     <attribute arch="speed" editor="movement speed" type="float">
3387     The movement speed value determines how fast a chain of
3388     these movers will push a player along (default is -0.2).
3389     </attribute>
3390 root 1.12 &speed_left;
3391 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3392     The mover will push creatures in the specified &lt;direction&gt;.
3393     A mover with direction set to &lt;none&gt; will spin clockwise,
3394     thus pushing creatures in unpredictable directions.
3395     </attribute>
3396     <attribute arch="lifesave" editor="gets used up" type="bool">
3397     If enabled, the mover gets "used up" after a certain number of moves
3398 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3399 root 1.1 </attribute>
3400     <attribute arch="hp" editor="number of uses" type="int">
3401     This value has only a meaning if &lt;gets used up&gt; is set:
3402     &lt;number of uses&gt; is the number of times minus one, that it
3403     will move a creature before disappearing. (It will move
3404 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3405 root 1.1 </attribute>
3406     <section name="targets">
3407     <attribute arch="level" editor="move players" type="bool">
3408     If &lt;move players&gt; is enabled, both players and monsters will be
3409     moved. In the arches' default it is disabled - thus ONLY monsters
3410     get moved. Remember that "monsters" includes NPCs!
3411 root 1.3
3412 root 1.1 This feature provides you with the possibility to make NPCs
3413     literally "come to life". Example: The player is talking with an
3414     NPC, speaking a certain keyword. This triggers a magic_ear and
3415     activates creators, creating (per default: monster-only) movers
3416     under the NPC's feet. The NPC starts "walking" on a predefined
3417     route! Note that it's useful to set this NPC immune to everything,
3418     preventing the player to push the NPC off his trace.
3419     </attribute>
3420 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3421     Which movement types activate the mover.
3422 root 1.1 </attribute>
3423     </section>
3424     </type>
3425    
3426     <!--####################################################################-->
3427     <type number="17" name="Pedestal">
3428     <ignore>
3429     <ignore_list name="non_pickable" />
3430     </ignore>
3431     <description><![CDATA[
3432     Pedestals are designed to detect certain types of living objects.
3433     When a predefined type of living creature steps on the pedestal, the
3434     connected value is triggered. ]]>
3435     </description>
3436     <use><![CDATA[
3437     If you want to create a place where only players of a certain race
3438     can enter, put a teleporter over your pedestal. So the teleporter is
3439     only activated for players of the matching race. Do not use gates,
3440     because many other players could sneak in. If you put powerful
3441     artifacts into such places, generally set "startequip 1", so that
3442     they are preserved for that one race and can't be traded to others. ]]>
3443     </use>
3444     <attribute arch="no_pick" value="1" type="fixed" />
3445     <attribute arch="slaying" editor="match race" type="string">
3446     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3447     matches the monster's or the player's race, we have a match.
3448     Yes, pedestals can detect a player's race! E.g. you could create a
3449 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3450    
3451 root 1.1 If it is set to "player", any player stepping on the pedestal
3452     is a match. Very useful if you want to open a gate for players
3453     but not for monsters.
3454     </attribute>
3455     <attribute arch="connected" editor="connection" type="int">
3456     When the pedestal is triggered, all objects with the same
3457     connection value get activated.
3458     </attribute>
3459 root 1.9 &move_on;
3460 root 1.1 </type>
3461    
3462     <!--####################################################################-->
3463     <type number="94" name="Pit">
3464     <ignore>
3465     <ignore_list name="non_pickable" />
3466     </ignore>
3467     <description><![CDATA[
3468     Pits are holes, transporting the player when he walks (and falls) into them.
3469     A speciality about pits is that they don't transport the player to
3470     the exact destination, but within a two-square radius of the destination
3471     (never on blocked squares).<br>
3472     Optionally, pits can get closed and opened, similar to gates.<br><br>
3473     Monsters and items are affected by pits just as well as players.
3474     Even multipart monsters can fall through them, given enough space. ]]>
3475     </description>
3476     <use><![CDATA[
3477     Pits can add interesting effects to your map. When using them, make
3478     sure to use them in a "logical way": Pits should always drop the
3479     player to some kind of lower level. They should not be used to
3480     randomly interconnect maps like teleporters do. ]]>
3481     </use>
3482     <attribute arch="no_pick" value="1" type="fixed" />
3483     <attribute arch="connected" editor="connection" type="int">
3484     When a &lt;connection&gt; value is set, the pit can be opened/closed
3485     by activating the connection.
3486     </attribute>
3487     <attribute arch="hp" editor="destination X" type="int">
3488     The pit will transport creatures (and items) randomly into a two-square
3489     radius of the destination coordinates.
3490     If the destination square becomes blocked, the pit will act like
3491     being filled up and not work anymore!
3492     </attribute>
3493     <attribute arch="sp" editor="destination Y" type="int">
3494     The pit will transport creatures (and items) randomly into a two-square
3495     radius of the destination coordinates.
3496     If the destination square becomes blocked, the pit will act like
3497     being filled up and not work anymore!
3498     </attribute>
3499     <attribute arch="wc" editor="position state" type="int">
3500     The &lt;position state&gt; defines the position of the gate:
3501     Zero means completely open/down, the "number of animation-steps" (usually
3502     about 6 or 7) means completely closed/up state. I suggest you don't
3503     mess with this value - Leave the default in place.
3504     </attribute>
3505 root 1.9 &move_on;
3506 root 1.1 </type>
3507    
3508     <!--####################################################################-->
3509     <type number="7" name="Poison Food">
3510     <description><![CDATA[
3511     When eating, the player's stomache is drained by 1/4 of food.
3512     If his food drops to zero, the player might even die. ]]>
3513     </description>
3514     </type>
3515    
3516     <!--####################################################################-->
3517     <type number="5" name="Potion">
3518     <description><![CDATA[
3519     The player can drink these and gain various kinds of benefits
3520     (/penalties) by doing so. ]]>
3521     </description>
3522     <use><![CDATA[
3523     One potion should never give multiple benefits at once. ]]>
3524     </use>
3525     <attribute arch="level" editor="potion level" type="int">
3526     If the potion contains a spell, the spell is cast at this level.
3527     For other potions it should be set at least to 1.
3528     </attribute>
3529     <attribute arch="sp" editor="spell" type="spell">
3530     When a player drinks this potion, the selected spell
3531     will be casted (once). This should work for any given spell.
3532     E.g. heal is "sp 35", magic power is "sp 67".
3533     </attribute>
3534     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3535     There are two types of special effects for potions:
3536     'life restoration' - restore the player's stats lost by death or draining
3537     (this has nothing in common with the restoration spell!)
3538 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3539 root 1.1 by a very small amount.
3540     </attribute>
3541     <attribute arch="cursed" editor="cursed" type="bool">
3542     If a potion is cursed, benefits generally turn into penalties.
3543     Note that potions can be "uncursed" by praying over an altar,
3544     with relative ease. *But* the potion must be identified to notice
3545     that it is cursed &gt;:)
3546     </attribute>
3547     <attribute arch="startequip" editor="godgiven item" type="bool">
3548     A godgiven item vanishes as soon as the player
3549     drops it to the ground.
3550     </attribute>
3551     <section name="stats">
3552     <attribute arch="Str" editor="strength" type="int">
3553     The player's strentgh will rise/fall by the given value for permanent
3554     (of course there is an upper limit). Generally there shouldn't be stat
3555     potions granting more than one stat. Cursed potions will subtract the
3556     stats if positive.
3557     </attribute>
3558     <attribute arch="Dex" editor="dexterity" type="int">
3559     The player's dexterity will rise/fall by the given value for permanent
3560     (of course there is an upper limit). Generally there shouldn't be stat
3561     potions granting more than one stat. Cursed potions will subtract the
3562     stats if positive.
3563     </attribute>
3564     <attribute arch="Con" editor="constitution" type="int">
3565     The player's constitution will rise/fall by the given value for permanent
3566     (of course there is an upper limit). Generally there shouldn't be stat
3567     potions granting more than one stat. Cursed potions will subtract the
3568     stats if positive.
3569     </attribute>
3570     <attribute arch="Int" editor="intelligence" type="int">
3571     The player's intelligence will rise/fall by the given value for permanent
3572     (of course there is an upper limit). Generally there shouldn't be stat
3573     potions granting more than one stat. Cursed potions will subtract the
3574     stats if positive.
3575     </attribute>
3576     <attribute arch="Pow" editor="power" type="int">
3577     The player's power will rise/fall by the given value for permanent
3578     (of course there is an upper limit). Generally there shouldn't be stat
3579     potions granting more than one stat. Cursed potions will subtract the
3580     stats if positive.
3581     </attribute>
3582     <attribute arch="Wis" editor="wisdom" type="int">
3583     The player's wisdom will rise/fall by the given value for permanent
3584     (of course there is an upper limit). Generally there shouldn't be stat
3585     potions granting more than one stat. Cursed potions will subtract the
3586     stats if positive.
3587     </attribute>
3588     <attribute arch="Cha" editor="charisma" type="int">
3589     The player's charisma will rise/fall by the given value for permanent
3590     (of course there is an upper limit). Generally there shouldn't be stat
3591     potions granting more than one stat. Cursed potions will subtract the
3592     stats if positive.
3593     </attribute>
3594     </section>
3595     <section name="resistance">
3596     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3597     The player's resistance to physical will rise by this value in percent
3598     (range -100 till +100). The effect is only temporare, and it does NOT
3599     add on the values from the player's equipment.
3600     Cursed potions will make negative resistance.. very nasty in combat!
3601     </attribute>
3602     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3603     The player's resistance to magic will rise by this value in percent
3604     (range -100 till +100). The effect is only temporare, and it does NOT
3605     add on the values from the player's equipment.
3606     Cursed potions will make negative resistance.. very nasty in combat!
3607     </attribute>
3608     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3609     The player's resistance to fire will rise by this value in percent
3610     (range -100 till +100). The effect is only temporare, and it does NOT
3611     add on the values from the player's equipment.
3612     Cursed potions will make negative resistance.. very nasty in combat!
3613     </attribute>
3614     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3615     The player's resistance to electricity will rise by this value in percent
3616     (range -100 till +100). The effect is only temporare, and it does NOT
3617     add on the values from the player's equipment.
3618     Cursed potions will make negative resistance.. very nasty in combat!
3619     </attribute>
3620     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3621     The player's resistance to cold will rise by this value in percent
3622     (range -100 till +100). The effect is only temporare, and it does NOT
3623     add on the values from the player's equipment.
3624     Cursed potions will make negative resistance.. very nasty in combat!
3625     </attribute>
3626     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3627     The player's resistance to acid will rise by this value in percent
3628     (range -100 till +100). The effect is only temporare, and it does NOT
3629     add on the values from the player's equipment.
3630     Cursed potions will make negative resistance.. very nasty in combat!
3631     </attribute>
3632     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3633     The player's resistance to confusion will rise by this value in percent
3634     (range -100 till +100). The effect is only temporare, and it does NOT
3635     add on the values from the player's equipment.
3636     Cursed potions will make negative resistance.. very nasty in combat!
3637     </attribute>
3638     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3639     The player's resistance to weaponmagic will rise by this value in percent
3640     (range -100 till +100). The effect is only temporare, and it does NOT
3641     add on the values from the player's equipment.
3642     Cursed potions will make negative resistance.. very nasty in combat!
3643     </attribute>
3644     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3645     The player's resistance to paralyze will rise by this value in percent
3646     (range -100 till +100). The effect is only temporare, and it does NOT
3647     add on the values from the player's equipment.
3648     Cursed potions will make negative resistance.. very nasty in combat!
3649     </attribute>
3650     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3651     The player's resistance to draining will rise by this value in percent
3652     (range -100 till +100). The effect is only temporare, and it does NOT
3653     add on the values from the player's equipment.
3654     Cursed potions will make negative resistance.. very nasty in combat!
3655     </attribute>
3656     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3657     The player's resistance to depletion will rise by this value in percent
3658     (range -100 till +100). The effect is only temporare, and it does NOT
3659     add on the values from the player's equipment.
3660     Cursed potions will make negative resistance.. very nasty in combat!
3661     </attribute>
3662     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3663     The player's resistance to poison will rise by this value in percent
3664     (range -100 till +100). The effect is only temporare, and it does NOT
3665     add on the values from the player's equipment.
3666     Cursed potions will make negative resistance.. very nasty in combat!
3667     </attribute>
3668     </section>
3669     </type>
3670    
3671     <!--####################################################################-->
3672     <type number="156" name="Power Crystal">
3673     <description><![CDATA[
3674     Power crystals can store a player's mana:
3675     When the player applies the crystal with full mana, half of
3676     it flows into the crystal. When the player applies it with
3677     lacking mana, the crystal replenishes the player's mana. ]]>
3678     </description>
3679     <attribute arch="sp" editor="initial mana" type="int">
3680     &lt;initial mana&gt; is the amount of spellpoints that the
3681     crystal holds when the map is loaded.
3682     </attribute>
3683     <attribute arch="maxsp" editor="mana capacity" type="int">
3684     The &lt;mana capacity&gt; defines how much mana can be stored
3685     in the crystal. This is what makes the crystal interesting.
3686     Wizard-players will always seek for crystals with large
3687     capacities.
3688     </attribute>
3689     </type>
3690    
3691     <!--####################################################################-->
3692     <type number="13" name="Projectile">
3693     <description><![CDATA[
3694     Projectiles like arrows/crossbow bolts are used as ammunition
3695     for shooting weapons.
3696     <br><br>
3697     It's very easy to add new pairs of weapons &amp; projectiles.
3698     Just set matching &lt;ammunition class&gt; both for shooting
3699     weapon and projectile. ]]>
3700     </description>
3701     <use><![CDATA[
3702     If you want to create new kinds of projectiles, you could
3703     add an alchemical receipe to create these.
3704 root 1.3
3705 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3706     they really fullfill a useful purpose. In fact, even bows
3707     and crossbows are rarely ever used. ]]>
3708     </use>
3709     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3710     This number is a bitmask, specifying the projectile's attacktypes.
3711     Attacktypes are: physical, magical, fire, cold.. etc.
3712     This works identical to melee weapons. Note that shooting
3713     weapons cannot have attacktypes.
3714     </attribute>
3715     <attribute arch="race" editor="ammunition class" type="string">
3716     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3717     these projectiles. For arrows set "arrows", for crossbow bolts
3718     set "crossbow bolts" (big surprise).
3719 root 1.3
3720 root 1.1 In certain cases, the ammunition class is displayed in the game.
3721     Hence, when you create a new ammunition class, choose an
3722     intuitive name like "missiles", "spirit bolts" - whatever.
3723 root 1.3
3724 root 1.1 You can also make special containers holding these projectiles
3725     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3726     </attribute>
3727     <attribute arch="slaying" editor="slaying race" type="string">
3728     Slaying means the weapon does tripple (3x) damage to monsters
3729     of the specified race. If &lt;slaying race&gt; matches an arch name,
3730     only monsters of that archtype receive tripple damage.
3731     Tripple damage is very effective.
3732     </attribute>
3733     <attribute arch="dam" editor="damage" type="int">
3734     The projectile &lt;damage&gt; significantly affects the damage
3735     done. Damage can be further increased by the shooting
3736     weapon's attributes.
3737     </attribute>
3738     <attribute arch="wc" editor="weaponclass" type="int">
3739     This value is supposed to be the base &lt;weaponclass&gt;,
3740     but it seems to have rather little effect.
3741     High values are good here, low values bad.
3742     </attribute>
3743     <attribute arch="food" editor="chance to break" type="int">
3744     The &lt;chance to break&gt; defines the breaking probability when this
3745     projectile hits an obstacle, e.g. wall or monster.
3746     The value is the %-chance to break, ranging from 0 (never breaking)
3747     to 100 (breaking at first shot).
3748     </attribute>
3749     <attribute arch="magic" editor="magic bonus" type="int">
3750     Magic bonus increases chance to hit and damage a little bit.
3751     </attribute>
3752     <attribute arch="unique" editor="unique item" type="bool">
3753     Unique items exist only one time on a server. If the item
3754     is taken, lost or destroyed - it's gone for good.
3755     </attribute>
3756     <attribute arch="startequip" editor="godgiven item" type="bool">
3757     A godgiven item vanishes as soon as the player
3758     drops it to the ground.
3759     </attribute>
3760     <attribute arch="no_drop" editor="don't drop" type="bool">
3761     When a monster carries a projectile with &lt;don't drop&gt;,
3762     this item will never drop to the ground but
3763     vanish instead. If this object is shot, it can still drop
3764     after hitting an obstacle. You can prevent this by
3765     setting &lt;chance to break&gt; 100.
3766     </attribute>
3767     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3768     This text may describe the projectile. This
3769     could be nice for very special ones.
3770     </attribute>
3771     </type>
3772    
3773     <!--####################################################################-->
3774     <type number="70" name="Ring">
3775     <import_type name="Amulet" />
3776     <description><![CDATA[
3777     Rings are worn on the hands - one ring each.
3778     Wearing rings, the object's stats will directly be inherited to
3779     the player. Usually enhancing his spellcasting potential. ]]>
3780     </description>
3781     <use><![CDATA[
3782     When you create an artifact ring, never forget that players can
3783     wear <B>two</B> rings! Due to that it is extremely important to
3784     keep rings in balance with the game.
3785     <br><br>
3786     Also keep in mind that rings are generally the wizard's tools.
3787     They should primarily grant bonuses to spellcasting abilities
3788     and non-physical resistances. ]]>
3789     </use>
3790     </type>
3791    
3792     <!--####################################################################-->
3793     <type number="3" name="Rod">
3794     <ignore>
3795     <attribute arch="title" />
3796     </ignore>
3797     <description><![CDATA[
3798     A rod contains a spell. The player can use this spell by applying and
3799     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3800     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3801     used endlessly. ]]>
3802     </description>
3803     <use><![CDATA[
3804     Rods with healing/curing spells are extremely powerful. Usually, potions have
3805     to be used for that purpose. Though, potions are expensive and only good for
3806     one-time-use.<br> ]]>
3807     </use>
3808     <attribute arch="sp" editor="spell" type="spell">
3809     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3810     rods to players, since they can be used endlessly without any mana cost!
3811     Rods with heal/ restoration/ protection spells, IF available, MUST be
3812     very very VERY hard to get!
3813     </attribute>
3814     <attribute arch="level" editor="casting level" type="int">
3815     The casting level of the &lt;spell&gt; determines it's power.
3816     For attack spells, level should be set to something reasonable.
3817     </attribute>
3818     <attribute arch="hp" editor="initial spellpoints" type="int">
3819     This value represents the initial amount of spellpoints in the rod.
3820     Naturally, this is quite unimportant.
3821     </attribute>
3822     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3823     When the rod is fully charged up, it will hold this maximum amount of
3824     spellpoints. Make sure it is enough to cast the contained spell at least
3825     once. But don't set the value too high, as that might make the rod
3826     too effective.
3827     </attribute>
3828     <attribute arch="startequip" editor="godgiven item" type="bool">
3829     A godgiven item vanishes as soon as the player
3830     drops it to the ground.
3831     </attribute>
3832     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3833     This text may contain a description of the rod.
3834     </attribute>
3835     </type>
3836    
3837     <!--####################################################################-->
3838     <type number="154" name="Rune">
3839     <ignore>
3840     <attribute arch="no_pick" />
3841     <attribute arch="title" />
3842     <attribute arch="name_pl" />
3843     <attribute arch="weight" />
3844     <attribute arch="value" />
3845     <attribute arch="material" />
3846     <attribute arch="unpaid" />
3847     </ignore>
3848     <description><![CDATA[
3849 root 1.3 A rune is a magical enscription on the dungeon floor.
3850 root 1.1 <br><br>
3851     Runes hit any monster or person who steps on them for 'dam' damage in
3852     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3853     and will cast this spell when it detonates. Yet another kind is the
3854     "summoning rune", summoning predefined monsters of any kind, at detonation.
3855     <br><br>
3856     Many runes are already defined in the archetypes. ]]>
3857     </description>
3858     <use><![CDATA[
3859     Avoid monsters stepping on your runes. For example, summoning runes
3860     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3861     </use>
3862     <attribute arch="no_pick" value="1" type="fixed" />
3863 root 1.9 &move_on;
3864 root 1.1 <attribute arch="level" editor="rune level" type="int">
3865     This value sets the level the rune will cast the spell it contains at,
3866     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3867 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3868    
3869 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3870     how much experience the player gets for doing so. Beware: High level
3871     runes can be quite a cheap source of experience! So either make them
3872     tough, or keep the level low.
3873     </attribute>
3874     <attribute arch="Cha" editor="visibility" type="int">
3875     This value determines what fraction of the time the rune is visible:
3876     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3877     how easily the rune may be found.
3878     </attribute>
3879     <attribute arch="hp" editor="number of charges" type="int">
3880     The rune will detonate &lt;number of charges&gt; times before disappearing.
3881     </attribute>
3882     <attribute arch="dam" editor="direct damage" type="int">
3883     &lt;direct damage&gt; specifies how much damage is done by the rune,
3884     if it doesn't contain a spell. This should be set in reasonable
3885 root 1.3 relation to the rune's level.
3886 root 1.1 </attribute>
3887     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3888     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3889     attribute defines what attacktype to use for direct damage when
3890     the rune detonates.
3891     </attribute>
3892     <section name="spellcraft">
3893     <attribute arch="sp" editor="spell" type="spell">
3894     The selected &lt;spell&gt; defines the spell in the rune, if any.
3895     (Many runes do direct damage).
3896     </attribute>
3897     <attribute arch="slaying" editor="spell name" type="string">
3898     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3899     but if present, overrides the &lt;spell&gt; setting.
3900     </attribute>
3901     <attribute arch="other_arch" editor="spell arch" type="string">
3902     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3903     is optional, but if present, overrides the &lt;spell&gt; setting.
3904     You can choose any of the existing arches.
3905     </attribute>
3906     <attribute arch="maxsp" editor="direction" type="list_direction">
3907     If set, the rune will cast it's containing spell (if any) in
3908     this &lt;direction&gt;.In most cases this appears useless because
3909     the spell directly hits the player.
3910     </attribute>
3911     <attribute arch="race" editor="summon monster" type="string">
3912     If this is set to the arch name of any monster, together with
3913     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3914     of those on detonation. (dam and attacktype will still be ignored
3915     in this case). Runes are even capable of summoning multi-square
3916     monsters, given enough space. You'd better test it though.
3917     </attribute>
3918     <attribute arch="maxhp" editor="summon amount" type="int">
3919     This should only be set to a summoning rune. It will then summon
3920     that many creatures of the kind &lt;summon monster&gt;.
3921     </attribute>
3922     </section>
3923     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3924     When the rune detonates, this text is displayed to the
3925     victim. For especially powerful runes, create an appropriate
3926     thrilling description. ;)
3927     </attribute>
3928     </type>
3929    
3930     <!--####################################################################-->
3931     <type number="106" name="Savebed">
3932     <ignore>
3933     <ignore_list name="non_pickable" />
3934     </ignore>
3935     <description><![CDATA[
3936     When the player applies a savebed, he is not only saved. Both his
3937     respawn-after-death and his word-of-recall positions are pointing
3938     to the last-applied savebed. ]]>
3939     </description>
3940     <use><![CDATA[
3941     Put savebed locations in towns, do not put them into dungeons.
3942     It is absolutely neccessary that a place with savebeds is 100% secure.
3943     That means:
3944     <UL>
3945     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3946     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3947     <LI> Insert a relyable exit! Make sure there is no possibility that
3948     players get trapped in a savebed location.
3949     <LI> If possible, mark the whole site as no-spell area (Insert this
3950     arch called "dungeon_magic" everywhere). This is not required,
3951     but it makes the place much more safe.
3952     </UL> ]]>
3953     </use>
3954     <attribute arch="no_pick" value="1" type="fixed" />
3955     <attribute arch="no_magic" value="1" type="fixed" />
3956     <attribute arch="damned" value="1" type="fixed" />
3957     </type>
3958    
3959     <!--####################################################################-->
3960 root 1.3 <type number="111" name="Scroll">
3961     <ignore>
3962     <attribute arch="title" />
3963     </ignore>
3964     <description><![CDATA[
3965     Scrolls contain spells (similar to spell-potions). Unlike potions,
3966     scrolls require a certain literacy skill to read successfully.
3967     Accordingly, for a successful reading, a small amount of
3968     experience is gained. Scrolls allow only one time usage, but
3969     usually they are sold in bulks. ]]>
3970     </description>
3971     <use><![CDATA[
3972     For low level quests, scrolls of healing/curing-spells
3973     can be a nice reward. At higher levels, scrolls become less
3974     and less useful. ]]>
3975     </use>
3976     <attribute arch="level" editor="casting level" type="int">
3977     The spell of the scroll will be casted at this level.
3978     This value should always be set, at least to 1.
3979     </attribute>
3980     <attribute arch="sp" editor="spell" type="spell">
3981     When a player/monster applies this scroll, the selected &lt;spell&gt;
3982     will be casted (once). This should work for any given spell.
3983     </attribute>
3984     <attribute arch="startequip" editor="godgiven item" type="bool">
3985     A godgiven item vanishes as soon as the player
3986     drops it to the ground.
3987     </attribute>
3988     </type>
3989    
3990     <!--####################################################################-->
3991     <type number="33" name="Shield">
3992     <import_type name="Amulet" />
3993     <description><![CDATA[
3994     Wearing a shield, the object's stats will directly be inherited to
3995     the player. Shields usually provide good defense, only surpassed
3996     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3997     </description>
3998     <use><![CDATA[
3999     Feel free to create your own special artifacts. However, it is very
4000     important that you keep your artifact in balance with existing maps. ]]>
4001     </use>
4002     <attribute arch="magic" editor="magic bonus" type="int">
4003     &lt;magic bonus&gt; works just like ac, except that it can be improved by
4004     "scrolls of Enchant Armour" or reduced by acid. It is less useful
4005     than direct armour-class bonus on the shield.
4006     </attribute>
4007     </type>
4008    
4009     <!--####################################################################-->
4010 root 1.1 <type number="14" name="Shooting Weapon">
4011     <description><![CDATA[
4012     Schooting weapons like bows/crossbows are used to shoot projectiles
4013     (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4014     wielded both at the same time. Like with any other equipment,
4015     stats/bonuses from shooting weapons are directly inherited to the player.
4016     <br><br>
4017     It's very easy to add new pairs of weapons &amp; projectiles.
4018     Just set matching &lt;ammunition class&gt; both for shooting
4019     weapon and projectile. ]]>
4020     </description>
4021     <use><![CDATA[
4022     Shooting weapons should not add bonuses in general. There's already
4023     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4024     Schooting weapons should especially not add bonuses to the player
4025     that have nothing to do with schooting. A Wisdom bonus on a bow
4026     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4027     - still crap. ]]>
4028     </use>
4029     <attribute arch="race" editor="ammunition class" type="string">
4030     Only projectiles with matching &lt;ammunition class&gt; can be fired
4031     with this weapon. For normal bows set "arrows", for normal
4032     crossbows set "crossbow bolts".
4033 root 1.3
4034 root 1.1 In certain cases, the ammunition class is displayed in the game.
4035     Hence, when you create a new ammunition class, choose an
4036     intuitive name like "missiles", "spirit bolts" - whatever.
4037     </attribute>
4038     <attribute arch="sp" editor="shooting speed" type="int">
4039     After shooting a projectile, the player is frozen for a short
4040     period of time (to prevent shooting arrows machine-gun-like).
4041     The greater &lt;shooting speed&gt;, the shorter this period of time.
4042     1 is minimum (=worst) and 100 is maximum (=best) value.
4043 root 1.3
4044 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4045     SET IT TO ZERO! (That would freeze the player for eternety).
4046     </attribute>
4047     <attribute arch="dam" editor="base damage" type="int">
4048     The &lt;base damage&gt; significantly affects the damage done
4049     by using this weapon. This damage is added to the projectile
4050     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4051     according to the player's strength is added.
4052     </attribute>
4053     <attribute arch="wc" editor="weaponclass" type="int">
4054     This value is supposed to be the base &lt;weaponclass&gt;,
4055     but it seems to have rather little effect.
4056     High values are good here, low values bad.
4057     </attribute>
4058     <attribute arch="item_power" editor="item power" type="int">
4059     The &lt;item power&gt; value measures how "powerful" an artifact is.
4060     Players will only be able to wear equipment with a certain total
4061     amount of &lt;item power&gt;, depending on their own level. This is the
4062     only way to prevent low level players to wear "undeserved" equipment
4063     (like gifts from other players or cheated items).
4064 root 1.3
4065 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4066     for every artifact you create! If zero/unset, the CF server will
4067     calculate a provisional value at runtime, but this is never
4068     going to be an accurate measurement of &lt;item power&gt;.
4069     </attribute>
4070     <attribute arch="no_strength" editor="ignore strength" type="bool">
4071     Usually the player's strentgh takes effect on the damage
4072     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4073     the player's strength is ignored.
4074     </attribute>
4075     <attribute arch="damned" editor="damnation" type="bool">
4076     A damned shooting weapon cannot be unwielded unless
4077     the curse is removed. Removing damnations is
4078     a tick harder than removing curses.
4079     </attribute>
4080     <attribute arch="cursed" editor="curse" type="bool">
4081     A cursed shooting weapon cannot be unwielded unless
4082     the curse is removed.
4083     </attribute>
4084     <attribute arch="unique" editor="unique item" type="bool">
4085     Unique items exist only one time on a server. If the item
4086     is taken, lost or destroyed - it's gone for good.
4087     </attribute>
4088     <attribute arch="startequip" editor="godgiven item" type="bool">
4089     A godgiven item vanishes as soon as the player
4090     drops it to the ground.
4091     </attribute>
4092     <section name="stats">
4093     <attribute arch="Str" editor="strength" type="int">
4094     The player's strentgh will rise/fall by the given value
4095     while wearing this shooting weapon.
4096     </attribute>
4097     <attribute arch="Dex" editor="dexterity" type="int">
4098     The player's dexterity will rise/fall by the given value
4099     while wearing this shooting weapon.
4100     </attribute>
4101     <attribute arch="Con" editor="constitution" type="int">
4102     The player's constitution will rise/fall by the given value
4103     while wearing this shooting weapon.
4104     </attribute>
4105     <attribute arch="Int" editor="intelligence" type="int">
4106     The player's intelligence will rise/fall by the given value
4107     while wearing this shooting weapon.
4108     </attribute>
4109     <attribute arch="Pow" editor="power" type="int">
4110     The player's power will rise/fall by the given value
4111     while wearing this shooting weapon.
4112     </attribute>
4113     <attribute arch="Wis" editor="wisdom" type="int">
4114     The player's wisdom will rise/fall by the given value while
4115     wearing this shooting weapon.
4116     </attribute>
4117     <attribute arch="Cha" editor="charisma" type="int">
4118     The player's charisma will rise/fall by the given value
4119     while wearing this shooting weapon.
4120     </attribute>
4121     </section>
4122     <section name="bonus">
4123     <attribute arch="luck" editor="luck bonus" type="int">
4124     With positive luck bonus, the player is more likely to
4125     succeed in all sorts of things (spellcasting, praying,...).
4126     Unless the &lt;luck bonus&gt; is very high, the effect will be
4127     barely visible in-game. Luck bonus on one piece of equipment
4128     should never exceed 3, and such bonus should not be too
4129     frequently available.
4130     </attribute>
4131     <attribute arch="magic" editor="magic bonus" type="int">
4132     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4133     I'm not sure what exactly is increased - maybe weaponclass?
4134     However, &lt;magic bonus&gt; seems to have a little bit of positive
4135     influence on your chance to hit.
4136     </attribute>
4137     </section>
4138     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4139     This text describes the weapons's "story". Every decent artifact weapon
4140     should have such a description.
4141     </attribute>
4142     </type>
4143    
4144     <!--####################################################################-->
4145     <type number="68" name="Shop Floor">
4146     <ignore>
4147     <ignore_list name="non_pickable" />
4148     </ignore>
4149     <description><![CDATA[
4150     Shop floor is used for shops. It acts like a combination of the
4151     common floor- and the treasure type: When the map is loaded,
4152     randomitems (depending on the setings) are generated on it.
4153     These items are all flagged as unpaid.
4154     When a player drops an item onto shop floor, the item becomes
4155     unpaid and the player receives payment according to the item's
4156     selling-value.
4157     Shopfloor always prevents magic (To hinder players from burning
4158     or freezing the goods). ]]>
4159     </description>
4160     <use><![CDATA[
4161     Tile your whole shop-interior space which shop floor.
4162     (That assures players receive payment for dropping items).
4163     Place shop mats to enter/leave the shop, and make sure
4164     there is no other exit than the shop mat. ]]>
4165     </use>
4166     <attribute arch="is_floor" value="1" type="fixed" />
4167     <attribute arch="no_pick" value="1" type="fixed" />
4168     <attribute arch="no_magic" value="1" type="fixed" />
4169     <attribute arch="auto_apply" editor="generate goods" type="bool">
4170     If enabled, items will appear on this square when the map is loaded.
4171     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4172     are generated. The items will be unpaid.
4173     </attribute>
4174     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4175     This entry determines what kind of treasure will appear, when
4176     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4177     for details about existing treasurelists.
4178     </attribute>
4179     <attribute arch="exp" editor="quality level" type="int">
4180     The &lt;quality level&gt; will be used for the quality of the generated
4181     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4182     doesn't need to be set, unless you want extraordinarily good/bad
4183     quality. If you want to make a shop with very high quality, meaybe
4184     charge an entrance fee, or make the shop hard-to-come-by.
4185     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4186     and appearance of artifact-items.
4187     </attribute>
4188     <attribute arch="damned" editor="no prayers" type="bool">
4189     If enabled, it is impossible for players to use prayers
4190     on that spot. It also prevents players from saving.
4191     (Remember that &lt;no magic&gt; is always set for shop floors.)
4192     </attribute>
4193     </type>
4194    
4195     <!--####################################################################-->
4196     <type number="69" name="Shop Mat">
4197     <ignore>
4198     <ignore_list name="non_pickable" />
4199     </ignore>
4200     <description><![CDATA[
4201     Shop mats are used for entering/leaving shops. You should always
4202     have exactly TWO shop mats on your shop-map: One inside the
4203     "shopping-area" and one outside. Shop mats don't use exit paths/
4204     or -destinations. When stepping onto a shopmat the player gets beamed
4205     to the nearest other mat. If the player has unpaid items in his
4206     inventory, the price gets charged from his coins automatically.
4207     If the player has insufficient coins to buy his unpaid items, he
4208     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4209     </description>
4210     <use><![CDATA[
4211     As stated above, always place TWO shop mats into your shop.
4212     Not more and not less than that. ]]>
4213     </use>
4214     <attribute arch="no_pick" value="1" type="fixed" />
4215 root 1.9 &move_on;
4216 root 1.1 </type>
4217    
4218     <!--####################################################################-->
4219     <type number="98" name="Sign &amp; MagicMouth">
4220     <ignore>
4221     <ignore_list name="non_pickable" />
4222     </ignore>
4223     <description><![CDATA[
4224     The purpose of a sign or magic_mouth is to display a certain message to
4225     the player. There are three ways to have the player get this message:
4226     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4227     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4228     </description>
4229     <use><![CDATA[
4230     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4231     some true roleplay feeling to your maps, support your storyline or give
4232     hints about hidden secrets/dangers. Place signs to provide the player
4233     with all kinds of useful information for getting along in your maps. ]]>
4234     </use>
4235     <attribute arch="connected" editor="connection" type="int">
4236     When a connection value is set, the message will be printed whenever
4237     the connection is triggered. This should be used in combination with
4238     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4239     If activating your magic_mouth this way, the message will not only be
4240     printed to one player, but all players on the current map.
4241     </attribute>
4242 root 1.9 &move_on;
4243 root 1.1 <attribute arch="food" editor="counter" type="int">
4244     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4245     (printing the message) only that many times. For signs this really shouldn't
4246     be used, while for magic_mouths it is extremely helpful.
4247     Monsters walking over the magic_mouth do not decrease the counter.
4248 root 1.3
4249 root 1.1 Often, you might want to have a message displayed only one time. For example:
4250     The player enters your map and you put a magic_mouth to tell him about the
4251     monsters and how dangerous they look and all. Later, when all the monsters
4252     are killed and the player leaves the map, displaying the same message a
4253     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4254     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4255     </attribute>
4256     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4257     This text will be displayed to the player.
4258     </attribute>
4259     </type>
4260    
4261     <!--####################################################################-->
4262     <type number="43" name="Skill">
4263     <ignore>
4264     <ignore_list name="system_object" />
4265     </ignore>
4266     <description><![CDATA[
4267     Skills are objects which exist in the player/monster inventory.
4268     Both NPC/monsters and players use the same skill archetypes. Not all skills
4269     are enabled for monster use however. ]]>
4270     </description>
4271     <use><![CDATA[
4272     For mapmaking, Skill objects serve two purposes:
4273     <p>First, the predefined skill archtypes (in the 'skills' directory)
4274     can be seen as the global skill definitions. A skill which doesn't
4275     exists as an archtype cannot be learned or used by players. When you
4276     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4277     of defined skill archtypes, because those strings are used as a reference in
4278     many skill-related objects.
4279     </p><p>
4280     Secondly, in order to enable monsters to use skills, you will need to
4281     copy default skill archtypes into the monsters' inventories.
4282     You can even customize the skills by changing stats. It is not
4283     recommended however, to use skills in your maps which are totally
4284     unrelated to any predefined skill archtype.</p> ]]>
4285     </use>
4286     <attribute arch="invisible" value="1" type="fixed" />
4287     <attribute arch="no_drop" value="1" type="fixed" />
4288     <attribute arch="skill" editor="skill name" type="string">
4289     The &lt;skill name&gt; is used for matchings. When a usable
4290     object has an identical &lt;skill name&gt;, players
4291     (or monsters) will need this skill to apply/use the object.
4292     </attribute>
4293     <attribute arch="expmul" editor="exp multiplier" type="float">
4294     This is the ratio of experience the players total should increase by
4295     when this skill is used. If this is zero, then experience only goes to
4296     to the skill. Values higher than 1 are allowed. Note that experience
4297     rewarded to the players total is in addition to that given to the
4298     skill. Eg, if player should get 500 exp for using a skill, and
4299     expmul is 1, the player will get 500 added to that skill as well as
4300     500 to their total.
4301     </attribute>
4302     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4303     The &lt;skill type&gt; defines the base functionality of the skill.
4304     Skill types are hardcoded in the Crossfire server. It isn't hard to
4305     create new skill types, but it requires a bit of server-coding.
4306     </attribute>
4307     <attribute arch="level" editor="level" type="int">
4308     </attribute>
4309     <attribute arch="exp" editor="experience" type="int">
4310     </attribute>
4311     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4312     The &lt;is native skill&gt; flag has an effect only when this
4313     skill object is placed in the inventory of a monster (or player).
4314     If it is set, the monster or player knows the skill natively, which
4315     means he does not need a skill tool to use it.
4316     </attribute>
4317     </type>
4318    
4319     <!--####################################################################-->
4320     <type number="130" name="Skill Scroll">
4321     <description><![CDATA[
4322     By reading a skill scroll, a player has a chance to learn the
4323     contained skill. ]]>
4324     </description>
4325     <use><![CDATA[
4326     Skill scrolls are very much sought for by players. Currently,
4327     all skill scrolls are sold in shops randomly, which is in fact not
4328     a good system. It would be nice to have some cool quests with
4329     skill scrolls rewarded at the end. ]]>
4330     </use>
4331     <attribute arch="race" value="scrolls" type="fixed" />
4332     <attribute arch="skill" editor="skill name" type="string">
4333     The &lt;skill name&gt; matches the skill object that can
4334     be learned from this scroll.
4335     </attribute>
4336     </type>
4337    
4338     <!--####################################################################-->
4339     <type number="21" name="Special Key">
4340     <ignore>
4341     <attribute arch="material" />
4342     </ignore>
4343     <description><![CDATA[
4344     When carrying the appropriate special key, a locked door can
4345     be opened. The key will dissapear.
4346     <br><br>
4347     This object-type can also be used for "passport"-like items:
4348     When walking onto an invetory checker, a gate for example might
4349     get opened. The "passport" will stay in the player's inventory. ]]>
4350     </description>
4351     <use><![CDATA[
4352     How to make a "passport": You take the special key arch
4353     (archetype name is "key2"), set the face to something like
4354     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4355     certainly must match with the appropiate inventory checker.
4356     <br><br>
4357     Of course you can be creative with names and faces of
4358     key-objects. A "mysterious crystal" or a "big dragon claw"
4359     (with appropriate faces) appear more interesting than just
4360     a "strange key", or "passport". ]]>
4361     </use>
4362     <attribute arch="slaying" editor="key string" type="string">
4363     This string must be identical with the &lt;key string&gt; in the
4364     locked door, then it can be unlocked. It can also be used
4365     to trigger inventory checkers.
4366     </attribute>
4367     <attribute arch="material" editor="material" type="bitmask_material">
4368     For Special Keys, material should always be unset or set
4369     to Adamantite. This prevents the key from getting
4370     burned or otherwise destroyed.
4371     </attribute>
4372     <attribute arch="unique" editor="unique item" type="bool">
4373     Unique items exist only one time on a server. If the item
4374     is taken, lost or destroyed - it's gone for good.
4375 root 1.3
4376 root 1.1 This can be used if you want to sell apartments on your
4377     map: Simply sell a unique passport/key, and place
4378     an inventory checker at the entrance of your apartment.
4379     </attribute>
4380     <attribute arch="startequip" editor="godgiven item" type="bool">
4381     A godgiven item vanishes as soon as the player
4382     drops it to the ground.
4383     </attribute>
4384     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4385     This will add a description to the object. The player can read
4386     this text by clicking on the item in his inventory. Use this
4387     message to describe what the key/passport is good for. A player
4388     might have 50 different keys on his key-ring. Don't expect
4389     players to recall their purpose just by their names.
4390     </attribute>
4391     </type>
4392    
4393     <!--####################################################################-->
4394     <type number="101" name="Spell">
4395     <ignore>
4396     <ignore_list name="system_object" />
4397     </ignore>
4398     <description><![CDATA[
4399     Spell objects define a spell. When a spell is put in a spellbook,
4400     players can learn it by reading the book. Once learned, players
4401     can use the spell as often as they like. With increasing skill level
4402     of the player, spells may gain power but also increase cost.<br>
4403     Monsters can use spells which are put in their inventory (provided
4404     that certain "enabling" settings are correct). The monster's
4405     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4406     </description>
4407     <use><![CDATA[
4408     A lot of the spells' settings can be tuned and customized.
4409     When creating new spells which are accessible to players, it is
4410     important to think about balance. A single spell which is too
4411     powerful and/or too easy to use can eventually toss the whole skill
4412     and magic school system out of whack. Testing new spells is
4413     quite important therefore. ]]>
4414     </use>
4415     <attribute arch="no_drop" value="1" type="fixed" />
4416     <attribute arch="invisible" value="1" type="fixed" />
4417     <attribute arch="skill" editor="skill name" type="string">
4418     The &lt;skill name&gt; matches the skill which is needed
4419     to cast this spell. This should be one out of "sorcery",
4420     "pyromancy", "evocation", "summoning" or "praying".
4421     If you want to fiddle with these, please take care not
4422     to upset the concept and balance of the various skills.
4423     </attribute>
4424     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4425     The &lt;spell type&gt; defines the basic type of spell.
4426     Some of these types are of a more generic nature than others.
4427     </attribute>
4428     <attribute arch="level" editor="spell level" type="int">
4429     </attribute>
4430     <attribute arch="casting_time" editor="casting time" type="int">
4431     </attribute>
4432     <attribute arch="duration" editor="duration" type="int">
4433     </attribute>
4434     <attribute arch="other_arch" editor="create object" type="string">
4435     </attribute>
4436     <attribute arch="sp" editor="cost spellpoints" type="int">
4437     </attribute>
4438     <attribute arch="grace" editor="cost grace" type="int">
4439     </attribute>
4440     <attribute arch="maxsp" editor="double cost per level" type="int">
4441     </attribute>
4442     </type>
4443    
4444     <!--####################################################################-->
4445     <type number="85" name="Spellbook">
4446     <description><![CDATA[
4447     By reading a spellbook, the player has a chance of learning the
4448     contained spell. Once learned from a book, the spell is available
4449     forever. Spellbooks with high level spells require some skill-level
4450     to read.<br><br>
4451     You can create widely customized spells only by adjusting the
4452     spell object in the spellbooks inventory. Refer to the description
4453     of spell objects for detailed information how to customize spells.<br>
4454     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4455     with a compilation of spells that the book may contain. ]]>
4456     </description>
4457     <use><![CDATA[
4458     Don't put any of the godgiven spells into a spellbook! These are
4459     reserved for the followers of the appropriate cults. Handing them
4460     out in a spellbook would violate the balance between different religions.
4461     <br><br>
4462     Note that there is no fundamental difference between the spellbooks
4463     of varying schools (pyromancy, sorcery, evocation, summoning, and
4464     even praying). The difference lies only in the spells they contain.
4465     It is up to you, the mapmaker, to pick the right type of book
4466     for your spells. ]]>
4467     </use>
4468     <attribute arch="skill" value="literacy" type="fixed" />
4469     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4470     There are two ways to put spells into a spellbook:
4471     1. Put a spell object in the books inventory. In this case,
4472     treasurelist must be set to &lt;none&gt;.
4473     2. Choose a treasurelist which contains spells.
4474     In that way, a spell will be chosen randomly from the list.
4475     </attribute>
4476     <attribute arch="startequip" editor="godgiven item" type="bool">
4477     A godgiven item vanishes as soon as the player
4478     drops it to the ground.
4479     </attribute>
4480     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4481     This text may contain a nice description
4482     of the spellbook's cover or something.
4483     </attribute>
4484     </type>
4485    
4486     <!--####################################################################-->
4487     <type number="90" name="Spinner">
4488     <ignore>
4489     <ignore_list name="non_pickable" />
4490     </ignore>
4491     <description><![CDATA[
4492     Spinners change the direction of spell objects and other projectiles
4493     that fly past. Unlike directors, it does make a difference from what
4494     angle you shoot into the spinner. The direction of objects flying past
4495     is always changed by a certain degree. ]]>
4496     </description>
4497     <use><![CDATA[
4498     Spinners are very rarely used. I believe they are quite
4499     confusing and pointless. The only use I can think of is building
4500     some puzzle about where to shoot into spinners to shoot somewhere you
4501     otherwise couldn't.
4502 root 1.3
4503 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4504     projectiles from magic walls don't get to fly in loops. ]]>
4505     </use>
4506     <attribute arch="sp" editor="direction number" type="int">
4507     The spinner will change the direction of flying objects by
4508     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4509     positive values counter clockwise.
4510 root 1.3
4511 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4512     </attribute>
4513 root 1.9 &move_on;
4514 root 1.1 </type>
4515    
4516     <!--####################################################################-->
4517     <type number="138" name="Swamp">
4518     <ignore>
4519     <ignore_list name="non_pickable" />
4520     </ignore>
4521     <description><![CDATA[
4522     Swamp areas show a special behaviour:
4523     When a player stands still on a swamp-square for too long,
4524     he will start to sink in and eventually drown and die.
4525     Items dropped on the swamp sink in and dissapear.
4526     Players with knowledge of the woodsman skill are a lot less likely
4527     to die in the swamp. ]]>
4528     </description>
4529     <attribute arch="is_floor" value="1" type="fixed" />
4530     <attribute arch="is_wooded" value="1" type="fixed" />
4531     <attribute arch="speed" editor="drowning speed" type="float">
4532     The higher the &lt;drowning speed&gt;, the faster will players and items
4533     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4534     and unexpected death-trap. Players should get a warning before such areas.
4535     </attribute>
4536 root 1.12 &speed_left;
4537 root 1.9 &move_on;
4538     &movement_types_terrain;
4539 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4540     If enabled, it is impossible for players to use (wizard-)
4541     spells on that spot.
4542     </attribute>
4543     <attribute arch="damned" editor="no prayers" type="bool">
4544     If enabled, it is impossible for players to use prayers
4545     on that spot. It also prevents players from saving.
4546     </attribute>
4547     </type>
4548    
4549     <!--####################################################################-->
4550     <type number="41" name="Teleporter">
4551     <ignore>
4552     <ignore_list name="non_pickable" />
4553     </ignore>
4554     <description><![CDATA[
4555     When the player walks into a teleporter, he is transferred to a
4556     different location. The main difference to the object-type exit
4557     is the possibility to have teleporters connected to levers/buttons/etc.
4558     Sometimes teleporters are activated even against the players will.
4559     <br><br>
4560     Unlike exits, teleporters can also transfer items and
4561     monsters to different locations on the same map. ]]>
4562     </description>
4563     <use><![CDATA[
4564     When creating maps, I guess sooner or later you'll want to have
4565     an invisible teleporter. If using "invisible 1", the teleporter
4566     can still be discovered with the show_invisible spell. And in
4567     some cases you can't place it under the floor to prevent this.
4568     <br><br>
4569     Fortunately, there is a cool trick to make a perfectly invisible
4570     teleporter: You simply add teleporter functionality to the floor
4571     itself. That means: You take the floor arch (e.g. "flagstone"),
4572     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4573     </use>
4574     <attribute arch="slaying" editor="exit path" type="string">
4575     The exit path specifies the map that the player is transferred to.
4576     &lt;exit path&gt; can be an absolute path, beginning with '/'
4577     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4578     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4579     for example I could use the relative path "Fire1"). Use relative
4580     paths whenever possible! Note that upper/lower case must always be
4581     set correctly. However, please use lower case only.
4582 root 1.3
4583 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4584     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4585     monsters and items. In this case, the destined map is automatically
4586     the same map the teleporter is on.
4587     </attribute>
4588     <attribute arch="hp" editor="destination X" type="int">
4589     The exit destinations define the (x, y)-coordinates where the exit
4590     leads to.
4591 root 1.3
4592 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4593     get teleported to another, randomly chosen teleporter on the same
4594     map (Slightly confusing for the player though). Make sure there
4595     actually *is* a second one in that case.
4596 root 1.3
4597 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4598     be transferred to the "default enter location" of the destined map.
4599     The latter can be set in the map-properties as "Enter X/Y". Though,
4600     please DO NOT use that. It turned out to be a source for numerous
4601     map-bugs.
4602     </attribute>
4603     <attribute arch="sp" editor="destination Y" type="int">
4604     The exit destinations define the (x, y)-coordinates where the exit
4605     leads to.
4606 root 1.3
4607 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4608     get teleported to another, randomly chosen teleporter on the same
4609     map (Slightly confusing for the player though). Make sure there
4610     actually *is* a second one in that case.
4611 root 1.3
4612 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4613     be transferred to the "default enter location" of the destined map.
4614     The latter can be set in the map-properties as "Enter X/Y". Though,
4615     please DO NOT use that. It turned out to be a source for numerous
4616     map-bugs.
4617     </attribute>
4618     <attribute arch="connected" editor="connection" type="int">
4619     If a connection value is set, the teleporter will be activated
4620     whenever the connection is triggered. To use this properly,
4621     &lt;activation speed&gt; must be zero.
4622     </attribute>
4623     <attribute arch="speed" editor="activation speed" type="float">
4624     If the &lt;activation speed&gt; is nonzero, the teleporter will
4625     automatically be activated in regular time-intervals. Hence, the
4626     player can just step on it and gets teleported sooner or later.
4627     The duration between two activates depends on the given value.
4628 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4629    
4630 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4631     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4632     </attribute>
4633 root 1.12 &speed_left;
4634 root 1.1 </type>
4635    
4636     <!--####################################################################-->
4637 root 1.3 <type number="26" name="Timed Gate">
4638     <ignore>
4639     <ignore_list name="non_pickable" />
4640     </ignore>
4641     <description><![CDATA[
4642     Gates play an important role in Crossfire. Gates can be opened
4643     by activating a button/trigger, by speaking passwords (-> magic_ear)
4644     or carrying special key-objects (-> inventory checker).
4645     Unlike locked doors, gates can get shut again after a player has
4646     passed, which makes them more practical in many cases. Unlike normal
4647     gates, timed gates open when triggered but automatically close again
4648     after some time.]]>
4649     </description>
4650     <use><![CDATA[
4651     Use gates to divide your maps into separated areas. After solving
4652     area A, the player gains access to area B, and so on. Make your
4653     maps more complex than "one-way". ]]>
4654     </use>
4655     <attribute arch="no_pick" value="1" type="fixed" />
4656     <attribute arch="connected" editor="connection" type="int">
4657     Whenever the inventory checker is triggered, all objects with identical
4658     &lt;connection&gt; value get activated. This only makes sense together with
4659     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4660     after some time.
4661     </attribute>
4662     <attribute arch="wc" editor="position state" type="int">
4663     The &lt;position state&gt; defines the position of the gate:
4664     Zero means completely open/down, the "number of animation-steps" (usually
4665     about 6 or 7) means completely closed/up state. I suggest you don't
4666     mess with this value - Leave the default in place.
4667     </attribute>
4668 root 1.9 &movement_types_terrain;
4669 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4670     Restricting the use of spells to pass this gate. This has
4671     an effect only if &lt;block view&gt; is disabled.
4672     </attribute>
4673     <attribute arch="damned" editor="restrict prayers" type="bool">
4674     Restricting the use of prayers to pass this door. This has
4675     an effect only if &lt;block view&gt; is disabled.
4676     </attribute>
4677     <attribute arch="hp" editor="open duration" type="int">
4678     Defines the duration the gate remains closed. This only takes effect
4679     if the gate is not connected.
4680     </attribute>
4681     </type>
4682    
4683     <!--####################################################################-->
4684 root 1.1 <type number="155" name="Trap">
4685     <ignore>
4686     <attribute arch="no_pick" />
4687     <attribute arch="title" />
4688     <attribute arch="name_pl" />
4689     <attribute arch="weight" />
4690     <attribute arch="value" />
4691     <attribute arch="material" />
4692     <attribute arch="unpaid" />
4693     </ignore>
4694     <description><![CDATA[
4695     A trap is a object that can either do damage or trigger another connected object
4696 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4697 root 1.1 and generally have either a physical attack or trigger a reaction.
4698     <br><br>
4699     Traps hit any monster or person who steps on them for 'dam' damage in
4700     'attacktype' attacktype and/or trigger a reaction.
4701     <br><br>
4702     Many traps are already defined in the archetypes. ]]>
4703     </description>
4704     <use><![CDATA[
4705     Avoid monsters stepping on your traps. For example, a party of orcs setting
4706     off your lightning wall and pit trap is usually a bad idea. ]]>
4707     </use>
4708     <attribute arch="no_pick" value="1" type="fixed" />
4709 root 1.9 &move_on;
4710 root 1.3 <attribute arch="level" editor="trap level" type="int">
4711 root 1.1 Level effects how easily a trap may be found and disarmed, and
4712     how much experience the player gets for doing so. Beware: High level
4713     traps can be quite a cheap source of experience! So either make them
4714     tough, or keep the level low.
4715     </attribute>
4716     <attribute arch="Cha" editor="visibility" type="int">
4717     This value determines what fraction of the time the trap is visible:
4718     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4719     how easily the trap may be found.
4720     </attribute>
4721     <attribute arch="hp" editor="number of charges" type="int">
4722     The trap will detonate &lt;number of charges&gt; times before disappearing.
4723     </attribute>
4724     <attribute arch="dam" editor="direct damage" type="int">
4725 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4726     This should be set in reasonable relation to the trap's level.
4727 root 1.1 </attribute>
4728     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4729     This attribute defines what attacktype to use for direct damage when
4730     the trap detonates.
4731     </attribute>
4732     <attribute arch="connected" editor="connection" type="int">
4733     When the trap is detonated, all objects with the same
4734     connection value get activated.
4735     </attribute>
4736     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4737     When the trap detonates, this text is displayed to the
4738     victim. For especially powerful or complex traps, create an appropriate
4739     and thrilling description. ;)
4740     </attribute>
4741     </type>
4742    
4743     <!--####################################################################-->
4744     <type number="95" name="Trapdoor">
4745     <ignore>
4746     <ignore_list name="non_pickable" />
4747     </ignore>
4748     <description><![CDATA[
4749     Trapdoors are very similar to pits. The difference is that they
4750     can not be closed. Instead, the weight of the object on the
4751     trapdoor determines weither it slams the trapdoor open and falls through
4752     or not.<br>
4753     Once a trapdoor has been opened (by a creature or items of sufficient
4754     weight,) it remains open, acting like an opened pit. ]]>
4755     </description>
4756     <use><![CDATA[
4757     Trapdoors should be used in the same fashion as pits:
4758     They should always drop the victims to some kind of lower level. They
4759     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4760     </use>
4761     <attribute arch="no_pick" value="1" type="fixed" />
4762 root 1.9 &move_on;
4763 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4764     This value defines how much weight the trapdoor can hold.
4765     Once items or creatures are gathered on the trapdoor, with
4766     a total weight surpassing this value, then the trapdoor will
4767     open and things start falling through.
4768     </attribute>
4769     <attribute arch="hp" editor="destination X" type="int">
4770     The trapdoor will transport creatures (and items) randomly into
4771     a two-square radius of the destination coordinates.
4772     If the destination square becomes blocked, the trapdoor will act like
4773     being filled up and not work anymore!
4774     </attribute>
4775     <attribute arch="sp" editor="destination Y" type="int">
4776     The trapdoor will transport creatures (and items) randomly into
4777     a two-square radius of the destination coordinates.
4778     If the destination square becomes blocked, the trapdoor will act like
4779     being filled up and not work anymore!
4780     </attribute>
4781     </type>
4782    
4783     <!--####################################################################-->
4784     <type number="4" name="Treasure">
4785     <ignore>
4786     <attribute arch="nrof" />
4787     <attribute arch="title" />
4788     <attribute arch="name_pl" />
4789     <attribute arch="weight" />
4790     <attribute arch="value" />
4791     <attribute arch="material" />
4792     </ignore>
4793     <description><![CDATA[
4794     A treasure-object turns into certain randomitems when the map is loaded
4795     into the game. ]]>
4796     </description>
4797     <use><![CDATA[
4798     About usage of the "random-artifact" treasurelist:
4799     This will generate powerful stuff like girdles, xray helmets, special
4800     swords etc. If you put this as reward to your quest, players might be
4801     motivated to do it more than once. BUT, by doing so they will get a huge
4802     number of different artifacts! Besides, players will always seek the place
4803     with the most easy-to-get random artifact and ignore all others.
4804     My advice: Don't use it! Attract players with good fighting experience
4805     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4806     </use>
4807     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4808     This entry determines what kind of treasure will appear. Look into
4809     /crossfire/share/crossfire/treasures for details about existing
4810     treasurelists.
4811     </attribute>
4812     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4813     "Auto-generate" must be set in order to have the treasure be created
4814     when the map is loaded.
4815     If you want to create a random treasure chest, you unset this flag.
4816     That way, the player has to apply the object (the chest), then the
4817     treasure is generated.
4818     </attribute>
4819     <attribute arch="hp" editor="create number" type="int">
4820     "Create number" specifies how many pieces of the given treasurelist
4821     will appear. Note that for every piece there is a chance that nothing is
4822     generated. Also, sometimes there can be stacks of items generated, like
4823     for gems/money.
4824     </attribute>
4825     <attribute arch="exp" editor="quality level" type="int">
4826     The &lt;quality level&gt; will be used for the quality of the generated
4827     treasure instead of the map difficulty (as was done with shops).
4828     If zero/unset, the map difficulty will instead be used.
4829     (Example for comparison: Shop floors generate treasure of
4830     &lt;quality level&gt; 5 per default).
4831     </attribute>
4832     </type>
4833    
4834     <!--####################################################################-->
4835 root 1.3 <type number="52" name="Trigger Marker">
4836     <ignore>
4837     <ignore_list name="system_object" />
4838     </ignore>
4839     <description><![CDATA[
4840     A trigger marker is an object that inserts an invisible force (a mark) into a
4841     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4842     &lt;key string&gt; which can be discovered by detectors or inventory
4843     checkers. It is also possible to use markers for removing marks again.
4844     <br><br>
4845     Note that the player has no possibility to "see" his own marks,
4846     except by the effect that they cause on the maps. ]]>
4847     </description>
4848     <use><![CDATA[
4849     Markers hold real cool possibilities for map-making. I encourage
4850     you to use them frequently. However there is one negative point
4851     about markers: Players don't "see" what's going on with them. It is
4852     your task, as map-creator, to make sure the player is always well
4853     informed and never confused.
4854     <br><br>
4855     Please avoid infinite markers when they aren't needed. They're
4856     using a little space in the player file after all, so if there
4857     is no real purpose, set an expire time. ]]>
4858     </use>
4859     <attribute arch="no_pick" value="1" type="fixed" />
4860     <attribute arch="slaying" editor="key string" type="string">
4861     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4862     If the player already has a force with that &lt;key string&gt;,
4863     there won't be inserted a second one.
4864     </attribute>
4865     <attribute arch="connected" editor="connection" type="int">
4866     Unlike a regular marker this is the connection that triggers this marker to activate.
4867     </attribute>
4868     <attribute arch="food" editor="mark duration" type="int">
4869     This value defines the duration of the force it inserts.
4870     If nonzero, the duration of the player's mark is finite:
4871     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4872     means the mark will stay on the player forever.
4873     </attribute>
4874     <attribute arch="name" editor="delete mark" type="string">
4875     When the player steps onto the marker, all existing forces in
4876     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4877     will be removed. If you don't want to remove any marks, leave
4878     this textfield empty.
4879    
4880     Note that the string &lt;delete mark&gt; is set as the name of
4881     this marker. So don't be confused, and remember changing the
4882     name will take effect on the marker's functionality.
4883     </attribute>
4884     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4885     In the moment when the player gets marked, this text is displayed
4886     to him. You should really set a message in any marker you create,
4887     because it's the only way for the player to notice what's going on.
4888     </attribute>
4889     </type>
4890    
4891     <!--####################################################################-->
4892 root 1.1 <type number="0" name="Wall">
4893     <required>
4894     <attribute arch="is_floor" value="0" />
4895     <attribute arch="alive" value="0" />
4896 root 1.9 <attribute arch="move_block" value="255" />
4897 root 1.1 </required>
4898     <ignore>
4899     <attribute arch="nrof" />
4900     <attribute arch="title" />
4901     <attribute arch="name_pl" />
4902     <attribute arch="value" />
4903     <attribute arch="unpaid" />
4904     </ignore>
4905     <description><![CDATA[
4906     Walls usually block passage and sight. ]]>
4907     </description>
4908 root 1.9 &movement_types_terrain;
4909 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4910     If set, the object is able to "roll", so it can be pushed around.
4911     This setting is used for boulders and barrels.
4912     </attribute>
4913     <attribute arch="no_magic" editor="restrict spells" type="bool">
4914     This takes effect only with &lt;blocksview&gt; disabled.
4915     Restricting the use of spells to pass this wall.
4916     </attribute>
4917     <attribute arch="damned" editor="restrict prayers" type="bool">
4918     This takes effect only with &lt;blocksview&gt; disabled.
4919     Restricting the use of spells to pass this wall.
4920     </attribute>
4921     </type>
4922    
4923     <!--####################################################################-->
4924 root 1.3 <type number="109" name="Wand &amp; Staff">
4925     <description><![CDATA[
4926     Wands contain a certain spell. The player can apply (ready) and
4927     fire the wand. After a defined number of casts, the wand is
4928     "used up". It is possible to recharge a wand with scrolls of
4929     charging, but usually that isn't worth the cost. ]]>
4930     </description>
4931     <use><![CDATA[
4932     Wands are quite seldomly used. The reason prolly is that they're
4933     generally not cost-efficient. Handing out high-level wands with
4934     powerful special spells isn't a good idea either, because of
4935     the recharge ability.
4936     <br><br>
4937     For low levels, staffs of healing/cure and word of recall are
4938     quite desirable though. Ideal rewards for low level quests. ]]>
4939     </use>
4940     <attribute arch="sp" editor="spell" type="spell">
4941     The &lt;spell&gt; specifies the contained spell.
4942     </attribute>
4943     <attribute arch="level" editor="casting level" type="int">
4944     The &lt;casting level&gt; of the wand determines it's power.
4945     An average level for wands in shops is about 10.
4946     </attribute>
4947     <attribute arch="food" editor="number of charges" type="int">
4948     The wand can be used &lt;number of charges&gt; times before it is
4949     used up. It can be recharged with scrolls of charging.
4950     </attribute>
4951     <attribute arch="startequip" editor="godgiven item" type="bool">
4952     A godgiven item vanishes as soon as the player
4953     drops it to the ground.
4954     </attribute>
4955     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4956     This text may contain a description of the wand.
4957     </attribute>
4958     </type>
4959    
4960     <!--####################################################################-->
4961 root 1.1 <type number="0" name="Weak Wall">
4962     <required>
4963     <attribute arch="is_floor" value="0" />
4964     <attribute arch="alive" value="1" />
4965     <attribute arch="tear_down" value="1" />
4966     </required>
4967     <ignore>
4968     <ignore_list name="non_pickable" />
4969     </ignore>
4970     <description><![CDATA[
4971     A weak wall is a breakable spot amidsts a solid wall. Typically
4972     these weak walls look similar to their solid "relatives" except
4973     for a small crack or little chunks of wall on the ground. ]]>
4974     </description>
4975     <use><![CDATA[
4976     If you want to create hidden rooms, using weak walls is alot
4977     better than completely indiscernible passages in a wall.<br>
4978     Anyways, there can be a lot more to weak walls than just finding
4979     them: Rising their defensive stats, weak walls can become a
4980     serious obstacle. An ice wall might only be torn down by a fire
4981     attack for example. A granite wall for instance might be very
4982     hard to destroy. ]]>
4983     </use>
4984     <attribute arch="alive" value="1" type="fixed" />
4985     <attribute arch="no_pick" value="1" type="fixed" />
4986     <attribute arch="tear_down" value="1" type="fixed" />
4987     <attribute arch="race" editor="race" type="string">
4988     For weak walls, &lt;race&gt; should always be set to "wall",
4989     unless you create something fancy like a building which
4990     is in fact meant to be a huge animal.
4991     Note that shovels slay walls, so they do tripple damage
4992     against weak walls.
4993     </attribute>
4994     <attribute arch="level" editor="level" type="int">
4995     The &lt;level&gt; of a weak wall works similar to monster levels.
4996     Due to the fact that weak walls cannot attack, the level
4997     is much less important though.
4998     </attribute>
4999     <attribute arch="hp" editor="health points" type="int">
5000     The &lt;health points&gt; of a weak wall define how long it takes to
5001     tear it down. With every successful hit from an opponent,
5002     &lt;health points&gt; get drained.
5003     </attribute>
5004     <attribute arch="maxhp" editor="max health" type="int">
5005     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5006     weak wall can have. Since walls generally don't heal, I doubt
5007     this has much real effect.
5008     </attribute>
5009     <attribute arch="ac" editor="armour class" type="int">
5010     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5011     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5012     </attribute>
5013     <section name="resistance">
5014     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5015     </attribute>
5016     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5017     </attribute>
5018     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5019     </attribute>
5020     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5021     </attribute>
5022     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5023     </attribute>
5024     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5025     </attribute>
5026     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5027     </attribute>
5028     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5029     </attribute>
5030     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5031     </attribute>
5032     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5033     </attribute>
5034     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5035     </attribute>
5036     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5037     </attribute>
5038     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5039     </attribute>
5040     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5041     </attribute>
5042     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5043     </attribute>
5044     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5045     </attribute>
5046     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5047     </attribute>
5048     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5049     </attribute>
5050     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5051     </attribute>
5052     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5053     </attribute>
5054     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5055     </attribute>
5056     </section>
5057     </type>
5058    
5059     <!--####################################################################-->
5060     <type number="15" name="Weapon">
5061     <description><![CDATA[
5062     Wielding a weapon, the object's stats will directly be inherited to the
5063     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5064     be improved with scrolls. ]]>
5065     </description>
5066     <use><![CDATA[
5067     If you create artifacts (equipment) with stats- or resistance-bonus:
5068     Keep playbalance in mind! Such items mustn't be reachable without hard
5069     fighting AND questing. ]]>
5070     </use>
5071     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5072     This number is a bitmask, specifying the weapon's attacktypes.
5073     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5074     have no more than one or two attacktypes. Keep in mind that all weapons
5075     can be blessed by the player's diety, thus adding an additional attacktype.
5076 root 1.3
5077 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5078     then he will do as much damage as the "best" of his attacktypes does. So,
5079     the more attacktypes you've got, the better your chance to take advantage
5080     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5081     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5082     </attribute>
5083     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5084     The &lt;weapontype&gt; characterizes the weapon's type of physical
5085     attack. It could best be considered a "subclassification"
5086     of the physical attacktype. For now, this is only used for
5087     attack messages!
5088 root 1.3
5089 root 1.1 You should always set this correctly when creating new
5090     weapons for your maps.
5091     </attribute>
5092     <attribute arch="skill" editor="skill name" type="string">
5093     Matching &lt;skill name&gt; of the skill that is required
5094     to use this weapon.
5095     </attribute>
5096     <attribute arch="dam" editor="damage" type="int">
5097     The damage value is used as base value for how much damage the weapon
5098     does per hit. The actual damage involves more dependencies,
5099     like wielder's level and defender's level. Look at existing weapons
5100     to get a feel for the range of weapon damage values.
5101     </attribute>
5102     <attribute arch="slaying" editor="slaying race" type="string">
5103     Slaying means the weapon does tripple (3x) damage to monsters of the
5104     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5105     only monsters of that archtype are hit with tripple damage.
5106 root 1.3
5107 root 1.1 No god blessings are possible for weapons with a race set in this entry
5108     (That's because god blessings add tripple damage against their own
5109     enemy races). Tripple damage is very effective.
5110     </attribute>
5111     <attribute arch="last_sp" editor="weapon speed" type="int">
5112     The weapon speed determines how often the wielder can swing the weapon
5113     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5114     is best (that is lightning- fast). A typical average value is 8.
5115     Speed and damage should be kept in reasonable relation.
5116     </attribute>
5117     <attribute arch="wc" editor="weapon class" type="int">
5118     The weapon class value adds to the overall weapon class of the wielder's
5119     melee attacks. Weapon class improves the chance of hitting the opponent.
5120     </attribute>
5121     <attribute arch="magic" editor="magic bonus" type="int">
5122     For a weapon, magic bonus works just like weapon class, except that
5123     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5124     less useful than direct weapon class value on a weapon.
5125     </attribute>
5126     <attribute arch="item_power" editor="item power" type="int">
5127     The &lt;item power&gt; value measures how "powerful" an artifact is.
5128     Players will only be able to wear equipment with a certain total
5129     amount of &lt;item power&gt;, depending on their own level. This is the
5130     only way to prevent low level players to wear "undeserved" equipment
5131     (like gifts from other players or cheated items).
5132 root 1.3
5133 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5134     for every artifact you create! If zero/unset, the CF server will
5135     calculate a provisional value at runtime, but this is never
5136     going to be an accurate measurement of &lt;item power&gt;.
5137     </attribute>
5138     <attribute arch="damned" editor="damnation" type="bool">
5139     A damned weapon cannot be unwielded unless
5140     the curse is removed. Removing damnations is
5141     a tick harder than removing curses.
5142     </attribute>
5143     <attribute arch="cursed" editor="curse" type="bool">
5144     A cursed weapon cannot be unwielded unless
5145     the curse is removed.
5146     </attribute>
5147     <attribute arch="lifesave" editor="save life" type="bool">
5148     An item with this flag enabled will save the players life
5149     for one time: When the player is wearing this item and his
5150 root 1.3 health points reach zero, the item disappears, replenishing
5151 root 1.1 half of the player's health.
5152 root 1.3
5153 root 1.1 An item with &lt;save life&gt; should not have
5154     any decent additional bonuses!
5155     </attribute>
5156     <attribute arch="unique" editor="unique item" type="bool">
5157     Unique items exist only one time on a server. If the item
5158     is taken, lost or destroyed - it's gone for good.
5159     </attribute>
5160     <attribute arch="startequip" editor="godgiven item" type="bool">
5161     A godgiven item vanishes as soon as the player
5162     drops it to the ground.
5163     </attribute>
5164     <section name="resistance">
5165     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5166     This adds physical resistance to the weapon (= armour value). The number is
5167     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5168     and what they require to do for getting this-and-that artifact.
5169     </attribute>
5170     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5171     This adds magic resistance to the weapon. The number is a percent-value in
5172     the range 0-100. Treat this with CARE. Look at other maps and what they
5173     require to do for getting this-and-that artifact.
5174     </attribute>
5175     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5176     This adds fire resistance to the weapon. The number is a percent-value in
5177     the range 0-100. Treat this with CARE. Look at other maps and what they
5178     require to do for getting this-and-that artifact.
5179     </attribute>
5180     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5181     This adds electricity resistance to the weapon. The number is a percent-value in
5182     the range 0-100. Treat this with CARE. Look at other maps and what they
5183     require to do for getting this-and-that artifact.
5184     </attribute>
5185     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5186     This adds fire resistance to the weapon. The number is a percent-value in
5187     the range 0-100. Treat this with CARE. Look at other maps and what they
5188     require to do for getting this-and-that artifact.
5189     </attribute>
5190     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5191     This adds confusion resistance to the weapon. The number is a percent-value in
5192     the range 0-100. Confusion resistance is not very effective
5193     unless the value comes close to 100 (= perfect immunity).
5194     </attribute>
5195     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5196     This adds acid 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_drain" editor="resist draining %" length="15" type="int">
5201     This adds draining resistance to the weapon. The number is a percent-value
5202     in the range 0-100. Draining resistance is little effective
5203     unless the value is 100 (= perfect immunity).
5204     </attribute>
5205     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5206     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5207     the range 0-100. Weaponmagic resistance generally should not exist on
5208     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5209     are not meant to be easily resisted.
5210     </attribute>
5211     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5212     This adds ghosthit resistance to the weapon. The number is a percent-value
5213     in the range 0-100. Treat this with CARE. Look at other maps and what they
5214     require to do for getting this-and-that artifact.
5215     </attribute>
5216     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5217     This adds poison resistance to the weapon. The number is a percent-value in
5218     the range 0-100. Treat this with CARE. Look at other maps and what they
5219     require to do for getting this-and-that artifact.
5220     </attribute>
5221     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5222     This adds fear resistance to the weapon. The number is a percent-value in
5223     the range 0-100. Resistance to fear is pretty useless.
5224     </attribute>
5225     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5226     This adds paralyze resistance to the weapon. The number is a percent-value in
5227     the range 0-100. Paralyze resistance is little effective
5228     unless the value is 100 (= perfect immunity).
5229     </attribute>
5230     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5231     This adds fear resistance to the weapon. The number is a percent-value in
5232     the range 0-100. Resistance to fear is pretty useless.
5233     </attribute>
5234     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5235     This adds depletion resistance to the weapon. The number is a percent-value
5236     in the range 0-100. Depletion resistance is little effective
5237     unless the value is 100 (= perfect immunity).
5238     </attribute>
5239     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5240     This adds death-attack resistance to the weapon. The number is a
5241     percent-value in the range 0-100. Death-attack resistance is little
5242     effective unless the value is 100 (= perfect immunity).
5243     Generally, resistance to death-attack is not supposed to be
5244     available to players!
5245     </attribute>
5246     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5247     This adds chaos resistance to the weapon. The number is a percent-value in
5248     the range 0-100. Treat this with CARE. Look at other maps and what they
5249     require to do for getting this-and-that artifact.
5250     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5251     combination of other attacktypes.
5252     </attribute>
5253     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5254     This adds blinding resistance to the weapon. The number is a percent-value
5255     in the range 0-100. Treat this with CARE. Look at other maps and what they
5256     require to do for getting this-and-that artifact.
5257     </attribute>
5258     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5259     This adds holy power resistance to the weapon. The number is a percent-value
5260     in the range 0-100. Holy power is the attacktype that holyword-type spells
5261     use to hurt undead creatures. This kind of resistance is only reasonable
5262     for undead players (wraith or devourer cult).
5263     Generally, resistance to holy word should not be available for players.
5264     </attribute>
5265     </section>
5266     <section name="stats">
5267     <attribute arch="Str" editor="strength" type="int">
5268     The player's strentgh will rise/fall by the given value
5269     while wearing this weapon.
5270     </attribute>
5271     <attribute arch="Dex" editor="dexterity" type="int">
5272     The player's dexterity will rise/fall by the given value
5273     while wearing this weapon.
5274     </attribute>
5275     <attribute arch="Con" editor="constitution" type="int">
5276     The player's constitution will rise/fall by the given value
5277     while wearing this weapon.
5278     </attribute>
5279     <attribute arch="Int" editor="intelligence" type="int">
5280     The player's intelligence will rise/fall by the given value
5281     while wearing this weapon.
5282     </attribute>
5283     <attribute arch="Pow" editor="power" type="int">
5284     The player's power will rise/fall by the given value
5285     while wearing this weapon.
5286     </attribute>
5287     <attribute arch="Wis" editor="wisdom" type="int">
5288     The player's wisdom will rise/fall by the given value while
5289     wearing this weapon.
5290     </attribute>
5291     <attribute arch="Cha" editor="charisma" type="int">
5292     The player's charisma will rise/fall by the given value
5293     while wearing this weapon.
5294     </attribute>
5295     </section>
5296     <section name="misc">
5297     <attribute arch="luck" editor="luck bonus" type="int">
5298     With positive luck bonus, the player is more likely to
5299     succeed in all sorts of things (spellcasting, praying,...).
5300     Unless the &lt;luck bonus&gt; is very high, the effect will be
5301     barely visible in-game. Luck bonus on one piece of equipment
5302     should never exceed 3, and such bonus should not be too
5303     frequently available.
5304     </attribute>
5305     <attribute arch="hp" editor="health regen." type="int">
5306     Positive &lt;health regen.&gt; bonus speeds up the
5307     player's healing process. Negative values slow it down.
5308     </attribute>
5309     <attribute arch="sp" editor="mana regen." type="int">
5310     Positive &lt;mana regen.&gt; bonus speeds up the
5311     player's mana regeneration. Negative values slow it down.
5312     </attribute>
5313     <attribute arch="grace" editor="grace regen." type="int">
5314     Positive &lt;grace regen.&gt; bonus speeds up the
5315     player's grace regeneration. Negative values slow it down.
5316     Since grace can be regenerated rather easy with praying,
5317     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5318     </attribute>
5319     <attribute arch="food" editor="food bonus" type="int">
5320     Positive &lt;food bonus&gt; slows down the player's digestion,
5321     thus he consumes less food. Negative values speed it up.
5322 root 1.3
5323 root 1.1 Note that food is consumed not only for "being alive", but
5324     also for healing and mana-regeneration.
5325     &lt;food bonus&gt; only affects the amount of food consumed
5326     for "being alive". Hence, even with high &lt;food bonus&gt;,
5327     during a fight a player can run out of food quickly.
5328     </attribute>
5329     <attribute arch="xrays" editor="xray vision" type="bool">
5330     Xray vision allows the player to see through obstacles
5331     in a two-square-wide radius. This is extremely helpful and
5332 root 1.3 desirable, so don't give it away for cheap on equipment.
5333 root 1.1 </attribute>
5334     <attribute arch="stealth" editor="stealth" type="bool">
5335     Stealth allows the player to move silently.
5336     This comes to effect if a player turns himself
5337     invisible and tries to sneak around monsters.
5338     (At least that was the idea behind it)
5339     </attribute>
5340     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5341     If a player is wearing any piece of equipment with
5342     the ability to &lt;reflect spells&gt;, all kinds of
5343     spell-bullets and -beams will bounce off him.
5344     This works only about 90% of all times, to
5345     avoid players being completely immune to certain
5346     types of attacks.
5347 root 1.3
5348 root 1.1 This is a very powerful ability and it
5349     shouldn't be handed out cheap!
5350     </attribute>
5351     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5352     If a player is wearing any piece of equipment with
5353     the ability to &lt;reflect missiles&gt;, all kinds of
5354     projectiles (e.g. arrows, bolts, boulders) will
5355     bounce off him. This works only about 90% of all
5356     times, to avoid players being completely immune to
5357     certain types of attacks.
5358     </attribute>
5359     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5360     Click on the &lt;attuned paths&gt; button to select spellpaths.
5361     The player will get attuned to the specified spellpaths
5362     while wearing this weapon.
5363     </attribute>
5364     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5365     Click on the &lt;repelled paths&gt; button to select spellpaths.
5366     The player will get repelled to the specified spellpaths
5367     while wearing this weapon.
5368     </attribute>
5369     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5370     Click on the &lt;denied paths&gt; button to select spellpaths.
5371     The specified spellpaths will be denied to the player
5372     while wearing this weapon.
5373     </attribute>
5374     </section>
5375     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5376     This text describes the weapons's "story". Every decent artifact weapon
5377     should have such a description.
5378     </attribute>
5379     </type>
5380    
5381 root 1.5 <type number="116" name="Event Connector">
5382     <description><![CDATA[
5383     Event connectors link specific events that happen to objects to
5384     a crossfire plug-in. ]]>
5385     </description>
5386     <attribute arch="subtype" editor="event type" type="list_event_type">
5387     The type of event that triggers a notify to the plug-in.
5388     </attribute>
5389 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5390 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5391     for python and "perl" for the Crossfire-Perl plug-in.
5392     </attribute>
5393 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5394 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5395     for perl this is the name of a extension package without the ".ext" extension.
5396     </attribute>
5397 root 1.6 <attribute arch="name" editor="options" type="string">
5398 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5399     options to the extension that alter its behaviour.
5400     </attribute>
5401     </type>
5402    
5403 root 1.1 </types>