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Revision: 1.15
Committed: Tue Aug 8 20:29:31 2006 UTC (17 years, 10 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.14: +3 -0 lines
Log Message:
added speed field for gates

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 elmex 1.15 <attribute arch="speed" value="1" type="float">
2112     The speed of the gate affects how fast it is closing/opening.
2113     </attribute>
2114 root 1.1 <attribute arch="connected" editor="connection" type="int">
2115     Whenever the inventory checker is triggered, all objects with identical
2116     &lt;connection&gt; value get activated. This only makes sense together with
2117     &lt;blocking passage&gt; disabled.
2118     </attribute>
2119     <attribute arch="wc" editor="position state" type="int">
2120     The &lt;position state&gt; defines the position of the gate:
2121     Zero means completely open/down, the "number of animation-steps" (usually
2122     about 6 or 7) means completely closed/up state. I suggest you don't
2123     mess with this value - Leave the default in place.
2124     </attribute>
2125 root 1.9 &movement_types_terrain;
2126 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2127     Restricting the use of spells to pass this gate. This has
2128     an effect only if &lt;block view&gt; is disabled.
2129     </attribute>
2130     <attribute arch="damned" editor="restrict prayers" type="bool">
2131     Restricting the use of prayers to pass this door. This has
2132     an effect only if &lt;block view&gt; is disabled.
2133     </attribute>
2134     </type>
2135    
2136     <!--####################################################################-->
2137     <type number="113" name="Girdle">
2138     <import_type name="Amulet" />
2139     <description><![CDATA[
2140     Wearing a girdle, the object's stats will directly be inherited to
2141     the player. Girdles usually provide stats- or damage bonuses and no
2142     defense. ]]>
2143     </description>
2144     <use><![CDATA[
2145     Feel free to create your own special artifacts. However, it is very
2146     important that you keep your artifact in balance with existing maps. ]]>
2147     </use>
2148     <attribute arch="magic" editor="magic bonus" type="int">
2149     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2150     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2151     than direct armour-class bonus on the helmet.
2152 root 1.3
2153 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2154     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2155     &lt;magic bonus&gt; is pointless here.
2156     </attribute>
2157     </type>
2158    
2159     <!--####################################################################-->
2160     <type number="100" name="Gloves">
2161     <import_type name="Amulet" />
2162     <description><![CDATA[
2163     Wearing gloves, the object's stats will directly be inherited to
2164     the player. Gloves can add defense or damage bonuses. ]]>
2165     </description>
2166     <use><![CDATA[
2167     Feel free to create your own special artifacts. However, it is very
2168     important that you keep your artifact in balance with existing maps. ]]>
2169     </use>
2170     <attribute arch="magic" editor="magic bonus" type="int">
2171     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2172     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2173     will increase that.
2174     </attribute>
2175     </type>
2176    
2177     <!--####################################################################-->
2178     <type number="93" name="Handle">
2179     <ignore>
2180     <ignore_list name="non_pickable" />
2181     </ignore>
2182     <description><![CDATA[
2183     A handle can be applied by players and (certain) monsters.
2184     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2185     </description>
2186     <use><![CDATA[
2187     Handles are commonly used to move gates. When placing your lever,
2188     don't forget that some monsters are able to apply it.
2189     The ability to apply levers is rare among monsters -
2190     but vampires can do it for example. ]]>
2191     </use>
2192     <attribute arch="no_pick" value="1" type="fixed" />
2193     <attribute arch="connected" editor="connection" type="int">
2194     Every time the handle is applied, all objects
2195     with the same &lt;connection&gt; value are activated.
2196     </attribute>
2197     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2198     This text may describe the item. You can use this
2199     message to explain the handle's purpose to the player.
2200     </attribute>
2201     </type>
2202    
2203     <!--####################################################################-->
2204     <type number="27" name="Handle Trigger">
2205     <import_type name="Handle" />
2206     <ignore>
2207     <ignore_list name="non_pickable" />
2208     </ignore>
2209     <description><![CDATA[
2210     Handle triggers are handles which reset after a short period
2211     of time. Every time it is either applied or reset, the
2212     &lt;connection&gt; value is triggered. ]]>
2213     </description>
2214     <use><![CDATA[
2215     When you connect an ordinary handle to a gate, the gate normally remains
2216     opened after the first player passed. If you want to keep the gate shut,
2217     connecting it to a handle trigger is an easy solution. ]]>
2218     </use>
2219     </type>
2220    
2221     <!--####################################################################-->
2222     <type number="88" name="Hazard Floor">
2223     <required>
2224     <attribute arch="is_floor" value="1" />
2225     </required>
2226     <ignore>
2227     <ignore_list name="non_pickable" />
2228     </ignore>
2229     <description><![CDATA[
2230     The best example for Hazard Floor is lava. It works like standard
2231     floor, but damages all creatures standing on it.
2232     Damage is taken in regular time intervals. ]]>
2233     </description>
2234     <use><![CDATA[
2235     The default lava for example does minor damage. But you can turn
2236     it up so that your hazard floor poses a real threat.<br>
2237     Like magic walls, such floors add a permanent thrill to your map.
2238     You can use that to safely chase off too-weak players, or just
2239     to have something different. ]]>
2240     </use>
2241     <attribute arch="is_floor" value="1" type="fixed" />
2242     <attribute arch="lifesave" value="1" type="fixed" />
2243 root 1.9 &move_on;
2244 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2245     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2246     This attribute specifys the attacktypes that this floor uses to
2247     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2248     If you want a real tough hazard floor, add more than just one attacktype.
2249     </attribute>
2250     <attribute arch="dam" editor="base damage" type="int">
2251     The &lt;base damage&gt; defines how much damage is inflicted to the
2252     victim per hit. The final damage is influenced by several other
2253     factors like the victim's resistance and level.
2254     </attribute>
2255     <attribute arch="wc" editor="weaponclass" type="int">
2256     &lt;weapon class&gt; improves the chance of hitting the victim.
2257     Lower values are better.
2258     Usually, hazard floors like lava are supposed to hit the
2259     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2260     to something like -30.
2261     </attribute>
2262     <attribute arch="level" editor="attack level" type="int">
2263     I guess this value is supposed to work similar to monster levels.
2264     But in fact, it does not seem to have an effect. Set any non-zero
2265     value to be on the safe side.
2266     </attribute>
2267     <section name="terrain">
2268 root 1.9 &movement_types_terrain;
2269 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2270     This flag indicates this spot contains wood or high grass.
2271     Players with activated woodsman skill can move faster here.
2272     </attribute>
2273     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2274     This flag indicates this spot contains hills or large rocks.
2275     Players with activated mountaineer skill can move faster here.
2276     </attribute>
2277     </section>
2278     <attribute arch="no_magic" editor="no spells" type="bool">
2279     If enabled, it is impossible for players to use (wizard-)
2280     spells on that spot.
2281     </attribute>
2282     <attribute arch="damned" editor="no prayers" type="bool">
2283     If enabled, it is impossible for players to use prayers
2284     on that spot. It also prevents players from saving.
2285     </attribute>
2286     <attribute arch="unique" editor="unique map" type="bool">
2287     Unique floor means that any items dropped on that spot
2288     will be saved byond map reset. For permanent apartments,
2289     all floor tiles must be set &lt;unique map&gt;.
2290     </attribute>
2291     </type>
2292    
2293     <!--####################################################################-->
2294     <type number="34" name="Helmet">
2295     <import_type name="Amulet" />
2296     <description><![CDATA[
2297     Wearing a helmet, the object's stats will directly be inherited to
2298     the player. Normal helmets usually increase defense, while crowns
2299     add more special bonuses like stats/resistances paired with
2300     low defense. ]]>
2301     </description>
2302     <use><![CDATA[
2303     Feel free to create your own special artifacts. However, it is very
2304     important that you keep your artifact in balance with existing maps. ]]>
2305     </use>
2306     <attribute arch="magic" editor="magic bonus" type="int">
2307     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2308     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2309     than direct armour-class bonus on the helmet.
2310 root 1.3
2311 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2312     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2313     Crowns for instance typically provide no &lt;amour class&gt;.
2314     </attribute>
2315     </type>
2316    
2317     <!--####################################################################-->
2318     <type number="56" name="Holy Altar">
2319     <ignore>
2320     <ignore_list name="non_pickable" />
2321     </ignore>
2322     <description><![CDATA[
2323     Holy_altars are altars for the various religions. Praying
2324     at a Holy_altar will make you a follower of that god, and
2325     if you already follow that god, you may get some extra bonus. ]]>
2326     </description>
2327     <attribute arch="no_pick" value="1" type="fixed" />
2328     <attribute arch="other_arch" editor="god name" type="string">
2329     The altar belongs to the god of the given name. Possible options for
2330     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2331 root 1.3 Gorokh, Valriel and Sorig.
2332    
2333 root 1.1 If you want to have an unconsecrated altar, set
2334     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2335     </attribute>
2336     <attribute arch="level" editor="reconsecrate level" type="int">
2337     To re-consecrate an altar, the player's wisdom level must be as
2338     high or higher than this value. In that way, some altars can not
2339 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2340    
2341 root 1.1 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2342     Some characters might need those altars, they would be very unhappy to
2343     see them re-consecrated to another cult.
2344     </attribute>
2345     </type>
2346    
2347     <!--####################################################################-->
2348     <type number="35" name="Horn">
2349     <ignore>
2350     <attribute arch="title" />
2351     </ignore>
2352     <description><![CDATA[
2353     Horns are very similar to rods. The difference is that horns regenerate
2354     spellpoints faster and thus are more valuable than rods.
2355     <br><br>
2356     A horn contains a spell. The player can use this spell by applying and
2357     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2358     used endlessly. ]]>
2359     </description>
2360     <use><![CDATA[
2361     Horns are powerful due to their fast recharge rate. They should
2362     never contain high level attacking spells. Even curing/healing spells
2363     are almost too good on a horn. ]]>
2364     </use>
2365     <attribute arch="sp" editor="spell" type="spell">
2366     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2367     horns to players, since they can be used endlessly without any mana cost!
2368     Horns with heal/ restoration/ protection spells, IF available, MUST be
2369     very very VERY hard to get!
2370     </attribute>
2371     <attribute arch="level" editor="casting level" type="int">
2372     The casting level of the &lt;spell&gt; determines it's power.
2373     For attack spells, level should not be set too high.
2374     </attribute>
2375     <attribute arch="hp" editor="initial spellpoints" type="int">
2376     This value represents the initial amount of spellpoints in the horn.
2377     Naturally, this is quite unimportant.
2378     </attribute>
2379     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2380     When the horn is fully charged up, it will hold this maximum amount of
2381     spellpoints. Make sure it is enough to cast the contained spell at least
2382     once. But don't set the value too high, as that might make the horn way
2383     too effective.
2384     </attribute>
2385     <attribute arch="startequip" editor="godgiven item" type="bool">
2386     A godgiven item vanishes as soon as the player
2387     drops it to the ground.
2388     </attribute>
2389     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2390     This text may contain a description of the horn.
2391     </attribute>
2392     </type>
2393    
2394     <!--####################################################################-->
2395     <type number="73" name="Inorganic">
2396     <description><![CDATA[
2397     Inorganic materials are generally used as ingredients for
2398     alchemical receipes. By themselves, they have no special
2399     functionalities. ]]>
2400     </description>
2401     <attribute arch="is_dust" editor="is dust" type="bool">
2402     </attribute>
2403     <section name="resistance">
2404     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2405     </attribute>
2406     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2407     </attribute>
2408     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2409     </attribute>
2410     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2411     </attribute>
2412     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2413     </attribute>
2414     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2415     </attribute>
2416     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2417     </attribute>
2418     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2419     </attribute>
2420     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2421     </attribute>
2422     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2423     </attribute>
2424     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2425     </attribute>
2426     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2427     </attribute>
2428     </section>
2429     </type>
2430    
2431     <!--####################################################################-->
2432     <type number="64" name="Inventory Checker">
2433     <ignore>
2434     <ignore_list name="system_object" />
2435     </ignore>
2436     <description><![CDATA[
2437     Inventory checkers passively check the players inventory for a
2438     specific object. You can set a connected value that is triggered
2439     either if that object is present or missing (-&gt; "last_sp") when a
2440     player walks over the inv. checker. A valid option is to remove the
2441     matching object (usually not recommended, see "last_heal").
2442     <br><br>
2443     Alternatively, you can set your inv. checker to block all players
2444 root 1.9 that do/don't carry the matching object.
2445 root 1.1 <br><br>
2446     As you can see, inv. checkers are quite powerful, holding a
2447     great variety of possibilities. ]]>
2448     </description>
2449     <use><![CDATA[
2450     Putting a check_inventory space in front of a gate (one below) and
2451     one on the opposite side works reasonably well as a control mechanism.
2452     Unlike the key/door-combo, this one works infinite since it is
2453     independant from map reset. Use it to put a "structure" into your
2454     maps: Player must solve area A to gain access to area B. This concept
2455     can be found in nearly every RPG - simple but effective. ]]>
2456     </use>
2457     <attribute arch="no_pick" value="1" type="fixed" />
2458     <attribute arch="slaying" editor="match key string" type="string">
2459     This string specifies the object we are looking for: We have a match
2460     if the player does/don't carry a key object or a mark with identical
2461     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2462     this context. A typical example is the city gate mechanism of scorn.
2463     </attribute>
2464     <attribute arch="race" editor="match arch name" type="string">
2465     This string specifies the object we are looking for: We have a match
2466     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2467     </attribute>
2468     <attribute arch="hp" editor="match type" type="int">
2469     This value specifies the object we are looking for: We have a match
2470 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2471    
2472 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2473     enabled. Now you have an inv. checker blocking all players that carry any
2474     kind of melee weapon. To pass, a player is forced to leave behind all
2475     his weaponry... bad news for a warrior. ;)
2476     </attribute>
2477     <attribute arch="last_sp" editor="match = having" type="bool">
2478     Enabled means having that object is a match.
2479     Disabled means not having that object is a match.
2480     </attribute>
2481     <attribute arch="connected" editor="connection" type="int">
2482     Whenever the inventory checker is triggered, all objects with identical
2483     &lt;connection&gt; value get activated. This only makes sense together with
2484     &lt;blocking passage&gt; disabled.
2485     </attribute>
2486 root 1.9 &movement_types_terrain;
2487 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2488     &lt;remove match&gt; means remove object if found. Setting this is usually not
2489     recommended because inv. checkers are in general invisible. So, unlike
2490     for altars/ locked doors, the player won't expect to lose an object when
2491 root 1.3 walking over that square. And he doesn't even get a message either.
2492    
2493 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2494     to inform the player what's going on!
2495     </attribute>
2496     </type>
2497    
2498     <!--####################################################################-->
2499 root 1.2 <type number="163" name="Item Transformer">
2500     <description><![CDATA[
2501     An item transformer is simply applied, after having marked a 'victim'
2502     item. If the victim is suitable, it will be transformed into something
2503     else.]]>
2504     </description>
2505     <use><![CDATA[
2506     To make an item transformable, you just have to fill the 'slaying' field.
2507     The syntax is:
2508     <br>
2509     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2510     <br>
2511     with [] denoting optional part, and * any number of preceding [].
2512     'new_item' must be the name of an existing archetype.
2513     <br><br>
2514     Example, for object apple: slaying knife:2 half_apple
2515     <br><br>
2516     This means that, when applying a knife (should be an Item Transformer),
2517     one 'apple' will be transformed into 2 'half_apple'.]]>
2518     </use>
2519     <attribute arch="food" editor="number of uses" type="int">
2520     &lt;number of uses&gt; controls how many times the item transformer can
2521     be used. The value 0 means "unlimited"
2522     </attribute>
2523     <attribute arch="slaying" editor="verb" type="string">
2524     Contains the verb that is used to construct a message to the player
2525     applying the item transformer.
2526     </attribute>
2527     <attribute arch="startequip" editor="godgiven item" type="bool">
2528     A godgiven item vanishes as soon as the player
2529     drops it to the ground.
2530     </attribute>
2531     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2532     This text may contain a description of the item transformer.
2533     </attribute>
2534     </type>
2535    
2536     <!--####################################################################-->
2537 root 1.1 <type number="60" name="Jewel">
2538     <description><![CDATA[
2539     Items of the type Gold &amp; Jewels are handled like a currency.
2540     Unlike for any other type of item, in shops, the buy- and selling
2541     prices differ only marginally. ]]>
2542     </description>
2543     <attribute arch="race" value="gold and jewels" type="fixed" />
2544     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2545     This text may describe the object.
2546     </attribute>
2547     </type>
2548    
2549     <!--####################################################################-->
2550 root 1.3 <type number="24" name="Key">
2551     <description><![CDATA[
2552     When carrying a key, a normal door can be opened. The key will
2553     disappear. ]]>
2554     </description>
2555     <attribute arch="startequip" editor="godgiven item" type="bool">
2556     A godgiven item vanishes as soon as the player
2557     drops it to the ground.
2558     </attribute>
2559     </type>
2560    
2561     <!--####################################################################-->
2562 root 1.1 <type number="20" name="Locked Door">
2563     <ignore>
2564     <ignore_list name="non_pickable" />
2565     </ignore>
2566     <description><![CDATA[
2567     A locked door can be opened only when carrying
2568     the appropriate special key. ]]>
2569     </description>
2570     <use><![CDATA[
2571     If you want to create a locked door that cannot be opened (no key),
2572     set a &lt;key string&gt; like "no_key_available". This will clearify things
2573 root 1.3 and only a fool would create a key matching that string.
2574    
2575 root 1.1 Door-objects can not only be used for "doors". In many maps these
2576     are used with all kinds of faces/names, especially often as
2577     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2578     There you have magic forces (door objects) put under certain artifact
2579     items. To get your hands on the artifacts, you need to bring up the
2580     appropriate quest items (key objects). ]]>
2581     </use>
2582 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2583 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2584     <attribute arch="slaying" editor="key string" type="string">
2585     The &lt;key string&gt; in the door must be identical with the
2586     &lt;key string&gt; in the special key, then the door is unlocked.
2587     It is VERY important to set the &lt;key string&gt; to something that
2588 root 1.3 is unique among the CF mapset.
2589    
2590 root 1.1 DONT EVER USE the default string "set_individual_value".
2591     </attribute>
2592     <attribute arch="no_magic" editor="restrict spells" type="bool">
2593     Restricting the use of spells to pass this door.
2594     This should be set in most cases.
2595     (Don't forget that the spell "dimension door" is easily
2596     available at about wisdom level 10).
2597     </attribute>
2598     <attribute arch="damned" editor="restrict prayers" type="bool">
2599     Restricting the use of prayers to pass this door.
2600     This should be set in most cases.
2601     </attribute>
2602     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2603     When a player is trying to open the door without carrying the
2604     appropriate key, this text is displayed to the player. This is
2605     a good opportunity to place hints about the special key needed
2606     to unlock the door.
2607     </attribute>
2608     </type>
2609    
2610     <!--####################################################################-->
2611     <type number="29" name="Magic Ear">
2612     <ignore>
2613     <ignore_list name="system_object" />
2614     </ignore>
2615     <description><![CDATA[
2616     Magic_ears trigger a connected value
2617     when the player speaks a specific keyword. ]]>
2618     </description>
2619     <use><![CDATA[
2620     Whenever you put magic_ears on your maps, make sure there are
2621     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2622     something like a gate that is opened by speaking "open" or
2623     "sesame", expecting the player to figure this out all by himself.
2624     <br><br>
2625     Magic_ears are typically used for interaction with NPCs. You
2626     can create the impression that the NPC actually *does* something
2627     according to his conversation with a player. Mostly this means
2628     opening a gate or handing out some item, but you could be quite
2629     creative here. ]]>
2630     </use>
2631     <attribute arch="no_pick" value="1" type="fixed" />
2632     <attribute arch="connected" editor="connection" type="int">
2633     The Magic_ear will trigger all objects with the
2634     same connection value, every time it is activated.
2635     </attribute>
2636     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2637     This textfield contains the keyword-matching-syntax. The text should
2638     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2639     Any number of keywords from one to infinite is allowed. Make sure
2640     they are seperated by a '|'.
2641 root 1.3
2642 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2643     value will be triggerd when the player speaks any of the given
2644     keywords within a two-square radius. IMPORTANT: Upper/lower case
2645     does not make a difference!
2646     </attribute>
2647     </type>
2648    
2649     <!--####################################################################-->
2650     <type number="62" name="Magic Wall">
2651     <ignore>
2652     <ignore_list name="non_pickable" />
2653     </ignore>
2654     <description><![CDATA[
2655     Magic walls fire spells in a given direction, in regular intervals.
2656     Magic walls can contain any spell. However, some spells do not
2657     operate very successfully in them. The only way to know is to test
2658     the spell you want to use with a wall.
2659     <br><br>
2660     Several types of magical walls are predefined for you in the
2661     archetypes, and can be found on the "connected" Pickmap. ]]>
2662     </description>
2663     <use><![CDATA[
2664     Spellcasting walls pose an interesting alternative to monsters.
2665     Usually they are set to be undestroyable. Thus, while monsters
2666     in a map can be cleared out, the magic walls remain. Low level
2667     characters for example will not be able to pass through their
2668     spell-area, hence they cannot loot a map that a high level character
2669     might have cleared out.
2670     <br><br>
2671     Another point of magic walls is that if the player dies, he has to face
2672     them all again. Magic walls can add a kind of "permanent thrill" to
2673     your maps.
2674     <br><br>
2675     Be careful that your magic walls don't kill the monsters on a map. If
2676     placing monsters, eventually take ones that are immune to the
2677     walls' spell(s).
2678     <br><br>
2679     It is possible to make walls rotate when triggered. But that is so
2680     confusing (and useless IMHO) that I did not mention it above. You
2681     can find a working example on the map
2682     "/pup_land/castle_eureca/castle_eureca8". ]]>
2683     </use>
2684     <attribute arch="dam" editor="spell" type="spell">
2685     The magic wall will cast this &lt;spell&gt;.
2686     </attribute>
2687     <attribute arch="level" editor="spell level" type="int">
2688     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2689     walls cast spells at minimal strength. "level 100" walls cast deadly
2690     spells. Arch default is level 1 - you should always set this value
2691     to meet the overall difficulty of your map.
2692     </attribute>
2693     <attribute arch="connected" editor="connection" type="int">
2694     Every time the &lt;connection&gt; value is triggered, the wall will cast
2695     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2696     have much visible effect.
2697     </attribute>
2698     <attribute arch="speed" editor="casting speed" type="float">
2699     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2700     You can fine-tune how long the duration between two casts shall
2701     be. If you want to create a wall that can be activated (cast per
2702     trigger) via connected lever/button/etc, you must set "speed 0".
2703     </attribute>
2704 root 1.12 &speed_left;
2705 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2706     The magic wall will cast it's spells always in the specified
2707     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2708     always fire in a random direction.
2709     </attribute>
2710 root 1.9 &movement_types_terrain;
2711 root 1.1 <section name="destroyable">
2712     <attribute arch="alive" editor="is destroyable" type="bool">
2713     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2714     destroyed by the player. If disabled, all other attributes on
2715     this tab, as well as resistances, are meaningless.
2716     </attribute>
2717     <attribute arch="hp" editor="hitpoints" type="int">
2718     The more &lt;hitpoints&gt; the wall has, the longer
2719     it takes to be destroyed.
2720     </attribute>
2721     <attribute arch="maxhp" editor="max hitpoints" type="int">
2722     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2723     can have. This only makes sense if the wall can regain health.
2724     </attribute>
2725     <attribute arch="ac" editor="armour class" type="int">
2726     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2727     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2728     to &lt;weapon class&gt;.
2729     </attribute>
2730     </section>
2731     <section name="resistance">
2732     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2733     </attribute>
2734     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2735     </attribute>
2736     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2737     </attribute>
2738     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2739     </attribute>
2740     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2741     </attribute>
2742     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2743     </attribute>
2744     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2745     </attribute>
2746     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2747     </attribute>
2748     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2749     </attribute>
2750     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2751     </attribute>
2752     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2753     </attribute>
2754     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2755     </attribute>
2756     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2757     </attribute>
2758     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2759     </attribute>
2760     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2761     </attribute>
2762     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2763     </attribute>
2764     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2765     </attribute>
2766     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2767     </attribute>
2768     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2769     </attribute>
2770     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2771     </attribute>
2772     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2773     </attribute>
2774     </section>
2775     </type>
2776    
2777     <!--####################################################################-->
2778     <type number="55" name="Marker">
2779     <ignore>
2780     <ignore_list name="system_object" />
2781     </ignore>
2782     <description><![CDATA[
2783     A marker is an object that inserts an invisible force (a mark) into a
2784     player stepping on it. This force does nothing except containing a
2785     &lt;key string&gt; which can be discovered by detectors or inventory
2786     checkers. It is also possible to use markers for removing marks again.
2787     <br><br>
2788     Note that the player has no possibility to "see" his own marks,
2789     except by the effect that they cause on the maps. ]]>
2790     </description>
2791     <use><![CDATA[
2792     Markers hold real cool possibilities for map-making. I encourage
2793     you to use them frequently. However there is one negative point
2794     about markers: Players don't "see" what's going on with them. It is
2795     your task, as map-creator, to make sure the player is always well
2796     informed and never confused.
2797     <br><br>
2798     Please avoid infinite markers when they aren't needed. They're
2799     using a little space in the player file after all, so if there
2800     is no real purpose, set an expire time. ]]>
2801     </use>
2802     <attribute arch="no_pick" value="1" type="fixed" />
2803     <attribute arch="slaying" editor="key string" type="string">
2804     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2805     If the player already has a force with that &lt;key string&gt;,
2806     there won't be inserted a second one.
2807     </attribute>
2808     <attribute arch="connected" editor="connection" type="int">
2809     When the detector is triggered, all objects with the same
2810     connection value get activated.
2811     </attribute>
2812     <attribute arch="speed" editor="marking speed" type="float">
2813     The &lt;marking speed&gt; defines how quickly it will mark something
2814     standing on the marker. Set this value rather high to make
2815     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2816     should do fine.
2817     </attribute>
2818 root 1.12 &speed_left;
2819 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2820     This value defines the duration of the force it inserts.
2821     If nonzero, the duration of the player's mark is finite:
2822     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2823     means the mark will stay on the player forever.
2824     </attribute>
2825     <attribute arch="name" editor="delete mark" type="string">
2826     When the player steps onto the marker, all existing forces in
2827     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2828     will be removed. If you don't want to remove any marks, leave
2829 root 1.3 this textfield empty.
2830    
2831 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2832     this marker. So don't be confused, and remember changing the
2833     name will take effect on the marker's functionality.
2834     </attribute>
2835     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2836     In the moment when the player gets marked, this text is displayed
2837     to him. You should really set a message in any marker you create,
2838     because it's the only way for the player to notice what's going on.
2839     </attribute>
2840     </type>
2841 root 1.3
2842 root 1.1 <!--####################################################################-->
2843 root 1.3 <type number="36" name="Money">
2844 root 1.2 <ignore>
2845 root 1.3 <attribute arch="unpaid" />
2846 root 1.2 </ignore>
2847     <description><![CDATA[
2848 root 1.3 Items of the type Money are handled as currency.
2849     Money cannot be sold/bought in shops. When money is dropped
2850     in a shop, it stays the same.<br>
2851     When a player picks an item from a shop and attempts to
2852     walk over the shop mat, the item's selling-price is automatically
2853     subtracted from the player's money.
2854     <br><br>
2855     For money, always use the default arches.
2856     Don't modify them. ]]>
2857 root 1.2 </description>
2858 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2859 root 1.2 </type>
2860    
2861     <!--####################################################################-->
2862 root 1.3 <type number="0" name="Monster &amp; NPC">
2863     <required>
2864     <attribute arch="is_floor" value="0" />
2865     <attribute arch="alive" value="1" />
2866     <attribute arch="tear_down" value="0" />
2867     </required>
2868 root 1.1 <ignore>
2869 root 1.3 <attribute arch="material" />
2870     <attribute arch="name_pl" />
2871 root 1.1 <attribute arch="nrof" />
2872     <attribute arch="value" />
2873     <attribute arch="unpaid" />
2874     </ignore>
2875     <description><![CDATA[
2876     Monsters can behave in various kinds of ways.
2877     They can be aggressive, attacking the player. Or peaceful,
2878     helping the player - maybe joining him as pet.
2879     The unagressive creatures who communicate with players are
2880     usually called "NPCs" (Non Player Character), a well-known
2881     term in role-play environments. ]]>
2882     </description>
2883     <use><![CDATA[
2884     Monsters play a central role in most maps. Choosing the right
2885     combination of monsters for your map is vital:
2886     <UL>
2887     <LI> Place only monsters of slightly varying (increasing) strength.
2888     It's no fun to play for two hours just to find out the last
2889     monster is unbeatable. Similar, it's not exciting to fight orcs
2890     after passing a room of dragons.<br>
2891     This rule applies only for linear maps (one room after the other),
2892     with treasure at the end. You can sprinkle the treasure around,
2893 root 1.3 or make non-linear maps - That is often more entertaining.
2894 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2895     Balrogs, Dragonmen and the likes should be at the end of a quest,
2896 root 1.3 not at the beginning.
2897 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2898     Fire- and cold dragons in one room for example is a bad idea.
2899     By weakening and killing each other they are easy prey for players,
2900     not worth the experience they hold.
2901     <LI> Create your own monsters, especially for "boss"-type monsters.
2902     Having stage-bosses guarding treasure is a lot of fun when done right.
2903     Avoid to create monsters with completely non-intuitive abilities:
2904     Don't give ice-spells to firedragons or vice versa. Don't add
2905     draining attack to trolls, etc. Additionally, you should inform the
2906     player before he bumps right into some very special/unusual monster.
2907     <LI> Last but not least: Always keep an eye on the experience your monsters
2908     hold. Design your maps in a way that high experience
2909     is always well-defended. Don't make large rooms full with only one kind
2910     of monster. Keep in mind the different abilities/techniques players
2911     can use.
2912     </UL>
2913     I know it's impossible to make the perfectly balanced map. There's always
2914     some part which is found too easy or too hard for a certain kind of player.
2915     Just give it your best shot. And listen to feedback from players if you
2916     receive some. :-) ]]>
2917     </use>
2918     <attribute arch="alive" value="1" type="fixed" />
2919     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2920     When the monster is killed, items from the treasurelist will
2921     drop to the ground. This is a common way to reward players
2922     for killing (masses of) monsters.
2923 root 1.3
2924 root 1.1 Note that you can always put items into the monster's
2925     inventory. Those will drop-at-kill just like the stuff
2926     from the &lt;treasurelist&gt;.
2927     </attribute>
2928     <attribute arch="level" editor="level" type="int">
2929     A monster's &lt;level&gt; is the most important attribute.
2930     &lt;level&gt; affects the power of a monster in various ways.
2931     </attribute>
2932     <attribute arch="race" editor="race" type="string">
2933 root 1.12 Every monster should have a race set to categorize it.
2934 root 1.1 The monster's &lt;race&gt; can have different effects:
2935     Slaying weapons inflict tripple damage against enemy races
2936     and holy word kills only enemy races of the god.
2937     </attribute>
2938     <attribute arch="exp" editor="experience" type="int">
2939     When a player kills this monster, he will get exactly this
2940     amount of &lt;experience&gt;. The experience will flow into
2941 root 1.12 the skill-category the player used for the kill.
2942 root 1.3
2943 root 1.1 If you create special monsters of tweaked strenght/abilities,
2944     always make sure that the &lt;experience&gt; is set to a
2945     reasonable value. Compare with existing arches to get a feeling
2946     what reasonable means. Keep in mind that spellcasting monsters
2947     are a lot harder to kill than non-spellcasters!
2948     </attribute>
2949     <attribute arch="speed" editor="speed" type="float">
2950     The &lt;speed&gt; determines how fast a monster will both move
2951     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2952     </attribute>
2953 root 1.12 &speed_left;
2954 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2955     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2956     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2957     can be set to any valid arch-name of a monster. Multipart monster
2958     should not be used.
2959     </attribute>
2960     <attribute arch="generator" editor="multiply" type="bool">
2961     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2962     every once in a while. Mice are a good example for this effect.
2963     If enabled, you must also set &lt;breed monster&gt; or check
2964     &lt;template generation&gt; and put other monsters in the inventory.
2965     </attribute>
2966     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2967     This only takes effect if &lt;multiply&gt; is enabled. The monster
2968     will create a new monster every once in a while by duplicating it's inventory.
2969     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2970     Each time the monster need to generate an object, it will be
2971     a randomly chosen item from the inventory. When generator is destroyed,
2972 root 1.3 inventory is destroyed.
2973 root 1.1 </attribute>
2974 root 1.9 &move_type;
2975 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2976     Several spells only affect undead monsters:
2977     turn undead, banish undead, holy word, etc.
2978     </attribute>
2979     <attribute arch="carrying" editor="carries weight" type="int">
2980     If a monster has something in the inventory, this
2981     value can be set to reflect the slowdown due to
2982     the carried weight.
2983     </attribute>
2984 root 1.3
2985 root 1.1 <section name="melee">
2986     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2987     This number is a bitmask, specifying the monster's attacktypes
2988     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2989     Strong monsters often have more than just physical attacktype.
2990 root 1.3
2991 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2992     as much damage as the "best" of it's attacktypes does. So, the more
2993     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2994     somehow exceptions.
2995     </attribute>
2996     <attribute arch="dam" editor="damage" type="int">
2997     Among other parameters, &lt;damage&gt; affects how much melee damage
2998     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2999     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3000     take effect on the melee damage of a monster.
3001     </attribute>
3002     <attribute arch="wc" editor="weapon class" type="int">
3003     Monsters of high &lt;weapon class&gt; are more likely to really hit
3004     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3005     to &lt;armour class&gt;.
3006     </attribute>
3007     <attribute arch="hp" editor="health points" type="int">
3008     The &lt;health points&gt; of a monster define how long it takes to
3009     kill it. With every successful hit from an opponent, &lt;health points&gt;
3010     get drained - The monster dies by zero &lt;health points&gt;.
3011     </attribute>
3012     <attribute arch="maxhp" editor="max health" type="int">
3013     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3014     monster can have.
3015     </attribute>
3016     <attribute arch="ac" editor="armour class" type="int">
3017     Monsters of low &lt;armour class&gt; are less likely to get hit from
3018     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3019     to &lt;weapon class&gt;.
3020     Values typically range between +20 (very bad) to -20 (quite good).
3021     </attribute>
3022     <attribute arch="Con" editor="healing rate" type="int">
3023 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3024     healing rate is independent of &lt;speed&gt;.
3025 root 1.1 </attribute>
3026     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3027     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3028     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3029     bounce off.
3030     </attribute>
3031     <attribute arch="hitback" editor="hitback" type="bool">
3032     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3033     to the amount of damage the *attacker* inflicted. This damage
3034     is additional to the regular melee damage of the monster.
3035     As far as I know, hitback uses acid attacktype, and it only takes
3036     effect if the monster actually has acid attacktype at it's disposal.
3037     Acid spheres for example use this feature.
3038     </attribute>
3039     <attribute arch="one_hit" editor="one hit only" type="bool">
3040     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3041     to a player.
3042     </attribute>
3043     </section>
3044 root 1.3
3045 root 1.1 <section name="spellcraft">
3046     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3047     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3048     Only wands/rods/etc can be used, given the appropriate abilities.
3049     </attribute>
3050     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3051     A monster with this flag has the ability to &lt;reflect spells&gt;,
3052     all kinds of spell-bullets and -beams will bounce off.
3053 root 1.3
3054 root 1.1 Generally this flag should not be set because it puts
3055     wizard-type players at an unfair disadvantage.
3056     </attribute>
3057     <attribute arch="sp" editor="spellpoints" type="int">
3058     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3059     them for both wizard- and prayer-spells. However, this value defines
3060     only the amount of *initial* spellpoints the monster starts with.
3061     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3062     and &lt;spellpoint regen.&gt; are more important than just initial
3063     &lt;spellpoints&gt;.
3064     </attribute>
3065     <attribute arch="maxsp" editor="max spellpoints" type="int">
3066     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3067     can hold. Setting this to high values has little effect unless
3068     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3069     "regenerate mana" at it's disposal.
3070     </attribute>
3071     <attribute arch="Pow" editor="spellpoint regen." type="int">
3072 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3073     spellpoint regeneration rate is independent of &lt;speed&gt;.
3074 root 1.3
3075 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3076     regeneration is most important. If your monster is still not casting
3077     fast enough, give it the spell-ability of "regenerate mana".
3078     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3079     </attribute>
3080     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3081     Click on the &lt;attuned paths&gt; button to select spellpaths.
3082     The creature will get attuned to the specified spellpaths.
3083     </attribute>
3084     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3085     Click on the &lt;repelled paths&gt; button to select spellpaths.
3086     The creature will get repelled to the specified spellpaths.
3087     </attribute>
3088     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3089     Click on the &lt;denied paths&gt; button to select spellpaths.
3090     The creature won't be able to cast spells of the specified paths.
3091     </attribute>
3092     </section>
3093 root 1.3
3094 root 1.1 <section name="ability">
3095     <attribute arch="Int" editor="detect hidden" type="int">
3096     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3097     hidden/invisible creatures. Higher values make for better
3098     detection-skills. Enabling &lt;see invisible&gt; makes this value
3099     obsolete.
3100     </attribute>
3101     <attribute arch="see_invisible" editor="see invisible" type="bool">
3102     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3103     with by invisible or hiding players. This flag is a must-have
3104     for high-level monsters. When a monster is unable to detect
3105     invisible players, it can be killed without fighting back.
3106     </attribute>
3107     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3108     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3109     by spells of darkness or dark maps. This flag is a "should-have"
3110     for high-level monsters. When a monster is unable to see in
3111     darkness, players can cast darkness and sneak around it safely.
3112     </attribute>
3113     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3114     Monster is able to wield weapon type objects.
3115     </attribute>
3116     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3117     Monster is able to use missile-weapon type objects.
3118     </attribute>
3119     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3120     Monster is able to wear protective equipment like brestplate
3121     armour, shields, helmets etc.
3122     </attribute>
3123     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3124     Monster is able to wear rings.
3125     </attribute>
3126     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3127     Monster is able to use wands and staves.
3128     </attribute>
3129     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3130     Monster is able to use rods.
3131     </attribute>
3132     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3133     Monster is able to read scrolls.
3134     </attribute>
3135     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3136     Monster is able to use skills from it's inventory.
3137     For example, you can put a throwing skill object and some
3138 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3139 root 1.1 </attribute>
3140     </section>
3141 root 1.3
3142 root 1.1 <section name="behave">
3143     <attribute arch="monster" editor="monster behaviour" type="bool">
3144     When &lt;monster behaviour&gt; is enabled, this object will behave
3145     like a monster: It can move and attack enemies (which are
3146     typically players).
3147     This flag should be set for all monsters as-such.
3148     Monsters which don't move, like guards, should also have
3149     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3150 root 1.3 It should *not* be set for things like immobile generators.
3151 root 1.1 </attribute>
3152     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3153     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3154     </attribute>
3155     <attribute arch="friendly" editor="friendly" type="bool">
3156     &lt;friendly&gt; monsters help the player, attacking any
3157     non-friendly monsters in range.
3158     </attribute>
3159     <attribute arch="stand_still" editor="stand still" type="bool">
3160     Monsters which &lt;stand still&gt; won't move to leave their position.
3161     When agressive, they will attack all enemies who get close to
3162     them. This behaviour is commonly known from castle guards.
3163 root 1.3
3164 root 1.1 In older versions of Crossfire it was possible to eventually
3165     push a &lt;stand still&gt;-monster out of position by force.
3166     I believe this is no longer possible. Neverthless, you should
3167     still be cautious when lining up &lt;stand still&gt;-monster in order
3168     to "defend" something: Such monsters are rather easy to kill.
3169     It's good for low level maps, but not much more.
3170     </attribute>
3171     <attribute arch="sleep" editor="asleep" type="bool">
3172     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3173     &lt;sensing range&gt; of the monster. Usually the sensing range is
3174     larger than the players line of sight. Due to that, in most cases
3175     the player won't ever notice weither a monster was asleep or not.
3176     </attribute>
3177     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3178     This entry defines which kinds of environment actions the
3179     creature is able to perform.
3180     </attribute>
3181     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3182     Click on the &lt;pick up&gt; button and select which types of objects
3183     the creature should try to pick up.
3184 root 1.3
3185 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3186     etc are set, then the creature will pick up the matching items even
3187     if this is not set here.
3188     </attribute>
3189     <attribute arch="Wis" editor="sensing range" type="int">
3190     &lt;sensing range&gt; determines how close a player needs to be before
3191     the creature wakes up. This is done as a square, for reasons of speed.
3192     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3193     11x11 square of the monster will wake the monster up. If the player
3194     has stealth, the size of this square is reduced in half plus 1.
3195     </attribute>
3196 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3197     If this is set to default, the standard mode of movement will be used.
3198     </attribute>
3199     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3200     This movement is not in effect when the monster has an enemy and should
3201     only be used for non agressive monsters.
3202 root 1.1 </attribute>
3203     <attribute arch="run_away" editor="run at % health" type="int">
3204     This is a percentage value in the range 0-100.
3205     When the monster's health points drop below this percentage
3206     (relative to max health), it attempts to run away from the
3207     attacker.
3208     </attribute>
3209     </section>
3210 root 1.3
3211 root 1.1 <section name="resistance">
3212     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3213     </attribute>
3214     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3215     </attribute>
3216     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3217     </attribute>
3218     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3219     </attribute>
3220     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3221     </attribute>
3222     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3223     </attribute>
3224     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3225     </attribute>
3226     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3227     </attribute>
3228     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3229     </attribute>
3230     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3231     </attribute>
3232     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3233     </attribute>
3234     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3235     </attribute>
3236     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3237     </attribute>
3238     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3239     </attribute>
3240     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3241     </attribute>
3242     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3243     </attribute>
3244     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3245     </attribute>
3246     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3247     </attribute>
3248     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3249     </attribute>
3250     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3251     </attribute>
3252     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3253     </attribute>
3254     </section>
3255     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3256     </attribute>
3257     </type>
3258    
3259     <!--####################################################################-->
3260 root 1.3 <type number="28" name="Monster (Grimreaper)">
3261     <import_type name="Monster &amp; NPC" />
3262     <ignore>
3263     <attribute arch="material" />
3264     <attribute arch="name_pl" />
3265     <attribute arch="nrof" />
3266     <attribute arch="value" />
3267     <attribute arch="unpaid" />
3268     </ignore>
3269     <description><![CDATA[
3270     A grimreaper is a monster that vanishes after it did some number of
3271     draining attacks. ]]> <!-- XXX: is this ok? -->
3272     </description>
3273     <section name="grimreaper">
3274     <attribute arch="value" editor="attacks" type="int">
3275     The object vanishes after this number of draining attacks.
3276     </attribute>
3277     </section>
3278     </type>
3279    
3280     <!--####################################################################-->
3281 root 1.1 <type number="65" name="Mood Floor">
3282     <ignore>
3283     <ignore_list name="system_object" />
3284     </ignore>
3285     <description><![CDATA[
3286     As the name implies, mood floors can change the "mood" of
3287     a monsters/NPC. For example, an unagressive monster could be
3288     turned mad to start attacking. Similar, an agressive monster
3289     could be calmed. ]]>
3290     </description>
3291     <use><![CDATA[
3292     Mood floors are absolutely cool for NPC interaction. To make an
3293     unaggressive monster/NPC attack, put a creator with "other_arch
3294     furious_floor" under it. Connect the creator to a magic_ear, so the
3295     player speaks a keyword like "stupid sucker" - and the monster attacks.
3296     <br><br>
3297     To turn an NPC into a pet, put a charm_floor under it and connect
3298     it directly to a magic_ear. Then the player speaks a keyword like
3299     "help me" - and the NPC joins him as pet.
3300     <br><br>
3301     (Of course you must always give clear hints about keywords!
3302     And there is no reason why you couldn't use a button/lever/pedestal
3303     etc. instead of a magic_ear.) ]]>
3304     </use>
3305     <attribute arch="no_pick" value="1" type="fixed" />
3306     <attribute arch="last_sp" editor="mood" type="list_mood">
3307     &lt;mood&gt; is used to determine what will happen to the
3308     monster when affected by the mood floor:
3309 root 1.3
3310 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3311 root 1.3
3312 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3313 root 1.3
3314 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3315 root 1.3
3316 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3317 root 1.3
3318 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3319     who triggers the square. This setting is not
3320     enabled for continous operation, you need to
3321     insert a &lt;connection&gt; value!
3322     </attribute>
3323     <attribute arch="connected" editor="connection" type="int">
3324     This should only be set in combination with &lt;mood number&gt; 4.
3325     Normally, monsters are affected by the mood floor as soon as they
3326     step on it. But charming (monster -&gt; pet) is too powerful,
3327 root 1.3 so it needs to be activated.
3328    
3329 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3330     But a powerful pet could as well be the reward for solving a
3331     quest. Or even better: It could be *part* of a quest!
3332     </attribute>
3333     <attribute arch="no_magic" editor="no spells" type="bool">
3334     If enabled, it is impossible for players to use (wizard-)
3335     spells on that spot.
3336     </attribute>
3337     <attribute arch="damned" editor="no prayers" type="bool">
3338     If enabled, it is impossible for players to use prayers
3339     on that spot. It also prevents players from saving.
3340     </attribute>
3341     </type>
3342    
3343     <!--####################################################################-->
3344     <type number="40" name="Mover">
3345     <ignore>
3346     <ignore_list name="non_pickable" />
3347     </ignore>
3348     <description><![CDATA[
3349     Movers move the objects above them. However, only living objects
3350     are affected (monsters/NPCs always, players optional). Movers have
3351     a direction, so players can be made to move in a pattern, and so
3352     can monsters. Motion is involuntary. Additionally, players or
3353     monsters can be "frozen" while ontop of movers so that they MUST
3354     move along a chain of them.
3355     <br><br>
3356     Multisquare monsters can be moved as well, given
3357     enough space. Movers are usually invisible. ]]>
3358     </description>
3359     <use><![CDATA[
3360     NEVER EVER consider a mover being unpassable in the backwards
3361     direction. Setting "forced movement" makes it seemingly impossible
3362     but there is still a trick: One player can push a second player
3363     past the mover, in opposite to the mover's direction! The more
3364     movers, the more players needed. Hence, don't make a treasure
3365     room that is surrounded by movers instead of solid walls/gates.
3366     <br><br>
3367     Btw, it does not make a difference putting movers above or
3368     below the floor. Moreover, movers that are set to be invisible
3369     cannot be discovered with the show_invisible spell.
3370     <br><br>
3371     Note that Movers and Directors are seperate objects, even though
3372     they look and act similar. Directors only do spells/missiles,
3373     while movers only do living creatures (depending on how it
3374     is set: monsters and players). ]]>
3375     </use>
3376     <attribute arch="attacktype" editor="forced movement" type="bool">
3377     If forced movement is enabled, the mover "freezes" anyone it
3378     moves (so they are forced to move along a chain).
3379     For players there is no way to escape this forced movement,
3380     except being pushed by a second player.
3381     </attribute>
3382     <attribute arch="maxsp" editor="freeze duration" type="int">
3383     The player will be "frozen" for that many moves.
3384     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3385     enabled, then &lt;freeze duration&gt; gets assigned the
3386     "default value" 2 automatically.
3387     </attribute>
3388     <attribute arch="speed" editor="movement speed" type="float">
3389     The movement speed value determines how fast a chain of
3390     these movers will push a player along (default is -0.2).
3391     </attribute>
3392 root 1.12 &speed_left;
3393 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3394     The mover will push creatures in the specified &lt;direction&gt;.
3395     A mover with direction set to &lt;none&gt; will spin clockwise,
3396     thus pushing creatures in unpredictable directions.
3397     </attribute>
3398     <attribute arch="lifesave" editor="gets used up" type="bool">
3399     If enabled, the mover gets "used up" after a certain number of moves
3400 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3401 root 1.1 </attribute>
3402     <attribute arch="hp" editor="number of uses" type="int">
3403     This value has only a meaning if &lt;gets used up&gt; is set:
3404     &lt;number of uses&gt; is the number of times minus one, that it
3405     will move a creature before disappearing. (It will move
3406 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3407 root 1.1 </attribute>
3408     <section name="targets">
3409     <attribute arch="level" editor="move players" type="bool">
3410     If &lt;move players&gt; is enabled, both players and monsters will be
3411     moved. In the arches' default it is disabled - thus ONLY monsters
3412     get moved. Remember that "monsters" includes NPCs!
3413 root 1.3
3414 root 1.1 This feature provides you with the possibility to make NPCs
3415     literally "come to life". Example: The player is talking with an
3416     NPC, speaking a certain keyword. This triggers a magic_ear and
3417     activates creators, creating (per default: monster-only) movers
3418     under the NPC's feet. The NPC starts "walking" on a predefined
3419     route! Note that it's useful to set this NPC immune to everything,
3420     preventing the player to push the NPC off his trace.
3421     </attribute>
3422 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3423     Which movement types activate the mover.
3424 root 1.1 </attribute>
3425     </section>
3426     </type>
3427    
3428     <!--####################################################################-->
3429     <type number="17" name="Pedestal">
3430     <ignore>
3431     <ignore_list name="non_pickable" />
3432     </ignore>
3433     <description><![CDATA[
3434     Pedestals are designed to detect certain types of living objects.
3435     When a predefined type of living creature steps on the pedestal, the
3436     connected value is triggered. ]]>
3437     </description>
3438     <use><![CDATA[
3439     If you want to create a place where only players of a certain race
3440     can enter, put a teleporter over your pedestal. So the teleporter is
3441     only activated for players of the matching race. Do not use gates,
3442     because many other players could sneak in. If you put powerful
3443     artifacts into such places, generally set "startequip 1", so that
3444     they are preserved for that one race and can't be traded to others. ]]>
3445     </use>
3446     <attribute arch="no_pick" value="1" type="fixed" />
3447     <attribute arch="slaying" editor="match race" type="string">
3448     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3449     matches the monster's or the player's race, we have a match.
3450     Yes, pedestals can detect a player's race! E.g. you could create a
3451 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3452    
3453 root 1.1 If it is set to "player", any player stepping on the pedestal
3454     is a match. Very useful if you want to open a gate for players
3455     but not for monsters.
3456     </attribute>
3457     <attribute arch="connected" editor="connection" type="int">
3458     When the pedestal is triggered, all objects with the same
3459     connection value get activated.
3460     </attribute>
3461 root 1.9 &move_on;
3462 root 1.1 </type>
3463    
3464     <!--####################################################################-->
3465     <type number="94" name="Pit">
3466     <ignore>
3467     <ignore_list name="non_pickable" />
3468     </ignore>
3469     <description><![CDATA[
3470     Pits are holes, transporting the player when he walks (and falls) into them.
3471     A speciality about pits is that they don't transport the player to
3472     the exact destination, but within a two-square radius of the destination
3473     (never on blocked squares).<br>
3474     Optionally, pits can get closed and opened, similar to gates.<br><br>
3475     Monsters and items are affected by pits just as well as players.
3476     Even multipart monsters can fall through them, given enough space. ]]>
3477     </description>
3478     <use><![CDATA[
3479     Pits can add interesting effects to your map. When using them, make
3480     sure to use them in a "logical way": Pits should always drop the
3481     player to some kind of lower level. They should not be used to
3482     randomly interconnect maps like teleporters do. ]]>
3483     </use>
3484     <attribute arch="no_pick" value="1" type="fixed" />
3485     <attribute arch="connected" editor="connection" type="int">
3486     When a &lt;connection&gt; value is set, the pit can be opened/closed
3487     by activating the connection.
3488     </attribute>
3489     <attribute arch="hp" editor="destination X" type="int">
3490     The pit will transport creatures (and items) randomly into a two-square
3491     radius of the destination coordinates.
3492     If the destination square becomes blocked, the pit will act like
3493     being filled up and not work anymore!
3494     </attribute>
3495     <attribute arch="sp" editor="destination Y" type="int">
3496     The pit will transport creatures (and items) randomly into a two-square
3497     radius of the destination coordinates.
3498     If the destination square becomes blocked, the pit will act like
3499     being filled up and not work anymore!
3500     </attribute>
3501     <attribute arch="wc" editor="position state" type="int">
3502     The &lt;position state&gt; defines the position of the gate:
3503     Zero means completely open/down, the "number of animation-steps" (usually
3504     about 6 or 7) means completely closed/up state. I suggest you don't
3505     mess with this value - Leave the default in place.
3506     </attribute>
3507 root 1.9 &move_on;
3508 root 1.1 </type>
3509    
3510     <!--####################################################################-->
3511     <type number="7" name="Poison Food">
3512     <description><![CDATA[
3513     When eating, the player's stomache is drained by 1/4 of food.
3514     If his food drops to zero, the player might even die. ]]>
3515     </description>
3516     </type>
3517    
3518     <!--####################################################################-->
3519     <type number="5" name="Potion">
3520     <description><![CDATA[
3521     The player can drink these and gain various kinds of benefits
3522     (/penalties) by doing so. ]]>
3523     </description>
3524     <use><![CDATA[
3525     One potion should never give multiple benefits at once. ]]>
3526     </use>
3527     <attribute arch="level" editor="potion level" type="int">
3528     If the potion contains a spell, the spell is cast at this level.
3529     For other potions it should be set at least to 1.
3530     </attribute>
3531     <attribute arch="sp" editor="spell" type="spell">
3532     When a player drinks this potion, the selected spell
3533     will be casted (once). This should work for any given spell.
3534     E.g. heal is "sp 35", magic power is "sp 67".
3535     </attribute>
3536     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3537     There are two types of special effects for potions:
3538     'life restoration' - restore the player's stats lost by death or draining
3539     (this has nothing in common with the restoration spell!)
3540 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3541 root 1.1 by a very small amount.
3542     </attribute>
3543     <attribute arch="cursed" editor="cursed" type="bool">
3544     If a potion is cursed, benefits generally turn into penalties.
3545     Note that potions can be "uncursed" by praying over an altar,
3546     with relative ease. *But* the potion must be identified to notice
3547     that it is cursed &gt;:)
3548     </attribute>
3549     <attribute arch="startequip" editor="godgiven item" type="bool">
3550     A godgiven item vanishes as soon as the player
3551     drops it to the ground.
3552     </attribute>
3553     <section name="stats">
3554     <attribute arch="Str" editor="strength" type="int">
3555     The player's strentgh will rise/fall by the given value for permanent
3556     (of course there is an upper limit). Generally there shouldn't be stat
3557     potions granting more than one stat. Cursed potions will subtract the
3558     stats if positive.
3559     </attribute>
3560     <attribute arch="Dex" editor="dexterity" type="int">
3561     The player's dexterity will rise/fall by the given value for permanent
3562     (of course there is an upper limit). Generally there shouldn't be stat
3563     potions granting more than one stat. Cursed potions will subtract the
3564     stats if positive.
3565     </attribute>
3566     <attribute arch="Con" editor="constitution" type="int">
3567     The player's constitution will rise/fall by the given value for permanent
3568     (of course there is an upper limit). Generally there shouldn't be stat
3569     potions granting more than one stat. Cursed potions will subtract the
3570     stats if positive.
3571     </attribute>
3572     <attribute arch="Int" editor="intelligence" type="int">
3573     The player's intelligence will rise/fall by the given value for permanent
3574     (of course there is an upper limit). Generally there shouldn't be stat
3575     potions granting more than one stat. Cursed potions will subtract the
3576     stats if positive.
3577     </attribute>
3578     <attribute arch="Pow" editor="power" type="int">
3579     The player's power will rise/fall by the given value for permanent
3580     (of course there is an upper limit). Generally there shouldn't be stat
3581     potions granting more than one stat. Cursed potions will subtract the
3582     stats if positive.
3583     </attribute>
3584     <attribute arch="Wis" editor="wisdom" type="int">
3585     The player's wisdom will rise/fall by the given value for permanent
3586     (of course there is an upper limit). Generally there shouldn't be stat
3587     potions granting more than one stat. Cursed potions will subtract the
3588     stats if positive.
3589     </attribute>
3590     <attribute arch="Cha" editor="charisma" type="int">
3591     The player's charisma will rise/fall by the given value for permanent
3592     (of course there is an upper limit). Generally there shouldn't be stat
3593     potions granting more than one stat. Cursed potions will subtract the
3594     stats if positive.
3595     </attribute>
3596     </section>
3597     <section name="resistance">
3598     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3599     The player's resistance to physical will rise by this value in percent
3600     (range -100 till +100). The effect is only temporare, and it does NOT
3601     add on the values from the player's equipment.
3602     Cursed potions will make negative resistance.. very nasty in combat!
3603     </attribute>
3604     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3605     The player's resistance to magic will rise by this value in percent
3606     (range -100 till +100). The effect is only temporare, and it does NOT
3607     add on the values from the player's equipment.
3608     Cursed potions will make negative resistance.. very nasty in combat!
3609     </attribute>
3610     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3611     The player's resistance to fire will rise by this value in percent
3612     (range -100 till +100). The effect is only temporare, and it does NOT
3613     add on the values from the player's equipment.
3614     Cursed potions will make negative resistance.. very nasty in combat!
3615     </attribute>
3616     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3617     The player's resistance to electricity will rise by this value in percent
3618     (range -100 till +100). The effect is only temporare, and it does NOT
3619     add on the values from the player's equipment.
3620     Cursed potions will make negative resistance.. very nasty in combat!
3621     </attribute>
3622     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3623     The player's resistance to cold will rise by this value in percent
3624     (range -100 till +100). The effect is only temporare, and it does NOT
3625     add on the values from the player's equipment.
3626     Cursed potions will make negative resistance.. very nasty in combat!
3627     </attribute>
3628     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3629     The player's resistance to acid will rise by this value in percent
3630     (range -100 till +100). The effect is only temporare, and it does NOT
3631     add on the values from the player's equipment.
3632     Cursed potions will make negative resistance.. very nasty in combat!
3633     </attribute>
3634     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3635     The player's resistance to confusion will rise by this value in percent
3636     (range -100 till +100). The effect is only temporare, and it does NOT
3637     add on the values from the player's equipment.
3638     Cursed potions will make negative resistance.. very nasty in combat!
3639     </attribute>
3640     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3641     The player's resistance to weaponmagic will rise by this value in percent
3642     (range -100 till +100). The effect is only temporare, and it does NOT
3643     add on the values from the player's equipment.
3644     Cursed potions will make negative resistance.. very nasty in combat!
3645     </attribute>
3646     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3647     The player's resistance to paralyze will rise by this value in percent
3648     (range -100 till +100). The effect is only temporare, and it does NOT
3649     add on the values from the player's equipment.
3650     Cursed potions will make negative resistance.. very nasty in combat!
3651     </attribute>
3652     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3653     The player's resistance to draining will rise by this value in percent
3654     (range -100 till +100). The effect is only temporare, and it does NOT
3655     add on the values from the player's equipment.
3656     Cursed potions will make negative resistance.. very nasty in combat!
3657     </attribute>
3658     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3659     The player's resistance to depletion will rise by this value in percent
3660     (range -100 till +100). The effect is only temporare, and it does NOT
3661     add on the values from the player's equipment.
3662     Cursed potions will make negative resistance.. very nasty in combat!
3663     </attribute>
3664     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3665     The player's resistance to poison will rise by this value in percent
3666     (range -100 till +100). The effect is only temporare, and it does NOT
3667     add on the values from the player's equipment.
3668     Cursed potions will make negative resistance.. very nasty in combat!
3669     </attribute>
3670     </section>
3671     </type>
3672    
3673     <!--####################################################################-->
3674     <type number="156" name="Power Crystal">
3675     <description><![CDATA[
3676     Power crystals can store a player's mana:
3677     When the player applies the crystal with full mana, half of
3678     it flows into the crystal. When the player applies it with
3679     lacking mana, the crystal replenishes the player's mana. ]]>
3680     </description>
3681     <attribute arch="sp" editor="initial mana" type="int">
3682     &lt;initial mana&gt; is the amount of spellpoints that the
3683     crystal holds when the map is loaded.
3684     </attribute>
3685     <attribute arch="maxsp" editor="mana capacity" type="int">
3686     The &lt;mana capacity&gt; defines how much mana can be stored
3687     in the crystal. This is what makes the crystal interesting.
3688     Wizard-players will always seek for crystals with large
3689     capacities.
3690     </attribute>
3691     </type>
3692    
3693     <!--####################################################################-->
3694     <type number="13" name="Projectile">
3695     <description><![CDATA[
3696     Projectiles like arrows/crossbow bolts are used as ammunition
3697     for shooting weapons.
3698     <br><br>
3699     It's very easy to add new pairs of weapons &amp; projectiles.
3700     Just set matching &lt;ammunition class&gt; both for shooting
3701     weapon and projectile. ]]>
3702     </description>
3703     <use><![CDATA[
3704     If you want to create new kinds of projectiles, you could
3705     add an alchemical receipe to create these.
3706 root 1.3
3707 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3708     they really fullfill a useful purpose. In fact, even bows
3709     and crossbows are rarely ever used. ]]>
3710     </use>
3711     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3712     This number is a bitmask, specifying the projectile's attacktypes.
3713     Attacktypes are: physical, magical, fire, cold.. etc.
3714     This works identical to melee weapons. Note that shooting
3715     weapons cannot have attacktypes.
3716     </attribute>
3717     <attribute arch="race" editor="ammunition class" type="string">
3718     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3719     these projectiles. For arrows set "arrows", for crossbow bolts
3720     set "crossbow bolts" (big surprise).
3721 root 1.3
3722 root 1.1 In certain cases, the ammunition class is displayed in the game.
3723     Hence, when you create a new ammunition class, choose an
3724     intuitive name like "missiles", "spirit bolts" - whatever.
3725 root 1.3
3726 root 1.1 You can also make special containers holding these projectiles
3727     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3728     </attribute>
3729     <attribute arch="slaying" editor="slaying race" type="string">
3730     Slaying means the weapon does tripple (3x) damage to monsters
3731     of the specified race. If &lt;slaying race&gt; matches an arch name,
3732     only monsters of that archtype receive tripple damage.
3733     Tripple damage is very effective.
3734     </attribute>
3735     <attribute arch="dam" editor="damage" type="int">
3736     The projectile &lt;damage&gt; significantly affects the damage
3737     done. Damage can be further increased by the shooting
3738     weapon's attributes.
3739     </attribute>
3740     <attribute arch="wc" editor="weaponclass" type="int">
3741     This value is supposed to be the base &lt;weaponclass&gt;,
3742     but it seems to have rather little effect.
3743     High values are good here, low values bad.
3744     </attribute>
3745     <attribute arch="food" editor="chance to break" type="int">
3746     The &lt;chance to break&gt; defines the breaking probability when this
3747     projectile hits an obstacle, e.g. wall or monster.
3748     The value is the %-chance to break, ranging from 0 (never breaking)
3749     to 100 (breaking at first shot).
3750     </attribute>
3751     <attribute arch="magic" editor="magic bonus" type="int">
3752     Magic bonus increases chance to hit and damage a little bit.
3753     </attribute>
3754     <attribute arch="unique" editor="unique item" type="bool">
3755     Unique items exist only one time on a server. If the item
3756     is taken, lost or destroyed - it's gone for good.
3757     </attribute>
3758     <attribute arch="startequip" editor="godgiven item" type="bool">
3759     A godgiven item vanishes as soon as the player
3760     drops it to the ground.
3761     </attribute>
3762     <attribute arch="no_drop" editor="don't drop" type="bool">
3763     When a monster carries a projectile with &lt;don't drop&gt;,
3764     this item will never drop to the ground but
3765     vanish instead. If this object is shot, it can still drop
3766     after hitting an obstacle. You can prevent this by
3767     setting &lt;chance to break&gt; 100.
3768     </attribute>
3769     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3770     This text may describe the projectile. This
3771     could be nice for very special ones.
3772     </attribute>
3773     </type>
3774    
3775     <!--####################################################################-->
3776     <type number="70" name="Ring">
3777     <import_type name="Amulet" />
3778     <description><![CDATA[
3779     Rings are worn on the hands - one ring each.
3780     Wearing rings, the object's stats will directly be inherited to
3781     the player. Usually enhancing his spellcasting potential. ]]>
3782     </description>
3783     <use><![CDATA[
3784     When you create an artifact ring, never forget that players can
3785     wear <B>two</B> rings! Due to that it is extremely important to
3786     keep rings in balance with the game.
3787     <br><br>
3788     Also keep in mind that rings are generally the wizard's tools.
3789     They should primarily grant bonuses to spellcasting abilities
3790     and non-physical resistances. ]]>
3791     </use>
3792     </type>
3793    
3794     <!--####################################################################-->
3795     <type number="3" name="Rod">
3796     <ignore>
3797     <attribute arch="title" />
3798     </ignore>
3799     <description><![CDATA[
3800     A rod contains a spell. The player can use this spell by applying and
3801     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3802     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3803     used endlessly. ]]>
3804     </description>
3805     <use><![CDATA[
3806     Rods with healing/curing spells are extremely powerful. Usually, potions have
3807     to be used for that purpose. Though, potions are expensive and only good for
3808     one-time-use.<br> ]]>
3809     </use>
3810     <attribute arch="sp" editor="spell" type="spell">
3811     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3812     rods to players, since they can be used endlessly without any mana cost!
3813     Rods with heal/ restoration/ protection spells, IF available, MUST be
3814     very very VERY hard to get!
3815     </attribute>
3816     <attribute arch="level" editor="casting level" type="int">
3817     The casting level of the &lt;spell&gt; determines it's power.
3818     For attack spells, level should be set to something reasonable.
3819     </attribute>
3820     <attribute arch="hp" editor="initial spellpoints" type="int">
3821     This value represents the initial amount of spellpoints in the rod.
3822     Naturally, this is quite unimportant.
3823     </attribute>
3824     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3825     When the rod is fully charged up, it will hold this maximum amount of
3826     spellpoints. Make sure it is enough to cast the contained spell at least
3827     once. But don't set the value too high, as that might make the rod
3828     too effective.
3829     </attribute>
3830     <attribute arch="startequip" editor="godgiven item" type="bool">
3831     A godgiven item vanishes as soon as the player
3832     drops it to the ground.
3833     </attribute>
3834     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3835     This text may contain a description of the rod.
3836     </attribute>
3837     </type>
3838    
3839     <!--####################################################################-->
3840     <type number="154" name="Rune">
3841     <ignore>
3842     <attribute arch="no_pick" />
3843     <attribute arch="title" />
3844     <attribute arch="name_pl" />
3845     <attribute arch="weight" />
3846     <attribute arch="value" />
3847     <attribute arch="material" />
3848     <attribute arch="unpaid" />
3849     </ignore>
3850     <description><![CDATA[
3851 root 1.3 A rune is a magical enscription on the dungeon floor.
3852 root 1.1 <br><br>
3853     Runes hit any monster or person who steps on them for 'dam' damage in
3854     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3855     and will cast this spell when it detonates. Yet another kind is the
3856     "summoning rune", summoning predefined monsters of any kind, at detonation.
3857     <br><br>
3858     Many runes are already defined in the archetypes. ]]>
3859     </description>
3860     <use><![CDATA[
3861     Avoid monsters stepping on your runes. For example, summoning runes
3862     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3863     </use>
3864     <attribute arch="no_pick" value="1" type="fixed" />
3865 root 1.9 &move_on;
3866 root 1.1 <attribute arch="level" editor="rune level" type="int">
3867     This value sets the level the rune will cast the spell it contains at,
3868     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3869 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3870    
3871 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3872     how much experience the player gets for doing so. Beware: High level
3873     runes can be quite a cheap source of experience! So either make them
3874     tough, or keep the level low.
3875     </attribute>
3876     <attribute arch="Cha" editor="visibility" type="int">
3877     This value determines what fraction of the time the rune is visible:
3878     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3879     how easily the rune may be found.
3880     </attribute>
3881     <attribute arch="hp" editor="number of charges" type="int">
3882     The rune will detonate &lt;number of charges&gt; times before disappearing.
3883     </attribute>
3884     <attribute arch="dam" editor="direct damage" type="int">
3885     &lt;direct damage&gt; specifies how much damage is done by the rune,
3886     if it doesn't contain a spell. This should be set in reasonable
3887 root 1.3 relation to the rune's level.
3888 root 1.1 </attribute>
3889     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3890     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3891     attribute defines what attacktype to use for direct damage when
3892     the rune detonates.
3893     </attribute>
3894     <section name="spellcraft">
3895     <attribute arch="sp" editor="spell" type="spell">
3896     The selected &lt;spell&gt; defines the spell in the rune, if any.
3897     (Many runes do direct damage).
3898     </attribute>
3899     <attribute arch="slaying" editor="spell name" type="string">
3900     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3901     but if present, overrides the &lt;spell&gt; setting.
3902     </attribute>
3903     <attribute arch="other_arch" editor="spell arch" type="string">
3904     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3905     is optional, but if present, overrides the &lt;spell&gt; setting.
3906     You can choose any of the existing arches.
3907     </attribute>
3908     <attribute arch="maxsp" editor="direction" type="list_direction">
3909     If set, the rune will cast it's containing spell (if any) in
3910     this &lt;direction&gt;.In most cases this appears useless because
3911     the spell directly hits the player.
3912     </attribute>
3913     <attribute arch="race" editor="summon monster" type="string">
3914     If this is set to the arch name of any monster, together with
3915     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3916     of those on detonation. (dam and attacktype will still be ignored
3917     in this case). Runes are even capable of summoning multi-square
3918     monsters, given enough space. You'd better test it though.
3919     </attribute>
3920     <attribute arch="maxhp" editor="summon amount" type="int">
3921     This should only be set to a summoning rune. It will then summon
3922     that many creatures of the kind &lt;summon monster&gt;.
3923     </attribute>
3924     </section>
3925     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3926     When the rune detonates, this text is displayed to the
3927     victim. For especially powerful runes, create an appropriate
3928     thrilling description. ;)
3929     </attribute>
3930     </type>
3931    
3932     <!--####################################################################-->
3933     <type number="106" name="Savebed">
3934     <ignore>
3935     <ignore_list name="non_pickable" />
3936     </ignore>
3937     <description><![CDATA[
3938     When the player applies a savebed, he is not only saved. Both his
3939     respawn-after-death and his word-of-recall positions are pointing
3940     to the last-applied savebed. ]]>
3941     </description>
3942     <use><![CDATA[
3943     Put savebed locations in towns, do not put them into dungeons.
3944     It is absolutely neccessary that a place with savebeds is 100% secure.
3945     That means:
3946     <UL>
3947     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3948     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3949     <LI> Insert a relyable exit! Make sure there is no possibility that
3950     players get trapped in a savebed location.
3951     <LI> If possible, mark the whole site as no-spell area (Insert this
3952     arch called "dungeon_magic" everywhere). This is not required,
3953     but it makes the place much more safe.
3954     </UL> ]]>
3955     </use>
3956     <attribute arch="no_pick" value="1" type="fixed" />
3957     <attribute arch="no_magic" value="1" type="fixed" />
3958     <attribute arch="damned" value="1" type="fixed" />
3959     </type>
3960    
3961     <!--####################################################################-->
3962 root 1.3 <type number="111" name="Scroll">
3963     <ignore>
3964     <attribute arch="title" />
3965     </ignore>
3966     <description><![CDATA[
3967     Scrolls contain spells (similar to spell-potions). Unlike potions,
3968     scrolls require a certain literacy skill to read successfully.
3969     Accordingly, for a successful reading, a small amount of
3970     experience is gained. Scrolls allow only one time usage, but
3971     usually they are sold in bulks. ]]>
3972     </description>
3973     <use><![CDATA[
3974     For low level quests, scrolls of healing/curing-spells
3975     can be a nice reward. At higher levels, scrolls become less
3976     and less useful. ]]>
3977     </use>
3978     <attribute arch="level" editor="casting level" type="int">
3979     The spell of the scroll will be casted at this level.
3980     This value should always be set, at least to 1.
3981     </attribute>
3982     <attribute arch="sp" editor="spell" type="spell">
3983     When a player/monster applies this scroll, the selected &lt;spell&gt;
3984     will be casted (once). This should work for any given spell.
3985     </attribute>
3986     <attribute arch="startequip" editor="godgiven item" type="bool">
3987     A godgiven item vanishes as soon as the player
3988     drops it to the ground.
3989     </attribute>
3990     </type>
3991    
3992     <!--####################################################################-->
3993     <type number="33" name="Shield">
3994     <import_type name="Amulet" />
3995     <description><![CDATA[
3996     Wearing a shield, the object's stats will directly be inherited to
3997     the player. Shields usually provide good defense, only surpassed
3998     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3999     </description>
4000     <use><![CDATA[
4001     Feel free to create your own special artifacts. However, it is very
4002     important that you keep your artifact in balance with existing maps. ]]>
4003     </use>
4004     <attribute arch="magic" editor="magic bonus" type="int">
4005     &lt;magic bonus&gt; works just like ac, except that it can be improved by
4006     "scrolls of Enchant Armour" or reduced by acid. It is less useful
4007     than direct armour-class bonus on the shield.
4008     </attribute>
4009     </type>
4010    
4011     <!--####################################################################-->
4012 root 1.1 <type number="14" name="Shooting Weapon">
4013     <description><![CDATA[
4014     Schooting weapons like bows/crossbows are used to shoot projectiles
4015     (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4016     wielded both at the same time. Like with any other equipment,
4017     stats/bonuses from shooting weapons are directly inherited to the player.
4018     <br><br>
4019     It's very easy to add new pairs of weapons &amp; projectiles.
4020     Just set matching &lt;ammunition class&gt; both for shooting
4021     weapon and projectile. ]]>
4022     </description>
4023     <use><![CDATA[
4024     Shooting weapons should not add bonuses in general. There's already
4025     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4026     Schooting weapons should especially not add bonuses to the player
4027     that have nothing to do with schooting. A Wisdom bonus on a bow
4028     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4029     - still crap. ]]>
4030     </use>
4031     <attribute arch="race" editor="ammunition class" type="string">
4032     Only projectiles with matching &lt;ammunition class&gt; can be fired
4033     with this weapon. For normal bows set "arrows", for normal
4034     crossbows set "crossbow bolts".
4035 root 1.3
4036 root 1.1 In certain cases, the ammunition class is displayed in the game.
4037     Hence, when you create a new ammunition class, choose an
4038     intuitive name like "missiles", "spirit bolts" - whatever.
4039     </attribute>
4040     <attribute arch="sp" editor="shooting speed" type="int">
4041     After shooting a projectile, the player is frozen for a short
4042     period of time (to prevent shooting arrows machine-gun-like).
4043     The greater &lt;shooting speed&gt;, the shorter this period of time.
4044     1 is minimum (=worst) and 100 is maximum (=best) value.
4045 root 1.3
4046 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4047     SET IT TO ZERO! (That would freeze the player for eternety).
4048     </attribute>
4049     <attribute arch="dam" editor="base damage" type="int">
4050     The &lt;base damage&gt; significantly affects the damage done
4051     by using this weapon. This damage is added to the projectile
4052     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4053     according to the player's strength is added.
4054     </attribute>
4055     <attribute arch="wc" editor="weaponclass" type="int">
4056     This value is supposed to be the base &lt;weaponclass&gt;,
4057     but it seems to have rather little effect.
4058     High values are good here, low values bad.
4059     </attribute>
4060     <attribute arch="item_power" editor="item power" type="int">
4061     The &lt;item power&gt; value measures how "powerful" an artifact is.
4062     Players will only be able to wear equipment with a certain total
4063     amount of &lt;item power&gt;, depending on their own level. This is the
4064     only way to prevent low level players to wear "undeserved" equipment
4065     (like gifts from other players or cheated items).
4066 root 1.3
4067 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4068     for every artifact you create! If zero/unset, the CF server will
4069     calculate a provisional value at runtime, but this is never
4070     going to be an accurate measurement of &lt;item power&gt;.
4071     </attribute>
4072     <attribute arch="no_strength" editor="ignore strength" type="bool">
4073     Usually the player's strentgh takes effect on the damage
4074     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4075     the player's strength is ignored.
4076     </attribute>
4077     <attribute arch="damned" editor="damnation" type="bool">
4078     A damned shooting weapon cannot be unwielded unless
4079     the curse is removed. Removing damnations is
4080     a tick harder than removing curses.
4081     </attribute>
4082     <attribute arch="cursed" editor="curse" type="bool">
4083     A cursed shooting weapon cannot be unwielded unless
4084     the curse is removed.
4085     </attribute>
4086     <attribute arch="unique" editor="unique item" type="bool">
4087     Unique items exist only one time on a server. If the item
4088     is taken, lost or destroyed - it's gone for good.
4089     </attribute>
4090     <attribute arch="startequip" editor="godgiven item" type="bool">
4091     A godgiven item vanishes as soon as the player
4092     drops it to the ground.
4093     </attribute>
4094     <section name="stats">
4095     <attribute arch="Str" editor="strength" type="int">
4096     The player's strentgh will rise/fall by the given value
4097     while wearing this shooting weapon.
4098     </attribute>
4099     <attribute arch="Dex" editor="dexterity" type="int">
4100     The player's dexterity will rise/fall by the given value
4101     while wearing this shooting weapon.
4102     </attribute>
4103     <attribute arch="Con" editor="constitution" type="int">
4104     The player's constitution will rise/fall by the given value
4105     while wearing this shooting weapon.
4106     </attribute>
4107     <attribute arch="Int" editor="intelligence" type="int">
4108     The player's intelligence will rise/fall by the given value
4109     while wearing this shooting weapon.
4110     </attribute>
4111     <attribute arch="Pow" editor="power" type="int">
4112     The player's power will rise/fall by the given value
4113     while wearing this shooting weapon.
4114     </attribute>
4115     <attribute arch="Wis" editor="wisdom" type="int">
4116     The player's wisdom will rise/fall by the given value while
4117     wearing this shooting weapon.
4118     </attribute>
4119     <attribute arch="Cha" editor="charisma" type="int">
4120     The player's charisma will rise/fall by the given value
4121     while wearing this shooting weapon.
4122     </attribute>
4123     </section>
4124     <section name="bonus">
4125     <attribute arch="luck" editor="luck bonus" type="int">
4126     With positive luck bonus, the player is more likely to
4127     succeed in all sorts of things (spellcasting, praying,...).
4128     Unless the &lt;luck bonus&gt; is very high, the effect will be
4129     barely visible in-game. Luck bonus on one piece of equipment
4130     should never exceed 3, and such bonus should not be too
4131     frequently available.
4132     </attribute>
4133     <attribute arch="magic" editor="magic bonus" type="int">
4134     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4135     I'm not sure what exactly is increased - maybe weaponclass?
4136     However, &lt;magic bonus&gt; seems to have a little bit of positive
4137     influence on your chance to hit.
4138     </attribute>
4139     </section>
4140     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4141     This text describes the weapons's "story". Every decent artifact weapon
4142     should have such a description.
4143     </attribute>
4144     </type>
4145    
4146     <!--####################################################################-->
4147     <type number="68" name="Shop Floor">
4148     <ignore>
4149     <ignore_list name="non_pickable" />
4150     </ignore>
4151     <description><![CDATA[
4152     Shop floor is used for shops. It acts like a combination of the
4153     common floor- and the treasure type: When the map is loaded,
4154     randomitems (depending on the setings) are generated on it.
4155     These items are all flagged as unpaid.
4156     When a player drops an item onto shop floor, the item becomes
4157     unpaid and the player receives payment according to the item's
4158     selling-value.
4159     Shopfloor always prevents magic (To hinder players from burning
4160     or freezing the goods). ]]>
4161     </description>
4162     <use><![CDATA[
4163     Tile your whole shop-interior space which shop floor.
4164     (That assures players receive payment for dropping items).
4165     Place shop mats to enter/leave the shop, and make sure
4166     there is no other exit than the shop mat. ]]>
4167     </use>
4168     <attribute arch="is_floor" value="1" type="fixed" />
4169     <attribute arch="no_pick" value="1" type="fixed" />
4170     <attribute arch="no_magic" value="1" type="fixed" />
4171     <attribute arch="auto_apply" editor="generate goods" type="bool">
4172     If enabled, items will appear on this square when the map is loaded.
4173     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4174     are generated. The items will be unpaid.
4175     </attribute>
4176     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4177     This entry determines what kind of treasure will appear, when
4178     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4179     for details about existing treasurelists.
4180     </attribute>
4181     <attribute arch="exp" editor="quality level" type="int">
4182     The &lt;quality level&gt; will be used for the quality of the generated
4183     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4184     doesn't need to be set, unless you want extraordinarily good/bad
4185     quality. If you want to make a shop with very high quality, meaybe
4186     charge an entrance fee, or make the shop hard-to-come-by.
4187     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4188     and appearance of artifact-items.
4189     </attribute>
4190     <attribute arch="damned" editor="no prayers" type="bool">
4191     If enabled, it is impossible for players to use prayers
4192     on that spot. It also prevents players from saving.
4193     (Remember that &lt;no magic&gt; is always set for shop floors.)
4194     </attribute>
4195     </type>
4196    
4197     <!--####################################################################-->
4198     <type number="69" name="Shop Mat">
4199     <ignore>
4200     <ignore_list name="non_pickable" />
4201     </ignore>
4202     <description><![CDATA[
4203     Shop mats are used for entering/leaving shops. You should always
4204     have exactly TWO shop mats on your shop-map: One inside the
4205     "shopping-area" and one outside. Shop mats don't use exit paths/
4206     or -destinations. When stepping onto a shopmat the player gets beamed
4207     to the nearest other mat. If the player has unpaid items in his
4208     inventory, the price gets charged from his coins automatically.
4209     If the player has insufficient coins to buy his unpaid items, he
4210     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4211     </description>
4212     <use><![CDATA[
4213     As stated above, always place TWO shop mats into your shop.
4214     Not more and not less than that. ]]>
4215     </use>
4216     <attribute arch="no_pick" value="1" type="fixed" />
4217 root 1.9 &move_on;
4218 root 1.1 </type>
4219    
4220     <!--####################################################################-->
4221     <type number="98" name="Sign &amp; MagicMouth">
4222     <ignore>
4223     <ignore_list name="non_pickable" />
4224     </ignore>
4225     <description><![CDATA[
4226     The purpose of a sign or magic_mouth is to display a certain message to
4227     the player. There are three ways to have the player get this message:
4228     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4229     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4230     </description>
4231     <use><![CDATA[
4232     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4233     some true roleplay feeling to your maps, support your storyline or give
4234     hints about hidden secrets/dangers. Place signs to provide the player
4235     with all kinds of useful information for getting along in your maps. ]]>
4236     </use>
4237     <attribute arch="connected" editor="connection" type="int">
4238     When a connection value is set, the message will be printed whenever
4239     the connection is triggered. This should be used in combination with
4240     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4241     If activating your magic_mouth this way, the message will not only be
4242     printed to one player, but all players on the current map.
4243     </attribute>
4244 root 1.9 &move_on;
4245 root 1.1 <attribute arch="food" editor="counter" type="int">
4246     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4247     (printing the message) only that many times. For signs this really shouldn't
4248     be used, while for magic_mouths it is extremely helpful.
4249     Monsters walking over the magic_mouth do not decrease the counter.
4250 root 1.3
4251 root 1.1 Often, you might want to have a message displayed only one time. For example:
4252     The player enters your map and you put a magic_mouth to tell him about the
4253     monsters and how dangerous they look and all. Later, when all the monsters
4254     are killed and the player leaves the map, displaying the same message a
4255     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4256     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4257     </attribute>
4258     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4259     This text will be displayed to the player.
4260     </attribute>
4261     </type>
4262    
4263     <!--####################################################################-->
4264     <type number="43" name="Skill">
4265     <ignore>
4266     <ignore_list name="system_object" />
4267     </ignore>
4268     <description><![CDATA[
4269     Skills are objects which exist in the player/monster inventory.
4270     Both NPC/monsters and players use the same skill archetypes. Not all skills
4271     are enabled for monster use however. ]]>
4272     </description>
4273     <use><![CDATA[
4274     For mapmaking, Skill objects serve two purposes:
4275     <p>First, the predefined skill archtypes (in the 'skills' directory)
4276     can be seen as the global skill definitions. A skill which doesn't
4277     exists as an archtype cannot be learned or used by players. When you
4278     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4279     of defined skill archtypes, because those strings are used as a reference in
4280     many skill-related objects.
4281     </p><p>
4282     Secondly, in order to enable monsters to use skills, you will need to
4283     copy default skill archtypes into the monsters' inventories.
4284     You can even customize the skills by changing stats. It is not
4285     recommended however, to use skills in your maps which are totally
4286     unrelated to any predefined skill archtype.</p> ]]>
4287     </use>
4288     <attribute arch="invisible" value="1" type="fixed" />
4289     <attribute arch="no_drop" value="1" type="fixed" />
4290     <attribute arch="skill" editor="skill name" type="string">
4291     The &lt;skill name&gt; is used for matchings. When a usable
4292     object has an identical &lt;skill name&gt;, players
4293     (or monsters) will need this skill to apply/use the object.
4294     </attribute>
4295     <attribute arch="expmul" editor="exp multiplier" type="float">
4296     This is the ratio of experience the players total should increase by
4297     when this skill is used. If this is zero, then experience only goes to
4298     to the skill. Values higher than 1 are allowed. Note that experience
4299     rewarded to the players total is in addition to that given to the
4300     skill. Eg, if player should get 500 exp for using a skill, and
4301     expmul is 1, the player will get 500 added to that skill as well as
4302     500 to their total.
4303     </attribute>
4304     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4305     The &lt;skill type&gt; defines the base functionality of the skill.
4306     Skill types are hardcoded in the Crossfire server. It isn't hard to
4307     create new skill types, but it requires a bit of server-coding.
4308     </attribute>
4309     <attribute arch="level" editor="level" type="int">
4310     </attribute>
4311     <attribute arch="exp" editor="experience" type="int">
4312     </attribute>
4313     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4314     The &lt;is native skill&gt; flag has an effect only when this
4315     skill object is placed in the inventory of a monster (or player).
4316     If it is set, the monster or player knows the skill natively, which
4317     means he does not need a skill tool to use it.
4318     </attribute>
4319     </type>
4320    
4321     <!--####################################################################-->
4322     <type number="130" name="Skill Scroll">
4323     <description><![CDATA[
4324     By reading a skill scroll, a player has a chance to learn the
4325     contained skill. ]]>
4326     </description>
4327     <use><![CDATA[
4328     Skill scrolls are very much sought for by players. Currently,
4329     all skill scrolls are sold in shops randomly, which is in fact not
4330     a good system. It would be nice to have some cool quests with
4331     skill scrolls rewarded at the end. ]]>
4332     </use>
4333     <attribute arch="race" value="scrolls" type="fixed" />
4334     <attribute arch="skill" editor="skill name" type="string">
4335     The &lt;skill name&gt; matches the skill object that can
4336     be learned from this scroll.
4337     </attribute>
4338     </type>
4339    
4340     <!--####################################################################-->
4341     <type number="21" name="Special Key">
4342     <ignore>
4343     <attribute arch="material" />
4344     </ignore>
4345     <description><![CDATA[
4346     When carrying the appropriate special key, a locked door can
4347     be opened. The key will dissapear.
4348     <br><br>
4349     This object-type can also be used for "passport"-like items:
4350     When walking onto an invetory checker, a gate for example might
4351     get opened. The "passport" will stay in the player's inventory. ]]>
4352     </description>
4353     <use><![CDATA[
4354     How to make a "passport": You take the special key arch
4355     (archetype name is "key2"), set the face to something like
4356     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4357     certainly must match with the appropiate inventory checker.
4358     <br><br>
4359     Of course you can be creative with names and faces of
4360     key-objects. A "mysterious crystal" or a "big dragon claw"
4361     (with appropriate faces) appear more interesting than just
4362     a "strange key", or "passport". ]]>
4363     </use>
4364     <attribute arch="slaying" editor="key string" type="string">
4365     This string must be identical with the &lt;key string&gt; in the
4366     locked door, then it can be unlocked. It can also be used
4367     to trigger inventory checkers.
4368     </attribute>
4369     <attribute arch="material" editor="material" type="bitmask_material">
4370     For Special Keys, material should always be unset or set
4371     to Adamantite. This prevents the key from getting
4372     burned or otherwise destroyed.
4373     </attribute>
4374     <attribute arch="unique" editor="unique item" type="bool">
4375     Unique items exist only one time on a server. If the item
4376     is taken, lost or destroyed - it's gone for good.
4377 root 1.3
4378 root 1.1 This can be used if you want to sell apartments on your
4379     map: Simply sell a unique passport/key, and place
4380     an inventory checker at the entrance of your apartment.
4381     </attribute>
4382     <attribute arch="startequip" editor="godgiven item" type="bool">
4383     A godgiven item vanishes as soon as the player
4384     drops it to the ground.
4385     </attribute>
4386     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4387     This will add a description to the object. The player can read
4388     this text by clicking on the item in his inventory. Use this
4389     message to describe what the key/passport is good for. A player
4390     might have 50 different keys on his key-ring. Don't expect
4391     players to recall their purpose just by their names.
4392     </attribute>
4393     </type>
4394    
4395     <!--####################################################################-->
4396     <type number="101" name="Spell">
4397     <ignore>
4398     <ignore_list name="system_object" />
4399     </ignore>
4400     <description><![CDATA[
4401     Spell objects define a spell. When a spell is put in a spellbook,
4402     players can learn it by reading the book. Once learned, players
4403     can use the spell as often as they like. With increasing skill level
4404     of the player, spells may gain power but also increase cost.<br>
4405     Monsters can use spells which are put in their inventory (provided
4406     that certain "enabling" settings are correct). The monster's
4407     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4408     </description>
4409     <use><![CDATA[
4410     A lot of the spells' settings can be tuned and customized.
4411     When creating new spells which are accessible to players, it is
4412     important to think about balance. A single spell which is too
4413     powerful and/or too easy to use can eventually toss the whole skill
4414     and magic school system out of whack. Testing new spells is
4415     quite important therefore. ]]>
4416     </use>
4417     <attribute arch="no_drop" value="1" type="fixed" />
4418     <attribute arch="invisible" value="1" type="fixed" />
4419     <attribute arch="skill" editor="skill name" type="string">
4420     The &lt;skill name&gt; matches the skill which is needed
4421     to cast this spell. This should be one out of "sorcery",
4422     "pyromancy", "evocation", "summoning" or "praying".
4423     If you want to fiddle with these, please take care not
4424     to upset the concept and balance of the various skills.
4425     </attribute>
4426     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4427     The &lt;spell type&gt; defines the basic type of spell.
4428     Some of these types are of a more generic nature than others.
4429     </attribute>
4430     <attribute arch="level" editor="spell level" type="int">
4431     </attribute>
4432     <attribute arch="casting_time" editor="casting time" type="int">
4433     </attribute>
4434     <attribute arch="duration" editor="duration" type="int">
4435     </attribute>
4436     <attribute arch="other_arch" editor="create object" type="string">
4437     </attribute>
4438     <attribute arch="sp" editor="cost spellpoints" type="int">
4439     </attribute>
4440     <attribute arch="grace" editor="cost grace" type="int">
4441     </attribute>
4442     <attribute arch="maxsp" editor="double cost per level" type="int">
4443     </attribute>
4444     </type>
4445    
4446     <!--####################################################################-->
4447     <type number="85" name="Spellbook">
4448     <description><![CDATA[
4449     By reading a spellbook, the player has a chance of learning the
4450     contained spell. Once learned from a book, the spell is available
4451     forever. Spellbooks with high level spells require some skill-level
4452     to read.<br><br>
4453     You can create widely customized spells only by adjusting the
4454     spell object in the spellbooks inventory. Refer to the description
4455     of spell objects for detailed information how to customize spells.<br>
4456     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4457     with a compilation of spells that the book may contain. ]]>
4458     </description>
4459     <use><![CDATA[
4460     Don't put any of the godgiven spells into a spellbook! These are
4461     reserved for the followers of the appropriate cults. Handing them
4462     out in a spellbook would violate the balance between different religions.
4463     <br><br>
4464     Note that there is no fundamental difference between the spellbooks
4465     of varying schools (pyromancy, sorcery, evocation, summoning, and
4466     even praying). The difference lies only in the spells they contain.
4467     It is up to you, the mapmaker, to pick the right type of book
4468     for your spells. ]]>
4469     </use>
4470     <attribute arch="skill" value="literacy" type="fixed" />
4471     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4472     There are two ways to put spells into a spellbook:
4473     1. Put a spell object in the books inventory. In this case,
4474     treasurelist must be set to &lt;none&gt;.
4475     2. Choose a treasurelist which contains spells.
4476     In that way, a spell will be chosen randomly from the list.
4477     </attribute>
4478     <attribute arch="startequip" editor="godgiven item" type="bool">
4479     A godgiven item vanishes as soon as the player
4480     drops it to the ground.
4481     </attribute>
4482     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4483     This text may contain a nice description
4484     of the spellbook's cover or something.
4485     </attribute>
4486     </type>
4487    
4488     <!--####################################################################-->
4489     <type number="90" name="Spinner">
4490     <ignore>
4491     <ignore_list name="non_pickable" />
4492     </ignore>
4493     <description><![CDATA[
4494     Spinners change the direction of spell objects and other projectiles
4495     that fly past. Unlike directors, it does make a difference from what
4496     angle you shoot into the spinner. The direction of objects flying past
4497     is always changed by a certain degree. ]]>
4498     </description>
4499     <use><![CDATA[
4500     Spinners are very rarely used. I believe they are quite
4501     confusing and pointless. The only use I can think of is building
4502     some puzzle about where to shoot into spinners to shoot somewhere you
4503     otherwise couldn't.
4504 root 1.3
4505 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4506     projectiles from magic walls don't get to fly in loops. ]]>
4507     </use>
4508     <attribute arch="sp" editor="direction number" type="int">
4509     The spinner will change the direction of flying objects by
4510     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4511     positive values counter clockwise.
4512 root 1.3
4513 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4514     </attribute>
4515 root 1.9 &move_on;
4516 root 1.1 </type>
4517    
4518     <!--####################################################################-->
4519     <type number="138" name="Swamp">
4520     <ignore>
4521     <ignore_list name="non_pickable" />
4522     </ignore>
4523     <description><![CDATA[
4524     Swamp areas show a special behaviour:
4525     When a player stands still on a swamp-square for too long,
4526     he will start to sink in and eventually drown and die.
4527     Items dropped on the swamp sink in and dissapear.
4528     Players with knowledge of the woodsman skill are a lot less likely
4529     to die in the swamp. ]]>
4530     </description>
4531     <attribute arch="is_floor" value="1" type="fixed" />
4532     <attribute arch="is_wooded" value="1" type="fixed" />
4533     <attribute arch="speed" editor="drowning speed" type="float">
4534     The higher the &lt;drowning speed&gt;, the faster will players and items
4535     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4536     and unexpected death-trap. Players should get a warning before such areas.
4537     </attribute>
4538 root 1.12 &speed_left;
4539 root 1.9 &move_on;
4540     &movement_types_terrain;
4541 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4542     If enabled, it is impossible for players to use (wizard-)
4543     spells on that spot.
4544     </attribute>
4545     <attribute arch="damned" editor="no prayers" type="bool">
4546     If enabled, it is impossible for players to use prayers
4547     on that spot. It also prevents players from saving.
4548     </attribute>
4549     </type>
4550    
4551     <!--####################################################################-->
4552     <type number="41" name="Teleporter">
4553     <ignore>
4554     <ignore_list name="non_pickable" />
4555     </ignore>
4556     <description><![CDATA[
4557     When the player walks into a teleporter, he is transferred to a
4558     different location. The main difference to the object-type exit
4559     is the possibility to have teleporters connected to levers/buttons/etc.
4560     Sometimes teleporters are activated even against the players will.
4561     <br><br>
4562     Unlike exits, teleporters can also transfer items and
4563     monsters to different locations on the same map. ]]>
4564     </description>
4565     <use><![CDATA[
4566     When creating maps, I guess sooner or later you'll want to have
4567     an invisible teleporter. If using "invisible 1", the teleporter
4568     can still be discovered with the show_invisible spell. And in
4569     some cases you can't place it under the floor to prevent this.
4570     <br><br>
4571     Fortunately, there is a cool trick to make a perfectly invisible
4572     teleporter: You simply add teleporter functionality to the floor
4573     itself. That means: You take the floor arch (e.g. "flagstone"),
4574     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4575     </use>
4576     <attribute arch="slaying" editor="exit path" type="string">
4577     The exit path specifies the map that the player is transferred to.
4578     &lt;exit path&gt; can be an absolute path, beginning with '/'
4579     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4580     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4581     for example I could use the relative path "Fire1"). Use relative
4582     paths whenever possible! Note that upper/lower case must always be
4583     set correctly. However, please use lower case only.
4584 root 1.3
4585 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4586     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4587     monsters and items. In this case, the destined map is automatically
4588     the same map the teleporter is on.
4589     </attribute>
4590     <attribute arch="hp" editor="destination X" type="int">
4591     The exit destinations define the (x, y)-coordinates where the exit
4592     leads to.
4593 root 1.3
4594 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4595     get teleported to another, randomly chosen teleporter on the same
4596     map (Slightly confusing for the player though). Make sure there
4597     actually *is* a second one in that case.
4598 root 1.3
4599 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4600     be transferred to the "default enter location" of the destined map.
4601     The latter can be set in the map-properties as "Enter X/Y". Though,
4602     please DO NOT use that. It turned out to be a source for numerous
4603     map-bugs.
4604     </attribute>
4605     <attribute arch="sp" editor="destination Y" type="int">
4606     The exit destinations define the (x, y)-coordinates where the exit
4607     leads to.
4608 root 1.3
4609 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4610     get teleported to another, randomly chosen teleporter on the same
4611     map (Slightly confusing for the player though). Make sure there
4612     actually *is* a second one in that case.
4613 root 1.3
4614 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4615     be transferred to the "default enter location" of the destined map.
4616     The latter can be set in the map-properties as "Enter X/Y". Though,
4617     please DO NOT use that. It turned out to be a source for numerous
4618     map-bugs.
4619     </attribute>
4620     <attribute arch="connected" editor="connection" type="int">
4621     If a connection value is set, the teleporter will be activated
4622     whenever the connection is triggered. To use this properly,
4623     &lt;activation speed&gt; must be zero.
4624     </attribute>
4625     <attribute arch="speed" editor="activation speed" type="float">
4626     If the &lt;activation speed&gt; is nonzero, the teleporter will
4627     automatically be activated in regular time-intervals. Hence, the
4628     player can just step on it and gets teleported sooner or later.
4629     The duration between two activates depends on the given value.
4630 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4631    
4632 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4633     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4634     </attribute>
4635 root 1.12 &speed_left;
4636 root 1.1 </type>
4637    
4638     <!--####################################################################-->
4639 root 1.3 <type number="26" name="Timed Gate">
4640     <ignore>
4641     <ignore_list name="non_pickable" />
4642     </ignore>
4643     <description><![CDATA[
4644     Gates play an important role in Crossfire. Gates can be opened
4645     by activating a button/trigger, by speaking passwords (-> magic_ear)
4646     or carrying special key-objects (-> inventory checker).
4647     Unlike locked doors, gates can get shut again after a player has
4648     passed, which makes them more practical in many cases. Unlike normal
4649     gates, timed gates open when triggered but automatically close again
4650     after some time.]]>
4651     </description>
4652     <use><![CDATA[
4653     Use gates to divide your maps into separated areas. After solving
4654     area A, the player gains access to area B, and so on. Make your
4655     maps more complex than "one-way". ]]>
4656     </use>
4657     <attribute arch="no_pick" value="1" type="fixed" />
4658     <attribute arch="connected" editor="connection" type="int">
4659     Whenever the inventory checker is triggered, all objects with identical
4660     &lt;connection&gt; value get activated. This only makes sense together with
4661     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4662     after some time.
4663     </attribute>
4664     <attribute arch="wc" editor="position state" type="int">
4665     The &lt;position state&gt; defines the position of the gate:
4666     Zero means completely open/down, the "number of animation-steps" (usually
4667     about 6 or 7) means completely closed/up state. I suggest you don't
4668     mess with this value - Leave the default in place.
4669     </attribute>
4670 root 1.9 &movement_types_terrain;
4671 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4672     Restricting the use of spells to pass this gate. This has
4673     an effect only if &lt;block view&gt; is disabled.
4674     </attribute>
4675     <attribute arch="damned" editor="restrict prayers" type="bool">
4676     Restricting the use of prayers to pass this door. This has
4677     an effect only if &lt;block view&gt; is disabled.
4678     </attribute>
4679     <attribute arch="hp" editor="open duration" type="int">
4680     Defines the duration the gate remains closed. This only takes effect
4681     if the gate is not connected.
4682     </attribute>
4683     </type>
4684    
4685     <!--####################################################################-->
4686 root 1.1 <type number="155" name="Trap">
4687     <ignore>
4688     <attribute arch="no_pick" />
4689     <attribute arch="title" />
4690     <attribute arch="name_pl" />
4691     <attribute arch="weight" />
4692     <attribute arch="value" />
4693     <attribute arch="material" />
4694     <attribute arch="unpaid" />
4695     </ignore>
4696     <description><![CDATA[
4697     A trap is a object that can either do damage or trigger another connected object
4698 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4699 root 1.1 and generally have either a physical attack or trigger a reaction.
4700     <br><br>
4701     Traps hit any monster or person who steps on them for 'dam' damage in
4702     'attacktype' attacktype and/or trigger a reaction.
4703     <br><br>
4704     Many traps are already defined in the archetypes. ]]>
4705     </description>
4706     <use><![CDATA[
4707     Avoid monsters stepping on your traps. For example, a party of orcs setting
4708     off your lightning wall and pit trap is usually a bad idea. ]]>
4709     </use>
4710     <attribute arch="no_pick" value="1" type="fixed" />
4711 root 1.9 &move_on;
4712 root 1.3 <attribute arch="level" editor="trap level" type="int">
4713 root 1.1 Level effects how easily a trap may be found and disarmed, and
4714     how much experience the player gets for doing so. Beware: High level
4715     traps can be quite a cheap source of experience! So either make them
4716     tough, or keep the level low.
4717     </attribute>
4718     <attribute arch="Cha" editor="visibility" type="int">
4719     This value determines what fraction of the time the trap is visible:
4720     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4721     how easily the trap may be found.
4722     </attribute>
4723     <attribute arch="hp" editor="number of charges" type="int">
4724     The trap will detonate &lt;number of charges&gt; times before disappearing.
4725     </attribute>
4726     <attribute arch="dam" editor="direct damage" type="int">
4727 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4728     This should be set in reasonable relation to the trap's level.
4729 root 1.1 </attribute>
4730     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4731     This attribute defines what attacktype to use for direct damage when
4732     the trap detonates.
4733     </attribute>
4734     <attribute arch="connected" editor="connection" type="int">
4735     When the trap is detonated, all objects with the same
4736     connection value get activated.
4737     </attribute>
4738     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4739     When the trap detonates, this text is displayed to the
4740     victim. For especially powerful or complex traps, create an appropriate
4741     and thrilling description. ;)
4742     </attribute>
4743     </type>
4744    
4745     <!--####################################################################-->
4746     <type number="95" name="Trapdoor">
4747     <ignore>
4748     <ignore_list name="non_pickable" />
4749     </ignore>
4750     <description><![CDATA[
4751     Trapdoors are very similar to pits. The difference is that they
4752     can not be closed. Instead, the weight of the object on the
4753     trapdoor determines weither it slams the trapdoor open and falls through
4754     or not.<br>
4755     Once a trapdoor has been opened (by a creature or items of sufficient
4756     weight,) it remains open, acting like an opened pit. ]]>
4757     </description>
4758     <use><![CDATA[
4759     Trapdoors should be used in the same fashion as pits:
4760     They should always drop the victims to some kind of lower level. They
4761     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4762     </use>
4763     <attribute arch="no_pick" value="1" type="fixed" />
4764 root 1.9 &move_on;
4765 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4766     This value defines how much weight the trapdoor can hold.
4767     Once items or creatures are gathered on the trapdoor, with
4768     a total weight surpassing this value, then the trapdoor will
4769     open and things start falling through.
4770     </attribute>
4771     <attribute arch="hp" editor="destination X" type="int">
4772     The trapdoor will transport creatures (and items) randomly into
4773     a two-square radius of the destination coordinates.
4774     If the destination square becomes blocked, the trapdoor will act like
4775     being filled up and not work anymore!
4776     </attribute>
4777     <attribute arch="sp" editor="destination Y" type="int">
4778     The trapdoor will transport creatures (and items) randomly into
4779     a two-square radius of the destination coordinates.
4780     If the destination square becomes blocked, the trapdoor will act like
4781     being filled up and not work anymore!
4782     </attribute>
4783     </type>
4784    
4785     <!--####################################################################-->
4786     <type number="4" name="Treasure">
4787     <ignore>
4788     <attribute arch="nrof" />
4789     <attribute arch="title" />
4790     <attribute arch="name_pl" />
4791     <attribute arch="weight" />
4792     <attribute arch="value" />
4793     <attribute arch="material" />
4794     </ignore>
4795     <description><![CDATA[
4796     A treasure-object turns into certain randomitems when the map is loaded
4797     into the game. ]]>
4798     </description>
4799     <use><![CDATA[
4800     About usage of the "random-artifact" treasurelist:
4801     This will generate powerful stuff like girdles, xray helmets, special
4802     swords etc. If you put this as reward to your quest, players might be
4803     motivated to do it more than once. BUT, by doing so they will get a huge
4804     number of different artifacts! Besides, players will always seek the place
4805     with the most easy-to-get random artifact and ignore all others.
4806     My advice: Don't use it! Attract players with good fighting experience
4807     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4808     </use>
4809     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4810     This entry determines what kind of treasure will appear. Look into
4811     /crossfire/share/crossfire/treasures for details about existing
4812     treasurelists.
4813     </attribute>
4814     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4815     "Auto-generate" must be set in order to have the treasure be created
4816     when the map is loaded.
4817     If you want to create a random treasure chest, you unset this flag.
4818     That way, the player has to apply the object (the chest), then the
4819     treasure is generated.
4820     </attribute>
4821     <attribute arch="hp" editor="create number" type="int">
4822     "Create number" specifies how many pieces of the given treasurelist
4823     will appear. Note that for every piece there is a chance that nothing is
4824     generated. Also, sometimes there can be stacks of items generated, like
4825     for gems/money.
4826     </attribute>
4827     <attribute arch="exp" editor="quality level" type="int">
4828     The &lt;quality level&gt; will be used for the quality of the generated
4829     treasure instead of the map difficulty (as was done with shops).
4830     If zero/unset, the map difficulty will instead be used.
4831     (Example for comparison: Shop floors generate treasure of
4832     &lt;quality level&gt; 5 per default).
4833     </attribute>
4834     </type>
4835    
4836     <!--####################################################################-->
4837 root 1.3 <type number="52" name="Trigger Marker">
4838     <ignore>
4839     <ignore_list name="system_object" />
4840     </ignore>
4841     <description><![CDATA[
4842     A trigger marker is an object that inserts an invisible force (a mark) into a
4843     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4844     &lt;key string&gt; which can be discovered by detectors or inventory
4845     checkers. It is also possible to use markers for removing marks again.
4846     <br><br>
4847     Note that the player has no possibility to "see" his own marks,
4848     except by the effect that they cause on the maps. ]]>
4849     </description>
4850     <use><![CDATA[
4851     Markers hold real cool possibilities for map-making. I encourage
4852     you to use them frequently. However there is one negative point
4853     about markers: Players don't "see" what's going on with them. It is
4854     your task, as map-creator, to make sure the player is always well
4855     informed and never confused.
4856     <br><br>
4857     Please avoid infinite markers when they aren't needed. They're
4858     using a little space in the player file after all, so if there
4859     is no real purpose, set an expire time. ]]>
4860     </use>
4861     <attribute arch="no_pick" value="1" type="fixed" />
4862     <attribute arch="slaying" editor="key string" type="string">
4863     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4864     If the player already has a force with that &lt;key string&gt;,
4865     there won't be inserted a second one.
4866     </attribute>
4867     <attribute arch="connected" editor="connection" type="int">
4868     Unlike a regular marker this is the connection that triggers this marker to activate.
4869     </attribute>
4870     <attribute arch="food" editor="mark duration" type="int">
4871     This value defines the duration of the force it inserts.
4872     If nonzero, the duration of the player's mark is finite:
4873     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4874     means the mark will stay on the player forever.
4875     </attribute>
4876     <attribute arch="name" editor="delete mark" type="string">
4877     When the player steps onto the marker, all existing forces in
4878     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4879     will be removed. If you don't want to remove any marks, leave
4880     this textfield empty.
4881    
4882     Note that the string &lt;delete mark&gt; is set as the name of
4883     this marker. So don't be confused, and remember changing the
4884     name will take effect on the marker's functionality.
4885     </attribute>
4886     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4887     In the moment when the player gets marked, this text is displayed
4888     to him. You should really set a message in any marker you create,
4889     because it's the only way for the player to notice what's going on.
4890     </attribute>
4891     </type>
4892    
4893     <!--####################################################################-->
4894 root 1.1 <type number="0" name="Wall">
4895     <required>
4896     <attribute arch="is_floor" value="0" />
4897     <attribute arch="alive" value="0" />
4898 root 1.14 <attribute arch="no_pass" value="1" />
4899 root 1.1 </required>
4900     <ignore>
4901     <attribute arch="nrof" />
4902     <attribute arch="title" />
4903     <attribute arch="name_pl" />
4904     <attribute arch="value" />
4905     <attribute arch="unpaid" />
4906     </ignore>
4907     <description><![CDATA[
4908     Walls usually block passage and sight. ]]>
4909     </description>
4910 root 1.9 &movement_types_terrain;
4911 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4912     If set, the object is able to "roll", so it can be pushed around.
4913     This setting is used for boulders and barrels.
4914     </attribute>
4915     <attribute arch="no_magic" editor="restrict spells" type="bool">
4916     This takes effect only with &lt;blocksview&gt; disabled.
4917     Restricting the use of spells to pass this wall.
4918     </attribute>
4919     <attribute arch="damned" editor="restrict prayers" type="bool">
4920     This takes effect only with &lt;blocksview&gt; disabled.
4921     Restricting the use of spells to pass this wall.
4922     </attribute>
4923     </type>
4924    
4925     <!--####################################################################-->
4926 root 1.3 <type number="109" name="Wand &amp; Staff">
4927     <description><![CDATA[
4928     Wands contain a certain spell. The player can apply (ready) and
4929     fire the wand. After a defined number of casts, the wand is
4930     "used up". It is possible to recharge a wand with scrolls of
4931     charging, but usually that isn't worth the cost. ]]>
4932     </description>
4933     <use><![CDATA[
4934     Wands are quite seldomly used. The reason prolly is that they're
4935     generally not cost-efficient. Handing out high-level wands with
4936     powerful special spells isn't a good idea either, because of
4937     the recharge ability.
4938     <br><br>
4939     For low levels, staffs of healing/cure and word of recall are
4940     quite desirable though. Ideal rewards for low level quests. ]]>
4941     </use>
4942     <attribute arch="sp" editor="spell" type="spell">
4943     The &lt;spell&gt; specifies the contained spell.
4944     </attribute>
4945     <attribute arch="level" editor="casting level" type="int">
4946     The &lt;casting level&gt; of the wand determines it's power.
4947     An average level for wands in shops is about 10.
4948     </attribute>
4949     <attribute arch="food" editor="number of charges" type="int">
4950     The wand can be used &lt;number of charges&gt; times before it is
4951     used up. It can be recharged with scrolls of charging.
4952     </attribute>
4953     <attribute arch="startequip" editor="godgiven item" type="bool">
4954     A godgiven item vanishes as soon as the player
4955     drops it to the ground.
4956     </attribute>
4957     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4958     This text may contain a description of the wand.
4959     </attribute>
4960     </type>
4961    
4962     <!--####################################################################-->
4963 root 1.1 <type number="0" name="Weak Wall">
4964     <required>
4965     <attribute arch="is_floor" value="0" />
4966     <attribute arch="alive" value="1" />
4967     <attribute arch="tear_down" value="1" />
4968     </required>
4969     <ignore>
4970     <ignore_list name="non_pickable" />
4971     </ignore>
4972     <description><![CDATA[
4973     A weak wall is a breakable spot amidsts a solid wall. Typically
4974     these weak walls look similar to their solid "relatives" except
4975     for a small crack or little chunks of wall on the ground. ]]>
4976     </description>
4977     <use><![CDATA[
4978     If you want to create hidden rooms, using weak walls is alot
4979     better than completely indiscernible passages in a wall.<br>
4980     Anyways, there can be a lot more to weak walls than just finding
4981     them: Rising their defensive stats, weak walls can become a
4982     serious obstacle. An ice wall might only be torn down by a fire
4983     attack for example. A granite wall for instance might be very
4984     hard to destroy. ]]>
4985     </use>
4986     <attribute arch="alive" value="1" type="fixed" />
4987     <attribute arch="no_pick" value="1" type="fixed" />
4988     <attribute arch="tear_down" value="1" type="fixed" />
4989     <attribute arch="race" editor="race" type="string">
4990     For weak walls, &lt;race&gt; should always be set to "wall",
4991     unless you create something fancy like a building which
4992     is in fact meant to be a huge animal.
4993     Note that shovels slay walls, so they do tripple damage
4994     against weak walls.
4995     </attribute>
4996     <attribute arch="level" editor="level" type="int">
4997     The &lt;level&gt; of a weak wall works similar to monster levels.
4998     Due to the fact that weak walls cannot attack, the level
4999     is much less important though.
5000     </attribute>
5001     <attribute arch="hp" editor="health points" type="int">
5002     The &lt;health points&gt; of a weak wall define how long it takes to
5003     tear it down. With every successful hit from an opponent,
5004     &lt;health points&gt; get drained.
5005     </attribute>
5006     <attribute arch="maxhp" editor="max health" type="int">
5007     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5008     weak wall can have. Since walls generally don't heal, I doubt
5009     this has much real effect.
5010     </attribute>
5011     <attribute arch="ac" editor="armour class" type="int">
5012     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5013     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5014     </attribute>
5015     <section name="resistance">
5016     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5017     </attribute>
5018     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5019     </attribute>
5020     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5021     </attribute>
5022     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5023     </attribute>
5024     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5025     </attribute>
5026     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5027     </attribute>
5028     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5029     </attribute>
5030     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5031     </attribute>
5032     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5033     </attribute>
5034     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5035     </attribute>
5036     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5037     </attribute>
5038     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5039     </attribute>
5040     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5041     </attribute>
5042     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5043     </attribute>
5044     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5045     </attribute>
5046     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5047     </attribute>
5048     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5049     </attribute>
5050     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5051     </attribute>
5052     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5053     </attribute>
5054     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5055     </attribute>
5056     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5057     </attribute>
5058     </section>
5059     </type>
5060    
5061     <!--####################################################################-->
5062     <type number="15" name="Weapon">
5063     <description><![CDATA[
5064     Wielding a weapon, the object's stats will directly be inherited to the
5065     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5066     be improved with scrolls. ]]>
5067     </description>
5068     <use><![CDATA[
5069     If you create artifacts (equipment) with stats- or resistance-bonus:
5070     Keep playbalance in mind! Such items mustn't be reachable without hard
5071     fighting AND questing. ]]>
5072     </use>
5073     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5074     This number is a bitmask, specifying the weapon's attacktypes.
5075     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5076     have no more than one or two attacktypes. Keep in mind that all weapons
5077     can be blessed by the player's diety, thus adding an additional attacktype.
5078 root 1.3
5079 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5080     then he will do as much damage as the "best" of his attacktypes does. So,
5081     the more attacktypes you've got, the better your chance to take advantage
5082     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5083     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5084     </attribute>
5085     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5086     The &lt;weapontype&gt; characterizes the weapon's type of physical
5087     attack. It could best be considered a "subclassification"
5088     of the physical attacktype. For now, this is only used for
5089     attack messages!
5090 root 1.3
5091 root 1.1 You should always set this correctly when creating new
5092     weapons for your maps.
5093     </attribute>
5094     <attribute arch="skill" editor="skill name" type="string">
5095     Matching &lt;skill name&gt; of the skill that is required
5096     to use this weapon.
5097     </attribute>
5098     <attribute arch="dam" editor="damage" type="int">
5099     The damage value is used as base value for how much damage the weapon
5100     does per hit. The actual damage involves more dependencies,
5101     like wielder's level and defender's level. Look at existing weapons
5102     to get a feel for the range of weapon damage values.
5103     </attribute>
5104     <attribute arch="slaying" editor="slaying race" type="string">
5105     Slaying means the weapon does tripple (3x) damage to monsters of the
5106     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5107     only monsters of that archtype are hit with tripple damage.
5108 root 1.3
5109 root 1.1 No god blessings are possible for weapons with a race set in this entry
5110     (That's because god blessings add tripple damage against their own
5111     enemy races). Tripple damage is very effective.
5112     </attribute>
5113     <attribute arch="last_sp" editor="weapon speed" type="int">
5114     The weapon speed determines how often the wielder can swing the weapon
5115     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5116     is best (that is lightning- fast). A typical average value is 8.
5117     Speed and damage should be kept in reasonable relation.
5118     </attribute>
5119     <attribute arch="wc" editor="weapon class" type="int">
5120     The weapon class value adds to the overall weapon class of the wielder's
5121     melee attacks. Weapon class improves the chance of hitting the opponent.
5122     </attribute>
5123     <attribute arch="magic" editor="magic bonus" type="int">
5124     For a weapon, magic bonus works just like weapon class, except that
5125     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5126     less useful than direct weapon class value on a weapon.
5127     </attribute>
5128     <attribute arch="item_power" editor="item power" type="int">
5129     The &lt;item power&gt; value measures how "powerful" an artifact is.
5130     Players will only be able to wear equipment with a certain total
5131     amount of &lt;item power&gt;, depending on their own level. This is the
5132     only way to prevent low level players to wear "undeserved" equipment
5133     (like gifts from other players or cheated items).
5134 root 1.3
5135 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5136     for every artifact you create! If zero/unset, the CF server will
5137     calculate a provisional value at runtime, but this is never
5138     going to be an accurate measurement of &lt;item power&gt;.
5139     </attribute>
5140     <attribute arch="damned" editor="damnation" type="bool">
5141     A damned weapon cannot be unwielded unless
5142     the curse is removed. Removing damnations is
5143     a tick harder than removing curses.
5144     </attribute>
5145     <attribute arch="cursed" editor="curse" type="bool">
5146     A cursed weapon cannot be unwielded unless
5147     the curse is removed.
5148     </attribute>
5149     <attribute arch="lifesave" editor="save life" type="bool">
5150     An item with this flag enabled will save the players life
5151     for one time: When the player is wearing this item and his
5152 root 1.3 health points reach zero, the item disappears, replenishing
5153 root 1.1 half of the player's health.
5154 root 1.3
5155 root 1.1 An item with &lt;save life&gt; should not have
5156     any decent additional bonuses!
5157     </attribute>
5158     <attribute arch="unique" editor="unique item" type="bool">
5159     Unique items exist only one time on a server. If the item
5160     is taken, lost or destroyed - it's gone for good.
5161     </attribute>
5162     <attribute arch="startequip" editor="godgiven item" type="bool">
5163     A godgiven item vanishes as soon as the player
5164     drops it to the ground.
5165     </attribute>
5166     <section name="resistance">
5167     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5168     This adds physical resistance to the weapon (= armour value). The number is
5169     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5170     and what they require to do for getting this-and-that artifact.
5171     </attribute>
5172     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5173     This adds magic resistance to the weapon. The number is a percent-value in
5174     the range 0-100. Treat this with CARE. Look at other maps and what they
5175     require to do for getting this-and-that artifact.
5176     </attribute>
5177     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5178     This adds fire resistance to the weapon. The number is a percent-value in
5179     the range 0-100. Treat this with CARE. Look at other maps and what they
5180     require to do for getting this-and-that artifact.
5181     </attribute>
5182     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5183     This adds electricity resistance to the weapon. The number is a percent-value in
5184     the range 0-100. Treat this with CARE. Look at other maps and what they
5185     require to do for getting this-and-that artifact.
5186     </attribute>
5187     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5188     This adds fire resistance to the weapon. The number is a percent-value in
5189     the range 0-100. Treat this with CARE. Look at other maps and what they
5190     require to do for getting this-and-that artifact.
5191     </attribute>
5192     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5193     This adds confusion resistance to the weapon. The number is a percent-value in
5194     the range 0-100. Confusion resistance is not very effective
5195     unless the value comes close to 100 (= perfect immunity).
5196     </attribute>
5197     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5198     This adds acid resistance to the weapon. The number is a percent-value in
5199     the range 0-100. Treat this with CARE. Look at other maps and what they
5200     require to do for getting this-and-that artifact.
5201     </attribute>
5202     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5203     This adds draining resistance to the weapon. The number is a percent-value
5204     in the range 0-100. Draining resistance is little effective
5205     unless the value is 100 (= perfect immunity).
5206     </attribute>
5207     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5208     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5209     the range 0-100. Weaponmagic resistance generally should not exist on
5210     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5211     are not meant to be easily resisted.
5212     </attribute>
5213     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5214     This adds ghosthit resistance to the weapon. The number is a percent-value
5215     in the range 0-100. Treat this with CARE. Look at other maps and what they
5216     require to do for getting this-and-that artifact.
5217     </attribute>
5218     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5219     This adds poison resistance to the weapon. The number is a percent-value in
5220     the range 0-100. Treat this with CARE. Look at other maps and what they
5221     require to do for getting this-and-that artifact.
5222     </attribute>
5223     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5224     This adds fear resistance to the weapon. The number is a percent-value in
5225     the range 0-100. Resistance to fear is pretty useless.
5226     </attribute>
5227     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5228     This adds paralyze resistance to the weapon. The number is a percent-value in
5229     the range 0-100. Paralyze resistance is little effective
5230     unless the value is 100 (= perfect immunity).
5231     </attribute>
5232     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5233     This adds fear resistance to the weapon. The number is a percent-value in
5234     the range 0-100. Resistance to fear is pretty useless.
5235     </attribute>
5236     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5237     This adds depletion resistance to the weapon. The number is a percent-value
5238     in the range 0-100. Depletion resistance is little effective
5239     unless the value is 100 (= perfect immunity).
5240     </attribute>
5241     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5242     This adds death-attack resistance to the weapon. The number is a
5243     percent-value in the range 0-100. Death-attack resistance is little
5244     effective unless the value is 100 (= perfect immunity).
5245     Generally, resistance to death-attack is not supposed to be
5246     available to players!
5247     </attribute>
5248     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5249     This adds chaos resistance to the weapon. The number is a percent-value in
5250     the range 0-100. Treat this with CARE. Look at other maps and what they
5251     require to do for getting this-and-that artifact.
5252     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5253     combination of other attacktypes.
5254     </attribute>
5255     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5256     This adds blinding resistance to the weapon. The number is a percent-value
5257     in the range 0-100. Treat this with CARE. Look at other maps and what they
5258     require to do for getting this-and-that artifact.
5259     </attribute>
5260     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5261     This adds holy power resistance to the weapon. The number is a percent-value
5262     in the range 0-100. Holy power is the attacktype that holyword-type spells
5263     use to hurt undead creatures. This kind of resistance is only reasonable
5264     for undead players (wraith or devourer cult).
5265     Generally, resistance to holy word should not be available for players.
5266     </attribute>
5267     </section>
5268     <section name="stats">
5269     <attribute arch="Str" editor="strength" type="int">
5270     The player's strentgh will rise/fall by the given value
5271     while wearing this weapon.
5272     </attribute>
5273     <attribute arch="Dex" editor="dexterity" type="int">
5274     The player's dexterity will rise/fall by the given value
5275     while wearing this weapon.
5276     </attribute>
5277     <attribute arch="Con" editor="constitution" type="int">
5278     The player's constitution will rise/fall by the given value
5279     while wearing this weapon.
5280     </attribute>
5281     <attribute arch="Int" editor="intelligence" type="int">
5282     The player's intelligence will rise/fall by the given value
5283     while wearing this weapon.
5284     </attribute>
5285     <attribute arch="Pow" editor="power" type="int">
5286     The player's power will rise/fall by the given value
5287     while wearing this weapon.
5288     </attribute>
5289     <attribute arch="Wis" editor="wisdom" type="int">
5290     The player's wisdom will rise/fall by the given value while
5291     wearing this weapon.
5292     </attribute>
5293     <attribute arch="Cha" editor="charisma" type="int">
5294     The player's charisma will rise/fall by the given value
5295     while wearing this weapon.
5296     </attribute>
5297     </section>
5298     <section name="misc">
5299     <attribute arch="luck" editor="luck bonus" type="int">
5300     With positive luck bonus, the player is more likely to
5301     succeed in all sorts of things (spellcasting, praying,...).
5302     Unless the &lt;luck bonus&gt; is very high, the effect will be
5303     barely visible in-game. Luck bonus on one piece of equipment
5304     should never exceed 3, and such bonus should not be too
5305     frequently available.
5306     </attribute>
5307     <attribute arch="hp" editor="health regen." type="int">
5308     Positive &lt;health regen.&gt; bonus speeds up the
5309     player's healing process. Negative values slow it down.
5310     </attribute>
5311     <attribute arch="sp" editor="mana regen." type="int">
5312     Positive &lt;mana regen.&gt; bonus speeds up the
5313     player's mana regeneration. Negative values slow it down.
5314     </attribute>
5315     <attribute arch="grace" editor="grace regen." type="int">
5316     Positive &lt;grace regen.&gt; bonus speeds up the
5317     player's grace regeneration. Negative values slow it down.
5318     Since grace can be regenerated rather easy with praying,
5319     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5320     </attribute>
5321     <attribute arch="food" editor="food bonus" type="int">
5322     Positive &lt;food bonus&gt; slows down the player's digestion,
5323     thus he consumes less food. Negative values speed it up.
5324 root 1.3
5325 root 1.1 Note that food is consumed not only for "being alive", but
5326     also for healing and mana-regeneration.
5327     &lt;food bonus&gt; only affects the amount of food consumed
5328     for "being alive". Hence, even with high &lt;food bonus&gt;,
5329     during a fight a player can run out of food quickly.
5330     </attribute>
5331     <attribute arch="xrays" editor="xray vision" type="bool">
5332     Xray vision allows the player to see through obstacles
5333     in a two-square-wide radius. This is extremely helpful and
5334 root 1.3 desirable, so don't give it away for cheap on equipment.
5335 root 1.1 </attribute>
5336     <attribute arch="stealth" editor="stealth" type="bool">
5337     Stealth allows the player to move silently.
5338     This comes to effect if a player turns himself
5339     invisible and tries to sneak around monsters.
5340     (At least that was the idea behind it)
5341     </attribute>
5342     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5343     If a player is wearing any piece of equipment with
5344     the ability to &lt;reflect spells&gt;, all kinds of
5345     spell-bullets and -beams will bounce off him.
5346     This works only about 90% of all times, to
5347     avoid players being completely immune to certain
5348     types of attacks.
5349 root 1.3
5350 root 1.1 This is a very powerful ability and it
5351     shouldn't be handed out cheap!
5352     </attribute>
5353     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5354     If a player is wearing any piece of equipment with
5355     the ability to &lt;reflect missiles&gt;, all kinds of
5356     projectiles (e.g. arrows, bolts, boulders) will
5357     bounce off him. This works only about 90% of all
5358     times, to avoid players being completely immune to
5359     certain types of attacks.
5360     </attribute>
5361     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5362     Click on the &lt;attuned paths&gt; button to select spellpaths.
5363     The player will get attuned to the specified spellpaths
5364     while wearing this weapon.
5365     </attribute>
5366     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5367     Click on the &lt;repelled paths&gt; button to select spellpaths.
5368     The player will get repelled to the specified spellpaths
5369     while wearing this weapon.
5370     </attribute>
5371     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5372     Click on the &lt;denied paths&gt; button to select spellpaths.
5373     The specified spellpaths will be denied to the player
5374     while wearing this weapon.
5375     </attribute>
5376     </section>
5377     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5378     This text describes the weapons's "story". Every decent artifact weapon
5379     should have such a description.
5380     </attribute>
5381     </type>
5382    
5383 root 1.5 <type number="116" name="Event Connector">
5384     <description><![CDATA[
5385     Event connectors link specific events that happen to objects to
5386     a crossfire plug-in. ]]>
5387     </description>
5388     <attribute arch="subtype" editor="event type" type="list_event_type">
5389     The type of event that triggers a notify to the plug-in.
5390     </attribute>
5391 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5392 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5393     for python and "perl" for the Crossfire-Perl plug-in.
5394     </attribute>
5395 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5396 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5397     for perl this is the name of a extension package without the ".ext" extension.
5398     </attribute>
5399 root 1.6 <attribute arch="name" editor="options" type="string">
5400 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5401     options to the extension that alter its behaviour.
5402     </attribute>
5403     </type>
5404    
5405 root 1.1 </types>