ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.14
Committed: Mon Mar 27 17:23:36 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.13: +1 -1 lines
Log Message:
*** empty log message ***

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 root 1.13 Determines the value of the object, in units of silver coins (one
467     platinum coin == 50 silver coins). Value for buying/selling will be
468 root 1.1 further modified by various factors. Hence, testing values in-game is
469     usually inevitable.
470     </attribute>
471     <attribute arch="glow_radius" editor="glow radius" type="int">
472     If &lt;glow radius&gt; is set to a value greater zero, the object
473     appears lit up on dark maps. &lt;glow radius&gt; can be a value
474 root 1.3 between 0 and 4, the higher, the more light does the object emit.
475 root 1.1 </attribute>
476     <attribute arch="material" editor="material" type="bitmask_material">
477     This bitmask-value informs the player of which material(s) the
478     object consists. Material does also affect how likely the object
479     can be destroyed by hazardous spell-effects.
480     </attribute>
481     <attribute arch="no_pick" editor="non-pickable" type="bool">
482     If set, the object cannot be picked up (Neither by players nor monsters).
483     </attribute>
484     <attribute arch="invisible" editor="invisible" type="bool">
485     Generally makes the object invisible. Depending on the object-type,
486     some can be made visible by the show_invisible spell. If in doubt, test it.
487     Putting an invisible object under the floor always prevents it from being
488     shown.
489     </attribute>
490     <attribute arch="blocksview" editor="block view" type="bool">
491     If an item is set to block view, players (and monsters) cannot
492     see byond it unless they cross it or manage to stand ontop.
493     </attribute>
494     <attribute arch="identified" editor="identified" type="bool">
495     If an item is identified, the player has full knowledge about it.
496     </attribute>
497     <attribute arch="unpaid" editor="unpaid" type="bool">
498     An &lt;unpaid&gt; item cannot be used unless a player carried it over
499     a shop mat, paying the demanded price. Setting this flag makes sense
500     only for pickable items inside shops.
501     </attribute>
502     </default_type>
503    
504     <!-- This ignorelist is for all system objects which are non pickable
505     and invisible. They don't interact with players at all. -->
506     <ignore_list name="system_object">
507     <attribute arch="value" />
508     <attribute arch="nrof" />
509     <attribute arch="weight" />
510     <attribute arch="name_pl" />
511     <attribute arch="material" />
512     <attribute arch="no_pick" />
513     <attribute arch="unpaid" />
514     <attribute arch="title" />
515     <attribute arch="glow_radius" />
516     <attribute arch="identified" />
517     <attribute arch="blocksview" />
518     <attribute arch="invisible" />
519     </ignore_list>
520    
521     <!-- This ignorelist is for non-pickable objects. They can be seen by
522     the player, but don't have values like material or weight. -->
523     <ignore_list name="non_pickable">
524     <attribute arch="value" />
525     <attribute arch="nrof" />
526     <attribute arch="weight" />
527     <attribute arch="name_pl" />
528     <attribute arch="material" />
529     <attribute arch="no_pick" />
530     <attribute arch="unpaid" />
531     <attribute arch="title" />
532     <attribute arch="identified" />
533     </ignore_list>
534    
535     <!--####################################################################-->
536     <type number="0" name="Misc">
537     <required>
538     <!-- this is a special case: The "misc" type with type number 0 is
539     the fallback for all types which don't match any other defined types.
540     The required attribute "misc x" prevents that it gets confused with
541     other types like "monster & npc" which also have type number 0. -->
542     <attribute arch="misc" value="x" />
543     </required>
544 root 1.9 &movement_types_terrain;
545 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
546     Curses can have various effects: On equipment and food,
547     they generally harm the player in some way.
548     </attribute>
549     <attribute arch="damned" editor="damned" type="bool">
550     A damned item/floor on the ground makes it impossible for players
551     to use prayers on that spot. It also prevents players from saving.
552     Damnation on equipment works similar to a curse.
553     </attribute>
554     <attribute arch="unique" editor="unique item" type="bool">
555     Unique items exist only one time on a server. If the item
556     is taken, lost or destroyed - it's gone for good.
557     </attribute>
558     <attribute arch="startequip" editor="godgiven item" type="bool">
559     A godgiven item vanishes as soon as the player
560     drops it to the ground.
561     </attribute>
562     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
563     This text may describe the object.
564     </attribute>
565     </type>
566    
567     <!--####################################################################-->
568     <type number="110" name="Ability">
569     <ignore>
570     <ignore_list name="system_object" />
571     </ignore>
572     <description><![CDATA[
573     Abilities are to be put in a monster's inventory. They grant monsters the
574     knowledge to cast spells. Spells from abilities are usually magical in
575     nature, thus adding magic attacktype to the spell-damage they produce.
576     <br><br>
577     A particularly nice feature of abilities is that they can hold two
578     spells: One for short range- and one for long range use.
579     \n\n
580     You should know that spellcasting monsters receive abilities via
581     &lt;treasurelist&gt;. ]]>
582     </description>
583     <use><![CDATA[
584     If you want to create "customized" spellcasting monsters, you
585     should use abilities (rather than spellbooks/wands or something).
586     The long/short-range spell feature can make boss-monsters more
587     interesting and challenging.
588     <br><br>
589     You should keep in mind that magic abilities allow players
590     to get better resistance. You can turn off the magic part to
591     make the spells more dangerous. However, this really shouldn't
592     be neccessary unless you work on very high level maps.
593     And what fun is a magic resistance cloak when it has no effect? ]]>
594     </use>
595     <attribute arch="invisible" value="1" type="fixed" />
596     <attribute arch="no_drop" value="1" type="fixed" />
597     <attribute arch="sp" editor="short range spell" type="spell">
598     The monster will use the specified &lt;short range spell&gt;
599     when the player is within 6-square radius (of the
600     monster's head).
601     </attribute>
602     <attribute arch="hp" editor="long range spell" type="nz_spell">
603     The monster will use the specified &lt;long range spell&gt;
604     when the player is at least 6 squares away (from the
605     monster's head).
606 root 1.3
607 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
608     &lt;short range spell&gt; gets used all the time.
609     </attribute>
610     <attribute arch="maxsp" editor="importance" type="int">
611     Sometimes you'll want a monster to use one ability more than others.
612     To achieve this, set the &lt;importance&gt; to a value greater than
613     one. Abilities with this value zero/unset are counted to be of
614     &lt;importance&gt; one.
615 root 1.3
616 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
617     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
618     times the "small fireball".
619     </attribute>
620     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
621 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
622 root 1.1 If enabled, all spells produced by this ability will have magic
623     attacktype added to the usual attacktypes.
624 root 1.3
625 root 1.1 This should always be set for spell-like abilities. "Natural"
626     abilities like a dragon's firebreath are an exception.
627     Note that non-magical abilities are more dangerous because
628     magic resistance does not protect from those.</attribute>
629     </type>
630    
631     <!--####################################################################-->
632     <type number="18" name="Altar">
633     <ignore>
634     <ignore_list name="non_pickable" />
635     </ignore>
636     <description><![CDATA[
637     When a player puts a defined number of certain items on the altar,
638     then either a spell is casted (on the player) or a connector is
639     triggered. If the latter is the case, the altar works only once.
640 root 1.3 Either way, the sacrificed item disappears. ]]>
641 root 1.1 </description>
642     <attribute arch="no_pick" value="1" type="fixed" />
643 root 1.9 &move_on;
644 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
645     This string specifies the item that must be put on the altar to
646     activate it. It can either be the name of an archetype, or directly
647     the name of an object. Yet, titles are not recognized by altars.
648     Remember to put a note somewhere, telling the player what he is
649     expected to drop on the altar. (Often this is put in the altar's
650     name: E.g. "drop 100 platinums")
651     </attribute>
652     <attribute arch="food" editor="drop amount" type="int">
653     The drop amount specifies the amount of items (specified
654 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
655 root 1.1
656     If &lt;match item name&gt; is set to "money", then the value of the
657     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
658 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
659 root 1.1
660     Note that the maximum possible for &lt;drop amount&gt; is 32767.
661     </attribute>
662     <attribute arch="connected" editor="connection" type="int">
663     If a connection value is set, the altar will trigger all objects
664     with the same value, when activated. This will only work once.
665     </attribute>
666     <attribute arch="sp" editor="spell" type="spell">
667     When activated, the selected &lt;spell&gt; will be casted (once, on the
668     player). This should work for any given spell. The altar will work
669 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
670 root 1.1 one altar.
671     </attribute>
672     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
673     This text will be displayed to the player
674     in the exact moment when the altar is activated.
675     </attribute>
676     </type>
677    
678     <!--####################################################################-->
679     <type number="31" name="Altar Trigger">
680     <ignore>
681     <ignore_list name="non_pickable" />
682     </ignore>
683     <description><![CDATA[
684     Altar_triggers work pretty much like normal altars
685     (drop sacrifice -> connection activated), except for the fact that
686 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
687 root 1.1 </description>
688     <use><![CDATA[
689     Altar_triggers are very useful if you want to charge a price for...
690     <UL>
691     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
692 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
693 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
694     </UL>
695     The big advantage over normal altars is the infinite usability
696     of altar_triggers! If there are ten players on one server, they're
697     quite grateful if things work more than once. =) ]]>
698     </use>
699     <attribute arch="no_pick" value="1" type="fixed" />
700     <attribute arch="slaying" editor="match item name" type="string">
701     This string specifies the item that must be put on the altar to
702     activate it. It can either be the name of an archetype, or directly
703     the name of an object. Yet, titles are not recognized by altars.
704     Remember to put a note somewhere, telling the player what he is
705     expected to drop on the altar. (Often this is put in the altar's
706     name: E.g. "drop 100 platinums")
707     </attribute>
708     <attribute arch="food" editor="drop amount" type="int">
709     The drop amount specifies the amount of items (specified
710 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
711 root 1.1
712     If &lt;match item name&gt; is set to "money", then the value of the
713     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
714 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
715 root 1.1
716     Note that the maximum possible for &lt;drop amount&gt; is 32767.
717     </attribute>
718     <attribute arch="connected" editor="connection" type="int">
719     If a connection value is set, the altar will trigger all objects
720     with the same value, when activated. This will only work once.
721     </attribute>
722     <attribute arch="sp" editor="spell" type="spell">
723     When activated, this &lt;spell&gt; will be casted (once, on the player).
724 root 1.3 This should work for any given spell. The altar will work infinitely
725 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
726     </attribute>
727     <attribute arch="exp" editor="reset time" type="int">
728     Being activated, the altar will reset after &lt;reset time&gt; ticks.
729     After reset, the altar is ready to be activated once again.
730     The default &lt;reset time&gt; is 30.
731     </attribute>
732     <attribute arch="last_sp" editor="ignore reset" type="bool">
733     If this attribute is enabled, the altar_trigger won't push the
734     connected value by altar reset. Only ONCE by dropping the sacrifice.
735     This is typically used when the altar is connected to a creator,
736 root 1.3 e.g. for selling tickets.
737 root 1.1
738     If this attribute is disabled (default), the altar_trigger
739     will push the connected value TWICE per sacrifice: First by
740     dropping sacrifice, second by reset. This mode is typically
741     used for altars being connected to gates, resulting in the
742     gate being opened and closed again.
743     </attribute>
744 root 1.9 &move_on;
745 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
746     This text will be displayed to the player
747     in the exact moment when the altar is activated.
748     </attribute>
749     </type>
750    
751     <!--####################################################################-->
752     <type number="39" name="Amulet">
753     <description><![CDATA[
754     Wearing an amulet, the object's stats will directly be inherited to
755     the player. Amulets are usually meant for protection and defense. ]]>
756     </description>
757     <use><![CDATA[
758     Feel free to create your own special artifacts. However, it is very
759     important that you keep your artifact in balance with existing maps. ]]>
760     </use>
761     <attribute arch="ac" editor="armour class" type="int">
762     This value defines the amount of armour-class bonus for wearing
763     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
764     values are better. It should usually be set only for armour-like equipment.
765     </attribute>
766     <attribute arch="wc" editor="weapon class" type="int">
767     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
768     melee attacks. Weapon class improves the chance of hitting the opponent.
769     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
770     be set only for weapon-like items. Lower values are better.
771     </attribute>
772     <attribute arch="item_power" editor="item power" type="int">
773     The &lt;item power&gt; value measures how "powerful" an artifact is.
774     Players will only be able to wear equipment with a certain total
775     amount of &lt;item power&gt;, depending on their own level. This is the
776     only way to prevent low level players to wear "undeserved" equipment
777     (like gifts from other players or cheated items).
778 root 1.3
779 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
780     for every artifact you create! If zero/unset, the CF server will
781     calculate a provisional value at runtime, but this is never
782     going to be an accurate measurement of &lt;item power&gt;.
783     </attribute>
784     <attribute arch="damned" editor="damnation" type="bool">
785     A damned piece of equipment cannot be unwielded unless the curse
786     is removed. Removing damnations is a tick harder than removing curses.
787     </attribute>
788     <attribute arch="cursed" editor="curse" type="bool">
789     A cursed piece of equipment cannot be unwielded
790     unless the curse is removed.
791     </attribute>
792     <attribute arch="lifesave" editor="save life" type="bool">
793     An item with this flag enabled will save the players life
794     for one time: When the player is wearing this item and his
795 root 1.3 health points reach zero, the item disappears, replenishing
796 root 1.1 half of the player's health.
797 root 1.3
798 root 1.1 An item with &lt;save life&gt; should not have
799     any decent additional bonuses!
800     </attribute>
801     <attribute arch="unique" editor="unique item" type="bool">
802     Unique items exist only one time on a server. If the item
803     is taken, lost or destroyed - it's gone for good.
804     </attribute>
805     <attribute arch="startequip" editor="godgiven item" type="bool">
806     A godgiven item vanishes as soon as the player
807     drops it to the ground.
808     </attribute>
809     <attribute arch="applied" editor="is applied" type="bool">
810     If you put this item into the inventory of a monster, and
811     you want the monster to use/wear the item - you must set
812     &lt;is applied&gt;.
813     Enabling this flag doesn't make any sense if the item
814     is NOT in a monster's inventory.
815     </attribute>
816     <section name="resistance">
817     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
818     This adds physical resistance to the item (= armour value). The number is
819     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
820     and what they require to do for getting this-and-that artifact.
821     </attribute>
822     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
823     This adds magic resistance to the item. The number is a percent-value in
824     the range 0-100. Treat this with CARE. Look at other maps and what they
825     require to do for getting this-and-that artifact.
826     </attribute>
827     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
828     This adds fire resistance to the item. The number is a percent-value in
829     the range 0-100. Treat this with CARE. Look at other maps and what they
830     require to do for getting this-and-that artifact.
831     </attribute>
832     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
833     This adds electricity resistance to the item. The number is a percent-value in
834     the range 0-100. Treat this with CARE. Look at other maps and what they
835     require to do for getting this-and-that artifact.
836     </attribute>
837     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
838     This adds fire resistance to the item. The number is a percent-value in
839     the range 0-100. Treat this with CARE. Look at other maps and what they
840     require to do for getting this-and-that artifact.
841     </attribute>
842     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
843     This adds confusion resistance to the item. The number is a percent-value in
844     the range 0-100. Confusion resistance is not very effective
845     unless the value comes close to 100 (= perfect immunity).
846     </attribute>
847     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
848     This adds acid resistance to the item. The number is a percent-value in
849     the range 0-100. Treat this with CARE. Look at other maps and what they
850     require to do for getting this-and-that artifact.
851     </attribute>
852     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
853     This adds draining resistance to the item. The number is a percent-value
854     in the range 0-100. Draining resistance is little effective
855     unless the value is 100 (= perfect immunity).
856     </attribute>
857     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
858     This adds weaponmagic resistance to the item. The number is a percent-value in
859     the range 0-100. Weaponmagic resistance generally should not exist on
860     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
861     are not meant to be easily resisted.
862     </attribute>
863     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
864     This adds ghosthit resistance to the item. The number is a percent-value
865     in the range 0-100. Treat this with CARE. Look at other maps and what they
866     require to do for getting this-and-that artifact.
867     </attribute>
868     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
869     This adds poison resistance to the item. The number is a percent-value in
870     the range 0-100. Treat this with CARE. Look at other maps and what they
871     require to do for getting this-and-that artifact.
872     </attribute>
873     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
874     This adds fear resistance to the item. The number is a percent-value in
875     the range 0-100. Resistance to fear is pretty useless.
876     </attribute>
877     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
878     This adds paralyze resistance to the item. The number is a percent-value in
879     the range 0-100. Paralyze resistance is little effective
880     unless the value is 100 (= perfect immunity).
881     </attribute>
882     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
883     This adds fear resistance to the item. The number is a percent-value in
884     the range 0-100. Resistance to fear is pretty useless.
885     </attribute>
886     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
887     This adds depletion resistance to the item. The number is a percent-value
888     in the range 0-100. Depletion resistance is little effective
889     unless the value is 100 (= perfect immunity).
890     </attribute>
891     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
892     This adds death-attack resistance to the item. The number is a
893     percent-value in the range 0-100. Death-attack resistance is little
894     effective unless the value is 100 (= perfect immunity).
895     Generally, resistance to death-attack is not supposed to be
896     available to players!
897     </attribute>
898     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
899     This adds chaos resistance to the item. The number is a percent-value in
900     the range 0-100. Treat this with CARE. Look at other maps and what they
901     require to do for getting this-and-that artifact.
902     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
903     combination of other attacktypes.
904     </attribute>
905     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
906     This adds blinding resistance to the item. The number is a percent-value
907     in the range 0-100. Treat this with CARE. Look at other maps and what they
908     require to do for getting this-and-that artifact.
909     </attribute>
910     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
911     This adds holy power resistance to the item. The number is a percent-value
912     in the range 0-100. Holy power is the attacktype that holyword-type spells
913     use to hurt undead creatures. This kind of resistance is only reasonable
914     for undead players (wraith or devourer cult).
915     Generally, resistance to holy word should not be available for players.
916     </attribute>
917     </section>
918     <section name="stats">
919     <attribute arch="Str" editor="strength" type="int">
920     The player's strentgh will rise/fall by the given value
921     while wearing this piece of equipment.
922     </attribute>
923     <attribute arch="Dex" editor="dexterity" type="int">
924     The player's dexterity will rise/fall by the given value
925     while wearing this piece of equipment.
926     </attribute>
927     <attribute arch="Con" editor="constitution" type="int">
928     The player's constitution will rise/fall by the given value
929     while wearing this piece of equipment.
930     </attribute>
931     <attribute arch="Int" editor="intelligence" type="int">
932     The player's intelligence will rise/fall by the given value
933     while wearing this piece of equipment.
934     </attribute>
935     <attribute arch="Pow" editor="power" type="int">
936     The player's power will rise/fall by the given value
937     while wearing this piece of equipment.
938     </attribute>
939     <attribute arch="Wis" editor="wisdom" type="int">
940     The player's wisdom will rise/fall by the given value while
941     wearing this piece of equipment.
942     </attribute>
943     <attribute arch="Cha" editor="charisma" type="int">
944     The player's charisma will rise/fall by the given value
945     while wearing this piece of equipment.
946     </attribute>
947     </section>
948     <section name="misc">
949     <attribute arch="luck" editor="luck bonus" type="int">
950     With positive luck bonus, the player is more likely to
951     succeed in all sorts of things (spellcasting, praying,...).
952     Unless the &lt;luck bonus&gt; is very high, the effect will be
953     barely visible in-game. Luck bonus on one piece of equipment
954     should never exceed 3, and such bonus should not be too
955     frequently available.
956     </attribute>
957     <attribute arch="hp" editor="health regen." type="int">
958     Positive &lt;health regen.&gt; bonus speeds up the
959     player's healing process. Negative values slow it down.
960     </attribute>
961     <attribute arch="sp" editor="mana regen." type="int">
962     Positive &lt;mana regen.&gt; bonus speeds up the
963     player's mana regeneration. Negative values slow it down.
964     </attribute>
965     <attribute arch="grace" editor="grace regen." type="int">
966     Positive &lt;grace regen.&gt; bonus speeds up the
967     player's grace regeneration. Negative values slow it down.
968     Since grace can be regenerated rather easy with praying,
969     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
970     </attribute>
971     <attribute arch="food" editor="food bonus" type="int">
972     Positive &lt;food bonus&gt; slows down the player's digestion,
973     thus he consumes less food. Negative values speed it up.
974 root 1.3
975 root 1.1 Note that food is consumed not only for "being alive", but
976     also for healing and mana-regeneration.
977     &lt;food bonus&gt; only affects the amount of food consumed
978     for "being alive". Hence, even with high &lt;food bonus&gt;,
979     during a fight a player can run out of food quickly.
980     </attribute>
981     <attribute arch="xrays" editor="xray vision" type="bool">
982     Xray vision allows the player to see through obstacles
983     in a two-square-wide radius. This is extremely helpful and
984 root 1.3 desirable, so don't give it away for cheap on equipment.
985 root 1.1 </attribute>
986     <attribute arch="stealth" editor="stealth" type="bool">
987     Stealth allows the player to move silently.
988     This comes to effect if a player turns himself
989     invisible and tries to sneak around monsters.
990     (At least that was the idea behind it)
991     </attribute>
992     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
993     If a player is wearing any piece of equipment with
994     the ability to &lt;reflect spells&gt;, all kinds of
995     spell-bullets and -beams will bounce off him.
996     This works only about 90% of all times, to
997     avoid players being completely immune to certain
998     types of attacks.
999 root 1.3
1000 root 1.1 This is a very powerful ability and it
1001     shouldn't be handed out cheap!
1002     </attribute>
1003     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1004     If a player is wearing any piece of equipment with
1005     the ability to &lt;reflect missiles&gt;, all kinds of
1006     projectiles (e.g. arrows, bolts, boulders) will
1007     bounce off him. This works only about 90% of all
1008     times, to avoid players being completely immune to
1009     certain types of attacks.
1010     </attribute>
1011 root 1.9 &move_type;
1012 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1013     Click on the &lt;attuned paths&gt; button to select spellpaths.
1014     The player will get attuned to the specified spellpaths
1015     while wearing this item.
1016     </attribute>
1017     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1018     Click on the &lt;repelled paths&gt; button to select spellpaths.
1019     The player will get repelled to the specified spellpaths
1020     while wearing this item.
1021     </attribute>
1022     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1023     Click on the &lt;denied paths&gt; button to select spellpaths.
1024     The specified spellpaths will be denied to the player
1025     while wearing this item.
1026     </attribute>
1027     </section>
1028     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1029     This text describes the item's "story". Every decent artifact
1030     should have such a description.
1031     </attribute>
1032     </type>
1033    
1034     <!--####################################################################-->
1035     <type number="58" name="Battleground">
1036     <ignore>
1037     <ignore_list name="non_pickable" />
1038     </ignore>
1039     <description><![CDATA[
1040     Battleground is very special: In short, players can die on battleground
1041     without any death penalties. They don't loose or gain experience
1042     while on battleground. Acid, draining and depletion effects don't
1043     work either.
1044     When a player dies on battleground, he gets teleported to an exit
1045     location which is defined in the battleground object. ]]>
1046     </description>
1047     <use><![CDATA[
1048     Battleground is only meant for player vs. player duels. You can
1049     design combat arenas similiar to the one in scorn.<br>
1050     What should NEVER be done is placing battleground tiles in
1051     open dungeons or other free kinds of land.
1052     It must not be possible to gain significant treasure for fighting
1053     on battleground, because it bears no risk.<br><br>
1054     (Battleground will cease to work when the image or name is changed,
1055     or when it is placed beneath another floor tile.
1056     This is not a bug, it is there to prevent any attempts of placing
1057     "hidden" battleground tiles anywhere.) ]]>
1058     </use>
1059     <attribute arch="no_pick" value="1" type="fixed" />
1060     <attribute arch="is_floor" value="1" type="fixed" />
1061     <attribute arch="hp" editor="destination X" type="int">
1062     The exit destinations define the (x, y)-coordinates where players
1063     get teleported after they died on this battleground.
1064     </attribute>
1065     <attribute arch="sp" editor="destination Y" type="int">
1066     The exit destinations define the (x, y)-coordinates where players
1067     get teleported after they died on this battleground.
1068     </attribute>
1069     </type>
1070    
1071     <!--####################################################################-->
1072     <type number="8" name="Book">
1073     <description><![CDATA[
1074     Applying a book, the containing message is displayed to the player. ]]>
1075     </description>
1076     <attribute arch="level" editor="literacy level" type="int">
1077     If this value is set to be greater than zero, the player needs a
1078     certain literacy level to succeed reading the book. The book can be
1079     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1080     book can be a nice idea, personally I like it when a player needs
1081     more than his fighting skills to solve a quest. However, keep the
1082     booklevel at least below 15 because it is quite hard to gain high
1083     mental levels.
1084     </attribute>
1085     <attribute arch="startequip" editor="godgiven item" type="bool">
1086     A godgiven item vanishes as soon as the player
1087     drops it to the ground.
1088     </attribute>
1089     <attribute arch="unique" editor="unique item" type="bool">
1090     Unique items exist only one time on a server. If the item
1091     is taken, lost or destroyed - it's gone for good.
1092     </attribute>
1093     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1094     This is the text that appears "written" in the book.
1095     </attribute>
1096 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1097     This is the key string of the book. The key string is checked by an inventory checker.
1098     (This is used eg. for the gate/port passes in scorn)
1099     </attribute>
1100 root 1.1 </type>
1101    
1102     <!--####################################################################-->
1103     <type number="99" name="Boots">
1104     <import_type name="Amulet" />
1105     <description><![CDATA[
1106     Wearing boots, the object's stats will directly be inherited to
1107     the player. Usually enhancing his speed, or granting some minor
1108     protection bonus. ]]>
1109     </description>
1110     <use><![CDATA[
1111     Feel free to create your own special artifacts. However, it is very
1112     important that you keep your artifact in balance with existing maps. ]]>
1113     </use>
1114     <attribute arch="exp" editor="speed bonus" type="int">
1115     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1116     while worn. This kind of bonus is quite desirable for players of low-
1117     and medium level. High level players usually have fastest possible
1118     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1119     Still, this bonus is good for nice artifacts - not everything has
1120     to be for highest level.
1121     </attribute>
1122     <attribute arch="magic" editor="magic bonus" type="int">
1123     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1124     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1125     than direct armour-class bonus on the boots.
1126 root 1.3
1127 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1128     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1129     </attribute>
1130     </type>
1131    
1132     <!--####################################################################-->
1133 root 1.3 <type number="104" name="Bracers">
1134     <import_type name="Amulet" />
1135     <description><![CDATA[
1136     Bracers are armour-plates worn around the wrists.
1137     Wearing bracer, the object's stats will directly be inherited to
1138     the player. Usually enhancing his defense. ]]>
1139     </description>
1140     <use><![CDATA[
1141     Feel free to create your own special artifacts. However, it is very
1142     important that you keep your artifact in balance with existing maps. ]]>
1143     </use>
1144     <attribute arch="magic" editor="magic bonus" type="int">
1145     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1146     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1147     than direct armour-class bonus on the bracers.
1148     </attribute>
1149     </type>
1150    
1151     <!--####################################################################-->
1152     <type number="16" name="Brestplate Armour">
1153     <import_type name="Amulet" />
1154     <description><![CDATA[
1155     Wearing an armour, the object's stats will directly be inherited to
1156     the player. Usually enhancing his defense. ]]>
1157     </description>
1158     <use><![CDATA[
1159     Feel free to create your own special artifacts. However, it is very
1160     important that you keep your artifact in balance with existing maps. ]]>
1161     </use>
1162     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1163     This poses a penalty to spell regeneration speed, for wearing the armour.
1164     The bigger the spellpoint penalty, the worse.
1165     </attribute>
1166     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1167     Slowdown penalty reduces the player's walking speed when wearing the
1168     armour. Bigger values are worse - zero is best.
1169     </attribute>
1170     <attribute arch="magic" editor="magic bonus" type="int">
1171     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1172     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1173     than direct armour-class bonus on the armour.
1174     </attribute>
1175     </type>
1176    
1177     <!--####################################################################-->
1178 root 1.1 <type number="92" name="Button">
1179     <ignore>
1180     <ignore_list name="non_pickable" />
1181     </ignore>
1182     <description><![CDATA[
1183     When a predefined amount of weigh is placed on a button, the
1184     &lt;connection&gt; value is triggered. In most cases this happens when a
1185     player or monster steps on it. When the button is "released", the
1186     &lt;connection&gt; value get's triggered a second time. ]]>
1187     </description>
1188 root 1.9 &move_on;
1189     &move_off;
1190 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1191 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1192 root 1.1 The button is pressed (triggered), as soon as
1193     &lt;press weigh&gt; gram are placed ontop of it.
1194     </attribute>
1195     <attribute arch="connected" editor="connection" type="int">
1196     Every time the button is pressed or released, all objects
1197     with the same &lt;connection&gt; value are activated.
1198     </attribute>
1199     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1200     This text may describe the item. You can use this
1201     message to explain the button's purpose to the player.
1202     </attribute>
1203     </type>
1204    
1205     <!--####################################################################-->
1206 root 1.3 <type number="30" name="Button Trigger">
1207     <import_type name="Button" />
1208     <ignore>
1209     <ignore_list name="non_pickable" />
1210     </ignore>
1211     <description><![CDATA[
1212     Handle buttons are buttons which reset after a short period
1213     of time. Every time it is either applied or reset, the
1214     &lt;connection&gt; value is triggered. ]]>
1215     </description>
1216     </type>
1217    
1218     <!--####################################################################-->
1219     <type number="37" name="Class Changer">
1220     <ignore>
1221     <ignore_list name="non_pickable" />
1222     </ignore>
1223     <description><![CDATA[
1224     Class changer are used while creating a character. ]]>
1225     </description>
1226     <attribute arch="randomitems" editor="class items" type="treasurelist">
1227     This entry determines which initial items the character receives.
1228     </attribute>
1229     <section name="stats">
1230     <attribute arch="Str" editor="strength" type="int">
1231     The player's strength will rise by the given value if he chooses this
1232     class. (Negative values make strength fall)
1233     </attribute>
1234     <attribute arch="Dex" editor="dexterity" type="int">
1235     The player's dexterity will rise by the given value if he chooses this
1236     class. (Negative values make dexterity fall)
1237     </attribute>
1238     <attribute arch="Con" editor="constitution" type="int">
1239     The player's constitution will rise by the given value if he chooses this
1240     class. (Negative values make constitution fall)
1241     </attribute>
1242     <attribute arch="Int" editor="intelligence" type="int">
1243     The player's intelligence will rise by the given value if he chooses this
1244     class. (Negative values make intelligence fall)
1245     </attribute>
1246     <attribute arch="Pow" editor="power" type="int">
1247     The player's power will rise by the given value if he chooses this
1248     class. (Negative values make power fall)
1249     </attribute>
1250     <attribute arch="Wis" editor="wisdom" type="int">
1251     The player's wisdom will rise by the given value if he chooses this
1252     class. (Negative values make wisdom fall)
1253     </attribute>
1254     <attribute arch="Cha" editor="charisma" type="int">
1255     The player's charisma will rise by the given value if he chooses this
1256     class. (Negative values make charisma fall)
1257     </attribute>
1258     </section>
1259     </type>
1260    
1261     <!--####################################################################-->
1262 root 1.1 <type number="87" name="Cloak">
1263     <import_type name="Amulet" />
1264     <description><![CDATA[
1265     Wearing a cloak, the object's stats will directly be inherited to
1266     the player. Cloaks usually add minor &lt;armour class&gt; and
1267     sometimes a bit of resistance. ]]>
1268     </description>
1269     <use><![CDATA[
1270     Feel free to create your own special artifacts. However, it is very
1271     important that you keep your artifact in balance with existing maps. ]]>
1272     </use>
1273     <attribute arch="magic" editor="magic bonus" type="int">
1274     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1275     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1276     than direct armour-class bonus on the cloak.
1277 root 1.3
1278 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1279     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1280     </attribute>
1281     </type>
1282    
1283     <!--####################################################################-->
1284     <type number="9" name="Clock">
1285     <description><![CDATA[
1286     Applying a clock, the time is displayed to the player. ]]>
1287     </description>
1288     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1289     This text may describe the item
1290     </attribute>
1291     </type>
1292    
1293     <!--####################################################################-->
1294     <type number="122" name="Container">
1295     <description><![CDATA[
1296     A player can put (certain kinds of) items in the container.
1297     The overall weight of items is reduced when put inside a
1298     container, depending on the settings.
1299     <br><br>
1300     A special feature of containers is the "cauldron",
1301     capable of mixing alchemical receipes. ]]>
1302     </description>
1303     <use><![CDATA[
1304     Note on chests - There are two types of chests:
1305     <UL>
1306     <LI> First the random treasure chests - Those are NOT containers
1307     (but object type Treasure), they create random treasures when
1308     applied. Archetype name is "chest".
1309     <LI> Second there are the permanent chests - Those are containers,
1310     they can be opened and closed again. Archetype name is "chest_2".
1311     </UL> ]]>
1312     </use>
1313     <attribute arch="race" editor="container class" type="string">
1314     If set, the container will hold only certain types of objects.
1315     Possible choices for &lt;container class&gt; are: "gold and jewels",
1316 root 1.3 "arrows" and "keys".
1317    
1318 root 1.1 Unfortunately it is not easy to create new container
1319     classes, because items need a matching counterpiece-attribute
1320     to the &lt;container class&gt; before they can be put inside a
1321     container. This attribute ("race") is set only for the existing
1322     container classes.
1323     </attribute>
1324     <attribute arch="slaying" editor="key string" type="string">
1325     If &lt;key string&gt; is set, only players with a special key
1326     of matching &lt;key string&gt; are able to open the container.
1327     </attribute>
1328     <attribute arch="container" editor="maximum weight" type="int">
1329     The container can hold a maximum total weight of the given value
1330     in gram. Note that this weight limit is calculated *after* the
1331     weight reduction (&lt;reduce weight&gt;) has been applied.
1332     </attribute>
1333     <attribute arch="Str" editor="reduce weight %" type="int">
1334     This value determines how much the weight of items is reduced in
1335     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1336     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1337     Most default values are in the range of ten.
1338     </attribute>
1339     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1340     If set, the container can be used as alchemy-cauldron.
1341     The player can put ingredients inside, close it, cast alchemy
1342     and if his formulae is true, he'll get what he longed for.
1343     </attribute>
1344     <attribute arch="unique" editor="unique item" type="bool">
1345     Unique items exist only one time on a server. If the item
1346     is taken, lost or destroyed - it's gone for good.
1347     All contents of a unique container are unique as well.
1348     </attribute>
1349     <attribute arch="startequip" editor="godgiven item" type="bool">
1350     A godgiven item vanishes as soon as the player
1351     drops it to the ground.
1352     </attribute>
1353     <attribute arch="other_arch" editor="animation arch" type="string">
1354     This is used for a certain kind of... "animation" when
1355     opening the container. Stick to the default arches here
1356     and you won't get into trouble.
1357     </attribute>
1358     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1359     This text may contain a description of the container.
1360     </attribute>
1361     </type>
1362    
1363     <!--####################################################################-->
1364     <type number="103" name="Converter">
1365     <ignore>
1366     <attribute arch="value" />
1367     <attribute arch="nrof" />
1368     <attribute arch="name_pl" />
1369     <attribute arch="no_pick" />
1370     <attribute arch="unpaid" />
1371     <attribute arch="title" />
1372     </ignore>
1373     <description><![CDATA[
1374     Converters are like "exchange tables". When the player drops a
1375     specific type of items, they get converted into other items, at a
1376     predefined exchange-ratio. ]]>
1377     </description>
1378     <use><![CDATA[
1379     Converters are better than shopping with doormats, because the
1380     converters never get sold out. For some items like food or jewels
1381     those "exchange tables" are really nice, while for the more important
1382     stuff like potions converters should not exist.
1383     <br><br>
1384     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1385     items on a converter, the stuff you get must be of equal or lesser
1386     value than before! (Except if you are using "rare" items like
1387     dragonscales for payment). The code will not check if your ratio is
1388     sane, so the player could gain infinite wealth by using your converter. ]]>
1389     </use>
1390     <attribute arch="no_pick" value="1" type="fixed" />
1391     <attribute arch="slaying" editor="cost arch" type="string">
1392     &lt;cost arch&gt; is the name of the archetype the player has to
1393     put on the converter, as payment.
1394     </attribute>
1395     <attribute arch="food" editor="cost number" type="int">
1396     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1397     on the converter, in order to get &lt;receive number&gt; items
1398     of &lt;receive arch&gt;.
1399     </attribute>
1400     <attribute arch="other_arch" editor="receive arch" type="string">
1401     &lt;receive arch&gt; is the name of the archetype to convert into.
1402 root 1.2 This field is ignored if the converter has items in inventory. In this
1403     case one of the inventory items is duplicated. The duplicated item is
1404     randomly chosen from all items present.
1405 root 1.1 </attribute>
1406     <attribute arch="sp" editor="receive number" type="int">
1407     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1408     on the converter, in order to get &lt;receive number&gt; items
1409     of &lt;receive arch&gt;.
1410     </attribute>
1411     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1412     This text may contain a description of the converter.
1413     </attribute>
1414     </type>
1415    
1416     <!--####################################################################-->
1417     <type number="42" name="Creator">
1418     <ignore>
1419     <ignore_list name="system_object" />
1420     </ignore>
1421     <description><![CDATA[
1422     A creator is an object which creates another object when it
1423     is triggered. The child object can be anything. Creators are
1424     VERY useful for all kinds of map-mechanisms. ]]>
1425     </description>
1426     <use><![CDATA[
1427     Don't hesitate to hide your creators under the floor.
1428     The created items will still always appear ontop of the floor. ]]>
1429     </use>
1430     <attribute arch="no_pick" value="1" type="fixed" />
1431     <attribute arch="other_arch" editor="create arch" type="string">
1432     This string defines the object that will be created.
1433     You can choose any of the existing arches.
1434 root 1.2 This field is ignored if the creator has items in inventory. In this case
1435     one of the inventory items is duplicated. The duplicated item is randomly
1436     chosen from all items present.
1437 root 1.1 </attribute>
1438     <attribute arch="connected" editor="connection" type="int">
1439     Whenever the connection value is activated,
1440 root 1.3 the creator gets triggered.
1441 root 1.1 </attribute>
1442     <attribute arch="lifesave" editor="infinit uses" type="bool">
1443     If &lt;infinit uses&gt; is set, the creator will work
1444 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1445 root 1.1 </attribute>
1446     <attribute arch="hp" editor="number of uses" type="int">
1447     The creator can be triggered &lt;number of uses&gt; times, thus
1448     creating that many objects, before it dissappears.
1449     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1450     </attribute>
1451     <attribute arch="slaying" editor="name of creation" type="string">
1452 root 1.2 The created object will bear the name and title specified in &lt;name of
1453     creation&gt;. If nothing is set, the standard name and title of the
1454     archetype is used.
1455 root 1.1 </attribute>
1456     <attribute arch="level" editor="level of creation" type="int">
1457     The created object will be of that level. If zero/unset,
1458     the standard level of the archetype is used.
1459     </attribute>
1460     </type>
1461    
1462     <!--####################################################################-->
1463     <type number="51" name="Detector">
1464     <ignore>
1465     <ignore_list name="system_object" />
1466     </ignore>
1467     <description><![CDATA[
1468     Detectors work quite much like inv. checkers/pedestals: If the detector
1469     finds a specific object, it toggles its connected value.
1470     <br><br>
1471     What is "unique" about them, compared to inv. checkers/ pedestals?
1472     - First, detectors check their square for a match periodically, not
1473     instantly. Second, detectors check directly for object names. Third,
1474     detectors do not check the inventory of players/monsters. ]]>
1475     </description>
1476     <use><![CDATA[
1477     There is one major speciality about detectors: You can detect spells
1478     blown over a detector! To detect a lighting bolt for example, set
1479     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1480     walls, this can be very useful for map-mechanisms. ]]>
1481     </use>
1482     <attribute arch="no_pick" value="1" type="fixed" />
1483     <attribute arch="slaying" editor="match name" type="string">
1484     &lt;match name&gt; specifies the name of the object we are looking for.
1485     Actually it does also check for the &lt;key string&gt; in key-objects,
1486     but for this case inventory checkers are often more powerful to use.
1487     </attribute>
1488     <attribute arch="connected" editor="connection" type="int">
1489     When the detector is triggered, all objects with the same
1490     connection value get activated.
1491     </attribute>
1492     <attribute arch="speed" editor="detection speed" type="float">
1493     This value defines the time between two detector-checks.
1494     If you want the detector to behave almost like pedestals/buttons,
1495     set speed rather high, like &lt;detection speed&gt; 1.0.
1496     </attribute>
1497 root 1.12 &speed_left;
1498     <attribute arch="speed_left" editor="speed left" type="float">
1499     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1500     If it is larger than 0, the detector checks, and the speed is decremented
1501     by 1.
1502     </attribute>
1503 root 1.1 </type>
1504    
1505     <!--####################################################################-->
1506     <type number="112" name="Director">
1507     <ignore>
1508     <ignore_list name="non_pickable" />
1509     </ignore>
1510     <description><![CDATA[
1511     Directors change the direction of spell objects and other projectiles
1512     that fly past. Unlike spinners, directors always move objects in the
1513     same direction. It does not make a difference from what angle you
1514     shoot into it.<br>
1515     Directors are visible per default. ]]>
1516     </description>
1517     <use><![CDATA[
1518     Directors are rarely used in maps. Sometimes they are placed to
1519     change the direction of spells coming out of magic walls,
1520     "channeling" spell-projectiles in some direction. When doing this,
1521     <B>never place directors facing each other with magic walls fireing
1522     into them!</B> The spell-projectiles bouncing between the directors
1523     would accumulate to huge numbers and at some point slow down the
1524     server by eating memory- and CPU-time.
1525     <br><br>
1526     You'd better not place directors in monster vs. player combat
1527     areas too much, because that freaks out wizard-type players. ]]>
1528     </use>
1529     <attribute arch="sp" editor="direction" type="list_direction">
1530     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1531     A director with direction &lt;none&gt; simply stops projectiles.
1532     (The latter works out a bit strange for some spells).
1533     </attribute>
1534 root 1.9 &move_on;
1535 root 1.1 </type>
1536    
1537     <!--####################################################################-->
1538     <type number="158" name="Disease">
1539     <ignore>
1540     <ignore_list name="system_object" />
1541     </ignore>
1542     <description><![CDATA[
1543     Diseases are an intersting form of spellcraft in Crossfire.
1544     Once casted, they can spread out and infect creatures in a large
1545     area. Being infected can have various effects, from amusing farts
1546     to horrible damage - almost everything is possible. ]]>
1547     </description>
1548     <use><![CDATA[
1549     Diseases are extremely flexible and usable in a many ways.
1550     So far they are mostly used for causing bad, unwanted effects.
1551     You could just as well create a disease which helps the player
1552     (recharging mana for example).
1553     Infection with a "positive disease" could even be a quest reward. ]]>
1554     </use>
1555     <attribute arch="invisible" value="1" type="fixed" />
1556     <attribute arch="level" editor="plaque level" type="int">
1557     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1558     This mainly reflects in the &lt;damage&gt;. It has no effect on
1559     most other symptoms. Neverthless, it is a very important value for
1560     all damage-inflicting diseases.
1561     </attribute>
1562     <attribute arch="race" editor="infect race" type="string">
1563     The disease will only infect creatures of the specified &lt;race&gt;.
1564     "&lt;race&gt; *" means every creature can be infected.
1565     </attribute>
1566     <attribute arch="ac" editor="progressiveness" type="int">
1567     Every time the disease "moves" the severity of the symptoms are increased
1568     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1569     </attribute>
1570     <section name="spreading">
1571     <attribute arch="wc" editor="infectiosness" type="int">
1572     The &lt;infectiosness&gt; defines the chance of new creatures getting
1573     infected. If you set this too high, the disease is very likely to
1574     be too effective.
1575 root 1.3
1576 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1577     </attribute>
1578     <attribute arch="last_grace" editor="attenuation" type="int">
1579     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1580     everytime it infects someone new. This limits how many generations
1581     a disease can propagate.
1582     </attribute>
1583     <attribute arch="magic" editor="infection range" type="int">
1584     &lt;infection range&gt; sets the range at which infection may occur.
1585     If positive, the &lt;infection range&gt; is level dependant - If negative,
1586     it is not:
1587     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1588 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1589 root 1.1 </attribute>
1590     <attribute arch="maxhp" editor="persistence" type="int">
1591     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1592     The disease can "move" &lt;persistence&gt; times outside a host before it
1593     vanishes. A negative value means the disease lasts for permanent
1594     (which is only recommended to use in maps without monsters).
1595     </attribute>
1596     <attribute arch="maxgrace" editor="curing duration" type="int">
1597     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1598     (Assuming the host survives and doesn't use a curing spell).
1599     After this period the disease is naturally cured, which provides the
1600     host with immunity from this particular disease of lower or equal level.
1601 root 1.3
1602 root 1.1 A negative value means the disease can never be cured naturally.
1603 root 1.3
1604 root 1.1 Note that this value can be further modulated by spell-parameters,
1605     if the disease is registered as spell in the code. Due to that,
1606     most default diseases take a lot longer to cure than it seems.
1607     </attribute>
1608     <attribute arch="speed" editor="moving speed" type="float">
1609     The &lt;speed&gt; of the disease determines how fast the disease will
1610     "move", thus how fast the symptoms strike the host.
1611     </attribute>
1612 root 1.12 &speed_left;
1613 root 1.1 </section>
1614     <section name="symptoms">
1615     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1616     The disease will attack the host with the given &lt;attacktype&gt;.
1617     Godpower attacktype is commonly used for "unresistable" diseases.
1618     </attribute>
1619     <attribute arch="dam" editor="damage" type="int">
1620     A disease with a positive &lt;damage&gt; value will strike the player for that
1621     amount of damage every time the symptoms occur.
1622     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1623     the player's health is reduced by 10% every time the symptoms strike.
1624 root 1.3
1625 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1626     for players of all levels.
1627     </attribute>
1628     <attribute arch="other_arch" editor="create arch" type="string">
1629     If set, the specified arch is created and dropped every time the
1630     symptoms strike.
1631 root 1.3
1632 root 1.1 This can be various things: farts, body pieces, eggs ...
1633     Even monsters can be created that way. You could also make a
1634     disease where some exotic stuff like money/gems is created.
1635     </attribute>
1636     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1637     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1638     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1639     </attribute>
1640     <attribute arch="exp" editor="exp. for curing" type="int">
1641     When the player manages to cure this disease (with a curing spell),
1642     he is awarded with &lt;exp. for curing&gt; experience.
1643     </attribute>
1644     <attribute arch="maxsp" editor="mana depletion" type="int">
1645     Every time the disease "moves", the player's mana is
1646     reduced by the value of &lt;mana depletion&gt;.
1647     For negative values, a %-based amount is taken.
1648     </attribute>
1649     <attribute arch="last_eat" editor="food depletion" type="int">
1650     Every time the disease "moves", the player's food is
1651     reduced by the value of &lt;food depletion&gt;.
1652     For negative values, a %-based amount is taken.
1653     </attribute>
1654     <attribute arch="hp" editor="health regen." type="int">
1655     This value increases the player's healing rate.
1656     Negative values decrease it.
1657     </attribute>
1658     <attribute arch="sp" editor="mana regen." type="int">
1659     This value increases the player's rate of mana regeneration.
1660     Negative values decrease it.
1661     </attribute>
1662     </section>
1663     <section name="disability">
1664     <attribute arch="Str" editor="strength" type="int">
1665     The player's strength will rise by the given value
1666     while being infected. (Negative values make strength fall)
1667     </attribute>
1668     <attribute arch="Dex" editor="dexterity" type="int">
1669     The player's dexterity will rise by the given value
1670     while being infected. (Negative values make dexterity fall)
1671     </attribute>
1672     <attribute arch="Con" editor="constitution" type="int">
1673     The player's constitution will rise by the given value
1674     while being infected. (Negative values make constitution fall)
1675     </attribute>
1676     <attribute arch="Int" editor="intelligence" type="int">
1677     The player's intelligence will rise by the given value
1678     while being infected. (Negative values make intelligence fall)
1679     </attribute>
1680     <attribute arch="Pow" editor="power" type="int">
1681     The player's power will rise by the given value
1682     while being infected. (Negative values make power fall)
1683     </attribute>
1684     <attribute arch="Wis" editor="wisdom" type="int">
1685     The player's wisdom will rise by the given value
1686     while being infected. (Negative values make wisdom fall)
1687     </attribute>
1688     <attribute arch="Cha" editor="charisma" type="int">
1689     The player's charisma will rise by the given value
1690     while being infected. (Negative values make charisma fall)
1691     </attribute>
1692     </section>
1693     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1694     This text is displayed to the player every time the
1695     symptoms strike.
1696     </attribute>
1697     </type>
1698    
1699     <!--####################################################################-->
1700 root 1.3 <type number="23" name="Door">
1701     <ignore>
1702     <ignore_list name="non_pickable" />
1703     </ignore>
1704     <description><![CDATA[
1705     A door can be opened with a normal key. It also can be broken by attacking
1706     it, and it can be defeated with the lockpicking skill. If a door is
1707     defeated, horizontally and vertically adjacent doors are automatically
1708     removed. ]]>
1709     </description>
1710     <attribute arch="no_pick" value="1" type="fixed" />
1711     <attribute arch="alive" value="1" type="fixed" />
1712 root 1.9 &movement_types_terrain;
1713 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1714     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1715     </attribute>
1716     <attribute arch="ac" editor="armour class" type="int">
1717     Doors of high &lt;armour class&gt; are less likely to get hit.
1718     &lt;armour class&gt; can be considered the "counterpiece" to
1719     &lt;weapon class&gt;.
1720     </attribute>
1721     <attribute arch="other_arch" editor="drop arch" type="string">
1722     This string defines the object that will be created when the door was
1723     defeated.
1724     </attribute>
1725     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1726     This entry determines what kind of traps will appear in the door.
1727     </attribute>
1728     </type>
1729    
1730     <!--####################################################################-->
1731 root 1.1 <type number="83" name="Duplicator">
1732     <ignore>
1733     <ignore_list name="system_object" />
1734     </ignore>
1735     <description><![CDATA[
1736     When activated, a duplicator can duplicate, multiply or destroy a pile of
1737     objects which lies somewhere on top of the duplicator.
1738     The duplicator has one arch name specified as &lt;target arch&gt;,
1739     and only objects of this archetype can be affected.<br>
1740     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1741     If the latter is set to zero, it will destroy objects. ]]>
1742     </description>
1743     <use><![CDATA[
1744     I hope it is clear that one must be very cautious when inserting a duplicator
1745     anywhere with &lt;multiply factor&gt; greater than one.
1746     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1747     It is <b>not acceptable</b> to allow duplication of anything other than
1748     coins, gold and jewels. Besides, it is very important that the chance to
1749     loose the input matches the chance to earn winnings.<br>
1750     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1751     loosing rate of 2/3 = 67%. ]]>
1752     </use>
1753     <attribute arch="other_arch" editor="target arch" type="string">
1754     Only objects of matching archtype, lying ontop of the dublicator will be
1755     dublicated, multiplied or removed. All other objects will be ignored.
1756     </attribute>
1757     <attribute arch="level" editor="multiply factor" type="int">
1758     The number of items in the target pile will be multiplied by the
1759     &lt;multiply factor&gt;. If it is set to zero, all target objects
1760     will be destroyed.
1761     </attribute>
1762     <attribute arch="connected" editor="connection" type="int">
1763     An activator (lever, altar, button, etc) with matching connection value
1764     is able to trigger this duplicator. Be very careful that players cannot
1765     abuse it to create endless amounts of money or other valuable stuff!
1766     </attribute>
1767     </type>
1768    
1769     <!--####################################################################-->
1770     <type number="66" name="Exit">
1771     <ignore>
1772     <ignore_list name="non_pickable" />
1773     </ignore>
1774     <description><![CDATA[
1775     When the player applies an exit, he is transferred to a different location.
1776     (Monsters cannot use exits.) Depending on how it is set, the player applies
1777     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1778     the exit. ]]>
1779     </description>
1780     <use><![CDATA[
1781 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1782 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1783     detected with the show_invisible spell.
1784     <br><br>
1785     You can be quite creative with the outlook of secret exits (their "face").
1786     Don't forget to give the player relyable hints about them though. ]]>
1787     </use>
1788     <attribute arch="slaying" editor="exit path" type="string">
1789     The exit path defines the map that the player is transferred to.
1790     You can enter an absolute path, beginning with '/' (for example
1791     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1792     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1793     relative path "Fire1"). Use relative paths whenever possible! Note that
1794     upper/lower case must always be set correctly. However, please use lower
1795 root 1.3 case only.
1796 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1797     is on. If slaying is not set in an exit, the player will see a message like
1798     "the exit is closed".
1799     </attribute>
1800     <attribute arch="hp" editor="destination X" type="int">
1801     The exit destinations define the (x, y)-coordinates where the exit
1802     leads to.
1803     If both are set to zero, the player will be transferred to the "default
1804     enter location" of the destined map. The latter can be set in the map-
1805     properties as "Enter X/Y". Though, please DO NOT use that.
1806     It turned out to be a source for numerous map-bugs.
1807     </attribute>
1808     <attribute arch="sp" editor="destination Y" type="int">
1809     The exit destinations define the (x, y)-coordinates where the exit
1810     leads to.
1811     If both are set to zero, the player will be transferred to the "default
1812     enter location" of the destined map. The latter can be set in the map-
1813     properties as "Enter X/Y". Though, please DO NOT use that.
1814     It turned out to be a source for numerous map-bugs.
1815     </attribute>
1816 root 1.9 &move_on;
1817 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1818     If set, this message will be displayed to the player when he applies the exit.
1819     This is quite useful to throw in some "role-play feeling": "As you enter the
1820     dark cave you hear the sound of rustling dragonscales...". Well, my english
1821     is poor, but you get the point. =)
1822     </attribute>
1823     <attribute arch="unique" editor="unique destination" type="bool">
1824     This flag defines the destined map as "personal unique map". If set,
1825     there will be a seperate version of that map for every player out there.
1826     This feature is used for the permanent apartments
1827     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1828     than apartments, since Crossfire is a *multi*player game. In such a permanent
1829     apartment don't forget to set the unique-flag for all floor tiles too
1830     (see floors).
1831     An exit pointing outside of a personal unique map must have the
1832     "unique destination"-flag unset.
1833     </attribute>
1834     </type>
1835    
1836     <!--####################################################################-->
1837     <type number="72" name="Flesh">
1838     <description><![CDATA[
1839     Just like with food, the player can fill his stomache and gain a
1840     little health by eating flesh-objects. <br>
1841     For dragon players, flesh plays a very special role though: If the
1842     flesh has resistances set, a dragon player has a chance to gain resistance in
1843 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1844 root 1.1 Don't forget that flesh items with resistances have to be balanced
1845     according to map/monster difficulty. ]]>
1846     </description>
1847     <use><![CDATA[
1848     For dragon players, flesh items can be highly valuable. Note that many
1849     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1850     These flesh items "inherit" resistances and level from the monster they belong to.
1851     When you add special flesh items to the inventory of a monster, this is
1852     not the case - so you have to set it manually.
1853     <br><br>
1854     Generally adding special flesh-treaties for dragon players is a great thing
1855     to do. Always consider that dragon players might really not be interested
1856     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1857     out on the reward completely. ]]>
1858     </use>
1859     <attribute arch="food" editor="foodpoints" type="int">
1860     The player's stomache will get filled with this amount of foodpoints.
1861     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1862     </attribute>
1863     <attribute arch="level" editor="flesh level" type="int">
1864     The &lt;flesh level&gt; is not visible to the players and it affects only
1865     dragon players. Normally this value reflects the level of the monster
1866     from which the flesh item originates.
1867     Dragon players always search for flesh of highest level possible,
1868     because it bears the best chance to gain high resistances.
1869     </attribute>
1870     <attribute arch="startequip" editor="godgiven item" type="bool">
1871     A godgiven item vanishes as soon as the player
1872     drops it to the ground.
1873     </attribute>
1874     <section name="resistance">
1875     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1876     Resistances on flesh items make them more durable against spellcraft
1877     of the appropriate kind. It also allows dragon players to eventually gain
1878     resistance by eating it. Usually resistance should only be set for flesh
1879     items in a monster's inventory.
1880     </attribute>
1881     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1882     Resistances on flesh items make them more durable against spellcraft
1883     of the appropriate kind. It also allows dragon players to eventually gain
1884     resistance by eating it. Usually resistance should only be set for flesh
1885     items in a monster's inventory.
1886     </attribute>
1887     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1888     Resistances on flesh items make them more durable against spellcraft
1889     of the appropriate kind. It also allows dragon players to eventually gain
1890     resistance by eating it. Usually resistance should only be set for flesh
1891     items in a monster's inventory.
1892     </attribute>
1893     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1894     Resistances on flesh items make them more durable against spellcraft
1895     of the appropriate kind. It also allows dragon players to eventually gain
1896     resistance by eating it. Usually resistance should only be set for flesh
1897     items in a monster's inventory.
1898     </attribute>
1899     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1900     Resistances on flesh items make them more durable against spellcraft
1901     of the appropriate kind. It also allows dragon players to eventually gain
1902     resistance by eating it. Usually resistance should only be set for flesh
1903     items in a monster's inventory.
1904     </attribute>
1905     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1906     Resistances on flesh items make them more durable against spellcraft
1907     of the appropriate kind. It also allows dragon players to eventually gain
1908     resistance by eating it. Usually resistance should only be set for flesh
1909     items in a monster's inventory.
1910     </attribute>
1911     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1912     Resistances on flesh items make them more durable against spellcraft
1913     of the appropriate kind. It also allows dragon players to eventually gain
1914     resistance by eating it. Usually resistance should only be set for flesh
1915     items in a monster's inventory.
1916     </attribute>
1917     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1918     Resistances on flesh items make them more durable against spellcraft
1919     of the appropriate kind. It also allows dragon players to eventually gain
1920     resistance by eating it. Usually resistance should only be set for flesh
1921     items in a monster's inventory.
1922     </attribute>
1923     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1924     Resistances on flesh items make them more durable against spellcraft
1925     of the appropriate kind. It also allows dragon players to eventually gain
1926     resistance by eating it. Usually resistance should only be set for flesh
1927     items in a monster's inventory.
1928     </attribute>
1929     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1930     Resistances on flesh items make them more durable against spellcraft
1931     of the appropriate kind. It also allows dragon players to eventually gain
1932     resistance by eating it. Usually resistance should only be set for flesh
1933     items in a monster's inventory.
1934     </attribute>
1935     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1936     Resistances on flesh items make them more durable against spellcraft
1937     of the appropriate kind. It also allows dragon players to eventually gain
1938     resistance by eating it. Usually resistance should only be set for flesh
1939     items in a monster's inventory.
1940     </attribute>
1941     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1942     Resistances on flesh items make them more durable against spellcraft
1943     of the appropriate kind. It also allows dragon players to eventually gain
1944     resistance by eating it. Usually resistance should only be set for flesh
1945     items in a monster's inventory.
1946     </attribute>
1947     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1948     Resistances on flesh items make them more durable against spellcraft
1949     of the appropriate kind. It also allows dragon players to eventually gain
1950     resistance by eating it. Usually resistance should only be set for flesh
1951     items in a monster's inventory.
1952     </attribute>
1953     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1954     Resistances on flesh items make them more durable against spellcraft
1955     of the appropriate kind. It also allows dragon players to eventually gain
1956     resistance by eating it. Usually resistance should only be set for flesh
1957     items in a monster's inventory.
1958     </attribute>
1959     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1960     Resistances on flesh items make them more durable against spellcraft
1961     of the appropriate kind. It also allows dragon players to eventually gain
1962     resistance by eating it. Usually resistance should only be set for flesh
1963     items in a monster's inventory.
1964     </attribute>
1965     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1966     RResistances on flesh items make them more durable against spellcraft
1967     of the appropriate kind. It also allows dragon players to eventually gain
1968     resistance by eating it. Usually resistance should only be set for flesh
1969     items in a monster's inventory.
1970     </attribute>
1971     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1972     Resistances on flesh items make them more durable against spellcraft
1973     of the appropriate kind. It also allows dragon players to eventually gain
1974     resistance by eating it. Usually resistance should only be set for flesh
1975     items in a monster's inventory.
1976     </attribute>
1977     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1978     Resistances on flesh items make them more durable against spellcraft
1979     of the appropriate kind. It also allows dragon players to eventually gain
1980     resistance by eating it. Usually resistance should only be set for flesh
1981     items in a monster's inventory.
1982     </attribute>
1983     </section>
1984     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1985     This text may describe the item.
1986     </attribute>
1987     </type>
1988    
1989     <!--####################################################################-->
1990     <type number="0" name="Floor">
1991     <required>
1992     <attribute arch="is_floor" value="1" />
1993     <attribute arch="alive" value="0" />
1994     </required>
1995     <ignore>
1996     <ignore_list name="non_pickable" />
1997     </ignore>
1998     <description><![CDATA[
1999     Floor is a very basic thing whithout too much
2000     functionality. It's a floor - you stand on it. ]]>
2001     </description>
2002     <attribute arch="is_floor" value="1" type="fixed" />
2003     <attribute arch="no_pick" value="1" type="fixed" />
2004     <section name="terrain">
2005 root 1.9 &movement_types_terrain;
2006 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2007     This flag indicates this spot contains wood or high grass.
2008     Players with activated woodsman skill can move faster here.
2009     </attribute>
2010     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2011     This flag indicates this spot contains hills or large rocks.
2012     Players with activated mountaineer skill can move faster here.
2013     </attribute>
2014     </section>
2015     <attribute arch="no_magic" editor="no spells" type="bool">
2016     If enabled, it is impossible for players to use (wizard-)
2017     spells on that spot.
2018     </attribute>
2019     <attribute arch="damned" editor="no prayers" type="bool">
2020     If enabled, it is impossible for players to use prayers
2021     on that spot. It also prevents players from saving.
2022     </attribute>
2023     <attribute arch="unique" editor="unique map" type="bool">
2024     Unique floor means that any items dropped on that spot
2025     will be saved byond map reset. For permanent apartments,
2026     all floor tiles must be set &lt;unique map&gt;.
2027     </attribute>
2028     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2029     This text may describe the object.
2030     </attribute>
2031     </type>
2032    
2033     <!--####################################################################-->
2034     <type number="67" name="Floor (Encounter)">
2035     <ignore>
2036     <ignore_list name="non_pickable" />
2037     </ignore>
2038     <description><![CDATA[
2039     Encounter-Floor is pretty much the same as normal floor.
2040     Most outdoor floor/ground-arches are set to be "encounters".
2041     That is kind of a relict from former code: When walking over
2042     encounter-floor, players sometimes got beamed to little maps
2043     with monsters on them. Nowadays this feature is disabled -
2044     Hence encounter floor is not different from normal floor. ]]>
2045     </description>
2046     <attribute arch="is_floor" value="1" type="fixed" />
2047     <attribute arch="no_pick" value="1" type="fixed" />
2048     <section name="terrain">
2049 root 1.9 &movement_types_terrain;
2050 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2051     This flag indicates this spot contains wood or high grass.
2052     Players with activated woodsman skill can move faster here.
2053     </attribute>
2054     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2055     This flag indicates this spot contains hills or large rocks.
2056     Players with activated mountaineer skill can move faster here.
2057     </attribute>
2058     </section>
2059     <attribute arch="no_magic" editor="no spells" type="bool">
2060     If enabled, it is impossible for players to use (wizard-)
2061     spells on that spot.
2062     </attribute>
2063     <attribute arch="damned" editor="no prayers" type="bool">
2064     If enabled, it is impossible for players to use prayers
2065     on that spot. It also prevents players from saving.
2066     </attribute>
2067     <attribute arch="unique" editor="unique map" type="bool">
2068     Unique floor means that any items dropped on that spot
2069     will be saved byond map reset. For permanent apartments,
2070     all floor tiles must be set &lt;unique map&gt;.
2071     </attribute>
2072     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2073     This text may describe the object.
2074     </attribute>
2075     </type>
2076    
2077     <!--####################################################################-->
2078     <type number="6" name="Food">
2079     <description><![CDATA[
2080     By eating/drinking food-objects, the player can fill his
2081     stomache and gain a little health. ]]>
2082     </description>
2083     <attribute arch="food" editor="foodpoints" type="int">
2084     The player's stomache will get filled with this amount of foodpoints.
2085     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2086     </attribute>
2087     <attribute arch="startequip" editor="godgiven item" type="bool">
2088     A godgiven item vanishes as soon as the player
2089     drops it to the ground.
2090     </attribute>
2091     </type>
2092    
2093     <!--####################################################################-->
2094     <type number="91" name="Gate">
2095     <ignore>
2096     <ignore_list name="non_pickable" />
2097     </ignore>
2098     <description><![CDATA[
2099     Gates play an important role in Crossfire. Gates can be opened
2100     by activating a button/trigger, by speaking passwords (-> magic_ear)
2101     or carrying special key-objects (-> inventory checker).
2102     Unlike locked doors, gates can get shut again after a player has
2103     passed, which makes them more practical in many cases. ]]>
2104     </description>
2105     <use><![CDATA[
2106     Use gates to divide your maps into seperated areas. After solving
2107     area A, the player gains access to area B, and so on. Make your
2108     maps more complex than "one-way". ]]>
2109     </use>
2110     <attribute arch="no_pick" value="1" type="fixed" />
2111     <attribute arch="connected" editor="connection" type="int">
2112     Whenever the inventory checker is triggered, all objects with identical
2113     &lt;connection&gt; value get activated. This only makes sense together with
2114     &lt;blocking passage&gt; disabled.
2115     </attribute>
2116     <attribute arch="wc" editor="position state" type="int">
2117     The &lt;position state&gt; defines the position of the gate:
2118     Zero means completely open/down, the "number of animation-steps" (usually
2119     about 6 or 7) means completely closed/up state. I suggest you don't
2120     mess with this value - Leave the default in place.
2121     </attribute>
2122 root 1.9 &movement_types_terrain;
2123 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2124     Restricting the use of spells to pass this gate. This has
2125     an effect only if &lt;block view&gt; is disabled.
2126     </attribute>
2127     <attribute arch="damned" editor="restrict prayers" type="bool">
2128     Restricting the use of prayers to pass this door. This has
2129     an effect only if &lt;block view&gt; is disabled.
2130     </attribute>
2131     </type>
2132    
2133     <!--####################################################################-->
2134     <type number="113" name="Girdle">
2135     <import_type name="Amulet" />
2136     <description><![CDATA[
2137     Wearing a girdle, the object's stats will directly be inherited to
2138     the player. Girdles usually provide stats- or damage bonuses and no
2139     defense. ]]>
2140     </description>
2141     <use><![CDATA[
2142     Feel free to create your own special artifacts. However, it is very
2143     important that you keep your artifact in balance with existing maps. ]]>
2144     </use>
2145     <attribute arch="magic" editor="magic bonus" type="int">
2146     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2147     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2148     than direct armour-class bonus on the helmet.
2149 root 1.3
2150 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2151     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2152     &lt;magic bonus&gt; is pointless here.
2153     </attribute>
2154     </type>
2155    
2156     <!--####################################################################-->
2157     <type number="100" name="Gloves">
2158     <import_type name="Amulet" />
2159     <description><![CDATA[
2160     Wearing gloves, the object's stats will directly be inherited to
2161     the player. Gloves can add defense or damage bonuses. ]]>
2162     </description>
2163     <use><![CDATA[
2164     Feel free to create your own special artifacts. However, it is very
2165     important that you keep your artifact in balance with existing maps. ]]>
2166     </use>
2167     <attribute arch="magic" editor="magic bonus" type="int">
2168     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2169     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2170     will increase that.
2171     </attribute>
2172     </type>
2173    
2174     <!--####################################################################-->
2175     <type number="93" name="Handle">
2176     <ignore>
2177     <ignore_list name="non_pickable" />
2178     </ignore>
2179     <description><![CDATA[
2180     A handle can be applied by players and (certain) monsters.
2181     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2182     </description>
2183     <use><![CDATA[
2184     Handles are commonly used to move gates. When placing your lever,
2185     don't forget that some monsters are able to apply it.
2186     The ability to apply levers is rare among monsters -
2187     but vampires can do it for example. ]]>
2188     </use>
2189     <attribute arch="no_pick" value="1" type="fixed" />
2190     <attribute arch="connected" editor="connection" type="int">
2191     Every time the handle is applied, all objects
2192     with the same &lt;connection&gt; value are activated.
2193     </attribute>
2194     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2195     This text may describe the item. You can use this
2196     message to explain the handle's purpose to the player.
2197     </attribute>
2198     </type>
2199    
2200     <!--####################################################################-->
2201     <type number="27" name="Handle Trigger">
2202     <import_type name="Handle" />
2203     <ignore>
2204     <ignore_list name="non_pickable" />
2205     </ignore>
2206     <description><![CDATA[
2207     Handle triggers are handles which reset after a short period
2208     of time. Every time it is either applied or reset, the
2209     &lt;connection&gt; value is triggered. ]]>
2210     </description>
2211     <use><![CDATA[
2212     When you connect an ordinary handle to a gate, the gate normally remains
2213     opened after the first player passed. If you want to keep the gate shut,
2214     connecting it to a handle trigger is an easy solution. ]]>
2215     </use>
2216     </type>
2217    
2218     <!--####################################################################-->
2219     <type number="88" name="Hazard Floor">
2220     <required>
2221     <attribute arch="is_floor" value="1" />
2222     </required>
2223     <ignore>
2224     <ignore_list name="non_pickable" />
2225     </ignore>
2226     <description><![CDATA[
2227     The best example for Hazard Floor is lava. It works like standard
2228     floor, but damages all creatures standing on it.
2229     Damage is taken in regular time intervals. ]]>
2230     </description>
2231     <use><![CDATA[
2232     The default lava for example does minor damage. But you can turn
2233     it up so that your hazard floor poses a real threat.<br>
2234     Like magic walls, such floors add a permanent thrill to your map.
2235     You can use that to safely chase off too-weak players, or just
2236     to have something different. ]]>
2237     </use>
2238     <attribute arch="is_floor" value="1" type="fixed" />
2239     <attribute arch="lifesave" value="1" type="fixed" />
2240 root 1.9 &move_on;
2241 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2242     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2243     This attribute specifys the attacktypes that this floor uses to
2244     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2245     If you want a real tough hazard floor, add more than just one attacktype.
2246     </attribute>
2247     <attribute arch="dam" editor="base damage" type="int">
2248     The &lt;base damage&gt; defines how much damage is inflicted to the
2249     victim per hit. The final damage is influenced by several other
2250     factors like the victim's resistance and level.
2251     </attribute>
2252     <attribute arch="wc" editor="weaponclass" type="int">
2253     &lt;weapon class&gt; improves the chance of hitting the victim.
2254     Lower values are better.
2255     Usually, hazard floors like lava are supposed to hit the
2256     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2257     to something like -30.
2258     </attribute>
2259     <attribute arch="level" editor="attack level" type="int">
2260     I guess this value is supposed to work similar to monster levels.
2261     But in fact, it does not seem to have an effect. Set any non-zero
2262     value to be on the safe side.
2263     </attribute>
2264     <section name="terrain">
2265 root 1.9 &movement_types_terrain;
2266 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2267     This flag indicates this spot contains wood or high grass.
2268     Players with activated woodsman skill can move faster here.
2269     </attribute>
2270     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2271     This flag indicates this spot contains hills or large rocks.
2272     Players with activated mountaineer skill can move faster here.
2273     </attribute>
2274     </section>
2275     <attribute arch="no_magic" editor="no spells" type="bool">
2276     If enabled, it is impossible for players to use (wizard-)
2277     spells on that spot.
2278     </attribute>
2279     <attribute arch="damned" editor="no prayers" type="bool">
2280     If enabled, it is impossible for players to use prayers
2281     on that spot. It also prevents players from saving.
2282     </attribute>
2283     <attribute arch="unique" editor="unique map" type="bool">
2284     Unique floor means that any items dropped on that spot
2285     will be saved byond map reset. For permanent apartments,
2286     all floor tiles must be set &lt;unique map&gt;.
2287     </attribute>
2288     </type>
2289    
2290     <!--####################################################################-->
2291     <type number="34" name="Helmet">
2292     <import_type name="Amulet" />
2293     <description><![CDATA[
2294     Wearing a helmet, the object's stats will directly be inherited to
2295     the player. Normal helmets usually increase defense, while crowns
2296     add more special bonuses like stats/resistances paired with
2297     low defense. ]]>
2298     </description>
2299     <use><![CDATA[
2300     Feel free to create your own special artifacts. However, it is very
2301     important that you keep your artifact in balance with existing maps. ]]>
2302     </use>
2303     <attribute arch="magic" editor="magic bonus" type="int">
2304     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2305     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2306     than direct armour-class bonus on the helmet.
2307 root 1.3
2308 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2309     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2310     Crowns for instance typically provide no &lt;amour class&gt;.
2311     </attribute>
2312     </type>
2313    
2314     <!--####################################################################-->
2315     <type number="56" name="Holy Altar">
2316     <ignore>
2317     <ignore_list name="non_pickable" />
2318     </ignore>
2319     <description><![CDATA[
2320     Holy_altars are altars for the various religions. Praying
2321     at a Holy_altar will make you a follower of that god, and
2322     if you already follow that god, you may get some extra bonus. ]]>
2323     </description>
2324     <attribute arch="no_pick" value="1" type="fixed" />
2325     <attribute arch="other_arch" editor="god name" type="string">
2326     The altar belongs to the god of the given name. Possible options for
2327     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2328 root 1.3 Gorokh, Valriel and Sorig.
2329    
2330 root 1.1 If you want to have an unconsecrated altar, set
2331     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2332     </attribute>
2333     <attribute arch="level" editor="reconsecrate level" type="int">
2334     To re-consecrate an altar, the player's wisdom level must be as
2335     high or higher than this value. In that way, some altars can not
2336 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2337    
2338 root 1.1 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2339     Some characters might need those altars, they would be very unhappy to
2340     see them re-consecrated to another cult.
2341     </attribute>
2342     </type>
2343    
2344     <!--####################################################################-->
2345     <type number="35" name="Horn">
2346     <ignore>
2347     <attribute arch="title" />
2348     </ignore>
2349     <description><![CDATA[
2350     Horns are very similar to rods. The difference is that horns regenerate
2351     spellpoints faster and thus are more valuable than rods.
2352     <br><br>
2353     A horn contains a spell. The player can use this spell by applying and
2354     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2355     used endlessly. ]]>
2356     </description>
2357     <use><![CDATA[
2358     Horns are powerful due to their fast recharge rate. They should
2359     never contain high level attacking spells. Even curing/healing spells
2360     are almost too good on a horn. ]]>
2361     </use>
2362     <attribute arch="sp" editor="spell" type="spell">
2363     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2364     horns to players, since they can be used endlessly without any mana cost!
2365     Horns with heal/ restoration/ protection spells, IF available, MUST be
2366     very very VERY hard to get!
2367     </attribute>
2368     <attribute arch="level" editor="casting level" type="int">
2369     The casting level of the &lt;spell&gt; determines it's power.
2370     For attack spells, level should not be set too high.
2371     </attribute>
2372     <attribute arch="hp" editor="initial spellpoints" type="int">
2373     This value represents the initial amount of spellpoints in the horn.
2374     Naturally, this is quite unimportant.
2375     </attribute>
2376     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2377     When the horn is fully charged up, it will hold this maximum amount of
2378     spellpoints. Make sure it is enough to cast the contained spell at least
2379     once. But don't set the value too high, as that might make the horn way
2380     too effective.
2381     </attribute>
2382     <attribute arch="startequip" editor="godgiven item" type="bool">
2383     A godgiven item vanishes as soon as the player
2384     drops it to the ground.
2385     </attribute>
2386     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2387     This text may contain a description of the horn.
2388     </attribute>
2389     </type>
2390    
2391     <!--####################################################################-->
2392     <type number="73" name="Inorganic">
2393     <description><![CDATA[
2394     Inorganic materials are generally used as ingredients for
2395     alchemical receipes. By themselves, they have no special
2396     functionalities. ]]>
2397     </description>
2398     <attribute arch="is_dust" editor="is dust" type="bool">
2399     </attribute>
2400     <section name="resistance">
2401     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2402     </attribute>
2403     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2404     </attribute>
2405     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2406     </attribute>
2407     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2408     </attribute>
2409     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2410     </attribute>
2411     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2412     </attribute>
2413     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2414     </attribute>
2415     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2416     </attribute>
2417     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2418     </attribute>
2419     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2420     </attribute>
2421     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2422     </attribute>
2423     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2424     </attribute>
2425     </section>
2426     </type>
2427    
2428     <!--####################################################################-->
2429     <type number="64" name="Inventory Checker">
2430     <ignore>
2431     <ignore_list name="system_object" />
2432     </ignore>
2433     <description><![CDATA[
2434     Inventory checkers passively check the players inventory for a
2435     specific object. You can set a connected value that is triggered
2436     either if that object is present or missing (-&gt; "last_sp") when a
2437     player walks over the inv. checker. A valid option is to remove the
2438     matching object (usually not recommended, see "last_heal").
2439     <br><br>
2440     Alternatively, you can set your inv. checker to block all players
2441 root 1.9 that do/don't carry the matching object.
2442 root 1.1 <br><br>
2443     As you can see, inv. checkers are quite powerful, holding a
2444     great variety of possibilities. ]]>
2445     </description>
2446     <use><![CDATA[
2447     Putting a check_inventory space in front of a gate (one below) and
2448     one on the opposite side works reasonably well as a control mechanism.
2449     Unlike the key/door-combo, this one works infinite since it is
2450     independant from map reset. Use it to put a "structure" into your
2451     maps: Player must solve area A to gain access to area B. This concept
2452     can be found in nearly every RPG - simple but effective. ]]>
2453     </use>
2454     <attribute arch="no_pick" value="1" type="fixed" />
2455     <attribute arch="slaying" editor="match key string" type="string">
2456     This string specifies the object we are looking for: We have a match
2457     if the player does/don't carry a key object or a mark with identical
2458     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2459     this context. A typical example is the city gate mechanism of scorn.
2460     </attribute>
2461     <attribute arch="race" editor="match arch name" type="string">
2462     This string specifies the object we are looking for: We have a match
2463     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2464     </attribute>
2465     <attribute arch="hp" editor="match type" type="int">
2466     This value specifies the object we are looking for: We have a match
2467 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2468    
2469 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2470     enabled. Now you have an inv. checker blocking all players that carry any
2471     kind of melee weapon. To pass, a player is forced to leave behind all
2472     his weaponry... bad news for a warrior. ;)
2473     </attribute>
2474     <attribute arch="last_sp" editor="match = having" type="bool">
2475     Enabled means having that object is a match.
2476     Disabled means not having that object is a match.
2477     </attribute>
2478     <attribute arch="connected" editor="connection" type="int">
2479     Whenever the inventory checker is triggered, all objects with identical
2480     &lt;connection&gt; value get activated. This only makes sense together with
2481     &lt;blocking passage&gt; disabled.
2482     </attribute>
2483 root 1.9 &movement_types_terrain;
2484 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2485     &lt;remove match&gt; means remove object if found. Setting this is usually not
2486     recommended because inv. checkers are in general invisible. So, unlike
2487     for altars/ locked doors, the player won't expect to lose an object when
2488 root 1.3 walking over that square. And he doesn't even get a message either.
2489    
2490 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2491     to inform the player what's going on!
2492     </attribute>
2493     </type>
2494    
2495     <!--####################################################################-->
2496 root 1.2 <type number="163" name="Item Transformer">
2497     <description><![CDATA[
2498     An item transformer is simply applied, after having marked a 'victim'
2499     item. If the victim is suitable, it will be transformed into something
2500     else.]]>
2501     </description>
2502     <use><![CDATA[
2503     To make an item transformable, you just have to fill the 'slaying' field.
2504     The syntax is:
2505     <br>
2506     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2507     <br>
2508     with [] denoting optional part, and * any number of preceding [].
2509     'new_item' must be the name of an existing archetype.
2510     <br><br>
2511     Example, for object apple: slaying knife:2 half_apple
2512     <br><br>
2513     This means that, when applying a knife (should be an Item Transformer),
2514     one 'apple' will be transformed into 2 'half_apple'.]]>
2515     </use>
2516     <attribute arch="food" editor="number of uses" type="int">
2517     &lt;number of uses&gt; controls how many times the item transformer can
2518     be used. The value 0 means "unlimited"
2519     </attribute>
2520     <attribute arch="slaying" editor="verb" type="string">
2521     Contains the verb that is used to construct a message to the player
2522     applying the item transformer.
2523     </attribute>
2524     <attribute arch="startequip" editor="godgiven item" type="bool">
2525     A godgiven item vanishes as soon as the player
2526     drops it to the ground.
2527     </attribute>
2528     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2529     This text may contain a description of the item transformer.
2530     </attribute>
2531     </type>
2532    
2533     <!--####################################################################-->
2534 root 1.1 <type number="60" name="Jewel">
2535     <description><![CDATA[
2536     Items of the type Gold &amp; Jewels are handled like a currency.
2537     Unlike for any other type of item, in shops, the buy- and selling
2538     prices differ only marginally. ]]>
2539     </description>
2540     <attribute arch="race" value="gold and jewels" type="fixed" />
2541     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2542     This text may describe the object.
2543     </attribute>
2544     </type>
2545    
2546     <!--####################################################################-->
2547 root 1.3 <type number="24" name="Key">
2548     <description><![CDATA[
2549     When carrying a key, a normal door can be opened. The key will
2550     disappear. ]]>
2551     </description>
2552     <attribute arch="startequip" editor="godgiven item" type="bool">
2553     A godgiven item vanishes as soon as the player
2554     drops it to the ground.
2555     </attribute>
2556     </type>
2557    
2558     <!--####################################################################-->
2559 root 1.1 <type number="20" name="Locked Door">
2560     <ignore>
2561     <ignore_list name="non_pickable" />
2562     </ignore>
2563     <description><![CDATA[
2564     A locked door can be opened only when carrying
2565     the appropriate special key. ]]>
2566     </description>
2567     <use><![CDATA[
2568     If you want to create a locked door that cannot be opened (no key),
2569     set a &lt;key string&gt; like "no_key_available". This will clearify things
2570 root 1.3 and only a fool would create a key matching that string.
2571    
2572 root 1.1 Door-objects can not only be used for "doors". In many maps these
2573     are used with all kinds of faces/names, especially often as
2574     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2575     There you have magic forces (door objects) put under certain artifact
2576     items. To get your hands on the artifacts, you need to bring up the
2577     appropriate quest items (key objects). ]]>
2578     </use>
2579 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2580 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2581     <attribute arch="slaying" editor="key string" type="string">
2582     The &lt;key string&gt; in the door must be identical with the
2583     &lt;key string&gt; in the special key, then the door is unlocked.
2584     It is VERY important to set the &lt;key string&gt; to something that
2585 root 1.3 is unique among the CF mapset.
2586    
2587 root 1.1 DONT EVER USE the default string "set_individual_value".
2588     </attribute>
2589     <attribute arch="no_magic" editor="restrict spells" type="bool">
2590     Restricting the use of spells to pass this door.
2591     This should be set in most cases.
2592     (Don't forget that the spell "dimension door" is easily
2593     available at about wisdom level 10).
2594     </attribute>
2595     <attribute arch="damned" editor="restrict prayers" type="bool">
2596     Restricting the use of prayers to pass this door.
2597     This should be set in most cases.
2598     </attribute>
2599     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2600     When a player is trying to open the door without carrying the
2601     appropriate key, this text is displayed to the player. This is
2602     a good opportunity to place hints about the special key needed
2603     to unlock the door.
2604     </attribute>
2605     </type>
2606    
2607     <!--####################################################################-->
2608     <type number="29" name="Magic Ear">
2609     <ignore>
2610     <ignore_list name="system_object" />
2611     </ignore>
2612     <description><![CDATA[
2613     Magic_ears trigger a connected value
2614     when the player speaks a specific keyword. ]]>
2615     </description>
2616     <use><![CDATA[
2617     Whenever you put magic_ears on your maps, make sure there are
2618     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2619     something like a gate that is opened by speaking "open" or
2620     "sesame", expecting the player to figure this out all by himself.
2621     <br><br>
2622     Magic_ears are typically used for interaction with NPCs. You
2623     can create the impression that the NPC actually *does* something
2624     according to his conversation with a player. Mostly this means
2625     opening a gate or handing out some item, but you could be quite
2626     creative here. ]]>
2627     </use>
2628     <attribute arch="no_pick" value="1" type="fixed" />
2629     <attribute arch="connected" editor="connection" type="int">
2630     The Magic_ear will trigger all objects with the
2631     same connection value, every time it is activated.
2632     </attribute>
2633     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2634     This textfield contains the keyword-matching-syntax. The text should
2635     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2636     Any number of keywords from one to infinite is allowed. Make sure
2637     they are seperated by a '|'.
2638 root 1.3
2639 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2640     value will be triggerd when the player speaks any of the given
2641     keywords within a two-square radius. IMPORTANT: Upper/lower case
2642     does not make a difference!
2643     </attribute>
2644     </type>
2645    
2646     <!--####################################################################-->
2647     <type number="62" name="Magic Wall">
2648     <ignore>
2649     <ignore_list name="non_pickable" />
2650     </ignore>
2651     <description><![CDATA[
2652     Magic walls fire spells in a given direction, in regular intervals.
2653     Magic walls can contain any spell. However, some spells do not
2654     operate very successfully in them. The only way to know is to test
2655     the spell you want to use with a wall.
2656     <br><br>
2657     Several types of magical walls are predefined for you in the
2658     archetypes, and can be found on the "connected" Pickmap. ]]>
2659     </description>
2660     <use><![CDATA[
2661     Spellcasting walls pose an interesting alternative to monsters.
2662     Usually they are set to be undestroyable. Thus, while monsters
2663     in a map can be cleared out, the magic walls remain. Low level
2664     characters for example will not be able to pass through their
2665     spell-area, hence they cannot loot a map that a high level character
2666     might have cleared out.
2667     <br><br>
2668     Another point of magic walls is that if the player dies, he has to face
2669     them all again. Magic walls can add a kind of "permanent thrill" to
2670     your maps.
2671     <br><br>
2672     Be careful that your magic walls don't kill the monsters on a map. If
2673     placing monsters, eventually take ones that are immune to the
2674     walls' spell(s).
2675     <br><br>
2676     It is possible to make walls rotate when triggered. But that is so
2677     confusing (and useless IMHO) that I did not mention it above. You
2678     can find a working example on the map
2679     "/pup_land/castle_eureca/castle_eureca8". ]]>
2680     </use>
2681     <attribute arch="dam" editor="spell" type="spell">
2682     The magic wall will cast this &lt;spell&gt;.
2683     </attribute>
2684     <attribute arch="level" editor="spell level" type="int">
2685     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2686     walls cast spells at minimal strength. "level 100" walls cast deadly
2687     spells. Arch default is level 1 - you should always set this value
2688     to meet the overall difficulty of your map.
2689     </attribute>
2690     <attribute arch="connected" editor="connection" type="int">
2691     Every time the &lt;connection&gt; value is triggered, the wall will cast
2692     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2693     have much visible effect.
2694     </attribute>
2695     <attribute arch="speed" editor="casting speed" type="float">
2696     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2697     You can fine-tune how long the duration between two casts shall
2698     be. If you want to create a wall that can be activated (cast per
2699     trigger) via connected lever/button/etc, you must set "speed 0".
2700     </attribute>
2701 root 1.12 &speed_left;
2702 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2703     The magic wall will cast it's spells always in the specified
2704     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2705     always fire in a random direction.
2706     </attribute>
2707 root 1.9 &movement_types_terrain;
2708 root 1.1 <section name="destroyable">
2709     <attribute arch="alive" editor="is destroyable" type="bool">
2710     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2711     destroyed by the player. If disabled, all other attributes on
2712     this tab, as well as resistances, are meaningless.
2713     </attribute>
2714     <attribute arch="hp" editor="hitpoints" type="int">
2715     The more &lt;hitpoints&gt; the wall has, the longer
2716     it takes to be destroyed.
2717     </attribute>
2718     <attribute arch="maxhp" editor="max hitpoints" type="int">
2719     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2720     can have. This only makes sense if the wall can regain health.
2721     </attribute>
2722     <attribute arch="ac" editor="armour class" type="int">
2723     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2724     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2725     to &lt;weapon class&gt;.
2726     </attribute>
2727     </section>
2728     <section name="resistance">
2729     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2730     </attribute>
2731     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2732     </attribute>
2733     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2734     </attribute>
2735     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2736     </attribute>
2737     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2738     </attribute>
2739     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2740     </attribute>
2741     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2742     </attribute>
2743     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2744     </attribute>
2745     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2746     </attribute>
2747     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2748     </attribute>
2749     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2750     </attribute>
2751     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2752     </attribute>
2753     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2754     </attribute>
2755     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2756     </attribute>
2757     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2758     </attribute>
2759     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2760     </attribute>
2761     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2762     </attribute>
2763     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2764     </attribute>
2765     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2766     </attribute>
2767     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2768     </attribute>
2769     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2770     </attribute>
2771     </section>
2772     </type>
2773    
2774     <!--####################################################################-->
2775     <type number="55" name="Marker">
2776     <ignore>
2777     <ignore_list name="system_object" />
2778     </ignore>
2779     <description><![CDATA[
2780     A marker is an object that inserts an invisible force (a mark) into a
2781     player stepping on it. This force does nothing except containing a
2782     &lt;key string&gt; which can be discovered by detectors or inventory
2783     checkers. It is also possible to use markers for removing marks again.
2784     <br><br>
2785     Note that the player has no possibility to "see" his own marks,
2786     except by the effect that they cause on the maps. ]]>
2787     </description>
2788     <use><![CDATA[
2789     Markers hold real cool possibilities for map-making. I encourage
2790     you to use them frequently. However there is one negative point
2791     about markers: Players don't "see" what's going on with them. It is
2792     your task, as map-creator, to make sure the player is always well
2793     informed and never confused.
2794     <br><br>
2795     Please avoid infinite markers when they aren't needed. They're
2796     using a little space in the player file after all, so if there
2797     is no real purpose, set an expire time. ]]>
2798     </use>
2799     <attribute arch="no_pick" value="1" type="fixed" />
2800     <attribute arch="slaying" editor="key string" type="string">
2801     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2802     If the player already has a force with that &lt;key string&gt;,
2803     there won't be inserted a second one.
2804     </attribute>
2805     <attribute arch="connected" editor="connection" type="int">
2806     When the detector is triggered, all objects with the same
2807     connection value get activated.
2808     </attribute>
2809     <attribute arch="speed" editor="marking speed" type="float">
2810     The &lt;marking speed&gt; defines how quickly it will mark something
2811     standing on the marker. Set this value rather high to make
2812     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2813     should do fine.
2814     </attribute>
2815 root 1.12 &speed_left;
2816 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2817     This value defines the duration of the force it inserts.
2818     If nonzero, the duration of the player's mark is finite:
2819     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2820     means the mark will stay on the player forever.
2821     </attribute>
2822     <attribute arch="name" editor="delete mark" type="string">
2823     When the player steps onto the marker, all existing forces in
2824     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2825     will be removed. If you don't want to remove any marks, leave
2826 root 1.3 this textfield empty.
2827    
2828 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2829     this marker. So don't be confused, and remember changing the
2830     name will take effect on the marker's functionality.
2831     </attribute>
2832     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2833     In the moment when the player gets marked, this text is displayed
2834     to him. You should really set a message in any marker you create,
2835     because it's the only way for the player to notice what's going on.
2836     </attribute>
2837     </type>
2838 root 1.3
2839 root 1.1 <!--####################################################################-->
2840 root 1.3 <type number="36" name="Money">
2841 root 1.2 <ignore>
2842 root 1.3 <attribute arch="unpaid" />
2843 root 1.2 </ignore>
2844     <description><![CDATA[
2845 root 1.3 Items of the type Money are handled as currency.
2846     Money cannot be sold/bought in shops. When money is dropped
2847     in a shop, it stays the same.<br>
2848     When a player picks an item from a shop and attempts to
2849     walk over the shop mat, the item's selling-price is automatically
2850     subtracted from the player's money.
2851     <br><br>
2852     For money, always use the default arches.
2853     Don't modify them. ]]>
2854 root 1.2 </description>
2855 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2856 root 1.2 </type>
2857    
2858     <!--####################################################################-->
2859 root 1.3 <type number="0" name="Monster &amp; NPC">
2860     <required>
2861     <attribute arch="is_floor" value="0" />
2862     <attribute arch="alive" value="1" />
2863     <attribute arch="tear_down" value="0" />
2864     </required>
2865 root 1.1 <ignore>
2866 root 1.3 <attribute arch="material" />
2867     <attribute arch="name_pl" />
2868 root 1.1 <attribute arch="nrof" />
2869     <attribute arch="value" />
2870     <attribute arch="unpaid" />
2871     </ignore>
2872     <description><![CDATA[
2873     Monsters can behave in various kinds of ways.
2874     They can be aggressive, attacking the player. Or peaceful,
2875     helping the player - maybe joining him as pet.
2876     The unagressive creatures who communicate with players are
2877     usually called "NPCs" (Non Player Character), a well-known
2878     term in role-play environments. ]]>
2879     </description>
2880     <use><![CDATA[
2881     Monsters play a central role in most maps. Choosing the right
2882     combination of monsters for your map is vital:
2883     <UL>
2884     <LI> Place only monsters of slightly varying (increasing) strength.
2885     It's no fun to play for two hours just to find out the last
2886     monster is unbeatable. Similar, it's not exciting to fight orcs
2887     after passing a room of dragons.<br>
2888     This rule applies only for linear maps (one room after the other),
2889     with treasure at the end. You can sprinkle the treasure around,
2890 root 1.3 or make non-linear maps - That is often more entertaining.
2891 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2892     Balrogs, Dragonmen and the likes should be at the end of a quest,
2893 root 1.3 not at the beginning.
2894 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2895     Fire- and cold dragons in one room for example is a bad idea.
2896     By weakening and killing each other they are easy prey for players,
2897     not worth the experience they hold.
2898     <LI> Create your own monsters, especially for "boss"-type monsters.
2899     Having stage-bosses guarding treasure is a lot of fun when done right.
2900     Avoid to create monsters with completely non-intuitive abilities:
2901     Don't give ice-spells to firedragons or vice versa. Don't add
2902     draining attack to trolls, etc. Additionally, you should inform the
2903     player before he bumps right into some very special/unusual monster.
2904     <LI> Last but not least: Always keep an eye on the experience your monsters
2905     hold. Design your maps in a way that high experience
2906     is always well-defended. Don't make large rooms full with only one kind
2907     of monster. Keep in mind the different abilities/techniques players
2908     can use.
2909     </UL>
2910     I know it's impossible to make the perfectly balanced map. There's always
2911     some part which is found too easy or too hard for a certain kind of player.
2912     Just give it your best shot. And listen to feedback from players if you
2913     receive some. :-) ]]>
2914     </use>
2915     <attribute arch="alive" value="1" type="fixed" />
2916     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2917     When the monster is killed, items from the treasurelist will
2918     drop to the ground. This is a common way to reward players
2919     for killing (masses of) monsters.
2920 root 1.3
2921 root 1.1 Note that you can always put items into the monster's
2922     inventory. Those will drop-at-kill just like the stuff
2923     from the &lt;treasurelist&gt;.
2924     </attribute>
2925     <attribute arch="level" editor="level" type="int">
2926     A monster's &lt;level&gt; is the most important attribute.
2927     &lt;level&gt; affects the power of a monster in various ways.
2928     </attribute>
2929     <attribute arch="race" editor="race" type="string">
2930 root 1.12 Every monster should have a race set to categorize it.
2931 root 1.1 The monster's &lt;race&gt; can have different effects:
2932     Slaying weapons inflict tripple damage against enemy races
2933     and holy word kills only enemy races of the god.
2934     </attribute>
2935     <attribute arch="exp" editor="experience" type="int">
2936     When a player kills this monster, he will get exactly this
2937     amount of &lt;experience&gt;. The experience will flow into
2938 root 1.12 the skill-category the player used for the kill.
2939 root 1.3
2940 root 1.1 If you create special monsters of tweaked strenght/abilities,
2941     always make sure that the &lt;experience&gt; is set to a
2942     reasonable value. Compare with existing arches to get a feeling
2943     what reasonable means. Keep in mind that spellcasting monsters
2944     are a lot harder to kill than non-spellcasters!
2945     </attribute>
2946     <attribute arch="speed" editor="speed" type="float">
2947     The &lt;speed&gt; determines how fast a monster will both move
2948     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2949     </attribute>
2950 root 1.12 &speed_left;
2951 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2952     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2953     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2954     can be set to any valid arch-name of a monster. Multipart monster
2955     should not be used.
2956     </attribute>
2957     <attribute arch="generator" editor="multiply" type="bool">
2958     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2959     every once in a while. Mice are a good example for this effect.
2960     If enabled, you must also set &lt;breed monster&gt; or check
2961     &lt;template generation&gt; and put other monsters in the inventory.
2962     </attribute>
2963     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2964     This only takes effect if &lt;multiply&gt; is enabled. The monster
2965     will create a new monster every once in a while by duplicating it's inventory.
2966     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2967     Each time the monster need to generate an object, it will be
2968     a randomly chosen item from the inventory. When generator is destroyed,
2969 root 1.3 inventory is destroyed.
2970 root 1.1 </attribute>
2971 root 1.9 &move_type;
2972 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2973     Several spells only affect undead monsters:
2974     turn undead, banish undead, holy word, etc.
2975     </attribute>
2976     <attribute arch="carrying" editor="carries weight" type="int">
2977     If a monster has something in the inventory, this
2978     value can be set to reflect the slowdown due to
2979     the carried weight.
2980     </attribute>
2981 root 1.3
2982 root 1.1 <section name="melee">
2983     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2984     This number is a bitmask, specifying the monster's attacktypes
2985     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2986     Strong monsters often have more than just physical attacktype.
2987 root 1.3
2988 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2989     as much damage as the "best" of it's attacktypes does. So, the more
2990     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2991     somehow exceptions.
2992     </attribute>
2993     <attribute arch="dam" editor="damage" type="int">
2994     Among other parameters, &lt;damage&gt; affects how much melee damage
2995     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2996     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2997     take effect on the melee damage of a monster.
2998     </attribute>
2999     <attribute arch="wc" editor="weapon class" type="int">
3000     Monsters of high &lt;weapon class&gt; are more likely to really hit
3001     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3002     to &lt;armour class&gt;.
3003     </attribute>
3004     <attribute arch="hp" editor="health points" type="int">
3005     The &lt;health points&gt; of a monster define how long it takes to
3006     kill it. With every successful hit from an opponent, &lt;health points&gt;
3007     get drained - The monster dies by zero &lt;health points&gt;.
3008     </attribute>
3009     <attribute arch="maxhp" editor="max health" type="int">
3010     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3011     monster can have.
3012     </attribute>
3013     <attribute arch="ac" editor="armour class" type="int">
3014     Monsters of low &lt;armour class&gt; are less likely to get hit from
3015     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3016     to &lt;weapon class&gt;.
3017     Values typically range between +20 (very bad) to -20 (quite good).
3018     </attribute>
3019     <attribute arch="Con" editor="healing rate" type="int">
3020 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3021     healing rate is independent of &lt;speed&gt;.
3022 root 1.1 </attribute>
3023     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3024     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3025     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3026     bounce off.
3027     </attribute>
3028     <attribute arch="hitback" editor="hitback" type="bool">
3029     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3030     to the amount of damage the *attacker* inflicted. This damage
3031     is additional to the regular melee damage of the monster.
3032     As far as I know, hitback uses acid attacktype, and it only takes
3033     effect if the monster actually has acid attacktype at it's disposal.
3034     Acid spheres for example use this feature.
3035     </attribute>
3036     <attribute arch="one_hit" editor="one hit only" type="bool">
3037     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3038     to a player.
3039     </attribute>
3040     </section>
3041 root 1.3
3042 root 1.1 <section name="spellcraft">
3043     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3044     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3045     Only wands/rods/etc can be used, given the appropriate abilities.
3046     </attribute>
3047     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3048     A monster with this flag has the ability to &lt;reflect spells&gt;,
3049     all kinds of spell-bullets and -beams will bounce off.
3050 root 1.3
3051 root 1.1 Generally this flag should not be set because it puts
3052     wizard-type players at an unfair disadvantage.
3053     </attribute>
3054     <attribute arch="sp" editor="spellpoints" type="int">
3055     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3056     them for both wizard- and prayer-spells. However, this value defines
3057     only the amount of *initial* spellpoints the monster starts with.
3058     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3059     and &lt;spellpoint regen.&gt; are more important than just initial
3060     &lt;spellpoints&gt;.
3061     </attribute>
3062     <attribute arch="maxsp" editor="max spellpoints" type="int">
3063     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3064     can hold. Setting this to high values has little effect unless
3065     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3066     "regenerate mana" at it's disposal.
3067     </attribute>
3068     <attribute arch="Pow" editor="spellpoint regen." type="int">
3069 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3070     spellpoint regeneration rate is independent of &lt;speed&gt;.
3071 root 1.3
3072 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3073     regeneration is most important. If your monster is still not casting
3074     fast enough, give it the spell-ability of "regenerate mana".
3075     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3076     </attribute>
3077     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3078     Click on the &lt;attuned paths&gt; button to select spellpaths.
3079     The creature will get attuned to the specified spellpaths.
3080     </attribute>
3081     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3082     Click on the &lt;repelled paths&gt; button to select spellpaths.
3083     The creature will get repelled to the specified spellpaths.
3084     </attribute>
3085     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3086     Click on the &lt;denied paths&gt; button to select spellpaths.
3087     The creature won't be able to cast spells of the specified paths.
3088     </attribute>
3089     </section>
3090 root 1.3
3091 root 1.1 <section name="ability">
3092     <attribute arch="Int" editor="detect hidden" type="int">
3093     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3094     hidden/invisible creatures. Higher values make for better
3095     detection-skills. Enabling &lt;see invisible&gt; makes this value
3096     obsolete.
3097     </attribute>
3098     <attribute arch="see_invisible" editor="see invisible" type="bool">
3099     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3100     with by invisible or hiding players. This flag is a must-have
3101     for high-level monsters. When a monster is unable to detect
3102     invisible players, it can be killed without fighting back.
3103     </attribute>
3104     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3105     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3106     by spells of darkness or dark maps. This flag is a "should-have"
3107     for high-level monsters. When a monster is unable to see in
3108     darkness, players can cast darkness and sneak around it safely.
3109     </attribute>
3110     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3111     Monster is able to wield weapon type objects.
3112     </attribute>
3113     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3114     Monster is able to use missile-weapon type objects.
3115     </attribute>
3116     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3117     Monster is able to wear protective equipment like brestplate
3118     armour, shields, helmets etc.
3119     </attribute>
3120     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3121     Monster is able to wear rings.
3122     </attribute>
3123     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3124     Monster is able to use wands and staves.
3125     </attribute>
3126     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3127     Monster is able to use rods.
3128     </attribute>
3129     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3130     Monster is able to read scrolls.
3131     </attribute>
3132     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3133     Monster is able to use skills from it's inventory.
3134     For example, you can put a throwing skill object and some
3135 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3136 root 1.1 </attribute>
3137     </section>
3138 root 1.3
3139 root 1.1 <section name="behave">
3140     <attribute arch="monster" editor="monster behaviour" type="bool">
3141     When &lt;monster behaviour&gt; is enabled, this object will behave
3142     like a monster: It can move and attack enemies (which are
3143     typically players).
3144     This flag should be set for all monsters as-such.
3145     Monsters which don't move, like guards, should also have
3146     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3147 root 1.3 It should *not* be set for things like immobile generators.
3148 root 1.1 </attribute>
3149     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3150     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3151     </attribute>
3152     <attribute arch="friendly" editor="friendly" type="bool">
3153     &lt;friendly&gt; monsters help the player, attacking any
3154     non-friendly monsters in range.
3155     </attribute>
3156     <attribute arch="stand_still" editor="stand still" type="bool">
3157     Monsters which &lt;stand still&gt; won't move to leave their position.
3158     When agressive, they will attack all enemies who get close to
3159     them. This behaviour is commonly known from castle guards.
3160 root 1.3
3161 root 1.1 In older versions of Crossfire it was possible to eventually
3162     push a &lt;stand still&gt;-monster out of position by force.
3163     I believe this is no longer possible. Neverthless, you should
3164     still be cautious when lining up &lt;stand still&gt;-monster in order
3165     to "defend" something: Such monsters are rather easy to kill.
3166     It's good for low level maps, but not much more.
3167     </attribute>
3168     <attribute arch="sleep" editor="asleep" type="bool">
3169     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3170     &lt;sensing range&gt; of the monster. Usually the sensing range is
3171     larger than the players line of sight. Due to that, in most cases
3172     the player won't ever notice weither a monster was asleep or not.
3173     </attribute>
3174     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3175     This entry defines which kinds of environment actions the
3176     creature is able to perform.
3177     </attribute>
3178     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3179     Click on the &lt;pick up&gt; button and select which types of objects
3180     the creature should try to pick up.
3181 root 1.3
3182 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3183     etc are set, then the creature will pick up the matching items even
3184     if this is not set here.
3185     </attribute>
3186     <attribute arch="Wis" editor="sensing range" type="int">
3187     &lt;sensing range&gt; determines how close a player needs to be before
3188     the creature wakes up. This is done as a square, for reasons of speed.
3189     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3190     11x11 square of the monster will wake the monster up. If the player
3191     has stealth, the size of this square is reduced in half plus 1.
3192     </attribute>
3193 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3194     If this is set to default, the standard mode of movement will be used.
3195     </attribute>
3196     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3197     This movement is not in effect when the monster has an enemy and should
3198     only be used for non agressive monsters.
3199 root 1.1 </attribute>
3200     <attribute arch="run_away" editor="run at % health" type="int">
3201     This is a percentage value in the range 0-100.
3202     When the monster's health points drop below this percentage
3203     (relative to max health), it attempts to run away from the
3204     attacker.
3205     </attribute>
3206     </section>
3207 root 1.3
3208 root 1.1 <section name="resistance">
3209     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3210     </attribute>
3211     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3212     </attribute>
3213     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3214     </attribute>
3215     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3216     </attribute>
3217     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3218     </attribute>
3219     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3220     </attribute>
3221     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3222     </attribute>
3223     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3224     </attribute>
3225     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3226     </attribute>
3227     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3228     </attribute>
3229     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3230     </attribute>
3231     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3232     </attribute>
3233     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3234     </attribute>
3235     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3236     </attribute>
3237     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3238     </attribute>
3239     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3240     </attribute>
3241     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3242     </attribute>
3243     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3244     </attribute>
3245     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3246     </attribute>
3247     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3248     </attribute>
3249     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3250     </attribute>
3251     </section>
3252     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3253     </attribute>
3254     </type>
3255    
3256     <!--####################################################################-->
3257 root 1.3 <type number="28" name="Monster (Grimreaper)">
3258     <import_type name="Monster &amp; NPC" />
3259     <ignore>
3260     <attribute arch="material" />
3261     <attribute arch="name_pl" />
3262     <attribute arch="nrof" />
3263     <attribute arch="value" />
3264     <attribute arch="unpaid" />
3265     </ignore>
3266     <description><![CDATA[
3267     A grimreaper is a monster that vanishes after it did some number of
3268     draining attacks. ]]> <!-- XXX: is this ok? -->
3269     </description>
3270     <section name="grimreaper">
3271     <attribute arch="value" editor="attacks" type="int">
3272     The object vanishes after this number of draining attacks.
3273     </attribute>
3274     </section>
3275     </type>
3276    
3277     <!--####################################################################-->
3278 root 1.1 <type number="65" name="Mood Floor">
3279     <ignore>
3280     <ignore_list name="system_object" />
3281     </ignore>
3282     <description><![CDATA[
3283     As the name implies, mood floors can change the "mood" of
3284     a monsters/NPC. For example, an unagressive monster could be
3285     turned mad to start attacking. Similar, an agressive monster
3286     could be calmed. ]]>
3287     </description>
3288     <use><![CDATA[
3289     Mood floors are absolutely cool for NPC interaction. To make an
3290     unaggressive monster/NPC attack, put a creator with "other_arch
3291     furious_floor" under it. Connect the creator to a magic_ear, so the
3292     player speaks a keyword like "stupid sucker" - and the monster attacks.
3293     <br><br>
3294     To turn an NPC into a pet, put a charm_floor under it and connect
3295     it directly to a magic_ear. Then the player speaks a keyword like
3296     "help me" - and the NPC joins him as pet.
3297     <br><br>
3298     (Of course you must always give clear hints about keywords!
3299     And there is no reason why you couldn't use a button/lever/pedestal
3300     etc. instead of a magic_ear.) ]]>
3301     </use>
3302     <attribute arch="no_pick" value="1" type="fixed" />
3303     <attribute arch="last_sp" editor="mood" type="list_mood">
3304     &lt;mood&gt; is used to determine what will happen to the
3305     monster when affected by the mood floor:
3306 root 1.3
3307 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3308 root 1.3
3309 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3310 root 1.3
3311 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3312 root 1.3
3313 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3314 root 1.3
3315 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3316     who triggers the square. This setting is not
3317     enabled for continous operation, you need to
3318     insert a &lt;connection&gt; value!
3319     </attribute>
3320     <attribute arch="connected" editor="connection" type="int">
3321     This should only be set in combination with &lt;mood number&gt; 4.
3322     Normally, monsters are affected by the mood floor as soon as they
3323     step on it. But charming (monster -&gt; pet) is too powerful,
3324 root 1.3 so it needs to be activated.
3325    
3326 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3327     But a powerful pet could as well be the reward for solving a
3328     quest. Or even better: It could be *part* of a quest!
3329     </attribute>
3330     <attribute arch="no_magic" editor="no spells" type="bool">
3331     If enabled, it is impossible for players to use (wizard-)
3332     spells on that spot.
3333     </attribute>
3334     <attribute arch="damned" editor="no prayers" type="bool">
3335     If enabled, it is impossible for players to use prayers
3336     on that spot. It also prevents players from saving.
3337     </attribute>
3338     </type>
3339    
3340     <!--####################################################################-->
3341     <type number="40" name="Mover">
3342     <ignore>
3343     <ignore_list name="non_pickable" />
3344     </ignore>
3345     <description><![CDATA[
3346     Movers move the objects above them. However, only living objects
3347     are affected (monsters/NPCs always, players optional). Movers have
3348     a direction, so players can be made to move in a pattern, and so
3349     can monsters. Motion is involuntary. Additionally, players or
3350     monsters can be "frozen" while ontop of movers so that they MUST
3351     move along a chain of them.
3352     <br><br>
3353     Multisquare monsters can be moved as well, given
3354     enough space. Movers are usually invisible. ]]>
3355     </description>
3356     <use><![CDATA[
3357     NEVER EVER consider a mover being unpassable in the backwards
3358     direction. Setting "forced movement" makes it seemingly impossible
3359     but there is still a trick: One player can push a second player
3360     past the mover, in opposite to the mover's direction! The more
3361     movers, the more players needed. Hence, don't make a treasure
3362     room that is surrounded by movers instead of solid walls/gates.
3363     <br><br>
3364     Btw, it does not make a difference putting movers above or
3365     below the floor. Moreover, movers that are set to be invisible
3366     cannot be discovered with the show_invisible spell.
3367     <br><br>
3368     Note that Movers and Directors are seperate objects, even though
3369     they look and act similar. Directors only do spells/missiles,
3370     while movers only do living creatures (depending on how it
3371     is set: monsters and players). ]]>
3372     </use>
3373     <attribute arch="attacktype" editor="forced movement" type="bool">
3374     If forced movement is enabled, the mover "freezes" anyone it
3375     moves (so they are forced to move along a chain).
3376     For players there is no way to escape this forced movement,
3377     except being pushed by a second player.
3378     </attribute>
3379     <attribute arch="maxsp" editor="freeze duration" type="int">
3380     The player will be "frozen" for that many moves.
3381     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3382     enabled, then &lt;freeze duration&gt; gets assigned the
3383     "default value" 2 automatically.
3384     </attribute>
3385     <attribute arch="speed" editor="movement speed" type="float">
3386     The movement speed value determines how fast a chain of
3387     these movers will push a player along (default is -0.2).
3388     </attribute>
3389 root 1.12 &speed_left;
3390 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3391     The mover will push creatures in the specified &lt;direction&gt;.
3392     A mover with direction set to &lt;none&gt; will spin clockwise,
3393     thus pushing creatures in unpredictable directions.
3394     </attribute>
3395     <attribute arch="lifesave" editor="gets used up" type="bool">
3396     If enabled, the mover gets "used up" after a certain number of moves
3397 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3398 root 1.1 </attribute>
3399     <attribute arch="hp" editor="number of uses" type="int">
3400     This value has only a meaning if &lt;gets used up&gt; is set:
3401     &lt;number of uses&gt; is the number of times minus one, that it
3402     will move a creature before disappearing. (It will move
3403 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3404 root 1.1 </attribute>
3405     <section name="targets">
3406     <attribute arch="level" editor="move players" type="bool">
3407     If &lt;move players&gt; is enabled, both players and monsters will be
3408     moved. In the arches' default it is disabled - thus ONLY monsters
3409     get moved. Remember that "monsters" includes NPCs!
3410 root 1.3
3411 root 1.1 This feature provides you with the possibility to make NPCs
3412     literally "come to life". Example: The player is talking with an
3413     NPC, speaking a certain keyword. This triggers a magic_ear and
3414     activates creators, creating (per default: monster-only) movers
3415     under the NPC's feet. The NPC starts "walking" on a predefined
3416     route! Note that it's useful to set this NPC immune to everything,
3417     preventing the player to push the NPC off his trace.
3418     </attribute>
3419 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3420     Which movement types activate the mover.
3421 root 1.1 </attribute>
3422     </section>
3423     </type>
3424    
3425     <!--####################################################################-->
3426     <type number="17" name="Pedestal">
3427     <ignore>
3428     <ignore_list name="non_pickable" />
3429     </ignore>
3430     <description><![CDATA[
3431     Pedestals are designed to detect certain types of living objects.
3432     When a predefined type of living creature steps on the pedestal, the
3433     connected value is triggered. ]]>
3434     </description>
3435     <use><![CDATA[
3436     If you want to create a place where only players of a certain race
3437     can enter, put a teleporter over your pedestal. So the teleporter is
3438     only activated for players of the matching race. Do not use gates,
3439     because many other players could sneak in. If you put powerful
3440     artifacts into such places, generally set "startequip 1", so that
3441     they are preserved for that one race and can't be traded to others. ]]>
3442     </use>
3443     <attribute arch="no_pick" value="1" type="fixed" />
3444     <attribute arch="slaying" editor="match race" type="string">
3445     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3446     matches the monster's or the player's race, we have a match.
3447     Yes, pedestals can detect a player's race! E.g. you could create a
3448 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3449    
3450 root 1.1 If it is set to "player", any player stepping on the pedestal
3451     is a match. Very useful if you want to open a gate for players
3452     but not for monsters.
3453     </attribute>
3454     <attribute arch="connected" editor="connection" type="int">
3455     When the pedestal is triggered, all objects with the same
3456     connection value get activated.
3457     </attribute>
3458 root 1.9 &move_on;
3459 root 1.1 </type>
3460    
3461     <!--####################################################################-->
3462     <type number="94" name="Pit">
3463     <ignore>
3464     <ignore_list name="non_pickable" />
3465     </ignore>
3466     <description><![CDATA[
3467     Pits are holes, transporting the player when he walks (and falls) into them.
3468     A speciality about pits is that they don't transport the player to
3469     the exact destination, but within a two-square radius of the destination
3470     (never on blocked squares).<br>
3471     Optionally, pits can get closed and opened, similar to gates.<br><br>
3472     Monsters and items are affected by pits just as well as players.
3473     Even multipart monsters can fall through them, given enough space. ]]>
3474     </description>
3475     <use><![CDATA[
3476     Pits can add interesting effects to your map. When using them, make
3477     sure to use them in a "logical way": Pits should always drop the
3478     player to some kind of lower level. They should not be used to
3479     randomly interconnect maps like teleporters do. ]]>
3480     </use>
3481     <attribute arch="no_pick" value="1" type="fixed" />
3482     <attribute arch="connected" editor="connection" type="int">
3483     When a &lt;connection&gt; value is set, the pit can be opened/closed
3484     by activating the connection.
3485     </attribute>
3486     <attribute arch="hp" editor="destination X" type="int">
3487     The pit will transport creatures (and items) randomly into a two-square
3488     radius of the destination coordinates.
3489     If the destination square becomes blocked, the pit will act like
3490     being filled up and not work anymore!
3491     </attribute>
3492     <attribute arch="sp" editor="destination Y" type="int">
3493     The pit will transport creatures (and items) randomly into a two-square
3494     radius of the destination coordinates.
3495     If the destination square becomes blocked, the pit will act like
3496     being filled up and not work anymore!
3497     </attribute>
3498     <attribute arch="wc" editor="position state" type="int">
3499     The &lt;position state&gt; defines the position of the gate:
3500     Zero means completely open/down, the "number of animation-steps" (usually
3501     about 6 or 7) means completely closed/up state. I suggest you don't
3502     mess with this value - Leave the default in place.
3503     </attribute>
3504 root 1.9 &move_on;
3505 root 1.1 </type>
3506    
3507     <!--####################################################################-->
3508     <type number="7" name="Poison Food">
3509     <description><![CDATA[
3510     When eating, the player's stomache is drained by 1/4 of food.
3511     If his food drops to zero, the player might even die. ]]>
3512     </description>
3513     </type>
3514    
3515     <!--####################################################################-->
3516     <type number="5" name="Potion">
3517     <description><![CDATA[
3518     The player can drink these and gain various kinds of benefits
3519     (/penalties) by doing so. ]]>
3520     </description>
3521     <use><![CDATA[
3522     One potion should never give multiple benefits at once. ]]>
3523     </use>
3524     <attribute arch="level" editor="potion level" type="int">
3525     If the potion contains a spell, the spell is cast at this level.
3526     For other potions it should be set at least to 1.
3527     </attribute>
3528     <attribute arch="sp" editor="spell" type="spell">
3529     When a player drinks this potion, the selected spell
3530     will be casted (once). This should work for any given spell.
3531     E.g. heal is "sp 35", magic power is "sp 67".
3532     </attribute>
3533     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3534     There are two types of special effects for potions:
3535     'life restoration' - restore the player's stats lost by death or draining
3536     (this has nothing in common with the restoration spell!)
3537 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3538 root 1.1 by a very small amount.
3539     </attribute>
3540     <attribute arch="cursed" editor="cursed" type="bool">
3541     If a potion is cursed, benefits generally turn into penalties.
3542     Note that potions can be "uncursed" by praying over an altar,
3543     with relative ease. *But* the potion must be identified to notice
3544     that it is cursed &gt;:)
3545     </attribute>
3546     <attribute arch="startequip" editor="godgiven item" type="bool">
3547     A godgiven item vanishes as soon as the player
3548     drops it to the ground.
3549     </attribute>
3550     <section name="stats">
3551     <attribute arch="Str" editor="strength" type="int">
3552     The player's strentgh will rise/fall by the given value for permanent
3553     (of course there is an upper limit). Generally there shouldn't be stat
3554     potions granting more than one stat. Cursed potions will subtract the
3555     stats if positive.
3556     </attribute>
3557     <attribute arch="Dex" editor="dexterity" type="int">
3558     The player's dexterity will rise/fall by the given value for permanent
3559     (of course there is an upper limit). Generally there shouldn't be stat
3560     potions granting more than one stat. Cursed potions will subtract the
3561     stats if positive.
3562     </attribute>
3563     <attribute arch="Con" editor="constitution" type="int">
3564     The player's constitution will rise/fall by the given value for permanent
3565     (of course there is an upper limit). Generally there shouldn't be stat
3566     potions granting more than one stat. Cursed potions will subtract the
3567     stats if positive.
3568     </attribute>
3569     <attribute arch="Int" editor="intelligence" type="int">
3570     The player's intelligence will rise/fall by the given value for permanent
3571     (of course there is an upper limit). Generally there shouldn't be stat
3572     potions granting more than one stat. Cursed potions will subtract the
3573     stats if positive.
3574     </attribute>
3575     <attribute arch="Pow" editor="power" type="int">
3576     The player's power will rise/fall by the given value for permanent
3577     (of course there is an upper limit). Generally there shouldn't be stat
3578     potions granting more than one stat. Cursed potions will subtract the
3579     stats if positive.
3580     </attribute>
3581     <attribute arch="Wis" editor="wisdom" type="int">
3582     The player's wisdom will rise/fall by the given value for permanent
3583     (of course there is an upper limit). Generally there shouldn't be stat
3584     potions granting more than one stat. Cursed potions will subtract the
3585     stats if positive.
3586     </attribute>
3587     <attribute arch="Cha" editor="charisma" type="int">
3588     The player's charisma will rise/fall by the given value for permanent
3589     (of course there is an upper limit). Generally there shouldn't be stat
3590     potions granting more than one stat. Cursed potions will subtract the
3591     stats if positive.
3592     </attribute>
3593     </section>
3594     <section name="resistance">
3595     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3596     The player's resistance to physical will rise by this value in percent
3597     (range -100 till +100). The effect is only temporare, and it does NOT
3598     add on the values from the player's equipment.
3599     Cursed potions will make negative resistance.. very nasty in combat!
3600     </attribute>
3601     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3602     The player's resistance to magic will rise by this value in percent
3603     (range -100 till +100). The effect is only temporare, and it does NOT
3604     add on the values from the player's equipment.
3605     Cursed potions will make negative resistance.. very nasty in combat!
3606     </attribute>
3607     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3608     The player's resistance to fire will rise by this value in percent
3609     (range -100 till +100). The effect is only temporare, and it does NOT
3610     add on the values from the player's equipment.
3611     Cursed potions will make negative resistance.. very nasty in combat!
3612     </attribute>
3613     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3614     The player's resistance to electricity will rise by this value in percent
3615     (range -100 till +100). The effect is only temporare, and it does NOT
3616     add on the values from the player's equipment.
3617     Cursed potions will make negative resistance.. very nasty in combat!
3618     </attribute>
3619     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3620     The player's resistance to cold will rise by this value in percent
3621     (range -100 till +100). The effect is only temporare, and it does NOT
3622     add on the values from the player's equipment.
3623     Cursed potions will make negative resistance.. very nasty in combat!
3624     </attribute>
3625     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3626     The player's resistance to acid will rise by this value in percent
3627     (range -100 till +100). The effect is only temporare, and it does NOT
3628     add on the values from the player's equipment.
3629     Cursed potions will make negative resistance.. very nasty in combat!
3630     </attribute>
3631     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3632     The player's resistance to confusion will rise by this value in percent
3633     (range -100 till +100). The effect is only temporare, and it does NOT
3634     add on the values from the player's equipment.
3635     Cursed potions will make negative resistance.. very nasty in combat!
3636     </attribute>
3637     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3638     The player's resistance to weaponmagic will rise by this value in percent
3639     (range -100 till +100). The effect is only temporare, and it does NOT
3640     add on the values from the player's equipment.
3641     Cursed potions will make negative resistance.. very nasty in combat!
3642     </attribute>
3643     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3644     The player's resistance to paralyze will rise by this value in percent
3645     (range -100 till +100). The effect is only temporare, and it does NOT
3646     add on the values from the player's equipment.
3647     Cursed potions will make negative resistance.. very nasty in combat!
3648     </attribute>
3649     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3650     The player's resistance to draining will rise by this value in percent
3651     (range -100 till +100). The effect is only temporare, and it does NOT
3652     add on the values from the player's equipment.
3653     Cursed potions will make negative resistance.. very nasty in combat!
3654     </attribute>
3655     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3656     The player's resistance to depletion will rise by this value in percent
3657     (range -100 till +100). The effect is only temporare, and it does NOT
3658     add on the values from the player's equipment.
3659     Cursed potions will make negative resistance.. very nasty in combat!
3660     </attribute>
3661     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3662     The player's resistance to poison will rise by this value in percent
3663     (range -100 till +100). The effect is only temporare, and it does NOT
3664     add on the values from the player's equipment.
3665     Cursed potions will make negative resistance.. very nasty in combat!
3666     </attribute>
3667     </section>
3668     </type>
3669    
3670     <!--####################################################################-->
3671     <type number="156" name="Power Crystal">
3672     <description><![CDATA[
3673     Power crystals can store a player's mana:
3674     When the player applies the crystal with full mana, half of
3675     it flows into the crystal. When the player applies it with
3676     lacking mana, the crystal replenishes the player's mana. ]]>
3677     </description>
3678     <attribute arch="sp" editor="initial mana" type="int">
3679     &lt;initial mana&gt; is the amount of spellpoints that the
3680     crystal holds when the map is loaded.
3681     </attribute>
3682     <attribute arch="maxsp" editor="mana capacity" type="int">
3683     The &lt;mana capacity&gt; defines how much mana can be stored
3684     in the crystal. This is what makes the crystal interesting.
3685     Wizard-players will always seek for crystals with large
3686     capacities.
3687     </attribute>
3688     </type>
3689    
3690     <!--####################################################################-->
3691     <type number="13" name="Projectile">
3692     <description><![CDATA[
3693     Projectiles like arrows/crossbow bolts are used as ammunition
3694     for shooting weapons.
3695     <br><br>
3696     It's very easy to add new pairs of weapons &amp; projectiles.
3697     Just set matching &lt;ammunition class&gt; both for shooting
3698     weapon and projectile. ]]>
3699     </description>
3700     <use><![CDATA[
3701     If you want to create new kinds of projectiles, you could
3702     add an alchemical receipe to create these.
3703 root 1.3
3704 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3705     they really fullfill a useful purpose. In fact, even bows
3706     and crossbows are rarely ever used. ]]>
3707     </use>
3708     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3709     This number is a bitmask, specifying the projectile's attacktypes.
3710     Attacktypes are: physical, magical, fire, cold.. etc.
3711     This works identical to melee weapons. Note that shooting
3712     weapons cannot have attacktypes.
3713     </attribute>
3714     <attribute arch="race" editor="ammunition class" type="string">
3715     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3716     these projectiles. For arrows set "arrows", for crossbow bolts
3717     set "crossbow bolts" (big surprise).
3718 root 1.3
3719 root 1.1 In certain cases, the ammunition class is displayed in the game.
3720     Hence, when you create a new ammunition class, choose an
3721     intuitive name like "missiles", "spirit bolts" - whatever.
3722 root 1.3
3723 root 1.1 You can also make special containers holding these projectiles
3724     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3725     </attribute>
3726     <attribute arch="slaying" editor="slaying race" type="string">
3727     Slaying means the weapon does tripple (3x) damage to monsters
3728     of the specified race. If &lt;slaying race&gt; matches an arch name,
3729     only monsters of that archtype receive tripple damage.
3730     Tripple damage is very effective.
3731     </attribute>
3732     <attribute arch="dam" editor="damage" type="int">
3733     The projectile &lt;damage&gt; significantly affects the damage
3734     done. Damage can be further increased by the shooting
3735     weapon's attributes.
3736     </attribute>
3737     <attribute arch="wc" editor="weaponclass" type="int">
3738     This value is supposed to be the base &lt;weaponclass&gt;,
3739     but it seems to have rather little effect.
3740     High values are good here, low values bad.
3741     </attribute>
3742     <attribute arch="food" editor="chance to break" type="int">
3743     The &lt;chance to break&gt; defines the breaking probability when this
3744     projectile hits an obstacle, e.g. wall or monster.
3745     The value is the %-chance to break, ranging from 0 (never breaking)
3746     to 100 (breaking at first shot).
3747     </attribute>
3748     <attribute arch="magic" editor="magic bonus" type="int">
3749     Magic bonus increases chance to hit and damage a little bit.
3750     </attribute>
3751     <attribute arch="unique" editor="unique item" type="bool">
3752     Unique items exist only one time on a server. If the item
3753     is taken, lost or destroyed - it's gone for good.
3754     </attribute>
3755     <attribute arch="startequip" editor="godgiven item" type="bool">
3756     A godgiven item vanishes as soon as the player
3757     drops it to the ground.
3758     </attribute>
3759     <attribute arch="no_drop" editor="don't drop" type="bool">
3760     When a monster carries a projectile with &lt;don't drop&gt;,
3761     this item will never drop to the ground but
3762     vanish instead. If this object is shot, it can still drop
3763     after hitting an obstacle. You can prevent this by
3764     setting &lt;chance to break&gt; 100.
3765     </attribute>
3766     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3767     This text may describe the projectile. This
3768     could be nice for very special ones.
3769     </attribute>
3770     </type>
3771    
3772     <!--####################################################################-->
3773     <type number="70" name="Ring">
3774     <import_type name="Amulet" />
3775     <description><![CDATA[
3776     Rings are worn on the hands - one ring each.
3777     Wearing rings, the object's stats will directly be inherited to
3778     the player. Usually enhancing his spellcasting potential. ]]>
3779     </description>
3780     <use><![CDATA[
3781     When you create an artifact ring, never forget that players can
3782     wear <B>two</B> rings! Due to that it is extremely important to
3783     keep rings in balance with the game.
3784     <br><br>
3785     Also keep in mind that rings are generally the wizard's tools.
3786     They should primarily grant bonuses to spellcasting abilities
3787     and non-physical resistances. ]]>
3788     </use>
3789     </type>
3790    
3791     <!--####################################################################-->
3792     <type number="3" name="Rod">
3793     <ignore>
3794     <attribute arch="title" />
3795     </ignore>
3796     <description><![CDATA[
3797     A rod contains a spell. The player can use this spell by applying and
3798     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3799     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3800     used endlessly. ]]>
3801     </description>
3802     <use><![CDATA[
3803     Rods with healing/curing spells are extremely powerful. Usually, potions have
3804     to be used for that purpose. Though, potions are expensive and only good for
3805     one-time-use.<br> ]]>
3806     </use>
3807     <attribute arch="sp" editor="spell" type="spell">
3808     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3809     rods to players, since they can be used endlessly without any mana cost!
3810     Rods with heal/ restoration/ protection spells, IF available, MUST be
3811     very very VERY hard to get!
3812     </attribute>
3813     <attribute arch="level" editor="casting level" type="int">
3814     The casting level of the &lt;spell&gt; determines it's power.
3815     For attack spells, level should be set to something reasonable.
3816     </attribute>
3817     <attribute arch="hp" editor="initial spellpoints" type="int">
3818     This value represents the initial amount of spellpoints in the rod.
3819     Naturally, this is quite unimportant.
3820     </attribute>
3821     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3822     When the rod is fully charged up, it will hold this maximum amount of
3823     spellpoints. Make sure it is enough to cast the contained spell at least
3824     once. But don't set the value too high, as that might make the rod
3825     too effective.
3826     </attribute>
3827     <attribute arch="startequip" editor="godgiven item" type="bool">
3828     A godgiven item vanishes as soon as the player
3829     drops it to the ground.
3830     </attribute>
3831     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3832     This text may contain a description of the rod.
3833     </attribute>
3834     </type>
3835    
3836     <!--####################################################################-->
3837     <type number="154" name="Rune">
3838     <ignore>
3839     <attribute arch="no_pick" />
3840     <attribute arch="title" />
3841     <attribute arch="name_pl" />
3842     <attribute arch="weight" />
3843     <attribute arch="value" />
3844     <attribute arch="material" />
3845     <attribute arch="unpaid" />
3846     </ignore>
3847     <description><![CDATA[
3848 root 1.3 A rune is a magical enscription on the dungeon floor.
3849 root 1.1 <br><br>
3850     Runes hit any monster or person who steps on them for 'dam' damage in
3851     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3852     and will cast this spell when it detonates. Yet another kind is the
3853     "summoning rune", summoning predefined monsters of any kind, at detonation.
3854     <br><br>
3855     Many runes are already defined in the archetypes. ]]>
3856     </description>
3857     <use><![CDATA[
3858     Avoid monsters stepping on your runes. For example, summoning runes
3859     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3860     </use>
3861     <attribute arch="no_pick" value="1" type="fixed" />
3862 root 1.9 &move_on;
3863 root 1.1 <attribute arch="level" editor="rune level" type="int">
3864     This value sets the level the rune will cast the spell it contains at,
3865     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3866 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3867    
3868 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3869     how much experience the player gets for doing so. Beware: High level
3870     runes can be quite a cheap source of experience! So either make them
3871     tough, or keep the level low.
3872     </attribute>
3873     <attribute arch="Cha" editor="visibility" type="int">
3874     This value determines what fraction of the time the rune is visible:
3875     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3876     how easily the rune may be found.
3877     </attribute>
3878     <attribute arch="hp" editor="number of charges" type="int">
3879     The rune will detonate &lt;number of charges&gt; times before disappearing.
3880     </attribute>
3881     <attribute arch="dam" editor="direct damage" type="int">
3882     &lt;direct damage&gt; specifies how much damage is done by the rune,
3883     if it doesn't contain a spell. This should be set in reasonable
3884 root 1.3 relation to the rune's level.
3885 root 1.1 </attribute>
3886     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3887     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3888     attribute defines what attacktype to use for direct damage when
3889     the rune detonates.
3890     </attribute>
3891     <section name="spellcraft">
3892     <attribute arch="sp" editor="spell" type="spell">
3893     The selected &lt;spell&gt; defines the spell in the rune, if any.
3894     (Many runes do direct damage).
3895     </attribute>
3896     <attribute arch="slaying" editor="spell name" type="string">
3897     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3898     but if present, overrides the &lt;spell&gt; setting.
3899     </attribute>
3900     <attribute arch="other_arch" editor="spell arch" type="string">
3901     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3902     is optional, but if present, overrides the &lt;spell&gt; setting.
3903     You can choose any of the existing arches.
3904     </attribute>
3905     <attribute arch="maxsp" editor="direction" type="list_direction">
3906     If set, the rune will cast it's containing spell (if any) in
3907     this &lt;direction&gt;.In most cases this appears useless because
3908     the spell directly hits the player.
3909     </attribute>
3910     <attribute arch="race" editor="summon monster" type="string">
3911     If this is set to the arch name of any monster, together with
3912     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3913     of those on detonation. (dam and attacktype will still be ignored
3914     in this case). Runes are even capable of summoning multi-square
3915     monsters, given enough space. You'd better test it though.
3916     </attribute>
3917     <attribute arch="maxhp" editor="summon amount" type="int">
3918     This should only be set to a summoning rune. It will then summon
3919     that many creatures of the kind &lt;summon monster&gt;.
3920     </attribute>
3921     </section>
3922     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3923     When the rune detonates, this text is displayed to the
3924     victim. For especially powerful runes, create an appropriate
3925     thrilling description. ;)
3926     </attribute>
3927     </type>
3928    
3929     <!--####################################################################-->
3930     <type number="106" name="Savebed">
3931     <ignore>
3932     <ignore_list name="non_pickable" />
3933     </ignore>
3934     <description><![CDATA[
3935     When the player applies a savebed, he is not only saved. Both his
3936     respawn-after-death and his word-of-recall positions are pointing
3937     to the last-applied savebed. ]]>
3938     </description>
3939     <use><![CDATA[
3940     Put savebed locations in towns, do not put them into dungeons.
3941     It is absolutely neccessary that a place with savebeds is 100% secure.
3942     That means:
3943     <UL>
3944     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3945     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3946     <LI> Insert a relyable exit! Make sure there is no possibility that
3947     players get trapped in a savebed location.
3948     <LI> If possible, mark the whole site as no-spell area (Insert this
3949     arch called "dungeon_magic" everywhere). This is not required,
3950     but it makes the place much more safe.
3951     </UL> ]]>
3952     </use>
3953     <attribute arch="no_pick" value="1" type="fixed" />
3954     <attribute arch="no_magic" value="1" type="fixed" />
3955     <attribute arch="damned" value="1" type="fixed" />
3956     </type>
3957    
3958     <!--####################################################################-->
3959 root 1.3 <type number="111" name="Scroll">
3960     <ignore>
3961     <attribute arch="title" />
3962     </ignore>
3963     <description><![CDATA[
3964     Scrolls contain spells (similar to spell-potions). Unlike potions,
3965     scrolls require a certain literacy skill to read successfully.
3966     Accordingly, for a successful reading, a small amount of
3967     experience is gained. Scrolls allow only one time usage, but
3968     usually they are sold in bulks. ]]>
3969     </description>
3970     <use><![CDATA[
3971     For low level quests, scrolls of healing/curing-spells
3972     can be a nice reward. At higher levels, scrolls become less
3973     and less useful. ]]>
3974     </use>
3975     <attribute arch="level" editor="casting level" type="int">
3976     The spell of the scroll will be casted at this level.
3977     This value should always be set, at least to 1.
3978     </attribute>
3979     <attribute arch="sp" editor="spell" type="spell">
3980     When a player/monster applies this scroll, the selected &lt;spell&gt;
3981     will be casted (once). This should work for any given spell.
3982     </attribute>
3983     <attribute arch="startequip" editor="godgiven item" type="bool">
3984     A godgiven item vanishes as soon as the player
3985     drops it to the ground.
3986     </attribute>
3987     </type>
3988    
3989     <!--####################################################################-->
3990     <type number="33" name="Shield">
3991     <import_type name="Amulet" />
3992     <description><![CDATA[
3993     Wearing a shield, the object's stats will directly be inherited to
3994     the player. Shields usually provide good defense, only surpassed
3995     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3996     </description>
3997     <use><![CDATA[
3998     Feel free to create your own special artifacts. However, it is very
3999     important that you keep your artifact in balance with existing maps. ]]>
4000     </use>
4001     <attribute arch="magic" editor="magic bonus" type="int">
4002     &lt;magic bonus&gt; works just like ac, except that it can be improved by
4003     "scrolls of Enchant Armour" or reduced by acid. It is less useful
4004     than direct armour-class bonus on the shield.
4005     </attribute>
4006     </type>
4007    
4008     <!--####################################################################-->
4009 root 1.1 <type number="14" name="Shooting Weapon">
4010     <description><![CDATA[
4011     Schooting weapons like bows/crossbows are used to shoot projectiles
4012     (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4013     wielded both at the same time. Like with any other equipment,
4014     stats/bonuses from shooting weapons are directly inherited to the player.
4015     <br><br>
4016     It's very easy to add new pairs of weapons &amp; projectiles.
4017     Just set matching &lt;ammunition class&gt; both for shooting
4018     weapon and projectile. ]]>
4019     </description>
4020     <use><![CDATA[
4021     Shooting weapons should not add bonuses in general. There's already
4022     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4023     Schooting weapons should especially not add bonuses to the player
4024     that have nothing to do with schooting. A Wisdom bonus on a bow
4025     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4026     - still crap. ]]>
4027     </use>
4028     <attribute arch="race" editor="ammunition class" type="string">
4029     Only projectiles with matching &lt;ammunition class&gt; can be fired
4030     with this weapon. For normal bows set "arrows", for normal
4031     crossbows set "crossbow bolts".
4032 root 1.3
4033 root 1.1 In certain cases, the ammunition class is displayed in the game.
4034     Hence, when you create a new ammunition class, choose an
4035     intuitive name like "missiles", "spirit bolts" - whatever.
4036     </attribute>
4037     <attribute arch="sp" editor="shooting speed" type="int">
4038     After shooting a projectile, the player is frozen for a short
4039     period of time (to prevent shooting arrows machine-gun-like).
4040     The greater &lt;shooting speed&gt;, the shorter this period of time.
4041     1 is minimum (=worst) and 100 is maximum (=best) value.
4042 root 1.3
4043 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4044     SET IT TO ZERO! (That would freeze the player for eternety).
4045     </attribute>
4046     <attribute arch="dam" editor="base damage" type="int">
4047     The &lt;base damage&gt; significantly affects the damage done
4048     by using this weapon. This damage is added to the projectile
4049     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4050     according to the player's strength is added.
4051     </attribute>
4052     <attribute arch="wc" editor="weaponclass" type="int">
4053     This value is supposed to be the base &lt;weaponclass&gt;,
4054     but it seems to have rather little effect.
4055     High values are good here, low values bad.
4056     </attribute>
4057     <attribute arch="item_power" editor="item power" type="int">
4058     The &lt;item power&gt; value measures how "powerful" an artifact is.
4059     Players will only be able to wear equipment with a certain total
4060     amount of &lt;item power&gt;, depending on their own level. This is the
4061     only way to prevent low level players to wear "undeserved" equipment
4062     (like gifts from other players or cheated items).
4063 root 1.3
4064 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4065     for every artifact you create! If zero/unset, the CF server will
4066     calculate a provisional value at runtime, but this is never
4067     going to be an accurate measurement of &lt;item power&gt;.
4068     </attribute>
4069     <attribute arch="no_strength" editor="ignore strength" type="bool">
4070     Usually the player's strentgh takes effect on the damage
4071     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4072     the player's strength is ignored.
4073     </attribute>
4074     <attribute arch="damned" editor="damnation" type="bool">
4075     A damned shooting weapon cannot be unwielded unless
4076     the curse is removed. Removing damnations is
4077     a tick harder than removing curses.
4078     </attribute>
4079     <attribute arch="cursed" editor="curse" type="bool">
4080     A cursed shooting weapon cannot be unwielded unless
4081     the curse is removed.
4082     </attribute>
4083     <attribute arch="unique" editor="unique item" type="bool">
4084     Unique items exist only one time on a server. If the item
4085     is taken, lost or destroyed - it's gone for good.
4086     </attribute>
4087     <attribute arch="startequip" editor="godgiven item" type="bool">
4088     A godgiven item vanishes as soon as the player
4089     drops it to the ground.
4090     </attribute>
4091     <section name="stats">
4092     <attribute arch="Str" editor="strength" type="int">
4093     The player's strentgh will rise/fall by the given value
4094     while wearing this shooting weapon.
4095     </attribute>
4096     <attribute arch="Dex" editor="dexterity" type="int">
4097     The player's dexterity will rise/fall by the given value
4098     while wearing this shooting weapon.
4099     </attribute>
4100     <attribute arch="Con" editor="constitution" type="int">
4101     The player's constitution will rise/fall by the given value
4102     while wearing this shooting weapon.
4103     </attribute>
4104     <attribute arch="Int" editor="intelligence" type="int">
4105     The player's intelligence will rise/fall by the given value
4106     while wearing this shooting weapon.
4107     </attribute>
4108     <attribute arch="Pow" editor="power" type="int">
4109     The player's power will rise/fall by the given value
4110     while wearing this shooting weapon.
4111     </attribute>
4112     <attribute arch="Wis" editor="wisdom" type="int">
4113     The player's wisdom will rise/fall by the given value while
4114     wearing this shooting weapon.
4115     </attribute>
4116     <attribute arch="Cha" editor="charisma" type="int">
4117     The player's charisma will rise/fall by the given value
4118     while wearing this shooting weapon.
4119     </attribute>
4120     </section>
4121     <section name="bonus">
4122     <attribute arch="luck" editor="luck bonus" type="int">
4123     With positive luck bonus, the player is more likely to
4124     succeed in all sorts of things (spellcasting, praying,...).
4125     Unless the &lt;luck bonus&gt; is very high, the effect will be
4126     barely visible in-game. Luck bonus on one piece of equipment
4127     should never exceed 3, and such bonus should not be too
4128     frequently available.
4129     </attribute>
4130     <attribute arch="magic" editor="magic bonus" type="int">
4131     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4132     I'm not sure what exactly is increased - maybe weaponclass?
4133     However, &lt;magic bonus&gt; seems to have a little bit of positive
4134     influence on your chance to hit.
4135     </attribute>
4136     </section>
4137     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4138     This text describes the weapons's "story". Every decent artifact weapon
4139     should have such a description.
4140     </attribute>
4141     </type>
4142    
4143     <!--####################################################################-->
4144     <type number="68" name="Shop Floor">
4145     <ignore>
4146     <ignore_list name="non_pickable" />
4147     </ignore>
4148     <description><![CDATA[
4149     Shop floor is used for shops. It acts like a combination of the
4150     common floor- and the treasure type: When the map is loaded,
4151     randomitems (depending on the setings) are generated on it.
4152     These items are all flagged as unpaid.
4153     When a player drops an item onto shop floor, the item becomes
4154     unpaid and the player receives payment according to the item's
4155     selling-value.
4156     Shopfloor always prevents magic (To hinder players from burning
4157     or freezing the goods). ]]>
4158     </description>
4159     <use><![CDATA[
4160     Tile your whole shop-interior space which shop floor.
4161     (That assures players receive payment for dropping items).
4162     Place shop mats to enter/leave the shop, and make sure
4163     there is no other exit than the shop mat. ]]>
4164     </use>
4165     <attribute arch="is_floor" value="1" type="fixed" />
4166     <attribute arch="no_pick" value="1" type="fixed" />
4167     <attribute arch="no_magic" value="1" type="fixed" />
4168     <attribute arch="auto_apply" editor="generate goods" type="bool">
4169     If enabled, items will appear on this square when the map is loaded.
4170     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4171     are generated. The items will be unpaid.
4172     </attribute>
4173     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4174     This entry determines what kind of treasure will appear, when
4175     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4176     for details about existing treasurelists.
4177     </attribute>
4178     <attribute arch="exp" editor="quality level" type="int">
4179     The &lt;quality level&gt; will be used for the quality of the generated
4180     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4181     doesn't need to be set, unless you want extraordinarily good/bad
4182     quality. If you want to make a shop with very high quality, meaybe
4183     charge an entrance fee, or make the shop hard-to-come-by.
4184     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4185     and appearance of artifact-items.
4186     </attribute>
4187     <attribute arch="damned" editor="no prayers" type="bool">
4188     If enabled, it is impossible for players to use prayers
4189     on that spot. It also prevents players from saving.
4190     (Remember that &lt;no magic&gt; is always set for shop floors.)
4191     </attribute>
4192     </type>
4193    
4194     <!--####################################################################-->
4195     <type number="69" name="Shop Mat">
4196     <ignore>
4197     <ignore_list name="non_pickable" />
4198     </ignore>
4199     <description><![CDATA[
4200     Shop mats are used for entering/leaving shops. You should always
4201     have exactly TWO shop mats on your shop-map: One inside the
4202     "shopping-area" and one outside. Shop mats don't use exit paths/
4203     or -destinations. When stepping onto a shopmat the player gets beamed
4204     to the nearest other mat. If the player has unpaid items in his
4205     inventory, the price gets charged from his coins automatically.
4206     If the player has insufficient coins to buy his unpaid items, he
4207     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4208     </description>
4209     <use><![CDATA[
4210     As stated above, always place TWO shop mats into your shop.
4211     Not more and not less than that. ]]>
4212     </use>
4213     <attribute arch="no_pick" value="1" type="fixed" />
4214 root 1.9 &move_on;
4215 root 1.1 </type>
4216    
4217     <!--####################################################################-->
4218     <type number="98" name="Sign &amp; MagicMouth">
4219     <ignore>
4220     <ignore_list name="non_pickable" />
4221     </ignore>
4222     <description><![CDATA[
4223     The purpose of a sign or magic_mouth is to display a certain message to
4224     the player. There are three ways to have the player get this message:
4225     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4226     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4227     </description>
4228     <use><![CDATA[
4229     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4230     some true roleplay feeling to your maps, support your storyline or give
4231     hints about hidden secrets/dangers. Place signs to provide the player
4232     with all kinds of useful information for getting along in your maps. ]]>
4233     </use>
4234     <attribute arch="connected" editor="connection" type="int">
4235     When a connection value is set, the message will be printed whenever
4236     the connection is triggered. This should be used in combination with
4237     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4238     If activating your magic_mouth this way, the message will not only be
4239     printed to one player, but all players on the current map.
4240     </attribute>
4241 root 1.9 &move_on;
4242 root 1.1 <attribute arch="food" editor="counter" type="int">
4243     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4244     (printing the message) only that many times. For signs this really shouldn't
4245     be used, while for magic_mouths it is extremely helpful.
4246     Monsters walking over the magic_mouth do not decrease the counter.
4247 root 1.3
4248 root 1.1 Often, you might want to have a message displayed only one time. For example:
4249     The player enters your map and you put a magic_mouth to tell him about the
4250     monsters and how dangerous they look and all. Later, when all the monsters
4251     are killed and the player leaves the map, displaying the same message a
4252     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4253     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4254     </attribute>
4255     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4256     This text will be displayed to the player.
4257     </attribute>
4258     </type>
4259    
4260     <!--####################################################################-->
4261     <type number="43" name="Skill">
4262     <ignore>
4263     <ignore_list name="system_object" />
4264     </ignore>
4265     <description><![CDATA[
4266     Skills are objects which exist in the player/monster inventory.
4267     Both NPC/monsters and players use the same skill archetypes. Not all skills
4268     are enabled for monster use however. ]]>
4269     </description>
4270     <use><![CDATA[
4271     For mapmaking, Skill objects serve two purposes:
4272     <p>First, the predefined skill archtypes (in the 'skills' directory)
4273     can be seen as the global skill definitions. A skill which doesn't
4274     exists as an archtype cannot be learned or used by players. When you
4275     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4276     of defined skill archtypes, because those strings are used as a reference in
4277     many skill-related objects.
4278     </p><p>
4279     Secondly, in order to enable monsters to use skills, you will need to
4280     copy default skill archtypes into the monsters' inventories.
4281     You can even customize the skills by changing stats. It is not
4282     recommended however, to use skills in your maps which are totally
4283     unrelated to any predefined skill archtype.</p> ]]>
4284     </use>
4285     <attribute arch="invisible" value="1" type="fixed" />
4286     <attribute arch="no_drop" value="1" type="fixed" />
4287     <attribute arch="skill" editor="skill name" type="string">
4288     The &lt;skill name&gt; is used for matchings. When a usable
4289     object has an identical &lt;skill name&gt;, players
4290     (or monsters) will need this skill to apply/use the object.
4291     </attribute>
4292     <attribute arch="expmul" editor="exp multiplier" type="float">
4293     This is the ratio of experience the players total should increase by
4294     when this skill is used. If this is zero, then experience only goes to
4295     to the skill. Values higher than 1 are allowed. Note that experience
4296     rewarded to the players total is in addition to that given to the
4297     skill. Eg, if player should get 500 exp for using a skill, and
4298     expmul is 1, the player will get 500 added to that skill as well as
4299     500 to their total.
4300     </attribute>
4301     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4302     The &lt;skill type&gt; defines the base functionality of the skill.
4303     Skill types are hardcoded in the Crossfire server. It isn't hard to
4304     create new skill types, but it requires a bit of server-coding.
4305     </attribute>
4306     <attribute arch="level" editor="level" type="int">
4307     </attribute>
4308     <attribute arch="exp" editor="experience" type="int">
4309     </attribute>
4310     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4311     The &lt;is native skill&gt; flag has an effect only when this
4312     skill object is placed in the inventory of a monster (or player).
4313     If it is set, the monster or player knows the skill natively, which
4314     means he does not need a skill tool to use it.
4315     </attribute>
4316     </type>
4317    
4318     <!--####################################################################-->
4319     <type number="130" name="Skill Scroll">
4320     <description><![CDATA[
4321     By reading a skill scroll, a player has a chance to learn the
4322     contained skill. ]]>
4323     </description>
4324     <use><![CDATA[
4325     Skill scrolls are very much sought for by players. Currently,
4326     all skill scrolls are sold in shops randomly, which is in fact not
4327     a good system. It would be nice to have some cool quests with
4328     skill scrolls rewarded at the end. ]]>
4329     </use>
4330     <attribute arch="race" value="scrolls" type="fixed" />
4331     <attribute arch="skill" editor="skill name" type="string">
4332     The &lt;skill name&gt; matches the skill object that can
4333     be learned from this scroll.
4334     </attribute>
4335     </type>
4336    
4337     <!--####################################################################-->
4338     <type number="21" name="Special Key">
4339     <ignore>
4340     <attribute arch="material" />
4341     </ignore>
4342     <description><![CDATA[
4343     When carrying the appropriate special key, a locked door can
4344     be opened. The key will dissapear.
4345     <br><br>
4346     This object-type can also be used for "passport"-like items:
4347     When walking onto an invetory checker, a gate for example might
4348     get opened. The "passport" will stay in the player's inventory. ]]>
4349     </description>
4350     <use><![CDATA[
4351     How to make a "passport": You take the special key arch
4352     (archetype name is "key2"), set the face to something like
4353     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4354     certainly must match with the appropiate inventory checker.
4355     <br><br>
4356     Of course you can be creative with names and faces of
4357     key-objects. A "mysterious crystal" or a "big dragon claw"
4358     (with appropriate faces) appear more interesting than just
4359     a "strange key", or "passport". ]]>
4360     </use>
4361     <attribute arch="slaying" editor="key string" type="string">
4362     This string must be identical with the &lt;key string&gt; in the
4363     locked door, then it can be unlocked. It can also be used
4364     to trigger inventory checkers.
4365     </attribute>
4366     <attribute arch="material" editor="material" type="bitmask_material">
4367     For Special Keys, material should always be unset or set
4368     to Adamantite. This prevents the key from getting
4369     burned or otherwise destroyed.
4370     </attribute>
4371     <attribute arch="unique" editor="unique item" type="bool">
4372     Unique items exist only one time on a server. If the item
4373     is taken, lost or destroyed - it's gone for good.
4374 root 1.3
4375 root 1.1 This can be used if you want to sell apartments on your
4376     map: Simply sell a unique passport/key, and place
4377     an inventory checker at the entrance of your apartment.
4378     </attribute>
4379     <attribute arch="startequip" editor="godgiven item" type="bool">
4380     A godgiven item vanishes as soon as the player
4381     drops it to the ground.
4382     </attribute>
4383     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4384     This will add a description to the object. The player can read
4385     this text by clicking on the item in his inventory. Use this
4386     message to describe what the key/passport is good for. A player
4387     might have 50 different keys on his key-ring. Don't expect
4388     players to recall their purpose just by their names.
4389     </attribute>
4390     </type>
4391    
4392     <!--####################################################################-->
4393     <type number="101" name="Spell">
4394     <ignore>
4395     <ignore_list name="system_object" />
4396     </ignore>
4397     <description><![CDATA[
4398     Spell objects define a spell. When a spell is put in a spellbook,
4399     players can learn it by reading the book. Once learned, players
4400     can use the spell as often as they like. With increasing skill level
4401     of the player, spells may gain power but also increase cost.<br>
4402     Monsters can use spells which are put in their inventory (provided
4403     that certain "enabling" settings are correct). The monster's
4404     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4405     </description>
4406     <use><![CDATA[
4407     A lot of the spells' settings can be tuned and customized.
4408     When creating new spells which are accessible to players, it is
4409     important to think about balance. A single spell which is too
4410     powerful and/or too easy to use can eventually toss the whole skill
4411     and magic school system out of whack. Testing new spells is
4412     quite important therefore. ]]>
4413     </use>
4414     <attribute arch="no_drop" value="1" type="fixed" />
4415     <attribute arch="invisible" value="1" type="fixed" />
4416     <attribute arch="skill" editor="skill name" type="string">
4417     The &lt;skill name&gt; matches the skill which is needed
4418     to cast this spell. This should be one out of "sorcery",
4419     "pyromancy", "evocation", "summoning" or "praying".
4420     If you want to fiddle with these, please take care not
4421     to upset the concept and balance of the various skills.
4422     </attribute>
4423     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4424     The &lt;spell type&gt; defines the basic type of spell.
4425     Some of these types are of a more generic nature than others.
4426     </attribute>
4427     <attribute arch="level" editor="spell level" type="int">
4428     </attribute>
4429     <attribute arch="casting_time" editor="casting time" type="int">
4430     </attribute>
4431     <attribute arch="duration" editor="duration" type="int">
4432     </attribute>
4433     <attribute arch="other_arch" editor="create object" type="string">
4434     </attribute>
4435     <attribute arch="sp" editor="cost spellpoints" type="int">
4436     </attribute>
4437     <attribute arch="grace" editor="cost grace" type="int">
4438     </attribute>
4439     <attribute arch="maxsp" editor="double cost per level" type="int">
4440     </attribute>
4441     </type>
4442    
4443     <!--####################################################################-->
4444     <type number="85" name="Spellbook">
4445     <description><![CDATA[
4446     By reading a spellbook, the player has a chance of learning the
4447     contained spell. Once learned from a book, the spell is available
4448     forever. Spellbooks with high level spells require some skill-level
4449     to read.<br><br>
4450     You can create widely customized spells only by adjusting the
4451     spell object in the spellbooks inventory. Refer to the description
4452     of spell objects for detailed information how to customize spells.<br>
4453     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4454     with a compilation of spells that the book may contain. ]]>
4455     </description>
4456     <use><![CDATA[
4457     Don't put any of the godgiven spells into a spellbook! These are
4458     reserved for the followers of the appropriate cults. Handing them
4459     out in a spellbook would violate the balance between different religions.
4460     <br><br>
4461     Note that there is no fundamental difference between the spellbooks
4462     of varying schools (pyromancy, sorcery, evocation, summoning, and
4463     even praying). The difference lies only in the spells they contain.
4464     It is up to you, the mapmaker, to pick the right type of book
4465     for your spells. ]]>
4466     </use>
4467     <attribute arch="skill" value="literacy" type="fixed" />
4468     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4469     There are two ways to put spells into a spellbook:
4470     1. Put a spell object in the books inventory. In this case,
4471     treasurelist must be set to &lt;none&gt;.
4472     2. Choose a treasurelist which contains spells.
4473     In that way, a spell will be chosen randomly from the list.
4474     </attribute>
4475     <attribute arch="startequip" editor="godgiven item" type="bool">
4476     A godgiven item vanishes as soon as the player
4477     drops it to the ground.
4478     </attribute>
4479     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4480     This text may contain a nice description
4481     of the spellbook's cover or something.
4482     </attribute>
4483     </type>
4484    
4485     <!--####################################################################-->
4486     <type number="90" name="Spinner">
4487     <ignore>
4488     <ignore_list name="non_pickable" />
4489     </ignore>
4490     <description><![CDATA[
4491     Spinners change the direction of spell objects and other projectiles
4492     that fly past. Unlike directors, it does make a difference from what
4493     angle you shoot into the spinner. The direction of objects flying past
4494     is always changed by a certain degree. ]]>
4495     </description>
4496     <use><![CDATA[
4497     Spinners are very rarely used. I believe they are quite
4498     confusing and pointless. The only use I can think of is building
4499     some puzzle about where to shoot into spinners to shoot somewhere you
4500     otherwise couldn't.
4501 root 1.3
4502 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4503     projectiles from magic walls don't get to fly in loops. ]]>
4504     </use>
4505     <attribute arch="sp" editor="direction number" type="int">
4506     The spinner will change the direction of flying objects by
4507     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4508     positive values counter clockwise.
4509 root 1.3
4510 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4511     </attribute>
4512 root 1.9 &move_on;
4513 root 1.1 </type>
4514    
4515     <!--####################################################################-->
4516     <type number="138" name="Swamp">
4517     <ignore>
4518     <ignore_list name="non_pickable" />
4519     </ignore>
4520     <description><![CDATA[
4521     Swamp areas show a special behaviour:
4522     When a player stands still on a swamp-square for too long,
4523     he will start to sink in and eventually drown and die.
4524     Items dropped on the swamp sink in and dissapear.
4525     Players with knowledge of the woodsman skill are a lot less likely
4526     to die in the swamp. ]]>
4527     </description>
4528     <attribute arch="is_floor" value="1" type="fixed" />
4529     <attribute arch="is_wooded" value="1" type="fixed" />
4530     <attribute arch="speed" editor="drowning speed" type="float">
4531     The higher the &lt;drowning speed&gt;, the faster will players and items
4532     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4533     and unexpected death-trap. Players should get a warning before such areas.
4534     </attribute>
4535 root 1.12 &speed_left;
4536 root 1.9 &move_on;
4537     &movement_types_terrain;
4538 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4539     If enabled, it is impossible for players to use (wizard-)
4540     spells on that spot.
4541     </attribute>
4542     <attribute arch="damned" editor="no prayers" type="bool">
4543     If enabled, it is impossible for players to use prayers
4544     on that spot. It also prevents players from saving.
4545     </attribute>
4546     </type>
4547    
4548     <!--####################################################################-->
4549     <type number="41" name="Teleporter">
4550     <ignore>
4551     <ignore_list name="non_pickable" />
4552     </ignore>
4553     <description><![CDATA[
4554     When the player walks into a teleporter, he is transferred to a
4555     different location. The main difference to the object-type exit
4556     is the possibility to have teleporters connected to levers/buttons/etc.
4557     Sometimes teleporters are activated even against the players will.
4558     <br><br>
4559     Unlike exits, teleporters can also transfer items and
4560     monsters to different locations on the same map. ]]>
4561     </description>
4562     <use><![CDATA[
4563     When creating maps, I guess sooner or later you'll want to have
4564     an invisible teleporter. If using "invisible 1", the teleporter
4565     can still be discovered with the show_invisible spell. And in
4566     some cases you can't place it under the floor to prevent this.
4567     <br><br>
4568     Fortunately, there is a cool trick to make a perfectly invisible
4569     teleporter: You simply add teleporter functionality to the floor
4570     itself. That means: You take the floor arch (e.g. "flagstone"),
4571     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4572     </use>
4573     <attribute arch="slaying" editor="exit path" type="string">
4574     The exit path specifies the map that the player is transferred to.
4575     &lt;exit path&gt; can be an absolute path, beginning with '/'
4576     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4577     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4578     for example I could use the relative path "Fire1"). Use relative
4579     paths whenever possible! Note that upper/lower case must always be
4580     set correctly. However, please use lower case only.
4581 root 1.3
4582 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4583     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4584     monsters and items. In this case, the destined map is automatically
4585     the same map the teleporter is on.
4586     </attribute>
4587     <attribute arch="hp" editor="destination X" type="int">
4588     The exit destinations define the (x, y)-coordinates where the exit
4589     leads to.
4590 root 1.3
4591 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4592     get teleported to another, randomly chosen teleporter on the same
4593     map (Slightly confusing for the player though). Make sure there
4594     actually *is* a second one in that case.
4595 root 1.3
4596 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4597     be transferred to the "default enter location" of the destined map.
4598     The latter can be set in the map-properties as "Enter X/Y". Though,
4599     please DO NOT use that. It turned out to be a source for numerous
4600     map-bugs.
4601     </attribute>
4602     <attribute arch="sp" editor="destination Y" type="int">
4603     The exit destinations define the (x, y)-coordinates where the exit
4604     leads to.
4605 root 1.3
4606 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4607     get teleported to another, randomly chosen teleporter on the same
4608     map (Slightly confusing for the player though). Make sure there
4609     actually *is* a second one in that case.
4610 root 1.3
4611 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4612     be transferred to the "default enter location" of the destined map.
4613     The latter can be set in the map-properties as "Enter X/Y". Though,
4614     please DO NOT use that. It turned out to be a source for numerous
4615     map-bugs.
4616     </attribute>
4617     <attribute arch="connected" editor="connection" type="int">
4618     If a connection value is set, the teleporter will be activated
4619     whenever the connection is triggered. To use this properly,
4620     &lt;activation speed&gt; must be zero.
4621     </attribute>
4622     <attribute arch="speed" editor="activation speed" type="float">
4623     If the &lt;activation speed&gt; is nonzero, the teleporter will
4624     automatically be activated in regular time-intervals. Hence, the
4625     player can just step on it and gets teleported sooner or later.
4626     The duration between two activates depends on the given value.
4627 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4628    
4629 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4630     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4631     </attribute>
4632 root 1.12 &speed_left;
4633 root 1.1 </type>
4634    
4635     <!--####################################################################-->
4636 root 1.3 <type number="26" name="Timed Gate">
4637     <ignore>
4638     <ignore_list name="non_pickable" />
4639     </ignore>
4640     <description><![CDATA[
4641     Gates play an important role in Crossfire. Gates can be opened
4642     by activating a button/trigger, by speaking passwords (-> magic_ear)
4643     or carrying special key-objects (-> inventory checker).
4644     Unlike locked doors, gates can get shut again after a player has
4645     passed, which makes them more practical in many cases. Unlike normal
4646     gates, timed gates open when triggered but automatically close again
4647     after some time.]]>
4648     </description>
4649     <use><![CDATA[
4650     Use gates to divide your maps into separated areas. After solving
4651     area A, the player gains access to area B, and so on. Make your
4652     maps more complex than "one-way". ]]>
4653     </use>
4654     <attribute arch="no_pick" value="1" type="fixed" />
4655     <attribute arch="connected" editor="connection" type="int">
4656     Whenever the inventory checker is triggered, all objects with identical
4657     &lt;connection&gt; value get activated. This only makes sense together with
4658     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4659     after some time.
4660     </attribute>
4661     <attribute arch="wc" editor="position state" type="int">
4662     The &lt;position state&gt; defines the position of the gate:
4663     Zero means completely open/down, the "number of animation-steps" (usually
4664     about 6 or 7) means completely closed/up state. I suggest you don't
4665     mess with this value - Leave the default in place.
4666     </attribute>
4667 root 1.9 &movement_types_terrain;
4668 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4669     Restricting the use of spells to pass this gate. This has
4670     an effect only if &lt;block view&gt; is disabled.
4671     </attribute>
4672     <attribute arch="damned" editor="restrict prayers" type="bool">
4673     Restricting the use of prayers to pass this door. This has
4674     an effect only if &lt;block view&gt; is disabled.
4675     </attribute>
4676     <attribute arch="hp" editor="open duration" type="int">
4677     Defines the duration the gate remains closed. This only takes effect
4678     if the gate is not connected.
4679     </attribute>
4680     </type>
4681    
4682     <!--####################################################################-->
4683 root 1.1 <type number="155" name="Trap">
4684     <ignore>
4685     <attribute arch="no_pick" />
4686     <attribute arch="title" />
4687     <attribute arch="name_pl" />
4688     <attribute arch="weight" />
4689     <attribute arch="value" />
4690     <attribute arch="material" />
4691     <attribute arch="unpaid" />
4692     </ignore>
4693     <description><![CDATA[
4694     A trap is a object that can either do damage or trigger another connected object
4695 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4696 root 1.1 and generally have either a physical attack or trigger a reaction.
4697     <br><br>
4698     Traps hit any monster or person who steps on them for 'dam' damage in
4699     'attacktype' attacktype and/or trigger a reaction.
4700     <br><br>
4701     Many traps are already defined in the archetypes. ]]>
4702     </description>
4703     <use><![CDATA[
4704     Avoid monsters stepping on your traps. For example, a party of orcs setting
4705     off your lightning wall and pit trap is usually a bad idea. ]]>
4706     </use>
4707     <attribute arch="no_pick" value="1" type="fixed" />
4708 root 1.9 &move_on;
4709 root 1.3 <attribute arch="level" editor="trap level" type="int">
4710 root 1.1 Level effects how easily a trap may be found and disarmed, and
4711     how much experience the player gets for doing so. Beware: High level
4712     traps can be quite a cheap source of experience! So either make them
4713     tough, or keep the level low.
4714     </attribute>
4715     <attribute arch="Cha" editor="visibility" type="int">
4716     This value determines what fraction of the time the trap is visible:
4717     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4718     how easily the trap may be found.
4719     </attribute>
4720     <attribute arch="hp" editor="number of charges" type="int">
4721     The trap will detonate &lt;number of charges&gt; times before disappearing.
4722     </attribute>
4723     <attribute arch="dam" editor="direct damage" type="int">
4724 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4725     This should be set in reasonable relation to the trap's level.
4726 root 1.1 </attribute>
4727     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4728     This attribute defines what attacktype to use for direct damage when
4729     the trap detonates.
4730     </attribute>
4731     <attribute arch="connected" editor="connection" type="int">
4732     When the trap is detonated, all objects with the same
4733     connection value get activated.
4734     </attribute>
4735     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4736     When the trap detonates, this text is displayed to the
4737     victim. For especially powerful or complex traps, create an appropriate
4738     and thrilling description. ;)
4739     </attribute>
4740     </type>
4741    
4742     <!--####################################################################-->
4743     <type number="95" name="Trapdoor">
4744     <ignore>
4745     <ignore_list name="non_pickable" />
4746     </ignore>
4747     <description><![CDATA[
4748     Trapdoors are very similar to pits. The difference is that they
4749     can not be closed. Instead, the weight of the object on the
4750     trapdoor determines weither it slams the trapdoor open and falls through
4751     or not.<br>
4752     Once a trapdoor has been opened (by a creature or items of sufficient
4753     weight,) it remains open, acting like an opened pit. ]]>
4754     </description>
4755     <use><![CDATA[
4756     Trapdoors should be used in the same fashion as pits:
4757     They should always drop the victims to some kind of lower level. They
4758     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4759     </use>
4760     <attribute arch="no_pick" value="1" type="fixed" />
4761 root 1.9 &move_on;
4762 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4763     This value defines how much weight the trapdoor can hold.
4764     Once items or creatures are gathered on the trapdoor, with
4765     a total weight surpassing this value, then the trapdoor will
4766     open and things start falling through.
4767     </attribute>
4768     <attribute arch="hp" editor="destination X" type="int">
4769     The trapdoor will transport creatures (and items) randomly into
4770     a two-square radius of the destination coordinates.
4771     If the destination square becomes blocked, the trapdoor will act like
4772     being filled up and not work anymore!
4773     </attribute>
4774     <attribute arch="sp" editor="destination Y" type="int">
4775     The trapdoor will transport creatures (and items) randomly into
4776     a two-square radius of the destination coordinates.
4777     If the destination square becomes blocked, the trapdoor will act like
4778     being filled up and not work anymore!
4779     </attribute>
4780     </type>
4781    
4782     <!--####################################################################-->
4783     <type number="4" name="Treasure">
4784     <ignore>
4785     <attribute arch="nrof" />
4786     <attribute arch="title" />
4787     <attribute arch="name_pl" />
4788     <attribute arch="weight" />
4789     <attribute arch="value" />
4790     <attribute arch="material" />
4791     </ignore>
4792     <description><![CDATA[
4793     A treasure-object turns into certain randomitems when the map is loaded
4794     into the game. ]]>
4795     </description>
4796     <use><![CDATA[
4797     About usage of the "random-artifact" treasurelist:
4798     This will generate powerful stuff like girdles, xray helmets, special
4799     swords etc. If you put this as reward to your quest, players might be
4800     motivated to do it more than once. BUT, by doing so they will get a huge
4801     number of different artifacts! Besides, players will always seek the place
4802     with the most easy-to-get random artifact and ignore all others.
4803     My advice: Don't use it! Attract players with good fighting experience
4804     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4805     </use>
4806     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4807     This entry determines what kind of treasure will appear. Look into
4808     /crossfire/share/crossfire/treasures for details about existing
4809     treasurelists.
4810     </attribute>
4811     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4812     "Auto-generate" must be set in order to have the treasure be created
4813     when the map is loaded.
4814     If you want to create a random treasure chest, you unset this flag.
4815     That way, the player has to apply the object (the chest), then the
4816     treasure is generated.
4817     </attribute>
4818     <attribute arch="hp" editor="create number" type="int">
4819     "Create number" specifies how many pieces of the given treasurelist
4820     will appear. Note that for every piece there is a chance that nothing is
4821     generated. Also, sometimes there can be stacks of items generated, like
4822     for gems/money.
4823     </attribute>
4824     <attribute arch="exp" editor="quality level" type="int">
4825     The &lt;quality level&gt; will be used for the quality of the generated
4826     treasure instead of the map difficulty (as was done with shops).
4827     If zero/unset, the map difficulty will instead be used.
4828     (Example for comparison: Shop floors generate treasure of
4829     &lt;quality level&gt; 5 per default).
4830     </attribute>
4831     </type>
4832    
4833     <!--####################################################################-->
4834 root 1.3 <type number="52" name="Trigger Marker">
4835     <ignore>
4836     <ignore_list name="system_object" />
4837     </ignore>
4838     <description><![CDATA[
4839     A trigger marker is an object that inserts an invisible force (a mark) into a
4840     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4841     &lt;key string&gt; which can be discovered by detectors or inventory
4842     checkers. It is also possible to use markers for removing marks again.
4843     <br><br>
4844     Note that the player has no possibility to "see" his own marks,
4845     except by the effect that they cause on the maps. ]]>
4846     </description>
4847     <use><![CDATA[
4848     Markers hold real cool possibilities for map-making. I encourage
4849     you to use them frequently. However there is one negative point
4850     about markers: Players don't "see" what's going on with them. It is
4851     your task, as map-creator, to make sure the player is always well
4852     informed and never confused.
4853     <br><br>
4854     Please avoid infinite markers when they aren't needed. They're
4855     using a little space in the player file after all, so if there
4856     is no real purpose, set an expire time. ]]>
4857     </use>
4858     <attribute arch="no_pick" value="1" type="fixed" />
4859     <attribute arch="slaying" editor="key string" type="string">
4860     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4861     If the player already has a force with that &lt;key string&gt;,
4862     there won't be inserted a second one.
4863     </attribute>
4864     <attribute arch="connected" editor="connection" type="int">
4865     Unlike a regular marker this is the connection that triggers this marker to activate.
4866     </attribute>
4867     <attribute arch="food" editor="mark duration" type="int">
4868     This value defines the duration of the force it inserts.
4869     If nonzero, the duration of the player's mark is finite:
4870     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4871     means the mark will stay on the player forever.
4872     </attribute>
4873     <attribute arch="name" editor="delete mark" type="string">
4874     When the player steps onto the marker, all existing forces in
4875     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4876     will be removed. If you don't want to remove any marks, leave
4877     this textfield empty.
4878    
4879     Note that the string &lt;delete mark&gt; is set as the name of
4880     this marker. So don't be confused, and remember changing the
4881     name will take effect on the marker's functionality.
4882     </attribute>
4883     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4884     In the moment when the player gets marked, this text is displayed
4885     to him. You should really set a message in any marker you create,
4886     because it's the only way for the player to notice what's going on.
4887     </attribute>
4888     </type>
4889    
4890     <!--####################################################################-->
4891 root 1.1 <type number="0" name="Wall">
4892     <required>
4893     <attribute arch="is_floor" value="0" />
4894     <attribute arch="alive" value="0" />
4895 root 1.14 <attribute arch="no_pass" value="1" />
4896 root 1.1 </required>
4897     <ignore>
4898     <attribute arch="nrof" />
4899     <attribute arch="title" />
4900     <attribute arch="name_pl" />
4901     <attribute arch="value" />
4902     <attribute arch="unpaid" />
4903     </ignore>
4904     <description><![CDATA[
4905     Walls usually block passage and sight. ]]>
4906     </description>
4907 root 1.9 &movement_types_terrain;
4908 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4909     If set, the object is able to "roll", so it can be pushed around.
4910     This setting is used for boulders and barrels.
4911     </attribute>
4912     <attribute arch="no_magic" editor="restrict spells" type="bool">
4913     This takes effect only with &lt;blocksview&gt; disabled.
4914     Restricting the use of spells to pass this wall.
4915     </attribute>
4916     <attribute arch="damned" editor="restrict prayers" type="bool">
4917     This takes effect only with &lt;blocksview&gt; disabled.
4918     Restricting the use of spells to pass this wall.
4919     </attribute>
4920     </type>
4921    
4922     <!--####################################################################-->
4923 root 1.3 <type number="109" name="Wand &amp; Staff">
4924     <description><![CDATA[
4925     Wands contain a certain spell. The player can apply (ready) and
4926     fire the wand. After a defined number of casts, the wand is
4927     "used up". It is possible to recharge a wand with scrolls of
4928     charging, but usually that isn't worth the cost. ]]>
4929     </description>
4930     <use><![CDATA[
4931     Wands are quite seldomly used. The reason prolly is that they're
4932     generally not cost-efficient. Handing out high-level wands with
4933     powerful special spells isn't a good idea either, because of
4934     the recharge ability.
4935     <br><br>
4936     For low levels, staffs of healing/cure and word of recall are
4937     quite desirable though. Ideal rewards for low level quests. ]]>
4938     </use>
4939     <attribute arch="sp" editor="spell" type="spell">
4940     The &lt;spell&gt; specifies the contained spell.
4941     </attribute>
4942     <attribute arch="level" editor="casting level" type="int">
4943     The &lt;casting level&gt; of the wand determines it's power.
4944     An average level for wands in shops is about 10.
4945     </attribute>
4946     <attribute arch="food" editor="number of charges" type="int">
4947     The wand can be used &lt;number of charges&gt; times before it is
4948     used up. It can be recharged with scrolls of charging.
4949     </attribute>
4950     <attribute arch="startequip" editor="godgiven item" type="bool">
4951     A godgiven item vanishes as soon as the player
4952     drops it to the ground.
4953     </attribute>
4954     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4955     This text may contain a description of the wand.
4956     </attribute>
4957     </type>
4958    
4959     <!--####################################################################-->
4960 root 1.1 <type number="0" name="Weak Wall">
4961     <required>
4962     <attribute arch="is_floor" value="0" />
4963     <attribute arch="alive" value="1" />
4964     <attribute arch="tear_down" value="1" />
4965     </required>
4966     <ignore>
4967     <ignore_list name="non_pickable" />
4968     </ignore>
4969     <description><![CDATA[
4970     A weak wall is a breakable spot amidsts a solid wall. Typically
4971     these weak walls look similar to their solid "relatives" except
4972     for a small crack or little chunks of wall on the ground. ]]>
4973     </description>
4974     <use><![CDATA[
4975     If you want to create hidden rooms, using weak walls is alot
4976     better than completely indiscernible passages in a wall.<br>
4977     Anyways, there can be a lot more to weak walls than just finding
4978     them: Rising their defensive stats, weak walls can become a
4979     serious obstacle. An ice wall might only be torn down by a fire
4980     attack for example. A granite wall for instance might be very
4981     hard to destroy. ]]>
4982     </use>
4983     <attribute arch="alive" value="1" type="fixed" />
4984     <attribute arch="no_pick" value="1" type="fixed" />
4985     <attribute arch="tear_down" value="1" type="fixed" />
4986     <attribute arch="race" editor="race" type="string">
4987     For weak walls, &lt;race&gt; should always be set to "wall",
4988     unless you create something fancy like a building which
4989     is in fact meant to be a huge animal.
4990     Note that shovels slay walls, so they do tripple damage
4991     against weak walls.
4992     </attribute>
4993     <attribute arch="level" editor="level" type="int">
4994     The &lt;level&gt; of a weak wall works similar to monster levels.
4995     Due to the fact that weak walls cannot attack, the level
4996     is much less important though.
4997     </attribute>
4998     <attribute arch="hp" editor="health points" type="int">
4999     The &lt;health points&gt; of a weak wall define how long it takes to
5000     tear it down. With every successful hit from an opponent,
5001     &lt;health points&gt; get drained.
5002     </attribute>
5003     <attribute arch="maxhp" editor="max health" type="int">
5004     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5005     weak wall can have. Since walls generally don't heal, I doubt
5006     this has much real effect.
5007     </attribute>
5008     <attribute arch="ac" editor="armour class" type="int">
5009     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5010     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5011     </attribute>
5012     <section name="resistance">
5013     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5014     </attribute>
5015     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5016     </attribute>
5017     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5018     </attribute>
5019     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5020     </attribute>
5021     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5022     </attribute>
5023     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5024     </attribute>
5025     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5026     </attribute>
5027     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5028     </attribute>
5029     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5030     </attribute>
5031     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5032     </attribute>
5033     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5034     </attribute>
5035     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5036     </attribute>
5037     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5038     </attribute>
5039     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5040     </attribute>
5041     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5042     </attribute>
5043     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5044     </attribute>
5045     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5046     </attribute>
5047     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5048     </attribute>
5049     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5050     </attribute>
5051     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5052     </attribute>
5053     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5054     </attribute>
5055     </section>
5056     </type>
5057    
5058     <!--####################################################################-->
5059     <type number="15" name="Weapon">
5060     <description><![CDATA[
5061     Wielding a weapon, the object's stats will directly be inherited to the
5062     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5063     be improved with scrolls. ]]>
5064     </description>
5065     <use><![CDATA[
5066     If you create artifacts (equipment) with stats- or resistance-bonus:
5067     Keep playbalance in mind! Such items mustn't be reachable without hard
5068     fighting AND questing. ]]>
5069     </use>
5070     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5071     This number is a bitmask, specifying the weapon's attacktypes.
5072     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5073     have no more than one or two attacktypes. Keep in mind that all weapons
5074     can be blessed by the player's diety, thus adding an additional attacktype.
5075 root 1.3
5076 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5077     then he will do as much damage as the "best" of his attacktypes does. So,
5078     the more attacktypes you've got, the better your chance to take advantage
5079     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5080     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5081     </attribute>
5082     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5083     The &lt;weapontype&gt; characterizes the weapon's type of physical
5084     attack. It could best be considered a "subclassification"
5085     of the physical attacktype. For now, this is only used for
5086     attack messages!
5087 root 1.3
5088 root 1.1 You should always set this correctly when creating new
5089     weapons for your maps.
5090     </attribute>
5091     <attribute arch="skill" editor="skill name" type="string">
5092     Matching &lt;skill name&gt; of the skill that is required
5093     to use this weapon.
5094     </attribute>
5095     <attribute arch="dam" editor="damage" type="int">
5096     The damage value is used as base value for how much damage the weapon
5097     does per hit. The actual damage involves more dependencies,
5098     like wielder's level and defender's level. Look at existing weapons
5099     to get a feel for the range of weapon damage values.
5100     </attribute>
5101     <attribute arch="slaying" editor="slaying race" type="string">
5102     Slaying means the weapon does tripple (3x) damage to monsters of the
5103     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5104     only monsters of that archtype are hit with tripple damage.
5105 root 1.3
5106 root 1.1 No god blessings are possible for weapons with a race set in this entry
5107     (That's because god blessings add tripple damage against their own
5108     enemy races). Tripple damage is very effective.
5109     </attribute>
5110     <attribute arch="last_sp" editor="weapon speed" type="int">
5111     The weapon speed determines how often the wielder can swing the weapon
5112     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5113     is best (that is lightning- fast). A typical average value is 8.
5114     Speed and damage should be kept in reasonable relation.
5115     </attribute>
5116     <attribute arch="wc" editor="weapon class" type="int">
5117     The weapon class value adds to the overall weapon class of the wielder's
5118     melee attacks. Weapon class improves the chance of hitting the opponent.
5119     </attribute>
5120     <attribute arch="magic" editor="magic bonus" type="int">
5121     For a weapon, magic bonus works just like weapon class, except that
5122     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5123     less useful than direct weapon class value on a weapon.
5124     </attribute>
5125     <attribute arch="item_power" editor="item power" type="int">
5126     The &lt;item power&gt; value measures how "powerful" an artifact is.
5127     Players will only be able to wear equipment with a certain total
5128     amount of &lt;item power&gt;, depending on their own level. This is the
5129     only way to prevent low level players to wear "undeserved" equipment
5130     (like gifts from other players or cheated items).
5131 root 1.3
5132 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5133     for every artifact you create! If zero/unset, the CF server will
5134     calculate a provisional value at runtime, but this is never
5135     going to be an accurate measurement of &lt;item power&gt;.
5136     </attribute>
5137     <attribute arch="damned" editor="damnation" type="bool">
5138     A damned weapon cannot be unwielded unless
5139     the curse is removed. Removing damnations is
5140     a tick harder than removing curses.
5141     </attribute>
5142     <attribute arch="cursed" editor="curse" type="bool">
5143     A cursed weapon cannot be unwielded unless
5144     the curse is removed.
5145     </attribute>
5146     <attribute arch="lifesave" editor="save life" type="bool">
5147     An item with this flag enabled will save the players life
5148     for one time: When the player is wearing this item and his
5149 root 1.3 health points reach zero, the item disappears, replenishing
5150 root 1.1 half of the player's health.
5151 root 1.3
5152 root 1.1 An item with &lt;save life&gt; should not have
5153     any decent additional bonuses!
5154     </attribute>
5155     <attribute arch="unique" editor="unique item" type="bool">
5156     Unique items exist only one time on a server. If the item
5157     is taken, lost or destroyed - it's gone for good.
5158     </attribute>
5159     <attribute arch="startequip" editor="godgiven item" type="bool">
5160     A godgiven item vanishes as soon as the player
5161     drops it to the ground.
5162     </attribute>
5163     <section name="resistance">
5164     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5165     This adds physical resistance to the weapon (= armour value). The number is
5166     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5167     and what they require to do for getting this-and-that artifact.
5168     </attribute>
5169     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5170     This adds magic resistance to the weapon. The number is a percent-value in
5171     the range 0-100. Treat this with CARE. Look at other maps and what they
5172     require to do for getting this-and-that artifact.
5173     </attribute>
5174     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5175     This adds fire resistance to the weapon. The number is a percent-value in
5176     the range 0-100. Treat this with CARE. Look at other maps and what they
5177     require to do for getting this-and-that artifact.
5178     </attribute>
5179     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5180     This adds electricity resistance to the weapon. The number is a percent-value in
5181     the range 0-100. Treat this with CARE. Look at other maps and what they
5182     require to do for getting this-and-that artifact.
5183     </attribute>
5184     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5185     This adds fire resistance to the weapon. The number is a percent-value in
5186     the range 0-100. Treat this with CARE. Look at other maps and what they
5187     require to do for getting this-and-that artifact.
5188     </attribute>
5189     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5190     This adds confusion resistance to the weapon. The number is a percent-value in
5191     the range 0-100. Confusion resistance is not very effective
5192     unless the value comes close to 100 (= perfect immunity).
5193     </attribute>
5194     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5195     This adds acid resistance to the weapon. The number is a percent-value in
5196     the range 0-100. Treat this with CARE. Look at other maps and what they
5197     require to do for getting this-and-that artifact.
5198     </attribute>
5199     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5200     This adds draining resistance to the weapon. The number is a percent-value
5201     in the range 0-100. Draining resistance is little effective
5202     unless the value is 100 (= perfect immunity).
5203     </attribute>
5204     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5205     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5206     the range 0-100. Weaponmagic resistance generally should not exist on
5207     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5208     are not meant to be easily resisted.
5209     </attribute>
5210     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5211     This adds ghosthit resistance to the weapon. The number is a percent-value
5212     in the range 0-100. Treat this with CARE. Look at other maps and what they
5213     require to do for getting this-and-that artifact.
5214     </attribute>
5215     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5216     This adds poison resistance to the weapon. The number is a percent-value in
5217     the range 0-100. Treat this with CARE. Look at other maps and what they
5218     require to do for getting this-and-that artifact.
5219     </attribute>
5220     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5221     This adds fear resistance to the weapon. The number is a percent-value in
5222     the range 0-100. Resistance to fear is pretty useless.
5223     </attribute>
5224     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5225     This adds paralyze resistance to the weapon. The number is a percent-value in
5226     the range 0-100. Paralyze resistance is little effective
5227     unless the value is 100 (= perfect immunity).
5228     </attribute>
5229     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5230     This adds fear resistance to the weapon. The number is a percent-value in
5231     the range 0-100. Resistance to fear is pretty useless.
5232     </attribute>
5233     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5234     This adds depletion resistance to the weapon. The number is a percent-value
5235     in the range 0-100. Depletion resistance is little effective
5236     unless the value is 100 (= perfect immunity).
5237     </attribute>
5238     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5239     This adds death-attack resistance to the weapon. The number is a
5240     percent-value in the range 0-100. Death-attack resistance is little
5241     effective unless the value is 100 (= perfect immunity).
5242     Generally, resistance to death-attack is not supposed to be
5243     available to players!
5244     </attribute>
5245     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5246     This adds chaos resistance to the weapon. The number is a percent-value in
5247     the range 0-100. Treat this with CARE. Look at other maps and what they
5248     require to do for getting this-and-that artifact.
5249     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5250     combination of other attacktypes.
5251     </attribute>
5252     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5253     This adds blinding resistance to the weapon. The number is a percent-value
5254     in the range 0-100. Treat this with CARE. Look at other maps and what they
5255     require to do for getting this-and-that artifact.
5256     </attribute>
5257     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5258     This adds holy power resistance to the weapon. The number is a percent-value
5259     in the range 0-100. Holy power is the attacktype that holyword-type spells
5260     use to hurt undead creatures. This kind of resistance is only reasonable
5261     for undead players (wraith or devourer cult).
5262     Generally, resistance to holy word should not be available for players.
5263     </attribute>
5264     </section>
5265     <section name="stats">
5266     <attribute arch="Str" editor="strength" type="int">
5267     The player's strentgh will rise/fall by the given value
5268     while wearing this weapon.
5269     </attribute>
5270     <attribute arch="Dex" editor="dexterity" type="int">
5271     The player's dexterity will rise/fall by the given value
5272     while wearing this weapon.
5273     </attribute>
5274     <attribute arch="Con" editor="constitution" type="int">
5275     The player's constitution will rise/fall by the given value
5276     while wearing this weapon.
5277     </attribute>
5278     <attribute arch="Int" editor="intelligence" type="int">
5279     The player's intelligence will rise/fall by the given value
5280     while wearing this weapon.
5281     </attribute>
5282     <attribute arch="Pow" editor="power" type="int">
5283     The player's power will rise/fall by the given value
5284     while wearing this weapon.
5285     </attribute>
5286     <attribute arch="Wis" editor="wisdom" type="int">
5287     The player's wisdom will rise/fall by the given value while
5288     wearing this weapon.
5289     </attribute>
5290     <attribute arch="Cha" editor="charisma" type="int">
5291     The player's charisma will rise/fall by the given value
5292     while wearing this weapon.
5293     </attribute>
5294     </section>
5295     <section name="misc">
5296     <attribute arch="luck" editor="luck bonus" type="int">
5297     With positive luck bonus, the player is more likely to
5298     succeed in all sorts of things (spellcasting, praying,...).
5299     Unless the &lt;luck bonus&gt; is very high, the effect will be
5300     barely visible in-game. Luck bonus on one piece of equipment
5301     should never exceed 3, and such bonus should not be too
5302     frequently available.
5303     </attribute>
5304     <attribute arch="hp" editor="health regen." type="int">
5305     Positive &lt;health regen.&gt; bonus speeds up the
5306     player's healing process. Negative values slow it down.
5307     </attribute>
5308     <attribute arch="sp" editor="mana regen." type="int">
5309     Positive &lt;mana regen.&gt; bonus speeds up the
5310     player's mana regeneration. Negative values slow it down.
5311     </attribute>
5312     <attribute arch="grace" editor="grace regen." type="int">
5313     Positive &lt;grace regen.&gt; bonus speeds up the
5314     player's grace regeneration. Negative values slow it down.
5315     Since grace can be regenerated rather easy with praying,
5316     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5317     </attribute>
5318     <attribute arch="food" editor="food bonus" type="int">
5319     Positive &lt;food bonus&gt; slows down the player's digestion,
5320     thus he consumes less food. Negative values speed it up.
5321 root 1.3
5322 root 1.1 Note that food is consumed not only for "being alive", but
5323     also for healing and mana-regeneration.
5324     &lt;food bonus&gt; only affects the amount of food consumed
5325     for "being alive". Hence, even with high &lt;food bonus&gt;,
5326     during a fight a player can run out of food quickly.
5327     </attribute>
5328     <attribute arch="xrays" editor="xray vision" type="bool">
5329     Xray vision allows the player to see through obstacles
5330     in a two-square-wide radius. This is extremely helpful and
5331 root 1.3 desirable, so don't give it away for cheap on equipment.
5332 root 1.1 </attribute>
5333     <attribute arch="stealth" editor="stealth" type="bool">
5334     Stealth allows the player to move silently.
5335     This comes to effect if a player turns himself
5336     invisible and tries to sneak around monsters.
5337     (At least that was the idea behind it)
5338     </attribute>
5339     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5340     If a player is wearing any piece of equipment with
5341     the ability to &lt;reflect spells&gt;, all kinds of
5342     spell-bullets and -beams will bounce off him.
5343     This works only about 90% of all times, to
5344     avoid players being completely immune to certain
5345     types of attacks.
5346 root 1.3
5347 root 1.1 This is a very powerful ability and it
5348     shouldn't be handed out cheap!
5349     </attribute>
5350     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5351     If a player is wearing any piece of equipment with
5352     the ability to &lt;reflect missiles&gt;, all kinds of
5353     projectiles (e.g. arrows, bolts, boulders) will
5354     bounce off him. This works only about 90% of all
5355     times, to avoid players being completely immune to
5356     certain types of attacks.
5357     </attribute>
5358     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5359     Click on the &lt;attuned paths&gt; button to select spellpaths.
5360     The player will get attuned to the specified spellpaths
5361     while wearing this weapon.
5362     </attribute>
5363     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5364     Click on the &lt;repelled paths&gt; button to select spellpaths.
5365     The player will get repelled to the specified spellpaths
5366     while wearing this weapon.
5367     </attribute>
5368     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5369     Click on the &lt;denied paths&gt; button to select spellpaths.
5370     The specified spellpaths will be denied to the player
5371     while wearing this weapon.
5372     </attribute>
5373     </section>
5374     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5375     This text describes the weapons's "story". Every decent artifact weapon
5376     should have such a description.
5377     </attribute>
5378     </type>
5379    
5380 root 1.5 <type number="116" name="Event Connector">
5381     <description><![CDATA[
5382     Event connectors link specific events that happen to objects to
5383     a crossfire plug-in. ]]>
5384     </description>
5385     <attribute arch="subtype" editor="event type" type="list_event_type">
5386     The type of event that triggers a notify to the plug-in.
5387     </attribute>
5388 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5389 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5390     for python and "perl" for the Crossfire-Perl plug-in.
5391     </attribute>
5392 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5393 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5394     for perl this is the name of a extension package without the ".ext" extension.
5395     </attribute>
5396 root 1.6 <attribute arch="name" editor="options" type="string">
5397 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5398     options to the extension that alter its behaviour.
5399     </attribute>
5400     </type>
5401    
5402 root 1.1 </types>