ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.17
Committed: Wed Aug 9 21:21:53 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.16: +5 -5 lines
Log Message:
merged types to gridarta changes

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 elmex 1.16 <!ENTITY activate_on "
162     <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163     Whether the teleporter should only be activated on push.
164     </attribute>
165     <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166     Whether the teleporter should only be activated on release.
167     </attribute>
168     ">
169 root 1.1 ]>
170    
171     <types>
172    
173     <!--###################### bitmask definitions ######################-->
174    
175     <bitmask name="attacktype">
176     <entry bit="0" name="Physical" />
177     <entry bit="1" name="Magical" />
178     <entry bit="2" name="Fire" />
179     <entry bit="3" name="Electricity" />
180     <entry bit="4" name="Cold" />
181     <entry bit="5" name="Confusion" />
182     <entry bit="6" name="Acid" />
183     <entry bit="7" name="Drain" />
184     <entry bit="8" name="Weaponmagic" />
185     <entry bit="9" name="Ghosthit" />
186     <entry bit="10" name="Poison" />
187     <entry bit="11" name="Slow" />
188     <entry bit="12" name="Paralyze" />
189     <entry bit="13" name="Turn Undead" />
190     <entry bit="14" name="Fear" />
191     <entry bit="15" name="Cancellation" />
192     <entry bit="16" name="Depletion" />
193     <entry bit="17" name="Death" />
194     <entry bit="18" name="Chaos" />
195     <entry bit="19" name="Counterspell" />
196     <entry bit="20" name="God Power" />
197     <entry bit="21" name="Holy Power" />
198     <entry bit="22" name="Blinding" />
199     </bitmask>
200    
201     <bitmask name="material">
202     <entry bit="0" name="Paper" />
203     <entry bit="1" name="Iron" />
204     <entry bit="2" name="Glass" />
205     <entry bit="3" name="Leather" />
206     <entry bit="4" name="Wood" />
207     <entry bit="5" name="Organics" />
208     <entry bit="6" name="Stone" />
209     <entry bit="7" name="Cloth" />
210     <entry bit="8" name="Adamantite" />
211 root 1.7 <entry bit="9" name="Liquid" />
212     <entry bit="10" name="Soft Metal" />
213     <entry bit="11" name="Bone" />
214     <entry bit="12" name="Ice" />
215     <entry bit="13" name="(supress name on display)" />
216    
217 root 1.1 </bitmask>
218    
219     <bitmask name="spellpath">
220     <entry bit="0" name="Protection" />
221     <entry bit="1" name="Fire" />
222     <entry bit="2" name="Frost" />
223     <entry bit="3" name="Electricity" />
224     <entry bit="4" name="Missiles" />
225     <entry bit="5" name="Self" />
226     <entry bit="6" name="Summoning" />
227     <entry bit="7" name="Abjuration" />
228     <entry bit="8" name="Restoration" />
229     <entry bit="9" name="Detonation" />
230     <entry bit="10" name="Mind" />
231     <entry bit="11" name="Creation" />
232     <entry bit="12" name="Teleportation" />
233     <entry bit="13" name="Information" />
234     <entry bit="14" name="Transmutation" />
235     <entry bit="15" name="Transferrence" />
236     <entry bit="16" name="Turning" />
237     <entry bit="17" name="Wounding" />
238     <entry bit="18" name="Death" />
239     <entry bit="19" name="Light" />
240     </bitmask>
241    
242     <bitmask name="will_apply">
243     <entry bit="0" name="Apply Handles" />
244     <entry bit="1" name="Open Chests" />
245     <entry bit="2" name="Break Walls" />
246     <entry bit="3" name="Open Doors" />
247     </bitmask>
248    
249     <bitmask name="pick_up">
250     <entry bit="0" name="Nothing" />
251     <entry bit="1" name="Wealth" />
252     <entry bit="2" name="Food" />
253     <entry bit="3" name="Weapons" />
254     <entry bit="4" name="Armour" />
255     <entry bit="5" name="Inverse" />
256     <entry bit="6" name="All" />
257     </bitmask>
258    
259 root 1.9 <bitmask name="movement_type">
260     <entry bit="0" name="Walk" />
261     <entry bit="1" name="Fly Low" />
262     <entry bit="2" name="Fly High" />
263     <entry bit="3" name="Swim" />
264     <entry bit="4" name="Boat" />
265 root 1.11 <entry bit="16" name="Other" />
266 root 1.9 </bitmask>
267    
268 root 1.1 <!--###################### list definitions ######################-->
269    
270     <list name="direction">
271     <entry value="0" name="&lt;none&gt;" />
272     <entry value="1" name="north" />
273     <entry value="2" name="northeast" />
274     <entry value="3" name="east" />
275     <entry value="4" name="southeast" />
276     <entry value="5" name="south" />
277     <entry value="6" name="southwest" />
278     <entry value="7" name="west" />
279     <entry value="8" name="northwest" />
280     </list>
281    
282     <list name="mood">
283     <entry value="0" name="furious" />
284     <entry value="1" name="angry" />
285     <entry value="2" name="calm" />
286     <entry value="3" name="sleep" />
287     <entry value="4" name="charm" />
288     </list>
289    
290     <list name="potion_effect">
291     <entry value="0" name="&lt;none&gt;" />
292     <entry value="65536" name="life restoration" />
293     <entry value="1048576" name="improvement" />
294     </list>
295    
296     <list name="weapon_type">
297     <entry value="0" name="&lt;unknown&gt;" />
298     <entry value="1" name="sword" />
299     <entry value="2" name="arrows" />
300     <entry value="3" name="axe" />
301     <entry value="4" name="katana" />
302     <entry value="5" name="knife, dagger" />
303     <entry value="6" name="whip, chain" />
304     <entry value="7" name="hammer, flail" />
305     <entry value="8" name="club, stick" />
306     </list>
307    
308     <list name="skill_type">
309     <entry value="1" name="lockpicking" />
310     <entry value="2" name="hiding" />
311     <entry value="3" name="smithery" />
312     <entry value="4" name="bowyer" />
313     <entry value="5" name="jeweler" />
314     <entry value="6" name="alchemy" />
315     <entry value="7" name="stealing" />
316     <entry value="8" name="literacy" />
317     <entry value="9" name="bargaining" />
318     <entry value="10" name="jumping" />
319     <entry value="11" name="detect magic" />
320     <entry value="12" name="oratory" />
321     <entry value="13" name="singing" />
322     <entry value="14" name="detect curse" />
323     <entry value="15" name="find traps" />
324     <entry value="16" name="mediatation" />
325     <entry value="17" name="punching" />
326     <entry value="18" name="flame touch" />
327     <entry value="19" name="karate" />
328     <entry value="20" name="climbing" />
329     <entry value="21" name="woodsman" />
330     <entry value="22" name="inscription" />
331     <entry value="23" name="one handed weapons" />
332     <entry value="24" name="missile weapons" />
333     <entry value="25" name="throwing" />
334     <entry value="26" name="use magic item" />
335     <entry value="27" name="disarm traps" />
336     <entry value="28" name="set traps" />
337     <entry value="29" name="thaumaturgy" />
338     <entry value="30" name="praying" />
339     <entry value="31" name="clawing" />
340     <entry value="32" name="levitation" />
341     <entry value="33" name="summoning" />
342     <entry value="34" name="pyromancy" />
343     <entry value="35" name="evocation" />
344     <entry value="36" name="sorcery" />
345     <entry value="37" name="two handed weapons" />
346     </list>
347    
348     <list name="spell_type">
349     <entry value="1" name="raise dead" />
350     <entry value="2" name="rune" />
351     <entry value="3" name="make mark" />
352     <entry value="4" name="bolt" />
353     <entry value="5" name="bullet" />
354     <entry value="6" name="explosion" />
355     <entry value="7" name="cone" />
356     <entry value="8" name="bomb" />
357     <entry value="9" name="wonder" />
358     <entry value="10" name="smite" />
359     <entry value="11" name="magic missile" />
360     <entry value="12" name="summon golem" />
361     <entry value="13" name="dimension door" />
362     <entry value="14" name="magic mapping" />
363     <entry value="15" name="magic wall" />
364     <entry value="16" name="destruction" />
365     <entry value="17" name="perceive self" />
366     <entry value="18" name="word of recall" />
367     <entry value="19" name="invisible" />
368     <entry value="20" name="probe" />
369     <entry value="21" name="healing" />
370     <entry value="22" name="create food" />
371     <entry value="23" name="earth to dust" />
372     <entry value="24" name="change ability" />
373     <entry value="25" name="bless" />
374     <entry value="26" name="curse" />
375     <entry value="27" name="summon monster" />
376     <entry value="28" name="recharge" />
377     <entry value="29" name="polymorph" />
378     <entry value="30" name="alchemy" />
379     <entry value="31" name="remove curse" />
380     <entry value="32" name="identify" />
381     <entry value="33" name="detection" />
382     <entry value="34" name="mood change" />
383     <entry value="35" name="moving ball" />
384     <entry value="36" name="swarm" />
385     <entry value="37" name="charge mana" />
386     <entry value="38" name="dispel rune" />
387     <entry value="39" name="create missile" />
388     <entry value="40" name="consecrate" />
389     <entry value="41" name="animate weapon" />
390     <entry value="42" name="light" />
391     <entry value="43" name="change map light" />
392     <entry value="44" name="faery fire" />
393     <entry value="45" name="disease" />
394     <entry value="46" name="aura" />
395     <entry value="47" name="town portal" />
396     </list>
397    
398 elmex 1.4 <list name="event_type">
399     <entry value="0" name="none" />
400     <entry value="1" name="apply" />
401     <entry value="2" name="attack" />
402     <entry value="3" name="death" />
403     <entry value="4" name="drop" />
404     <entry value="5" name="pickup" />
405     <entry value="6" name="say" />
406     <entry value="7" name="stop" />
407     <entry value="8" name="time" />
408     <entry value="9" name="throw" />
409     <entry value="10" name="trigger" />
410     <entry value="11" name="close" />
411     <entry value="12" name="timer" />
412     <entry value="28" name="move" />
413     </list>
414    
415 root 1.10 <list name="attack_movement_bits_0_3">
416     <entry value="0" name="default" />
417     <entry value="1" name="attack from distance" />
418     <entry value="2" name="run away" />
419     <entry value="3" name="hit and run" />
420     <entry value="4" name="wait, then hit, then move" />
421     <entry value="5" name="rush blindly" />
422     <entry value="6" name="always run" />
423     <entry value="7" name="attack from distance if hit" />
424     <entry value="8" name="do not approach" />
425     </list>
426    
427     <list name="attack_movement_bits_4_7">
428     <entry value="0" name="none" />
429     <entry value="16" name="pet" />
430     <entry value="32" name="small circle" />
431     <entry value="48" name="large circle" />
432     <entry value="64" name="small horizontal" />
433     <entry value="80" name="large horizontal" />
434     <entry value="96" name="random direction" />
435     <entry value="112" name="random movement" />
436     <entry value="128" name="small vertical" />
437     <entry value="144" name="large vertical" />
438     </list>
439    
440 root 1.1 <!--###################### default attributes ######################-->
441    
442     <!--
443     The attributes of the default_type get added to all other types by default.
444     Every type can have an 'ignore' element however, which is used to specify
445     default attributes *not* to inherit.
446     -->
447     <default_type>
448     <attribute arch="name" editor="name" type="string">
449     This is the name of the object, displayed to the player.
450     </attribute>
451     <attribute arch="name_pl" editor="plural name" type="string">
452     This is the plural name of the object. A plural name must be set for
453     all items that can be picked up and collected by the player.
454     </attribute>
455     <attribute arch="title" editor="title" type="string">
456     This is the object's title. Once an object is identified the title is
457 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
458 root 1.1 </attribute>
459     <attribute arch="face" editor="image" type="string">
460     The image-name defines what image is displayed for this object in-game.
461     </attribute>
462     <attribute arch="nrof" editor="number" type="int">
463     This value determines the number of objects in one stack (for example:
464     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
465     any pickable object - otherwise it won't be mergeable into a stack.
466     </attribute>
467     <attribute arch="weight" editor="weight" type="int">
468 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
469 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
470     for explicitly non-pickable objects (hey, this is opensource.. you
471     never know ;) ).
472     </attribute>
473     <attribute arch="value" editor="value" type="int">
474 root 1.13 Determines the value of the object, in units of silver coins (one
475     platinum coin == 50 silver coins). Value for buying/selling will be
476 root 1.1 further modified by various factors. Hence, testing values in-game is
477     usually inevitable.
478     </attribute>
479     <attribute arch="glow_radius" editor="glow radius" type="int">
480     If &lt;glow radius&gt; is set to a value greater zero, the object
481     appears lit up on dark maps. &lt;glow radius&gt; can be a value
482 root 1.3 between 0 and 4, the higher, the more light does the object emit.
483 root 1.1 </attribute>
484     <attribute arch="material" editor="material" type="bitmask_material">
485     This bitmask-value informs the player of which material(s) the
486     object consists. Material does also affect how likely the object
487     can be destroyed by hazardous spell-effects.
488     </attribute>
489     <attribute arch="no_pick" editor="non-pickable" type="bool">
490     If set, the object cannot be picked up (Neither by players nor monsters).
491     </attribute>
492     <attribute arch="invisible" editor="invisible" type="bool">
493     Generally makes the object invisible. Depending on the object-type,
494     some can be made visible by the show_invisible spell. If in doubt, test it.
495     Putting an invisible object under the floor always prevents it from being
496     shown.
497     </attribute>
498     <attribute arch="blocksview" editor="block view" type="bool">
499     If an item is set to block view, players (and monsters) cannot
500     see byond it unless they cross it or manage to stand ontop.
501     </attribute>
502     <attribute arch="identified" editor="identified" type="bool">
503     If an item is identified, the player has full knowledge about it.
504     </attribute>
505     <attribute arch="unpaid" editor="unpaid" type="bool">
506     An &lt;unpaid&gt; item cannot be used unless a player carried it over
507     a shop mat, paying the demanded price. Setting this flag makes sense
508     only for pickable items inside shops.
509     </attribute>
510     </default_type>
511    
512     <!-- This ignorelist is for all system objects which are non pickable
513     and invisible. They don't interact with players at all. -->
514     <ignore_list name="system_object">
515     <attribute arch="value" />
516     <attribute arch="nrof" />
517     <attribute arch="weight" />
518     <attribute arch="name_pl" />
519     <attribute arch="material" />
520     <attribute arch="no_pick" />
521     <attribute arch="unpaid" />
522     <attribute arch="title" />
523     <attribute arch="glow_radius" />
524     <attribute arch="identified" />
525     <attribute arch="blocksview" />
526     <attribute arch="invisible" />
527     </ignore_list>
528    
529     <!-- This ignorelist is for non-pickable objects. They can be seen by
530     the player, but don't have values like material or weight. -->
531     <ignore_list name="non_pickable">
532     <attribute arch="value" />
533     <attribute arch="nrof" />
534     <attribute arch="weight" />
535     <attribute arch="name_pl" />
536     <attribute arch="material" />
537     <attribute arch="no_pick" />
538     <attribute arch="unpaid" />
539     <attribute arch="title" />
540     <attribute arch="identified" />
541     </ignore_list>
542    
543     <!--####################################################################-->
544     <type number="0" name="Misc">
545     <required>
546     <!-- this is a special case: The "misc" type with type number 0 is
547     the fallback for all types which don't match any other defined types.
548     The required attribute "misc x" prevents that it gets confused with
549     other types like "monster & npc" which also have type number 0. -->
550     <attribute arch="misc" value="x" />
551     </required>
552 root 1.9 &movement_types_terrain;
553 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
554     Curses can have various effects: On equipment and food,
555     they generally harm the player in some way.
556     </attribute>
557     <attribute arch="damned" editor="damned" type="bool">
558     A damned item/floor on the ground makes it impossible for players
559     to use prayers on that spot. It also prevents players from saving.
560     Damnation on equipment works similar to a curse.
561     </attribute>
562     <attribute arch="unique" editor="unique item" type="bool">
563     Unique items exist only one time on a server. If the item
564     is taken, lost or destroyed - it's gone for good.
565     </attribute>
566     <attribute arch="startequip" editor="godgiven item" type="bool">
567     A godgiven item vanishes as soon as the player
568     drops it to the ground.
569     </attribute>
570     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
571     This text may describe the object.
572     </attribute>
573     </type>
574    
575     <!--####################################################################-->
576     <type number="110" name="Ability">
577     <ignore>
578     <ignore_list name="system_object" />
579     </ignore>
580     <description><![CDATA[
581     Abilities are to be put in a monster's inventory. They grant monsters the
582     knowledge to cast spells. Spells from abilities are usually magical in
583     nature, thus adding magic attacktype to the spell-damage they produce.
584     <br><br>
585     A particularly nice feature of abilities is that they can hold two
586     spells: One for short range- and one for long range use.
587     \n\n
588     You should know that spellcasting monsters receive abilities via
589     &lt;treasurelist&gt;. ]]>
590     </description>
591     <use><![CDATA[
592     If you want to create "customized" spellcasting monsters, you
593     should use abilities (rather than spellbooks/wands or something).
594     The long/short-range spell feature can make boss-monsters more
595     interesting and challenging.
596     <br><br>
597     You should keep in mind that magic abilities allow players
598     to get better resistance. You can turn off the magic part to
599     make the spells more dangerous. However, this really shouldn't
600     be neccessary unless you work on very high level maps.
601     And what fun is a magic resistance cloak when it has no effect? ]]>
602     </use>
603     <attribute arch="invisible" value="1" type="fixed" />
604     <attribute arch="no_drop" value="1" type="fixed" />
605     <attribute arch="sp" editor="short range spell" type="spell">
606     The monster will use the specified &lt;short range spell&gt;
607     when the player is within 6-square radius (of the
608     monster's head).
609     </attribute>
610     <attribute arch="hp" editor="long range spell" type="nz_spell">
611     The monster will use the specified &lt;long range spell&gt;
612     when the player is at least 6 squares away (from the
613     monster's head).
614 root 1.3
615 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
616     &lt;short range spell&gt; gets used all the time.
617     </attribute>
618     <attribute arch="maxsp" editor="importance" type="int">
619     Sometimes you'll want a monster to use one ability more than others.
620     To achieve this, set the &lt;importance&gt; to a value greater than
621     one. Abilities with this value zero/unset are counted to be of
622     &lt;importance&gt; one.
623 root 1.3
624 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
625     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
626     times the "small fireball".
627     </attribute>
628     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
629 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
630 root 1.1 If enabled, all spells produced by this ability will have magic
631     attacktype added to the usual attacktypes.
632 root 1.3
633 root 1.1 This should always be set for spell-like abilities. "Natural"
634     abilities like a dragon's firebreath are an exception.
635     Note that non-magical abilities are more dangerous because
636     magic resistance does not protect from those.</attribute>
637     </type>
638    
639     <!--####################################################################-->
640     <type number="18" name="Altar">
641     <ignore>
642     <ignore_list name="non_pickable" />
643     </ignore>
644     <description><![CDATA[
645     When a player puts a defined number of certain items on the altar,
646     then either a spell is casted (on the player) or a connector is
647     triggered. If the latter is the case, the altar works only once.
648 root 1.3 Either way, the sacrificed item disappears. ]]>
649 root 1.1 </description>
650     <attribute arch="no_pick" value="1" type="fixed" />
651 root 1.9 &move_on;
652 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
653     This string specifies the item that must be put on the altar to
654     activate it. It can either be the name of an archetype, or directly
655     the name of an object. Yet, titles are not recognized by altars.
656     Remember to put a note somewhere, telling the player what he is
657     expected to drop on the altar. (Often this is put in the altar's
658     name: E.g. "drop 100 platinums")
659     </attribute>
660     <attribute arch="food" editor="drop amount" type="int">
661     The drop amount specifies the amount of items (specified
662 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
663 root 1.1
664     If &lt;match item name&gt; is set to "money", then the value of the
665     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
666 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
667 root 1.1
668     Note that the maximum possible for &lt;drop amount&gt; is 32767.
669     </attribute>
670     <attribute arch="connected" editor="connection" type="int">
671     If a connection value is set, the altar will trigger all objects
672     with the same value, when activated. This will only work once.
673     </attribute>
674     <attribute arch="sp" editor="spell" type="spell">
675     When activated, the selected &lt;spell&gt; will be casted (once, on the
676     player). This should work for any given spell. The altar will work
677 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
678 root 1.1 one altar.
679     </attribute>
680     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
681     This text will be displayed to the player
682     in the exact moment when the altar is activated.
683     </attribute>
684     </type>
685    
686     <!--####################################################################-->
687     <type number="31" name="Altar Trigger">
688     <ignore>
689     <ignore_list name="non_pickable" />
690     </ignore>
691     <description><![CDATA[
692     Altar_triggers work pretty much like normal altars
693     (drop sacrifice -> connection activated), except for the fact that
694 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
695 root 1.1 </description>
696     <use><![CDATA[
697     Altar_triggers are very useful if you want to charge a price for...
698     <UL>
699     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
700 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
701 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
702     </UL>
703     The big advantage over normal altars is the infinite usability
704     of altar_triggers! If there are ten players on one server, they're
705     quite grateful if things work more than once. =) ]]>
706     </use>
707     <attribute arch="no_pick" value="1" type="fixed" />
708     <attribute arch="slaying" editor="match item name" type="string">
709     This string specifies the item that must be put on the altar to
710     activate it. It can either be the name of an archetype, or directly
711     the name of an object. Yet, titles are not recognized by altars.
712     Remember to put a note somewhere, telling the player what he is
713     expected to drop on the altar. (Often this is put in the altar's
714     name: E.g. "drop 100 platinums")
715     </attribute>
716     <attribute arch="food" editor="drop amount" type="int">
717     The drop amount specifies the amount of items (specified
718 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
719 root 1.1
720     If &lt;match item name&gt; is set to "money", then the value of the
721     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
722 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
723 root 1.1
724     Note that the maximum possible for &lt;drop amount&gt; is 32767.
725     </attribute>
726     <attribute arch="connected" editor="connection" type="int">
727     If a connection value is set, the altar will trigger all objects
728     with the same value, when activated. This will only work once.
729     </attribute>
730     <attribute arch="sp" editor="spell" type="spell">
731     When activated, this &lt;spell&gt; will be casted (once, on the player).
732 root 1.3 This should work for any given spell. The altar will work infinitely
733 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
734     </attribute>
735     <attribute arch="exp" editor="reset time" type="int">
736     Being activated, the altar will reset after &lt;reset time&gt; ticks.
737     After reset, the altar is ready to be activated once again.
738     The default &lt;reset time&gt; is 30.
739     </attribute>
740     <attribute arch="last_sp" editor="ignore reset" type="bool">
741     If this attribute is enabled, the altar_trigger won't push the
742     connected value by altar reset. Only ONCE by dropping the sacrifice.
743     This is typically used when the altar is connected to a creator,
744 root 1.3 e.g. for selling tickets.
745 root 1.1
746     If this attribute is disabled (default), the altar_trigger
747     will push the connected value TWICE per sacrifice: First by
748     dropping sacrifice, second by reset. This mode is typically
749     used for altars being connected to gates, resulting in the
750     gate being opened and closed again.
751     </attribute>
752 root 1.9 &move_on;
753 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
754     This text will be displayed to the player
755     in the exact moment when the altar is activated.
756     </attribute>
757     </type>
758    
759     <!--####################################################################-->
760     <type number="39" name="Amulet">
761     <description><![CDATA[
762     Wearing an amulet, the object's stats will directly be inherited to
763     the player. Amulets are usually meant for protection and defense. ]]>
764     </description>
765     <use><![CDATA[
766     Feel free to create your own special artifacts. However, it is very
767     important that you keep your artifact in balance with existing maps. ]]>
768     </use>
769     <attribute arch="ac" editor="armour class" type="int">
770     This value defines the amount of armour-class bonus for wearing
771     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
772     values are better. It should usually be set only for armour-like equipment.
773     </attribute>
774     <attribute arch="wc" editor="weapon class" type="int">
775     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
776     melee attacks. Weapon class improves the chance of hitting the opponent.
777     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
778     be set only for weapon-like items. Lower values are better.
779     </attribute>
780     <attribute arch="item_power" editor="item power" type="int">
781     The &lt;item power&gt; value measures how "powerful" an artifact is.
782     Players will only be able to wear equipment with a certain total
783     amount of &lt;item power&gt;, depending on their own level. This is the
784     only way to prevent low level players to wear "undeserved" equipment
785     (like gifts from other players or cheated items).
786 root 1.3
787 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
788     for every artifact you create! If zero/unset, the CF server will
789     calculate a provisional value at runtime, but this is never
790     going to be an accurate measurement of &lt;item power&gt;.
791     </attribute>
792     <attribute arch="damned" editor="damnation" type="bool">
793     A damned piece of equipment cannot be unwielded unless the curse
794     is removed. Removing damnations is a tick harder than removing curses.
795     </attribute>
796     <attribute arch="cursed" editor="curse" type="bool">
797     A cursed piece of equipment cannot be unwielded
798     unless the curse is removed.
799     </attribute>
800     <attribute arch="lifesave" editor="save life" type="bool">
801     An item with this flag enabled will save the players life
802     for one time: When the player is wearing this item and his
803 root 1.3 health points reach zero, the item disappears, replenishing
804 root 1.1 half of the player's health.
805 root 1.3
806 root 1.1 An item with &lt;save life&gt; should not have
807     any decent additional bonuses!
808     </attribute>
809     <attribute arch="unique" editor="unique item" type="bool">
810     Unique items exist only one time on a server. If the item
811     is taken, lost or destroyed - it's gone for good.
812     </attribute>
813     <attribute arch="startequip" editor="godgiven item" type="bool">
814     A godgiven item vanishes as soon as the player
815     drops it to the ground.
816     </attribute>
817     <attribute arch="applied" editor="is applied" type="bool">
818     If you put this item into the inventory of a monster, and
819     you want the monster to use/wear the item - you must set
820     &lt;is applied&gt;.
821     Enabling this flag doesn't make any sense if the item
822     is NOT in a monster's inventory.
823     </attribute>
824     <section name="resistance">
825     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
826     This adds physical resistance to the item (= armour value). The number is
827     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
828     and what they require to do for getting this-and-that artifact.
829     </attribute>
830     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
831     This adds magic resistance to the item. The number is a percent-value in
832     the range 0-100. Treat this with CARE. Look at other maps and what they
833     require to do for getting this-and-that artifact.
834     </attribute>
835     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
836     This adds fire resistance to the item. The number is a percent-value in
837     the range 0-100. Treat this with CARE. Look at other maps and what they
838     require to do for getting this-and-that artifact.
839     </attribute>
840     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
841     This adds electricity resistance to the item. The number is a percent-value in
842     the range 0-100. Treat this with CARE. Look at other maps and what they
843     require to do for getting this-and-that artifact.
844     </attribute>
845     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
846     This adds fire resistance to the item. The number is a percent-value in
847     the range 0-100. Treat this with CARE. Look at other maps and what they
848     require to do for getting this-and-that artifact.
849     </attribute>
850     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
851     This adds confusion resistance to the item. The number is a percent-value in
852     the range 0-100. Confusion resistance is not very effective
853     unless the value comes close to 100 (= perfect immunity).
854     </attribute>
855     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
856     This adds acid resistance to the item. The number is a percent-value in
857     the range 0-100. Treat this with CARE. Look at other maps and what they
858     require to do for getting this-and-that artifact.
859     </attribute>
860     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
861     This adds draining resistance to the item. The number is a percent-value
862     in the range 0-100. Draining resistance is little effective
863     unless the value is 100 (= perfect immunity).
864     </attribute>
865     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
866     This adds weaponmagic resistance to the item. The number is a percent-value in
867     the range 0-100. Weaponmagic resistance generally should not exist on
868     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
869     are not meant to be easily resisted.
870     </attribute>
871     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
872     This adds ghosthit resistance to the item. The number is a percent-value
873     in the range 0-100. Treat this with CARE. Look at other maps and what they
874     require to do for getting this-and-that artifact.
875     </attribute>
876     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
877     This adds poison resistance to the item. The number is a percent-value in
878     the range 0-100. Treat this with CARE. Look at other maps and what they
879     require to do for getting this-and-that artifact.
880     </attribute>
881     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
882     This adds fear resistance to the item. The number is a percent-value in
883     the range 0-100. Resistance to fear is pretty useless.
884     </attribute>
885     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
886     This adds paralyze resistance to the item. The number is a percent-value in
887     the range 0-100. Paralyze resistance is little effective
888     unless the value is 100 (= perfect immunity).
889     </attribute>
890     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
891     This adds fear resistance to the item. The number is a percent-value in
892     the range 0-100. Resistance to fear is pretty useless.
893     </attribute>
894     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
895     This adds depletion resistance to the item. The number is a percent-value
896     in the range 0-100. Depletion resistance is little effective
897     unless the value is 100 (= perfect immunity).
898     </attribute>
899     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
900     This adds death-attack resistance to the item. The number is a
901     percent-value in the range 0-100. Death-attack resistance is little
902     effective unless the value is 100 (= perfect immunity).
903     Generally, resistance to death-attack is not supposed to be
904     available to players!
905     </attribute>
906     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
907     This adds chaos resistance to the item. The number is a percent-value in
908     the range 0-100. Treat this with CARE. Look at other maps and what they
909     require to do for getting this-and-that artifact.
910     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
911     combination of other attacktypes.
912     </attribute>
913     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
914     This adds blinding resistance to the item. The number is a percent-value
915     in the range 0-100. Treat this with CARE. Look at other maps and what they
916     require to do for getting this-and-that artifact.
917     </attribute>
918     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
919     This adds holy power resistance to the item. The number is a percent-value
920     in the range 0-100. Holy power is the attacktype that holyword-type spells
921     use to hurt undead creatures. This kind of resistance is only reasonable
922     for undead players (wraith or devourer cult).
923     Generally, resistance to holy word should not be available for players.
924     </attribute>
925     </section>
926     <section name="stats">
927     <attribute arch="Str" editor="strength" type="int">
928     The player's strentgh will rise/fall by the given value
929     while wearing this piece of equipment.
930     </attribute>
931     <attribute arch="Dex" editor="dexterity" type="int">
932     The player's dexterity will rise/fall by the given value
933     while wearing this piece of equipment.
934     </attribute>
935     <attribute arch="Con" editor="constitution" type="int">
936     The player's constitution will rise/fall by the given value
937     while wearing this piece of equipment.
938     </attribute>
939     <attribute arch="Int" editor="intelligence" type="int">
940     The player's intelligence will rise/fall by the given value
941     while wearing this piece of equipment.
942     </attribute>
943     <attribute arch="Pow" editor="power" type="int">
944     The player's power will rise/fall by the given value
945     while wearing this piece of equipment.
946     </attribute>
947     <attribute arch="Wis" editor="wisdom" type="int">
948     The player's wisdom will rise/fall by the given value while
949     wearing this piece of equipment.
950     </attribute>
951     <attribute arch="Cha" editor="charisma" type="int">
952     The player's charisma will rise/fall by the given value
953     while wearing this piece of equipment.
954     </attribute>
955     </section>
956     <section name="misc">
957     <attribute arch="luck" editor="luck bonus" type="int">
958     With positive luck bonus, the player is more likely to
959     succeed in all sorts of things (spellcasting, praying,...).
960     Unless the &lt;luck bonus&gt; is very high, the effect will be
961     barely visible in-game. Luck bonus on one piece of equipment
962     should never exceed 3, and such bonus should not be too
963     frequently available.
964     </attribute>
965     <attribute arch="hp" editor="health regen." type="int">
966     Positive &lt;health regen.&gt; bonus speeds up the
967     player's healing process. Negative values slow it down.
968     </attribute>
969     <attribute arch="sp" editor="mana regen." type="int">
970     Positive &lt;mana regen.&gt; bonus speeds up the
971     player's mana regeneration. Negative values slow it down.
972     </attribute>
973     <attribute arch="grace" editor="grace regen." type="int">
974     Positive &lt;grace regen.&gt; bonus speeds up the
975     player's grace regeneration. Negative values slow it down.
976     Since grace can be regenerated rather easy with praying,
977     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
978     </attribute>
979     <attribute arch="food" editor="food bonus" type="int">
980     Positive &lt;food bonus&gt; slows down the player's digestion,
981     thus he consumes less food. Negative values speed it up.
982 root 1.3
983 root 1.1 Note that food is consumed not only for "being alive", but
984     also for healing and mana-regeneration.
985     &lt;food bonus&gt; only affects the amount of food consumed
986     for "being alive". Hence, even with high &lt;food bonus&gt;,
987     during a fight a player can run out of food quickly.
988     </attribute>
989     <attribute arch="xrays" editor="xray vision" type="bool">
990     Xray vision allows the player to see through obstacles
991     in a two-square-wide radius. This is extremely helpful and
992 root 1.3 desirable, so don't give it away for cheap on equipment.
993 root 1.1 </attribute>
994     <attribute arch="stealth" editor="stealth" type="bool">
995     Stealth allows the player to move silently.
996     This comes to effect if a player turns himself
997     invisible and tries to sneak around monsters.
998     (At least that was the idea behind it)
999     </attribute>
1000     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1001     If a player is wearing any piece of equipment with
1002     the ability to &lt;reflect spells&gt;, all kinds of
1003     spell-bullets and -beams will bounce off him.
1004     This works only about 90% of all times, to
1005     avoid players being completely immune to certain
1006     types of attacks.
1007 root 1.3
1008 root 1.1 This is a very powerful ability and it
1009     shouldn't be handed out cheap!
1010     </attribute>
1011     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1012     If a player is wearing any piece of equipment with
1013     the ability to &lt;reflect missiles&gt;, all kinds of
1014     projectiles (e.g. arrows, bolts, boulders) will
1015     bounce off him. This works only about 90% of all
1016     times, to avoid players being completely immune to
1017     certain types of attacks.
1018     </attribute>
1019 root 1.9 &move_type;
1020 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1021     Click on the &lt;attuned paths&gt; button to select spellpaths.
1022     The player will get attuned to the specified spellpaths
1023     while wearing this item.
1024     </attribute>
1025     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1026     Click on the &lt;repelled paths&gt; button to select spellpaths.
1027     The player will get repelled to the specified spellpaths
1028     while wearing this item.
1029     </attribute>
1030     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1031     Click on the &lt;denied paths&gt; button to select spellpaths.
1032     The specified spellpaths will be denied to the player
1033     while wearing this item.
1034     </attribute>
1035     </section>
1036     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1037     This text describes the item's "story". Every decent artifact
1038     should have such a description.
1039     </attribute>
1040     </type>
1041    
1042     <!--####################################################################-->
1043     <type number="58" name="Battleground">
1044     <ignore>
1045     <ignore_list name="non_pickable" />
1046     </ignore>
1047     <description><![CDATA[
1048     Battleground is very special: In short, players can die on battleground
1049     without any death penalties. They don't loose or gain experience
1050     while on battleground. Acid, draining and depletion effects don't
1051     work either.
1052     When a player dies on battleground, he gets teleported to an exit
1053     location which is defined in the battleground object. ]]>
1054     </description>
1055     <use><![CDATA[
1056     Battleground is only meant for player vs. player duels. You can
1057     design combat arenas similiar to the one in scorn.<br>
1058     What should NEVER be done is placing battleground tiles in
1059     open dungeons or other free kinds of land.
1060     It must not be possible to gain significant treasure for fighting
1061     on battleground, because it bears no risk.<br><br>
1062     (Battleground will cease to work when the image or name is changed,
1063     or when it is placed beneath another floor tile.
1064     This is not a bug, it is there to prevent any attempts of placing
1065     "hidden" battleground tiles anywhere.) ]]>
1066     </use>
1067     <attribute arch="no_pick" value="1" type="fixed" />
1068     <attribute arch="is_floor" value="1" type="fixed" />
1069     <attribute arch="hp" editor="destination X" type="int">
1070     The exit destinations define the (x, y)-coordinates where players
1071     get teleported after they died on this battleground.
1072     </attribute>
1073     <attribute arch="sp" editor="destination Y" type="int">
1074     The exit destinations define the (x, y)-coordinates where players
1075     get teleported after they died on this battleground.
1076     </attribute>
1077     </type>
1078    
1079     <!--####################################################################-->
1080     <type number="8" name="Book">
1081     <description><![CDATA[
1082     Applying a book, the containing message is displayed to the player. ]]>
1083     </description>
1084     <attribute arch="level" editor="literacy level" type="int">
1085     If this value is set to be greater than zero, the player needs a
1086     certain literacy level to succeed reading the book. The book can be
1087     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1088     book can be a nice idea, personally I like it when a player needs
1089     more than his fighting skills to solve a quest. However, keep the
1090     booklevel at least below 15 because it is quite hard to gain high
1091     mental levels.
1092     </attribute>
1093     <attribute arch="startequip" editor="godgiven item" type="bool">
1094     A godgiven item vanishes as soon as the player
1095     drops it to the ground.
1096     </attribute>
1097     <attribute arch="unique" editor="unique item" type="bool">
1098     Unique items exist only one time on a server. If the item
1099     is taken, lost or destroyed - it's gone for good.
1100     </attribute>
1101     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1102     This is the text that appears "written" in the book.
1103     </attribute>
1104 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1105     This is the key string of the book. The key string is checked by an inventory checker.
1106     (This is used eg. for the gate/port passes in scorn)
1107     </attribute>
1108 root 1.1 </type>
1109    
1110     <!--####################################################################-->
1111     <type number="99" name="Boots">
1112     <import_type name="Amulet" />
1113     <description><![CDATA[
1114     Wearing boots, the object's stats will directly be inherited to
1115     the player. Usually enhancing his speed, or granting some minor
1116     protection bonus. ]]>
1117     </description>
1118     <use><![CDATA[
1119     Feel free to create your own special artifacts. However, it is very
1120     important that you keep your artifact in balance with existing maps. ]]>
1121     </use>
1122     <attribute arch="exp" editor="speed bonus" type="int">
1123     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1124     while worn. This kind of bonus is quite desirable for players of low-
1125     and medium level. High level players usually have fastest possible
1126     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1127     Still, this bonus is good for nice artifacts - not everything has
1128     to be for highest level.
1129     </attribute>
1130     <attribute arch="magic" editor="magic bonus" type="int">
1131     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1132     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1133     than direct armour-class bonus on the boots.
1134 root 1.3
1135 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1136     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1137     </attribute>
1138     </type>
1139    
1140     <!--####################################################################-->
1141 root 1.3 <type number="104" name="Bracers">
1142     <import_type name="Amulet" />
1143     <description><![CDATA[
1144     Bracers are armour-plates worn around the wrists.
1145     Wearing bracer, the object's stats will directly be inherited to
1146     the player. Usually enhancing his defense. ]]>
1147     </description>
1148     <use><![CDATA[
1149     Feel free to create your own special artifacts. However, it is very
1150     important that you keep your artifact in balance with existing maps. ]]>
1151     </use>
1152     <attribute arch="magic" editor="magic bonus" type="int">
1153     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1154     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1155     than direct armour-class bonus on the bracers.
1156     </attribute>
1157     </type>
1158    
1159     <!--####################################################################-->
1160     <type number="16" name="Brestplate Armour">
1161     <import_type name="Amulet" />
1162     <description><![CDATA[
1163     Wearing an armour, the object's stats will directly be inherited to
1164     the player. Usually enhancing his defense. ]]>
1165     </description>
1166     <use><![CDATA[
1167     Feel free to create your own special artifacts. However, it is very
1168     important that you keep your artifact in balance with existing maps. ]]>
1169     </use>
1170     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1171     This poses a penalty to spell regeneration speed, for wearing the armour.
1172     The bigger the spellpoint penalty, the worse.
1173     </attribute>
1174     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1175     Slowdown penalty reduces the player's walking speed when wearing the
1176     armour. Bigger values are worse - zero is best.
1177     </attribute>
1178     <attribute arch="magic" editor="magic bonus" type="int">
1179     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1180     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1181     than direct armour-class bonus on the armour.
1182     </attribute>
1183     </type>
1184    
1185     <!--####################################################################-->
1186 root 1.1 <type number="92" name="Button">
1187     <ignore>
1188     <ignore_list name="non_pickable" />
1189     </ignore>
1190     <description><![CDATA[
1191     When a predefined amount of weigh is placed on a button, the
1192     &lt;connection&gt; value is triggered. In most cases this happens when a
1193     player or monster steps on it. When the button is "released", the
1194     &lt;connection&gt; value get's triggered a second time. ]]>
1195     </description>
1196 root 1.9 &move_on;
1197     &move_off;
1198 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1199 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1200 root 1.1 The button is pressed (triggered), as soon as
1201     &lt;press weigh&gt; gram are placed ontop of it.
1202     </attribute>
1203     <attribute arch="connected" editor="connection" type="int">
1204     Every time the button is pressed or released, all objects
1205     with the same &lt;connection&gt; value are activated.
1206     </attribute>
1207     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1208     This text may describe the item. You can use this
1209     message to explain the button's purpose to the player.
1210     </attribute>
1211     </type>
1212    
1213     <!--####################################################################-->
1214 root 1.3 <type number="30" name="Button Trigger">
1215     <import_type name="Button" />
1216     <ignore>
1217     <ignore_list name="non_pickable" />
1218     </ignore>
1219     <description><![CDATA[
1220     Handle buttons are buttons which reset after a short period
1221     of time. Every time it is either applied or reset, the
1222     &lt;connection&gt; value is triggered. ]]>
1223     </description>
1224     </type>
1225    
1226     <!--####################################################################-->
1227     <type number="37" name="Class Changer">
1228     <ignore>
1229     <ignore_list name="non_pickable" />
1230     </ignore>
1231     <description><![CDATA[
1232     Class changer are used while creating a character. ]]>
1233     </description>
1234     <attribute arch="randomitems" editor="class items" type="treasurelist">
1235     This entry determines which initial items the character receives.
1236     </attribute>
1237     <section name="stats">
1238     <attribute arch="Str" editor="strength" type="int">
1239     The player's strength will rise by the given value if he chooses this
1240     class. (Negative values make strength fall)
1241     </attribute>
1242     <attribute arch="Dex" editor="dexterity" type="int">
1243     The player's dexterity will rise by the given value if he chooses this
1244     class. (Negative values make dexterity fall)
1245     </attribute>
1246     <attribute arch="Con" editor="constitution" type="int">
1247     The player's constitution will rise by the given value if he chooses this
1248     class. (Negative values make constitution fall)
1249     </attribute>
1250     <attribute arch="Int" editor="intelligence" type="int">
1251     The player's intelligence will rise by the given value if he chooses this
1252     class. (Negative values make intelligence fall)
1253     </attribute>
1254     <attribute arch="Pow" editor="power" type="int">
1255     The player's power will rise by the given value if he chooses this
1256     class. (Negative values make power fall)
1257     </attribute>
1258     <attribute arch="Wis" editor="wisdom" type="int">
1259     The player's wisdom will rise by the given value if he chooses this
1260     class. (Negative values make wisdom fall)
1261     </attribute>
1262     <attribute arch="Cha" editor="charisma" type="int">
1263     The player's charisma will rise by the given value if he chooses this
1264     class. (Negative values make charisma fall)
1265     </attribute>
1266     </section>
1267     </type>
1268    
1269     <!--####################################################################-->
1270 root 1.1 <type number="87" name="Cloak">
1271     <import_type name="Amulet" />
1272     <description><![CDATA[
1273     Wearing a cloak, the object's stats will directly be inherited to
1274     the player. Cloaks usually add minor &lt;armour class&gt; and
1275     sometimes a bit of resistance. ]]>
1276     </description>
1277     <use><![CDATA[
1278     Feel free to create your own special artifacts. However, it is very
1279     important that you keep your artifact in balance with existing maps. ]]>
1280     </use>
1281     <attribute arch="magic" editor="magic bonus" type="int">
1282     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1283     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1284     than direct armour-class bonus on the cloak.
1285 root 1.3
1286 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1287     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1288     </attribute>
1289     </type>
1290    
1291     <!--####################################################################-->
1292     <type number="9" name="Clock">
1293     <description><![CDATA[
1294     Applying a clock, the time is displayed to the player. ]]>
1295     </description>
1296     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1297     This text may describe the item
1298     </attribute>
1299     </type>
1300    
1301     <!--####################################################################-->
1302     <type number="122" name="Container">
1303     <description><![CDATA[
1304     A player can put (certain kinds of) items in the container.
1305     The overall weight of items is reduced when put inside a
1306     container, depending on the settings.
1307     <br><br>
1308     A special feature of containers is the "cauldron",
1309     capable of mixing alchemical receipes. ]]>
1310     </description>
1311     <use><![CDATA[
1312     Note on chests - There are two types of chests:
1313     <UL>
1314     <LI> First the random treasure chests - Those are NOT containers
1315     (but object type Treasure), they create random treasures when
1316     applied. Archetype name is "chest".
1317     <LI> Second there are the permanent chests - Those are containers,
1318     they can be opened and closed again. Archetype name is "chest_2".
1319     </UL> ]]>
1320     </use>
1321     <attribute arch="race" editor="container class" type="string">
1322     If set, the container will hold only certain types of objects.
1323     Possible choices for &lt;container class&gt; are: "gold and jewels",
1324 root 1.3 "arrows" and "keys".
1325    
1326 root 1.1 Unfortunately it is not easy to create new container
1327     classes, because items need a matching counterpiece-attribute
1328     to the &lt;container class&gt; before they can be put inside a
1329     container. This attribute ("race") is set only for the existing
1330     container classes.
1331     </attribute>
1332     <attribute arch="slaying" editor="key string" type="string">
1333     If &lt;key string&gt; is set, only players with a special key
1334     of matching &lt;key string&gt; are able to open the container.
1335     </attribute>
1336     <attribute arch="container" editor="maximum weight" type="int">
1337     The container can hold a maximum total weight of the given value
1338     in gram. Note that this weight limit is calculated *after* the
1339     weight reduction (&lt;reduce weight&gt;) has been applied.
1340     </attribute>
1341     <attribute arch="Str" editor="reduce weight %" type="int">
1342     This value determines how much the weight of items is reduced in
1343     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1344     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1345     Most default values are in the range of ten.
1346     </attribute>
1347     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1348     If set, the container can be used as alchemy-cauldron.
1349     The player can put ingredients inside, close it, cast alchemy
1350     and if his formulae is true, he'll get what he longed for.
1351     </attribute>
1352     <attribute arch="unique" editor="unique item" type="bool">
1353     Unique items exist only one time on a server. If the item
1354     is taken, lost or destroyed - it's gone for good.
1355     All contents of a unique container are unique as well.
1356     </attribute>
1357     <attribute arch="startequip" editor="godgiven item" type="bool">
1358     A godgiven item vanishes as soon as the player
1359     drops it to the ground.
1360     </attribute>
1361     <attribute arch="other_arch" editor="animation arch" type="string">
1362     This is used for a certain kind of... "animation" when
1363     opening the container. Stick to the default arches here
1364     and you won't get into trouble.
1365     </attribute>
1366     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1367     This text may contain a description of the container.
1368     </attribute>
1369     </type>
1370    
1371     <!--####################################################################-->
1372     <type number="103" name="Converter">
1373     <ignore>
1374     <attribute arch="value" />
1375     <attribute arch="nrof" />
1376     <attribute arch="name_pl" />
1377     <attribute arch="no_pick" />
1378     <attribute arch="unpaid" />
1379     <attribute arch="title" />
1380     </ignore>
1381     <description><![CDATA[
1382     Converters are like "exchange tables". When the player drops a
1383     specific type of items, they get converted into other items, at a
1384     predefined exchange-ratio. ]]>
1385     </description>
1386     <use><![CDATA[
1387     Converters are better than shopping with doormats, because the
1388     converters never get sold out. For some items like food or jewels
1389     those "exchange tables" are really nice, while for the more important
1390     stuff like potions converters should not exist.
1391     <br><br>
1392     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1393     items on a converter, the stuff you get must be of equal or lesser
1394     value than before! (Except if you are using "rare" items like
1395     dragonscales for payment). The code will not check if your ratio is
1396     sane, so the player could gain infinite wealth by using your converter. ]]>
1397     </use>
1398     <attribute arch="no_pick" value="1" type="fixed" />
1399     <attribute arch="slaying" editor="cost arch" type="string">
1400     &lt;cost arch&gt; is the name of the archetype the player has to
1401     put on the converter, as payment.
1402     </attribute>
1403     <attribute arch="food" editor="cost number" type="int">
1404     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1405     on the converter, in order to get &lt;receive number&gt; items
1406     of &lt;receive arch&gt;.
1407     </attribute>
1408     <attribute arch="other_arch" editor="receive arch" type="string">
1409     &lt;receive arch&gt; is the name of the archetype to convert into.
1410 root 1.2 This field is ignored if the converter has items in inventory. In this
1411     case one of the inventory items is duplicated. The duplicated item is
1412     randomly chosen from all items present.
1413 root 1.1 </attribute>
1414     <attribute arch="sp" editor="receive number" type="int">
1415     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1416     on the converter, in order to get &lt;receive number&gt; items
1417     of &lt;receive arch&gt;.
1418     </attribute>
1419     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1420     This text may contain a description of the converter.
1421     </attribute>
1422     </type>
1423    
1424     <!--####################################################################-->
1425     <type number="42" name="Creator">
1426     <ignore>
1427     <ignore_list name="system_object" />
1428     </ignore>
1429     <description><![CDATA[
1430     A creator is an object which creates another object when it
1431     is triggered. The child object can be anything. Creators are
1432     VERY useful for all kinds of map-mechanisms. ]]>
1433     </description>
1434     <use><![CDATA[
1435     Don't hesitate to hide your creators under the floor.
1436     The created items will still always appear ontop of the floor. ]]>
1437     </use>
1438     <attribute arch="no_pick" value="1" type="fixed" />
1439     <attribute arch="other_arch" editor="create arch" type="string">
1440     This string defines the object that will be created.
1441     You can choose any of the existing arches.
1442 root 1.2 This field is ignored if the creator has items in inventory. In this case
1443     one of the inventory items is duplicated. The duplicated item is randomly
1444     chosen from all items present.
1445 root 1.1 </attribute>
1446     <attribute arch="connected" editor="connection" type="int">
1447     Whenever the connection value is activated,
1448 root 1.3 the creator gets triggered.
1449 root 1.1 </attribute>
1450 elmex 1.16 &activate_on;
1451 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1452     If &lt;infinit uses&gt; is set, the creator will work
1453 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1454 root 1.1 </attribute>
1455     <attribute arch="hp" editor="number of uses" type="int">
1456     The creator can be triggered &lt;number of uses&gt; times, thus
1457     creating that many objects, before it dissappears.
1458     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1459     </attribute>
1460     <attribute arch="slaying" editor="name of creation" type="string">
1461 root 1.2 The created object will bear the name and title specified in &lt;name of
1462     creation&gt;. If nothing is set, the standard name and title of the
1463     archetype is used.
1464 root 1.1 </attribute>
1465     <attribute arch="level" editor="level of creation" type="int">
1466     The created object will be of that level. If zero/unset,
1467     the standard level of the archetype is used.
1468     </attribute>
1469     </type>
1470    
1471     <!--####################################################################-->
1472     <type number="51" name="Detector">
1473     <ignore>
1474     <ignore_list name="system_object" />
1475     </ignore>
1476     <description><![CDATA[
1477     Detectors work quite much like inv. checkers/pedestals: If the detector
1478     finds a specific object, it toggles its connected value.
1479     <br><br>
1480     What is "unique" about them, compared to inv. checkers/ pedestals?
1481     - First, detectors check their square for a match periodically, not
1482     instantly. Second, detectors check directly for object names. Third,
1483     detectors do not check the inventory of players/monsters. ]]>
1484     </description>
1485     <use><![CDATA[
1486     There is one major speciality about detectors: You can detect spells
1487     blown over a detector! To detect a lighting bolt for example, set
1488     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1489     walls, this can be very useful for map-mechanisms. ]]>
1490     </use>
1491     <attribute arch="no_pick" value="1" type="fixed" />
1492     <attribute arch="slaying" editor="match name" type="string">
1493     &lt;match name&gt; specifies the name of the object we are looking for.
1494     Actually it does also check for the &lt;key string&gt; in key-objects,
1495     but for this case inventory checkers are often more powerful to use.
1496     </attribute>
1497     <attribute arch="connected" editor="connection" type="int">
1498     When the detector is triggered, all objects with the same
1499     connection value get activated.
1500     </attribute>
1501     <attribute arch="speed" editor="detection speed" type="float">
1502     This value defines the time between two detector-checks.
1503     If you want the detector to behave almost like pedestals/buttons,
1504     set speed rather high, like &lt;detection speed&gt; 1.0.
1505     </attribute>
1506 root 1.12 &speed_left;
1507     <attribute arch="speed_left" editor="speed left" type="float">
1508     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1509     If it is larger than 0, the detector checks, and the speed is decremented
1510     by 1.
1511     </attribute>
1512 root 1.1 </type>
1513    
1514     <!--####################################################################-->
1515     <type number="112" name="Director">
1516     <ignore>
1517     <ignore_list name="non_pickable" />
1518     </ignore>
1519     <description><![CDATA[
1520     Directors change the direction of spell objects and other projectiles
1521     that fly past. Unlike spinners, directors always move objects in the
1522     same direction. It does not make a difference from what angle you
1523     shoot into it.<br>
1524     Directors are visible per default. ]]>
1525     </description>
1526     <use><![CDATA[
1527     Directors are rarely used in maps. Sometimes they are placed to
1528     change the direction of spells coming out of magic walls,
1529     "channeling" spell-projectiles in some direction. When doing this,
1530     <B>never place directors facing each other with magic walls fireing
1531     into them!</B> The spell-projectiles bouncing between the directors
1532     would accumulate to huge numbers and at some point slow down the
1533     server by eating memory- and CPU-time.
1534     <br><br>
1535     You'd better not place directors in monster vs. player combat
1536     areas too much, because that freaks out wizard-type players. ]]>
1537     </use>
1538     <attribute arch="sp" editor="direction" type="list_direction">
1539     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1540     A director with direction &lt;none&gt; simply stops projectiles.
1541     (The latter works out a bit strange for some spells).
1542     </attribute>
1543 root 1.9 &move_on;
1544 root 1.1 </type>
1545    
1546     <!--####################################################################-->
1547     <type number="158" name="Disease">
1548     <ignore>
1549     <ignore_list name="system_object" />
1550     </ignore>
1551     <description><![CDATA[
1552     Diseases are an intersting form of spellcraft in Crossfire.
1553     Once casted, they can spread out and infect creatures in a large
1554     area. Being infected can have various effects, from amusing farts
1555     to horrible damage - almost everything is possible. ]]>
1556     </description>
1557     <use><![CDATA[
1558     Diseases are extremely flexible and usable in a many ways.
1559     So far they are mostly used for causing bad, unwanted effects.
1560     You could just as well create a disease which helps the player
1561     (recharging mana for example).
1562     Infection with a "positive disease" could even be a quest reward. ]]>
1563     </use>
1564     <attribute arch="invisible" value="1" type="fixed" />
1565     <attribute arch="level" editor="plaque level" type="int">
1566     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1567     This mainly reflects in the &lt;damage&gt;. It has no effect on
1568     most other symptoms. Neverthless, it is a very important value for
1569     all damage-inflicting diseases.
1570     </attribute>
1571     <attribute arch="race" editor="infect race" type="string">
1572     The disease will only infect creatures of the specified &lt;race&gt;.
1573     "&lt;race&gt; *" means every creature can be infected.
1574     </attribute>
1575     <attribute arch="ac" editor="progressiveness" type="int">
1576     Every time the disease "moves" the severity of the symptoms are increased
1577     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1578     </attribute>
1579     <section name="spreading">
1580     <attribute arch="wc" editor="infectiosness" type="int">
1581     The &lt;infectiosness&gt; defines the chance of new creatures getting
1582     infected. If you set this too high, the disease is very likely to
1583     be too effective.
1584 root 1.3
1585 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1586     </attribute>
1587     <attribute arch="last_grace" editor="attenuation" type="int">
1588     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1589     everytime it infects someone new. This limits how many generations
1590     a disease can propagate.
1591     </attribute>
1592     <attribute arch="magic" editor="infection range" type="int">
1593     &lt;infection range&gt; sets the range at which infection may occur.
1594     If positive, the &lt;infection range&gt; is level dependant - If negative,
1595     it is not:
1596     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1597 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1598 root 1.1 </attribute>
1599     <attribute arch="maxhp" editor="persistence" type="int">
1600     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1601     The disease can "move" &lt;persistence&gt; times outside a host before it
1602     vanishes. A negative value means the disease lasts for permanent
1603     (which is only recommended to use in maps without monsters).
1604     </attribute>
1605     <attribute arch="maxgrace" editor="curing duration" type="int">
1606     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1607     (Assuming the host survives and doesn't use a curing spell).
1608     After this period the disease is naturally cured, which provides the
1609     host with immunity from this particular disease of lower or equal level.
1610 root 1.3
1611 root 1.1 A negative value means the disease can never be cured naturally.
1612 root 1.3
1613 root 1.1 Note that this value can be further modulated by spell-parameters,
1614     if the disease is registered as spell in the code. Due to that,
1615     most default diseases take a lot longer to cure than it seems.
1616     </attribute>
1617     <attribute arch="speed" editor="moving speed" type="float">
1618     The &lt;speed&gt; of the disease determines how fast the disease will
1619     "move", thus how fast the symptoms strike the host.
1620     </attribute>
1621 root 1.12 &speed_left;
1622 root 1.1 </section>
1623     <section name="symptoms">
1624     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1625     The disease will attack the host with the given &lt;attacktype&gt;.
1626     Godpower attacktype is commonly used for "unresistable" diseases.
1627     </attribute>
1628     <attribute arch="dam" editor="damage" type="int">
1629     A disease with a positive &lt;damage&gt; value will strike the player for that
1630     amount of damage every time the symptoms occur.
1631     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1632     the player's health is reduced by 10% every time the symptoms strike.
1633 root 1.3
1634 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1635     for players of all levels.
1636     </attribute>
1637     <attribute arch="other_arch" editor="create arch" type="string">
1638     If set, the specified arch is created and dropped every time the
1639     symptoms strike.
1640 root 1.3
1641 root 1.1 This can be various things: farts, body pieces, eggs ...
1642     Even monsters can be created that way. You could also make a
1643     disease where some exotic stuff like money/gems is created.
1644     </attribute>
1645     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1646     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1647     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1648     </attribute>
1649     <attribute arch="exp" editor="exp. for curing" type="int">
1650     When the player manages to cure this disease (with a curing spell),
1651     he is awarded with &lt;exp. for curing&gt; experience.
1652     </attribute>
1653     <attribute arch="maxsp" editor="mana depletion" type="int">
1654     Every time the disease "moves", the player's mana is
1655     reduced by the value of &lt;mana depletion&gt;.
1656     For negative values, a %-based amount is taken.
1657     </attribute>
1658     <attribute arch="last_eat" editor="food depletion" type="int">
1659     Every time the disease "moves", the player's food is
1660     reduced by the value of &lt;food depletion&gt;.
1661     For negative values, a %-based amount is taken.
1662     </attribute>
1663     <attribute arch="hp" editor="health regen." type="int">
1664     This value increases the player's healing rate.
1665     Negative values decrease it.
1666     </attribute>
1667     <attribute arch="sp" editor="mana regen." type="int">
1668     This value increases the player's rate of mana regeneration.
1669     Negative values decrease it.
1670     </attribute>
1671     </section>
1672     <section name="disability">
1673     <attribute arch="Str" editor="strength" type="int">
1674     The player's strength will rise by the given value
1675     while being infected. (Negative values make strength fall)
1676     </attribute>
1677     <attribute arch="Dex" editor="dexterity" type="int">
1678     The player's dexterity will rise by the given value
1679     while being infected. (Negative values make dexterity fall)
1680     </attribute>
1681     <attribute arch="Con" editor="constitution" type="int">
1682     The player's constitution will rise by the given value
1683     while being infected. (Negative values make constitution fall)
1684     </attribute>
1685     <attribute arch="Int" editor="intelligence" type="int">
1686     The player's intelligence will rise by the given value
1687     while being infected. (Negative values make intelligence fall)
1688     </attribute>
1689     <attribute arch="Pow" editor="power" type="int">
1690     The player's power will rise by the given value
1691     while being infected. (Negative values make power fall)
1692     </attribute>
1693     <attribute arch="Wis" editor="wisdom" type="int">
1694     The player's wisdom will rise by the given value
1695     while being infected. (Negative values make wisdom fall)
1696     </attribute>
1697     <attribute arch="Cha" editor="charisma" type="int">
1698     The player's charisma will rise by the given value
1699     while being infected. (Negative values make charisma fall)
1700     </attribute>
1701     </section>
1702     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1703     This text is displayed to the player every time the
1704     symptoms strike.
1705     </attribute>
1706     </type>
1707    
1708     <!--####################################################################-->
1709 root 1.3 <type number="23" name="Door">
1710     <ignore>
1711     <ignore_list name="non_pickable" />
1712     </ignore>
1713     <description><![CDATA[
1714     A door can be opened with a normal key. It also can be broken by attacking
1715     it, and it can be defeated with the lockpicking skill. If a door is
1716     defeated, horizontally and vertically adjacent doors are automatically
1717     removed. ]]>
1718     </description>
1719     <attribute arch="no_pick" value="1" type="fixed" />
1720     <attribute arch="alive" value="1" type="fixed" />
1721 root 1.9 &movement_types_terrain;
1722 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1723     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1724     </attribute>
1725     <attribute arch="ac" editor="armour class" type="int">
1726     Doors of high &lt;armour class&gt; are less likely to get hit.
1727     &lt;armour class&gt; can be considered the "counterpiece" to
1728     &lt;weapon class&gt;.
1729     </attribute>
1730     <attribute arch="other_arch" editor="drop arch" type="string">
1731     This string defines the object that will be created when the door was
1732     defeated.
1733     </attribute>
1734     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1735     This entry determines what kind of traps will appear in the door.
1736     </attribute>
1737     </type>
1738    
1739     <!--####################################################################-->
1740 root 1.1 <type number="83" name="Duplicator">
1741     <ignore>
1742     <ignore_list name="system_object" />
1743     </ignore>
1744     <description><![CDATA[
1745     When activated, a duplicator can duplicate, multiply or destroy a pile of
1746     objects which lies somewhere on top of the duplicator.
1747     The duplicator has one arch name specified as &lt;target arch&gt;,
1748     and only objects of this archetype can be affected.<br>
1749     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1750     If the latter is set to zero, it will destroy objects. ]]>
1751     </description>
1752     <use><![CDATA[
1753     I hope it is clear that one must be very cautious when inserting a duplicator
1754     anywhere with &lt;multiply factor&gt; greater than one.
1755     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1756     It is <b>not acceptable</b> to allow duplication of anything other than
1757     coins, gold and jewels. Besides, it is very important that the chance to
1758     loose the input matches the chance to earn winnings.<br>
1759     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1760     loosing rate of 2/3 = 67%. ]]>
1761     </use>
1762     <attribute arch="other_arch" editor="target arch" type="string">
1763 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1764     duplicated, multiplied or removed. All other objects will be ignored.
1765 root 1.1 </attribute>
1766     <attribute arch="level" editor="multiply factor" type="int">
1767     The number of items in the target pile will be multiplied by the
1768     &lt;multiply factor&gt;. If it is set to zero, all target objects
1769     will be destroyed.
1770     </attribute>
1771     <attribute arch="connected" editor="connection" type="int">
1772     An activator (lever, altar, button, etc) with matching connection value
1773     is able to trigger this duplicator. Be very careful that players cannot
1774     abuse it to create endless amounts of money or other valuable stuff!
1775     </attribute>
1776 elmex 1.16 &activate_on;
1777 root 1.1 </type>
1778    
1779     <!--####################################################################-->
1780     <type number="66" name="Exit">
1781     <ignore>
1782     <ignore_list name="non_pickable" />
1783     </ignore>
1784     <description><![CDATA[
1785     When the player applies an exit, he is transferred to a different location.
1786     (Monsters cannot use exits.) Depending on how it is set, the player applies
1787     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1788     the exit. ]]>
1789     </description>
1790     <use><![CDATA[
1791 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1792 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1793     detected with the show_invisible spell.
1794     <br><br>
1795     You can be quite creative with the outlook of secret exits (their "face").
1796     Don't forget to give the player relyable hints about them though. ]]>
1797     </use>
1798     <attribute arch="slaying" editor="exit path" type="string">
1799     The exit path defines the map that the player is transferred to.
1800     You can enter an absolute path, beginning with '/' (for example
1801     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1802     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1803     relative path "Fire1"). Use relative paths whenever possible! Note that
1804     upper/lower case must always be set correctly. However, please use lower
1805 root 1.3 case only.
1806 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1807     is on. If slaying is not set in an exit, the player will see a message like
1808     "the exit is closed".
1809     </attribute>
1810     <attribute arch="hp" editor="destination X" type="int">
1811     The exit destinations define the (x, y)-coordinates where the exit
1812     leads to.
1813     If both are set to zero, the player will be transferred to the "default
1814     enter location" of the destined map. The latter can be set in the map-
1815     properties as "Enter X/Y". Though, please DO NOT use that.
1816     It turned out to be a source for numerous map-bugs.
1817     </attribute>
1818     <attribute arch="sp" editor="destination Y" type="int">
1819     The exit destinations define the (x, y)-coordinates where the exit
1820     leads to.
1821     If both are set to zero, the player will be transferred to the "default
1822     enter location" of the destined map. The latter can be set in the map-
1823     properties as "Enter X/Y". Though, please DO NOT use that.
1824     It turned out to be a source for numerous map-bugs.
1825     </attribute>
1826 root 1.9 &move_on;
1827 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1828     If set, this message will be displayed to the player when he applies the exit.
1829     This is quite useful to throw in some "role-play feeling": "As you enter the
1830     dark cave you hear the sound of rustling dragonscales...". Well, my english
1831     is poor, but you get the point. =)
1832     </attribute>
1833     <attribute arch="unique" editor="unique destination" type="bool">
1834     This flag defines the destined map as "personal unique map". If set,
1835     there will be a seperate version of that map for every player out there.
1836     This feature is used for the permanent apartments
1837     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1838     than apartments, since Crossfire is a *multi*player game. In such a permanent
1839     apartment don't forget to set the unique-flag for all floor tiles too
1840     (see floors).
1841     An exit pointing outside of a personal unique map must have the
1842     "unique destination"-flag unset.
1843     </attribute>
1844     </type>
1845    
1846     <!--####################################################################-->
1847     <type number="72" name="Flesh">
1848     <description><![CDATA[
1849     Just like with food, the player can fill his stomache and gain a
1850     little health by eating flesh-objects. <br>
1851     For dragon players, flesh plays a very special role though: If the
1852     flesh has resistances set, a dragon player has a chance to gain resistance in
1853 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1854 root 1.1 Don't forget that flesh items with resistances have to be balanced
1855     according to map/monster difficulty. ]]>
1856     </description>
1857     <use><![CDATA[
1858     For dragon players, flesh items can be highly valuable. Note that many
1859     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1860     These flesh items "inherit" resistances and level from the monster they belong to.
1861     When you add special flesh items to the inventory of a monster, this is
1862     not the case - so you have to set it manually.
1863     <br><br>
1864     Generally adding special flesh-treaties for dragon players is a great thing
1865     to do. Always consider that dragon players might really not be interested
1866     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1867     out on the reward completely. ]]>
1868     </use>
1869     <attribute arch="food" editor="foodpoints" type="int">
1870     The player's stomache will get filled with this amount of foodpoints.
1871     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1872     </attribute>
1873     <attribute arch="level" editor="flesh level" type="int">
1874     The &lt;flesh level&gt; is not visible to the players and it affects only
1875     dragon players. Normally this value reflects the level of the monster
1876     from which the flesh item originates.
1877     Dragon players always search for flesh of highest level possible,
1878     because it bears the best chance to gain high resistances.
1879     </attribute>
1880     <attribute arch="startequip" editor="godgiven item" type="bool">
1881     A godgiven item vanishes as soon as the player
1882     drops it to the ground.
1883     </attribute>
1884     <section name="resistance">
1885     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1886     Resistances on flesh items make them more durable against spellcraft
1887     of the appropriate kind. It also allows dragon players to eventually gain
1888     resistance by eating it. Usually resistance should only be set for flesh
1889     items in a monster's inventory.
1890     </attribute>
1891     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1892     Resistances on flesh items make them more durable against spellcraft
1893     of the appropriate kind. It also allows dragon players to eventually gain
1894     resistance by eating it. Usually resistance should only be set for flesh
1895     items in a monster's inventory.
1896     </attribute>
1897     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1898     Resistances on flesh items make them more durable against spellcraft
1899     of the appropriate kind. It also allows dragon players to eventually gain
1900     resistance by eating it. Usually resistance should only be set for flesh
1901     items in a monster's inventory.
1902     </attribute>
1903     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1904     Resistances on flesh items make them more durable against spellcraft
1905     of the appropriate kind. It also allows dragon players to eventually gain
1906     resistance by eating it. Usually resistance should only be set for flesh
1907     items in a monster's inventory.
1908     </attribute>
1909     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1910     Resistances on flesh items make them more durable against spellcraft
1911     of the appropriate kind. It also allows dragon players to eventually gain
1912     resistance by eating it. Usually resistance should only be set for flesh
1913     items in a monster's inventory.
1914     </attribute>
1915     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1916     Resistances on flesh items make them more durable against spellcraft
1917     of the appropriate kind. It also allows dragon players to eventually gain
1918     resistance by eating it. Usually resistance should only be set for flesh
1919     items in a monster's inventory.
1920     </attribute>
1921     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1922     Resistances on flesh items make them more durable against spellcraft
1923     of the appropriate kind. It also allows dragon players to eventually gain
1924     resistance by eating it. Usually resistance should only be set for flesh
1925     items in a monster's inventory.
1926     </attribute>
1927     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1928     Resistances on flesh items make them more durable against spellcraft
1929     of the appropriate kind. It also allows dragon players to eventually gain
1930     resistance by eating it. Usually resistance should only be set for flesh
1931     items in a monster's inventory.
1932     </attribute>
1933     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1934     Resistances on flesh items make them more durable against spellcraft
1935     of the appropriate kind. It also allows dragon players to eventually gain
1936     resistance by eating it. Usually resistance should only be set for flesh
1937     items in a monster's inventory.
1938     </attribute>
1939     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1940     Resistances on flesh items make them more durable against spellcraft
1941     of the appropriate kind. It also allows dragon players to eventually gain
1942     resistance by eating it. Usually resistance should only be set for flesh
1943     items in a monster's inventory.
1944     </attribute>
1945     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1946     Resistances on flesh items make them more durable against spellcraft
1947     of the appropriate kind. It also allows dragon players to eventually gain
1948     resistance by eating it. Usually resistance should only be set for flesh
1949     items in a monster's inventory.
1950     </attribute>
1951     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1952     Resistances on flesh items make them more durable against spellcraft
1953     of the appropriate kind. It also allows dragon players to eventually gain
1954     resistance by eating it. Usually resistance should only be set for flesh
1955     items in a monster's inventory.
1956     </attribute>
1957     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1958     Resistances on flesh items make them more durable against spellcraft
1959     of the appropriate kind. It also allows dragon players to eventually gain
1960     resistance by eating it. Usually resistance should only be set for flesh
1961     items in a monster's inventory.
1962     </attribute>
1963     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1964     Resistances on flesh items make them more durable against spellcraft
1965     of the appropriate kind. It also allows dragon players to eventually gain
1966     resistance by eating it. Usually resistance should only be set for flesh
1967     items in a monster's inventory.
1968     </attribute>
1969     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1970     Resistances on flesh items make them more durable against spellcraft
1971     of the appropriate kind. It also allows dragon players to eventually gain
1972     resistance by eating it. Usually resistance should only be set for flesh
1973     items in a monster's inventory.
1974     </attribute>
1975     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1976     RResistances on flesh items make them more durable against spellcraft
1977     of the appropriate kind. It also allows dragon players to eventually gain
1978     resistance by eating it. Usually resistance should only be set for flesh
1979     items in a monster's inventory.
1980     </attribute>
1981     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1982     Resistances on flesh items make them more durable against spellcraft
1983     of the appropriate kind. It also allows dragon players to eventually gain
1984     resistance by eating it. Usually resistance should only be set for flesh
1985     items in a monster's inventory.
1986     </attribute>
1987     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1988     Resistances on flesh items make them more durable against spellcraft
1989     of the appropriate kind. It also allows dragon players to eventually gain
1990     resistance by eating it. Usually resistance should only be set for flesh
1991     items in a monster's inventory.
1992     </attribute>
1993     </section>
1994     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1995     This text may describe the item.
1996     </attribute>
1997     </type>
1998    
1999     <!--####################################################################-->
2000     <type number="0" name="Floor">
2001     <required>
2002     <attribute arch="is_floor" value="1" />
2003     <attribute arch="alive" value="0" />
2004     </required>
2005     <ignore>
2006     <ignore_list name="non_pickable" />
2007     </ignore>
2008     <description><![CDATA[
2009     Floor is a very basic thing whithout too much
2010     functionality. It's a floor - you stand on it. ]]>
2011     </description>
2012     <attribute arch="is_floor" value="1" type="fixed" />
2013     <attribute arch="no_pick" value="1" type="fixed" />
2014     <section name="terrain">
2015 root 1.9 &movement_types_terrain;
2016 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2017     This flag indicates this spot contains wood or high grass.
2018     Players with activated woodsman skill can move faster here.
2019     </attribute>
2020     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2021     This flag indicates this spot contains hills or large rocks.
2022     Players with activated mountaineer skill can move faster here.
2023     </attribute>
2024     </section>
2025     <attribute arch="no_magic" editor="no spells" type="bool">
2026     If enabled, it is impossible for players to use (wizard-)
2027     spells on that spot.
2028     </attribute>
2029     <attribute arch="damned" editor="no prayers" type="bool">
2030     If enabled, it is impossible for players to use prayers
2031     on that spot. It also prevents players from saving.
2032     </attribute>
2033     <attribute arch="unique" editor="unique map" type="bool">
2034     Unique floor means that any items dropped on that spot
2035     will be saved byond map reset. For permanent apartments,
2036     all floor tiles must be set &lt;unique map&gt;.
2037     </attribute>
2038     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2039     This text may describe the object.
2040     </attribute>
2041     </type>
2042    
2043     <!--####################################################################-->
2044     <type number="67" name="Floor (Encounter)">
2045     <ignore>
2046     <ignore_list name="non_pickable" />
2047     </ignore>
2048     <description><![CDATA[
2049     Encounter-Floor is pretty much the same as normal floor.
2050     Most outdoor floor/ground-arches are set to be "encounters".
2051     That is kind of a relict from former code: When walking over
2052     encounter-floor, players sometimes got beamed to little maps
2053     with monsters on them. Nowadays this feature is disabled -
2054     Hence encounter floor is not different from normal floor. ]]>
2055     </description>
2056     <attribute arch="is_floor" value="1" type="fixed" />
2057     <attribute arch="no_pick" value="1" type="fixed" />
2058     <section name="terrain">
2059 root 1.9 &movement_types_terrain;
2060 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2061     This flag indicates this spot contains wood or high grass.
2062     Players with activated woodsman skill can move faster here.
2063     </attribute>
2064     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2065     This flag indicates this spot contains hills or large rocks.
2066     Players with activated mountaineer skill can move faster here.
2067     </attribute>
2068     </section>
2069     <attribute arch="no_magic" editor="no spells" type="bool">
2070     If enabled, it is impossible for players to use (wizard-)
2071     spells on that spot.
2072     </attribute>
2073     <attribute arch="damned" editor="no prayers" type="bool">
2074     If enabled, it is impossible for players to use prayers
2075     on that spot. It also prevents players from saving.
2076     </attribute>
2077     <attribute arch="unique" editor="unique map" type="bool">
2078     Unique floor means that any items dropped on that spot
2079     will be saved byond map reset. For permanent apartments,
2080     all floor tiles must be set &lt;unique map&gt;.
2081     </attribute>
2082     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2083     This text may describe the object.
2084     </attribute>
2085     </type>
2086    
2087     <!--####################################################################-->
2088     <type number="6" name="Food">
2089     <description><![CDATA[
2090     By eating/drinking food-objects, the player can fill his
2091     stomache and gain a little health. ]]>
2092     </description>
2093     <attribute arch="food" editor="foodpoints" type="int">
2094     The player's stomache will get filled with this amount of foodpoints.
2095     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2096     </attribute>
2097     <attribute arch="startequip" editor="godgiven item" type="bool">
2098     A godgiven item vanishes as soon as the player
2099     drops it to the ground.
2100     </attribute>
2101     </type>
2102    
2103     <!--####################################################################-->
2104     <type number="91" name="Gate">
2105     <ignore>
2106     <ignore_list name="non_pickable" />
2107     </ignore>
2108     <description><![CDATA[
2109     Gates play an important role in Crossfire. Gates can be opened
2110     by activating a button/trigger, by speaking passwords (-> magic_ear)
2111     or carrying special key-objects (-> inventory checker).
2112     Unlike locked doors, gates can get shut again after a player has
2113     passed, which makes them more practical in many cases. ]]>
2114     </description>
2115     <use><![CDATA[
2116     Use gates to divide your maps into seperated areas. After solving
2117     area A, the player gains access to area B, and so on. Make your
2118     maps more complex than "one-way". ]]>
2119     </use>
2120     <attribute arch="no_pick" value="1" type="fixed" />
2121 elmex 1.15 <attribute arch="speed" value="1" type="float">
2122     The speed of the gate affects how fast it is closing/opening.
2123     </attribute>
2124 root 1.1 <attribute arch="connected" editor="connection" type="int">
2125     Whenever the inventory checker is triggered, all objects with identical
2126     &lt;connection&gt; value get activated. This only makes sense together with
2127     &lt;blocking passage&gt; disabled.
2128     </attribute>
2129     <attribute arch="wc" editor="position state" type="int">
2130     The &lt;position state&gt; defines the position of the gate:
2131     Zero means completely open/down, the "number of animation-steps" (usually
2132     about 6 or 7) means completely closed/up state. I suggest you don't
2133     mess with this value - Leave the default in place.
2134     </attribute>
2135 root 1.9 &movement_types_terrain;
2136 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2137     Restricting the use of spells to pass this gate. This has
2138     an effect only if &lt;block view&gt; is disabled.
2139     </attribute>
2140     <attribute arch="damned" editor="restrict prayers" type="bool">
2141     Restricting the use of prayers to pass this door. This has
2142     an effect only if &lt;block view&gt; is disabled.
2143     </attribute>
2144     </type>
2145    
2146     <!--####################################################################-->
2147     <type number="113" name="Girdle">
2148     <import_type name="Amulet" />
2149     <description><![CDATA[
2150     Wearing a girdle, the object's stats will directly be inherited to
2151     the player. Girdles usually provide stats- or damage bonuses and no
2152     defense. ]]>
2153     </description>
2154     <use><![CDATA[
2155     Feel free to create your own special artifacts. However, it is very
2156     important that you keep your artifact in balance with existing maps. ]]>
2157     </use>
2158     <attribute arch="magic" editor="magic bonus" type="int">
2159     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2160     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2161     than direct armour-class bonus on the helmet.
2162 root 1.3
2163 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2164     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2165     &lt;magic bonus&gt; is pointless here.
2166     </attribute>
2167     </type>
2168    
2169     <!--####################################################################-->
2170     <type number="100" name="Gloves">
2171     <import_type name="Amulet" />
2172     <description><![CDATA[
2173     Wearing gloves, the object's stats will directly be inherited to
2174     the player. Gloves can add defense or damage bonuses. ]]>
2175     </description>
2176     <use><![CDATA[
2177     Feel free to create your own special artifacts. However, it is very
2178     important that you keep your artifact in balance with existing maps. ]]>
2179     </use>
2180     <attribute arch="magic" editor="magic bonus" type="int">
2181     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2182     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2183     will increase that.
2184     </attribute>
2185     </type>
2186    
2187     <!--####################################################################-->
2188     <type number="93" name="Handle">
2189     <ignore>
2190     <ignore_list name="non_pickable" />
2191     </ignore>
2192     <description><![CDATA[
2193     A handle can be applied by players and (certain) monsters.
2194     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2195     </description>
2196     <use><![CDATA[
2197     Handles are commonly used to move gates. When placing your lever,
2198     don't forget that some monsters are able to apply it.
2199     The ability to apply levers is rare among monsters -
2200     but vampires can do it for example. ]]>
2201     </use>
2202     <attribute arch="no_pick" value="1" type="fixed" />
2203     <attribute arch="connected" editor="connection" type="int">
2204     Every time the handle is applied, all objects
2205     with the same &lt;connection&gt; value are activated.
2206     </attribute>
2207     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2208     This text may describe the item. You can use this
2209     message to explain the handle's purpose to the player.
2210     </attribute>
2211     </type>
2212    
2213     <!--####################################################################-->
2214     <type number="27" name="Handle Trigger">
2215     <import_type name="Handle" />
2216     <ignore>
2217     <ignore_list name="non_pickable" />
2218     </ignore>
2219     <description><![CDATA[
2220     Handle triggers are handles which reset after a short period
2221     of time. Every time it is either applied or reset, the
2222     &lt;connection&gt; value is triggered. ]]>
2223     </description>
2224     <use><![CDATA[
2225     When you connect an ordinary handle to a gate, the gate normally remains
2226     opened after the first player passed. If you want to keep the gate shut,
2227     connecting it to a handle trigger is an easy solution. ]]>
2228     </use>
2229     </type>
2230    
2231     <!--####################################################################-->
2232     <type number="88" name="Hazard Floor">
2233     <required>
2234     <attribute arch="is_floor" value="1" />
2235     </required>
2236     <ignore>
2237     <ignore_list name="non_pickable" />
2238     </ignore>
2239     <description><![CDATA[
2240     The best example for Hazard Floor is lava. It works like standard
2241     floor, but damages all creatures standing on it.
2242     Damage is taken in regular time intervals. ]]>
2243     </description>
2244     <use><![CDATA[
2245     The default lava for example does minor damage. But you can turn
2246     it up so that your hazard floor poses a real threat.<br>
2247     Like magic walls, such floors add a permanent thrill to your map.
2248     You can use that to safely chase off too-weak players, or just
2249     to have something different. ]]>
2250     </use>
2251     <attribute arch="is_floor" value="1" type="fixed" />
2252     <attribute arch="lifesave" value="1" type="fixed" />
2253 root 1.9 &move_on;
2254 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2255     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2256     This attribute specifys the attacktypes that this floor uses to
2257     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2258     If you want a real tough hazard floor, add more than just one attacktype.
2259     </attribute>
2260     <attribute arch="dam" editor="base damage" type="int">
2261     The &lt;base damage&gt; defines how much damage is inflicted to the
2262     victim per hit. The final damage is influenced by several other
2263     factors like the victim's resistance and level.
2264     </attribute>
2265     <attribute arch="wc" editor="weaponclass" type="int">
2266     &lt;weapon class&gt; improves the chance of hitting the victim.
2267     Lower values are better.
2268     Usually, hazard floors like lava are supposed to hit the
2269     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2270     to something like -30.
2271     </attribute>
2272     <attribute arch="level" editor="attack level" type="int">
2273     I guess this value is supposed to work similar to monster levels.
2274     But in fact, it does not seem to have an effect. Set any non-zero
2275     value to be on the safe side.
2276     </attribute>
2277     <section name="terrain">
2278 root 1.9 &movement_types_terrain;
2279 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2280     This flag indicates this spot contains wood or high grass.
2281     Players with activated woodsman skill can move faster here.
2282     </attribute>
2283     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2284     This flag indicates this spot contains hills or large rocks.
2285     Players with activated mountaineer skill can move faster here.
2286     </attribute>
2287     </section>
2288     <attribute arch="no_magic" editor="no spells" type="bool">
2289     If enabled, it is impossible for players to use (wizard-)
2290     spells on that spot.
2291     </attribute>
2292     <attribute arch="damned" editor="no prayers" type="bool">
2293     If enabled, it is impossible for players to use prayers
2294     on that spot. It also prevents players from saving.
2295     </attribute>
2296     <attribute arch="unique" editor="unique map" type="bool">
2297     Unique floor means that any items dropped on that spot
2298     will be saved byond map reset. For permanent apartments,
2299     all floor tiles must be set &lt;unique map&gt;.
2300     </attribute>
2301     </type>
2302    
2303     <!--####################################################################-->
2304     <type number="34" name="Helmet">
2305     <import_type name="Amulet" />
2306     <description><![CDATA[
2307     Wearing a helmet, the object's stats will directly be inherited to
2308     the player. Normal helmets usually increase defense, while crowns
2309     add more special bonuses like stats/resistances paired with
2310     low defense. ]]>
2311     </description>
2312     <use><![CDATA[
2313     Feel free to create your own special artifacts. However, it is very
2314     important that you keep your artifact in balance with existing maps. ]]>
2315     </use>
2316     <attribute arch="magic" editor="magic bonus" type="int">
2317     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2318     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2319     than direct armour-class bonus on the helmet.
2320 root 1.3
2321 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2322     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2323     Crowns for instance typically provide no &lt;amour class&gt;.
2324     </attribute>
2325     </type>
2326    
2327     <!--####################################################################-->
2328     <type number="56" name="Holy Altar">
2329     <ignore>
2330     <ignore_list name="non_pickable" />
2331     </ignore>
2332     <description><![CDATA[
2333     Holy_altars are altars for the various religions. Praying
2334     at a Holy_altar will make you a follower of that god, and
2335     if you already follow that god, you may get some extra bonus. ]]>
2336     </description>
2337     <attribute arch="no_pick" value="1" type="fixed" />
2338     <attribute arch="other_arch" editor="god name" type="string">
2339     The altar belongs to the god of the given name. Possible options for
2340     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2341 root 1.3 Gorokh, Valriel and Sorig.
2342    
2343 root 1.1 If you want to have an unconsecrated altar, set
2344     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2345     </attribute>
2346     <attribute arch="level" editor="reconsecrate level" type="int">
2347     To re-consecrate an altar, the player's wisdom level must be as
2348     high or higher than this value. In that way, some altars can not
2349 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2350    
2351 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2352 root 1.1 Some characters might need those altars, they would be very unhappy to
2353     see them re-consecrated to another cult.
2354     </attribute>
2355     </type>
2356    
2357     <!--####################################################################-->
2358     <type number="35" name="Horn">
2359     <ignore>
2360     <attribute arch="title" />
2361     </ignore>
2362     <description><![CDATA[
2363     Horns are very similar to rods. The difference is that horns regenerate
2364     spellpoints faster and thus are more valuable than rods.
2365     <br><br>
2366     A horn contains a spell. The player can use this spell by applying and
2367     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2368     used endlessly. ]]>
2369     </description>
2370     <use><![CDATA[
2371     Horns are powerful due to their fast recharge rate. They should
2372     never contain high level attacking spells. Even curing/healing spells
2373     are almost too good on a horn. ]]>
2374     </use>
2375     <attribute arch="sp" editor="spell" type="spell">
2376     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2377     horns to players, since they can be used endlessly without any mana cost!
2378     Horns with heal/ restoration/ protection spells, IF available, MUST be
2379     very very VERY hard to get!
2380     </attribute>
2381     <attribute arch="level" editor="casting level" type="int">
2382     The casting level of the &lt;spell&gt; determines it's power.
2383     For attack spells, level should not be set too high.
2384     </attribute>
2385     <attribute arch="hp" editor="initial spellpoints" type="int">
2386     This value represents the initial amount of spellpoints in the horn.
2387     Naturally, this is quite unimportant.
2388     </attribute>
2389     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2390     When the horn is fully charged up, it will hold this maximum amount of
2391     spellpoints. Make sure it is enough to cast the contained spell at least
2392     once. But don't set the value too high, as that might make the horn way
2393     too effective.
2394     </attribute>
2395     <attribute arch="startequip" editor="godgiven item" type="bool">
2396     A godgiven item vanishes as soon as the player
2397     drops it to the ground.
2398     </attribute>
2399     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2400     This text may contain a description of the horn.
2401     </attribute>
2402     </type>
2403    
2404     <!--####################################################################-->
2405     <type number="73" name="Inorganic">
2406     <description><![CDATA[
2407     Inorganic materials are generally used as ingredients for
2408     alchemical receipes. By themselves, they have no special
2409     functionalities. ]]>
2410     </description>
2411     <attribute arch="is_dust" editor="is dust" type="bool">
2412     </attribute>
2413     <section name="resistance">
2414     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2415     </attribute>
2416     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2417     </attribute>
2418     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2419     </attribute>
2420     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2421     </attribute>
2422     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2423     </attribute>
2424     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2425     </attribute>
2426     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2427     </attribute>
2428     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2429     </attribute>
2430     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2431     </attribute>
2432     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2433     </attribute>
2434     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2435     </attribute>
2436     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2437     </attribute>
2438     </section>
2439     </type>
2440    
2441     <!--####################################################################-->
2442     <type number="64" name="Inventory Checker">
2443     <ignore>
2444     <ignore_list name="system_object" />
2445     </ignore>
2446     <description><![CDATA[
2447     Inventory checkers passively check the players inventory for a
2448     specific object. You can set a connected value that is triggered
2449     either if that object is present or missing (-&gt; "last_sp") when a
2450     player walks over the inv. checker. A valid option is to remove the
2451     matching object (usually not recommended, see "last_heal").
2452     <br><br>
2453     Alternatively, you can set your inv. checker to block all players
2454 root 1.9 that do/don't carry the matching object.
2455 root 1.1 <br><br>
2456     As you can see, inv. checkers are quite powerful, holding a
2457     great variety of possibilities. ]]>
2458     </description>
2459     <use><![CDATA[
2460     Putting a check_inventory space in front of a gate (one below) and
2461     one on the opposite side works reasonably well as a control mechanism.
2462     Unlike the key/door-combo, this one works infinite since it is
2463     independant from map reset. Use it to put a "structure" into your
2464     maps: Player must solve area A to gain access to area B. This concept
2465     can be found in nearly every RPG - simple but effective. ]]>
2466     </use>
2467     <attribute arch="no_pick" value="1" type="fixed" />
2468     <attribute arch="slaying" editor="match key string" type="string">
2469     This string specifies the object we are looking for: We have a match
2470     if the player does/don't carry a key object or a mark with identical
2471     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2472     this context. A typical example is the city gate mechanism of scorn.
2473     </attribute>
2474     <attribute arch="race" editor="match arch name" type="string">
2475     This string specifies the object we are looking for: We have a match
2476     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2477     </attribute>
2478     <attribute arch="hp" editor="match type" type="int">
2479     This value specifies the object we are looking for: We have a match
2480 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2481    
2482 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2483     enabled. Now you have an inv. checker blocking all players that carry any
2484     kind of melee weapon. To pass, a player is forced to leave behind all
2485     his weaponry... bad news for a warrior. ;)
2486     </attribute>
2487     <attribute arch="last_sp" editor="match = having" type="bool">
2488     Enabled means having that object is a match.
2489     Disabled means not having that object is a match.
2490     </attribute>
2491     <attribute arch="connected" editor="connection" type="int">
2492     Whenever the inventory checker is triggered, all objects with identical
2493     &lt;connection&gt; value get activated. This only makes sense together with
2494     &lt;blocking passage&gt; disabled.
2495     </attribute>
2496 root 1.9 &movement_types_terrain;
2497 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2498     &lt;remove match&gt; means remove object if found. Setting this is usually not
2499     recommended because inv. checkers are in general invisible. So, unlike
2500     for altars/ locked doors, the player won't expect to lose an object when
2501 root 1.3 walking over that square. And he doesn't even get a message either.
2502    
2503 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2504     to inform the player what's going on!
2505     </attribute>
2506     </type>
2507    
2508     <!--####################################################################-->
2509 root 1.2 <type number="163" name="Item Transformer">
2510     <description><![CDATA[
2511     An item transformer is simply applied, after having marked a 'victim'
2512     item. If the victim is suitable, it will be transformed into something
2513     else.]]>
2514     </description>
2515     <use><![CDATA[
2516     To make an item transformable, you just have to fill the 'slaying' field.
2517     The syntax is:
2518     <br>
2519     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2520     <br>
2521     with [] denoting optional part, and * any number of preceding [].
2522     'new_item' must be the name of an existing archetype.
2523     <br><br>
2524     Example, for object apple: slaying knife:2 half_apple
2525     <br><br>
2526     This means that, when applying a knife (should be an Item Transformer),
2527     one 'apple' will be transformed into 2 'half_apple'.]]>
2528     </use>
2529     <attribute arch="food" editor="number of uses" type="int">
2530     &lt;number of uses&gt; controls how many times the item transformer can
2531     be used. The value 0 means "unlimited"
2532     </attribute>
2533     <attribute arch="slaying" editor="verb" type="string">
2534     Contains the verb that is used to construct a message to the player
2535     applying the item transformer.
2536     </attribute>
2537     <attribute arch="startequip" editor="godgiven item" type="bool">
2538     A godgiven item vanishes as soon as the player
2539     drops it to the ground.
2540     </attribute>
2541     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2542     This text may contain a description of the item transformer.
2543     </attribute>
2544     </type>
2545    
2546     <!--####################################################################-->
2547 root 1.1 <type number="60" name="Jewel">
2548     <description><![CDATA[
2549     Items of the type Gold &amp; Jewels are handled like a currency.
2550     Unlike for any other type of item, in shops, the buy- and selling
2551     prices differ only marginally. ]]>
2552     </description>
2553     <attribute arch="race" value="gold and jewels" type="fixed" />
2554     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2555     This text may describe the object.
2556     </attribute>
2557     </type>
2558    
2559     <!--####################################################################-->
2560 root 1.3 <type number="24" name="Key">
2561     <description><![CDATA[
2562     When carrying a key, a normal door can be opened. The key will
2563     disappear. ]]>
2564     </description>
2565     <attribute arch="startequip" editor="godgiven item" type="bool">
2566     A godgiven item vanishes as soon as the player
2567     drops it to the ground.
2568     </attribute>
2569     </type>
2570    
2571     <!--####################################################################-->
2572 root 1.1 <type number="20" name="Locked Door">
2573     <ignore>
2574     <ignore_list name="non_pickable" />
2575     </ignore>
2576     <description><![CDATA[
2577     A locked door can be opened only when carrying
2578     the appropriate special key. ]]>
2579     </description>
2580     <use><![CDATA[
2581     If you want to create a locked door that cannot be opened (no key),
2582     set a &lt;key string&gt; like "no_key_available". This will clearify things
2583 root 1.3 and only a fool would create a key matching that string.
2584    
2585 root 1.1 Door-objects can not only be used for "doors". In many maps these
2586     are used with all kinds of faces/names, especially often as
2587     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2588     There you have magic forces (door objects) put under certain artifact
2589     items. To get your hands on the artifacts, you need to bring up the
2590     appropriate quest items (key objects). ]]>
2591     </use>
2592 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2593 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2594     <attribute arch="slaying" editor="key string" type="string">
2595     The &lt;key string&gt; in the door must be identical with the
2596     &lt;key string&gt; in the special key, then the door is unlocked.
2597     It is VERY important to set the &lt;key string&gt; to something that
2598 root 1.3 is unique among the CF mapset.
2599    
2600 root 1.1 DONT EVER USE the default string "set_individual_value".
2601     </attribute>
2602     <attribute arch="no_magic" editor="restrict spells" type="bool">
2603     Restricting the use of spells to pass this door.
2604     This should be set in most cases.
2605     (Don't forget that the spell "dimension door" is easily
2606     available at about wisdom level 10).
2607     </attribute>
2608     <attribute arch="damned" editor="restrict prayers" type="bool">
2609     Restricting the use of prayers to pass this door.
2610     This should be set in most cases.
2611     </attribute>
2612     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2613     When a player is trying to open the door without carrying the
2614     appropriate key, this text is displayed to the player. This is
2615     a good opportunity to place hints about the special key needed
2616     to unlock the door.
2617     </attribute>
2618     </type>
2619    
2620     <!--####################################################################-->
2621     <type number="29" name="Magic Ear">
2622     <ignore>
2623     <ignore_list name="system_object" />
2624     </ignore>
2625     <description><![CDATA[
2626     Magic_ears trigger a connected value
2627     when the player speaks a specific keyword. ]]>
2628     </description>
2629     <use><![CDATA[
2630     Whenever you put magic_ears on your maps, make sure there are
2631     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2632     something like a gate that is opened by speaking "open" or
2633     "sesame", expecting the player to figure this out all by himself.
2634     <br><br>
2635     Magic_ears are typically used for interaction with NPCs. You
2636     can create the impression that the NPC actually *does* something
2637     according to his conversation with a player. Mostly this means
2638     opening a gate or handing out some item, but you could be quite
2639     creative here. ]]>
2640     </use>
2641     <attribute arch="no_pick" value="1" type="fixed" />
2642     <attribute arch="connected" editor="connection" type="int">
2643     The Magic_ear will trigger all objects with the
2644     same connection value, every time it is activated.
2645     </attribute>
2646     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2647     This textfield contains the keyword-matching-syntax. The text should
2648     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2649     Any number of keywords from one to infinite is allowed. Make sure
2650     they are seperated by a '|'.
2651 root 1.3
2652 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2653     value will be triggerd when the player speaks any of the given
2654     keywords within a two-square radius. IMPORTANT: Upper/lower case
2655     does not make a difference!
2656     </attribute>
2657     </type>
2658    
2659     <!--####################################################################-->
2660     <type number="62" name="Magic Wall">
2661     <ignore>
2662     <ignore_list name="non_pickable" />
2663     </ignore>
2664     <description><![CDATA[
2665     Magic walls fire spells in a given direction, in regular intervals.
2666     Magic walls can contain any spell. However, some spells do not
2667     operate very successfully in them. The only way to know is to test
2668     the spell you want to use with a wall.
2669     <br><br>
2670     Several types of magical walls are predefined for you in the
2671     archetypes, and can be found on the "connected" Pickmap. ]]>
2672     </description>
2673     <use><![CDATA[
2674     Spellcasting walls pose an interesting alternative to monsters.
2675     Usually they are set to be undestroyable. Thus, while monsters
2676     in a map can be cleared out, the magic walls remain. Low level
2677     characters for example will not be able to pass through their
2678     spell-area, hence they cannot loot a map that a high level character
2679     might have cleared out.
2680     <br><br>
2681     Another point of magic walls is that if the player dies, he has to face
2682     them all again. Magic walls can add a kind of "permanent thrill" to
2683     your maps.
2684     <br><br>
2685     Be careful that your magic walls don't kill the monsters on a map. If
2686     placing monsters, eventually take ones that are immune to the
2687     walls' spell(s).
2688     <br><br>
2689     It is possible to make walls rotate when triggered. But that is so
2690     confusing (and useless IMHO) that I did not mention it above. You
2691     can find a working example on the map
2692     "/pup_land/castle_eureca/castle_eureca8". ]]>
2693     </use>
2694     <attribute arch="dam" editor="spell" type="spell">
2695     The magic wall will cast this &lt;spell&gt;.
2696     </attribute>
2697     <attribute arch="level" editor="spell level" type="int">
2698     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2699     walls cast spells at minimal strength. "level 100" walls cast deadly
2700     spells. Arch default is level 1 - you should always set this value
2701     to meet the overall difficulty of your map.
2702     </attribute>
2703     <attribute arch="connected" editor="connection" type="int">
2704     Every time the &lt;connection&gt; value is triggered, the wall will cast
2705     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2706     have much visible effect.
2707     </attribute>
2708 elmex 1.16 &activate_on;
2709 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2710     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2711     You can fine-tune how long the duration between two casts shall
2712     be. If you want to create a wall that can be activated (cast per
2713     trigger) via connected lever/button/etc, you must set "speed 0".
2714     </attribute>
2715 root 1.12 &speed_left;
2716 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2717     The magic wall will cast it's spells always in the specified
2718     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2719     always fire in a random direction.
2720     </attribute>
2721 root 1.9 &movement_types_terrain;
2722 root 1.1 <section name="destroyable">
2723     <attribute arch="alive" editor="is destroyable" type="bool">
2724     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2725     destroyed by the player. If disabled, all other attributes on
2726     this tab, as well as resistances, are meaningless.
2727     </attribute>
2728     <attribute arch="hp" editor="hitpoints" type="int">
2729     The more &lt;hitpoints&gt; the wall has, the longer
2730     it takes to be destroyed.
2731     </attribute>
2732     <attribute arch="maxhp" editor="max hitpoints" type="int">
2733     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2734     can have. This only makes sense if the wall can regain health.
2735     </attribute>
2736     <attribute arch="ac" editor="armour class" type="int">
2737     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2738     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2739     to &lt;weapon class&gt;.
2740     </attribute>
2741     </section>
2742     <section name="resistance">
2743     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2744     </attribute>
2745     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2746     </attribute>
2747     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2748     </attribute>
2749     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2750     </attribute>
2751     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2752     </attribute>
2753     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2754     </attribute>
2755     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2756     </attribute>
2757     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2758     </attribute>
2759     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2760     </attribute>
2761     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2762     </attribute>
2763     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2764     </attribute>
2765     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2766     </attribute>
2767     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2768     </attribute>
2769     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2770     </attribute>
2771     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2772     </attribute>
2773     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2774     </attribute>
2775     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2776     </attribute>
2777     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2778     </attribute>
2779     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2780     </attribute>
2781     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2782     </attribute>
2783     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2784     </attribute>
2785     </section>
2786     </type>
2787    
2788     <!--####################################################################-->
2789     <type number="55" name="Marker">
2790     <ignore>
2791     <ignore_list name="system_object" />
2792     </ignore>
2793     <description><![CDATA[
2794     A marker is an object that inserts an invisible force (a mark) into a
2795     player stepping on it. This force does nothing except containing a
2796     &lt;key string&gt; which can be discovered by detectors or inventory
2797     checkers. It is also possible to use markers for removing marks again.
2798     <br><br>
2799     Note that the player has no possibility to "see" his own marks,
2800     except by the effect that they cause on the maps. ]]>
2801     </description>
2802     <use><![CDATA[
2803     Markers hold real cool possibilities for map-making. I encourage
2804     you to use them frequently. However there is one negative point
2805     about markers: Players don't "see" what's going on with them. It is
2806     your task, as map-creator, to make sure the player is always well
2807     informed and never confused.
2808     <br><br>
2809     Please avoid infinite markers when they aren't needed. They're
2810     using a little space in the player file after all, so if there
2811     is no real purpose, set an expire time. ]]>
2812     </use>
2813     <attribute arch="no_pick" value="1" type="fixed" />
2814     <attribute arch="slaying" editor="key string" type="string">
2815     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2816     If the player already has a force with that &lt;key string&gt;,
2817     there won't be inserted a second one.
2818     </attribute>
2819     <attribute arch="connected" editor="connection" type="int">
2820     When the detector is triggered, all objects with the same
2821     connection value get activated.
2822     </attribute>
2823     <attribute arch="speed" editor="marking speed" type="float">
2824     The &lt;marking speed&gt; defines how quickly it will mark something
2825     standing on the marker. Set this value rather high to make
2826     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2827     should do fine.
2828     </attribute>
2829 root 1.12 &speed_left;
2830 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2831     This value defines the duration of the force it inserts.
2832     If nonzero, the duration of the player's mark is finite:
2833     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2834     means the mark will stay on the player forever.
2835     </attribute>
2836     <attribute arch="name" editor="delete mark" type="string">
2837     When the player steps onto the marker, all existing forces in
2838     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2839     will be removed. If you don't want to remove any marks, leave
2840 root 1.3 this textfield empty.
2841    
2842 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2843     this marker. So don't be confused, and remember changing the
2844     name will take effect on the marker's functionality.
2845     </attribute>
2846     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2847     In the moment when the player gets marked, this text is displayed
2848     to him. You should really set a message in any marker you create,
2849     because it's the only way for the player to notice what's going on.
2850     </attribute>
2851     </type>
2852 root 1.3
2853 root 1.1 <!--####################################################################-->
2854 root 1.3 <type number="36" name="Money">
2855 root 1.2 <ignore>
2856 root 1.3 <attribute arch="unpaid" />
2857 root 1.2 </ignore>
2858     <description><![CDATA[
2859 root 1.3 Items of the type Money are handled as currency.
2860     Money cannot be sold/bought in shops. When money is dropped
2861     in a shop, it stays the same.<br>
2862     When a player picks an item from a shop and attempts to
2863     walk over the shop mat, the item's selling-price is automatically
2864     subtracted from the player's money.
2865     <br><br>
2866     For money, always use the default arches.
2867     Don't modify them. ]]>
2868 root 1.2 </description>
2869 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2870 root 1.2 </type>
2871    
2872     <!--####################################################################-->
2873 root 1.3 <type number="0" name="Monster &amp; NPC">
2874     <required>
2875     <attribute arch="is_floor" value="0" />
2876     <attribute arch="alive" value="1" />
2877     <attribute arch="tear_down" value="0" />
2878     </required>
2879 root 1.1 <ignore>
2880 root 1.3 <attribute arch="material" />
2881     <attribute arch="name_pl" />
2882 root 1.1 <attribute arch="nrof" />
2883     <attribute arch="value" />
2884     <attribute arch="unpaid" />
2885     </ignore>
2886     <description><![CDATA[
2887     Monsters can behave in various kinds of ways.
2888     They can be aggressive, attacking the player. Or peaceful,
2889     helping the player - maybe joining him as pet.
2890     The unagressive creatures who communicate with players are
2891     usually called "NPCs" (Non Player Character), a well-known
2892     term in role-play environments. ]]>
2893     </description>
2894     <use><![CDATA[
2895     Monsters play a central role in most maps. Choosing the right
2896     combination of monsters for your map is vital:
2897     <UL>
2898     <LI> Place only monsters of slightly varying (increasing) strength.
2899     It's no fun to play for two hours just to find out the last
2900     monster is unbeatable. Similar, it's not exciting to fight orcs
2901     after passing a room of dragons.<br>
2902     This rule applies only for linear maps (one room after the other),
2903     with treasure at the end. You can sprinkle the treasure around,
2904 root 1.3 or make non-linear maps - That is often more entertaining.
2905 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2906     Balrogs, Dragonmen and the likes should be at the end of a quest,
2907 root 1.3 not at the beginning.
2908 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2909     Fire- and cold dragons in one room for example is a bad idea.
2910     By weakening and killing each other they are easy prey for players,
2911     not worth the experience they hold.
2912     <LI> Create your own monsters, especially for "boss"-type monsters.
2913     Having stage-bosses guarding treasure is a lot of fun when done right.
2914     Avoid to create monsters with completely non-intuitive abilities:
2915     Don't give ice-spells to firedragons or vice versa. Don't add
2916     draining attack to trolls, etc. Additionally, you should inform the
2917     player before he bumps right into some very special/unusual monster.
2918     <LI> Last but not least: Always keep an eye on the experience your monsters
2919     hold. Design your maps in a way that high experience
2920     is always well-defended. Don't make large rooms full with only one kind
2921     of monster. Keep in mind the different abilities/techniques players
2922     can use.
2923     </UL>
2924     I know it's impossible to make the perfectly balanced map. There's always
2925     some part which is found too easy or too hard for a certain kind of player.
2926     Just give it your best shot. And listen to feedback from players if you
2927     receive some. :-) ]]>
2928     </use>
2929     <attribute arch="alive" value="1" type="fixed" />
2930     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2931     When the monster is killed, items from the treasurelist will
2932     drop to the ground. This is a common way to reward players
2933     for killing (masses of) monsters.
2934 root 1.3
2935 root 1.1 Note that you can always put items into the monster's
2936     inventory. Those will drop-at-kill just like the stuff
2937     from the &lt;treasurelist&gt;.
2938     </attribute>
2939     <attribute arch="level" editor="level" type="int">
2940     A monster's &lt;level&gt; is the most important attribute.
2941     &lt;level&gt; affects the power of a monster in various ways.
2942     </attribute>
2943     <attribute arch="race" editor="race" type="string">
2944 root 1.12 Every monster should have a race set to categorize it.
2945 root 1.1 The monster's &lt;race&gt; can have different effects:
2946     Slaying weapons inflict tripple damage against enemy races
2947     and holy word kills only enemy races of the god.
2948     </attribute>
2949     <attribute arch="exp" editor="experience" type="int">
2950     When a player kills this monster, he will get exactly this
2951     amount of &lt;experience&gt;. The experience will flow into
2952 root 1.12 the skill-category the player used for the kill.
2953 root 1.3
2954 root 1.1 If you create special monsters of tweaked strenght/abilities,
2955     always make sure that the &lt;experience&gt; is set to a
2956     reasonable value. Compare with existing arches to get a feeling
2957     what reasonable means. Keep in mind that spellcasting monsters
2958     are a lot harder to kill than non-spellcasters!
2959     </attribute>
2960     <attribute arch="speed" editor="speed" type="float">
2961     The &lt;speed&gt; determines how fast a monster will both move
2962     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2963     </attribute>
2964 root 1.12 &speed_left;
2965 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2966     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2967     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2968     can be set to any valid arch-name of a monster. Multipart monster
2969     should not be used.
2970     </attribute>
2971     <attribute arch="generator" editor="multiply" type="bool">
2972     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2973     every once in a while. Mice are a good example for this effect.
2974     If enabled, you must also set &lt;breed monster&gt; or check
2975     &lt;template generation&gt; and put other monsters in the inventory.
2976     </attribute>
2977     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2978     This only takes effect if &lt;multiply&gt; is enabled. The monster
2979     will create a new monster every once in a while by duplicating it's inventory.
2980     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2981     Each time the monster need to generate an object, it will be
2982     a randomly chosen item from the inventory. When generator is destroyed,
2983 root 1.3 inventory is destroyed.
2984 root 1.1 </attribute>
2985 root 1.9 &move_type;
2986 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2987     Several spells only affect undead monsters:
2988     turn undead, banish undead, holy word, etc.
2989     </attribute>
2990     <attribute arch="carrying" editor="carries weight" type="int">
2991     If a monster has something in the inventory, this
2992     value can be set to reflect the slowdown due to
2993     the carried weight.
2994     </attribute>
2995 root 1.3
2996 root 1.1 <section name="melee">
2997     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2998     This number is a bitmask, specifying the monster's attacktypes
2999     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3000     Strong monsters often have more than just physical attacktype.
3001 root 1.3
3002 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
3003     as much damage as the "best" of it's attacktypes does. So, the more
3004     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3005     somehow exceptions.
3006     </attribute>
3007     <attribute arch="dam" editor="damage" type="int">
3008     Among other parameters, &lt;damage&gt; affects how much melee damage
3009     a monster inflicts. &lt;damage&gt; is used as base value for damage per
3010     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3011     take effect on the melee damage of a monster.
3012     </attribute>
3013     <attribute arch="wc" editor="weapon class" type="int">
3014     Monsters of high &lt;weapon class&gt; are more likely to really hit
3015     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3016     to &lt;armour class&gt;.
3017     </attribute>
3018     <attribute arch="hp" editor="health points" type="int">
3019     The &lt;health points&gt; of a monster define how long it takes to
3020     kill it. With every successful hit from an opponent, &lt;health points&gt;
3021     get drained - The monster dies by zero &lt;health points&gt;.
3022     </attribute>
3023     <attribute arch="maxhp" editor="max health" type="int">
3024     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3025     monster can have.
3026     </attribute>
3027     <attribute arch="ac" editor="armour class" type="int">
3028     Monsters of low &lt;armour class&gt; are less likely to get hit from
3029     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3030     to &lt;weapon class&gt;.
3031     Values typically range between +20 (very bad) to -20 (quite good).
3032     </attribute>
3033     <attribute arch="Con" editor="healing rate" type="int">
3034 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3035     healing rate is independent of &lt;speed&gt;.
3036 root 1.1 </attribute>
3037     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3038     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3039     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3040     bounce off.
3041     </attribute>
3042     <attribute arch="hitback" editor="hitback" type="bool">
3043     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3044     to the amount of damage the *attacker* inflicted. This damage
3045     is additional to the regular melee damage of the monster.
3046     As far as I know, hitback uses acid attacktype, and it only takes
3047     effect if the monster actually has acid attacktype at it's disposal.
3048     Acid spheres for example use this feature.
3049     </attribute>
3050     <attribute arch="one_hit" editor="one hit only" type="bool">
3051     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3052     to a player.
3053     </attribute>
3054     </section>
3055 root 1.3
3056 root 1.1 <section name="spellcraft">
3057     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3058     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3059     Only wands/rods/etc can be used, given the appropriate abilities.
3060     </attribute>
3061     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3062     A monster with this flag has the ability to &lt;reflect spells&gt;,
3063     all kinds of spell-bullets and -beams will bounce off.
3064 root 1.3
3065 root 1.1 Generally this flag should not be set because it puts
3066     wizard-type players at an unfair disadvantage.
3067     </attribute>
3068     <attribute arch="sp" editor="spellpoints" type="int">
3069     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3070     them for both wizard- and prayer-spells. However, this value defines
3071     only the amount of *initial* spellpoints the monster starts with.
3072     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3073     and &lt;spellpoint regen.&gt; are more important than just initial
3074     &lt;spellpoints&gt;.
3075     </attribute>
3076     <attribute arch="maxsp" editor="max spellpoints" type="int">
3077     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3078     can hold. Setting this to high values has little effect unless
3079     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3080     "regenerate mana" at it's disposal.
3081     </attribute>
3082     <attribute arch="Pow" editor="spellpoint regen." type="int">
3083 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3084     spellpoint regeneration rate is independent of &lt;speed&gt;.
3085 root 1.3
3086 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3087     regeneration is most important. If your monster is still not casting
3088     fast enough, give it the spell-ability of "regenerate mana".
3089     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3090     </attribute>
3091     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3092     Click on the &lt;attuned paths&gt; button to select spellpaths.
3093     The creature will get attuned to the specified spellpaths.
3094     </attribute>
3095     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3096     Click on the &lt;repelled paths&gt; button to select spellpaths.
3097     The creature will get repelled to the specified spellpaths.
3098     </attribute>
3099     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3100     Click on the &lt;denied paths&gt; button to select spellpaths.
3101     The creature won't be able to cast spells of the specified paths.
3102     </attribute>
3103     </section>
3104 root 1.3
3105 root 1.1 <section name="ability">
3106     <attribute arch="Int" editor="detect hidden" type="int">
3107     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3108     hidden/invisible creatures. Higher values make for better
3109     detection-skills. Enabling &lt;see invisible&gt; makes this value
3110     obsolete.
3111     </attribute>
3112     <attribute arch="see_invisible" editor="see invisible" type="bool">
3113     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3114     with by invisible or hiding players. This flag is a must-have
3115     for high-level monsters. When a monster is unable to detect
3116     invisible players, it can be killed without fighting back.
3117     </attribute>
3118     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3119     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3120     by spells of darkness or dark maps. This flag is a "should-have"
3121     for high-level monsters. When a monster is unable to see in
3122     darkness, players can cast darkness and sneak around it safely.
3123     </attribute>
3124     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3125     Monster is able to wield weapon type objects.
3126     </attribute>
3127     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3128     Monster is able to use missile-weapon type objects.
3129     </attribute>
3130     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3131     Monster is able to wear protective equipment like brestplate
3132     armour, shields, helmets etc.
3133     </attribute>
3134     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3135     Monster is able to wear rings.
3136     </attribute>
3137     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3138     Monster is able to use wands and staves.
3139     </attribute>
3140     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3141     Monster is able to use rods.
3142     </attribute>
3143     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3144     Monster is able to read scrolls.
3145     </attribute>
3146     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3147     Monster is able to use skills from it's inventory.
3148     For example, you can put a throwing skill object and some
3149 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3150 root 1.1 </attribute>
3151     </section>
3152 root 1.3
3153 root 1.1 <section name="behave">
3154     <attribute arch="monster" editor="monster behaviour" type="bool">
3155     When &lt;monster behaviour&gt; is enabled, this object will behave
3156     like a monster: It can move and attack enemies (which are
3157     typically players).
3158     This flag should be set for all monsters as-such.
3159     Monsters which don't move, like guards, should also have
3160     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3161 root 1.3 It should *not* be set for things like immobile generators.
3162 root 1.1 </attribute>
3163     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3164     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3165     </attribute>
3166     <attribute arch="friendly" editor="friendly" type="bool">
3167     &lt;friendly&gt; monsters help the player, attacking any
3168     non-friendly monsters in range.
3169     </attribute>
3170     <attribute arch="stand_still" editor="stand still" type="bool">
3171     Monsters which &lt;stand still&gt; won't move to leave their position.
3172     When agressive, they will attack all enemies who get close to
3173     them. This behaviour is commonly known from castle guards.
3174 root 1.3
3175 root 1.1 In older versions of Crossfire it was possible to eventually
3176     push a &lt;stand still&gt;-monster out of position by force.
3177     I believe this is no longer possible. Neverthless, you should
3178     still be cautious when lining up &lt;stand still&gt;-monster in order
3179     to "defend" something: Such monsters are rather easy to kill.
3180     It's good for low level maps, but not much more.
3181     </attribute>
3182     <attribute arch="sleep" editor="asleep" type="bool">
3183     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3184     &lt;sensing range&gt; of the monster. Usually the sensing range is
3185     larger than the players line of sight. Due to that, in most cases
3186     the player won't ever notice weither a monster was asleep or not.
3187     </attribute>
3188     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3189     This entry defines which kinds of environment actions the
3190     creature is able to perform.
3191     </attribute>
3192     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3193     Click on the &lt;pick up&gt; button and select which types of objects
3194     the creature should try to pick up.
3195 root 1.3
3196 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3197     etc are set, then the creature will pick up the matching items even
3198     if this is not set here.
3199     </attribute>
3200     <attribute arch="Wis" editor="sensing range" type="int">
3201     &lt;sensing range&gt; determines how close a player needs to be before
3202     the creature wakes up. This is done as a square, for reasons of speed.
3203     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3204     11x11 square of the monster will wake the monster up. If the player
3205     has stealth, the size of this square is reduced in half plus 1.
3206     </attribute>
3207 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3208     If this is set to default, the standard mode of movement will be used.
3209     </attribute>
3210     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3211     This movement is not in effect when the monster has an enemy and should
3212     only be used for non agressive monsters.
3213 root 1.1 </attribute>
3214     <attribute arch="run_away" editor="run at % health" type="int">
3215     This is a percentage value in the range 0-100.
3216     When the monster's health points drop below this percentage
3217     (relative to max health), it attempts to run away from the
3218     attacker.
3219     </attribute>
3220     </section>
3221 root 1.3
3222 root 1.1 <section name="resistance">
3223     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3224     </attribute>
3225     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3226     </attribute>
3227     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3228     </attribute>
3229     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3230     </attribute>
3231     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3232     </attribute>
3233     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3234     </attribute>
3235     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3236     </attribute>
3237     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3238     </attribute>
3239     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3240     </attribute>
3241     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3242     </attribute>
3243     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3244     </attribute>
3245     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3246     </attribute>
3247     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3248     </attribute>
3249     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3250     </attribute>
3251     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3252     </attribute>
3253     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3254     </attribute>
3255     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3256     </attribute>
3257     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3258     </attribute>
3259     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3260     </attribute>
3261     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3262     </attribute>
3263     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3264     </attribute>
3265     </section>
3266     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3267     </attribute>
3268     </type>
3269    
3270     <!--####################################################################-->
3271 root 1.3 <type number="28" name="Monster (Grimreaper)">
3272     <import_type name="Monster &amp; NPC" />
3273     <ignore>
3274     <attribute arch="material" />
3275     <attribute arch="name_pl" />
3276     <attribute arch="nrof" />
3277     <attribute arch="value" />
3278     <attribute arch="unpaid" />
3279     </ignore>
3280     <description><![CDATA[
3281     A grimreaper is a monster that vanishes after it did some number of
3282     draining attacks. ]]> <!-- XXX: is this ok? -->
3283     </description>
3284     <section name="grimreaper">
3285     <attribute arch="value" editor="attacks" type="int">
3286     The object vanishes after this number of draining attacks.
3287     </attribute>
3288     </section>
3289     </type>
3290    
3291     <!--####################################################################-->
3292 root 1.1 <type number="65" name="Mood Floor">
3293     <ignore>
3294     <ignore_list name="system_object" />
3295     </ignore>
3296     <description><![CDATA[
3297     As the name implies, mood floors can change the "mood" of
3298     a monsters/NPC. For example, an unagressive monster could be
3299     turned mad to start attacking. Similar, an agressive monster
3300     could be calmed. ]]>
3301     </description>
3302     <use><![CDATA[
3303     Mood floors are absolutely cool for NPC interaction. To make an
3304     unaggressive monster/NPC attack, put a creator with "other_arch
3305     furious_floor" under it. Connect the creator to a magic_ear, so the
3306     player speaks a keyword like "stupid sucker" - and the monster attacks.
3307     <br><br>
3308     To turn an NPC into a pet, put a charm_floor under it and connect
3309     it directly to a magic_ear. Then the player speaks a keyword like
3310     "help me" - and the NPC joins him as pet.
3311     <br><br>
3312     (Of course you must always give clear hints about keywords!
3313     And there is no reason why you couldn't use a button/lever/pedestal
3314     etc. instead of a magic_ear.) ]]>
3315     </use>
3316     <attribute arch="no_pick" value="1" type="fixed" />
3317     <attribute arch="last_sp" editor="mood" type="list_mood">
3318     &lt;mood&gt; is used to determine what will happen to the
3319     monster when affected by the mood floor:
3320 root 1.3
3321 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3322 root 1.3
3323 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3324 root 1.3
3325 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3326 root 1.3
3327 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3328 root 1.3
3329 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3330     who triggers the square. This setting is not
3331     enabled for continous operation, you need to
3332     insert a &lt;connection&gt; value!
3333     </attribute>
3334     <attribute arch="connected" editor="connection" type="int">
3335     This should only be set in combination with &lt;mood number&gt; 4.
3336     Normally, monsters are affected by the mood floor as soon as they
3337     step on it. But charming (monster -&gt; pet) is too powerful,
3338 root 1.3 so it needs to be activated.
3339    
3340 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3341     But a powerful pet could as well be the reward for solving a
3342     quest. Or even better: It could be *part* of a quest!
3343     </attribute>
3344     <attribute arch="no_magic" editor="no spells" type="bool">
3345     If enabled, it is impossible for players to use (wizard-)
3346     spells on that spot.
3347     </attribute>
3348     <attribute arch="damned" editor="no prayers" type="bool">
3349     If enabled, it is impossible for players to use prayers
3350     on that spot. It also prevents players from saving.
3351     </attribute>
3352     </type>
3353    
3354     <!--####################################################################-->
3355     <type number="40" name="Mover">
3356     <ignore>
3357     <ignore_list name="non_pickable" />
3358     </ignore>
3359     <description><![CDATA[
3360     Movers move the objects above them. However, only living objects
3361     are affected (monsters/NPCs always, players optional). Movers have
3362     a direction, so players can be made to move in a pattern, and so
3363     can monsters. Motion is involuntary. Additionally, players or
3364     monsters can be "frozen" while ontop of movers so that they MUST
3365     move along a chain of them.
3366     <br><br>
3367     Multisquare monsters can be moved as well, given
3368     enough space. Movers are usually invisible. ]]>
3369     </description>
3370     <use><![CDATA[
3371     NEVER EVER consider a mover being unpassable in the backwards
3372     direction. Setting "forced movement" makes it seemingly impossible
3373     but there is still a trick: One player can push a second player
3374     past the mover, in opposite to the mover's direction! The more
3375     movers, the more players needed. Hence, don't make a treasure
3376     room that is surrounded by movers instead of solid walls/gates.
3377     <br><br>
3378     Btw, it does not make a difference putting movers above or
3379     below the floor. Moreover, movers that are set to be invisible
3380     cannot be discovered with the show_invisible spell.
3381     <br><br>
3382     Note that Movers and Directors are seperate objects, even though
3383     they look and act similar. Directors only do spells/missiles,
3384     while movers only do living creatures (depending on how it
3385     is set: monsters and players). ]]>
3386     </use>
3387     <attribute arch="attacktype" editor="forced movement" type="bool">
3388     If forced movement is enabled, the mover "freezes" anyone it
3389     moves (so they are forced to move along a chain).
3390     For players there is no way to escape this forced movement,
3391     except being pushed by a second player.
3392     </attribute>
3393     <attribute arch="maxsp" editor="freeze duration" type="int">
3394     The player will be "frozen" for that many moves.
3395     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3396     enabled, then &lt;freeze duration&gt; gets assigned the
3397     "default value" 2 automatically.
3398     </attribute>
3399     <attribute arch="speed" editor="movement speed" type="float">
3400     The movement speed value determines how fast a chain of
3401     these movers will push a player along (default is -0.2).
3402     </attribute>
3403 root 1.12 &speed_left;
3404 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3405     The mover will push creatures in the specified &lt;direction&gt;.
3406     A mover with direction set to &lt;none&gt; will spin clockwise,
3407     thus pushing creatures in unpredictable directions.
3408     </attribute>
3409     <attribute arch="lifesave" editor="gets used up" type="bool">
3410     If enabled, the mover gets "used up" after a certain number of moves
3411 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3412 root 1.1 </attribute>
3413     <attribute arch="hp" editor="number of uses" type="int">
3414     This value has only a meaning if &lt;gets used up&gt; is set:
3415     &lt;number of uses&gt; is the number of times minus one, that it
3416     will move a creature before disappearing. (It will move
3417 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3418 root 1.1 </attribute>
3419     <section name="targets">
3420     <attribute arch="level" editor="move players" type="bool">
3421     If &lt;move players&gt; is enabled, both players and monsters will be
3422     moved. In the arches' default it is disabled - thus ONLY monsters
3423     get moved. Remember that "monsters" includes NPCs!
3424 root 1.3
3425 root 1.1 This feature provides you with the possibility to make NPCs
3426     literally "come to life". Example: The player is talking with an
3427     NPC, speaking a certain keyword. This triggers a magic_ear and
3428     activates creators, creating (per default: monster-only) movers
3429     under the NPC's feet. The NPC starts "walking" on a predefined
3430     route! Note that it's useful to set this NPC immune to everything,
3431     preventing the player to push the NPC off his trace.
3432     </attribute>
3433 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3434     Which movement types activate the mover.
3435 root 1.1 </attribute>
3436     </section>
3437     </type>
3438    
3439     <!--####################################################################-->
3440     <type number="17" name="Pedestal">
3441     <ignore>
3442     <ignore_list name="non_pickable" />
3443     </ignore>
3444     <description><![CDATA[
3445     Pedestals are designed to detect certain types of living objects.
3446     When a predefined type of living creature steps on the pedestal, the
3447     connected value is triggered. ]]>
3448     </description>
3449     <use><![CDATA[
3450     If you want to create a place where only players of a certain race
3451     can enter, put a teleporter over your pedestal. So the teleporter is
3452     only activated for players of the matching race. Do not use gates,
3453     because many other players could sneak in. If you put powerful
3454     artifacts into such places, generally set "startequip 1", so that
3455     they are preserved for that one race and can't be traded to others. ]]>
3456     </use>
3457     <attribute arch="no_pick" value="1" type="fixed" />
3458     <attribute arch="slaying" editor="match race" type="string">
3459     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3460     matches the monster's or the player's race, we have a match.
3461     Yes, pedestals can detect a player's race! E.g. you could create a
3462 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3463    
3464 root 1.1 If it is set to "player", any player stepping on the pedestal
3465     is a match. Very useful if you want to open a gate for players
3466     but not for monsters.
3467     </attribute>
3468     <attribute arch="connected" editor="connection" type="int">
3469     When the pedestal is triggered, all objects with the same
3470     connection value get activated.
3471     </attribute>
3472 root 1.9 &move_on;
3473 root 1.1 </type>
3474    
3475     <!--####################################################################-->
3476     <type number="94" name="Pit">
3477     <ignore>
3478     <ignore_list name="non_pickable" />
3479     </ignore>
3480     <description><![CDATA[
3481     Pits are holes, transporting the player when he walks (and falls) into them.
3482     A speciality about pits is that they don't transport the player to
3483     the exact destination, but within a two-square radius of the destination
3484     (never on blocked squares).<br>
3485     Optionally, pits can get closed and opened, similar to gates.<br><br>
3486     Monsters and items are affected by pits just as well as players.
3487     Even multipart monsters can fall through them, given enough space. ]]>
3488     </description>
3489     <use><![CDATA[
3490     Pits can add interesting effects to your map. When using them, make
3491     sure to use them in a "logical way": Pits should always drop the
3492     player to some kind of lower level. They should not be used to
3493     randomly interconnect maps like teleporters do. ]]>
3494     </use>
3495     <attribute arch="no_pick" value="1" type="fixed" />
3496     <attribute arch="connected" editor="connection" type="int">
3497     When a &lt;connection&gt; value is set, the pit can be opened/closed
3498     by activating the connection.
3499     </attribute>
3500 elmex 1.16 &activate_on;
3501 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3502     The pit will transport creatures (and items) randomly into a two-square
3503     radius of the destination coordinates.
3504     If the destination square becomes blocked, the pit will act like
3505     being filled up and not work anymore!
3506     </attribute>
3507     <attribute arch="sp" editor="destination Y" type="int">
3508     The pit will transport creatures (and items) randomly into a two-square
3509     radius of the destination coordinates.
3510     If the destination square becomes blocked, the pit will act like
3511     being filled up and not work anymore!
3512     </attribute>
3513     <attribute arch="wc" editor="position state" type="int">
3514     The &lt;position state&gt; defines the position of the gate:
3515     Zero means completely open/down, the "number of animation-steps" (usually
3516     about 6 or 7) means completely closed/up state. I suggest you don't
3517     mess with this value - Leave the default in place.
3518     </attribute>
3519 root 1.9 &move_on;
3520 root 1.1 </type>
3521    
3522     <!--####################################################################-->
3523     <type number="7" name="Poison Food">
3524     <description><![CDATA[
3525     When eating, the player's stomache is drained by 1/4 of food.
3526     If his food drops to zero, the player might even die. ]]>
3527     </description>
3528     </type>
3529    
3530     <!--####################################################################-->
3531     <type number="5" name="Potion">
3532     <description><![CDATA[
3533     The player can drink these and gain various kinds of benefits
3534     (/penalties) by doing so. ]]>
3535     </description>
3536     <use><![CDATA[
3537     One potion should never give multiple benefits at once. ]]>
3538     </use>
3539     <attribute arch="level" editor="potion level" type="int">
3540     If the potion contains a spell, the spell is cast at this level.
3541     For other potions it should be set at least to 1.
3542     </attribute>
3543     <attribute arch="sp" editor="spell" type="spell">
3544     When a player drinks this potion, the selected spell
3545     will be casted (once). This should work for any given spell.
3546     E.g. heal is "sp 35", magic power is "sp 67".
3547     </attribute>
3548     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3549     There are two types of special effects for potions:
3550     'life restoration' - restore the player's stats lost by death or draining
3551     (this has nothing in common with the restoration spell!)
3552 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3553 root 1.1 by a very small amount.
3554     </attribute>
3555     <attribute arch="cursed" editor="cursed" type="bool">
3556     If a potion is cursed, benefits generally turn into penalties.
3557     Note that potions can be "uncursed" by praying over an altar,
3558     with relative ease. *But* the potion must be identified to notice
3559     that it is cursed &gt;:)
3560     </attribute>
3561     <attribute arch="startequip" editor="godgiven item" type="bool">
3562     A godgiven item vanishes as soon as the player
3563     drops it to the ground.
3564     </attribute>
3565     <section name="stats">
3566     <attribute arch="Str" editor="strength" type="int">
3567     The player's strentgh 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="Dex" editor="dexterity" type="int">
3573     The player's dexterity 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="Con" editor="constitution" type="int">
3579     The player's constitution 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="Int" editor="intelligence" type="int">
3585     The player's intelligence 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="Pow" editor="power" type="int">
3591     The player's power 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     <attribute arch="Wis" editor="wisdom" type="int">
3597     The player's wisdom will rise/fall by the given value for permanent
3598     (of course there is an upper limit). Generally there shouldn't be stat
3599     potions granting more than one stat. Cursed potions will subtract the
3600     stats if positive.
3601     </attribute>
3602     <attribute arch="Cha" editor="charisma" type="int">
3603     The player's charisma will rise/fall by the given value for permanent
3604     (of course there is an upper limit). Generally there shouldn't be stat
3605     potions granting more than one stat. Cursed potions will subtract the
3606     stats if positive.
3607     </attribute>
3608     </section>
3609     <section name="resistance">
3610     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3611     The player's resistance to physical 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_magic" editor="resist magic %" length="15" type="int">
3617     The player's resistance to magic 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_fire" editor="resist fire %" length="15" type="int">
3623     The player's resistance to fire 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_electricity" editor="resist electricity %" length="15" type="int">
3629     The player's resistance to electricity 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_cold" editor="resist cold %" length="15" type="int">
3635     The player's resistance to cold 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_acid" editor="resist acid %" length="15" type="int">
3641     The player's resistance to acid 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_confusion" editor="resist confusion %" length="15" type="int">
3647     The player's resistance to confusion 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_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3653     The player's resistance to weaponmagic 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_paralyze" editor="resist paralyze %" length="15" type="int">
3659     The player's resistance to paralyze 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_drain" editor="resist draining %" length="15" type="int">
3665     The player's resistance to draining 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     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3671     The player's resistance to depletion will rise by this value in percent
3672     (range -100 till +100). The effect is only temporare, and it does NOT
3673     add on the values from the player's equipment.
3674     Cursed potions will make negative resistance.. very nasty in combat!
3675     </attribute>
3676     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3677     The player's resistance to poison will rise by this value in percent
3678     (range -100 till +100). The effect is only temporare, and it does NOT
3679     add on the values from the player's equipment.
3680     Cursed potions will make negative resistance.. very nasty in combat!
3681     </attribute>
3682     </section>
3683     </type>
3684    
3685     <!--####################################################################-->
3686     <type number="156" name="Power Crystal">
3687     <description><![CDATA[
3688     Power crystals can store a player's mana:
3689     When the player applies the crystal with full mana, half of
3690     it flows into the crystal. When the player applies it with
3691     lacking mana, the crystal replenishes the player's mana. ]]>
3692     </description>
3693     <attribute arch="sp" editor="initial mana" type="int">
3694     &lt;initial mana&gt; is the amount of spellpoints that the
3695     crystal holds when the map is loaded.
3696     </attribute>
3697     <attribute arch="maxsp" editor="mana capacity" type="int">
3698     The &lt;mana capacity&gt; defines how much mana can be stored
3699     in the crystal. This is what makes the crystal interesting.
3700     Wizard-players will always seek for crystals with large
3701     capacities.
3702     </attribute>
3703     </type>
3704    
3705     <!--####################################################################-->
3706     <type number="13" name="Projectile">
3707     <description><![CDATA[
3708     Projectiles like arrows/crossbow bolts are used as ammunition
3709     for shooting weapons.
3710     <br><br>
3711     It's very easy to add new pairs of weapons &amp; projectiles.
3712     Just set matching &lt;ammunition class&gt; both for shooting
3713     weapon and projectile. ]]>
3714     </description>
3715     <use><![CDATA[
3716     If you want to create new kinds of projectiles, you could
3717     add an alchemical receipe to create these.
3718 root 1.3
3719 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3720     they really fullfill a useful purpose. In fact, even bows
3721     and crossbows are rarely ever used. ]]>
3722     </use>
3723     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3724     This number is a bitmask, specifying the projectile's attacktypes.
3725     Attacktypes are: physical, magical, fire, cold.. etc.
3726     This works identical to melee weapons. Note that shooting
3727     weapons cannot have attacktypes.
3728     </attribute>
3729     <attribute arch="race" editor="ammunition class" type="string">
3730     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3731     these projectiles. For arrows set "arrows", for crossbow bolts
3732     set "crossbow bolts" (big surprise).
3733 root 1.3
3734 root 1.1 In certain cases, the ammunition class is displayed in the game.
3735     Hence, when you create a new ammunition class, choose an
3736     intuitive name like "missiles", "spirit bolts" - whatever.
3737 root 1.3
3738 root 1.1 You can also make special containers holding these projectiles
3739     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3740     </attribute>
3741     <attribute arch="slaying" editor="slaying race" type="string">
3742     Slaying means the weapon does tripple (3x) damage to monsters
3743     of the specified race. If &lt;slaying race&gt; matches an arch name,
3744     only monsters of that archtype receive tripple damage.
3745     Tripple damage is very effective.
3746     </attribute>
3747     <attribute arch="dam" editor="damage" type="int">
3748     The projectile &lt;damage&gt; significantly affects the damage
3749     done. Damage can be further increased by the shooting
3750     weapon's attributes.
3751     </attribute>
3752     <attribute arch="wc" editor="weaponclass" type="int">
3753     This value is supposed to be the base &lt;weaponclass&gt;,
3754     but it seems to have rather little effect.
3755     High values are good here, low values bad.
3756     </attribute>
3757     <attribute arch="food" editor="chance to break" type="int">
3758     The &lt;chance to break&gt; defines the breaking probability when this
3759     projectile hits an obstacle, e.g. wall or monster.
3760     The value is the %-chance to break, ranging from 0 (never breaking)
3761     to 100 (breaking at first shot).
3762     </attribute>
3763     <attribute arch="magic" editor="magic bonus" type="int">
3764     Magic bonus increases chance to hit and damage a little bit.
3765     </attribute>
3766     <attribute arch="unique" editor="unique item" type="bool">
3767     Unique items exist only one time on a server. If the item
3768     is taken, lost or destroyed - it's gone for good.
3769     </attribute>
3770     <attribute arch="startequip" editor="godgiven item" type="bool">
3771     A godgiven item vanishes as soon as the player
3772     drops it to the ground.
3773     </attribute>
3774     <attribute arch="no_drop" editor="don't drop" type="bool">
3775     When a monster carries a projectile with &lt;don't drop&gt;,
3776     this item will never drop to the ground but
3777     vanish instead. If this object is shot, it can still drop
3778     after hitting an obstacle. You can prevent this by
3779     setting &lt;chance to break&gt; 100.
3780     </attribute>
3781     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3782     This text may describe the projectile. This
3783     could be nice for very special ones.
3784     </attribute>
3785     </type>
3786    
3787     <!--####################################################################-->
3788     <type number="70" name="Ring">
3789     <import_type name="Amulet" />
3790     <description><![CDATA[
3791     Rings are worn on the hands - one ring each.
3792     Wearing rings, the object's stats will directly be inherited to
3793     the player. Usually enhancing his spellcasting potential. ]]>
3794     </description>
3795     <use><![CDATA[
3796     When you create an artifact ring, never forget that players can
3797     wear <B>two</B> rings! Due to that it is extremely important to
3798     keep rings in balance with the game.
3799     <br><br>
3800     Also keep in mind that rings are generally the wizard's tools.
3801     They should primarily grant bonuses to spellcasting abilities
3802     and non-physical resistances. ]]>
3803     </use>
3804     </type>
3805    
3806     <!--####################################################################-->
3807     <type number="3" name="Rod">
3808     <ignore>
3809     <attribute arch="title" />
3810     </ignore>
3811     <description><![CDATA[
3812     A rod contains a spell. The player can use this spell by applying and
3813     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3814     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3815     used endlessly. ]]>
3816     </description>
3817     <use><![CDATA[
3818     Rods with healing/curing spells are extremely powerful. Usually, potions have
3819     to be used for that purpose. Though, potions are expensive and only good for
3820     one-time-use.<br> ]]>
3821     </use>
3822     <attribute arch="sp" editor="spell" type="spell">
3823     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3824     rods to players, since they can be used endlessly without any mana cost!
3825     Rods with heal/ restoration/ protection spells, IF available, MUST be
3826     very very VERY hard to get!
3827     </attribute>
3828     <attribute arch="level" editor="casting level" type="int">
3829     The casting level of the &lt;spell&gt; determines it's power.
3830     For attack spells, level should be set to something reasonable.
3831     </attribute>
3832     <attribute arch="hp" editor="initial spellpoints" type="int">
3833     This value represents the initial amount of spellpoints in the rod.
3834     Naturally, this is quite unimportant.
3835     </attribute>
3836     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3837     When the rod is fully charged up, it will hold this maximum amount of
3838     spellpoints. Make sure it is enough to cast the contained spell at least
3839     once. But don't set the value too high, as that might make the rod
3840     too effective.
3841     </attribute>
3842     <attribute arch="startequip" editor="godgiven item" type="bool">
3843     A godgiven item vanishes as soon as the player
3844     drops it to the ground.
3845     </attribute>
3846     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3847     This text may contain a description of the rod.
3848     </attribute>
3849     </type>
3850    
3851     <!--####################################################################-->
3852     <type number="154" name="Rune">
3853     <ignore>
3854     <attribute arch="no_pick" />
3855     <attribute arch="title" />
3856     <attribute arch="name_pl" />
3857     <attribute arch="weight" />
3858     <attribute arch="value" />
3859     <attribute arch="material" />
3860     <attribute arch="unpaid" />
3861     </ignore>
3862     <description><![CDATA[
3863 root 1.3 A rune is a magical enscription on the dungeon floor.
3864 root 1.1 <br><br>
3865     Runes hit any monster or person who steps on them for 'dam' damage in
3866     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3867     and will cast this spell when it detonates. Yet another kind is the
3868     "summoning rune", summoning predefined monsters of any kind, at detonation.
3869     <br><br>
3870     Many runes are already defined in the archetypes. ]]>
3871     </description>
3872     <use><![CDATA[
3873     Avoid monsters stepping on your runes. For example, summoning runes
3874     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3875     </use>
3876     <attribute arch="no_pick" value="1" type="fixed" />
3877 root 1.9 &move_on;
3878 root 1.1 <attribute arch="level" editor="rune level" type="int">
3879     This value sets the level the rune will cast the spell it contains at,
3880     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3881 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3882    
3883 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3884     how much experience the player gets for doing so. Beware: High level
3885     runes can be quite a cheap source of experience! So either make them
3886     tough, or keep the level low.
3887     </attribute>
3888     <attribute arch="Cha" editor="visibility" type="int">
3889     This value determines what fraction of the time the rune is visible:
3890     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3891     how easily the rune may be found.
3892     </attribute>
3893     <attribute arch="hp" editor="number of charges" type="int">
3894     The rune will detonate &lt;number of charges&gt; times before disappearing.
3895     </attribute>
3896     <attribute arch="dam" editor="direct damage" type="int">
3897     &lt;direct damage&gt; specifies how much damage is done by the rune,
3898     if it doesn't contain a spell. This should be set in reasonable
3899 root 1.3 relation to the rune's level.
3900 root 1.1 </attribute>
3901     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3902     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3903     attribute defines what attacktype to use for direct damage when
3904     the rune detonates.
3905     </attribute>
3906     <section name="spellcraft">
3907     <attribute arch="sp" editor="spell" type="spell">
3908     The selected &lt;spell&gt; defines the spell in the rune, if any.
3909     (Many runes do direct damage).
3910     </attribute>
3911     <attribute arch="slaying" editor="spell name" type="string">
3912     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3913     but if present, overrides the &lt;spell&gt; setting.
3914     </attribute>
3915     <attribute arch="other_arch" editor="spell arch" type="string">
3916     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3917     is optional, but if present, overrides the &lt;spell&gt; setting.
3918     You can choose any of the existing arches.
3919     </attribute>
3920     <attribute arch="maxsp" editor="direction" type="list_direction">
3921     If set, the rune will cast it's containing spell (if any) in
3922     this &lt;direction&gt;.In most cases this appears useless because
3923     the spell directly hits the player.
3924     </attribute>
3925     <attribute arch="race" editor="summon monster" type="string">
3926     If this is set to the arch name of any monster, together with
3927     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3928     of those on detonation. (dam and attacktype will still be ignored
3929     in this case). Runes are even capable of summoning multi-square
3930     monsters, given enough space. You'd better test it though.
3931     </attribute>
3932     <attribute arch="maxhp" editor="summon amount" type="int">
3933     This should only be set to a summoning rune. It will then summon
3934     that many creatures of the kind &lt;summon monster&gt;.
3935     </attribute>
3936     </section>
3937     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3938     When the rune detonates, this text is displayed to the
3939     victim. For especially powerful runes, create an appropriate
3940     thrilling description. ;)
3941     </attribute>
3942     </type>
3943    
3944     <!--####################################################################-->
3945     <type number="106" name="Savebed">
3946     <ignore>
3947     <ignore_list name="non_pickable" />
3948     </ignore>
3949     <description><![CDATA[
3950     When the player applies a savebed, he is not only saved. Both his
3951     respawn-after-death and his word-of-recall positions are pointing
3952     to the last-applied savebed. ]]>
3953     </description>
3954     <use><![CDATA[
3955     Put savebed locations in towns, do not put them into dungeons.
3956     It is absolutely neccessary that a place with savebeds is 100% secure.
3957     That means:
3958     <UL>
3959     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3960     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3961     <LI> Insert a relyable exit! Make sure there is no possibility that
3962     players get trapped in a savebed location.
3963     <LI> If possible, mark the whole site as no-spell area (Insert this
3964     arch called "dungeon_magic" everywhere). This is not required,
3965     but it makes the place much more safe.
3966     </UL> ]]>
3967     </use>
3968     <attribute arch="no_pick" value="1" type="fixed" />
3969     <attribute arch="no_magic" value="1" type="fixed" />
3970     <attribute arch="damned" value="1" type="fixed" />
3971     </type>
3972    
3973     <!--####################################################################-->
3974 root 1.3 <type number="111" name="Scroll">
3975     <ignore>
3976     <attribute arch="title" />
3977     </ignore>
3978     <description><![CDATA[
3979     Scrolls contain spells (similar to spell-potions). Unlike potions,
3980     scrolls require a certain literacy skill to read successfully.
3981     Accordingly, for a successful reading, a small amount of
3982     experience is gained. Scrolls allow only one time usage, but
3983     usually they are sold in bulks. ]]>
3984     </description>
3985     <use><![CDATA[
3986     For low level quests, scrolls of healing/curing-spells
3987     can be a nice reward. At higher levels, scrolls become less
3988     and less useful. ]]>
3989     </use>
3990     <attribute arch="level" editor="casting level" type="int">
3991     The spell of the scroll will be casted at this level.
3992     This value should always be set, at least to 1.
3993     </attribute>
3994     <attribute arch="sp" editor="spell" type="spell">
3995     When a player/monster applies this scroll, the selected &lt;spell&gt;
3996     will be casted (once). This should work for any given spell.
3997     </attribute>
3998     <attribute arch="startequip" editor="godgiven item" type="bool">
3999     A godgiven item vanishes as soon as the player
4000     drops it to the ground.
4001     </attribute>
4002     </type>
4003    
4004     <!--####################################################################-->
4005     <type number="33" name="Shield">
4006     <import_type name="Amulet" />
4007     <description><![CDATA[
4008     Wearing a shield, the object's stats will directly be inherited to
4009     the player. Shields usually provide good defense, only surpassed
4010     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4011     </description>
4012     <use><![CDATA[
4013     Feel free to create your own special artifacts. However, it is very
4014     important that you keep your artifact in balance with existing maps. ]]>
4015     </use>
4016     <attribute arch="magic" editor="magic bonus" type="int">
4017     &lt;magic bonus&gt; works just like ac, except that it can be improved by
4018     "scrolls of Enchant Armour" or reduced by acid. It is less useful
4019     than direct armour-class bonus on the shield.
4020     </attribute>
4021     </type>
4022    
4023     <!--####################################################################-->
4024 root 1.1 <type number="14" name="Shooting Weapon">
4025     <description><![CDATA[
4026 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
4027 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4028     wielded both at the same time. Like with any other equipment,
4029     stats/bonuses from shooting weapons are directly inherited to the player.
4030     <br><br>
4031     It's very easy to add new pairs of weapons &amp; projectiles.
4032     Just set matching &lt;ammunition class&gt; both for shooting
4033     weapon and projectile. ]]>
4034     </description>
4035     <use><![CDATA[
4036     Shooting weapons should not add bonuses in general. There's already
4037     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4038 elmex 1.17 Shooting weapons should especially not add bonuses to the player
4039 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
4040     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4041     - still crap. ]]>
4042     </use>
4043     <attribute arch="race" editor="ammunition class" type="string">
4044     Only projectiles with matching &lt;ammunition class&gt; can be fired
4045     with this weapon. For normal bows set "arrows", for normal
4046     crossbows set "crossbow bolts".
4047 root 1.3
4048 root 1.1 In certain cases, the ammunition class is displayed in the game.
4049     Hence, when you create a new ammunition class, choose an
4050     intuitive name like "missiles", "spirit bolts" - whatever.
4051     </attribute>
4052     <attribute arch="sp" editor="shooting speed" type="int">
4053     After shooting a projectile, the player is frozen for a short
4054     period of time (to prevent shooting arrows machine-gun-like).
4055     The greater &lt;shooting speed&gt;, the shorter this period of time.
4056     1 is minimum (=worst) and 100 is maximum (=best) value.
4057 root 1.3
4058 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4059     SET IT TO ZERO! (That would freeze the player for eternety).
4060     </attribute>
4061     <attribute arch="dam" editor="base damage" type="int">
4062     The &lt;base damage&gt; significantly affects the damage done
4063     by using this weapon. This damage is added to the projectile
4064     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4065     according to the player's strength is added.
4066     </attribute>
4067     <attribute arch="wc" editor="weaponclass" type="int">
4068     This value is supposed to be the base &lt;weaponclass&gt;,
4069     but it seems to have rather little effect.
4070     High values are good here, low values bad.
4071     </attribute>
4072     <attribute arch="item_power" editor="item power" type="int">
4073     The &lt;item power&gt; value measures how "powerful" an artifact is.
4074     Players will only be able to wear equipment with a certain total
4075     amount of &lt;item power&gt;, depending on their own level. This is the
4076     only way to prevent low level players to wear "undeserved" equipment
4077     (like gifts from other players or cheated items).
4078 root 1.3
4079 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4080     for every artifact you create! If zero/unset, the CF server will
4081     calculate a provisional value at runtime, but this is never
4082     going to be an accurate measurement of &lt;item power&gt;.
4083     </attribute>
4084     <attribute arch="no_strength" editor="ignore strength" type="bool">
4085     Usually the player's strentgh takes effect on the damage
4086     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4087     the player's strength is ignored.
4088     </attribute>
4089     <attribute arch="damned" editor="damnation" type="bool">
4090     A damned shooting weapon cannot be unwielded unless
4091     the curse is removed. Removing damnations is
4092     a tick harder than removing curses.
4093     </attribute>
4094     <attribute arch="cursed" editor="curse" type="bool">
4095     A cursed shooting weapon cannot be unwielded unless
4096     the curse is removed.
4097     </attribute>
4098     <attribute arch="unique" editor="unique item" type="bool">
4099     Unique items exist only one time on a server. If the item
4100     is taken, lost or destroyed - it's gone for good.
4101     </attribute>
4102     <attribute arch="startequip" editor="godgiven item" type="bool">
4103     A godgiven item vanishes as soon as the player
4104     drops it to the ground.
4105     </attribute>
4106     <section name="stats">
4107     <attribute arch="Str" editor="strength" type="int">
4108     The player's strentgh will rise/fall by the given value
4109     while wearing this shooting weapon.
4110     </attribute>
4111     <attribute arch="Dex" editor="dexterity" type="int">
4112     The player's dexterity will rise/fall by the given value
4113     while wearing this shooting weapon.
4114     </attribute>
4115     <attribute arch="Con" editor="constitution" type="int">
4116     The player's constitution will rise/fall by the given value
4117     while wearing this shooting weapon.
4118     </attribute>
4119     <attribute arch="Int" editor="intelligence" type="int">
4120     The player's intelligence will rise/fall by the given value
4121     while wearing this shooting weapon.
4122     </attribute>
4123     <attribute arch="Pow" editor="power" type="int">
4124     The player's power will rise/fall by the given value
4125     while wearing this shooting weapon.
4126     </attribute>
4127     <attribute arch="Wis" editor="wisdom" type="int">
4128     The player's wisdom will rise/fall by the given value while
4129     wearing this shooting weapon.
4130     </attribute>
4131     <attribute arch="Cha" editor="charisma" type="int">
4132     The player's charisma will rise/fall by the given value
4133     while wearing this shooting weapon.
4134     </attribute>
4135     </section>
4136     <section name="bonus">
4137     <attribute arch="luck" editor="luck bonus" type="int">
4138     With positive luck bonus, the player is more likely to
4139     succeed in all sorts of things (spellcasting, praying,...).
4140     Unless the &lt;luck bonus&gt; is very high, the effect will be
4141     barely visible in-game. Luck bonus on one piece of equipment
4142     should never exceed 3, and such bonus should not be too
4143     frequently available.
4144     </attribute>
4145     <attribute arch="magic" editor="magic bonus" type="int">
4146     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4147     I'm not sure what exactly is increased - maybe weaponclass?
4148     However, &lt;magic bonus&gt; seems to have a little bit of positive
4149     influence on your chance to hit.
4150     </attribute>
4151     </section>
4152     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4153     This text describes the weapons's "story". Every decent artifact weapon
4154     should have such a description.
4155     </attribute>
4156     </type>
4157    
4158     <!--####################################################################-->
4159     <type number="68" name="Shop Floor">
4160     <ignore>
4161     <ignore_list name="non_pickable" />
4162     </ignore>
4163     <description><![CDATA[
4164     Shop floor is used for shops. It acts like a combination of the
4165     common floor- and the treasure type: When the map is loaded,
4166     randomitems (depending on the setings) are generated on it.
4167     These items are all flagged as unpaid.
4168     When a player drops an item onto shop floor, the item becomes
4169     unpaid and the player receives payment according to the item's
4170     selling-value.
4171     Shopfloor always prevents magic (To hinder players from burning
4172     or freezing the goods). ]]>
4173     </description>
4174     <use><![CDATA[
4175     Tile your whole shop-interior space which shop floor.
4176     (That assures players receive payment for dropping items).
4177     Place shop mats to enter/leave the shop, and make sure
4178     there is no other exit than the shop mat. ]]>
4179     </use>
4180     <attribute arch="is_floor" value="1" type="fixed" />
4181     <attribute arch="no_pick" value="1" type="fixed" />
4182     <attribute arch="no_magic" value="1" type="fixed" />
4183     <attribute arch="auto_apply" editor="generate goods" type="bool">
4184     If enabled, items will appear on this square when the map is loaded.
4185     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4186     are generated. The items will be unpaid.
4187     </attribute>
4188     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4189     This entry determines what kind of treasure will appear, when
4190     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4191     for details about existing treasurelists.
4192     </attribute>
4193     <attribute arch="exp" editor="quality level" type="int">
4194     The &lt;quality level&gt; will be used for the quality of the generated
4195     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4196     doesn't need to be set, unless you want extraordinarily good/bad
4197     quality. If you want to make a shop with very high quality, meaybe
4198     charge an entrance fee, or make the shop hard-to-come-by.
4199     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4200     and appearance of artifact-items.
4201     </attribute>
4202     <attribute arch="damned" editor="no prayers" type="bool">
4203     If enabled, it is impossible for players to use prayers
4204     on that spot. It also prevents players from saving.
4205     (Remember that &lt;no magic&gt; is always set for shop floors.)
4206     </attribute>
4207     </type>
4208    
4209     <!--####################################################################-->
4210     <type number="69" name="Shop Mat">
4211     <ignore>
4212     <ignore_list name="non_pickable" />
4213     </ignore>
4214     <description><![CDATA[
4215     Shop mats are used for entering/leaving shops. You should always
4216     have exactly TWO shop mats on your shop-map: One inside the
4217     "shopping-area" and one outside. Shop mats don't use exit paths/
4218     or -destinations. When stepping onto a shopmat the player gets beamed
4219     to the nearest other mat. If the player has unpaid items in his
4220     inventory, the price gets charged from his coins automatically.
4221     If the player has insufficient coins to buy his unpaid items, he
4222     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4223     </description>
4224     <use><![CDATA[
4225     As stated above, always place TWO shop mats into your shop.
4226     Not more and not less than that. ]]>
4227     </use>
4228     <attribute arch="no_pick" value="1" type="fixed" />
4229 root 1.9 &move_on;
4230 root 1.1 </type>
4231    
4232     <!--####################################################################-->
4233     <type number="98" name="Sign &amp; MagicMouth">
4234     <ignore>
4235     <ignore_list name="non_pickable" />
4236     </ignore>
4237     <description><![CDATA[
4238     The purpose of a sign or magic_mouth is to display a certain message to
4239     the player. There are three ways to have the player get this message:
4240     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4241     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4242     </description>
4243     <use><![CDATA[
4244     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4245     some true roleplay feeling to your maps, support your storyline or give
4246     hints about hidden secrets/dangers. Place signs to provide the player
4247     with all kinds of useful information for getting along in your maps. ]]>
4248     </use>
4249     <attribute arch="connected" editor="connection" type="int">
4250     When a connection value is set, the message will be printed whenever
4251     the connection is triggered. This should be used in combination with
4252     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4253     If activating your magic_mouth this way, the message will not only be
4254     printed to one player, but all players on the current map.
4255     </attribute>
4256 elmex 1.16 &activate_on;
4257 root 1.9 &move_on;
4258 root 1.1 <attribute arch="food" editor="counter" type="int">
4259     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4260     (printing the message) only that many times. For signs this really shouldn't
4261     be used, while for magic_mouths it is extremely helpful.
4262     Monsters walking over the magic_mouth do not decrease the counter.
4263 root 1.3
4264 root 1.1 Often, you might want to have a message displayed only one time. For example:
4265     The player enters your map and you put a magic_mouth to tell him about the
4266     monsters and how dangerous they look and all. Later, when all the monsters
4267     are killed and the player leaves the map, displaying the same message a
4268     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4269     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4270     </attribute>
4271     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4272     This text will be displayed to the player.
4273     </attribute>
4274     </type>
4275    
4276     <!--####################################################################-->
4277     <type number="43" name="Skill">
4278     <ignore>
4279     <ignore_list name="system_object" />
4280     </ignore>
4281     <description><![CDATA[
4282     Skills are objects which exist in the player/monster inventory.
4283     Both NPC/monsters and players use the same skill archetypes. Not all skills
4284     are enabled for monster use however. ]]>
4285     </description>
4286     <use><![CDATA[
4287     For mapmaking, Skill objects serve two purposes:
4288     <p>First, the predefined skill archtypes (in the 'skills' directory)
4289     can be seen as the global skill definitions. A skill which doesn't
4290     exists as an archtype cannot be learned or used by players. When you
4291     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4292     of defined skill archtypes, because those strings are used as a reference in
4293     many skill-related objects.
4294     </p><p>
4295     Secondly, in order to enable monsters to use skills, you will need to
4296     copy default skill archtypes into the monsters' inventories.
4297     You can even customize the skills by changing stats. It is not
4298     recommended however, to use skills in your maps which are totally
4299     unrelated to any predefined skill archtype.</p> ]]>
4300     </use>
4301     <attribute arch="invisible" value="1" type="fixed" />
4302     <attribute arch="no_drop" value="1" type="fixed" />
4303     <attribute arch="skill" editor="skill name" type="string">
4304     The &lt;skill name&gt; is used for matchings. When a usable
4305     object has an identical &lt;skill name&gt;, players
4306     (or monsters) will need this skill to apply/use the object.
4307     </attribute>
4308     <attribute arch="expmul" editor="exp multiplier" type="float">
4309     This is the ratio of experience the players total should increase by
4310     when this skill is used. If this is zero, then experience only goes to
4311     to the skill. Values higher than 1 are allowed. Note that experience
4312     rewarded to the players total is in addition to that given to the
4313     skill. Eg, if player should get 500 exp for using a skill, and
4314     expmul is 1, the player will get 500 added to that skill as well as
4315     500 to their total.
4316     </attribute>
4317     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4318     The &lt;skill type&gt; defines the base functionality of the skill.
4319     Skill types are hardcoded in the Crossfire server. It isn't hard to
4320     create new skill types, but it requires a bit of server-coding.
4321     </attribute>
4322     <attribute arch="level" editor="level" type="int">
4323     </attribute>
4324     <attribute arch="exp" editor="experience" type="int">
4325     </attribute>
4326     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4327     The &lt;is native skill&gt; flag has an effect only when this
4328     skill object is placed in the inventory of a monster (or player).
4329     If it is set, the monster or player knows the skill natively, which
4330     means he does not need a skill tool to use it.
4331     </attribute>
4332     </type>
4333    
4334     <!--####################################################################-->
4335     <type number="130" name="Skill Scroll">
4336     <description><![CDATA[
4337     By reading a skill scroll, a player has a chance to learn the
4338     contained skill. ]]>
4339     </description>
4340     <use><![CDATA[
4341     Skill scrolls are very much sought for by players. Currently,
4342     all skill scrolls are sold in shops randomly, which is in fact not
4343     a good system. It would be nice to have some cool quests with
4344     skill scrolls rewarded at the end. ]]>
4345     </use>
4346     <attribute arch="race" value="scrolls" type="fixed" />
4347     <attribute arch="skill" editor="skill name" type="string">
4348     The &lt;skill name&gt; matches the skill object that can
4349     be learned from this scroll.
4350     </attribute>
4351     </type>
4352    
4353     <!--####################################################################-->
4354     <type number="21" name="Special Key">
4355     <ignore>
4356     <attribute arch="material" />
4357     </ignore>
4358     <description><![CDATA[
4359     When carrying the appropriate special key, a locked door can
4360     be opened. The key will dissapear.
4361     <br><br>
4362     This object-type can also be used for "passport"-like items:
4363     When walking onto an invetory checker, a gate for example might
4364     get opened. The "passport" will stay in the player's inventory. ]]>
4365     </description>
4366     <use><![CDATA[
4367     How to make a "passport": You take the special key arch
4368     (archetype name is "key2"), set the face to something like
4369     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4370     certainly must match with the appropiate inventory checker.
4371     <br><br>
4372     Of course you can be creative with names and faces of
4373     key-objects. A "mysterious crystal" or a "big dragon claw"
4374     (with appropriate faces) appear more interesting than just
4375     a "strange key", or "passport". ]]>
4376     </use>
4377     <attribute arch="slaying" editor="key string" type="string">
4378     This string must be identical with the &lt;key string&gt; in the
4379     locked door, then it can be unlocked. It can also be used
4380     to trigger inventory checkers.
4381     </attribute>
4382     <attribute arch="material" editor="material" type="bitmask_material">
4383     For Special Keys, material should always be unset or set
4384     to Adamantite. This prevents the key from getting
4385     burned or otherwise destroyed.
4386     </attribute>
4387     <attribute arch="unique" editor="unique item" type="bool">
4388     Unique items exist only one time on a server. If the item
4389     is taken, lost or destroyed - it's gone for good.
4390 root 1.3
4391 root 1.1 This can be used if you want to sell apartments on your
4392     map: Simply sell a unique passport/key, and place
4393     an inventory checker at the entrance of your apartment.
4394     </attribute>
4395     <attribute arch="startequip" editor="godgiven item" type="bool">
4396     A godgiven item vanishes as soon as the player
4397     drops it to the ground.
4398     </attribute>
4399     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4400     This will add a description to the object. The player can read
4401     this text by clicking on the item in his inventory. Use this
4402     message to describe what the key/passport is good for. A player
4403     might have 50 different keys on his key-ring. Don't expect
4404     players to recall their purpose just by their names.
4405     </attribute>
4406     </type>
4407    
4408     <!--####################################################################-->
4409     <type number="101" name="Spell">
4410     <ignore>
4411     <ignore_list name="system_object" />
4412     </ignore>
4413     <description><![CDATA[
4414     Spell objects define a spell. When a spell is put in a spellbook,
4415     players can learn it by reading the book. Once learned, players
4416     can use the spell as often as they like. With increasing skill level
4417     of the player, spells may gain power but also increase cost.<br>
4418     Monsters can use spells which are put in their inventory (provided
4419     that certain "enabling" settings are correct). The monster's
4420     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4421     </description>
4422     <use><![CDATA[
4423     A lot of the spells' settings can be tuned and customized.
4424     When creating new spells which are accessible to players, it is
4425     important to think about balance. A single spell which is too
4426     powerful and/or too easy to use can eventually toss the whole skill
4427     and magic school system out of whack. Testing new spells is
4428     quite important therefore. ]]>
4429     </use>
4430     <attribute arch="no_drop" value="1" type="fixed" />
4431     <attribute arch="invisible" value="1" type="fixed" />
4432     <attribute arch="skill" editor="skill name" type="string">
4433     The &lt;skill name&gt; matches the skill which is needed
4434     to cast this spell. This should be one out of "sorcery",
4435     "pyromancy", "evocation", "summoning" or "praying".
4436     If you want to fiddle with these, please take care not
4437     to upset the concept and balance of the various skills.
4438     </attribute>
4439     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4440     The &lt;spell type&gt; defines the basic type of spell.
4441     Some of these types are of a more generic nature than others.
4442     </attribute>
4443     <attribute arch="level" editor="spell level" type="int">
4444     </attribute>
4445     <attribute arch="casting_time" editor="casting time" type="int">
4446     </attribute>
4447     <attribute arch="duration" editor="duration" type="int">
4448     </attribute>
4449     <attribute arch="other_arch" editor="create object" type="string">
4450     </attribute>
4451     <attribute arch="sp" editor="cost spellpoints" type="int">
4452     </attribute>
4453     <attribute arch="grace" editor="cost grace" type="int">
4454     </attribute>
4455     <attribute arch="maxsp" editor="double cost per level" type="int">
4456     </attribute>
4457     </type>
4458    
4459     <!--####################################################################-->
4460     <type number="85" name="Spellbook">
4461     <description><![CDATA[
4462     By reading a spellbook, the player has a chance of learning the
4463     contained spell. Once learned from a book, the spell is available
4464     forever. Spellbooks with high level spells require some skill-level
4465     to read.<br><br>
4466     You can create widely customized spells only by adjusting the
4467     spell object in the spellbooks inventory. Refer to the description
4468     of spell objects for detailed information how to customize spells.<br>
4469     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4470     with a compilation of spells that the book may contain. ]]>
4471     </description>
4472     <use><![CDATA[
4473     Don't put any of the godgiven spells into a spellbook! These are
4474     reserved for the followers of the appropriate cults. Handing them
4475     out in a spellbook would violate the balance between different religions.
4476     <br><br>
4477     Note that there is no fundamental difference between the spellbooks
4478     of varying schools (pyromancy, sorcery, evocation, summoning, and
4479     even praying). The difference lies only in the spells they contain.
4480     It is up to you, the mapmaker, to pick the right type of book
4481     for your spells. ]]>
4482     </use>
4483     <attribute arch="skill" value="literacy" type="fixed" />
4484     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4485     There are two ways to put spells into a spellbook:
4486     1. Put a spell object in the books inventory. In this case,
4487     treasurelist must be set to &lt;none&gt;.
4488     2. Choose a treasurelist which contains spells.
4489     In that way, a spell will be chosen randomly from the list.
4490     </attribute>
4491     <attribute arch="startequip" editor="godgiven item" type="bool">
4492     A godgiven item vanishes as soon as the player
4493     drops it to the ground.
4494     </attribute>
4495     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4496     This text may contain a nice description
4497     of the spellbook's cover or something.
4498     </attribute>
4499     </type>
4500    
4501     <!--####################################################################-->
4502     <type number="90" name="Spinner">
4503     <ignore>
4504     <ignore_list name="non_pickable" />
4505     </ignore>
4506     <description><![CDATA[
4507     Spinners change the direction of spell objects and other projectiles
4508     that fly past. Unlike directors, it does make a difference from what
4509     angle you shoot into the spinner. The direction of objects flying past
4510     is always changed by a certain degree. ]]>
4511     </description>
4512     <use><![CDATA[
4513     Spinners are very rarely used. I believe they are quite
4514     confusing and pointless. The only use I can think of is building
4515     some puzzle about where to shoot into spinners to shoot somewhere you
4516     otherwise couldn't.
4517 root 1.3
4518 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4519     projectiles from magic walls don't get to fly in loops. ]]>
4520     </use>
4521     <attribute arch="sp" editor="direction number" type="int">
4522     The spinner will change the direction of flying objects by
4523     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4524     positive values counter clockwise.
4525 root 1.3
4526 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4527     </attribute>
4528 root 1.9 &move_on;
4529 root 1.1 </type>
4530    
4531     <!--####################################################################-->
4532     <type number="138" name="Swamp">
4533     <ignore>
4534     <ignore_list name="non_pickable" />
4535     </ignore>
4536     <description><![CDATA[
4537     Swamp areas show a special behaviour:
4538     When a player stands still on a swamp-square for too long,
4539     he will start to sink in and eventually drown and die.
4540     Items dropped on the swamp sink in and dissapear.
4541     Players with knowledge of the woodsman skill are a lot less likely
4542     to die in the swamp. ]]>
4543     </description>
4544     <attribute arch="is_floor" value="1" type="fixed" />
4545     <attribute arch="is_wooded" value="1" type="fixed" />
4546     <attribute arch="speed" editor="drowning speed" type="float">
4547     The higher the &lt;drowning speed&gt;, the faster will players and items
4548     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4549     and unexpected death-trap. Players should get a warning before such areas.
4550     </attribute>
4551 root 1.12 &speed_left;
4552 root 1.9 &move_on;
4553     &movement_types_terrain;
4554 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4555     If enabled, it is impossible for players to use (wizard-)
4556     spells on that spot.
4557     </attribute>
4558     <attribute arch="damned" editor="no prayers" type="bool">
4559     If enabled, it is impossible for players to use prayers
4560     on that spot. It also prevents players from saving.
4561     </attribute>
4562     </type>
4563    
4564     <!--####################################################################-->
4565     <type number="41" name="Teleporter">
4566     <ignore>
4567     <ignore_list name="non_pickable" />
4568     </ignore>
4569     <description><![CDATA[
4570     When the player walks into a teleporter, he is transferred to a
4571     different location. The main difference to the object-type exit
4572     is the possibility to have teleporters connected to levers/buttons/etc.
4573     Sometimes teleporters are activated even against the players will.
4574     <br><br>
4575     Unlike exits, teleporters can also transfer items and
4576     monsters to different locations on the same map. ]]>
4577     </description>
4578     <use><![CDATA[
4579     When creating maps, I guess sooner or later you'll want to have
4580     an invisible teleporter. If using "invisible 1", the teleporter
4581     can still be discovered with the show_invisible spell. And in
4582     some cases you can't place it under the floor to prevent this.
4583     <br><br>
4584     Fortunately, there is a cool trick to make a perfectly invisible
4585     teleporter: You simply add teleporter functionality to the floor
4586     itself. That means: You take the floor arch (e.g. "flagstone"),
4587     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4588     </use>
4589     <attribute arch="slaying" editor="exit path" type="string">
4590     The exit path specifies the map that the player is transferred to.
4591     &lt;exit path&gt; can be an absolute path, beginning with '/'
4592     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4593     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4594     for example I could use the relative path "Fire1"). Use relative
4595     paths whenever possible! Note that upper/lower case must always be
4596     set correctly. However, please use lower case only.
4597 root 1.3
4598 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4599     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4600     monsters and items. In this case, the destined map is automatically
4601     the same map the teleporter is on.
4602     </attribute>
4603     <attribute arch="hp" editor="destination X" type="int">
4604     The exit destinations define the (x, y)-coordinates where the exit
4605     leads to.
4606 root 1.3
4607 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4608     get teleported to another, randomly chosen teleporter on the same
4609     map (Slightly confusing for the player though). Make sure there
4610     actually *is* a second one in that case.
4611 root 1.3
4612 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4613     be transferred to the "default enter location" of the destined map.
4614     The latter can be set in the map-properties as "Enter X/Y". Though,
4615     please DO NOT use that. It turned out to be a source for numerous
4616     map-bugs.
4617     </attribute>
4618     <attribute arch="sp" editor="destination Y" type="int">
4619     The exit destinations define the (x, y)-coordinates where the exit
4620     leads to.
4621 root 1.3
4622 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4623     get teleported to another, randomly chosen teleporter on the same
4624     map (Slightly confusing for the player though). Make sure there
4625     actually *is* a second one in that case.
4626 root 1.3
4627 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4628     be transferred to the "default enter location" of the destined map.
4629     The latter can be set in the map-properties as "Enter X/Y". Though,
4630     please DO NOT use that. It turned out to be a source for numerous
4631     map-bugs.
4632     </attribute>
4633     <attribute arch="connected" editor="connection" type="int">
4634     If a connection value is set, the teleporter will be activated
4635     whenever the connection is triggered. To use this properly,
4636     &lt;activation speed&gt; must be zero.
4637     </attribute>
4638 elmex 1.16 &activate_on;
4639 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4640     If the &lt;activation speed&gt; is nonzero, the teleporter will
4641     automatically be activated in regular time-intervals. Hence, the
4642     player can just step on it and gets teleported sooner or later.
4643     The duration between two activates depends on the given value.
4644 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4645    
4646 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4647     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4648     </attribute>
4649 root 1.12 &speed_left;
4650 root 1.1 </type>
4651    
4652     <!--####################################################################-->
4653 root 1.3 <type number="26" name="Timed Gate">
4654     <ignore>
4655     <ignore_list name="non_pickable" />
4656     </ignore>
4657     <description><![CDATA[
4658     Gates play an important role in Crossfire. Gates can be opened
4659     by activating a button/trigger, by speaking passwords (-> magic_ear)
4660     or carrying special key-objects (-> inventory checker).
4661     Unlike locked doors, gates can get shut again after a player has
4662     passed, which makes them more practical in many cases. Unlike normal
4663     gates, timed gates open when triggered but automatically close again
4664     after some time.]]>
4665     </description>
4666     <use><![CDATA[
4667     Use gates to divide your maps into separated areas. After solving
4668     area A, the player gains access to area B, and so on. Make your
4669     maps more complex than "one-way". ]]>
4670     </use>
4671     <attribute arch="no_pick" value="1" type="fixed" />
4672     <attribute arch="connected" editor="connection" type="int">
4673     Whenever the inventory checker is triggered, all objects with identical
4674     &lt;connection&gt; value get activated. This only makes sense together with
4675     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4676     after some time.
4677     </attribute>
4678 elmex 1.16 &activate_on;
4679 root 1.3 <attribute arch="wc" editor="position state" type="int">
4680     The &lt;position state&gt; defines the position of the gate:
4681     Zero means completely open/down, the "number of animation-steps" (usually
4682     about 6 or 7) means completely closed/up state. I suggest you don't
4683     mess with this value - Leave the default in place.
4684     </attribute>
4685 root 1.9 &movement_types_terrain;
4686 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4687     Restricting the use of spells to pass this gate. This has
4688     an effect only if &lt;block view&gt; is disabled.
4689     </attribute>
4690     <attribute arch="damned" editor="restrict prayers" type="bool">
4691     Restricting the use of prayers to pass this door. This has
4692     an effect only if &lt;block view&gt; is disabled.
4693     </attribute>
4694     <attribute arch="hp" editor="open duration" type="int">
4695     Defines the duration the gate remains closed. This only takes effect
4696     if the gate is not connected.
4697     </attribute>
4698     </type>
4699    
4700     <!--####################################################################-->
4701 root 1.1 <type number="155" name="Trap">
4702     <ignore>
4703     <attribute arch="no_pick" />
4704     <attribute arch="title" />
4705     <attribute arch="name_pl" />
4706     <attribute arch="weight" />
4707     <attribute arch="value" />
4708     <attribute arch="material" />
4709     <attribute arch="unpaid" />
4710     </ignore>
4711     <description><![CDATA[
4712     A trap is a object that can either do damage or trigger another connected object
4713 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4714 root 1.1 and generally have either a physical attack or trigger a reaction.
4715     <br><br>
4716     Traps hit any monster or person who steps on them for 'dam' damage in
4717     'attacktype' attacktype and/or trigger a reaction.
4718     <br><br>
4719     Many traps are already defined in the archetypes. ]]>
4720     </description>
4721     <use><![CDATA[
4722     Avoid monsters stepping on your traps. For example, a party of orcs setting
4723     off your lightning wall and pit trap is usually a bad idea. ]]>
4724     </use>
4725     <attribute arch="no_pick" value="1" type="fixed" />
4726 root 1.9 &move_on;
4727 root 1.3 <attribute arch="level" editor="trap level" type="int">
4728 root 1.1 Level effects how easily a trap may be found and disarmed, and
4729     how much experience the player gets for doing so. Beware: High level
4730     traps can be quite a cheap source of experience! So either make them
4731     tough, or keep the level low.
4732     </attribute>
4733     <attribute arch="Cha" editor="visibility" type="int">
4734     This value determines what fraction of the time the trap is visible:
4735     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4736     how easily the trap may be found.
4737     </attribute>
4738     <attribute arch="hp" editor="number of charges" type="int">
4739     The trap will detonate &lt;number of charges&gt; times before disappearing.
4740     </attribute>
4741     <attribute arch="dam" editor="direct damage" type="int">
4742 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4743     This should be set in reasonable relation to the trap's level.
4744 root 1.1 </attribute>
4745     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4746     This attribute defines what attacktype to use for direct damage when
4747     the trap detonates.
4748     </attribute>
4749     <attribute arch="connected" editor="connection" type="int">
4750     When the trap is detonated, all objects with the same
4751     connection value get activated.
4752     </attribute>
4753     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4754     When the trap detonates, this text is displayed to the
4755     victim. For especially powerful or complex traps, create an appropriate
4756     and thrilling description. ;)
4757     </attribute>
4758     </type>
4759    
4760     <!--####################################################################-->
4761     <type number="95" name="Trapdoor">
4762     <ignore>
4763     <ignore_list name="non_pickable" />
4764     </ignore>
4765     <description><![CDATA[
4766     Trapdoors are very similar to pits. The difference is that they
4767     can not be closed. Instead, the weight of the object on the
4768     trapdoor determines weither it slams the trapdoor open and falls through
4769     or not.<br>
4770     Once a trapdoor has been opened (by a creature or items of sufficient
4771     weight,) it remains open, acting like an opened pit. ]]>
4772     </description>
4773     <use><![CDATA[
4774     Trapdoors should be used in the same fashion as pits:
4775     They should always drop the victims to some kind of lower level. They
4776     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4777     </use>
4778     <attribute arch="no_pick" value="1" type="fixed" />
4779 root 1.9 &move_on;
4780 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4781     This value defines how much weight the trapdoor can hold.
4782     Once items or creatures are gathered on the trapdoor, with
4783     a total weight surpassing this value, then the trapdoor will
4784     open and things start falling through.
4785     </attribute>
4786     <attribute arch="hp" editor="destination X" type="int">
4787     The trapdoor will transport creatures (and items) randomly into
4788     a two-square radius of the destination coordinates.
4789     If the destination square becomes blocked, the trapdoor will act like
4790     being filled up and not work anymore!
4791     </attribute>
4792     <attribute arch="sp" editor="destination Y" type="int">
4793     The trapdoor will transport creatures (and items) randomly into
4794     a two-square radius of the destination coordinates.
4795     If the destination square becomes blocked, the trapdoor will act like
4796     being filled up and not work anymore!
4797     </attribute>
4798     </type>
4799    
4800     <!--####################################################################-->
4801     <type number="4" name="Treasure">
4802     <ignore>
4803     <attribute arch="nrof" />
4804     <attribute arch="title" />
4805     <attribute arch="name_pl" />
4806     <attribute arch="weight" />
4807     <attribute arch="value" />
4808     <attribute arch="material" />
4809     </ignore>
4810     <description><![CDATA[
4811     A treasure-object turns into certain randomitems when the map is loaded
4812     into the game. ]]>
4813     </description>
4814     <use><![CDATA[
4815     About usage of the "random-artifact" treasurelist:
4816     This will generate powerful stuff like girdles, xray helmets, special
4817     swords etc. If you put this as reward to your quest, players might be
4818     motivated to do it more than once. BUT, by doing so they will get a huge
4819     number of different artifacts! Besides, players will always seek the place
4820     with the most easy-to-get random artifact and ignore all others.
4821     My advice: Don't use it! Attract players with good fighting experience
4822     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4823     </use>
4824     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4825     This entry determines what kind of treasure will appear. Look into
4826     /crossfire/share/crossfire/treasures for details about existing
4827     treasurelists.
4828     </attribute>
4829     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4830     "Auto-generate" must be set in order to have the treasure be created
4831     when the map is loaded.
4832     If you want to create a random treasure chest, you unset this flag.
4833     That way, the player has to apply the object (the chest), then the
4834     treasure is generated.
4835     </attribute>
4836     <attribute arch="hp" editor="create number" type="int">
4837     "Create number" specifies how many pieces of the given treasurelist
4838     will appear. Note that for every piece there is a chance that nothing is
4839     generated. Also, sometimes there can be stacks of items generated, like
4840     for gems/money.
4841     </attribute>
4842     <attribute arch="exp" editor="quality level" type="int">
4843     The &lt;quality level&gt; will be used for the quality of the generated
4844     treasure instead of the map difficulty (as was done with shops).
4845     If zero/unset, the map difficulty will instead be used.
4846     (Example for comparison: Shop floors generate treasure of
4847     &lt;quality level&gt; 5 per default).
4848     </attribute>
4849     </type>
4850    
4851     <!--####################################################################-->
4852 root 1.3 <type number="52" name="Trigger Marker">
4853     <ignore>
4854     <ignore_list name="system_object" />
4855     </ignore>
4856     <description><![CDATA[
4857     A trigger marker is an object that inserts an invisible force (a mark) into a
4858     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4859     &lt;key string&gt; which can be discovered by detectors or inventory
4860     checkers. It is also possible to use markers for removing marks again.
4861     <br><br>
4862     Note that the player has no possibility to "see" his own marks,
4863     except by the effect that they cause on the maps. ]]>
4864     </description>
4865     <use><![CDATA[
4866     Markers hold real cool possibilities for map-making. I encourage
4867     you to use them frequently. However there is one negative point
4868     about markers: Players don't "see" what's going on with them. It is
4869     your task, as map-creator, to make sure the player is always well
4870     informed and never confused.
4871     <br><br>
4872     Please avoid infinite markers when they aren't needed. They're
4873     using a little space in the player file after all, so if there
4874     is no real purpose, set an expire time. ]]>
4875     </use>
4876     <attribute arch="no_pick" value="1" type="fixed" />
4877     <attribute arch="slaying" editor="key string" type="string">
4878     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4879     If the player already has a force with that &lt;key string&gt;,
4880     there won't be inserted a second one.
4881     </attribute>
4882     <attribute arch="connected" editor="connection" type="int">
4883     Unlike a regular marker this is the connection that triggers this marker to activate.
4884     </attribute>
4885     <attribute arch="food" editor="mark duration" type="int">
4886     This value defines the duration of the force it inserts.
4887     If nonzero, the duration of the player's mark is finite:
4888     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4889     means the mark will stay on the player forever.
4890     </attribute>
4891     <attribute arch="name" editor="delete mark" type="string">
4892     When the player steps onto the marker, all existing forces in
4893     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4894     will be removed. If you don't want to remove any marks, leave
4895     this textfield empty.
4896    
4897     Note that the string &lt;delete mark&gt; is set as the name of
4898     this marker. So don't be confused, and remember changing the
4899     name will take effect on the marker's functionality.
4900     </attribute>
4901     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4902     In the moment when the player gets marked, this text is displayed
4903     to him. You should really set a message in any marker you create,
4904     because it's the only way for the player to notice what's going on.
4905     </attribute>
4906     </type>
4907    
4908     <!--####################################################################-->
4909 root 1.1 <type number="0" name="Wall">
4910     <required>
4911     <attribute arch="is_floor" value="0" />
4912     <attribute arch="alive" value="0" />
4913 root 1.14 <attribute arch="no_pass" value="1" />
4914 root 1.1 </required>
4915     <ignore>
4916     <attribute arch="nrof" />
4917     <attribute arch="title" />
4918     <attribute arch="name_pl" />
4919     <attribute arch="value" />
4920     <attribute arch="unpaid" />
4921     </ignore>
4922     <description><![CDATA[
4923     Walls usually block passage and sight. ]]>
4924     </description>
4925 root 1.9 &movement_types_terrain;
4926 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4927     If set, the object is able to "roll", so it can be pushed around.
4928     This setting is used for boulders and barrels.
4929     </attribute>
4930     <attribute arch="no_magic" editor="restrict spells" type="bool">
4931     This takes effect only with &lt;blocksview&gt; disabled.
4932     Restricting the use of spells to pass this wall.
4933     </attribute>
4934     <attribute arch="damned" editor="restrict prayers" type="bool">
4935     This takes effect only with &lt;blocksview&gt; disabled.
4936     Restricting the use of spells to pass this wall.
4937     </attribute>
4938     </type>
4939    
4940     <!--####################################################################-->
4941 root 1.3 <type number="109" name="Wand &amp; Staff">
4942     <description><![CDATA[
4943     Wands contain a certain spell. The player can apply (ready) and
4944     fire the wand. After a defined number of casts, the wand is
4945     "used up". It is possible to recharge a wand with scrolls of
4946     charging, but usually that isn't worth the cost. ]]>
4947     </description>
4948     <use><![CDATA[
4949     Wands are quite seldomly used. The reason prolly is that they're
4950     generally not cost-efficient. Handing out high-level wands with
4951     powerful special spells isn't a good idea either, because of
4952     the recharge ability.
4953     <br><br>
4954     For low levels, staffs of healing/cure and word of recall are
4955     quite desirable though. Ideal rewards for low level quests. ]]>
4956     </use>
4957     <attribute arch="sp" editor="spell" type="spell">
4958     The &lt;spell&gt; specifies the contained spell.
4959     </attribute>
4960     <attribute arch="level" editor="casting level" type="int">
4961     The &lt;casting level&gt; of the wand determines it's power.
4962     An average level for wands in shops is about 10.
4963     </attribute>
4964     <attribute arch="food" editor="number of charges" type="int">
4965     The wand can be used &lt;number of charges&gt; times before it is
4966     used up. It can be recharged with scrolls of charging.
4967     </attribute>
4968     <attribute arch="startequip" editor="godgiven item" type="bool">
4969     A godgiven item vanishes as soon as the player
4970     drops it to the ground.
4971     </attribute>
4972     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4973     This text may contain a description of the wand.
4974     </attribute>
4975     </type>
4976    
4977     <!--####################################################################-->
4978 root 1.1 <type number="0" name="Weak Wall">
4979     <required>
4980     <attribute arch="is_floor" value="0" />
4981     <attribute arch="alive" value="1" />
4982     <attribute arch="tear_down" value="1" />
4983     </required>
4984     <ignore>
4985     <ignore_list name="non_pickable" />
4986     </ignore>
4987     <description><![CDATA[
4988     A weak wall is a breakable spot amidsts a solid wall. Typically
4989     these weak walls look similar to their solid "relatives" except
4990     for a small crack or little chunks of wall on the ground. ]]>
4991     </description>
4992     <use><![CDATA[
4993     If you want to create hidden rooms, using weak walls is alot
4994     better than completely indiscernible passages in a wall.<br>
4995     Anyways, there can be a lot more to weak walls than just finding
4996     them: Rising their defensive stats, weak walls can become a
4997     serious obstacle. An ice wall might only be torn down by a fire
4998     attack for example. A granite wall for instance might be very
4999     hard to destroy. ]]>
5000     </use>
5001     <attribute arch="alive" value="1" type="fixed" />
5002     <attribute arch="no_pick" value="1" type="fixed" />
5003     <attribute arch="tear_down" value="1" type="fixed" />
5004     <attribute arch="race" editor="race" type="string">
5005     For weak walls, &lt;race&gt; should always be set to "wall",
5006     unless you create something fancy like a building which
5007     is in fact meant to be a huge animal.
5008     Note that shovels slay walls, so they do tripple damage
5009     against weak walls.
5010     </attribute>
5011     <attribute arch="level" editor="level" type="int">
5012     The &lt;level&gt; of a weak wall works similar to monster levels.
5013     Due to the fact that weak walls cannot attack, the level
5014     is much less important though.
5015     </attribute>
5016     <attribute arch="hp" editor="health points" type="int">
5017     The &lt;health points&gt; of a weak wall define how long it takes to
5018     tear it down. With every successful hit from an opponent,
5019     &lt;health points&gt; get drained.
5020     </attribute>
5021     <attribute arch="maxhp" editor="max health" type="int">
5022     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5023     weak wall can have. Since walls generally don't heal, I doubt
5024     this has much real effect.
5025     </attribute>
5026     <attribute arch="ac" editor="armour class" type="int">
5027     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5028     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5029     </attribute>
5030     <section name="resistance">
5031     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5032     </attribute>
5033     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5034     </attribute>
5035     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5036     </attribute>
5037     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5038     </attribute>
5039     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5040     </attribute>
5041     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5042     </attribute>
5043     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5044     </attribute>
5045     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5046     </attribute>
5047     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5048     </attribute>
5049     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5050     </attribute>
5051     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5052     </attribute>
5053     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5054     </attribute>
5055     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5056     </attribute>
5057     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5058     </attribute>
5059     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5060     </attribute>
5061     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5062     </attribute>
5063     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5064     </attribute>
5065     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5066     </attribute>
5067     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5068     </attribute>
5069     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5070     </attribute>
5071     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5072     </attribute>
5073     </section>
5074     </type>
5075    
5076     <!--####################################################################-->
5077     <type number="15" name="Weapon">
5078     <description><![CDATA[
5079     Wielding a weapon, the object's stats will directly be inherited to the
5080     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5081     be improved with scrolls. ]]>
5082     </description>
5083     <use><![CDATA[
5084     If you create artifacts (equipment) with stats- or resistance-bonus:
5085     Keep playbalance in mind! Such items mustn't be reachable without hard
5086     fighting AND questing. ]]>
5087     </use>
5088     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5089     This number is a bitmask, specifying the weapon's attacktypes.
5090     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5091     have no more than one or two attacktypes. Keep in mind that all weapons
5092     can be blessed by the player's diety, thus adding an additional attacktype.
5093 root 1.3
5094 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5095     then he will do as much damage as the "best" of his attacktypes does. So,
5096     the more attacktypes you've got, the better your chance to take advantage
5097     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5098     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5099     </attribute>
5100     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5101     The &lt;weapontype&gt; characterizes the weapon's type of physical
5102     attack. It could best be considered a "subclassification"
5103     of the physical attacktype. For now, this is only used for
5104     attack messages!
5105 root 1.3
5106 root 1.1 You should always set this correctly when creating new
5107     weapons for your maps.
5108     </attribute>
5109     <attribute arch="skill" editor="skill name" type="string">
5110     Matching &lt;skill name&gt; of the skill that is required
5111     to use this weapon.
5112     </attribute>
5113     <attribute arch="dam" editor="damage" type="int">
5114     The damage value is used as base value for how much damage the weapon
5115     does per hit. The actual damage involves more dependencies,
5116     like wielder's level and defender's level. Look at existing weapons
5117     to get a feel for the range of weapon damage values.
5118     </attribute>
5119     <attribute arch="slaying" editor="slaying race" type="string">
5120     Slaying means the weapon does tripple (3x) damage to monsters of the
5121     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5122     only monsters of that archtype are hit with tripple damage.
5123 root 1.3
5124 root 1.1 No god blessings are possible for weapons with a race set in this entry
5125     (That's because god blessings add tripple damage against their own
5126     enemy races). Tripple damage is very effective.
5127     </attribute>
5128     <attribute arch="last_sp" editor="weapon speed" type="int">
5129     The weapon speed determines how often the wielder can swing the weapon
5130     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5131     is best (that is lightning- fast). A typical average value is 8.
5132     Speed and damage should be kept in reasonable relation.
5133     </attribute>
5134     <attribute arch="wc" editor="weapon class" type="int">
5135     The weapon class value adds to the overall weapon class of the wielder's
5136     melee attacks. Weapon class improves the chance of hitting the opponent.
5137     </attribute>
5138     <attribute arch="magic" editor="magic bonus" type="int">
5139     For a weapon, magic bonus works just like weapon class, except that
5140     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5141     less useful than direct weapon class value on a weapon.
5142     </attribute>
5143     <attribute arch="item_power" editor="item power" type="int">
5144     The &lt;item power&gt; value measures how "powerful" an artifact is.
5145     Players will only be able to wear equipment with a certain total
5146     amount of &lt;item power&gt;, depending on their own level. This is the
5147     only way to prevent low level players to wear "undeserved" equipment
5148     (like gifts from other players or cheated items).
5149 root 1.3
5150 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5151     for every artifact you create! If zero/unset, the CF server will
5152     calculate a provisional value at runtime, but this is never
5153     going to be an accurate measurement of &lt;item power&gt;.
5154     </attribute>
5155     <attribute arch="damned" editor="damnation" type="bool">
5156     A damned weapon cannot be unwielded unless
5157     the curse is removed. Removing damnations is
5158     a tick harder than removing curses.
5159     </attribute>
5160     <attribute arch="cursed" editor="curse" type="bool">
5161     A cursed weapon cannot be unwielded unless
5162     the curse is removed.
5163     </attribute>
5164     <attribute arch="lifesave" editor="save life" type="bool">
5165     An item with this flag enabled will save the players life
5166     for one time: When the player is wearing this item and his
5167 root 1.3 health points reach zero, the item disappears, replenishing
5168 root 1.1 half of the player's health.
5169 root 1.3
5170 root 1.1 An item with &lt;save life&gt; should not have
5171     any decent additional bonuses!
5172     </attribute>
5173     <attribute arch="unique" editor="unique item" type="bool">
5174     Unique items exist only one time on a server. If the item
5175     is taken, lost or destroyed - it's gone for good.
5176     </attribute>
5177     <attribute arch="startequip" editor="godgiven item" type="bool">
5178     A godgiven item vanishes as soon as the player
5179     drops it to the ground.
5180     </attribute>
5181     <section name="resistance">
5182     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5183     This adds physical resistance to the weapon (= armour value). The number is
5184     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5185     and what they require to do for getting this-and-that artifact.
5186     </attribute>
5187     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5188     This adds magic 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_fire" editor="resist fire %" length="15" type="int">
5193     This adds fire resistance to the weapon. The number is a percent-value in
5194     the range 0-100. Treat this with CARE. Look at other maps and what they
5195     require to do for getting this-and-that artifact.
5196     </attribute>
5197     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5198     This adds electricity 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_cold" editor="resist cold %" length="15" type="int">
5203     This adds fire resistance to the weapon. The number is a percent-value in
5204     the range 0-100. Treat this with CARE. Look at other maps and what they
5205     require to do for getting this-and-that artifact.
5206     </attribute>
5207     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5208     This adds confusion resistance to the weapon. The number is a percent-value in
5209     the range 0-100. Confusion resistance is not very effective
5210     unless the value comes close to 100 (= perfect immunity).
5211     </attribute>
5212     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5213     This adds acid resistance to the weapon. The number is a percent-value in
5214     the range 0-100. Treat this with CARE. Look at other maps and what they
5215     require to do for getting this-and-that artifact.
5216     </attribute>
5217     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5218     This adds draining resistance to the weapon. The number is a percent-value
5219     in the range 0-100. Draining resistance is little effective
5220     unless the value is 100 (= perfect immunity).
5221     </attribute>
5222     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5223     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5224     the range 0-100. Weaponmagic resistance generally should not exist on
5225     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5226     are not meant to be easily resisted.
5227     </attribute>
5228     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5229     This adds ghosthit resistance to the weapon. The number is a percent-value
5230     in the range 0-100. Treat this with CARE. Look at other maps and what they
5231     require to do for getting this-and-that artifact.
5232     </attribute>
5233     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5234     This adds poison resistance to the weapon. The number is a percent-value in
5235     the range 0-100. Treat this with CARE. Look at other maps and what they
5236     require to do for getting this-and-that artifact.
5237     </attribute>
5238     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5239     This adds fear resistance to the weapon. The number is a percent-value in
5240     the range 0-100. Resistance to fear is pretty useless.
5241     </attribute>
5242     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5243     This adds paralyze resistance to the weapon. The number is a percent-value in
5244     the range 0-100. Paralyze resistance is little effective
5245     unless the value is 100 (= perfect immunity).
5246     </attribute>
5247     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5248     This adds fear resistance to the weapon. The number is a percent-value in
5249     the range 0-100. Resistance to fear is pretty useless.
5250     </attribute>
5251     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5252     This adds depletion resistance to the weapon. The number is a percent-value
5253     in the range 0-100. Depletion resistance is little effective
5254     unless the value is 100 (= perfect immunity).
5255     </attribute>
5256     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5257     This adds death-attack resistance to the weapon. The number is a
5258     percent-value in the range 0-100. Death-attack resistance is little
5259     effective unless the value is 100 (= perfect immunity).
5260     Generally, resistance to death-attack is not supposed to be
5261     available to players!
5262     </attribute>
5263     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5264     This adds chaos resistance to the weapon. The number is a percent-value in
5265     the range 0-100. Treat this with CARE. Look at other maps and what they
5266     require to do for getting this-and-that artifact.
5267     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5268     combination of other attacktypes.
5269     </attribute>
5270     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5271     This adds blinding resistance to the weapon. The number is a percent-value
5272     in the range 0-100. Treat this with CARE. Look at other maps and what they
5273     require to do for getting this-and-that artifact.
5274     </attribute>
5275     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5276     This adds holy power resistance to the weapon. The number is a percent-value
5277     in the range 0-100. Holy power is the attacktype that holyword-type spells
5278     use to hurt undead creatures. This kind of resistance is only reasonable
5279     for undead players (wraith or devourer cult).
5280     Generally, resistance to holy word should not be available for players.
5281     </attribute>
5282     </section>
5283     <section name="stats">
5284     <attribute arch="Str" editor="strength" type="int">
5285     The player's strentgh will rise/fall by the given value
5286     while wearing this weapon.
5287     </attribute>
5288     <attribute arch="Dex" editor="dexterity" type="int">
5289     The player's dexterity will rise/fall by the given value
5290     while wearing this weapon.
5291     </attribute>
5292     <attribute arch="Con" editor="constitution" type="int">
5293     The player's constitution will rise/fall by the given value
5294     while wearing this weapon.
5295     </attribute>
5296     <attribute arch="Int" editor="intelligence" type="int">
5297     The player's intelligence will rise/fall by the given value
5298     while wearing this weapon.
5299     </attribute>
5300     <attribute arch="Pow" editor="power" type="int">
5301     The player's power will rise/fall by the given value
5302     while wearing this weapon.
5303     </attribute>
5304     <attribute arch="Wis" editor="wisdom" type="int">
5305     The player's wisdom will rise/fall by the given value while
5306     wearing this weapon.
5307     </attribute>
5308     <attribute arch="Cha" editor="charisma" type="int">
5309     The player's charisma will rise/fall by the given value
5310     while wearing this weapon.
5311     </attribute>
5312     </section>
5313     <section name="misc">
5314     <attribute arch="luck" editor="luck bonus" type="int">
5315     With positive luck bonus, the player is more likely to
5316     succeed in all sorts of things (spellcasting, praying,...).
5317     Unless the &lt;luck bonus&gt; is very high, the effect will be
5318     barely visible in-game. Luck bonus on one piece of equipment
5319     should never exceed 3, and such bonus should not be too
5320     frequently available.
5321     </attribute>
5322     <attribute arch="hp" editor="health regen." type="int">
5323     Positive &lt;health regen.&gt; bonus speeds up the
5324     player's healing process. Negative values slow it down.
5325     </attribute>
5326     <attribute arch="sp" editor="mana regen." type="int">
5327     Positive &lt;mana regen.&gt; bonus speeds up the
5328     player's mana regeneration. Negative values slow it down.
5329     </attribute>
5330     <attribute arch="grace" editor="grace regen." type="int">
5331     Positive &lt;grace regen.&gt; bonus speeds up the
5332     player's grace regeneration. Negative values slow it down.
5333     Since grace can be regenerated rather easy with praying,
5334     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5335     </attribute>
5336     <attribute arch="food" editor="food bonus" type="int">
5337     Positive &lt;food bonus&gt; slows down the player's digestion,
5338     thus he consumes less food. Negative values speed it up.
5339 root 1.3
5340 root 1.1 Note that food is consumed not only for "being alive", but
5341     also for healing and mana-regeneration.
5342     &lt;food bonus&gt; only affects the amount of food consumed
5343     for "being alive". Hence, even with high &lt;food bonus&gt;,
5344     during a fight a player can run out of food quickly.
5345     </attribute>
5346     <attribute arch="xrays" editor="xray vision" type="bool">
5347     Xray vision allows the player to see through obstacles
5348     in a two-square-wide radius. This is extremely helpful and
5349 root 1.3 desirable, so don't give it away for cheap on equipment.
5350 root 1.1 </attribute>
5351     <attribute arch="stealth" editor="stealth" type="bool">
5352     Stealth allows the player to move silently.
5353     This comes to effect if a player turns himself
5354     invisible and tries to sneak around monsters.
5355     (At least that was the idea behind it)
5356     </attribute>
5357     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5358     If a player is wearing any piece of equipment with
5359     the ability to &lt;reflect spells&gt;, all kinds of
5360     spell-bullets and -beams will bounce off him.
5361     This works only about 90% of all times, to
5362     avoid players being completely immune to certain
5363     types of attacks.
5364 root 1.3
5365 root 1.1 This is a very powerful ability and it
5366     shouldn't be handed out cheap!
5367     </attribute>
5368     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5369     If a player is wearing any piece of equipment with
5370     the ability to &lt;reflect missiles&gt;, all kinds of
5371     projectiles (e.g. arrows, bolts, boulders) will
5372     bounce off him. This works only about 90% of all
5373     times, to avoid players being completely immune to
5374     certain types of attacks.
5375     </attribute>
5376     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5377     Click on the &lt;attuned paths&gt; button to select spellpaths.
5378     The player will get attuned to the specified spellpaths
5379     while wearing this weapon.
5380     </attribute>
5381     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5382     Click on the &lt;repelled paths&gt; button to select spellpaths.
5383     The player will get repelled to the specified spellpaths
5384     while wearing this weapon.
5385     </attribute>
5386     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5387     Click on the &lt;denied paths&gt; button to select spellpaths.
5388     The specified spellpaths will be denied to the player
5389     while wearing this weapon.
5390     </attribute>
5391     </section>
5392     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5393     This text describes the weapons's "story". Every decent artifact weapon
5394     should have such a description.
5395     </attribute>
5396     </type>
5397    
5398 root 1.5 <type number="116" name="Event Connector">
5399     <description><![CDATA[
5400     Event connectors link specific events that happen to objects to
5401     a crossfire plug-in. ]]>
5402     </description>
5403     <attribute arch="subtype" editor="event type" type="list_event_type">
5404     The type of event that triggers a notify to the plug-in.
5405     </attribute>
5406 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5407 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5408     for python and "perl" for the Crossfire-Perl plug-in.
5409     </attribute>
5410 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5411 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5412     for perl this is the name of a extension package without the ".ext" extension.
5413     </attribute>
5414 root 1.6 <attribute arch="name" editor="options" type="string">
5415 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5416     options to the extension that alter its behaviour.
5417     </attribute>
5418     </type>
5419    
5420 root 1.1 </types>