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Revision: 1.19
Committed: Tue Aug 15 18:17:10 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.18: +21 -0 lines
Log Message:
added safe ground

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 elmex 1.18 <entry value="41" name="drop_on" />
414 elmex 1.4 </list>
415    
416 root 1.10 <list name="attack_movement_bits_0_3">
417     <entry value="0" name="default" />
418     <entry value="1" name="attack from distance" />
419     <entry value="2" name="run away" />
420     <entry value="3" name="hit and run" />
421     <entry value="4" name="wait, then hit, then move" />
422     <entry value="5" name="rush blindly" />
423     <entry value="6" name="always run" />
424     <entry value="7" name="attack from distance if hit" />
425     <entry value="8" name="do not approach" />
426     </list>
427    
428     <list name="attack_movement_bits_4_7">
429     <entry value="0" name="none" />
430     <entry value="16" name="pet" />
431     <entry value="32" name="small circle" />
432     <entry value="48" name="large circle" />
433     <entry value="64" name="small horizontal" />
434     <entry value="80" name="large horizontal" />
435     <entry value="96" name="random direction" />
436     <entry value="112" name="random movement" />
437     <entry value="128" name="small vertical" />
438     <entry value="144" name="large vertical" />
439     </list>
440    
441 root 1.1 <!--###################### default attributes ######################-->
442    
443     <!--
444     The attributes of the default_type get added to all other types by default.
445     Every type can have an 'ignore' element however, which is used to specify
446     default attributes *not* to inherit.
447     -->
448     <default_type>
449     <attribute arch="name" editor="name" type="string">
450     This is the name of the object, displayed to the player.
451     </attribute>
452     <attribute arch="name_pl" editor="plural name" type="string">
453     This is the plural name of the object. A plural name must be set for
454     all items that can be picked up and collected by the player.
455     </attribute>
456     <attribute arch="title" editor="title" type="string">
457     This is the object's title. Once an object is identified the title is
458 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 root 1.1 </attribute>
460     <attribute arch="face" editor="image" type="string">
461     The image-name defines what image is displayed for this object in-game.
462     </attribute>
463     <attribute arch="nrof" editor="number" type="int">
464     This value determines the number of objects in one stack (for example:
465     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
466     any pickable object - otherwise it won't be mergeable into a stack.
467     </attribute>
468     <attribute arch="weight" editor="weight" type="int">
469 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
470 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
471     for explicitly non-pickable objects (hey, this is opensource.. you
472     never know ;) ).
473     </attribute>
474     <attribute arch="value" editor="value" type="int">
475 root 1.13 Determines the value of the object, in units of silver coins (one
476     platinum coin == 50 silver coins). Value for buying/selling will be
477 root 1.1 further modified by various factors. Hence, testing values in-game is
478     usually inevitable.
479     </attribute>
480     <attribute arch="glow_radius" editor="glow radius" type="int">
481     If &lt;glow radius&gt; is set to a value greater zero, the object
482     appears lit up on dark maps. &lt;glow radius&gt; can be a value
483 root 1.3 between 0 and 4, the higher, the more light does the object emit.
484 root 1.1 </attribute>
485     <attribute arch="material" editor="material" type="bitmask_material">
486     This bitmask-value informs the player of which material(s) the
487     object consists. Material does also affect how likely the object
488     can be destroyed by hazardous spell-effects.
489     </attribute>
490     <attribute arch="no_pick" editor="non-pickable" type="bool">
491     If set, the object cannot be picked up (Neither by players nor monsters).
492     </attribute>
493     <attribute arch="invisible" editor="invisible" type="bool">
494     Generally makes the object invisible. Depending on the object-type,
495     some can be made visible by the show_invisible spell. If in doubt, test it.
496     Putting an invisible object under the floor always prevents it from being
497     shown.
498     </attribute>
499     <attribute arch="blocksview" editor="block view" type="bool">
500     If an item is set to block view, players (and monsters) cannot
501     see byond it unless they cross it or manage to stand ontop.
502     </attribute>
503     <attribute arch="identified" editor="identified" type="bool">
504     If an item is identified, the player has full knowledge about it.
505     </attribute>
506     <attribute arch="unpaid" editor="unpaid" type="bool">
507     An &lt;unpaid&gt; item cannot be used unless a player carried it over
508     a shop mat, paying the demanded price. Setting this flag makes sense
509     only for pickable items inside shops.
510     </attribute>
511     </default_type>
512    
513     <!-- This ignorelist is for all system objects which are non pickable
514     and invisible. They don't interact with players at all. -->
515     <ignore_list name="system_object">
516     <attribute arch="value" />
517     <attribute arch="nrof" />
518     <attribute arch="weight" />
519     <attribute arch="name_pl" />
520     <attribute arch="material" />
521     <attribute arch="no_pick" />
522     <attribute arch="unpaid" />
523     <attribute arch="title" />
524     <attribute arch="glow_radius" />
525     <attribute arch="identified" />
526     <attribute arch="blocksview" />
527     <attribute arch="invisible" />
528     </ignore_list>
529    
530     <!-- This ignorelist is for non-pickable objects. They can be seen by
531     the player, but don't have values like material or weight. -->
532     <ignore_list name="non_pickable">
533     <attribute arch="value" />
534     <attribute arch="nrof" />
535     <attribute arch="weight" />
536     <attribute arch="name_pl" />
537     <attribute arch="material" />
538     <attribute arch="no_pick" />
539     <attribute arch="unpaid" />
540     <attribute arch="title" />
541     <attribute arch="identified" />
542     </ignore_list>
543    
544     <!--####################################################################-->
545     <type number="0" name="Misc">
546     <required>
547     <!-- this is a special case: The "misc" type with type number 0 is
548     the fallback for all types which don't match any other defined types.
549     The required attribute "misc x" prevents that it gets confused with
550     other types like "monster & npc" which also have type number 0. -->
551     <attribute arch="misc" value="x" />
552     </required>
553 root 1.9 &movement_types_terrain;
554 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
555     Curses can have various effects: On equipment and food,
556     they generally harm the player in some way.
557     </attribute>
558     <attribute arch="damned" editor="damned" type="bool">
559     A damned item/floor on the ground makes it impossible for players
560     to use prayers on that spot. It also prevents players from saving.
561     Damnation on equipment works similar to a curse.
562     </attribute>
563     <attribute arch="unique" editor="unique item" type="bool">
564     Unique items exist only one time on a server. If the item
565     is taken, lost or destroyed - it's gone for good.
566     </attribute>
567     <attribute arch="startequip" editor="godgiven item" type="bool">
568     A godgiven item vanishes as soon as the player
569     drops it to the ground.
570     </attribute>
571     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
572     This text may describe the object.
573     </attribute>
574     </type>
575    
576     <!--####################################################################-->
577     <type number="110" name="Ability">
578     <ignore>
579     <ignore_list name="system_object" />
580     </ignore>
581     <description><![CDATA[
582     Abilities are to be put in a monster's inventory. They grant monsters the
583     knowledge to cast spells. Spells from abilities are usually magical in
584     nature, thus adding magic attacktype to the spell-damage they produce.
585     <br><br>
586     A particularly nice feature of abilities is that they can hold two
587     spells: One for short range- and one for long range use.
588     \n\n
589     You should know that spellcasting monsters receive abilities via
590     &lt;treasurelist&gt;. ]]>
591     </description>
592     <use><![CDATA[
593     If you want to create "customized" spellcasting monsters, you
594     should use abilities (rather than spellbooks/wands or something).
595     The long/short-range spell feature can make boss-monsters more
596     interesting and challenging.
597     <br><br>
598     You should keep in mind that magic abilities allow players
599     to get better resistance. You can turn off the magic part to
600     make the spells more dangerous. However, this really shouldn't
601     be neccessary unless you work on very high level maps.
602     And what fun is a magic resistance cloak when it has no effect? ]]>
603     </use>
604     <attribute arch="invisible" value="1" type="fixed" />
605     <attribute arch="no_drop" value="1" type="fixed" />
606     <attribute arch="sp" editor="short range spell" type="spell">
607     The monster will use the specified &lt;short range spell&gt;
608     when the player is within 6-square radius (of the
609     monster's head).
610     </attribute>
611     <attribute arch="hp" editor="long range spell" type="nz_spell">
612     The monster will use the specified &lt;long range spell&gt;
613     when the player is at least 6 squares away (from the
614     monster's head).
615 root 1.3
616 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
617     &lt;short range spell&gt; gets used all the time.
618     </attribute>
619     <attribute arch="maxsp" editor="importance" type="int">
620     Sometimes you'll want a monster to use one ability more than others.
621     To achieve this, set the &lt;importance&gt; to a value greater than
622     one. Abilities with this value zero/unset are counted to be of
623     &lt;importance&gt; one.
624 root 1.3
625 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
626     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
627     times the "small fireball".
628     </attribute>
629     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
630 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
631 root 1.1 If enabled, all spells produced by this ability will have magic
632     attacktype added to the usual attacktypes.
633 root 1.3
634 root 1.1 This should always be set for spell-like abilities. "Natural"
635     abilities like a dragon's firebreath are an exception.
636     Note that non-magical abilities are more dangerous because
637     magic resistance does not protect from those.</attribute>
638     </type>
639    
640     <!--####################################################################-->
641     <type number="18" name="Altar">
642     <ignore>
643     <ignore_list name="non_pickable" />
644     </ignore>
645     <description><![CDATA[
646     When a player puts a defined number of certain items on the altar,
647     then either a spell is casted (on the player) or a connector is
648     triggered. If the latter is the case, the altar works only once.
649 root 1.3 Either way, the sacrificed item disappears. ]]>
650 root 1.1 </description>
651     <attribute arch="no_pick" value="1" type="fixed" />
652 root 1.9 &move_on;
653 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
654     This string specifies the item that must be put on the altar to
655     activate it. It can either be the name of an archetype, or directly
656     the name of an object. Yet, titles are not recognized by altars.
657     Remember to put a note somewhere, telling the player what he is
658     expected to drop on the altar. (Often this is put in the altar's
659     name: E.g. "drop 100 platinums")
660     </attribute>
661     <attribute arch="food" editor="drop amount" type="int">
662     The drop amount specifies the amount of items (specified
663 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
664 root 1.1
665     If &lt;match item name&gt; is set to "money", then the value of the
666     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
667 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
668 root 1.1
669     Note that the maximum possible for &lt;drop amount&gt; is 32767.
670     </attribute>
671     <attribute arch="connected" editor="connection" type="int">
672     If a connection value is set, the altar will trigger all objects
673     with the same value, when activated. This will only work once.
674     </attribute>
675     <attribute arch="sp" editor="spell" type="spell">
676     When activated, the selected &lt;spell&gt; will be casted (once, on the
677     player). This should work for any given spell. The altar will work
678 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
679 root 1.1 one altar.
680     </attribute>
681     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
682     This text will be displayed to the player
683     in the exact moment when the altar is activated.
684     </attribute>
685     </type>
686    
687     <!--####################################################################-->
688     <type number="31" name="Altar Trigger">
689     <ignore>
690     <ignore_list name="non_pickable" />
691     </ignore>
692     <description><![CDATA[
693     Altar_triggers work pretty much like normal altars
694     (drop sacrifice -> connection activated), except for the fact that
695 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
696 root 1.1 </description>
697     <use><![CDATA[
698     Altar_triggers are very useful if you want to charge a price for...
699     <UL>
700     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
701 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
702 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
703     </UL>
704     The big advantage over normal altars is the infinite usability
705     of altar_triggers! If there are ten players on one server, they're
706     quite grateful if things work more than once. =) ]]>
707     </use>
708     <attribute arch="no_pick" value="1" type="fixed" />
709     <attribute arch="slaying" editor="match item name" type="string">
710     This string specifies the item that must be put on the altar to
711     activate it. It can either be the name of an archetype, or directly
712     the name of an object. Yet, titles are not recognized by altars.
713     Remember to put a note somewhere, telling the player what he is
714     expected to drop on the altar. (Often this is put in the altar's
715     name: E.g. "drop 100 platinums")
716     </attribute>
717     <attribute arch="food" editor="drop amount" type="int">
718     The drop amount specifies the amount of items (specified
719 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
720 root 1.1
721     If &lt;match item name&gt; is set to "money", then the value of the
722     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
723 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
724 root 1.1
725     Note that the maximum possible for &lt;drop amount&gt; is 32767.
726     </attribute>
727     <attribute arch="connected" editor="connection" type="int">
728     If a connection value is set, the altar will trigger all objects
729     with the same value, when activated. This will only work once.
730     </attribute>
731     <attribute arch="sp" editor="spell" type="spell">
732     When activated, this &lt;spell&gt; will be casted (once, on the player).
733 root 1.3 This should work for any given spell. The altar will work infinitely
734 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
735     </attribute>
736     <attribute arch="exp" editor="reset time" type="int">
737     Being activated, the altar will reset after &lt;reset time&gt; ticks.
738     After reset, the altar is ready to be activated once again.
739     The default &lt;reset time&gt; is 30.
740     </attribute>
741     <attribute arch="last_sp" editor="ignore reset" type="bool">
742     If this attribute is enabled, the altar_trigger won't push the
743     connected value by altar reset. Only ONCE by dropping the sacrifice.
744     This is typically used when the altar is connected to a creator,
745 root 1.3 e.g. for selling tickets.
746 root 1.1
747     If this attribute is disabled (default), the altar_trigger
748     will push the connected value TWICE per sacrifice: First by
749     dropping sacrifice, second by reset. This mode is typically
750     used for altars being connected to gates, resulting in the
751     gate being opened and closed again.
752     </attribute>
753 root 1.9 &move_on;
754 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
755     This text will be displayed to the player
756     in the exact moment when the altar is activated.
757     </attribute>
758     </type>
759    
760     <!--####################################################################-->
761     <type number="39" name="Amulet">
762     <description><![CDATA[
763     Wearing an amulet, the object's stats will directly be inherited to
764     the player. Amulets are usually meant for protection and defense. ]]>
765     </description>
766     <use><![CDATA[
767     Feel free to create your own special artifacts. However, it is very
768     important that you keep your artifact in balance with existing maps. ]]>
769     </use>
770     <attribute arch="ac" editor="armour class" type="int">
771     This value defines the amount of armour-class bonus for wearing
772     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
773     values are better. It should usually be set only for armour-like equipment.
774     </attribute>
775     <attribute arch="wc" editor="weapon class" type="int">
776     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
777     melee attacks. Weapon class improves the chance of hitting the opponent.
778     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
779     be set only for weapon-like items. Lower values are better.
780     </attribute>
781     <attribute arch="item_power" editor="item power" type="int">
782     The &lt;item power&gt; value measures how "powerful" an artifact is.
783     Players will only be able to wear equipment with a certain total
784     amount of &lt;item power&gt;, depending on their own level. This is the
785     only way to prevent low level players to wear "undeserved" equipment
786     (like gifts from other players or cheated items).
787 root 1.3
788 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
789     for every artifact you create! If zero/unset, the CF server will
790     calculate a provisional value at runtime, but this is never
791     going to be an accurate measurement of &lt;item power&gt;.
792     </attribute>
793     <attribute arch="damned" editor="damnation" type="bool">
794     A damned piece of equipment cannot be unwielded unless the curse
795     is removed. Removing damnations is a tick harder than removing curses.
796     </attribute>
797     <attribute arch="cursed" editor="curse" type="bool">
798     A cursed piece of equipment cannot be unwielded
799     unless the curse is removed.
800     </attribute>
801     <attribute arch="lifesave" editor="save life" type="bool">
802     An item with this flag enabled will save the players life
803     for one time: When the player is wearing this item and his
804 root 1.3 health points reach zero, the item disappears, replenishing
805 root 1.1 half of the player's health.
806 root 1.3
807 root 1.1 An item with &lt;save life&gt; should not have
808     any decent additional bonuses!
809     </attribute>
810     <attribute arch="unique" editor="unique item" type="bool">
811     Unique items exist only one time on a server. If the item
812     is taken, lost or destroyed - it's gone for good.
813     </attribute>
814     <attribute arch="startequip" editor="godgiven item" type="bool">
815     A godgiven item vanishes as soon as the player
816     drops it to the ground.
817     </attribute>
818     <attribute arch="applied" editor="is applied" type="bool">
819     If you put this item into the inventory of a monster, and
820     you want the monster to use/wear the item - you must set
821     &lt;is applied&gt;.
822     Enabling this flag doesn't make any sense if the item
823     is NOT in a monster's inventory.
824     </attribute>
825     <section name="resistance">
826     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
827     This adds physical resistance to the item (= armour value). The number is
828     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
829     and what they require to do for getting this-and-that artifact.
830     </attribute>
831     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
832     This adds magic resistance to the item. The number is a percent-value in
833     the range 0-100. Treat this with CARE. Look at other maps and what they
834     require to do for getting this-and-that artifact.
835     </attribute>
836     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
837     This adds fire resistance to the item. The number is a percent-value in
838     the range 0-100. Treat this with CARE. Look at other maps and what they
839     require to do for getting this-and-that artifact.
840     </attribute>
841     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
842     This adds electricity resistance to the item. The number is a percent-value in
843     the range 0-100. Treat this with CARE. Look at other maps and what they
844     require to do for getting this-and-that artifact.
845     </attribute>
846     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
847     This adds fire resistance to the item. The number is a percent-value in
848     the range 0-100. Treat this with CARE. Look at other maps and what they
849     require to do for getting this-and-that artifact.
850     </attribute>
851     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
852     This adds confusion resistance to the item. The number is a percent-value in
853     the range 0-100. Confusion resistance is not very effective
854     unless the value comes close to 100 (= perfect immunity).
855     </attribute>
856     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
857     This adds acid resistance to the item. The number is a percent-value in
858     the range 0-100. Treat this with CARE. Look at other maps and what they
859     require to do for getting this-and-that artifact.
860     </attribute>
861     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
862     This adds draining resistance to the item. The number is a percent-value
863     in the range 0-100. Draining resistance is little effective
864     unless the value is 100 (= perfect immunity).
865     </attribute>
866     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
867     This adds weaponmagic resistance to the item. The number is a percent-value in
868     the range 0-100. Weaponmagic resistance generally should not exist on
869     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
870     are not meant to be easily resisted.
871     </attribute>
872     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
873     This adds ghosthit resistance to the item. The number is a percent-value
874     in the range 0-100. Treat this with CARE. Look at other maps and what they
875     require to do for getting this-and-that artifact.
876     </attribute>
877     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
878     This adds poison resistance to the item. The number is a percent-value in
879     the range 0-100. Treat this with CARE. Look at other maps and what they
880     require to do for getting this-and-that artifact.
881     </attribute>
882     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
883     This adds fear resistance to the item. The number is a percent-value in
884     the range 0-100. Resistance to fear is pretty useless.
885     </attribute>
886     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
887     This adds paralyze resistance to the item. The number is a percent-value in
888     the range 0-100. Paralyze resistance is little effective
889     unless the value is 100 (= perfect immunity).
890     </attribute>
891     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
892     This adds fear resistance to the item. The number is a percent-value in
893     the range 0-100. Resistance to fear is pretty useless.
894     </attribute>
895     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
896     This adds depletion resistance to the item. The number is a percent-value
897     in the range 0-100. Depletion resistance is little effective
898     unless the value is 100 (= perfect immunity).
899     </attribute>
900     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
901     This adds death-attack resistance to the item. The number is a
902     percent-value in the range 0-100. Death-attack resistance is little
903     effective unless the value is 100 (= perfect immunity).
904     Generally, resistance to death-attack is not supposed to be
905     available to players!
906     </attribute>
907     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
908     This adds chaos resistance to the item. The number is a percent-value in
909     the range 0-100. Treat this with CARE. Look at other maps and what they
910     require to do for getting this-and-that artifact.
911     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
912     combination of other attacktypes.
913     </attribute>
914     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
915     This adds blinding resistance to the item. The number is a percent-value
916     in the range 0-100. Treat this with CARE. Look at other maps and what they
917     require to do for getting this-and-that artifact.
918     </attribute>
919     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
920     This adds holy power resistance to the item. The number is a percent-value
921     in the range 0-100. Holy power is the attacktype that holyword-type spells
922     use to hurt undead creatures. This kind of resistance is only reasonable
923     for undead players (wraith or devourer cult).
924     Generally, resistance to holy word should not be available for players.
925     </attribute>
926     </section>
927     <section name="stats">
928     <attribute arch="Str" editor="strength" type="int">
929     The player's strentgh will rise/fall by the given value
930     while wearing this piece of equipment.
931     </attribute>
932     <attribute arch="Dex" editor="dexterity" type="int">
933     The player's dexterity will rise/fall by the given value
934     while wearing this piece of equipment.
935     </attribute>
936     <attribute arch="Con" editor="constitution" type="int">
937     The player's constitution will rise/fall by the given value
938     while wearing this piece of equipment.
939     </attribute>
940     <attribute arch="Int" editor="intelligence" type="int">
941     The player's intelligence will rise/fall by the given value
942     while wearing this piece of equipment.
943     </attribute>
944     <attribute arch="Pow" editor="power" type="int">
945     The player's power will rise/fall by the given value
946     while wearing this piece of equipment.
947     </attribute>
948     <attribute arch="Wis" editor="wisdom" type="int">
949     The player's wisdom will rise/fall by the given value while
950     wearing this piece of equipment.
951     </attribute>
952     <attribute arch="Cha" editor="charisma" type="int">
953     The player's charisma will rise/fall by the given value
954     while wearing this piece of equipment.
955     </attribute>
956     </section>
957     <section name="misc">
958     <attribute arch="luck" editor="luck bonus" type="int">
959     With positive luck bonus, the player is more likely to
960     succeed in all sorts of things (spellcasting, praying,...).
961     Unless the &lt;luck bonus&gt; is very high, the effect will be
962     barely visible in-game. Luck bonus on one piece of equipment
963     should never exceed 3, and such bonus should not be too
964     frequently available.
965     </attribute>
966     <attribute arch="hp" editor="health regen." type="int">
967     Positive &lt;health regen.&gt; bonus speeds up the
968     player's healing process. Negative values slow it down.
969     </attribute>
970     <attribute arch="sp" editor="mana regen." type="int">
971     Positive &lt;mana regen.&gt; bonus speeds up the
972     player's mana regeneration. Negative values slow it down.
973     </attribute>
974     <attribute arch="grace" editor="grace regen." type="int">
975     Positive &lt;grace regen.&gt; bonus speeds up the
976     player's grace regeneration. Negative values slow it down.
977     Since grace can be regenerated rather easy with praying,
978     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
979     </attribute>
980     <attribute arch="food" editor="food bonus" type="int">
981     Positive &lt;food bonus&gt; slows down the player's digestion,
982     thus he consumes less food. Negative values speed it up.
983 root 1.3
984 root 1.1 Note that food is consumed not only for "being alive", but
985     also for healing and mana-regeneration.
986     &lt;food bonus&gt; only affects the amount of food consumed
987     for "being alive". Hence, even with high &lt;food bonus&gt;,
988     during a fight a player can run out of food quickly.
989     </attribute>
990     <attribute arch="xrays" editor="xray vision" type="bool">
991     Xray vision allows the player to see through obstacles
992     in a two-square-wide radius. This is extremely helpful and
993 root 1.3 desirable, so don't give it away for cheap on equipment.
994 root 1.1 </attribute>
995     <attribute arch="stealth" editor="stealth" type="bool">
996     Stealth allows the player to move silently.
997     This comes to effect if a player turns himself
998     invisible and tries to sneak around monsters.
999     (At least that was the idea behind it)
1000     </attribute>
1001     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1002     If a player is wearing any piece of equipment with
1003     the ability to &lt;reflect spells&gt;, all kinds of
1004     spell-bullets and -beams will bounce off him.
1005     This works only about 90% of all times, to
1006     avoid players being completely immune to certain
1007     types of attacks.
1008 root 1.3
1009 root 1.1 This is a very powerful ability and it
1010     shouldn't be handed out cheap!
1011     </attribute>
1012     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1013     If a player is wearing any piece of equipment with
1014     the ability to &lt;reflect missiles&gt;, all kinds of
1015     projectiles (e.g. arrows, bolts, boulders) will
1016     bounce off him. This works only about 90% of all
1017     times, to avoid players being completely immune to
1018     certain types of attacks.
1019     </attribute>
1020 root 1.9 &move_type;
1021 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1022     Click on the &lt;attuned paths&gt; button to select spellpaths.
1023     The player will get attuned to the specified spellpaths
1024     while wearing this item.
1025     </attribute>
1026     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1027     Click on the &lt;repelled paths&gt; button to select spellpaths.
1028     The player will get repelled to the specified spellpaths
1029     while wearing this item.
1030     </attribute>
1031     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1032     Click on the &lt;denied paths&gt; button to select spellpaths.
1033     The specified spellpaths will be denied to the player
1034     while wearing this item.
1035     </attribute>
1036     </section>
1037     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1038     This text describes the item's "story". Every decent artifact
1039     should have such a description.
1040     </attribute>
1041     </type>
1042    
1043     <!--####################################################################-->
1044     <type number="58" name="Battleground">
1045     <ignore>
1046     <ignore_list name="non_pickable" />
1047     </ignore>
1048     <description><![CDATA[
1049     Battleground is very special: In short, players can die on battleground
1050     without any death penalties. They don't loose or gain experience
1051     while on battleground. Acid, draining and depletion effects don't
1052     work either.
1053     When a player dies on battleground, he gets teleported to an exit
1054     location which is defined in the battleground object. ]]>
1055     </description>
1056     <use><![CDATA[
1057     Battleground is only meant for player vs. player duels. You can
1058     design combat arenas similiar to the one in scorn.<br>
1059     What should NEVER be done is placing battleground tiles in
1060     open dungeons or other free kinds of land.
1061     It must not be possible to gain significant treasure for fighting
1062     on battleground, because it bears no risk.<br><br>
1063     (Battleground will cease to work when the image or name is changed,
1064     or when it is placed beneath another floor tile.
1065     This is not a bug, it is there to prevent any attempts of placing
1066     "hidden" battleground tiles anywhere.) ]]>
1067     </use>
1068     <attribute arch="no_pick" value="1" type="fixed" />
1069     <attribute arch="is_floor" value="1" type="fixed" />
1070     <attribute arch="hp" editor="destination X" type="int">
1071     The exit destinations define the (x, y)-coordinates where players
1072     get teleported after they died on this battleground.
1073     </attribute>
1074     <attribute arch="sp" editor="destination Y" type="int">
1075     The exit destinations define the (x, y)-coordinates where players
1076     get teleported after they died on this battleground.
1077     </attribute>
1078     </type>
1079    
1080     <!--####################################################################-->
1081 elmex 1.19 <type number="165" name="Safe ground (CF+)">
1082     <ignore>
1083     <ignore_list name="non_pickable" />
1084     </ignore>
1085     <description><![CDATA[
1086     Safe ground is a special object that prevents any effects that might
1087     be harmful for the map, other players or items on the map.
1088     It blocks all magic and prayers, usage of alchemy, prevents potions
1089     from being used and blocks bombs from exploding.
1090     (This is a Crossfire+ feature, and might not work elsewhere)
1091     ]]>
1092     </description>
1093     <use><![CDATA[
1094     Safe ground is meant mostly for shops, it prevents any means of burning
1095     or destroying the items on this ground. Put this object below all floor tiles
1096     in your map and your shop will be safe. ]]>
1097     </use>
1098     <attribute arch="no_pick" value="1" type="fixed" />
1099     </type>
1100    
1101     <!--####################################################################-->
1102 root 1.1 <type number="8" name="Book">
1103     <description><![CDATA[
1104     Applying a book, the containing message is displayed to the player. ]]>
1105     </description>
1106     <attribute arch="level" editor="literacy level" type="int">
1107     If this value is set to be greater than zero, the player needs a
1108     certain literacy level to succeed reading the book. The book can be
1109     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1110     book can be a nice idea, personally I like it when a player needs
1111     more than his fighting skills to solve a quest. However, keep the
1112     booklevel at least below 15 because it is quite hard to gain high
1113     mental levels.
1114     </attribute>
1115     <attribute arch="startequip" editor="godgiven item" type="bool">
1116     A godgiven item vanishes as soon as the player
1117     drops it to the ground.
1118     </attribute>
1119     <attribute arch="unique" editor="unique item" type="bool">
1120     Unique items exist only one time on a server. If the item
1121     is taken, lost or destroyed - it's gone for good.
1122     </attribute>
1123     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1124     This is the text that appears "written" in the book.
1125     </attribute>
1126 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1127     This is the key string of the book. The key string is checked by an inventory checker.
1128     (This is used eg. for the gate/port passes in scorn)
1129     </attribute>
1130 root 1.1 </type>
1131    
1132     <!--####################################################################-->
1133     <type number="99" name="Boots">
1134     <import_type name="Amulet" />
1135     <description><![CDATA[
1136     Wearing boots, the object's stats will directly be inherited to
1137     the player. Usually enhancing his speed, or granting some minor
1138     protection bonus. ]]>
1139     </description>
1140     <use><![CDATA[
1141     Feel free to create your own special artifacts. However, it is very
1142     important that you keep your artifact in balance with existing maps. ]]>
1143     </use>
1144     <attribute arch="exp" editor="speed bonus" type="int">
1145     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1146     while worn. This kind of bonus is quite desirable for players of low-
1147     and medium level. High level players usually have fastest possible
1148     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1149     Still, this bonus is good for nice artifacts - not everything has
1150     to be for highest level.
1151     </attribute>
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 boots.
1156 root 1.3
1157 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1158     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1159     </attribute>
1160     </type>
1161    
1162     <!--####################################################################-->
1163 root 1.3 <type number="104" name="Bracers">
1164     <import_type name="Amulet" />
1165     <description><![CDATA[
1166     Bracers are armour-plates worn around the wrists.
1167     Wearing bracer, the object's stats will directly be inherited to
1168     the player. Usually enhancing his defense. ]]>
1169     </description>
1170     <use><![CDATA[
1171     Feel free to create your own special artifacts. However, it is very
1172     important that you keep your artifact in balance with existing maps. ]]>
1173     </use>
1174     <attribute arch="magic" editor="magic bonus" type="int">
1175     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1176     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1177     than direct armour-class bonus on the bracers.
1178     </attribute>
1179     </type>
1180    
1181     <!--####################################################################-->
1182     <type number="16" name="Brestplate Armour">
1183     <import_type name="Amulet" />
1184     <description><![CDATA[
1185     Wearing an armour, the object's stats will directly be inherited to
1186     the player. Usually enhancing his defense. ]]>
1187     </description>
1188     <use><![CDATA[
1189     Feel free to create your own special artifacts. However, it is very
1190     important that you keep your artifact in balance with existing maps. ]]>
1191     </use>
1192     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1193     This poses a penalty to spell regeneration speed, for wearing the armour.
1194     The bigger the spellpoint penalty, the worse.
1195     </attribute>
1196     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1197     Slowdown penalty reduces the player's walking speed when wearing the
1198     armour. Bigger values are worse - zero is best.
1199     </attribute>
1200     <attribute arch="magic" editor="magic bonus" type="int">
1201     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1202     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1203     than direct armour-class bonus on the armour.
1204     </attribute>
1205     </type>
1206    
1207     <!--####################################################################-->
1208 root 1.1 <type number="92" name="Button">
1209     <ignore>
1210     <ignore_list name="non_pickable" />
1211     </ignore>
1212     <description><![CDATA[
1213     When a predefined amount of weigh is placed on a button, the
1214     &lt;connection&gt; value is triggered. In most cases this happens when a
1215     player or monster steps on it. When the button is "released", the
1216     &lt;connection&gt; value get's triggered a second time. ]]>
1217     </description>
1218 root 1.9 &move_on;
1219     &move_off;
1220 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1221 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1222 root 1.1 The button is pressed (triggered), as soon as
1223     &lt;press weigh&gt; gram are placed ontop of it.
1224     </attribute>
1225     <attribute arch="connected" editor="connection" type="int">
1226     Every time the button is pressed or released, all objects
1227     with the same &lt;connection&gt; value are activated.
1228     </attribute>
1229     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1230     This text may describe the item. You can use this
1231     message to explain the button's purpose to the player.
1232     </attribute>
1233     </type>
1234    
1235     <!--####################################################################-->
1236 root 1.3 <type number="30" name="Button Trigger">
1237     <import_type name="Button" />
1238     <ignore>
1239     <ignore_list name="non_pickable" />
1240     </ignore>
1241     <description><![CDATA[
1242     Handle buttons are buttons which reset after a short period
1243     of time. Every time it is either applied or reset, the
1244     &lt;connection&gt; value is triggered. ]]>
1245     </description>
1246     </type>
1247    
1248     <!--####################################################################-->
1249     <type number="37" name="Class Changer">
1250     <ignore>
1251     <ignore_list name="non_pickable" />
1252     </ignore>
1253     <description><![CDATA[
1254     Class changer are used while creating a character. ]]>
1255     </description>
1256     <attribute arch="randomitems" editor="class items" type="treasurelist">
1257     This entry determines which initial items the character receives.
1258     </attribute>
1259     <section name="stats">
1260     <attribute arch="Str" editor="strength" type="int">
1261     The player's strength will rise by the given value if he chooses this
1262     class. (Negative values make strength fall)
1263     </attribute>
1264     <attribute arch="Dex" editor="dexterity" type="int">
1265     The player's dexterity will rise by the given value if he chooses this
1266     class. (Negative values make dexterity fall)
1267     </attribute>
1268     <attribute arch="Con" editor="constitution" type="int">
1269     The player's constitution will rise by the given value if he chooses this
1270     class. (Negative values make constitution fall)
1271     </attribute>
1272     <attribute arch="Int" editor="intelligence" type="int">
1273     The player's intelligence will rise by the given value if he chooses this
1274     class. (Negative values make intelligence fall)
1275     </attribute>
1276     <attribute arch="Pow" editor="power" type="int">
1277     The player's power will rise by the given value if he chooses this
1278     class. (Negative values make power fall)
1279     </attribute>
1280     <attribute arch="Wis" editor="wisdom" type="int">
1281     The player's wisdom will rise by the given value if he chooses this
1282     class. (Negative values make wisdom fall)
1283     </attribute>
1284     <attribute arch="Cha" editor="charisma" type="int">
1285     The player's charisma will rise by the given value if he chooses this
1286     class. (Negative values make charisma fall)
1287     </attribute>
1288     </section>
1289     </type>
1290    
1291     <!--####################################################################-->
1292 root 1.1 <type number="87" name="Cloak">
1293     <import_type name="Amulet" />
1294     <description><![CDATA[
1295     Wearing a cloak, the object's stats will directly be inherited to
1296     the player. Cloaks usually add minor &lt;armour class&gt; and
1297     sometimes a bit of resistance. ]]>
1298     </description>
1299     <use><![CDATA[
1300     Feel free to create your own special artifacts. However, it is very
1301     important that you keep your artifact in balance with existing maps. ]]>
1302     </use>
1303     <attribute arch="magic" editor="magic bonus" type="int">
1304     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1305     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1306     than direct armour-class bonus on the cloak.
1307 root 1.3
1308 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1309     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1310     </attribute>
1311     </type>
1312    
1313     <!--####################################################################-->
1314     <type number="9" name="Clock">
1315     <description><![CDATA[
1316     Applying a clock, the time is displayed to the player. ]]>
1317     </description>
1318     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1319     This text may describe the item
1320     </attribute>
1321     </type>
1322    
1323     <!--####################################################################-->
1324     <type number="122" name="Container">
1325     <description><![CDATA[
1326     A player can put (certain kinds of) items in the container.
1327     The overall weight of items is reduced when put inside a
1328     container, depending on the settings.
1329     <br><br>
1330     A special feature of containers is the "cauldron",
1331     capable of mixing alchemical receipes. ]]>
1332     </description>
1333     <use><![CDATA[
1334     Note on chests - There are two types of chests:
1335     <UL>
1336     <LI> First the random treasure chests - Those are NOT containers
1337     (but object type Treasure), they create random treasures when
1338     applied. Archetype name is "chest".
1339     <LI> Second there are the permanent chests - Those are containers,
1340     they can be opened and closed again. Archetype name is "chest_2".
1341     </UL> ]]>
1342     </use>
1343     <attribute arch="race" editor="container class" type="string">
1344     If set, the container will hold only certain types of objects.
1345     Possible choices for &lt;container class&gt; are: "gold and jewels",
1346 root 1.3 "arrows" and "keys".
1347    
1348 root 1.1 Unfortunately it is not easy to create new container
1349     classes, because items need a matching counterpiece-attribute
1350     to the &lt;container class&gt; before they can be put inside a
1351     container. This attribute ("race") is set only for the existing
1352     container classes.
1353     </attribute>
1354     <attribute arch="slaying" editor="key string" type="string">
1355     If &lt;key string&gt; is set, only players with a special key
1356     of matching &lt;key string&gt; are able to open the container.
1357     </attribute>
1358     <attribute arch="container" editor="maximum weight" type="int">
1359     The container can hold a maximum total weight of the given value
1360     in gram. Note that this weight limit is calculated *after* the
1361     weight reduction (&lt;reduce weight&gt;) has been applied.
1362     </attribute>
1363     <attribute arch="Str" editor="reduce weight %" type="int">
1364     This value determines how much the weight of items is reduced in
1365     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1366     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1367     Most default values are in the range of ten.
1368     </attribute>
1369     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1370     If set, the container can be used as alchemy-cauldron.
1371     The player can put ingredients inside, close it, cast alchemy
1372     and if his formulae is true, he'll get what he longed for.
1373     </attribute>
1374     <attribute arch="unique" editor="unique item" type="bool">
1375     Unique items exist only one time on a server. If the item
1376     is taken, lost or destroyed - it's gone for good.
1377     All contents of a unique container are unique as well.
1378     </attribute>
1379     <attribute arch="startequip" editor="godgiven item" type="bool">
1380     A godgiven item vanishes as soon as the player
1381     drops it to the ground.
1382     </attribute>
1383     <attribute arch="other_arch" editor="animation arch" type="string">
1384     This is used for a certain kind of... "animation" when
1385     opening the container. Stick to the default arches here
1386     and you won't get into trouble.
1387     </attribute>
1388     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1389     This text may contain a description of the container.
1390     </attribute>
1391     </type>
1392    
1393     <!--####################################################################-->
1394     <type number="103" name="Converter">
1395     <ignore>
1396     <attribute arch="value" />
1397     <attribute arch="nrof" />
1398     <attribute arch="name_pl" />
1399     <attribute arch="no_pick" />
1400     <attribute arch="unpaid" />
1401     <attribute arch="title" />
1402     </ignore>
1403     <description><![CDATA[
1404     Converters are like "exchange tables". When the player drops a
1405     specific type of items, they get converted into other items, at a
1406     predefined exchange-ratio. ]]>
1407     </description>
1408     <use><![CDATA[
1409     Converters are better than shopping with doormats, because the
1410     converters never get sold out. For some items like food or jewels
1411     those "exchange tables" are really nice, while for the more important
1412     stuff like potions converters should not exist.
1413     <br><br>
1414     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1415     items on a converter, the stuff you get must be of equal or lesser
1416     value than before! (Except if you are using "rare" items like
1417     dragonscales for payment). The code will not check if your ratio is
1418     sane, so the player could gain infinite wealth by using your converter. ]]>
1419     </use>
1420     <attribute arch="no_pick" value="1" type="fixed" />
1421     <attribute arch="slaying" editor="cost arch" type="string">
1422     &lt;cost arch&gt; is the name of the archetype the player has to
1423     put on the converter, as payment.
1424     </attribute>
1425     <attribute arch="food" editor="cost number" type="int">
1426     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1427     on the converter, in order to get &lt;receive number&gt; items
1428     of &lt;receive arch&gt;.
1429     </attribute>
1430     <attribute arch="other_arch" editor="receive arch" type="string">
1431     &lt;receive arch&gt; is the name of the archetype to convert into.
1432 root 1.2 This field is ignored if the converter has items in inventory. In this
1433     case one of the inventory items is duplicated. The duplicated item is
1434     randomly chosen from all items present.
1435 root 1.1 </attribute>
1436     <attribute arch="sp" editor="receive number" type="int">
1437     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1438     on the converter, in order to get &lt;receive number&gt; items
1439     of &lt;receive arch&gt;.
1440     </attribute>
1441     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1442     This text may contain a description of the converter.
1443     </attribute>
1444     </type>
1445    
1446     <!--####################################################################-->
1447     <type number="42" name="Creator">
1448     <ignore>
1449     <ignore_list name="system_object" />
1450     </ignore>
1451     <description><![CDATA[
1452     A creator is an object which creates another object when it
1453     is triggered. The child object can be anything. Creators are
1454     VERY useful for all kinds of map-mechanisms. ]]>
1455     </description>
1456     <use><![CDATA[
1457     Don't hesitate to hide your creators under the floor.
1458     The created items will still always appear ontop of the floor. ]]>
1459     </use>
1460     <attribute arch="no_pick" value="1" type="fixed" />
1461     <attribute arch="other_arch" editor="create arch" type="string">
1462     This string defines the object that will be created.
1463     You can choose any of the existing arches.
1464 root 1.2 This field is ignored if the creator has items in inventory. In this case
1465     one of the inventory items is duplicated. The duplicated item is randomly
1466     chosen from all items present.
1467 root 1.1 </attribute>
1468     <attribute arch="connected" editor="connection" type="int">
1469     Whenever the connection value is activated,
1470 root 1.3 the creator gets triggered.
1471 root 1.1 </attribute>
1472 elmex 1.16 &activate_on;
1473 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1474     If &lt;infinit uses&gt; is set, the creator will work
1475 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1476 root 1.1 </attribute>
1477     <attribute arch="hp" editor="number of uses" type="int">
1478     The creator can be triggered &lt;number of uses&gt; times, thus
1479     creating that many objects, before it dissappears.
1480     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1481     </attribute>
1482     <attribute arch="slaying" editor="name of creation" type="string">
1483 root 1.2 The created object will bear the name and title specified in &lt;name of
1484     creation&gt;. If nothing is set, the standard name and title of the
1485     archetype is used.
1486 root 1.1 </attribute>
1487     <attribute arch="level" editor="level of creation" type="int">
1488     The created object will be of that level. If zero/unset,
1489     the standard level of the archetype is used.
1490     </attribute>
1491     </type>
1492    
1493     <!--####################################################################-->
1494     <type number="51" name="Detector">
1495     <ignore>
1496     <ignore_list name="system_object" />
1497     </ignore>
1498     <description><![CDATA[
1499     Detectors work quite much like inv. checkers/pedestals: If the detector
1500     finds a specific object, it toggles its connected value.
1501     <br><br>
1502     What is "unique" about them, compared to inv. checkers/ pedestals?
1503     - First, detectors check their square for a match periodically, not
1504     instantly. Second, detectors check directly for object names. Third,
1505     detectors do not check the inventory of players/monsters. ]]>
1506     </description>
1507     <use><![CDATA[
1508     There is one major speciality about detectors: You can detect spells
1509     blown over a detector! To detect a lighting bolt for example, set
1510     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1511     walls, this can be very useful for map-mechanisms. ]]>
1512     </use>
1513     <attribute arch="no_pick" value="1" type="fixed" />
1514     <attribute arch="slaying" editor="match name" type="string">
1515     &lt;match name&gt; specifies the name of the object we are looking for.
1516     Actually it does also check for the &lt;key string&gt; in key-objects,
1517     but for this case inventory checkers are often more powerful to use.
1518     </attribute>
1519     <attribute arch="connected" editor="connection" type="int">
1520     When the detector is triggered, all objects with the same
1521     connection value get activated.
1522     </attribute>
1523     <attribute arch="speed" editor="detection speed" type="float">
1524     This value defines the time between two detector-checks.
1525     If you want the detector to behave almost like pedestals/buttons,
1526     set speed rather high, like &lt;detection speed&gt; 1.0.
1527     </attribute>
1528 root 1.12 &speed_left;
1529     <attribute arch="speed_left" editor="speed left" type="float">
1530     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1531     If it is larger than 0, the detector checks, and the speed is decremented
1532     by 1.
1533     </attribute>
1534 root 1.1 </type>
1535    
1536     <!--####################################################################-->
1537     <type number="112" name="Director">
1538     <ignore>
1539     <ignore_list name="non_pickable" />
1540     </ignore>
1541     <description><![CDATA[
1542     Directors change the direction of spell objects and other projectiles
1543     that fly past. Unlike spinners, directors always move objects in the
1544     same direction. It does not make a difference from what angle you
1545     shoot into it.<br>
1546     Directors are visible per default. ]]>
1547     </description>
1548     <use><![CDATA[
1549     Directors are rarely used in maps. Sometimes they are placed to
1550     change the direction of spells coming out of magic walls,
1551     "channeling" spell-projectiles in some direction. When doing this,
1552     <B>never place directors facing each other with magic walls fireing
1553     into them!</B> The spell-projectiles bouncing between the directors
1554     would accumulate to huge numbers and at some point slow down the
1555     server by eating memory- and CPU-time.
1556     <br><br>
1557     You'd better not place directors in monster vs. player combat
1558     areas too much, because that freaks out wizard-type players. ]]>
1559     </use>
1560     <attribute arch="sp" editor="direction" type="list_direction">
1561     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1562     A director with direction &lt;none&gt; simply stops projectiles.
1563     (The latter works out a bit strange for some spells).
1564     </attribute>
1565 root 1.9 &move_on;
1566 root 1.1 </type>
1567    
1568     <!--####################################################################-->
1569     <type number="158" name="Disease">
1570     <ignore>
1571     <ignore_list name="system_object" />
1572     </ignore>
1573     <description><![CDATA[
1574     Diseases are an intersting form of spellcraft in Crossfire.
1575     Once casted, they can spread out and infect creatures in a large
1576     area. Being infected can have various effects, from amusing farts
1577     to horrible damage - almost everything is possible. ]]>
1578     </description>
1579     <use><![CDATA[
1580     Diseases are extremely flexible and usable in a many ways.
1581     So far they are mostly used for causing bad, unwanted effects.
1582     You could just as well create a disease which helps the player
1583     (recharging mana for example).
1584     Infection with a "positive disease" could even be a quest reward. ]]>
1585     </use>
1586     <attribute arch="invisible" value="1" type="fixed" />
1587     <attribute arch="level" editor="plaque level" type="int">
1588     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1589     This mainly reflects in the &lt;damage&gt;. It has no effect on
1590     most other symptoms. Neverthless, it is a very important value for
1591     all damage-inflicting diseases.
1592     </attribute>
1593     <attribute arch="race" editor="infect race" type="string">
1594     The disease will only infect creatures of the specified &lt;race&gt;.
1595     "&lt;race&gt; *" means every creature can be infected.
1596     </attribute>
1597     <attribute arch="ac" editor="progressiveness" type="int">
1598     Every time the disease "moves" the severity of the symptoms are increased
1599     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1600     </attribute>
1601     <section name="spreading">
1602     <attribute arch="wc" editor="infectiosness" type="int">
1603     The &lt;infectiosness&gt; defines the chance of new creatures getting
1604     infected. If you set this too high, the disease is very likely to
1605     be too effective.
1606 root 1.3
1607 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1608     </attribute>
1609     <attribute arch="last_grace" editor="attenuation" type="int">
1610     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1611     everytime it infects someone new. This limits how many generations
1612     a disease can propagate.
1613     </attribute>
1614     <attribute arch="magic" editor="infection range" type="int">
1615     &lt;infection range&gt; sets the range at which infection may occur.
1616     If positive, the &lt;infection range&gt; is level dependant - If negative,
1617     it is not:
1618     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1619 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1620 root 1.1 </attribute>
1621     <attribute arch="maxhp" editor="persistence" type="int">
1622     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1623     The disease can "move" &lt;persistence&gt; times outside a host before it
1624     vanishes. A negative value means the disease lasts for permanent
1625     (which is only recommended to use in maps without monsters).
1626     </attribute>
1627     <attribute arch="maxgrace" editor="curing duration" type="int">
1628     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1629     (Assuming the host survives and doesn't use a curing spell).
1630     After this period the disease is naturally cured, which provides the
1631     host with immunity from this particular disease of lower or equal level.
1632 root 1.3
1633 root 1.1 A negative value means the disease can never be cured naturally.
1634 root 1.3
1635 root 1.1 Note that this value can be further modulated by spell-parameters,
1636     if the disease is registered as spell in the code. Due to that,
1637     most default diseases take a lot longer to cure than it seems.
1638     </attribute>
1639     <attribute arch="speed" editor="moving speed" type="float">
1640     The &lt;speed&gt; of the disease determines how fast the disease will
1641     "move", thus how fast the symptoms strike the host.
1642     </attribute>
1643 root 1.12 &speed_left;
1644 root 1.1 </section>
1645     <section name="symptoms">
1646     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1647     The disease will attack the host with the given &lt;attacktype&gt;.
1648     Godpower attacktype is commonly used for "unresistable" diseases.
1649     </attribute>
1650     <attribute arch="dam" editor="damage" type="int">
1651     A disease with a positive &lt;damage&gt; value will strike the player for that
1652     amount of damage every time the symptoms occur.
1653     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1654     the player's health is reduced by 10% every time the symptoms strike.
1655 root 1.3
1656 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1657     for players of all levels.
1658     </attribute>
1659     <attribute arch="other_arch" editor="create arch" type="string">
1660     If set, the specified arch is created and dropped every time the
1661     symptoms strike.
1662 root 1.3
1663 root 1.1 This can be various things: farts, body pieces, eggs ...
1664     Even monsters can be created that way. You could also make a
1665     disease where some exotic stuff like money/gems is created.
1666     </attribute>
1667     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1668     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1669     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1670     </attribute>
1671     <attribute arch="exp" editor="exp. for curing" type="int">
1672     When the player manages to cure this disease (with a curing spell),
1673     he is awarded with &lt;exp. for curing&gt; experience.
1674     </attribute>
1675     <attribute arch="maxsp" editor="mana depletion" type="int">
1676     Every time the disease "moves", the player's mana is
1677     reduced by the value of &lt;mana depletion&gt;.
1678     For negative values, a %-based amount is taken.
1679     </attribute>
1680     <attribute arch="last_eat" editor="food depletion" type="int">
1681     Every time the disease "moves", the player's food is
1682     reduced by the value of &lt;food depletion&gt;.
1683     For negative values, a %-based amount is taken.
1684     </attribute>
1685     <attribute arch="hp" editor="health regen." type="int">
1686     This value increases the player's healing rate.
1687     Negative values decrease it.
1688     </attribute>
1689     <attribute arch="sp" editor="mana regen." type="int">
1690     This value increases the player's rate of mana regeneration.
1691     Negative values decrease it.
1692     </attribute>
1693     </section>
1694     <section name="disability">
1695     <attribute arch="Str" editor="strength" type="int">
1696     The player's strength will rise by the given value
1697     while being infected. (Negative values make strength fall)
1698     </attribute>
1699     <attribute arch="Dex" editor="dexterity" type="int">
1700     The player's dexterity will rise by the given value
1701     while being infected. (Negative values make dexterity fall)
1702     </attribute>
1703     <attribute arch="Con" editor="constitution" type="int">
1704     The player's constitution will rise by the given value
1705     while being infected. (Negative values make constitution fall)
1706     </attribute>
1707     <attribute arch="Int" editor="intelligence" type="int">
1708     The player's intelligence will rise by the given value
1709     while being infected. (Negative values make intelligence fall)
1710     </attribute>
1711     <attribute arch="Pow" editor="power" type="int">
1712     The player's power will rise by the given value
1713     while being infected. (Negative values make power fall)
1714     </attribute>
1715     <attribute arch="Wis" editor="wisdom" type="int">
1716     The player's wisdom will rise by the given value
1717     while being infected. (Negative values make wisdom fall)
1718     </attribute>
1719     <attribute arch="Cha" editor="charisma" type="int">
1720     The player's charisma will rise by the given value
1721     while being infected. (Negative values make charisma fall)
1722     </attribute>
1723     </section>
1724     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1725     This text is displayed to the player every time the
1726     symptoms strike.
1727     </attribute>
1728     </type>
1729    
1730     <!--####################################################################-->
1731 root 1.3 <type number="23" name="Door">
1732     <ignore>
1733     <ignore_list name="non_pickable" />
1734     </ignore>
1735     <description><![CDATA[
1736     A door can be opened with a normal key. It also can be broken by attacking
1737     it, and it can be defeated with the lockpicking skill. If a door is
1738     defeated, horizontally and vertically adjacent doors are automatically
1739     removed. ]]>
1740     </description>
1741     <attribute arch="no_pick" value="1" type="fixed" />
1742     <attribute arch="alive" value="1" type="fixed" />
1743 root 1.9 &movement_types_terrain;
1744 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1745     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1746     </attribute>
1747     <attribute arch="ac" editor="armour class" type="int">
1748     Doors of high &lt;armour class&gt; are less likely to get hit.
1749     &lt;armour class&gt; can be considered the "counterpiece" to
1750     &lt;weapon class&gt;.
1751     </attribute>
1752     <attribute arch="other_arch" editor="drop arch" type="string">
1753     This string defines the object that will be created when the door was
1754     defeated.
1755     </attribute>
1756     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1757     This entry determines what kind of traps will appear in the door.
1758     </attribute>
1759     </type>
1760    
1761     <!--####################################################################-->
1762 root 1.1 <type number="83" name="Duplicator">
1763     <ignore>
1764     <ignore_list name="system_object" />
1765     </ignore>
1766     <description><![CDATA[
1767     When activated, a duplicator can duplicate, multiply or destroy a pile of
1768     objects which lies somewhere on top of the duplicator.
1769     The duplicator has one arch name specified as &lt;target arch&gt;,
1770     and only objects of this archetype can be affected.<br>
1771     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1772     If the latter is set to zero, it will destroy objects. ]]>
1773     </description>
1774     <use><![CDATA[
1775     I hope it is clear that one must be very cautious when inserting a duplicator
1776     anywhere with &lt;multiply factor&gt; greater than one.
1777     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1778     It is <b>not acceptable</b> to allow duplication of anything other than
1779     coins, gold and jewels. Besides, it is very important that the chance to
1780     loose the input matches the chance to earn winnings.<br>
1781     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1782     loosing rate of 2/3 = 67%. ]]>
1783     </use>
1784     <attribute arch="other_arch" editor="target arch" type="string">
1785 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1786     duplicated, multiplied or removed. All other objects will be ignored.
1787 root 1.1 </attribute>
1788     <attribute arch="level" editor="multiply factor" type="int">
1789     The number of items in the target pile will be multiplied by the
1790     &lt;multiply factor&gt;. If it is set to zero, all target objects
1791     will be destroyed.
1792     </attribute>
1793     <attribute arch="connected" editor="connection" type="int">
1794     An activator (lever, altar, button, etc) with matching connection value
1795     is able to trigger this duplicator. Be very careful that players cannot
1796     abuse it to create endless amounts of money or other valuable stuff!
1797     </attribute>
1798 elmex 1.16 &activate_on;
1799 root 1.1 </type>
1800    
1801     <!--####################################################################-->
1802     <type number="66" name="Exit">
1803     <ignore>
1804     <ignore_list name="non_pickable" />
1805     </ignore>
1806     <description><![CDATA[
1807     When the player applies an exit, he is transferred to a different location.
1808     (Monsters cannot use exits.) Depending on how it is set, the player applies
1809     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1810     the exit. ]]>
1811     </description>
1812     <use><![CDATA[
1813 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1814 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1815     detected with the show_invisible spell.
1816     <br><br>
1817     You can be quite creative with the outlook of secret exits (their "face").
1818     Don't forget to give the player relyable hints about them though. ]]>
1819     </use>
1820     <attribute arch="slaying" editor="exit path" type="string">
1821     The exit path defines the map that the player is transferred to.
1822     You can enter an absolute path, beginning with '/' (for example
1823     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1824     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1825     relative path "Fire1"). Use relative paths whenever possible! Note that
1826     upper/lower case must always be set correctly. However, please use lower
1827 root 1.3 case only.
1828 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1829     is on. If slaying is not set in an exit, the player will see a message like
1830     "the exit is closed".
1831     </attribute>
1832     <attribute arch="hp" editor="destination X" type="int">
1833     The exit destinations define the (x, y)-coordinates where the exit
1834     leads to.
1835     If both are set to zero, the player will be transferred to the "default
1836     enter location" of the destined map. The latter can be set in the map-
1837     properties as "Enter X/Y". Though, please DO NOT use that.
1838     It turned out to be a source for numerous map-bugs.
1839     </attribute>
1840     <attribute arch="sp" editor="destination Y" type="int">
1841     The exit destinations define the (x, y)-coordinates where the exit
1842     leads to.
1843     If both are set to zero, the player will be transferred to the "default
1844     enter location" of the destined map. The latter can be set in the map-
1845     properties as "Enter X/Y". Though, please DO NOT use that.
1846     It turned out to be a source for numerous map-bugs.
1847     </attribute>
1848 root 1.9 &move_on;
1849 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1850     If set, this message will be displayed to the player when he applies the exit.
1851     This is quite useful to throw in some "role-play feeling": "As you enter the
1852     dark cave you hear the sound of rustling dragonscales...". Well, my english
1853     is poor, but you get the point. =)
1854     </attribute>
1855     <attribute arch="unique" editor="unique destination" type="bool">
1856     This flag defines the destined map as "personal unique map". If set,
1857     there will be a seperate version of that map for every player out there.
1858     This feature is used for the permanent apartments
1859     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1860     than apartments, since Crossfire is a *multi*player game. In such a permanent
1861     apartment don't forget to set the unique-flag for all floor tiles too
1862     (see floors).
1863     An exit pointing outside of a personal unique map must have the
1864     "unique destination"-flag unset.
1865     </attribute>
1866     </type>
1867    
1868     <!--####################################################################-->
1869     <type number="72" name="Flesh">
1870     <description><![CDATA[
1871     Just like with food, the player can fill his stomache and gain a
1872     little health by eating flesh-objects. <br>
1873     For dragon players, flesh plays a very special role though: If the
1874     flesh has resistances set, a dragon player has a chance to gain resistance in
1875 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1876 root 1.1 Don't forget that flesh items with resistances have to be balanced
1877     according to map/monster difficulty. ]]>
1878     </description>
1879     <use><![CDATA[
1880     For dragon players, flesh items can be highly valuable. Note that many
1881     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1882     These flesh items "inherit" resistances and level from the monster they belong to.
1883     When you add special flesh items to the inventory of a monster, this is
1884     not the case - so you have to set it manually.
1885     <br><br>
1886     Generally adding special flesh-treaties for dragon players is a great thing
1887     to do. Always consider that dragon players might really not be interested
1888     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1889     out on the reward completely. ]]>
1890     </use>
1891     <attribute arch="food" editor="foodpoints" type="int">
1892     The player's stomache will get filled with this amount of foodpoints.
1893     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1894     </attribute>
1895     <attribute arch="level" editor="flesh level" type="int">
1896     The &lt;flesh level&gt; is not visible to the players and it affects only
1897     dragon players. Normally this value reflects the level of the monster
1898     from which the flesh item originates.
1899     Dragon players always search for flesh of highest level possible,
1900     because it bears the best chance to gain high resistances.
1901     </attribute>
1902     <attribute arch="startequip" editor="godgiven item" type="bool">
1903     A godgiven item vanishes as soon as the player
1904     drops it to the ground.
1905     </attribute>
1906     <section name="resistance">
1907     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1908     Resistances on flesh items make them more durable against spellcraft
1909     of the appropriate kind. It also allows dragon players to eventually gain
1910     resistance by eating it. Usually resistance should only be set for flesh
1911     items in a monster's inventory.
1912     </attribute>
1913     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1914     Resistances on flesh items make them more durable against spellcraft
1915     of the appropriate kind. It also allows dragon players to eventually gain
1916     resistance by eating it. Usually resistance should only be set for flesh
1917     items in a monster's inventory.
1918     </attribute>
1919     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1920     Resistances on flesh items make them more durable against spellcraft
1921     of the appropriate kind. It also allows dragon players to eventually gain
1922     resistance by eating it. Usually resistance should only be set for flesh
1923     items in a monster's inventory.
1924     </attribute>
1925     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1926     Resistances on flesh items make them more durable against spellcraft
1927     of the appropriate kind. It also allows dragon players to eventually gain
1928     resistance by eating it. Usually resistance should only be set for flesh
1929     items in a monster's inventory.
1930     </attribute>
1931     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1932     Resistances on flesh items make them more durable against spellcraft
1933     of the appropriate kind. It also allows dragon players to eventually gain
1934     resistance by eating it. Usually resistance should only be set for flesh
1935     items in a monster's inventory.
1936     </attribute>
1937     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1938     Resistances on flesh items make them more durable against spellcraft
1939     of the appropriate kind. It also allows dragon players to eventually gain
1940     resistance by eating it. Usually resistance should only be set for flesh
1941     items in a monster's inventory.
1942     </attribute>
1943     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1944     Resistances on flesh items make them more durable against spellcraft
1945     of the appropriate kind. It also allows dragon players to eventually gain
1946     resistance by eating it. Usually resistance should only be set for flesh
1947     items in a monster's inventory.
1948     </attribute>
1949     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1950     Resistances on flesh items make them more durable against spellcraft
1951     of the appropriate kind. It also allows dragon players to eventually gain
1952     resistance by eating it. Usually resistance should only be set for flesh
1953     items in a monster's inventory.
1954     </attribute>
1955     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1956     Resistances on flesh items make them more durable against spellcraft
1957     of the appropriate kind. It also allows dragon players to eventually gain
1958     resistance by eating it. Usually resistance should only be set for flesh
1959     items in a monster's inventory.
1960     </attribute>
1961     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1962     Resistances on flesh items make them more durable against spellcraft
1963     of the appropriate kind. It also allows dragon players to eventually gain
1964     resistance by eating it. Usually resistance should only be set for flesh
1965     items in a monster's inventory.
1966     </attribute>
1967     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1968     Resistances on flesh items make them more durable against spellcraft
1969     of the appropriate kind. It also allows dragon players to eventually gain
1970     resistance by eating it. Usually resistance should only be set for flesh
1971     items in a monster's inventory.
1972     </attribute>
1973     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1974     Resistances on flesh items make them more durable against spellcraft
1975     of the appropriate kind. It also allows dragon players to eventually gain
1976     resistance by eating it. Usually resistance should only be set for flesh
1977     items in a monster's inventory.
1978     </attribute>
1979     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1980     Resistances on flesh items make them more durable against spellcraft
1981     of the appropriate kind. It also allows dragon players to eventually gain
1982     resistance by eating it. Usually resistance should only be set for flesh
1983     items in a monster's inventory.
1984     </attribute>
1985     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1986     Resistances on flesh items make them more durable against spellcraft
1987     of the appropriate kind. It also allows dragon players to eventually gain
1988     resistance by eating it. Usually resistance should only be set for flesh
1989     items in a monster's inventory.
1990     </attribute>
1991     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1992     Resistances on flesh items make them more durable against spellcraft
1993     of the appropriate kind. It also allows dragon players to eventually gain
1994     resistance by eating it. Usually resistance should only be set for flesh
1995     items in a monster's inventory.
1996     </attribute>
1997     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1998     RResistances on flesh items make them more durable against spellcraft
1999     of the appropriate kind. It also allows dragon players to eventually gain
2000     resistance by eating it. Usually resistance should only be set for flesh
2001     items in a monster's inventory.
2002     </attribute>
2003     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2004     Resistances on flesh items make them more durable against spellcraft
2005     of the appropriate kind. It also allows dragon players to eventually gain
2006     resistance by eating it. Usually resistance should only be set for flesh
2007     items in a monster's inventory.
2008     </attribute>
2009     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2010     Resistances on flesh items make them more durable against spellcraft
2011     of the appropriate kind. It also allows dragon players to eventually gain
2012     resistance by eating it. Usually resistance should only be set for flesh
2013     items in a monster's inventory.
2014     </attribute>
2015     </section>
2016     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2017     This text may describe the item.
2018     </attribute>
2019     </type>
2020    
2021     <!--####################################################################-->
2022     <type number="0" name="Floor">
2023     <required>
2024     <attribute arch="is_floor" value="1" />
2025     <attribute arch="alive" value="0" />
2026     </required>
2027     <ignore>
2028     <ignore_list name="non_pickable" />
2029     </ignore>
2030     <description><![CDATA[
2031     Floor is a very basic thing whithout too much
2032     functionality. It's a floor - you stand on it. ]]>
2033     </description>
2034     <attribute arch="is_floor" value="1" type="fixed" />
2035     <attribute arch="no_pick" value="1" type="fixed" />
2036     <section name="terrain">
2037 root 1.9 &movement_types_terrain;
2038 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2039     This flag indicates this spot contains wood or high grass.
2040     Players with activated woodsman skill can move faster here.
2041     </attribute>
2042     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2043     This flag indicates this spot contains hills or large rocks.
2044     Players with activated mountaineer skill can move faster here.
2045     </attribute>
2046     </section>
2047     <attribute arch="no_magic" editor="no spells" type="bool">
2048     If enabled, it is impossible for players to use (wizard-)
2049     spells on that spot.
2050     </attribute>
2051     <attribute arch="damned" editor="no prayers" type="bool">
2052     If enabled, it is impossible for players to use prayers
2053     on that spot. It also prevents players from saving.
2054     </attribute>
2055     <attribute arch="unique" editor="unique map" type="bool">
2056     Unique floor means that any items dropped on that spot
2057     will be saved byond map reset. For permanent apartments,
2058     all floor tiles must be set &lt;unique map&gt;.
2059     </attribute>
2060     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2061     This text may describe the object.
2062     </attribute>
2063     </type>
2064    
2065     <!--####################################################################-->
2066     <type number="67" name="Floor (Encounter)">
2067     <ignore>
2068     <ignore_list name="non_pickable" />
2069     </ignore>
2070     <description><![CDATA[
2071     Encounter-Floor is pretty much the same as normal floor.
2072     Most outdoor floor/ground-arches are set to be "encounters".
2073     That is kind of a relict from former code: When walking over
2074     encounter-floor, players sometimes got beamed to little maps
2075     with monsters on them. Nowadays this feature is disabled -
2076     Hence encounter floor is not different from normal floor. ]]>
2077     </description>
2078     <attribute arch="is_floor" value="1" type="fixed" />
2079     <attribute arch="no_pick" value="1" type="fixed" />
2080     <section name="terrain">
2081 root 1.9 &movement_types_terrain;
2082 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2083     This flag indicates this spot contains wood or high grass.
2084     Players with activated woodsman skill can move faster here.
2085     </attribute>
2086     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2087     This flag indicates this spot contains hills or large rocks.
2088     Players with activated mountaineer skill can move faster here.
2089     </attribute>
2090     </section>
2091     <attribute arch="no_magic" editor="no spells" type="bool">
2092     If enabled, it is impossible for players to use (wizard-)
2093     spells on that spot.
2094     </attribute>
2095     <attribute arch="damned" editor="no prayers" type="bool">
2096     If enabled, it is impossible for players to use prayers
2097     on that spot. It also prevents players from saving.
2098     </attribute>
2099     <attribute arch="unique" editor="unique map" type="bool">
2100     Unique floor means that any items dropped on that spot
2101     will be saved byond map reset. For permanent apartments,
2102     all floor tiles must be set &lt;unique map&gt;.
2103     </attribute>
2104     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2105     This text may describe the object.
2106     </attribute>
2107     </type>
2108    
2109     <!--####################################################################-->
2110     <type number="6" name="Food">
2111     <description><![CDATA[
2112     By eating/drinking food-objects, the player can fill his
2113     stomache and gain a little health. ]]>
2114     </description>
2115     <attribute arch="food" editor="foodpoints" type="int">
2116     The player's stomache will get filled with this amount of foodpoints.
2117     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2118     </attribute>
2119     <attribute arch="startequip" editor="godgiven item" type="bool">
2120     A godgiven item vanishes as soon as the player
2121     drops it to the ground.
2122     </attribute>
2123     </type>
2124    
2125     <!--####################################################################-->
2126     <type number="91" name="Gate">
2127     <ignore>
2128     <ignore_list name="non_pickable" />
2129     </ignore>
2130     <description><![CDATA[
2131     Gates play an important role in Crossfire. Gates can be opened
2132     by activating a button/trigger, by speaking passwords (-> magic_ear)
2133     or carrying special key-objects (-> inventory checker).
2134     Unlike locked doors, gates can get shut again after a player has
2135     passed, which makes them more practical in many cases. ]]>
2136     </description>
2137     <use><![CDATA[
2138     Use gates to divide your maps into seperated areas. After solving
2139     area A, the player gains access to area B, and so on. Make your
2140     maps more complex than "one-way". ]]>
2141     </use>
2142     <attribute arch="no_pick" value="1" type="fixed" />
2143 elmex 1.15 <attribute arch="speed" value="1" type="float">
2144     The speed of the gate affects how fast it is closing/opening.
2145     </attribute>
2146 root 1.1 <attribute arch="connected" editor="connection" type="int">
2147     Whenever the inventory checker is triggered, all objects with identical
2148     &lt;connection&gt; value get activated. This only makes sense together with
2149     &lt;blocking passage&gt; disabled.
2150     </attribute>
2151     <attribute arch="wc" editor="position state" type="int">
2152     The &lt;position state&gt; defines the position of the gate:
2153     Zero means completely open/down, the "number of animation-steps" (usually
2154     about 6 or 7) means completely closed/up state. I suggest you don't
2155     mess with this value - Leave the default in place.
2156     </attribute>
2157 root 1.9 &movement_types_terrain;
2158 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2159     Restricting the use of spells to pass this gate. This has
2160     an effect only if &lt;block view&gt; is disabled.
2161     </attribute>
2162     <attribute arch="damned" editor="restrict prayers" type="bool">
2163     Restricting the use of prayers to pass this door. This has
2164     an effect only if &lt;block view&gt; is disabled.
2165     </attribute>
2166     </type>
2167    
2168     <!--####################################################################-->
2169     <type number="113" name="Girdle">
2170     <import_type name="Amulet" />
2171     <description><![CDATA[
2172     Wearing a girdle, the object's stats will directly be inherited to
2173     the player. Girdles usually provide stats- or damage bonuses and no
2174     defense. ]]>
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     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2182     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2183     than direct armour-class bonus on the helmet.
2184 root 1.3
2185 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2186     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2187     &lt;magic bonus&gt; is pointless here.
2188     </attribute>
2189     </type>
2190    
2191     <!--####################################################################-->
2192     <type number="100" name="Gloves">
2193     <import_type name="Amulet" />
2194     <description><![CDATA[
2195     Wearing gloves, the object's stats will directly be inherited to
2196     the player. Gloves can add defense or damage bonuses. ]]>
2197     </description>
2198     <use><![CDATA[
2199     Feel free to create your own special artifacts. However, it is very
2200     important that you keep your artifact in balance with existing maps. ]]>
2201     </use>
2202     <attribute arch="magic" editor="magic bonus" type="int">
2203     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2204     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2205     will increase that.
2206     </attribute>
2207     </type>
2208    
2209     <!--####################################################################-->
2210     <type number="93" name="Handle">
2211     <ignore>
2212     <ignore_list name="non_pickable" />
2213     </ignore>
2214     <description><![CDATA[
2215     A handle can be applied by players and (certain) monsters.
2216     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2217     </description>
2218     <use><![CDATA[
2219     Handles are commonly used to move gates. When placing your lever,
2220     don't forget that some monsters are able to apply it.
2221     The ability to apply levers is rare among monsters -
2222     but vampires can do it for example. ]]>
2223     </use>
2224     <attribute arch="no_pick" value="1" type="fixed" />
2225     <attribute arch="connected" editor="connection" type="int">
2226     Every time the handle is applied, all objects
2227     with the same &lt;connection&gt; value are activated.
2228     </attribute>
2229     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2230     This text may describe the item. You can use this
2231     message to explain the handle's purpose to the player.
2232     </attribute>
2233     </type>
2234    
2235     <!--####################################################################-->
2236     <type number="27" name="Handle Trigger">
2237     <import_type name="Handle" />
2238     <ignore>
2239     <ignore_list name="non_pickable" />
2240     </ignore>
2241     <description><![CDATA[
2242     Handle triggers are handles which reset after a short period
2243     of time. Every time it is either applied or reset, the
2244     &lt;connection&gt; value is triggered. ]]>
2245     </description>
2246     <use><![CDATA[
2247     When you connect an ordinary handle to a gate, the gate normally remains
2248     opened after the first player passed. If you want to keep the gate shut,
2249     connecting it to a handle trigger is an easy solution. ]]>
2250     </use>
2251     </type>
2252    
2253     <!--####################################################################-->
2254     <type number="88" name="Hazard Floor">
2255     <required>
2256     <attribute arch="is_floor" value="1" />
2257     </required>
2258     <ignore>
2259     <ignore_list name="non_pickable" />
2260     </ignore>
2261     <description><![CDATA[
2262     The best example for Hazard Floor is lava. It works like standard
2263     floor, but damages all creatures standing on it.
2264     Damage is taken in regular time intervals. ]]>
2265     </description>
2266     <use><![CDATA[
2267     The default lava for example does minor damage. But you can turn
2268     it up so that your hazard floor poses a real threat.<br>
2269     Like magic walls, such floors add a permanent thrill to your map.
2270     You can use that to safely chase off too-weak players, or just
2271     to have something different. ]]>
2272     </use>
2273     <attribute arch="is_floor" value="1" type="fixed" />
2274     <attribute arch="lifesave" value="1" type="fixed" />
2275 root 1.9 &move_on;
2276 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2277     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2278     This attribute specifys the attacktypes that this floor uses to
2279     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2280     If you want a real tough hazard floor, add more than just one attacktype.
2281     </attribute>
2282     <attribute arch="dam" editor="base damage" type="int">
2283     The &lt;base damage&gt; defines how much damage is inflicted to the
2284     victim per hit. The final damage is influenced by several other
2285     factors like the victim's resistance and level.
2286     </attribute>
2287     <attribute arch="wc" editor="weaponclass" type="int">
2288     &lt;weapon class&gt; improves the chance of hitting the victim.
2289     Lower values are better.
2290     Usually, hazard floors like lava are supposed to hit the
2291     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2292     to something like -30.
2293     </attribute>
2294     <attribute arch="level" editor="attack level" type="int">
2295     I guess this value is supposed to work similar to monster levels.
2296     But in fact, it does not seem to have an effect. Set any non-zero
2297     value to be on the safe side.
2298     </attribute>
2299     <section name="terrain">
2300 root 1.9 &movement_types_terrain;
2301 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2302     This flag indicates this spot contains wood or high grass.
2303     Players with activated woodsman skill can move faster here.
2304     </attribute>
2305     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2306     This flag indicates this spot contains hills or large rocks.
2307     Players with activated mountaineer skill can move faster here.
2308     </attribute>
2309     </section>
2310     <attribute arch="no_magic" editor="no spells" type="bool">
2311     If enabled, it is impossible for players to use (wizard-)
2312     spells on that spot.
2313     </attribute>
2314     <attribute arch="damned" editor="no prayers" type="bool">
2315     If enabled, it is impossible for players to use prayers
2316     on that spot. It also prevents players from saving.
2317     </attribute>
2318     <attribute arch="unique" editor="unique map" type="bool">
2319     Unique floor means that any items dropped on that spot
2320     will be saved byond map reset. For permanent apartments,
2321     all floor tiles must be set &lt;unique map&gt;.
2322     </attribute>
2323     </type>
2324    
2325     <!--####################################################################-->
2326     <type number="34" name="Helmet">
2327     <import_type name="Amulet" />
2328     <description><![CDATA[
2329     Wearing a helmet, the object's stats will directly be inherited to
2330     the player. Normal helmets usually increase defense, while crowns
2331     add more special bonuses like stats/resistances paired with
2332     low defense. ]]>
2333     </description>
2334     <use><![CDATA[
2335     Feel free to create your own special artifacts. However, it is very
2336     important that you keep your artifact in balance with existing maps. ]]>
2337     </use>
2338     <attribute arch="magic" editor="magic bonus" type="int">
2339     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2340     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2341     than direct armour-class bonus on the helmet.
2342 root 1.3
2343 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2344     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2345     Crowns for instance typically provide no &lt;amour class&gt;.
2346     </attribute>
2347     </type>
2348    
2349     <!--####################################################################-->
2350     <type number="56" name="Holy Altar">
2351     <ignore>
2352     <ignore_list name="non_pickable" />
2353     </ignore>
2354     <description><![CDATA[
2355     Holy_altars are altars for the various religions. Praying
2356     at a Holy_altar will make you a follower of that god, and
2357     if you already follow that god, you may get some extra bonus. ]]>
2358     </description>
2359     <attribute arch="no_pick" value="1" type="fixed" />
2360     <attribute arch="other_arch" editor="god name" type="string">
2361     The altar belongs to the god of the given name. Possible options for
2362     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2363 root 1.3 Gorokh, Valriel and Sorig.
2364    
2365 root 1.1 If you want to have an unconsecrated altar, set
2366     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2367     </attribute>
2368     <attribute arch="level" editor="reconsecrate level" type="int">
2369     To re-consecrate an altar, the player's wisdom level must be as
2370     high or higher than this value. In that way, some altars can not
2371 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2372    
2373 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2374 root 1.1 Some characters might need those altars, they would be very unhappy to
2375     see them re-consecrated to another cult.
2376     </attribute>
2377     </type>
2378    
2379     <!--####################################################################-->
2380     <type number="35" name="Horn">
2381     <ignore>
2382     <attribute arch="title" />
2383     </ignore>
2384     <description><![CDATA[
2385     Horns are very similar to rods. The difference is that horns regenerate
2386     spellpoints faster and thus are more valuable than rods.
2387     <br><br>
2388     A horn contains a spell. The player can use this spell by applying and
2389     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2390     used endlessly. ]]>
2391     </description>
2392     <use><![CDATA[
2393     Horns are powerful due to their fast recharge rate. They should
2394     never contain high level attacking spells. Even curing/healing spells
2395     are almost too good on a horn. ]]>
2396     </use>
2397     <attribute arch="sp" editor="spell" type="spell">
2398     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2399     horns to players, since they can be used endlessly without any mana cost!
2400     Horns with heal/ restoration/ protection spells, IF available, MUST be
2401     very very VERY hard to get!
2402     </attribute>
2403     <attribute arch="level" editor="casting level" type="int">
2404     The casting level of the &lt;spell&gt; determines it's power.
2405     For attack spells, level should not be set too high.
2406     </attribute>
2407     <attribute arch="hp" editor="initial spellpoints" type="int">
2408     This value represents the initial amount of spellpoints in the horn.
2409     Naturally, this is quite unimportant.
2410     </attribute>
2411     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2412     When the horn is fully charged up, it will hold this maximum amount of
2413     spellpoints. Make sure it is enough to cast the contained spell at least
2414     once. But don't set the value too high, as that might make the horn way
2415     too effective.
2416     </attribute>
2417     <attribute arch="startequip" editor="godgiven item" type="bool">
2418     A godgiven item vanishes as soon as the player
2419     drops it to the ground.
2420     </attribute>
2421     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2422     This text may contain a description of the horn.
2423     </attribute>
2424     </type>
2425    
2426     <!--####################################################################-->
2427     <type number="73" name="Inorganic">
2428     <description><![CDATA[
2429     Inorganic materials are generally used as ingredients for
2430     alchemical receipes. By themselves, they have no special
2431     functionalities. ]]>
2432     </description>
2433     <attribute arch="is_dust" editor="is dust" type="bool">
2434     </attribute>
2435     <section name="resistance">
2436     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2437     </attribute>
2438     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2439     </attribute>
2440     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2441     </attribute>
2442     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2443     </attribute>
2444     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2445     </attribute>
2446     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2447     </attribute>
2448     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2449     </attribute>
2450     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2451     </attribute>
2452     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2453     </attribute>
2454     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2455     </attribute>
2456     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2457     </attribute>
2458     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2459     </attribute>
2460     </section>
2461     </type>
2462    
2463     <!--####################################################################-->
2464     <type number="64" name="Inventory Checker">
2465     <ignore>
2466     <ignore_list name="system_object" />
2467     </ignore>
2468     <description><![CDATA[
2469     Inventory checkers passively check the players inventory for a
2470     specific object. You can set a connected value that is triggered
2471     either if that object is present or missing (-&gt; "last_sp") when a
2472     player walks over the inv. checker. A valid option is to remove the
2473     matching object (usually not recommended, see "last_heal").
2474     <br><br>
2475     Alternatively, you can set your inv. checker to block all players
2476 root 1.9 that do/don't carry the matching object.
2477 root 1.1 <br><br>
2478     As you can see, inv. checkers are quite powerful, holding a
2479     great variety of possibilities. ]]>
2480     </description>
2481     <use><![CDATA[
2482     Putting a check_inventory space in front of a gate (one below) and
2483     one on the opposite side works reasonably well as a control mechanism.
2484     Unlike the key/door-combo, this one works infinite since it is
2485     independant from map reset. Use it to put a "structure" into your
2486     maps: Player must solve area A to gain access to area B. This concept
2487     can be found in nearly every RPG - simple but effective. ]]>
2488     </use>
2489     <attribute arch="no_pick" value="1" type="fixed" />
2490     <attribute arch="slaying" editor="match key string" type="string">
2491     This string specifies the object we are looking for: We have a match
2492     if the player does/don't carry a key object or a mark with identical
2493     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2494     this context. A typical example is the city gate mechanism of scorn.
2495     </attribute>
2496     <attribute arch="race" editor="match arch name" type="string">
2497     This string specifies the object we are looking for: We have a match
2498     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2499     </attribute>
2500     <attribute arch="hp" editor="match type" type="int">
2501     This value specifies the object we are looking for: We have a match
2502 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2503    
2504 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2505     enabled. Now you have an inv. checker blocking all players that carry any
2506     kind of melee weapon. To pass, a player is forced to leave behind all
2507     his weaponry... bad news for a warrior. ;)
2508     </attribute>
2509     <attribute arch="last_sp" editor="match = having" type="bool">
2510     Enabled means having that object is a match.
2511     Disabled means not having that object is a match.
2512     </attribute>
2513     <attribute arch="connected" editor="connection" type="int">
2514     Whenever the inventory checker is triggered, all objects with identical
2515     &lt;connection&gt; value get activated. This only makes sense together with
2516     &lt;blocking passage&gt; disabled.
2517     </attribute>
2518 root 1.9 &movement_types_terrain;
2519 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2520     &lt;remove match&gt; means remove object if found. Setting this is usually not
2521     recommended because inv. checkers are in general invisible. So, unlike
2522     for altars/ locked doors, the player won't expect to lose an object when
2523 root 1.3 walking over that square. And he doesn't even get a message either.
2524    
2525 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2526     to inform the player what's going on!
2527     </attribute>
2528     </type>
2529    
2530     <!--####################################################################-->
2531 root 1.2 <type number="163" name="Item Transformer">
2532     <description><![CDATA[
2533     An item transformer is simply applied, after having marked a 'victim'
2534     item. If the victim is suitable, it will be transformed into something
2535     else.]]>
2536     </description>
2537     <use><![CDATA[
2538     To make an item transformable, you just have to fill the 'slaying' field.
2539     The syntax is:
2540     <br>
2541     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2542     <br>
2543     with [] denoting optional part, and * any number of preceding [].
2544     'new_item' must be the name of an existing archetype.
2545     <br><br>
2546     Example, for object apple: slaying knife:2 half_apple
2547     <br><br>
2548     This means that, when applying a knife (should be an Item Transformer),
2549     one 'apple' will be transformed into 2 'half_apple'.]]>
2550     </use>
2551     <attribute arch="food" editor="number of uses" type="int">
2552     &lt;number of uses&gt; controls how many times the item transformer can
2553     be used. The value 0 means "unlimited"
2554     </attribute>
2555     <attribute arch="slaying" editor="verb" type="string">
2556     Contains the verb that is used to construct a message to the player
2557     applying the item transformer.
2558     </attribute>
2559     <attribute arch="startequip" editor="godgiven item" type="bool">
2560     A godgiven item vanishes as soon as the player
2561     drops it to the ground.
2562     </attribute>
2563     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2564     This text may contain a description of the item transformer.
2565     </attribute>
2566     </type>
2567    
2568     <!--####################################################################-->
2569 root 1.1 <type number="60" name="Jewel">
2570     <description><![CDATA[
2571     Items of the type Gold &amp; Jewels are handled like a currency.
2572     Unlike for any other type of item, in shops, the buy- and selling
2573     prices differ only marginally. ]]>
2574     </description>
2575     <attribute arch="race" value="gold and jewels" type="fixed" />
2576     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2577     This text may describe the object.
2578     </attribute>
2579     </type>
2580    
2581     <!--####################################################################-->
2582 root 1.3 <type number="24" name="Key">
2583     <description><![CDATA[
2584     When carrying a key, a normal door can be opened. The key will
2585     disappear. ]]>
2586     </description>
2587     <attribute arch="startequip" editor="godgiven item" type="bool">
2588     A godgiven item vanishes as soon as the player
2589     drops it to the ground.
2590     </attribute>
2591     </type>
2592    
2593     <!--####################################################################-->
2594 root 1.1 <type number="20" name="Locked Door">
2595     <ignore>
2596     <ignore_list name="non_pickable" />
2597     </ignore>
2598     <description><![CDATA[
2599     A locked door can be opened only when carrying
2600     the appropriate special key. ]]>
2601     </description>
2602     <use><![CDATA[
2603     If you want to create a locked door that cannot be opened (no key),
2604     set a &lt;key string&gt; like "no_key_available". This will clearify things
2605 root 1.3 and only a fool would create a key matching that string.
2606    
2607 root 1.1 Door-objects can not only be used for "doors". In many maps these
2608     are used with all kinds of faces/names, especially often as
2609     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2610     There you have magic forces (door objects) put under certain artifact
2611     items. To get your hands on the artifacts, you need to bring up the
2612     appropriate quest items (key objects). ]]>
2613     </use>
2614 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2615 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2616     <attribute arch="slaying" editor="key string" type="string">
2617     The &lt;key string&gt; in the door must be identical with the
2618     &lt;key string&gt; in the special key, then the door is unlocked.
2619     It is VERY important to set the &lt;key string&gt; to something that
2620 root 1.3 is unique among the CF mapset.
2621    
2622 root 1.1 DONT EVER USE the default string "set_individual_value".
2623     </attribute>
2624     <attribute arch="no_magic" editor="restrict spells" type="bool">
2625     Restricting the use of spells to pass this door.
2626     This should be set in most cases.
2627     (Don't forget that the spell "dimension door" is easily
2628     available at about wisdom level 10).
2629     </attribute>
2630     <attribute arch="damned" editor="restrict prayers" type="bool">
2631     Restricting the use of prayers to pass this door.
2632     This should be set in most cases.
2633     </attribute>
2634     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2635     When a player is trying to open the door without carrying the
2636     appropriate key, this text is displayed to the player. This is
2637     a good opportunity to place hints about the special key needed
2638     to unlock the door.
2639     </attribute>
2640     </type>
2641    
2642     <!--####################################################################-->
2643     <type number="29" name="Magic Ear">
2644     <ignore>
2645     <ignore_list name="system_object" />
2646     </ignore>
2647     <description><![CDATA[
2648     Magic_ears trigger a connected value
2649     when the player speaks a specific keyword. ]]>
2650     </description>
2651     <use><![CDATA[
2652     Whenever you put magic_ears on your maps, make sure there are
2653     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2654     something like a gate that is opened by speaking "open" or
2655     "sesame", expecting the player to figure this out all by himself.
2656     <br><br>
2657     Magic_ears are typically used for interaction with NPCs. You
2658     can create the impression that the NPC actually *does* something
2659     according to his conversation with a player. Mostly this means
2660     opening a gate or handing out some item, but you could be quite
2661     creative here. ]]>
2662     </use>
2663     <attribute arch="no_pick" value="1" type="fixed" />
2664     <attribute arch="connected" editor="connection" type="int">
2665     The Magic_ear will trigger all objects with the
2666     same connection value, every time it is activated.
2667     </attribute>
2668     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2669     This textfield contains the keyword-matching-syntax. The text should
2670     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2671     Any number of keywords from one to infinite is allowed. Make sure
2672     they are seperated by a '|'.
2673 root 1.3
2674 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2675     value will be triggerd when the player speaks any of the given
2676     keywords within a two-square radius. IMPORTANT: Upper/lower case
2677     does not make a difference!
2678     </attribute>
2679     </type>
2680    
2681     <!--####################################################################-->
2682     <type number="62" name="Magic Wall">
2683     <ignore>
2684     <ignore_list name="non_pickable" />
2685     </ignore>
2686     <description><![CDATA[
2687     Magic walls fire spells in a given direction, in regular intervals.
2688     Magic walls can contain any spell. However, some spells do not
2689     operate very successfully in them. The only way to know is to test
2690     the spell you want to use with a wall.
2691     <br><br>
2692     Several types of magical walls are predefined for you in the
2693     archetypes, and can be found on the "connected" Pickmap. ]]>
2694     </description>
2695     <use><![CDATA[
2696     Spellcasting walls pose an interesting alternative to monsters.
2697     Usually they are set to be undestroyable. Thus, while monsters
2698     in a map can be cleared out, the magic walls remain. Low level
2699     characters for example will not be able to pass through their
2700     spell-area, hence they cannot loot a map that a high level character
2701     might have cleared out.
2702     <br><br>
2703     Another point of magic walls is that if the player dies, he has to face
2704     them all again. Magic walls can add a kind of "permanent thrill" to
2705     your maps.
2706     <br><br>
2707     Be careful that your magic walls don't kill the monsters on a map. If
2708     placing monsters, eventually take ones that are immune to the
2709     walls' spell(s).
2710     <br><br>
2711     It is possible to make walls rotate when triggered. But that is so
2712     confusing (and useless IMHO) that I did not mention it above. You
2713     can find a working example on the map
2714     "/pup_land/castle_eureca/castle_eureca8". ]]>
2715     </use>
2716     <attribute arch="dam" editor="spell" type="spell">
2717     The magic wall will cast this &lt;spell&gt;.
2718     </attribute>
2719     <attribute arch="level" editor="spell level" type="int">
2720     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2721     walls cast spells at minimal strength. "level 100" walls cast deadly
2722     spells. Arch default is level 1 - you should always set this value
2723     to meet the overall difficulty of your map.
2724     </attribute>
2725     <attribute arch="connected" editor="connection" type="int">
2726     Every time the &lt;connection&gt; value is triggered, the wall will cast
2727     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2728     have much visible effect.
2729     </attribute>
2730 elmex 1.16 &activate_on;
2731 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2732     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2733     You can fine-tune how long the duration between two casts shall
2734     be. If you want to create a wall that can be activated (cast per
2735     trigger) via connected lever/button/etc, you must set "speed 0".
2736     </attribute>
2737 root 1.12 &speed_left;
2738 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2739     The magic wall will cast it's spells always in the specified
2740     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2741     always fire in a random direction.
2742     </attribute>
2743 root 1.9 &movement_types_terrain;
2744 root 1.1 <section name="destroyable">
2745     <attribute arch="alive" editor="is destroyable" type="bool">
2746     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2747     destroyed by the player. If disabled, all other attributes on
2748     this tab, as well as resistances, are meaningless.
2749     </attribute>
2750     <attribute arch="hp" editor="hitpoints" type="int">
2751     The more &lt;hitpoints&gt; the wall has, the longer
2752     it takes to be destroyed.
2753     </attribute>
2754     <attribute arch="maxhp" editor="max hitpoints" type="int">
2755     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2756     can have. This only makes sense if the wall can regain health.
2757     </attribute>
2758     <attribute arch="ac" editor="armour class" type="int">
2759     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2760     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2761     to &lt;weapon class&gt;.
2762     </attribute>
2763     </section>
2764     <section name="resistance">
2765     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2766     </attribute>
2767     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2768     </attribute>
2769     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2770     </attribute>
2771     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2772     </attribute>
2773     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2774     </attribute>
2775     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2776     </attribute>
2777     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2778     </attribute>
2779     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2780     </attribute>
2781     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2782     </attribute>
2783     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2784     </attribute>
2785     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2786     </attribute>
2787     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2788     </attribute>
2789     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2790     </attribute>
2791     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2792     </attribute>
2793     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2794     </attribute>
2795     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2796     </attribute>
2797     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2798     </attribute>
2799     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2800     </attribute>
2801     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2802     </attribute>
2803     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2804     </attribute>
2805     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2806     </attribute>
2807     </section>
2808     </type>
2809    
2810     <!--####################################################################-->
2811     <type number="55" name="Marker">
2812     <ignore>
2813     <ignore_list name="system_object" />
2814     </ignore>
2815     <description><![CDATA[
2816     A marker is an object that inserts an invisible force (a mark) into a
2817     player stepping on it. This force does nothing except containing a
2818     &lt;key string&gt; which can be discovered by detectors or inventory
2819     checkers. It is also possible to use markers for removing marks again.
2820     <br><br>
2821     Note that the player has no possibility to "see" his own marks,
2822     except by the effect that they cause on the maps. ]]>
2823     </description>
2824     <use><![CDATA[
2825     Markers hold real cool possibilities for map-making. I encourage
2826     you to use them frequently. However there is one negative point
2827     about markers: Players don't "see" what's going on with them. It is
2828     your task, as map-creator, to make sure the player is always well
2829     informed and never confused.
2830     <br><br>
2831     Please avoid infinite markers when they aren't needed. They're
2832     using a little space in the player file after all, so if there
2833     is no real purpose, set an expire time. ]]>
2834     </use>
2835     <attribute arch="no_pick" value="1" type="fixed" />
2836     <attribute arch="slaying" editor="key string" type="string">
2837     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2838     If the player already has a force with that &lt;key string&gt;,
2839     there won't be inserted a second one.
2840     </attribute>
2841     <attribute arch="connected" editor="connection" type="int">
2842     When the detector is triggered, all objects with the same
2843     connection value get activated.
2844     </attribute>
2845     <attribute arch="speed" editor="marking speed" type="float">
2846     The &lt;marking speed&gt; defines how quickly it will mark something
2847     standing on the marker. Set this value rather high to make
2848     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2849     should do fine.
2850     </attribute>
2851 root 1.12 &speed_left;
2852 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2853     This value defines the duration of the force it inserts.
2854     If nonzero, the duration of the player's mark is finite:
2855     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2856     means the mark will stay on the player forever.
2857     </attribute>
2858     <attribute arch="name" editor="delete mark" type="string">
2859     When the player steps onto the marker, all existing forces in
2860     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2861     will be removed. If you don't want to remove any marks, leave
2862 root 1.3 this textfield empty.
2863    
2864 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2865     this marker. So don't be confused, and remember changing the
2866     name will take effect on the marker's functionality.
2867     </attribute>
2868     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2869     In the moment when the player gets marked, this text is displayed
2870     to him. You should really set a message in any marker you create,
2871     because it's the only way for the player to notice what's going on.
2872     </attribute>
2873     </type>
2874 root 1.3
2875 root 1.1 <!--####################################################################-->
2876 root 1.3 <type number="36" name="Money">
2877 root 1.2 <ignore>
2878 root 1.3 <attribute arch="unpaid" />
2879 root 1.2 </ignore>
2880     <description><![CDATA[
2881 root 1.3 Items of the type Money are handled as currency.
2882     Money cannot be sold/bought in shops. When money is dropped
2883     in a shop, it stays the same.<br>
2884     When a player picks an item from a shop and attempts to
2885     walk over the shop mat, the item's selling-price is automatically
2886     subtracted from the player's money.
2887     <br><br>
2888     For money, always use the default arches.
2889     Don't modify them. ]]>
2890 root 1.2 </description>
2891 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2892 root 1.2 </type>
2893    
2894     <!--####################################################################-->
2895 root 1.3 <type number="0" name="Monster &amp; NPC">
2896     <required>
2897     <attribute arch="is_floor" value="0" />
2898     <attribute arch="alive" value="1" />
2899     <attribute arch="tear_down" value="0" />
2900     </required>
2901 root 1.1 <ignore>
2902 root 1.3 <attribute arch="material" />
2903     <attribute arch="name_pl" />
2904 root 1.1 <attribute arch="nrof" />
2905     <attribute arch="value" />
2906     <attribute arch="unpaid" />
2907     </ignore>
2908     <description><![CDATA[
2909     Monsters can behave in various kinds of ways.
2910     They can be aggressive, attacking the player. Or peaceful,
2911     helping the player - maybe joining him as pet.
2912     The unagressive creatures who communicate with players are
2913     usually called "NPCs" (Non Player Character), a well-known
2914     term in role-play environments. ]]>
2915     </description>
2916     <use><![CDATA[
2917     Monsters play a central role in most maps. Choosing the right
2918     combination of monsters for your map is vital:
2919     <UL>
2920     <LI> Place only monsters of slightly varying (increasing) strength.
2921     It's no fun to play for two hours just to find out the last
2922     monster is unbeatable. Similar, it's not exciting to fight orcs
2923     after passing a room of dragons.<br>
2924     This rule applies only for linear maps (one room after the other),
2925     with treasure at the end. You can sprinkle the treasure around,
2926 root 1.3 or make non-linear maps - That is often more entertaining.
2927 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2928     Balrogs, Dragonmen and the likes should be at the end of a quest,
2929 root 1.3 not at the beginning.
2930 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2931     Fire- and cold dragons in one room for example is a bad idea.
2932     By weakening and killing each other they are easy prey for players,
2933     not worth the experience they hold.
2934     <LI> Create your own monsters, especially for "boss"-type monsters.
2935     Having stage-bosses guarding treasure is a lot of fun when done right.
2936     Avoid to create monsters with completely non-intuitive abilities:
2937     Don't give ice-spells to firedragons or vice versa. Don't add
2938     draining attack to trolls, etc. Additionally, you should inform the
2939     player before he bumps right into some very special/unusual monster.
2940     <LI> Last but not least: Always keep an eye on the experience your monsters
2941     hold. Design your maps in a way that high experience
2942     is always well-defended. Don't make large rooms full with only one kind
2943     of monster. Keep in mind the different abilities/techniques players
2944     can use.
2945     </UL>
2946     I know it's impossible to make the perfectly balanced map. There's always
2947     some part which is found too easy or too hard for a certain kind of player.
2948     Just give it your best shot. And listen to feedback from players if you
2949     receive some. :-) ]]>
2950     </use>
2951     <attribute arch="alive" value="1" type="fixed" />
2952     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2953     When the monster is killed, items from the treasurelist will
2954     drop to the ground. This is a common way to reward players
2955     for killing (masses of) monsters.
2956 root 1.3
2957 root 1.1 Note that you can always put items into the monster's
2958     inventory. Those will drop-at-kill just like the stuff
2959     from the &lt;treasurelist&gt;.
2960     </attribute>
2961     <attribute arch="level" editor="level" type="int">
2962     A monster's &lt;level&gt; is the most important attribute.
2963     &lt;level&gt; affects the power of a monster in various ways.
2964     </attribute>
2965     <attribute arch="race" editor="race" type="string">
2966 root 1.12 Every monster should have a race set to categorize it.
2967 root 1.1 The monster's &lt;race&gt; can have different effects:
2968     Slaying weapons inflict tripple damage against enemy races
2969     and holy word kills only enemy races of the god.
2970     </attribute>
2971     <attribute arch="exp" editor="experience" type="int">
2972     When a player kills this monster, he will get exactly this
2973     amount of &lt;experience&gt;. The experience will flow into
2974 root 1.12 the skill-category the player used for the kill.
2975 root 1.3
2976 root 1.1 If you create special monsters of tweaked strenght/abilities,
2977     always make sure that the &lt;experience&gt; is set to a
2978     reasonable value. Compare with existing arches to get a feeling
2979     what reasonable means. Keep in mind that spellcasting monsters
2980     are a lot harder to kill than non-spellcasters!
2981     </attribute>
2982     <attribute arch="speed" editor="speed" type="float">
2983     The &lt;speed&gt; determines how fast a monster will both move
2984     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2985     </attribute>
2986 root 1.12 &speed_left;
2987 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2988     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2989     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2990     can be set to any valid arch-name of a monster. Multipart monster
2991     should not be used.
2992     </attribute>
2993     <attribute arch="generator" editor="multiply" type="bool">
2994     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2995     every once in a while. Mice are a good example for this effect.
2996     If enabled, you must also set &lt;breed monster&gt; or check
2997     &lt;template generation&gt; and put other monsters in the inventory.
2998     </attribute>
2999     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3000     This only takes effect if &lt;multiply&gt; is enabled. The monster
3001     will create a new monster every once in a while by duplicating it's inventory.
3002     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3003     Each time the monster need to generate an object, it will be
3004     a randomly chosen item from the inventory. When generator is destroyed,
3005 root 1.3 inventory is destroyed.
3006 root 1.1 </attribute>
3007 root 1.9 &move_type;
3008 root 1.1 <attribute arch="undead" editor="undead" type="bool">
3009     Several spells only affect undead monsters:
3010     turn undead, banish undead, holy word, etc.
3011     </attribute>
3012     <attribute arch="carrying" editor="carries weight" type="int">
3013     If a monster has something in the inventory, this
3014     value can be set to reflect the slowdown due to
3015     the carried weight.
3016     </attribute>
3017 root 1.3
3018 root 1.1 <section name="melee">
3019     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3020     This number is a bitmask, specifying the monster's attacktypes
3021     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3022     Strong monsters often have more than just physical attacktype.
3023 root 1.3
3024 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
3025     as much damage as the "best" of it's attacktypes does. So, the more
3026     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3027     somehow exceptions.
3028     </attribute>
3029     <attribute arch="dam" editor="damage" type="int">
3030     Among other parameters, &lt;damage&gt; affects how much melee damage
3031     a monster inflicts. &lt;damage&gt; is used as base value for damage per
3032     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3033     take effect on the melee damage of a monster.
3034     </attribute>
3035     <attribute arch="wc" editor="weapon class" type="int">
3036     Monsters of high &lt;weapon class&gt; are more likely to really hit
3037     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3038     to &lt;armour class&gt;.
3039     </attribute>
3040     <attribute arch="hp" editor="health points" type="int">
3041     The &lt;health points&gt; of a monster define how long it takes to
3042     kill it. With every successful hit from an opponent, &lt;health points&gt;
3043     get drained - The monster dies by zero &lt;health points&gt;.
3044     </attribute>
3045     <attribute arch="maxhp" editor="max health" type="int">
3046     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3047     monster can have.
3048     </attribute>
3049     <attribute arch="ac" editor="armour class" type="int">
3050     Monsters of low &lt;armour class&gt; are less likely to get hit from
3051     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3052     to &lt;weapon class&gt;.
3053     Values typically range between +20 (very bad) to -20 (quite good).
3054     </attribute>
3055     <attribute arch="Con" editor="healing rate" type="int">
3056 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3057     healing rate is independent of &lt;speed&gt;.
3058 root 1.1 </attribute>
3059     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3060     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3061     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3062     bounce off.
3063     </attribute>
3064     <attribute arch="hitback" editor="hitback" type="bool">
3065     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3066     to the amount of damage the *attacker* inflicted. This damage
3067     is additional to the regular melee damage of the monster.
3068     As far as I know, hitback uses acid attacktype, and it only takes
3069     effect if the monster actually has acid attacktype at it's disposal.
3070     Acid spheres for example use this feature.
3071     </attribute>
3072     <attribute arch="one_hit" editor="one hit only" type="bool">
3073     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3074     to a player.
3075     </attribute>
3076     </section>
3077 root 1.3
3078 root 1.1 <section name="spellcraft">
3079     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3080     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3081     Only wands/rods/etc can be used, given the appropriate abilities.
3082     </attribute>
3083     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3084     A monster with this flag has the ability to &lt;reflect spells&gt;,
3085     all kinds of spell-bullets and -beams will bounce off.
3086 root 1.3
3087 root 1.1 Generally this flag should not be set because it puts
3088     wizard-type players at an unfair disadvantage.
3089     </attribute>
3090     <attribute arch="sp" editor="spellpoints" type="int">
3091     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3092     them for both wizard- and prayer-spells. However, this value defines
3093     only the amount of *initial* spellpoints the monster starts with.
3094     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3095     and &lt;spellpoint regen.&gt; are more important than just initial
3096     &lt;spellpoints&gt;.
3097     </attribute>
3098     <attribute arch="maxsp" editor="max spellpoints" type="int">
3099     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3100     can hold. Setting this to high values has little effect unless
3101     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3102     "regenerate mana" at it's disposal.
3103     </attribute>
3104     <attribute arch="Pow" editor="spellpoint regen." type="int">
3105 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3106     spellpoint regeneration rate is independent of &lt;speed&gt;.
3107 root 1.3
3108 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3109     regeneration is most important. If your monster is still not casting
3110     fast enough, give it the spell-ability of "regenerate mana".
3111     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3112     </attribute>
3113     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3114     Click on the &lt;attuned paths&gt; button to select spellpaths.
3115     The creature will get attuned to the specified spellpaths.
3116     </attribute>
3117     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3118     Click on the &lt;repelled paths&gt; button to select spellpaths.
3119     The creature will get repelled to the specified spellpaths.
3120     </attribute>
3121     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3122     Click on the &lt;denied paths&gt; button to select spellpaths.
3123     The creature won't be able to cast spells of the specified paths.
3124     </attribute>
3125     </section>
3126 root 1.3
3127 root 1.1 <section name="ability">
3128     <attribute arch="Int" editor="detect hidden" type="int">
3129     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3130     hidden/invisible creatures. Higher values make for better
3131     detection-skills. Enabling &lt;see invisible&gt; makes this value
3132     obsolete.
3133     </attribute>
3134     <attribute arch="see_invisible" editor="see invisible" type="bool">
3135     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3136     with by invisible or hiding players. This flag is a must-have
3137     for high-level monsters. When a monster is unable to detect
3138     invisible players, it can be killed without fighting back.
3139     </attribute>
3140     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3141     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3142     by spells of darkness or dark maps. This flag is a "should-have"
3143     for high-level monsters. When a monster is unable to see in
3144     darkness, players can cast darkness and sneak around it safely.
3145     </attribute>
3146     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3147     Monster is able to wield weapon type objects.
3148     </attribute>
3149     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3150     Monster is able to use missile-weapon type objects.
3151     </attribute>
3152     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3153     Monster is able to wear protective equipment like brestplate
3154     armour, shields, helmets etc.
3155     </attribute>
3156     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3157     Monster is able to wear rings.
3158     </attribute>
3159     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3160     Monster is able to use wands and staves.
3161     </attribute>
3162     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3163     Monster is able to use rods.
3164     </attribute>
3165     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3166     Monster is able to read scrolls.
3167     </attribute>
3168     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3169     Monster is able to use skills from it's inventory.
3170     For example, you can put a throwing skill object and some
3171 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3172 root 1.1 </attribute>
3173     </section>
3174 root 1.3
3175 root 1.1 <section name="behave">
3176     <attribute arch="monster" editor="monster behaviour" type="bool">
3177     When &lt;monster behaviour&gt; is enabled, this object will behave
3178     like a monster: It can move and attack enemies (which are
3179     typically players).
3180     This flag should be set for all monsters as-such.
3181     Monsters which don't move, like guards, should also have
3182     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3183 root 1.3 It should *not* be set for things like immobile generators.
3184 root 1.1 </attribute>
3185     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3186     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3187     </attribute>
3188     <attribute arch="friendly" editor="friendly" type="bool">
3189     &lt;friendly&gt; monsters help the player, attacking any
3190     non-friendly monsters in range.
3191     </attribute>
3192     <attribute arch="stand_still" editor="stand still" type="bool">
3193     Monsters which &lt;stand still&gt; won't move to leave their position.
3194     When agressive, they will attack all enemies who get close to
3195     them. This behaviour is commonly known from castle guards.
3196 root 1.3
3197 root 1.1 In older versions of Crossfire it was possible to eventually
3198     push a &lt;stand still&gt;-monster out of position by force.
3199     I believe this is no longer possible. Neverthless, you should
3200     still be cautious when lining up &lt;stand still&gt;-monster in order
3201     to "defend" something: Such monsters are rather easy to kill.
3202     It's good for low level maps, but not much more.
3203     </attribute>
3204     <attribute arch="sleep" editor="asleep" type="bool">
3205     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3206     &lt;sensing range&gt; of the monster. Usually the sensing range is
3207     larger than the players line of sight. Due to that, in most cases
3208     the player won't ever notice weither a monster was asleep or not.
3209     </attribute>
3210     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3211     This entry defines which kinds of environment actions the
3212     creature is able to perform.
3213     </attribute>
3214     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3215     Click on the &lt;pick up&gt; button and select which types of objects
3216     the creature should try to pick up.
3217 root 1.3
3218 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3219     etc are set, then the creature will pick up the matching items even
3220     if this is not set here.
3221     </attribute>
3222     <attribute arch="Wis" editor="sensing range" type="int">
3223     &lt;sensing range&gt; determines how close a player needs to be before
3224     the creature wakes up. This is done as a square, for reasons of speed.
3225     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3226     11x11 square of the monster will wake the monster up. If the player
3227     has stealth, the size of this square is reduced in half plus 1.
3228     </attribute>
3229 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3230     If this is set to default, the standard mode of movement will be used.
3231     </attribute>
3232     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3233     This movement is not in effect when the monster has an enemy and should
3234     only be used for non agressive monsters.
3235 root 1.1 </attribute>
3236     <attribute arch="run_away" editor="run at % health" type="int">
3237     This is a percentage value in the range 0-100.
3238     When the monster's health points drop below this percentage
3239     (relative to max health), it attempts to run away from the
3240     attacker.
3241     </attribute>
3242     </section>
3243 root 1.3
3244 root 1.1 <section name="resistance">
3245     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3246     </attribute>
3247     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3248     </attribute>
3249     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3250     </attribute>
3251     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3252     </attribute>
3253     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3254     </attribute>
3255     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3256     </attribute>
3257     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3258     </attribute>
3259     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3260     </attribute>
3261     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3262     </attribute>
3263     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3264     </attribute>
3265     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3266     </attribute>
3267     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3268     </attribute>
3269     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3270     </attribute>
3271     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3272     </attribute>
3273     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3274     </attribute>
3275     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3276     </attribute>
3277     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3278     </attribute>
3279     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3280     </attribute>
3281     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3282     </attribute>
3283     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3284     </attribute>
3285     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3286     </attribute>
3287     </section>
3288     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3289     </attribute>
3290     </type>
3291    
3292     <!--####################################################################-->
3293 root 1.3 <type number="28" name="Monster (Grimreaper)">
3294     <import_type name="Monster &amp; NPC" />
3295     <ignore>
3296     <attribute arch="material" />
3297     <attribute arch="name_pl" />
3298     <attribute arch="nrof" />
3299     <attribute arch="value" />
3300     <attribute arch="unpaid" />
3301     </ignore>
3302     <description><![CDATA[
3303     A grimreaper is a monster that vanishes after it did some number of
3304     draining attacks. ]]> <!-- XXX: is this ok? -->
3305     </description>
3306     <section name="grimreaper">
3307     <attribute arch="value" editor="attacks" type="int">
3308     The object vanishes after this number of draining attacks.
3309     </attribute>
3310     </section>
3311     </type>
3312    
3313     <!--####################################################################-->
3314 root 1.1 <type number="65" name="Mood Floor">
3315     <ignore>
3316     <ignore_list name="system_object" />
3317     </ignore>
3318     <description><![CDATA[
3319     As the name implies, mood floors can change the "mood" of
3320     a monsters/NPC. For example, an unagressive monster could be
3321     turned mad to start attacking. Similar, an agressive monster
3322     could be calmed. ]]>
3323     </description>
3324     <use><![CDATA[
3325     Mood floors are absolutely cool for NPC interaction. To make an
3326     unaggressive monster/NPC attack, put a creator with "other_arch
3327     furious_floor" under it. Connect the creator to a magic_ear, so the
3328     player speaks a keyword like "stupid sucker" - and the monster attacks.
3329     <br><br>
3330     To turn an NPC into a pet, put a charm_floor under it and connect
3331     it directly to a magic_ear. Then the player speaks a keyword like
3332     "help me" - and the NPC joins him as pet.
3333     <br><br>
3334     (Of course you must always give clear hints about keywords!
3335     And there is no reason why you couldn't use a button/lever/pedestal
3336     etc. instead of a magic_ear.) ]]>
3337     </use>
3338     <attribute arch="no_pick" value="1" type="fixed" />
3339     <attribute arch="last_sp" editor="mood" type="list_mood">
3340     &lt;mood&gt; is used to determine what will happen to the
3341     monster when affected by the mood floor:
3342 root 1.3
3343 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3344 root 1.3
3345 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3346 root 1.3
3347 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3348 root 1.3
3349 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3350 root 1.3
3351 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3352     who triggers the square. This setting is not
3353     enabled for continous operation, you need to
3354     insert a &lt;connection&gt; value!
3355     </attribute>
3356     <attribute arch="connected" editor="connection" type="int">
3357     This should only be set in combination with &lt;mood number&gt; 4.
3358     Normally, monsters are affected by the mood floor as soon as they
3359     step on it. But charming (monster -&gt; pet) is too powerful,
3360 root 1.3 so it needs to be activated.
3361    
3362 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3363     But a powerful pet could as well be the reward for solving a
3364     quest. Or even better: It could be *part* of a quest!
3365     </attribute>
3366     <attribute arch="no_magic" editor="no spells" type="bool">
3367     If enabled, it is impossible for players to use (wizard-)
3368     spells on that spot.
3369     </attribute>
3370     <attribute arch="damned" editor="no prayers" type="bool">
3371     If enabled, it is impossible for players to use prayers
3372     on that spot. It also prevents players from saving.
3373     </attribute>
3374     </type>
3375    
3376     <!--####################################################################-->
3377     <type number="40" name="Mover">
3378     <ignore>
3379     <ignore_list name="non_pickable" />
3380     </ignore>
3381     <description><![CDATA[
3382     Movers move the objects above them. However, only living objects
3383     are affected (monsters/NPCs always, players optional). Movers have
3384     a direction, so players can be made to move in a pattern, and so
3385     can monsters. Motion is involuntary. Additionally, players or
3386     monsters can be "frozen" while ontop of movers so that they MUST
3387     move along a chain of them.
3388     <br><br>
3389     Multisquare monsters can be moved as well, given
3390     enough space. Movers are usually invisible. ]]>
3391     </description>
3392     <use><![CDATA[
3393     NEVER EVER consider a mover being unpassable in the backwards
3394     direction. Setting "forced movement" makes it seemingly impossible
3395     but there is still a trick: One player can push a second player
3396     past the mover, in opposite to the mover's direction! The more
3397     movers, the more players needed. Hence, don't make a treasure
3398     room that is surrounded by movers instead of solid walls/gates.
3399     <br><br>
3400     Btw, it does not make a difference putting movers above or
3401     below the floor. Moreover, movers that are set to be invisible
3402     cannot be discovered with the show_invisible spell.
3403     <br><br>
3404     Note that Movers and Directors are seperate objects, even though
3405     they look and act similar. Directors only do spells/missiles,
3406     while movers only do living creatures (depending on how it
3407     is set: monsters and players). ]]>
3408     </use>
3409     <attribute arch="attacktype" editor="forced movement" type="bool">
3410     If forced movement is enabled, the mover "freezes" anyone it
3411     moves (so they are forced to move along a chain).
3412     For players there is no way to escape this forced movement,
3413     except being pushed by a second player.
3414     </attribute>
3415     <attribute arch="maxsp" editor="freeze duration" type="int">
3416     The player will be "frozen" for that many moves.
3417     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3418     enabled, then &lt;freeze duration&gt; gets assigned the
3419     "default value" 2 automatically.
3420     </attribute>
3421     <attribute arch="speed" editor="movement speed" type="float">
3422     The movement speed value determines how fast a chain of
3423     these movers will push a player along (default is -0.2).
3424     </attribute>
3425 root 1.12 &speed_left;
3426 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3427     The mover will push creatures in the specified &lt;direction&gt;.
3428     A mover with direction set to &lt;none&gt; will spin clockwise,
3429     thus pushing creatures in unpredictable directions.
3430     </attribute>
3431     <attribute arch="lifesave" editor="gets used up" type="bool">
3432     If enabled, the mover gets "used up" after a certain number of moves
3433 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3434 root 1.1 </attribute>
3435     <attribute arch="hp" editor="number of uses" type="int">
3436     This value has only a meaning if &lt;gets used up&gt; is set:
3437     &lt;number of uses&gt; is the number of times minus one, that it
3438     will move a creature before disappearing. (It will move
3439 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3440 root 1.1 </attribute>
3441     <section name="targets">
3442     <attribute arch="level" editor="move players" type="bool">
3443     If &lt;move players&gt; is enabled, both players and monsters will be
3444     moved. In the arches' default it is disabled - thus ONLY monsters
3445     get moved. Remember that "monsters" includes NPCs!
3446 root 1.3
3447 root 1.1 This feature provides you with the possibility to make NPCs
3448     literally "come to life". Example: The player is talking with an
3449     NPC, speaking a certain keyword. This triggers a magic_ear and
3450     activates creators, creating (per default: monster-only) movers
3451     under the NPC's feet. The NPC starts "walking" on a predefined
3452     route! Note that it's useful to set this NPC immune to everything,
3453     preventing the player to push the NPC off his trace.
3454     </attribute>
3455 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3456     Which movement types activate the mover.
3457 root 1.1 </attribute>
3458     </section>
3459     </type>
3460    
3461     <!--####################################################################-->
3462     <type number="17" name="Pedestal">
3463     <ignore>
3464     <ignore_list name="non_pickable" />
3465     </ignore>
3466     <description><![CDATA[
3467     Pedestals are designed to detect certain types of living objects.
3468     When a predefined type of living creature steps on the pedestal, the
3469     connected value is triggered. ]]>
3470     </description>
3471     <use><![CDATA[
3472     If you want to create a place where only players of a certain race
3473     can enter, put a teleporter over your pedestal. So the teleporter is
3474     only activated for players of the matching race. Do not use gates,
3475     because many other players could sneak in. If you put powerful
3476     artifacts into such places, generally set "startequip 1", so that
3477     they are preserved for that one race and can't be traded to others. ]]>
3478     </use>
3479     <attribute arch="no_pick" value="1" type="fixed" />
3480     <attribute arch="slaying" editor="match race" type="string">
3481     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3482     matches the monster's or the player's race, we have a match.
3483     Yes, pedestals can detect a player's race! E.g. you could create a
3484 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3485    
3486 root 1.1 If it is set to "player", any player stepping on the pedestal
3487     is a match. Very useful if you want to open a gate for players
3488     but not for monsters.
3489     </attribute>
3490     <attribute arch="connected" editor="connection" type="int">
3491     When the pedestal is triggered, all objects with the same
3492     connection value get activated.
3493     </attribute>
3494 root 1.9 &move_on;
3495 root 1.1 </type>
3496    
3497     <!--####################################################################-->
3498     <type number="94" name="Pit">
3499     <ignore>
3500     <ignore_list name="non_pickable" />
3501     </ignore>
3502     <description><![CDATA[
3503     Pits are holes, transporting the player when he walks (and falls) into them.
3504     A speciality about pits is that they don't transport the player to
3505     the exact destination, but within a two-square radius of the destination
3506     (never on blocked squares).<br>
3507     Optionally, pits can get closed and opened, similar to gates.<br><br>
3508     Monsters and items are affected by pits just as well as players.
3509     Even multipart monsters can fall through them, given enough space. ]]>
3510     </description>
3511     <use><![CDATA[
3512     Pits can add interesting effects to your map. When using them, make
3513     sure to use them in a "logical way": Pits should always drop the
3514     player to some kind of lower level. They should not be used to
3515     randomly interconnect maps like teleporters do. ]]>
3516     </use>
3517     <attribute arch="no_pick" value="1" type="fixed" />
3518     <attribute arch="connected" editor="connection" type="int">
3519     When a &lt;connection&gt; value is set, the pit can be opened/closed
3520     by activating the connection.
3521     </attribute>
3522 elmex 1.16 &activate_on;
3523 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3524     The pit will transport creatures (and items) randomly into a two-square
3525     radius of the destination coordinates.
3526     If the destination square becomes blocked, the pit will act like
3527     being filled up and not work anymore!
3528     </attribute>
3529     <attribute arch="sp" editor="destination Y" type="int">
3530     The pit will transport creatures (and items) randomly into a two-square
3531     radius of the destination coordinates.
3532     If the destination square becomes blocked, the pit will act like
3533     being filled up and not work anymore!
3534     </attribute>
3535     <attribute arch="wc" editor="position state" type="int">
3536     The &lt;position state&gt; defines the position of the gate:
3537     Zero means completely open/down, the "number of animation-steps" (usually
3538     about 6 or 7) means completely closed/up state. I suggest you don't
3539     mess with this value - Leave the default in place.
3540     </attribute>
3541 root 1.9 &move_on;
3542 root 1.1 </type>
3543    
3544     <!--####################################################################-->
3545     <type number="7" name="Poison Food">
3546     <description><![CDATA[
3547     When eating, the player's stomache is drained by 1/4 of food.
3548     If his food drops to zero, the player might even die. ]]>
3549     </description>
3550     </type>
3551    
3552     <!--####################################################################-->
3553     <type number="5" name="Potion">
3554     <description><![CDATA[
3555     The player can drink these and gain various kinds of benefits
3556     (/penalties) by doing so. ]]>
3557     </description>
3558     <use><![CDATA[
3559     One potion should never give multiple benefits at once. ]]>
3560     </use>
3561     <attribute arch="level" editor="potion level" type="int">
3562     If the potion contains a spell, the spell is cast at this level.
3563     For other potions it should be set at least to 1.
3564     </attribute>
3565     <attribute arch="sp" editor="spell" type="spell">
3566     When a player drinks this potion, the selected spell
3567     will be casted (once). This should work for any given spell.
3568     E.g. heal is "sp 35", magic power is "sp 67".
3569     </attribute>
3570     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3571     There are two types of special effects for potions:
3572     'life restoration' - restore the player's stats lost by death or draining
3573     (this has nothing in common with the restoration spell!)
3574 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3575 root 1.1 by a very small amount.
3576     </attribute>
3577     <attribute arch="cursed" editor="cursed" type="bool">
3578     If a potion is cursed, benefits generally turn into penalties.
3579     Note that potions can be "uncursed" by praying over an altar,
3580     with relative ease. *But* the potion must be identified to notice
3581     that it is cursed &gt;:)
3582     </attribute>
3583     <attribute arch="startequip" editor="godgiven item" type="bool">
3584     A godgiven item vanishes as soon as the player
3585     drops it to the ground.
3586     </attribute>
3587     <section name="stats">
3588     <attribute arch="Str" editor="strength" type="int">
3589     The player's strentgh will rise/fall by the given value for permanent
3590     (of course there is an upper limit). Generally there shouldn't be stat
3591     potions granting more than one stat. Cursed potions will subtract the
3592     stats if positive.
3593     </attribute>
3594     <attribute arch="Dex" editor="dexterity" type="int">
3595     The player's dexterity will rise/fall by the given value for permanent
3596     (of course there is an upper limit). Generally there shouldn't be stat
3597     potions granting more than one stat. Cursed potions will subtract the
3598     stats if positive.
3599     </attribute>
3600     <attribute arch="Con" editor="constitution" type="int">
3601     The player's constitution will rise/fall by the given value for permanent
3602     (of course there is an upper limit). Generally there shouldn't be stat
3603     potions granting more than one stat. Cursed potions will subtract the
3604     stats if positive.
3605     </attribute>
3606     <attribute arch="Int" editor="intelligence" type="int">
3607     The player's intelligence will rise/fall by the given value for permanent
3608     (of course there is an upper limit). Generally there shouldn't be stat
3609     potions granting more than one stat. Cursed potions will subtract the
3610     stats if positive.
3611     </attribute>
3612     <attribute arch="Pow" editor="power" type="int">
3613     The player's power will rise/fall by the given value for permanent
3614     (of course there is an upper limit). Generally there shouldn't be stat
3615     potions granting more than one stat. Cursed potions will subtract the
3616     stats if positive.
3617     </attribute>
3618     <attribute arch="Wis" editor="wisdom" type="int">
3619     The player's wisdom will rise/fall by the given value for permanent
3620     (of course there is an upper limit). Generally there shouldn't be stat
3621     potions granting more than one stat. Cursed potions will subtract the
3622     stats if positive.
3623     </attribute>
3624     <attribute arch="Cha" editor="charisma" type="int">
3625     The player's charisma will rise/fall by the given value for permanent
3626     (of course there is an upper limit). Generally there shouldn't be stat
3627     potions granting more than one stat. Cursed potions will subtract the
3628     stats if positive.
3629     </attribute>
3630     </section>
3631     <section name="resistance">
3632     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3633     The player's resistance to physical will rise by this value in percent
3634     (range -100 till +100). The effect is only temporare, and it does NOT
3635     add on the values from the player's equipment.
3636     Cursed potions will make negative resistance.. very nasty in combat!
3637     </attribute>
3638     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3639     The player's resistance to magic will rise by this value in percent
3640     (range -100 till +100). The effect is only temporare, and it does NOT
3641     add on the values from the player's equipment.
3642     Cursed potions will make negative resistance.. very nasty in combat!
3643     </attribute>
3644     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3645     The player's resistance to fire will rise by this value in percent
3646     (range -100 till +100). The effect is only temporare, and it does NOT
3647     add on the values from the player's equipment.
3648     Cursed potions will make negative resistance.. very nasty in combat!
3649     </attribute>
3650     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3651     The player's resistance to electricity will rise by this value in percent
3652     (range -100 till +100). The effect is only temporare, and it does NOT
3653     add on the values from the player's equipment.
3654     Cursed potions will make negative resistance.. very nasty in combat!
3655     </attribute>
3656     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3657     The player's resistance to cold will rise by this value in percent
3658     (range -100 till +100). The effect is only temporare, and it does NOT
3659     add on the values from the player's equipment.
3660     Cursed potions will make negative resistance.. very nasty in combat!
3661     </attribute>
3662     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3663     The player's resistance to acid will rise by this value in percent
3664     (range -100 till +100). The effect is only temporare, and it does NOT
3665     add on the values from the player's equipment.
3666     Cursed potions will make negative resistance.. very nasty in combat!
3667     </attribute>
3668     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3669     The player's resistance to confusion will rise by this value in percent
3670     (range -100 till +100). The effect is only temporare, and it does NOT
3671     add on the values from the player's equipment.
3672     Cursed potions will make negative resistance.. very nasty in combat!
3673     </attribute>
3674     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3675     The player's resistance to weaponmagic will rise by this value in percent
3676     (range -100 till +100). The effect is only temporare, and it does NOT
3677     add on the values from the player's equipment.
3678     Cursed potions will make negative resistance.. very nasty in combat!
3679     </attribute>
3680     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3681     The player's resistance to paralyze will rise by this value in percent
3682     (range -100 till +100). The effect is only temporare, and it does NOT
3683     add on the values from the player's equipment.
3684     Cursed potions will make negative resistance.. very nasty in combat!
3685     </attribute>
3686     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3687     The player's resistance to draining will rise by this value in percent
3688     (range -100 till +100). The effect is only temporare, and it does NOT
3689     add on the values from the player's equipment.
3690     Cursed potions will make negative resistance.. very nasty in combat!
3691     </attribute>
3692     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3693     The player's resistance to depletion will rise by this value in percent
3694     (range -100 till +100). The effect is only temporare, and it does NOT
3695     add on the values from the player's equipment.
3696     Cursed potions will make negative resistance.. very nasty in combat!
3697     </attribute>
3698     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3699     The player's resistance to poison will rise by this value in percent
3700     (range -100 till +100). The effect is only temporare, and it does NOT
3701     add on the values from the player's equipment.
3702     Cursed potions will make negative resistance.. very nasty in combat!
3703     </attribute>
3704     </section>
3705     </type>
3706    
3707     <!--####################################################################-->
3708     <type number="156" name="Power Crystal">
3709     <description><![CDATA[
3710     Power crystals can store a player's mana:
3711     When the player applies the crystal with full mana, half of
3712     it flows into the crystal. When the player applies it with
3713     lacking mana, the crystal replenishes the player's mana. ]]>
3714     </description>
3715     <attribute arch="sp" editor="initial mana" type="int">
3716     &lt;initial mana&gt; is the amount of spellpoints that the
3717     crystal holds when the map is loaded.
3718     </attribute>
3719     <attribute arch="maxsp" editor="mana capacity" type="int">
3720     The &lt;mana capacity&gt; defines how much mana can be stored
3721     in the crystal. This is what makes the crystal interesting.
3722     Wizard-players will always seek for crystals with large
3723     capacities.
3724     </attribute>
3725     </type>
3726    
3727     <!--####################################################################-->
3728     <type number="13" name="Projectile">
3729     <description><![CDATA[
3730     Projectiles like arrows/crossbow bolts are used as ammunition
3731     for shooting weapons.
3732     <br><br>
3733     It's very easy to add new pairs of weapons &amp; projectiles.
3734     Just set matching &lt;ammunition class&gt; both for shooting
3735     weapon and projectile. ]]>
3736     </description>
3737     <use><![CDATA[
3738     If you want to create new kinds of projectiles, you could
3739     add an alchemical receipe to create these.
3740 root 1.3
3741 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3742     they really fullfill a useful purpose. In fact, even bows
3743     and crossbows are rarely ever used. ]]>
3744     </use>
3745     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3746     This number is a bitmask, specifying the projectile's attacktypes.
3747     Attacktypes are: physical, magical, fire, cold.. etc.
3748     This works identical to melee weapons. Note that shooting
3749     weapons cannot have attacktypes.
3750     </attribute>
3751     <attribute arch="race" editor="ammunition class" type="string">
3752     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3753     these projectiles. For arrows set "arrows", for crossbow bolts
3754     set "crossbow bolts" (big surprise).
3755 root 1.3
3756 root 1.1 In certain cases, the ammunition class is displayed in the game.
3757     Hence, when you create a new ammunition class, choose an
3758     intuitive name like "missiles", "spirit bolts" - whatever.
3759 root 1.3
3760 root 1.1 You can also make special containers holding these projectiles
3761     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3762     </attribute>
3763     <attribute arch="slaying" editor="slaying race" type="string">
3764     Slaying means the weapon does tripple (3x) damage to monsters
3765     of the specified race. If &lt;slaying race&gt; matches an arch name,
3766     only monsters of that archtype receive tripple damage.
3767     Tripple damage is very effective.
3768     </attribute>
3769     <attribute arch="dam" editor="damage" type="int">
3770     The projectile &lt;damage&gt; significantly affects the damage
3771     done. Damage can be further increased by the shooting
3772     weapon's attributes.
3773     </attribute>
3774     <attribute arch="wc" editor="weaponclass" type="int">
3775     This value is supposed to be the base &lt;weaponclass&gt;,
3776     but it seems to have rather little effect.
3777     High values are good here, low values bad.
3778     </attribute>
3779     <attribute arch="food" editor="chance to break" type="int">
3780     The &lt;chance to break&gt; defines the breaking probability when this
3781     projectile hits an obstacle, e.g. wall or monster.
3782     The value is the %-chance to break, ranging from 0 (never breaking)
3783     to 100 (breaking at first shot).
3784     </attribute>
3785     <attribute arch="magic" editor="magic bonus" type="int">
3786     Magic bonus increases chance to hit and damage a little bit.
3787     </attribute>
3788     <attribute arch="unique" editor="unique item" type="bool">
3789     Unique items exist only one time on a server. If the item
3790     is taken, lost or destroyed - it's gone for good.
3791     </attribute>
3792     <attribute arch="startequip" editor="godgiven item" type="bool">
3793     A godgiven item vanishes as soon as the player
3794     drops it to the ground.
3795     </attribute>
3796     <attribute arch="no_drop" editor="don't drop" type="bool">
3797     When a monster carries a projectile with &lt;don't drop&gt;,
3798     this item will never drop to the ground but
3799     vanish instead. If this object is shot, it can still drop
3800     after hitting an obstacle. You can prevent this by
3801     setting &lt;chance to break&gt; 100.
3802     </attribute>
3803     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3804     This text may describe the projectile. This
3805     could be nice for very special ones.
3806     </attribute>
3807     </type>
3808    
3809     <!--####################################################################-->
3810     <type number="70" name="Ring">
3811     <import_type name="Amulet" />
3812     <description><![CDATA[
3813     Rings are worn on the hands - one ring each.
3814     Wearing rings, the object's stats will directly be inherited to
3815     the player. Usually enhancing his spellcasting potential. ]]>
3816     </description>
3817     <use><![CDATA[
3818     When you create an artifact ring, never forget that players can
3819     wear <B>two</B> rings! Due to that it is extremely important to
3820     keep rings in balance with the game.
3821     <br><br>
3822     Also keep in mind that rings are generally the wizard's tools.
3823     They should primarily grant bonuses to spellcasting abilities
3824     and non-physical resistances. ]]>
3825     </use>
3826     </type>
3827    
3828     <!--####################################################################-->
3829     <type number="3" name="Rod">
3830     <ignore>
3831     <attribute arch="title" />
3832     </ignore>
3833     <description><![CDATA[
3834     A rod contains a spell. The player can use this spell by applying and
3835     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3836     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3837     used endlessly. ]]>
3838     </description>
3839     <use><![CDATA[
3840     Rods with healing/curing spells are extremely powerful. Usually, potions have
3841     to be used for that purpose. Though, potions are expensive and only good for
3842     one-time-use.<br> ]]>
3843     </use>
3844     <attribute arch="sp" editor="spell" type="spell">
3845     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3846     rods to players, since they can be used endlessly without any mana cost!
3847     Rods with heal/ restoration/ protection spells, IF available, MUST be
3848     very very VERY hard to get!
3849     </attribute>
3850     <attribute arch="level" editor="casting level" type="int">
3851     The casting level of the &lt;spell&gt; determines it's power.
3852     For attack spells, level should be set to something reasonable.
3853     </attribute>
3854     <attribute arch="hp" editor="initial spellpoints" type="int">
3855     This value represents the initial amount of spellpoints in the rod.
3856     Naturally, this is quite unimportant.
3857     </attribute>
3858     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3859     When the rod is fully charged up, it will hold this maximum amount of
3860     spellpoints. Make sure it is enough to cast the contained spell at least
3861     once. But don't set the value too high, as that might make the rod
3862     too effective.
3863     </attribute>
3864     <attribute arch="startequip" editor="godgiven item" type="bool">
3865     A godgiven item vanishes as soon as the player
3866     drops it to the ground.
3867     </attribute>
3868     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3869     This text may contain a description of the rod.
3870     </attribute>
3871     </type>
3872    
3873     <!--####################################################################-->
3874     <type number="154" name="Rune">
3875     <ignore>
3876     <attribute arch="no_pick" />
3877     <attribute arch="title" />
3878     <attribute arch="name_pl" />
3879     <attribute arch="weight" />
3880     <attribute arch="value" />
3881     <attribute arch="material" />
3882     <attribute arch="unpaid" />
3883     </ignore>
3884     <description><![CDATA[
3885 root 1.3 A rune is a magical enscription on the dungeon floor.
3886 root 1.1 <br><br>
3887     Runes hit any monster or person who steps on them for 'dam' damage in
3888     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3889     and will cast this spell when it detonates. Yet another kind is the
3890     "summoning rune", summoning predefined monsters of any kind, at detonation.
3891     <br><br>
3892     Many runes are already defined in the archetypes. ]]>
3893     </description>
3894     <use><![CDATA[
3895     Avoid monsters stepping on your runes. For example, summoning runes
3896     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3897     </use>
3898     <attribute arch="no_pick" value="1" type="fixed" />
3899 root 1.9 &move_on;
3900 root 1.1 <attribute arch="level" editor="rune level" type="int">
3901     This value sets the level the rune will cast the spell it contains at,
3902     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3903 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3904    
3905 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3906     how much experience the player gets for doing so. Beware: High level
3907     runes can be quite a cheap source of experience! So either make them
3908     tough, or keep the level low.
3909     </attribute>
3910     <attribute arch="Cha" editor="visibility" type="int">
3911     This value determines what fraction of the time the rune is visible:
3912     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3913     how easily the rune may be found.
3914     </attribute>
3915     <attribute arch="hp" editor="number of charges" type="int">
3916     The rune will detonate &lt;number of charges&gt; times before disappearing.
3917     </attribute>
3918     <attribute arch="dam" editor="direct damage" type="int">
3919     &lt;direct damage&gt; specifies how much damage is done by the rune,
3920     if it doesn't contain a spell. This should be set in reasonable
3921 root 1.3 relation to the rune's level.
3922 root 1.1 </attribute>
3923     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3924     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3925     attribute defines what attacktype to use for direct damage when
3926     the rune detonates.
3927     </attribute>
3928     <section name="spellcraft">
3929     <attribute arch="sp" editor="spell" type="spell">
3930     The selected &lt;spell&gt; defines the spell in the rune, if any.
3931     (Many runes do direct damage).
3932     </attribute>
3933     <attribute arch="slaying" editor="spell name" type="string">
3934     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3935     but if present, overrides the &lt;spell&gt; setting.
3936     </attribute>
3937     <attribute arch="other_arch" editor="spell arch" type="string">
3938     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3939     is optional, but if present, overrides the &lt;spell&gt; setting.
3940     You can choose any of the existing arches.
3941     </attribute>
3942     <attribute arch="maxsp" editor="direction" type="list_direction">
3943     If set, the rune will cast it's containing spell (if any) in
3944     this &lt;direction&gt;.In most cases this appears useless because
3945     the spell directly hits the player.
3946     </attribute>
3947     <attribute arch="race" editor="summon monster" type="string">
3948     If this is set to the arch name of any monster, together with
3949     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3950     of those on detonation. (dam and attacktype will still be ignored
3951     in this case). Runes are even capable of summoning multi-square
3952     monsters, given enough space. You'd better test it though.
3953     </attribute>
3954     <attribute arch="maxhp" editor="summon amount" type="int">
3955     This should only be set to a summoning rune. It will then summon
3956     that many creatures of the kind &lt;summon monster&gt;.
3957     </attribute>
3958     </section>
3959     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3960     When the rune detonates, this text is displayed to the
3961     victim. For especially powerful runes, create an appropriate
3962     thrilling description. ;)
3963     </attribute>
3964     </type>
3965    
3966     <!--####################################################################-->
3967     <type number="106" name="Savebed">
3968     <ignore>
3969     <ignore_list name="non_pickable" />
3970     </ignore>
3971     <description><![CDATA[
3972     When the player applies a savebed, he is not only saved. Both his
3973     respawn-after-death and his word-of-recall positions are pointing
3974     to the last-applied savebed. ]]>
3975     </description>
3976     <use><![CDATA[
3977     Put savebed locations in towns, do not put them into dungeons.
3978     It is absolutely neccessary that a place with savebeds is 100% secure.
3979     That means:
3980     <UL>
3981     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3982     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3983     <LI> Insert a relyable exit! Make sure there is no possibility that
3984     players get trapped in a savebed location.
3985     <LI> If possible, mark the whole site as no-spell area (Insert this
3986     arch called "dungeon_magic" everywhere). This is not required,
3987     but it makes the place much more safe.
3988     </UL> ]]>
3989     </use>
3990     <attribute arch="no_pick" value="1" type="fixed" />
3991     <attribute arch="no_magic" value="1" type="fixed" />
3992     <attribute arch="damned" value="1" type="fixed" />
3993     </type>
3994    
3995     <!--####################################################################-->
3996 root 1.3 <type number="111" name="Scroll">
3997     <ignore>
3998     <attribute arch="title" />
3999     </ignore>
4000     <description><![CDATA[
4001     Scrolls contain spells (similar to spell-potions). Unlike potions,
4002     scrolls require a certain literacy skill to read successfully.
4003     Accordingly, for a successful reading, a small amount of
4004     experience is gained. Scrolls allow only one time usage, but
4005     usually they are sold in bulks. ]]>
4006     </description>
4007     <use><![CDATA[
4008     For low level quests, scrolls of healing/curing-spells
4009     can be a nice reward. At higher levels, scrolls become less
4010     and less useful. ]]>
4011     </use>
4012     <attribute arch="level" editor="casting level" type="int">
4013     The spell of the scroll will be casted at this level.
4014     This value should always be set, at least to 1.
4015     </attribute>
4016     <attribute arch="sp" editor="spell" type="spell">
4017     When a player/monster applies this scroll, the selected &lt;spell&gt;
4018     will be casted (once). This should work for any given spell.
4019     </attribute>
4020     <attribute arch="startequip" editor="godgiven item" type="bool">
4021     A godgiven item vanishes as soon as the player
4022     drops it to the ground.
4023     </attribute>
4024     </type>
4025    
4026     <!--####################################################################-->
4027     <type number="33" name="Shield">
4028     <import_type name="Amulet" />
4029     <description><![CDATA[
4030     Wearing a shield, the object's stats will directly be inherited to
4031     the player. Shields usually provide good defense, only surpassed
4032     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4033     </description>
4034     <use><![CDATA[
4035     Feel free to create your own special artifacts. However, it is very
4036     important that you keep your artifact in balance with existing maps. ]]>
4037     </use>
4038     <attribute arch="magic" editor="magic bonus" type="int">
4039     &lt;magic bonus&gt; works just like ac, except that it can be improved by
4040     "scrolls of Enchant Armour" or reduced by acid. It is less useful
4041     than direct armour-class bonus on the shield.
4042     </attribute>
4043     </type>
4044    
4045     <!--####################################################################-->
4046 root 1.1 <type number="14" name="Shooting Weapon">
4047     <description><![CDATA[
4048 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
4049 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4050     wielded both at the same time. Like with any other equipment,
4051     stats/bonuses from shooting weapons are directly inherited to the player.
4052     <br><br>
4053     It's very easy to add new pairs of weapons &amp; projectiles.
4054     Just set matching &lt;ammunition class&gt; both for shooting
4055     weapon and projectile. ]]>
4056     </description>
4057     <use><![CDATA[
4058     Shooting weapons should not add bonuses in general. There's already
4059     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4060 elmex 1.17 Shooting weapons should especially not add bonuses to the player
4061 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
4062     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4063     - still crap. ]]>
4064     </use>
4065     <attribute arch="race" editor="ammunition class" type="string">
4066     Only projectiles with matching &lt;ammunition class&gt; can be fired
4067     with this weapon. For normal bows set "arrows", for normal
4068     crossbows set "crossbow bolts".
4069 root 1.3
4070 root 1.1 In certain cases, the ammunition class is displayed in the game.
4071     Hence, when you create a new ammunition class, choose an
4072     intuitive name like "missiles", "spirit bolts" - whatever.
4073     </attribute>
4074     <attribute arch="sp" editor="shooting speed" type="int">
4075     After shooting a projectile, the player is frozen for a short
4076     period of time (to prevent shooting arrows machine-gun-like).
4077     The greater &lt;shooting speed&gt;, the shorter this period of time.
4078     1 is minimum (=worst) and 100 is maximum (=best) value.
4079 root 1.3
4080 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4081     SET IT TO ZERO! (That would freeze the player for eternety).
4082     </attribute>
4083     <attribute arch="dam" editor="base damage" type="int">
4084     The &lt;base damage&gt; significantly affects the damage done
4085     by using this weapon. This damage is added to the projectile
4086     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4087     according to the player's strength is added.
4088     </attribute>
4089     <attribute arch="wc" editor="weaponclass" type="int">
4090     This value is supposed to be the base &lt;weaponclass&gt;,
4091     but it seems to have rather little effect.
4092     High values are good here, low values bad.
4093     </attribute>
4094     <attribute arch="item_power" editor="item power" type="int">
4095     The &lt;item power&gt; value measures how "powerful" an artifact is.
4096     Players will only be able to wear equipment with a certain total
4097     amount of &lt;item power&gt;, depending on their own level. This is the
4098     only way to prevent low level players to wear "undeserved" equipment
4099     (like gifts from other players or cheated items).
4100 root 1.3
4101 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4102     for every artifact you create! If zero/unset, the CF server will
4103     calculate a provisional value at runtime, but this is never
4104     going to be an accurate measurement of &lt;item power&gt;.
4105     </attribute>
4106     <attribute arch="no_strength" editor="ignore strength" type="bool">
4107     Usually the player's strentgh takes effect on the damage
4108     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4109     the player's strength is ignored.
4110     </attribute>
4111     <attribute arch="damned" editor="damnation" type="bool">
4112     A damned shooting weapon cannot be unwielded unless
4113     the curse is removed. Removing damnations is
4114     a tick harder than removing curses.
4115     </attribute>
4116     <attribute arch="cursed" editor="curse" type="bool">
4117     A cursed shooting weapon cannot be unwielded unless
4118     the curse is removed.
4119     </attribute>
4120     <attribute arch="unique" editor="unique item" type="bool">
4121     Unique items exist only one time on a server. If the item
4122     is taken, lost or destroyed - it's gone for good.
4123     </attribute>
4124     <attribute arch="startequip" editor="godgiven item" type="bool">
4125     A godgiven item vanishes as soon as the player
4126     drops it to the ground.
4127     </attribute>
4128     <section name="stats">
4129     <attribute arch="Str" editor="strength" type="int">
4130     The player's strentgh will rise/fall by the given value
4131     while wearing this shooting weapon.
4132     </attribute>
4133     <attribute arch="Dex" editor="dexterity" type="int">
4134     The player's dexterity will rise/fall by the given value
4135     while wearing this shooting weapon.
4136     </attribute>
4137     <attribute arch="Con" editor="constitution" type="int">
4138     The player's constitution will rise/fall by the given value
4139     while wearing this shooting weapon.
4140     </attribute>
4141     <attribute arch="Int" editor="intelligence" type="int">
4142     The player's intelligence will rise/fall by the given value
4143     while wearing this shooting weapon.
4144     </attribute>
4145     <attribute arch="Pow" editor="power" type="int">
4146     The player's power will rise/fall by the given value
4147     while wearing this shooting weapon.
4148     </attribute>
4149     <attribute arch="Wis" editor="wisdom" type="int">
4150     The player's wisdom will rise/fall by the given value while
4151     wearing this shooting weapon.
4152     </attribute>
4153     <attribute arch="Cha" editor="charisma" type="int">
4154     The player's charisma will rise/fall by the given value
4155     while wearing this shooting weapon.
4156     </attribute>
4157     </section>
4158     <section name="bonus">
4159     <attribute arch="luck" editor="luck bonus" type="int">
4160     With positive luck bonus, the player is more likely to
4161     succeed in all sorts of things (spellcasting, praying,...).
4162     Unless the &lt;luck bonus&gt; is very high, the effect will be
4163     barely visible in-game. Luck bonus on one piece of equipment
4164     should never exceed 3, and such bonus should not be too
4165     frequently available.
4166     </attribute>
4167     <attribute arch="magic" editor="magic bonus" type="int">
4168     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4169     I'm not sure what exactly is increased - maybe weaponclass?
4170     However, &lt;magic bonus&gt; seems to have a little bit of positive
4171     influence on your chance to hit.
4172     </attribute>
4173     </section>
4174     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4175     This text describes the weapons's "story". Every decent artifact weapon
4176     should have such a description.
4177     </attribute>
4178     </type>
4179    
4180     <!--####################################################################-->
4181     <type number="68" name="Shop Floor">
4182     <ignore>
4183     <ignore_list name="non_pickable" />
4184     </ignore>
4185     <description><![CDATA[
4186     Shop floor is used for shops. It acts like a combination of the
4187     common floor- and the treasure type: When the map is loaded,
4188     randomitems (depending on the setings) are generated on it.
4189     These items are all flagged as unpaid.
4190     When a player drops an item onto shop floor, the item becomes
4191     unpaid and the player receives payment according to the item's
4192     selling-value.
4193     Shopfloor always prevents magic (To hinder players from burning
4194     or freezing the goods). ]]>
4195     </description>
4196     <use><![CDATA[
4197     Tile your whole shop-interior space which shop floor.
4198     (That assures players receive payment for dropping items).
4199     Place shop mats to enter/leave the shop, and make sure
4200     there is no other exit than the shop mat. ]]>
4201     </use>
4202     <attribute arch="is_floor" value="1" type="fixed" />
4203     <attribute arch="no_pick" value="1" type="fixed" />
4204     <attribute arch="no_magic" value="1" type="fixed" />
4205     <attribute arch="auto_apply" editor="generate goods" type="bool">
4206     If enabled, items will appear on this square when the map is loaded.
4207     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4208     are generated. The items will be unpaid.
4209     </attribute>
4210     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4211     This entry determines what kind of treasure will appear, when
4212     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4213     for details about existing treasurelists.
4214     </attribute>
4215     <attribute arch="exp" editor="quality level" type="int">
4216     The &lt;quality level&gt; will be used for the quality of the generated
4217     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4218     doesn't need to be set, unless you want extraordinarily good/bad
4219     quality. If you want to make a shop with very high quality, meaybe
4220     charge an entrance fee, or make the shop hard-to-come-by.
4221     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4222     and appearance of artifact-items.
4223     </attribute>
4224     <attribute arch="damned" editor="no prayers" type="bool">
4225     If enabled, it is impossible for players to use prayers
4226     on that spot. It also prevents players from saving.
4227     (Remember that &lt;no magic&gt; is always set for shop floors.)
4228     </attribute>
4229     </type>
4230    
4231     <!--####################################################################-->
4232     <type number="69" name="Shop Mat">
4233     <ignore>
4234     <ignore_list name="non_pickable" />
4235     </ignore>
4236     <description><![CDATA[
4237     Shop mats are used for entering/leaving shops. You should always
4238     have exactly TWO shop mats on your shop-map: One inside the
4239     "shopping-area" and one outside. Shop mats don't use exit paths/
4240     or -destinations. When stepping onto a shopmat the player gets beamed
4241     to the nearest other mat. If the player has unpaid items in his
4242     inventory, the price gets charged from his coins automatically.
4243     If the player has insufficient coins to buy his unpaid items, he
4244     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4245     </description>
4246     <use><![CDATA[
4247     As stated above, always place TWO shop mats into your shop.
4248     Not more and not less than that. ]]>
4249     </use>
4250     <attribute arch="no_pick" value="1" type="fixed" />
4251 root 1.9 &move_on;
4252 root 1.1 </type>
4253    
4254     <!--####################################################################-->
4255     <type number="98" name="Sign &amp; MagicMouth">
4256     <ignore>
4257     <ignore_list name="non_pickable" />
4258     </ignore>
4259     <description><![CDATA[
4260     The purpose of a sign or magic_mouth is to display a certain message to
4261     the player. There are three ways to have the player get this message:
4262     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4263     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4264     </description>
4265     <use><![CDATA[
4266     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4267     some true roleplay feeling to your maps, support your storyline or give
4268     hints about hidden secrets/dangers. Place signs to provide the player
4269     with all kinds of useful information for getting along in your maps. ]]>
4270     </use>
4271     <attribute arch="connected" editor="connection" type="int">
4272     When a connection value is set, the message will be printed whenever
4273     the connection is triggered. This should be used in combination with
4274     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4275     If activating your magic_mouth this way, the message will not only be
4276     printed to one player, but all players on the current map.
4277     </attribute>
4278 elmex 1.16 &activate_on;
4279 root 1.9 &move_on;
4280 root 1.1 <attribute arch="food" editor="counter" type="int">
4281     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4282     (printing the message) only that many times. For signs this really shouldn't
4283     be used, while for magic_mouths it is extremely helpful.
4284     Monsters walking over the magic_mouth do not decrease the counter.
4285 root 1.3
4286 root 1.1 Often, you might want to have a message displayed only one time. For example:
4287     The player enters your map and you put a magic_mouth to tell him about the
4288     monsters and how dangerous they look and all. Later, when all the monsters
4289     are killed and the player leaves the map, displaying the same message a
4290     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4291     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4292     </attribute>
4293     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4294     This text will be displayed to the player.
4295     </attribute>
4296     </type>
4297    
4298     <!--####################################################################-->
4299     <type number="43" name="Skill">
4300     <ignore>
4301     <ignore_list name="system_object" />
4302     </ignore>
4303     <description><![CDATA[
4304     Skills are objects which exist in the player/monster inventory.
4305     Both NPC/monsters and players use the same skill archetypes. Not all skills
4306     are enabled for monster use however. ]]>
4307     </description>
4308     <use><![CDATA[
4309     For mapmaking, Skill objects serve two purposes:
4310     <p>First, the predefined skill archtypes (in the 'skills' directory)
4311     can be seen as the global skill definitions. A skill which doesn't
4312     exists as an archtype cannot be learned or used by players. When you
4313     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4314     of defined skill archtypes, because those strings are used as a reference in
4315     many skill-related objects.
4316     </p><p>
4317     Secondly, in order to enable monsters to use skills, you will need to
4318     copy default skill archtypes into the monsters' inventories.
4319     You can even customize the skills by changing stats. It is not
4320     recommended however, to use skills in your maps which are totally
4321     unrelated to any predefined skill archtype.</p> ]]>
4322     </use>
4323     <attribute arch="invisible" value="1" type="fixed" />
4324     <attribute arch="no_drop" value="1" type="fixed" />
4325     <attribute arch="skill" editor="skill name" type="string">
4326     The &lt;skill name&gt; is used for matchings. When a usable
4327     object has an identical &lt;skill name&gt;, players
4328     (or monsters) will need this skill to apply/use the object.
4329     </attribute>
4330     <attribute arch="expmul" editor="exp multiplier" type="float">
4331     This is the ratio of experience the players total should increase by
4332     when this skill is used. If this is zero, then experience only goes to
4333     to the skill. Values higher than 1 are allowed. Note that experience
4334     rewarded to the players total is in addition to that given to the
4335     skill. Eg, if player should get 500 exp for using a skill, and
4336     expmul is 1, the player will get 500 added to that skill as well as
4337     500 to their total.
4338     </attribute>
4339     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4340     The &lt;skill type&gt; defines the base functionality of the skill.
4341     Skill types are hardcoded in the Crossfire server. It isn't hard to
4342     create new skill types, but it requires a bit of server-coding.
4343     </attribute>
4344     <attribute arch="level" editor="level" type="int">
4345     </attribute>
4346     <attribute arch="exp" editor="experience" type="int">
4347     </attribute>
4348     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4349     The &lt;is native skill&gt; flag has an effect only when this
4350     skill object is placed in the inventory of a monster (or player).
4351     If it is set, the monster or player knows the skill natively, which
4352     means he does not need a skill tool to use it.
4353     </attribute>
4354     </type>
4355    
4356     <!--####################################################################-->
4357     <type number="130" name="Skill Scroll">
4358     <description><![CDATA[
4359     By reading a skill scroll, a player has a chance to learn the
4360     contained skill. ]]>
4361     </description>
4362     <use><![CDATA[
4363     Skill scrolls are very much sought for by players. Currently,
4364     all skill scrolls are sold in shops randomly, which is in fact not
4365     a good system. It would be nice to have some cool quests with
4366     skill scrolls rewarded at the end. ]]>
4367     </use>
4368     <attribute arch="race" value="scrolls" type="fixed" />
4369     <attribute arch="skill" editor="skill name" type="string">
4370     The &lt;skill name&gt; matches the skill object that can
4371     be learned from this scroll.
4372     </attribute>
4373     </type>
4374    
4375     <!--####################################################################-->
4376     <type number="21" name="Special Key">
4377     <ignore>
4378     <attribute arch="material" />
4379     </ignore>
4380     <description><![CDATA[
4381     When carrying the appropriate special key, a locked door can
4382     be opened. The key will dissapear.
4383     <br><br>
4384     This object-type can also be used for "passport"-like items:
4385     When walking onto an invetory checker, a gate for example might
4386     get opened. The "passport" will stay in the player's inventory. ]]>
4387     </description>
4388     <use><![CDATA[
4389     How to make a "passport": You take the special key arch
4390     (archetype name is "key2"), set the face to something like
4391     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4392     certainly must match with the appropiate inventory checker.
4393     <br><br>
4394     Of course you can be creative with names and faces of
4395     key-objects. A "mysterious crystal" or a "big dragon claw"
4396     (with appropriate faces) appear more interesting than just
4397     a "strange key", or "passport". ]]>
4398     </use>
4399     <attribute arch="slaying" editor="key string" type="string">
4400     This string must be identical with the &lt;key string&gt; in the
4401     locked door, then it can be unlocked. It can also be used
4402     to trigger inventory checkers.
4403     </attribute>
4404     <attribute arch="material" editor="material" type="bitmask_material">
4405     For Special Keys, material should always be unset or set
4406     to Adamantite. This prevents the key from getting
4407     burned or otherwise destroyed.
4408     </attribute>
4409     <attribute arch="unique" editor="unique item" type="bool">
4410     Unique items exist only one time on a server. If the item
4411     is taken, lost or destroyed - it's gone for good.
4412 root 1.3
4413 root 1.1 This can be used if you want to sell apartments on your
4414     map: Simply sell a unique passport/key, and place
4415     an inventory checker at the entrance of your apartment.
4416     </attribute>
4417     <attribute arch="startequip" editor="godgiven item" type="bool">
4418     A godgiven item vanishes as soon as the player
4419     drops it to the ground.
4420     </attribute>
4421     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4422     This will add a description to the object. The player can read
4423     this text by clicking on the item in his inventory. Use this
4424     message to describe what the key/passport is good for. A player
4425     might have 50 different keys on his key-ring. Don't expect
4426     players to recall their purpose just by their names.
4427     </attribute>
4428     </type>
4429    
4430     <!--####################################################################-->
4431     <type number="101" name="Spell">
4432     <ignore>
4433     <ignore_list name="system_object" />
4434     </ignore>
4435     <description><![CDATA[
4436     Spell objects define a spell. When a spell is put in a spellbook,
4437     players can learn it by reading the book. Once learned, players
4438     can use the spell as often as they like. With increasing skill level
4439     of the player, spells may gain power but also increase cost.<br>
4440     Monsters can use spells which are put in their inventory (provided
4441     that certain "enabling" settings are correct). The monster's
4442     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4443     </description>
4444     <use><![CDATA[
4445     A lot of the spells' settings can be tuned and customized.
4446     When creating new spells which are accessible to players, it is
4447     important to think about balance. A single spell which is too
4448     powerful and/or too easy to use can eventually toss the whole skill
4449     and magic school system out of whack. Testing new spells is
4450     quite important therefore. ]]>
4451     </use>
4452     <attribute arch="no_drop" value="1" type="fixed" />
4453     <attribute arch="invisible" value="1" type="fixed" />
4454     <attribute arch="skill" editor="skill name" type="string">
4455     The &lt;skill name&gt; matches the skill which is needed
4456     to cast this spell. This should be one out of "sorcery",
4457     "pyromancy", "evocation", "summoning" or "praying".
4458     If you want to fiddle with these, please take care not
4459     to upset the concept and balance of the various skills.
4460     </attribute>
4461     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4462     The &lt;spell type&gt; defines the basic type of spell.
4463     Some of these types are of a more generic nature than others.
4464     </attribute>
4465     <attribute arch="level" editor="spell level" type="int">
4466     </attribute>
4467     <attribute arch="casting_time" editor="casting time" type="int">
4468     </attribute>
4469     <attribute arch="duration" editor="duration" type="int">
4470     </attribute>
4471     <attribute arch="other_arch" editor="create object" type="string">
4472     </attribute>
4473     <attribute arch="sp" editor="cost spellpoints" type="int">
4474     </attribute>
4475     <attribute arch="grace" editor="cost grace" type="int">
4476     </attribute>
4477     <attribute arch="maxsp" editor="double cost per level" type="int">
4478     </attribute>
4479     </type>
4480    
4481     <!--####################################################################-->
4482     <type number="85" name="Spellbook">
4483     <description><![CDATA[
4484     By reading a spellbook, the player has a chance of learning the
4485     contained spell. Once learned from a book, the spell is available
4486     forever. Spellbooks with high level spells require some skill-level
4487     to read.<br><br>
4488     You can create widely customized spells only by adjusting the
4489     spell object in the spellbooks inventory. Refer to the description
4490     of spell objects for detailed information how to customize spells.<br>
4491     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4492     with a compilation of spells that the book may contain. ]]>
4493     </description>
4494     <use><![CDATA[
4495     Don't put any of the godgiven spells into a spellbook! These are
4496     reserved for the followers of the appropriate cults. Handing them
4497     out in a spellbook would violate the balance between different religions.
4498     <br><br>
4499     Note that there is no fundamental difference between the spellbooks
4500     of varying schools (pyromancy, sorcery, evocation, summoning, and
4501     even praying). The difference lies only in the spells they contain.
4502     It is up to you, the mapmaker, to pick the right type of book
4503     for your spells. ]]>
4504     </use>
4505     <attribute arch="skill" value="literacy" type="fixed" />
4506     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4507     There are two ways to put spells into a spellbook:
4508     1. Put a spell object in the books inventory. In this case,
4509     treasurelist must be set to &lt;none&gt;.
4510     2. Choose a treasurelist which contains spells.
4511     In that way, a spell will be chosen randomly from the list.
4512     </attribute>
4513     <attribute arch="startequip" editor="godgiven item" type="bool">
4514     A godgiven item vanishes as soon as the player
4515     drops it to the ground.
4516     </attribute>
4517     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4518     This text may contain a nice description
4519     of the spellbook's cover or something.
4520     </attribute>
4521     </type>
4522    
4523     <!--####################################################################-->
4524     <type number="90" name="Spinner">
4525     <ignore>
4526     <ignore_list name="non_pickable" />
4527     </ignore>
4528     <description><![CDATA[
4529     Spinners change the direction of spell objects and other projectiles
4530     that fly past. Unlike directors, it does make a difference from what
4531     angle you shoot into the spinner. The direction of objects flying past
4532     is always changed by a certain degree. ]]>
4533     </description>
4534     <use><![CDATA[
4535     Spinners are very rarely used. I believe they are quite
4536     confusing and pointless. The only use I can think of is building
4537     some puzzle about where to shoot into spinners to shoot somewhere you
4538     otherwise couldn't.
4539 root 1.3
4540 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4541     projectiles from magic walls don't get to fly in loops. ]]>
4542     </use>
4543     <attribute arch="sp" editor="direction number" type="int">
4544     The spinner will change the direction of flying objects by
4545     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4546     positive values counter clockwise.
4547 root 1.3
4548 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4549     </attribute>
4550 root 1.9 &move_on;
4551 root 1.1 </type>
4552    
4553     <!--####################################################################-->
4554     <type number="138" name="Swamp">
4555     <ignore>
4556     <ignore_list name="non_pickable" />
4557     </ignore>
4558     <description><![CDATA[
4559     Swamp areas show a special behaviour:
4560     When a player stands still on a swamp-square for too long,
4561     he will start to sink in and eventually drown and die.
4562     Items dropped on the swamp sink in and dissapear.
4563     Players with knowledge of the woodsman skill are a lot less likely
4564     to die in the swamp. ]]>
4565     </description>
4566     <attribute arch="is_floor" value="1" type="fixed" />
4567     <attribute arch="is_wooded" value="1" type="fixed" />
4568     <attribute arch="speed" editor="drowning speed" type="float">
4569     The higher the &lt;drowning speed&gt;, the faster will players and items
4570     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4571     and unexpected death-trap. Players should get a warning before such areas.
4572     </attribute>
4573 root 1.12 &speed_left;
4574 root 1.9 &move_on;
4575     &movement_types_terrain;
4576 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4577     If enabled, it is impossible for players to use (wizard-)
4578     spells on that spot.
4579     </attribute>
4580     <attribute arch="damned" editor="no prayers" type="bool">
4581     If enabled, it is impossible for players to use prayers
4582     on that spot. It also prevents players from saving.
4583     </attribute>
4584     </type>
4585    
4586     <!--####################################################################-->
4587     <type number="41" name="Teleporter">
4588     <ignore>
4589     <ignore_list name="non_pickable" />
4590     </ignore>
4591     <description><![CDATA[
4592     When the player walks into a teleporter, he is transferred to a
4593     different location. The main difference to the object-type exit
4594     is the possibility to have teleporters connected to levers/buttons/etc.
4595     Sometimes teleporters are activated even against the players will.
4596     <br><br>
4597     Unlike exits, teleporters can also transfer items and
4598     monsters to different locations on the same map. ]]>
4599     </description>
4600     <use><![CDATA[
4601     When creating maps, I guess sooner or later you'll want to have
4602     an invisible teleporter. If using "invisible 1", the teleporter
4603     can still be discovered with the show_invisible spell. And in
4604     some cases you can't place it under the floor to prevent this.
4605     <br><br>
4606     Fortunately, there is a cool trick to make a perfectly invisible
4607     teleporter: You simply add teleporter functionality to the floor
4608     itself. That means: You take the floor arch (e.g. "flagstone"),
4609     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4610     </use>
4611     <attribute arch="slaying" editor="exit path" type="string">
4612     The exit path specifies the map that the player is transferred to.
4613     &lt;exit path&gt; can be an absolute path, beginning with '/'
4614     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4615     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4616     for example I could use the relative path "Fire1"). Use relative
4617     paths whenever possible! Note that upper/lower case must always be
4618     set correctly. However, please use lower case only.
4619 root 1.3
4620 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4621     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4622     monsters and items. In this case, the destined map is automatically
4623     the same map the teleporter is on.
4624     </attribute>
4625     <attribute arch="hp" editor="destination X" type="int">
4626     The exit destinations define the (x, y)-coordinates where the exit
4627     leads to.
4628 root 1.3
4629 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4630     get teleported to another, randomly chosen teleporter on the same
4631     map (Slightly confusing for the player though). Make sure there
4632     actually *is* a second one in that case.
4633 root 1.3
4634 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4635     be transferred to the "default enter location" of the destined map.
4636     The latter can be set in the map-properties as "Enter X/Y". Though,
4637     please DO NOT use that. It turned out to be a source for numerous
4638     map-bugs.
4639     </attribute>
4640     <attribute arch="sp" editor="destination Y" type="int">
4641     The exit destinations define the (x, y)-coordinates where the exit
4642     leads to.
4643 root 1.3
4644 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4645     get teleported to another, randomly chosen teleporter on the same
4646     map (Slightly confusing for the player though). Make sure there
4647     actually *is* a second one in that case.
4648 root 1.3
4649 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4650     be transferred to the "default enter location" of the destined map.
4651     The latter can be set in the map-properties as "Enter X/Y". Though,
4652     please DO NOT use that. It turned out to be a source for numerous
4653     map-bugs.
4654     </attribute>
4655     <attribute arch="connected" editor="connection" type="int">
4656     If a connection value is set, the teleporter will be activated
4657     whenever the connection is triggered. To use this properly,
4658     &lt;activation speed&gt; must be zero.
4659     </attribute>
4660 elmex 1.16 &activate_on;
4661 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4662     If the &lt;activation speed&gt; is nonzero, the teleporter will
4663     automatically be activated in regular time-intervals. Hence, the
4664     player can just step on it and gets teleported sooner or later.
4665     The duration between two activates depends on the given value.
4666 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4667    
4668 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4669     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4670     </attribute>
4671 root 1.12 &speed_left;
4672 root 1.1 </type>
4673    
4674     <!--####################################################################-->
4675 root 1.3 <type number="26" name="Timed Gate">
4676     <ignore>
4677     <ignore_list name="non_pickable" />
4678     </ignore>
4679     <description><![CDATA[
4680     Gates play an important role in Crossfire. Gates can be opened
4681     by activating a button/trigger, by speaking passwords (-> magic_ear)
4682     or carrying special key-objects (-> inventory checker).
4683     Unlike locked doors, gates can get shut again after a player has
4684     passed, which makes them more practical in many cases. Unlike normal
4685     gates, timed gates open when triggered but automatically close again
4686     after some time.]]>
4687     </description>
4688     <use><![CDATA[
4689     Use gates to divide your maps into separated areas. After solving
4690     area A, the player gains access to area B, and so on. Make your
4691     maps more complex than "one-way". ]]>
4692     </use>
4693     <attribute arch="no_pick" value="1" type="fixed" />
4694     <attribute arch="connected" editor="connection" type="int">
4695     Whenever the inventory checker is triggered, all objects with identical
4696     &lt;connection&gt; value get activated. This only makes sense together with
4697     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4698     after some time.
4699     </attribute>
4700 elmex 1.16 &activate_on;
4701 root 1.3 <attribute arch="wc" editor="position state" type="int">
4702     The &lt;position state&gt; defines the position of the gate:
4703     Zero means completely open/down, the "number of animation-steps" (usually
4704     about 6 or 7) means completely closed/up state. I suggest you don't
4705     mess with this value - Leave the default in place.
4706     </attribute>
4707 root 1.9 &movement_types_terrain;
4708 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4709     Restricting the use of spells to pass this gate. This has
4710     an effect only if &lt;block view&gt; is disabled.
4711     </attribute>
4712     <attribute arch="damned" editor="restrict prayers" type="bool">
4713     Restricting the use of prayers to pass this door. This has
4714     an effect only if &lt;block view&gt; is disabled.
4715     </attribute>
4716     <attribute arch="hp" editor="open duration" type="int">
4717     Defines the duration the gate remains closed. This only takes effect
4718     if the gate is not connected.
4719     </attribute>
4720     </type>
4721    
4722     <!--####################################################################-->
4723 root 1.1 <type number="155" name="Trap">
4724     <ignore>
4725     <attribute arch="no_pick" />
4726     <attribute arch="title" />
4727     <attribute arch="name_pl" />
4728     <attribute arch="weight" />
4729     <attribute arch="value" />
4730     <attribute arch="material" />
4731     <attribute arch="unpaid" />
4732     </ignore>
4733     <description><![CDATA[
4734     A trap is a object that can either do damage or trigger another connected object
4735 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4736 root 1.1 and generally have either a physical attack or trigger a reaction.
4737     <br><br>
4738     Traps hit any monster or person who steps on them for 'dam' damage in
4739     'attacktype' attacktype and/or trigger a reaction.
4740     <br><br>
4741     Many traps are already defined in the archetypes. ]]>
4742     </description>
4743     <use><![CDATA[
4744     Avoid monsters stepping on your traps. For example, a party of orcs setting
4745     off your lightning wall and pit trap is usually a bad idea. ]]>
4746     </use>
4747     <attribute arch="no_pick" value="1" type="fixed" />
4748 root 1.9 &move_on;
4749 root 1.3 <attribute arch="level" editor="trap level" type="int">
4750 root 1.1 Level effects how easily a trap may be found and disarmed, and
4751     how much experience the player gets for doing so. Beware: High level
4752     traps can be quite a cheap source of experience! So either make them
4753     tough, or keep the level low.
4754     </attribute>
4755     <attribute arch="Cha" editor="visibility" type="int">
4756     This value determines what fraction of the time the trap is visible:
4757     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4758     how easily the trap may be found.
4759     </attribute>
4760     <attribute arch="hp" editor="number of charges" type="int">
4761     The trap will detonate &lt;number of charges&gt; times before disappearing.
4762     </attribute>
4763     <attribute arch="dam" editor="direct damage" type="int">
4764 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4765     This should be set in reasonable relation to the trap's level.
4766 root 1.1 </attribute>
4767     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4768     This attribute defines what attacktype to use for direct damage when
4769     the trap detonates.
4770     </attribute>
4771     <attribute arch="connected" editor="connection" type="int">
4772     When the trap is detonated, all objects with the same
4773     connection value get activated.
4774     </attribute>
4775     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4776     When the trap detonates, this text is displayed to the
4777     victim. For especially powerful or complex traps, create an appropriate
4778     and thrilling description. ;)
4779     </attribute>
4780     </type>
4781    
4782     <!--####################################################################-->
4783     <type number="95" name="Trapdoor">
4784     <ignore>
4785     <ignore_list name="non_pickable" />
4786     </ignore>
4787     <description><![CDATA[
4788     Trapdoors are very similar to pits. The difference is that they
4789     can not be closed. Instead, the weight of the object on the
4790     trapdoor determines weither it slams the trapdoor open and falls through
4791     or not.<br>
4792     Once a trapdoor has been opened (by a creature or items of sufficient
4793     weight,) it remains open, acting like an opened pit. ]]>
4794     </description>
4795     <use><![CDATA[
4796     Trapdoors should be used in the same fashion as pits:
4797     They should always drop the victims to some kind of lower level. They
4798     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4799     </use>
4800     <attribute arch="no_pick" value="1" type="fixed" />
4801 root 1.9 &move_on;
4802 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4803     This value defines how much weight the trapdoor can hold.
4804     Once items or creatures are gathered on the trapdoor, with
4805     a total weight surpassing this value, then the trapdoor will
4806     open and things start falling through.
4807     </attribute>
4808     <attribute arch="hp" editor="destination X" type="int">
4809     The trapdoor will transport creatures (and items) randomly into
4810     a two-square radius of the destination coordinates.
4811     If the destination square becomes blocked, the trapdoor will act like
4812     being filled up and not work anymore!
4813     </attribute>
4814     <attribute arch="sp" editor="destination Y" type="int">
4815     The trapdoor will transport creatures (and items) randomly into
4816     a two-square radius of the destination coordinates.
4817     If the destination square becomes blocked, the trapdoor will act like
4818     being filled up and not work anymore!
4819     </attribute>
4820     </type>
4821    
4822     <!--####################################################################-->
4823     <type number="4" name="Treasure">
4824     <ignore>
4825     <attribute arch="nrof" />
4826     <attribute arch="title" />
4827     <attribute arch="name_pl" />
4828     <attribute arch="weight" />
4829     <attribute arch="value" />
4830     <attribute arch="material" />
4831     </ignore>
4832     <description><![CDATA[
4833     A treasure-object turns into certain randomitems when the map is loaded
4834     into the game. ]]>
4835     </description>
4836     <use><![CDATA[
4837     About usage of the "random-artifact" treasurelist:
4838     This will generate powerful stuff like girdles, xray helmets, special
4839     swords etc. If you put this as reward to your quest, players might be
4840     motivated to do it more than once. BUT, by doing so they will get a huge
4841     number of different artifacts! Besides, players will always seek the place
4842     with the most easy-to-get random artifact and ignore all others.
4843     My advice: Don't use it! Attract players with good fighting experience
4844     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4845     </use>
4846     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4847     This entry determines what kind of treasure will appear. Look into
4848     /crossfire/share/crossfire/treasures for details about existing
4849     treasurelists.
4850     </attribute>
4851     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4852     "Auto-generate" must be set in order to have the treasure be created
4853     when the map is loaded.
4854     If you want to create a random treasure chest, you unset this flag.
4855     That way, the player has to apply the object (the chest), then the
4856     treasure is generated.
4857     </attribute>
4858     <attribute arch="hp" editor="create number" type="int">
4859     "Create number" specifies how many pieces of the given treasurelist
4860     will appear. Note that for every piece there is a chance that nothing is
4861     generated. Also, sometimes there can be stacks of items generated, like
4862     for gems/money.
4863     </attribute>
4864     <attribute arch="exp" editor="quality level" type="int">
4865     The &lt;quality level&gt; will be used for the quality of the generated
4866     treasure instead of the map difficulty (as was done with shops).
4867     If zero/unset, the map difficulty will instead be used.
4868     (Example for comparison: Shop floors generate treasure of
4869     &lt;quality level&gt; 5 per default).
4870     </attribute>
4871     </type>
4872    
4873     <!--####################################################################-->
4874 root 1.3 <type number="52" name="Trigger Marker">
4875     <ignore>
4876     <ignore_list name="system_object" />
4877     </ignore>
4878     <description><![CDATA[
4879     A trigger marker is an object that inserts an invisible force (a mark) into a
4880     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4881     &lt;key string&gt; which can be discovered by detectors or inventory
4882     checkers. It is also possible to use markers for removing marks again.
4883     <br><br>
4884     Note that the player has no possibility to "see" his own marks,
4885     except by the effect that they cause on the maps. ]]>
4886     </description>
4887     <use><![CDATA[
4888     Markers hold real cool possibilities for map-making. I encourage
4889     you to use them frequently. However there is one negative point
4890     about markers: Players don't "see" what's going on with them. It is
4891     your task, as map-creator, to make sure the player is always well
4892     informed and never confused.
4893     <br><br>
4894     Please avoid infinite markers when they aren't needed. They're
4895     using a little space in the player file after all, so if there
4896     is no real purpose, set an expire time. ]]>
4897     </use>
4898     <attribute arch="no_pick" value="1" type="fixed" />
4899     <attribute arch="slaying" editor="key string" type="string">
4900     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4901     If the player already has a force with that &lt;key string&gt;,
4902     there won't be inserted a second one.
4903     </attribute>
4904     <attribute arch="connected" editor="connection" type="int">
4905     Unlike a regular marker this is the connection that triggers this marker to activate.
4906     </attribute>
4907     <attribute arch="food" editor="mark duration" type="int">
4908     This value defines the duration of the force it inserts.
4909     If nonzero, the duration of the player's mark is finite:
4910     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4911     means the mark will stay on the player forever.
4912     </attribute>
4913     <attribute arch="name" editor="delete mark" type="string">
4914     When the player steps onto the marker, all existing forces in
4915     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4916     will be removed. If you don't want to remove any marks, leave
4917     this textfield empty.
4918    
4919     Note that the string &lt;delete mark&gt; is set as the name of
4920     this marker. So don't be confused, and remember changing the
4921     name will take effect on the marker's functionality.
4922     </attribute>
4923     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4924     In the moment when the player gets marked, this text is displayed
4925     to him. You should really set a message in any marker you create,
4926     because it's the only way for the player to notice what's going on.
4927     </attribute>
4928     </type>
4929    
4930     <!--####################################################################-->
4931 root 1.1 <type number="0" name="Wall">
4932     <required>
4933     <attribute arch="is_floor" value="0" />
4934     <attribute arch="alive" value="0" />
4935 root 1.14 <attribute arch="no_pass" value="1" />
4936 root 1.1 </required>
4937     <ignore>
4938     <attribute arch="nrof" />
4939     <attribute arch="title" />
4940     <attribute arch="name_pl" />
4941     <attribute arch="value" />
4942     <attribute arch="unpaid" />
4943     </ignore>
4944     <description><![CDATA[
4945     Walls usually block passage and sight. ]]>
4946     </description>
4947 root 1.9 &movement_types_terrain;
4948 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4949     If set, the object is able to "roll", so it can be pushed around.
4950     This setting is used for boulders and barrels.
4951     </attribute>
4952     <attribute arch="no_magic" editor="restrict spells" type="bool">
4953     This takes effect only with &lt;blocksview&gt; disabled.
4954     Restricting the use of spells to pass this wall.
4955     </attribute>
4956     <attribute arch="damned" editor="restrict prayers" type="bool">
4957     This takes effect only with &lt;blocksview&gt; disabled.
4958     Restricting the use of spells to pass this wall.
4959     </attribute>
4960     </type>
4961    
4962     <!--####################################################################-->
4963 root 1.3 <type number="109" name="Wand &amp; Staff">
4964     <description><![CDATA[
4965     Wands contain a certain spell. The player can apply (ready) and
4966     fire the wand. After a defined number of casts, the wand is
4967     "used up". It is possible to recharge a wand with scrolls of
4968     charging, but usually that isn't worth the cost. ]]>
4969     </description>
4970     <use><![CDATA[
4971     Wands are quite seldomly used. The reason prolly is that they're
4972     generally not cost-efficient. Handing out high-level wands with
4973     powerful special spells isn't a good idea either, because of
4974     the recharge ability.
4975     <br><br>
4976     For low levels, staffs of healing/cure and word of recall are
4977     quite desirable though. Ideal rewards for low level quests. ]]>
4978     </use>
4979     <attribute arch="sp" editor="spell" type="spell">
4980     The &lt;spell&gt; specifies the contained spell.
4981     </attribute>
4982     <attribute arch="level" editor="casting level" type="int">
4983     The &lt;casting level&gt; of the wand determines it's power.
4984     An average level for wands in shops is about 10.
4985     </attribute>
4986     <attribute arch="food" editor="number of charges" type="int">
4987     The wand can be used &lt;number of charges&gt; times before it is
4988     used up. It can be recharged with scrolls of charging.
4989     </attribute>
4990     <attribute arch="startequip" editor="godgiven item" type="bool">
4991     A godgiven item vanishes as soon as the player
4992     drops it to the ground.
4993     </attribute>
4994     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4995     This text may contain a description of the wand.
4996     </attribute>
4997     </type>
4998    
4999     <!--####################################################################-->
5000 root 1.1 <type number="0" name="Weak Wall">
5001     <required>
5002     <attribute arch="is_floor" value="0" />
5003     <attribute arch="alive" value="1" />
5004     <attribute arch="tear_down" value="1" />
5005     </required>
5006     <ignore>
5007     <ignore_list name="non_pickable" />
5008     </ignore>
5009     <description><![CDATA[
5010     A weak wall is a breakable spot amidsts a solid wall. Typically
5011     these weak walls look similar to their solid "relatives" except
5012     for a small crack or little chunks of wall on the ground. ]]>
5013     </description>
5014     <use><![CDATA[
5015     If you want to create hidden rooms, using weak walls is alot
5016     better than completely indiscernible passages in a wall.<br>
5017     Anyways, there can be a lot more to weak walls than just finding
5018     them: Rising their defensive stats, weak walls can become a
5019     serious obstacle. An ice wall might only be torn down by a fire
5020     attack for example. A granite wall for instance might be very
5021     hard to destroy. ]]>
5022     </use>
5023     <attribute arch="alive" value="1" type="fixed" />
5024     <attribute arch="no_pick" value="1" type="fixed" />
5025     <attribute arch="tear_down" value="1" type="fixed" />
5026     <attribute arch="race" editor="race" type="string">
5027     For weak walls, &lt;race&gt; should always be set to "wall",
5028     unless you create something fancy like a building which
5029     is in fact meant to be a huge animal.
5030     Note that shovels slay walls, so they do tripple damage
5031     against weak walls.
5032     </attribute>
5033     <attribute arch="level" editor="level" type="int">
5034     The &lt;level&gt; of a weak wall works similar to monster levels.
5035     Due to the fact that weak walls cannot attack, the level
5036     is much less important though.
5037     </attribute>
5038     <attribute arch="hp" editor="health points" type="int">
5039     The &lt;health points&gt; of a weak wall define how long it takes to
5040     tear it down. With every successful hit from an opponent,
5041     &lt;health points&gt; get drained.
5042     </attribute>
5043     <attribute arch="maxhp" editor="max health" type="int">
5044     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5045     weak wall can have. Since walls generally don't heal, I doubt
5046     this has much real effect.
5047     </attribute>
5048     <attribute arch="ac" editor="armour class" type="int">
5049     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5050     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5051     </attribute>
5052     <section name="resistance">
5053     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5054     </attribute>
5055     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5056     </attribute>
5057     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5058     </attribute>
5059     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5060     </attribute>
5061     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5062     </attribute>
5063     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5064     </attribute>
5065     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5066     </attribute>
5067     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5068     </attribute>
5069     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5070     </attribute>
5071     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5072     </attribute>
5073     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5074     </attribute>
5075     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5076     </attribute>
5077     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5078     </attribute>
5079     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5080     </attribute>
5081     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5082     </attribute>
5083     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5084     </attribute>
5085     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5086     </attribute>
5087     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5088     </attribute>
5089     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5090     </attribute>
5091     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5092     </attribute>
5093     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5094     </attribute>
5095     </section>
5096     </type>
5097    
5098     <!--####################################################################-->
5099     <type number="15" name="Weapon">
5100     <description><![CDATA[
5101     Wielding a weapon, the object's stats will directly be inherited to the
5102     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5103     be improved with scrolls. ]]>
5104     </description>
5105     <use><![CDATA[
5106     If you create artifacts (equipment) with stats- or resistance-bonus:
5107     Keep playbalance in mind! Such items mustn't be reachable without hard
5108     fighting AND questing. ]]>
5109     </use>
5110     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5111     This number is a bitmask, specifying the weapon's attacktypes.
5112     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5113     have no more than one or two attacktypes. Keep in mind that all weapons
5114     can be blessed by the player's diety, thus adding an additional attacktype.
5115 root 1.3
5116 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5117     then he will do as much damage as the "best" of his attacktypes does. So,
5118     the more attacktypes you've got, the better your chance to take advantage
5119     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5120     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5121     </attribute>
5122     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5123     The &lt;weapontype&gt; characterizes the weapon's type of physical
5124     attack. It could best be considered a "subclassification"
5125     of the physical attacktype. For now, this is only used for
5126     attack messages!
5127 root 1.3
5128 root 1.1 You should always set this correctly when creating new
5129     weapons for your maps.
5130     </attribute>
5131     <attribute arch="skill" editor="skill name" type="string">
5132     Matching &lt;skill name&gt; of the skill that is required
5133     to use this weapon.
5134     </attribute>
5135     <attribute arch="dam" editor="damage" type="int">
5136     The damage value is used as base value for how much damage the weapon
5137     does per hit. The actual damage involves more dependencies,
5138     like wielder's level and defender's level. Look at existing weapons
5139     to get a feel for the range of weapon damage values.
5140     </attribute>
5141     <attribute arch="slaying" editor="slaying race" type="string">
5142     Slaying means the weapon does tripple (3x) damage to monsters of the
5143     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5144     only monsters of that archtype are hit with tripple damage.
5145 root 1.3
5146 root 1.1 No god blessings are possible for weapons with a race set in this entry
5147     (That's because god blessings add tripple damage against their own
5148     enemy races). Tripple damage is very effective.
5149     </attribute>
5150     <attribute arch="last_sp" editor="weapon speed" type="int">
5151     The weapon speed determines how often the wielder can swing the weapon
5152     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5153     is best (that is lightning- fast). A typical average value is 8.
5154     Speed and damage should be kept in reasonable relation.
5155     </attribute>
5156     <attribute arch="wc" editor="weapon class" type="int">
5157     The weapon class value adds to the overall weapon class of the wielder's
5158     melee attacks. Weapon class improves the chance of hitting the opponent.
5159     </attribute>
5160     <attribute arch="magic" editor="magic bonus" type="int">
5161     For a weapon, magic bonus works just like weapon class, except that
5162     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5163     less useful than direct weapon class value on a weapon.
5164     </attribute>
5165     <attribute arch="item_power" editor="item power" type="int">
5166     The &lt;item power&gt; value measures how "powerful" an artifact is.
5167     Players will only be able to wear equipment with a certain total
5168     amount of &lt;item power&gt;, depending on their own level. This is the
5169     only way to prevent low level players to wear "undeserved" equipment
5170     (like gifts from other players or cheated items).
5171 root 1.3
5172 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5173     for every artifact you create! If zero/unset, the CF server will
5174     calculate a provisional value at runtime, but this is never
5175     going to be an accurate measurement of &lt;item power&gt;.
5176     </attribute>
5177     <attribute arch="damned" editor="damnation" type="bool">
5178     A damned weapon cannot be unwielded unless
5179     the curse is removed. Removing damnations is
5180     a tick harder than removing curses.
5181     </attribute>
5182     <attribute arch="cursed" editor="curse" type="bool">
5183     A cursed weapon cannot be unwielded unless
5184     the curse is removed.
5185     </attribute>
5186     <attribute arch="lifesave" editor="save life" type="bool">
5187     An item with this flag enabled will save the players life
5188     for one time: When the player is wearing this item and his
5189 root 1.3 health points reach zero, the item disappears, replenishing
5190 root 1.1 half of the player's health.
5191 root 1.3
5192 root 1.1 An item with &lt;save life&gt; should not have
5193     any decent additional bonuses!
5194     </attribute>
5195     <attribute arch="unique" editor="unique item" type="bool">
5196     Unique items exist only one time on a server. If the item
5197     is taken, lost or destroyed - it's gone for good.
5198     </attribute>
5199     <attribute arch="startequip" editor="godgiven item" type="bool">
5200     A godgiven item vanishes as soon as the player
5201     drops it to the ground.
5202     </attribute>
5203     <section name="resistance">
5204     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5205     This adds physical resistance to the weapon (= armour value). The number is
5206     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5207     and what they require to do for getting this-and-that artifact.
5208     </attribute>
5209     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5210     This adds magic resistance to the weapon. The number is a percent-value in
5211     the range 0-100. Treat this with CARE. Look at other maps and what they
5212     require to do for getting this-and-that artifact.
5213     </attribute>
5214     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5215     This adds fire resistance to the weapon. The number is a percent-value in
5216     the range 0-100. Treat this with CARE. Look at other maps and what they
5217     require to do for getting this-and-that artifact.
5218     </attribute>
5219     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5220     This adds electricity resistance to the weapon. The number is a percent-value in
5221     the range 0-100. Treat this with CARE. Look at other maps and what they
5222     require to do for getting this-and-that artifact.
5223     </attribute>
5224     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5225     This adds fire resistance to the weapon. The number is a percent-value in
5226     the range 0-100. Treat this with CARE. Look at other maps and what they
5227     require to do for getting this-and-that artifact.
5228     </attribute>
5229     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5230     This adds confusion resistance to the weapon. The number is a percent-value in
5231     the range 0-100. Confusion resistance is not very effective
5232     unless the value comes close to 100 (= perfect immunity).
5233     </attribute>
5234     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5235     This adds acid resistance to the weapon. The number is a percent-value in
5236     the range 0-100. Treat this with CARE. Look at other maps and what they
5237     require to do for getting this-and-that artifact.
5238     </attribute>
5239     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5240     This adds draining resistance to the weapon. The number is a percent-value
5241     in the range 0-100. Draining resistance is little effective
5242     unless the value is 100 (= perfect immunity).
5243     </attribute>
5244     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5245     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5246     the range 0-100. Weaponmagic resistance generally should not exist on
5247     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5248     are not meant to be easily resisted.
5249     </attribute>
5250     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5251     This adds ghosthit resistance to the weapon. The number is a percent-value
5252     in the range 0-100. Treat this with CARE. Look at other maps and what they
5253     require to do for getting this-and-that artifact.
5254     </attribute>
5255     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5256     This adds poison resistance to the weapon. The number is a percent-value in
5257     the range 0-100. Treat this with CARE. Look at other maps and what they
5258     require to do for getting this-and-that artifact.
5259     </attribute>
5260     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5261     This adds fear resistance to the weapon. The number is a percent-value in
5262     the range 0-100. Resistance to fear is pretty useless.
5263     </attribute>
5264     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5265     This adds paralyze resistance to the weapon. The number is a percent-value in
5266     the range 0-100. Paralyze resistance is little effective
5267     unless the value is 100 (= perfect immunity).
5268     </attribute>
5269     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5270     This adds fear resistance to the weapon. The number is a percent-value in
5271     the range 0-100. Resistance to fear is pretty useless.
5272     </attribute>
5273     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5274     This adds depletion resistance to the weapon. The number is a percent-value
5275     in the range 0-100. Depletion resistance is little effective
5276     unless the value is 100 (= perfect immunity).
5277     </attribute>
5278     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5279     This adds death-attack resistance to the weapon. The number is a
5280     percent-value in the range 0-100. Death-attack resistance is little
5281     effective unless the value is 100 (= perfect immunity).
5282     Generally, resistance to death-attack is not supposed to be
5283     available to players!
5284     </attribute>
5285     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5286     This adds chaos resistance to the weapon. The number is a percent-value in
5287     the range 0-100. Treat this with CARE. Look at other maps and what they
5288     require to do for getting this-and-that artifact.
5289     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5290     combination of other attacktypes.
5291     </attribute>
5292     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5293     This adds blinding resistance to the weapon. The number is a percent-value
5294     in the range 0-100. Treat this with CARE. Look at other maps and what they
5295     require to do for getting this-and-that artifact.
5296     </attribute>
5297     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5298     This adds holy power resistance to the weapon. The number is a percent-value
5299     in the range 0-100. Holy power is the attacktype that holyword-type spells
5300     use to hurt undead creatures. This kind of resistance is only reasonable
5301     for undead players (wraith or devourer cult).
5302     Generally, resistance to holy word should not be available for players.
5303     </attribute>
5304     </section>
5305     <section name="stats">
5306     <attribute arch="Str" editor="strength" type="int">
5307     The player's strentgh will rise/fall by the given value
5308     while wearing this weapon.
5309     </attribute>
5310     <attribute arch="Dex" editor="dexterity" type="int">
5311     The player's dexterity will rise/fall by the given value
5312     while wearing this weapon.
5313     </attribute>
5314     <attribute arch="Con" editor="constitution" type="int">
5315     The player's constitution will rise/fall by the given value
5316     while wearing this weapon.
5317     </attribute>
5318     <attribute arch="Int" editor="intelligence" type="int">
5319     The player's intelligence will rise/fall by the given value
5320     while wearing this weapon.
5321     </attribute>
5322     <attribute arch="Pow" editor="power" type="int">
5323     The player's power will rise/fall by the given value
5324     while wearing this weapon.
5325     </attribute>
5326     <attribute arch="Wis" editor="wisdom" type="int">
5327     The player's wisdom will rise/fall by the given value while
5328     wearing this weapon.
5329     </attribute>
5330     <attribute arch="Cha" editor="charisma" type="int">
5331     The player's charisma will rise/fall by the given value
5332     while wearing this weapon.
5333     </attribute>
5334     </section>
5335     <section name="misc">
5336     <attribute arch="luck" editor="luck bonus" type="int">
5337     With positive luck bonus, the player is more likely to
5338     succeed in all sorts of things (spellcasting, praying,...).
5339     Unless the &lt;luck bonus&gt; is very high, the effect will be
5340     barely visible in-game. Luck bonus on one piece of equipment
5341     should never exceed 3, and such bonus should not be too
5342     frequently available.
5343     </attribute>
5344     <attribute arch="hp" editor="health regen." type="int">
5345     Positive &lt;health regen.&gt; bonus speeds up the
5346     player's healing process. Negative values slow it down.
5347     </attribute>
5348     <attribute arch="sp" editor="mana regen." type="int">
5349     Positive &lt;mana regen.&gt; bonus speeds up the
5350     player's mana regeneration. Negative values slow it down.
5351     </attribute>
5352     <attribute arch="grace" editor="grace regen." type="int">
5353     Positive &lt;grace regen.&gt; bonus speeds up the
5354     player's grace regeneration. Negative values slow it down.
5355     Since grace can be regenerated rather easy with praying,
5356     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5357     </attribute>
5358     <attribute arch="food" editor="food bonus" type="int">
5359     Positive &lt;food bonus&gt; slows down the player's digestion,
5360     thus he consumes less food. Negative values speed it up.
5361 root 1.3
5362 root 1.1 Note that food is consumed not only for "being alive", but
5363     also for healing and mana-regeneration.
5364     &lt;food bonus&gt; only affects the amount of food consumed
5365     for "being alive". Hence, even with high &lt;food bonus&gt;,
5366     during a fight a player can run out of food quickly.
5367     </attribute>
5368     <attribute arch="xrays" editor="xray vision" type="bool">
5369     Xray vision allows the player to see through obstacles
5370     in a two-square-wide radius. This is extremely helpful and
5371 root 1.3 desirable, so don't give it away for cheap on equipment.
5372 root 1.1 </attribute>
5373     <attribute arch="stealth" editor="stealth" type="bool">
5374     Stealth allows the player to move silently.
5375     This comes to effect if a player turns himself
5376     invisible and tries to sneak around monsters.
5377     (At least that was the idea behind it)
5378     </attribute>
5379     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5380     If a player is wearing any piece of equipment with
5381     the ability to &lt;reflect spells&gt;, all kinds of
5382     spell-bullets and -beams will bounce off him.
5383     This works only about 90% of all times, to
5384     avoid players being completely immune to certain
5385     types of attacks.
5386 root 1.3
5387 root 1.1 This is a very powerful ability and it
5388     shouldn't be handed out cheap!
5389     </attribute>
5390     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5391     If a player is wearing any piece of equipment with
5392     the ability to &lt;reflect missiles&gt;, all kinds of
5393     projectiles (e.g. arrows, bolts, boulders) will
5394     bounce off him. This works only about 90% of all
5395     times, to avoid players being completely immune to
5396     certain types of attacks.
5397     </attribute>
5398     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5399     Click on the &lt;attuned paths&gt; button to select spellpaths.
5400     The player will get attuned to the specified spellpaths
5401     while wearing this weapon.
5402     </attribute>
5403     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5404     Click on the &lt;repelled paths&gt; button to select spellpaths.
5405     The player will get repelled to the specified spellpaths
5406     while wearing this weapon.
5407     </attribute>
5408     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5409     Click on the &lt;denied paths&gt; button to select spellpaths.
5410     The specified spellpaths will be denied to the player
5411     while wearing this weapon.
5412     </attribute>
5413     </section>
5414     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5415     This text describes the weapons's "story". Every decent artifact weapon
5416     should have such a description.
5417     </attribute>
5418     </type>
5419    
5420 root 1.5 <type number="116" name="Event Connector">
5421     <description><![CDATA[
5422     Event connectors link specific events that happen to objects to
5423     a crossfire plug-in. ]]>
5424     </description>
5425     <attribute arch="subtype" editor="event type" type="list_event_type">
5426     The type of event that triggers a notify to the plug-in.
5427     </attribute>
5428 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5429 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5430     for python and "perl" for the Crossfire-Perl plug-in.
5431     </attribute>
5432 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5433 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5434     for perl this is the name of a extension package without the ".ext" extension.
5435     </attribute>
5436 root 1.6 <attribute arch="name" editor="options" type="string">
5437 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5438     options to the extension that alter its behaviour.
5439     </attribute>
5440     </type>
5441    
5442 root 1.1 </types>