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Revision: 1.2
Committed: Mon Mar 13 03:47:36 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.1: +101 -10 lines
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File Contents

# User Rev Content
1 root 1.1 <?xml version="1.0" standalone="no" ?>
2     <!--
3     ######################################################################
4     # types.xml - This is the defintitions-file for all the different #
5     # 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     # If you encounter bugs, typos or missing entrys in the LATEST #
15     # 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    
71     <!ELEMENT bitmask (entry*)>
72     <!ATTLIST bitmask name CDATA #REQUIRED>
73    
74     <!ELEMENT list (entry*)>
75     <!ATTLIST list name CDATA #REQUIRED>
76    
77     <!ELEMENT entry EMPTY>
78     <!ATTLIST entry bit CDATA #IMPLIED
79     value CDATA #IMPLIED
80     name CDATA #REQUIRED>
81    
82     <!ELEMENT ignore_list (attribute* | EMPTY)>
83     <!ATTLIST ignore_list name CDATA #REQUIRED>
84    
85     <!ELEMENT default_type (attribute*)>
86    
87     <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88     <!ATTLIST type name CDATA #REQUIRED
89     number CDATA #REQUIRED>
90    
91     <!ELEMENT description (#PCDATA)>
92     <!ELEMENT use (#PCDATA)>
93    
94     <!ELEMENT import_type EMPTY>
95     <!ATTLIST import_type name CDATA #REQUIRED>
96    
97     <!ELEMENT required (attribute+)>
98     <!ELEMENT ignore (attribute*,ignore_list*)>
99    
100     <!ELEMENT section (attribute+)>
101     <!ATTLIST section name CDATA #REQUIRED>
102    
103     <!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     ]>
114    
115     <types>
116    
117     <!--###################### bitmask definitions ######################-->
118    
119     <bitmask name="attacktype">
120     <entry bit="0" name="Physical" />
121     <entry bit="1" name="Magical" />
122     <entry bit="2" name="Fire" />
123     <entry bit="3" name="Electricity" />
124     <entry bit="4" name="Cold" />
125     <entry bit="5" name="Confusion" />
126     <entry bit="6" name="Acid" />
127     <entry bit="7" name="Drain" />
128     <entry bit="8" name="Weaponmagic" />
129     <entry bit="9" name="Ghosthit" />
130     <entry bit="10" name="Poison" />
131     <entry bit="11" name="Slow" />
132     <entry bit="12" name="Paralyze" />
133     <entry bit="13" name="Turn Undead" />
134     <entry bit="14" name="Fear" />
135     <entry bit="15" name="Cancellation" />
136     <entry bit="16" name="Depletion" />
137     <entry bit="17" name="Death" />
138     <entry bit="18" name="Chaos" />
139     <entry bit="19" name="Counterspell" />
140     <entry bit="20" name="God Power" />
141     <entry bit="21" name="Holy Power" />
142     <entry bit="22" name="Blinding" />
143     </bitmask>
144    
145     <bitmask name="material">
146     <entry bit="0" name="Paper" />
147     <entry bit="1" name="Iron" />
148     <entry bit="2" name="Glass" />
149     <entry bit="3" name="Leather" />
150     <entry bit="4" name="Wood" />
151     <entry bit="5" name="Organics" />
152     <entry bit="6" name="Stone" />
153     <entry bit="7" name="Cloth" />
154     <entry bit="8" name="Adamantite" />
155     </bitmask>
156    
157     <bitmask name="spellpath">
158     <entry bit="0" name="Protection" />
159     <entry bit="1" name="Fire" />
160     <entry bit="2" name="Frost" />
161     <entry bit="3" name="Electricity" />
162     <entry bit="4" name="Missiles" />
163     <entry bit="5" name="Self" />
164     <entry bit="6" name="Summoning" />
165     <entry bit="7" name="Abjuration" />
166     <entry bit="8" name="Restoration" />
167     <entry bit="9" name="Detonation" />
168     <entry bit="10" name="Mind" />
169     <entry bit="11" name="Creation" />
170     <entry bit="12" name="Teleportation" />
171     <entry bit="13" name="Information" />
172     <entry bit="14" name="Transmutation" />
173     <entry bit="15" name="Transferrence" />
174     <entry bit="16" name="Turning" />
175     <entry bit="17" name="Wounding" />
176     <entry bit="18" name="Death" />
177     <entry bit="19" name="Light" />
178     </bitmask>
179    
180     <bitmask name="will_apply">
181     <entry bit="0" name="Apply Handles" />
182     <entry bit="1" name="Open Chests" />
183     <entry bit="2" name="Break Walls" />
184     <entry bit="3" name="Open Doors" />
185     </bitmask>
186    
187     <bitmask name="pick_up">
188     <entry bit="0" name="Nothing" />
189     <entry bit="1" name="Wealth" />
190     <entry bit="2" name="Food" />
191     <entry bit="3" name="Weapons" />
192     <entry bit="4" name="Armour" />
193     <entry bit="5" name="Inverse" />
194     <entry bit="6" name="All" />
195     </bitmask>
196    
197     <!--###################### list definitions ######################-->
198    
199     <list name="direction">
200     <entry value="0" name="&lt;none&gt;" />
201     <entry value="1" name="north" />
202     <entry value="2" name="northeast" />
203     <entry value="3" name="east" />
204     <entry value="4" name="southeast" />
205     <entry value="5" name="south" />
206     <entry value="6" name="southwest" />
207     <entry value="7" name="west" />
208     <entry value="8" name="northwest" />
209     </list>
210    
211     <list name="mood">
212     <entry value="0" name="furious" />
213     <entry value="1" name="angry" />
214     <entry value="2" name="calm" />
215     <entry value="3" name="sleep" />
216     <entry value="4" name="charm" />
217     </list>
218    
219     <list name="potion_effect">
220     <entry value="0" name="&lt;none&gt;" />
221     <entry value="65536" name="life restoration" />
222     <entry value="1048576" name="improvement" />
223     </list>
224    
225     <list name="weapon_type">
226     <entry value="0" name="&lt;unknown&gt;" />
227     <entry value="1" name="sword" />
228     <entry value="2" name="arrows" />
229     <entry value="3" name="axe" />
230     <entry value="4" name="katana" />
231     <entry value="5" name="knife, dagger" />
232     <entry value="6" name="whip, chain" />
233     <entry value="7" name="hammer, flail" />
234     <entry value="8" name="club, stick" />
235     </list>
236    
237     <list name="skill_type">
238     <entry value="1" name="lockpicking" />
239     <entry value="2" name="hiding" />
240     <entry value="3" name="smithery" />
241     <entry value="4" name="bowyer" />
242     <entry value="5" name="jeweler" />
243     <entry value="6" name="alchemy" />
244     <entry value="7" name="stealing" />
245     <entry value="8" name="literacy" />
246     <entry value="9" name="bargaining" />
247     <entry value="10" name="jumping" />
248     <entry value="11" name="detect magic" />
249     <entry value="12" name="oratory" />
250     <entry value="13" name="singing" />
251     <entry value="14" name="detect curse" />
252     <entry value="15" name="find traps" />
253     <entry value="16" name="mediatation" />
254     <entry value="17" name="punching" />
255     <entry value="18" name="flame touch" />
256     <entry value="19" name="karate" />
257     <entry value="20" name="climbing" />
258     <entry value="21" name="woodsman" />
259     <entry value="22" name="inscription" />
260     <entry value="23" name="one handed weapons" />
261     <entry value="24" name="missile weapons" />
262     <entry value="25" name="throwing" />
263     <entry value="26" name="use magic item" />
264     <entry value="27" name="disarm traps" />
265     <entry value="28" name="set traps" />
266     <entry value="29" name="thaumaturgy" />
267     <entry value="30" name="praying" />
268     <entry value="31" name="clawing" />
269     <entry value="32" name="levitation" />
270     <entry value="33" name="summoning" />
271     <entry value="34" name="pyromancy" />
272     <entry value="35" name="evocation" />
273     <entry value="36" name="sorcery" />
274     <entry value="37" name="two handed weapons" />
275     </list>
276    
277     <list name="spell_type">
278     <entry value="1" name="raise dead" />
279     <entry value="2" name="rune" />
280     <entry value="3" name="make mark" />
281     <entry value="4" name="bolt" />
282     <entry value="5" name="bullet" />
283     <entry value="6" name="explosion" />
284     <entry value="7" name="cone" />
285     <entry value="8" name="bomb" />
286     <entry value="9" name="wonder" />
287     <entry value="10" name="smite" />
288     <entry value="11" name="magic missile" />
289     <entry value="12" name="summon golem" />
290     <entry value="13" name="dimension door" />
291     <entry value="14" name="magic mapping" />
292     <entry value="15" name="magic wall" />
293     <entry value="16" name="destruction" />
294     <entry value="17" name="perceive self" />
295     <entry value="18" name="word of recall" />
296     <entry value="19" name="invisible" />
297     <entry value="20" name="probe" />
298     <entry value="21" name="healing" />
299     <entry value="22" name="create food" />
300     <entry value="23" name="earth to dust" />
301     <entry value="24" name="change ability" />
302     <entry value="25" name="bless" />
303     <entry value="26" name="curse" />
304     <entry value="27" name="summon monster" />
305     <entry value="28" name="recharge" />
306     <entry value="29" name="polymorph" />
307     <entry value="30" name="alchemy" />
308     <entry value="31" name="remove curse" />
309     <entry value="32" name="identify" />
310     <entry value="33" name="detection" />
311     <entry value="34" name="mood change" />
312     <entry value="35" name="moving ball" />
313     <entry value="36" name="swarm" />
314     <entry value="37" name="charge mana" />
315     <entry value="38" name="dispel rune" />
316     <entry value="39" name="create missile" />
317     <entry value="40" name="consecrate" />
318     <entry value="41" name="animate weapon" />
319     <entry value="42" name="light" />
320     <entry value="43" name="change map light" />
321     <entry value="44" name="faery fire" />
322     <entry value="45" name="disease" />
323     <entry value="46" name="aura" />
324     <entry value="47" name="town portal" />
325     </list>
326    
327     <!--###################### default attributes ######################-->
328    
329     <!--
330     The attributes of the default_type get added to all other types by default.
331     Every type can have an 'ignore' element however, which is used to specify
332     default attributes *not* to inherit.
333     -->
334     <default_type>
335     <attribute arch="name" editor="name" type="string">
336     This is the name of the object, displayed to the player.
337     </attribute>
338     <attribute arch="name_pl" editor="plural name" type="string">
339     This is the plural name of the object. A plural name must be set for
340     all items that can be picked up and collected by the player.
341     </attribute>
342     <attribute arch="title" editor="title" type="string">
343     This is the object's title. Once an object is identified the title is
344     attached to the name. Typical titels are "of mostrai", "of xray vision" etc.
345     </attribute>
346     <attribute arch="face" editor="image" type="string">
347     The image-name defines what image is displayed for this object in-game.
348     </attribute>
349     <attribute arch="nrof" editor="number" type="int">
350     This value determines the number of objects in one stack (for example:
351     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
352     any pickable object - otherwise it won't be mergeable into a stack.
353     </attribute>
354     <attribute arch="weight" editor="weight" type="int">
355     This value defines the object's weight in gramm (1000g is 1kg). Objects with
356     zero weight are not pickable for players. Still, set the "non-pickable"-flag
357     for explicitly non-pickable objects (hey, this is opensource.. you
358     never know ;) ).
359     </attribute>
360     <attribute arch="value" editor="value" type="int">
361     Adds a certain value to the object: It will be worth that many times the
362     default value from it's archetype (E.g. "value = 3" means three times
363     worth the default value). Value for buying/selling will be
364     further modified by various factors. Hence, testing values in-game is
365     usually inevitable.
366     </attribute>
367     <attribute arch="glow_radius" editor="glow radius" type="int">
368     If &lt;glow radius&gt; is set to a value greater zero, the object
369     appears lit up on dark maps. &lt;glow radius&gt; can be a value
370     between 0 and 4, the higher, the more light does the object emmit.
371     </attribute>
372     <attribute arch="material" editor="material" type="bitmask_material">
373     This bitmask-value informs the player of which material(s) the
374     object consists. Material does also affect how likely the object
375     can be destroyed by hazardous spell-effects.
376     </attribute>
377     <attribute arch="no_pick" editor="non-pickable" type="bool">
378     If set, the object cannot be picked up (Neither by players nor monsters).
379     </attribute>
380     <attribute arch="invisible" editor="invisible" type="bool">
381     Generally makes the object invisible. Depending on the object-type,
382     some can be made visible by the show_invisible spell. If in doubt, test it.
383     Putting an invisible object under the floor always prevents it from being
384     shown.
385     </attribute>
386     <attribute arch="blocksview" editor="block view" type="bool">
387     If an item is set to block view, players (and monsters) cannot
388     see byond it unless they cross it or manage to stand ontop.
389     </attribute>
390     <attribute arch="identified" editor="identified" type="bool">
391     If an item is identified, the player has full knowledge about it.
392     </attribute>
393     <attribute arch="unpaid" editor="unpaid" type="bool">
394     An &lt;unpaid&gt; item cannot be used unless a player carried it over
395     a shop mat, paying the demanded price. Setting this flag makes sense
396     only for pickable items inside shops.
397     </attribute>
398     </default_type>
399    
400     <!-- This ignorelist is for all system objects which are non pickable
401     and invisible. They don't interact with players at all. -->
402     <ignore_list name="system_object">
403     <attribute arch="value" />
404     <attribute arch="nrof" />
405     <attribute arch="weight" />
406     <attribute arch="name_pl" />
407     <attribute arch="material" />
408     <attribute arch="no_pick" />
409     <attribute arch="unpaid" />
410     <attribute arch="title" />
411     <attribute arch="glow_radius" />
412     <attribute arch="identified" />
413     <attribute arch="blocksview" />
414     <attribute arch="invisible" />
415     </ignore_list>
416    
417     <!-- This ignorelist is for non-pickable objects. They can be seen by
418     the player, but don't have values like material or weight. -->
419     <ignore_list name="non_pickable">
420     <attribute arch="value" />
421     <attribute arch="nrof" />
422     <attribute arch="weight" />
423     <attribute arch="name_pl" />
424     <attribute arch="material" />
425     <attribute arch="no_pick" />
426     <attribute arch="unpaid" />
427     <attribute arch="title" />
428     <attribute arch="identified" />
429     </ignore_list>
430    
431     <!--####################################################################-->
432     <type number="0" name="Misc">
433     <required>
434     <!-- this is a special case: The "misc" type with type number 0 is
435     the fallback for all types which don't match any other defined types.
436     The required attribute "misc x" prevents that it gets confused with
437     other types like "monster & npc" which also have type number 0. -->
438     <attribute arch="misc" value="x" />
439     </required>
440     <attribute arch="no_pass" editor="blocking passage" type="bool">
441     If set, the object cannot be passed by players nor monsters.
442     </attribute>
443     <attribute arch="cursed" editor="cursed" type="bool">
444     Curses can have various effects: On equipment and food,
445     they generally harm the player in some way.
446     </attribute>
447     <attribute arch="damned" editor="damned" type="bool">
448     A damned item/floor on the ground makes it impossible for players
449     to use prayers on that spot. It also prevents players from saving.
450     Damnation on equipment works similar to a curse.
451     </attribute>
452     <attribute arch="unique" editor="unique item" type="bool">
453     Unique items exist only one time on a server. If the item
454     is taken, lost or destroyed - it's gone for good.
455     </attribute>
456     <attribute arch="startequip" editor="godgiven item" type="bool">
457     A godgiven item vanishes as soon as the player
458     drops it to the ground.
459     </attribute>
460     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
461     This text may describe the object.
462     </attribute>
463     </type>
464    
465     <!--####################################################################-->
466     <type number="110" name="Ability">
467     <ignore>
468     <ignore_list name="system_object" />
469     </ignore>
470     <description><![CDATA[
471     Abilities are to be put in a monster's inventory. They grant monsters the
472     knowledge to cast spells. Spells from abilities are usually magical in
473     nature, thus adding magic attacktype to the spell-damage they produce.
474     <br><br>
475     A particularly nice feature of abilities is that they can hold two
476     spells: One for short range- and one for long range use.
477     \n\n
478     You should know that spellcasting monsters receive abilities via
479     &lt;treasurelist&gt;. ]]>
480     </description>
481     <use><![CDATA[
482     If you want to create "customized" spellcasting monsters, you
483     should use abilities (rather than spellbooks/wands or something).
484     The long/short-range spell feature can make boss-monsters more
485     interesting and challenging.
486     <br><br>
487     You should keep in mind that magic abilities allow players
488     to get better resistance. You can turn off the magic part to
489     make the spells more dangerous. However, this really shouldn't
490     be neccessary unless you work on very high level maps.
491     And what fun is a magic resistance cloak when it has no effect? ]]>
492     </use>
493     <attribute arch="invisible" value="1" type="fixed" />
494     <attribute arch="no_drop" value="1" type="fixed" />
495     <attribute arch="sp" editor="short range spell" type="spell">
496     The monster will use the specified &lt;short range spell&gt;
497     when the player is within 6-square radius (of the
498     monster's head).
499     </attribute>
500     <attribute arch="hp" editor="long range spell" type="nz_spell">
501     The monster will use the specified &lt;long range spell&gt;
502     when the player is at least 6 squares away (from the
503     monster's head).
504    
505     Setting a &lt;long range spell&gt; is optional. If unset, the
506     &lt;short range spell&gt; gets used all the time.
507     </attribute>
508     <attribute arch="maxsp" editor="importance" type="int">
509     Sometimes you'll want a monster to use one ability more than others.
510     To achieve this, set the &lt;importance&gt; to a value greater than
511     one. Abilities with this value zero/unset are counted to be of
512     &lt;importance&gt; one.
513    
514     Example: A monster with "small fireball" of &lt;importance&gt; 3 and
515     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
516     times the "small fireball".
517     </attribute>
518     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
519     This flag specifies wether the ability &lt;is magical&gt; in nature.
520     If enabled, all spells produced by this ability will have magic
521     attacktype added to the usual attacktypes.
522    
523     This should always be set for spell-like abilities. "Natural"
524     abilities like a dragon's firebreath are an exception.
525     Note that non-magical abilities are more dangerous because
526     magic resistance does not protect from those.</attribute>
527     </type>
528    
529     <!--####################################################################-->
530     <type number="18" name="Altar">
531     <ignore>
532     <ignore_list name="non_pickable" />
533     </ignore>
534     <description><![CDATA[
535     When a player puts a defined number of certain items on the altar,
536     then either a spell is casted (on the player) or a connector is
537     triggered. If the latter is the case, the altar works only once.
538     Either way, the sacrificed item dissapears. ]]>
539     </description>
540     <attribute arch="no_pick" value="1" type="fixed" />
541     <attribute arch="walk_on" value="1" type="fixed" />
542     <attribute arch="slaying" editor="match item name" type="string">
543     This string specifies the item that must be put on the altar to
544     activate it. It can either be the name of an archetype, or directly
545     the name of an object. Yet, titles are not recognized by altars.
546     Remember to put a note somewhere, telling the player what he is
547     expected to drop on the altar. (Often this is put in the altar's
548     name: E.g. "drop 100 platinums")
549     </attribute>
550     <attribute arch="food" editor="drop amount" type="int">
551     The drop amount specifies the amount of items (specified
552     in &lt;match item name&gt;) that must be dropped to activate the altar.
553    
554     If &lt;match item name&gt; is set to "money", then the value of the
555     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
556     200 silver, 20 gold, or 4 platinum will all work.)
557    
558     Note that the maximum possible for &lt;drop amount&gt; is 32767.
559     </attribute>
560     <attribute arch="connected" editor="connection" type="int">
561     If a connection value is set, the altar will trigger all objects
562     with the same value, when activated. This will only work once.
563     </attribute>
564     <attribute arch="sp" editor="spell" type="spell">
565     When activated, the selected &lt;spell&gt; will be casted (once, on the
566     player). This should work for any given spell. The altar will work
567     infinitly in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
568     one altar.
569     </attribute>
570     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
571     This text will be displayed to the player
572     in the exact moment when the altar is activated.
573     </attribute>
574     </type>
575    
576     <!--####################################################################-->
577     <type number="31" name="Altar Trigger">
578     <ignore>
579     <ignore_list name="non_pickable" />
580     </ignore>
581     <description><![CDATA[
582     Altar_triggers work pretty much like normal altars
583     (drop sacrifice -> connection activated), except for the fact that
584     they reset after usage. Hence, altar_triggers can be used infinitly. ]]>
585     </description>
586     <use><![CDATA[
587     Altar_triggers are very useful if you want to charge a price for...
588     <UL>
589     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
590     <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
591     <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
592     </UL>
593     The big advantage over normal altars is the infinite usability
594     of altar_triggers! If there are ten players on one server, they're
595     quite grateful if things work more than once. =) ]]>
596     </use>
597     <attribute arch="no_pick" value="1" type="fixed" />
598     <attribute arch="slaying" editor="match item name" type="string">
599     This string specifies the item that must be put on the altar to
600     activate it. It can either be the name of an archetype, or directly
601     the name of an object. Yet, titles are not recognized by altars.
602     Remember to put a note somewhere, telling the player what he is
603     expected to drop on the altar. (Often this is put in the altar's
604     name: E.g. "drop 100 platinums")
605     </attribute>
606     <attribute arch="food" editor="drop amount" type="int">
607     The drop amount specifies the amount of items (specified
608     in &lt;match item name&gt;) that must be dropped to activate the altar.
609    
610     If &lt;match item name&gt; is set to "money", then the value of the
611     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
612     200 silver, 20 gold, or 4 platinum will all work.)
613    
614     Note that the maximum possible for &lt;drop amount&gt; is 32767.
615     </attribute>
616     <attribute arch="connected" editor="connection" type="int">
617     If a connection value is set, the altar will trigger all objects
618     with the same value, when activated. This will only work once.
619     </attribute>
620     <attribute arch="sp" editor="spell" type="spell">
621     When activated, this &lt;spell&gt; will be casted (once, on the player).
622     This should work for any given spell. The altar will work infinitly
623     in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
624     </attribute>
625     <attribute arch="exp" editor="reset time" type="int">
626     Being activated, the altar will reset after &lt;reset time&gt; ticks.
627     After reset, the altar is ready to be activated once again.
628     The default &lt;reset time&gt; is 30.
629     </attribute>
630     <attribute arch="last_sp" editor="ignore reset" type="bool">
631     If this attribute is enabled, the altar_trigger won't push the
632     connected value by altar reset. Only ONCE by dropping the sacrifice.
633     This is typically used when the altar is connected to a creator,
634     e.g. for selling tickets.
635    
636     If this attribute is disabled (default), the altar_trigger
637     will push the connected value TWICE per sacrifice: First by
638     dropping sacrifice, second by reset. This mode is typically
639     used for altars being connected to gates, resulting in the
640     gate being opened and closed again.
641     </attribute>
642     <attribute arch="walk_on" value="1" type="fixed">
643     </attribute>
644     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645     This text will be displayed to the player
646     in the exact moment when the altar is activated.
647     </attribute>
648     </type>
649    
650     <!--####################################################################-->
651     <type number="39" name="Amulet">
652     <description><![CDATA[
653     Wearing an amulet, the object's stats will directly be inherited to
654     the player. Amulets are usually meant for protection and defense. ]]>
655     </description>
656     <use><![CDATA[
657     Feel free to create your own special artifacts. However, it is very
658     important that you keep your artifact in balance with existing maps. ]]>
659     </use>
660     <attribute arch="ac" editor="armour class" type="int">
661     This value defines the amount of armour-class bonus for wearing
662     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
663     values are better. It should usually be set only for armour-like equipment.
664     </attribute>
665     <attribute arch="wc" editor="weapon class" type="int">
666     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
667     melee attacks. Weapon class improves the chance of hitting the opponent.
668     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
669     be set only for weapon-like items. Lower values are better.
670     </attribute>
671     <attribute arch="item_power" editor="item power" type="int">
672     The &lt;item power&gt; value measures how "powerful" an artifact is.
673     Players will only be able to wear equipment with a certain total
674     amount of &lt;item power&gt;, depending on their own level. This is the
675     only way to prevent low level players to wear "undeserved" equipment
676     (like gifts from other players or cheated items).
677    
678     It is very important to adjust the &lt;item power&gt; value carefully
679     for every artifact you create! If zero/unset, the CF server will
680     calculate a provisional value at runtime, but this is never
681     going to be an accurate measurement of &lt;item power&gt;.
682     </attribute>
683     <attribute arch="damned" editor="damnation" type="bool">
684     A damned piece of equipment cannot be unwielded unless the curse
685     is removed. Removing damnations is a tick harder than removing curses.
686     </attribute>
687     <attribute arch="cursed" editor="curse" type="bool">
688     A cursed piece of equipment cannot be unwielded
689     unless the curse is removed.
690     </attribute>
691     <attribute arch="lifesave" editor="save life" type="bool">
692     An item with this flag enabled will save the players life
693     for one time: When the player is wearing this item and his
694     healthpoints reach zero, the item dissapears, replenishing
695     half of the player's health.
696    
697     An item with &lt;save life&gt; should not have
698     any decent additional bonuses!
699     </attribute>
700     <attribute arch="unique" editor="unique item" type="bool">
701     Unique items exist only one time on a server. If the item
702     is taken, lost or destroyed - it's gone for good.
703     </attribute>
704     <attribute arch="startequip" editor="godgiven item" type="bool">
705     A godgiven item vanishes as soon as the player
706     drops it to the ground.
707     </attribute>
708     <attribute arch="applied" editor="is applied" type="bool">
709     If you put this item into the inventory of a monster, and
710     you want the monster to use/wear the item - you must set
711     &lt;is applied&gt;.
712     Enabling this flag doesn't make any sense if the item
713     is NOT in a monster's inventory.
714     </attribute>
715     <section name="resistance">
716     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
717     This adds physical resistance to the item (= armour value). The number is
718     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
719     and what they require to do for getting this-and-that artifact.
720     </attribute>
721     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
722     This adds magic resistance to the item. The number is a percent-value in
723     the range 0-100. Treat this with CARE. Look at other maps and what they
724     require to do for getting this-and-that artifact.
725     </attribute>
726     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
727     This adds fire resistance to the item. The number is a percent-value in
728     the range 0-100. Treat this with CARE. Look at other maps and what they
729     require to do for getting this-and-that artifact.
730     </attribute>
731     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
732     This adds electricity resistance to the item. The number is a percent-value in
733     the range 0-100. Treat this with CARE. Look at other maps and what they
734     require to do for getting this-and-that artifact.
735     </attribute>
736     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
737     This adds fire resistance to the item. The number is a percent-value in
738     the range 0-100. Treat this with CARE. Look at other maps and what they
739     require to do for getting this-and-that artifact.
740     </attribute>
741     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
742     This adds confusion resistance to the item. The number is a percent-value in
743     the range 0-100. Confusion resistance is not very effective
744     unless the value comes close to 100 (= perfect immunity).
745     </attribute>
746     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
747     This adds acid resistance to the item. The number is a percent-value in
748     the range 0-100. Treat this with CARE. Look at other maps and what they
749     require to do for getting this-and-that artifact.
750     </attribute>
751     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
752     This adds draining resistance to the item. The number is a percent-value
753     in the range 0-100. Draining resistance is little effective
754     unless the value is 100 (= perfect immunity).
755     </attribute>
756     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
757     This adds weaponmagic resistance to the item. The number is a percent-value in
758     the range 0-100. Weaponmagic resistance generally should not exist on
759     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
760     are not meant to be easily resisted.
761     </attribute>
762     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
763     This adds ghosthit resistance to the item. The number is a percent-value
764     in the range 0-100. Treat this with CARE. Look at other maps and what they
765     require to do for getting this-and-that artifact.
766     </attribute>
767     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
768     This adds poison resistance to the item. The number is a percent-value in
769     the range 0-100. Treat this with CARE. Look at other maps and what they
770     require to do for getting this-and-that artifact.
771     </attribute>
772     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
773     This adds fear resistance to the item. The number is a percent-value in
774     the range 0-100. Resistance to fear is pretty useless.
775     </attribute>
776     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
777     This adds paralyze resistance to the item. The number is a percent-value in
778     the range 0-100. Paralyze resistance is little effective
779     unless the value is 100 (= perfect immunity).
780     </attribute>
781     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
782     This adds fear resistance to the item. The number is a percent-value in
783     the range 0-100. Resistance to fear is pretty useless.
784     </attribute>
785     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
786     This adds depletion resistance to the item. The number is a percent-value
787     in the range 0-100. Depletion resistance is little effective
788     unless the value is 100 (= perfect immunity).
789     </attribute>
790     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
791     This adds death-attack resistance to the item. The number is a
792     percent-value in the range 0-100. Death-attack resistance is little
793     effective unless the value is 100 (= perfect immunity).
794     Generally, resistance to death-attack is not supposed to be
795     available to players!
796     </attribute>
797     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
798     This adds chaos resistance to the item. The number is a percent-value in
799     the range 0-100. Treat this with CARE. Look at other maps and what they
800     require to do for getting this-and-that artifact.
801     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
802     combination of other attacktypes.
803     </attribute>
804     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
805     This adds blinding resistance to the item. The number is a percent-value
806     in the range 0-100. Treat this with CARE. Look at other maps and what they
807     require to do for getting this-and-that artifact.
808     </attribute>
809     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
810     This adds holy power resistance to the item. The number is a percent-value
811     in the range 0-100. Holy power is the attacktype that holyword-type spells
812     use to hurt undead creatures. This kind of resistance is only reasonable
813     for undead players (wraith or devourer cult).
814     Generally, resistance to holy word should not be available for players.
815     </attribute>
816     </section>
817     <section name="stats">
818     <attribute arch="Str" editor="strength" type="int">
819     The player's strentgh will rise/fall by the given value
820     while wearing this piece of equipment.
821     </attribute>
822     <attribute arch="Dex" editor="dexterity" type="int">
823     The player's dexterity will rise/fall by the given value
824     while wearing this piece of equipment.
825     </attribute>
826     <attribute arch="Con" editor="constitution" type="int">
827     The player's constitution will rise/fall by the given value
828     while wearing this piece of equipment.
829     </attribute>
830     <attribute arch="Int" editor="intelligence" type="int">
831     The player's intelligence will rise/fall by the given value
832     while wearing this piece of equipment.
833     </attribute>
834     <attribute arch="Pow" editor="power" type="int">
835     The player's power will rise/fall by the given value
836     while wearing this piece of equipment.
837     </attribute>
838     <attribute arch="Wis" editor="wisdom" type="int">
839     The player's wisdom will rise/fall by the given value while
840     wearing this piece of equipment.
841     </attribute>
842     <attribute arch="Cha" editor="charisma" type="int">
843     The player's charisma will rise/fall by the given value
844     while wearing this piece of equipment.
845     </attribute>
846     </section>
847     <section name="misc">
848     <attribute arch="luck" editor="luck bonus" type="int">
849     With positive luck bonus, the player is more likely to
850     succeed in all sorts of things (spellcasting, praying,...).
851     Unless the &lt;luck bonus&gt; is very high, the effect will be
852     barely visible in-game. Luck bonus on one piece of equipment
853     should never exceed 3, and such bonus should not be too
854     frequently available.
855     </attribute>
856     <attribute arch="hp" editor="health regen." type="int">
857     Positive &lt;health regen.&gt; bonus speeds up the
858     player's healing process. Negative values slow it down.
859     </attribute>
860     <attribute arch="sp" editor="mana regen." type="int">
861     Positive &lt;mana regen.&gt; bonus speeds up the
862     player's mana regeneration. Negative values slow it down.
863     </attribute>
864     <attribute arch="grace" editor="grace regen." type="int">
865     Positive &lt;grace regen.&gt; bonus speeds up the
866     player's grace regeneration. Negative values slow it down.
867     Since grace can be regenerated rather easy with praying,
868     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
869     </attribute>
870     <attribute arch="food" editor="food bonus" type="int">
871     Positive &lt;food bonus&gt; slows down the player's digestion,
872     thus he consumes less food. Negative values speed it up.
873    
874     Note that food is consumed not only for "being alive", but
875     also for healing and mana-regeneration.
876     &lt;food bonus&gt; only affects the amount of food consumed
877     for "being alive". Hence, even with high &lt;food bonus&gt;,
878     during a fight a player can run out of food quickly.
879     </attribute>
880     <attribute arch="xrays" editor="xray vision" type="bool">
881     Xray vision allows the player to see through obstacles
882     in a two-square-wide radius. This is extremely helpful and
883     desireable, so don't give it away for cheap on equipment.
884     </attribute>
885     <attribute arch="stealth" editor="stealth" type="bool">
886     Stealth allows the player to move silently.
887     This comes to effect if a player turns himself
888     invisible and tries to sneak around monsters.
889     (At least that was the idea behind it)
890     </attribute>
891     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
892     If a player is wearing any piece of equipment with
893     the ability to &lt;reflect spells&gt;, all kinds of
894     spell-bullets and -beams will bounce off him.
895     This works only about 90% of all times, to
896     avoid players being completely immune to certain
897     types of attacks.
898    
899     This is a very powerful ability and it
900     shouldn't be handed out cheap!
901     </attribute>
902     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
903     If a player is wearing any piece of equipment with
904     the ability to &lt;reflect missiles&gt;, all kinds of
905     projectiles (e.g. arrows, bolts, boulders) will
906     bounce off him. This works only about 90% of all
907     times, to avoid players being completely immune to
908     certain types of attacks.
909     </attribute>
910     <attribute arch="flying" editor="levitate" type="bool">
911     As soon as the player applies a piece of equipment with
912     &lt;levitate&gt; set, the player will start to float in the air.
913     </attribute>
914     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915     Click on the &lt;attuned paths&gt; button to select spellpaths.
916     The player will get attuned to the specified spellpaths
917     while wearing this item.
918     </attribute>
919     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
920     Click on the &lt;repelled paths&gt; button to select spellpaths.
921     The player will get repelled to the specified spellpaths
922     while wearing this item.
923     </attribute>
924     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
925     Click on the &lt;denied paths&gt; button to select spellpaths.
926     The specified spellpaths will be denied to the player
927     while wearing this item.
928     </attribute>
929     </section>
930     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
931     This text describes the item's "story". Every decent artifact
932     should have such a description.
933     </attribute>
934     </type>
935    
936     <!--####################################################################-->
937     <type number="58" name="Battleground">
938     <ignore>
939     <ignore_list name="non_pickable" />
940     </ignore>
941     <description><![CDATA[
942     Battleground is very special: In short, players can die on battleground
943     without any death penalties. They don't loose or gain experience
944     while on battleground. Acid, draining and depletion effects don't
945     work either.
946     When a player dies on battleground, he gets teleported to an exit
947     location which is defined in the battleground object. ]]>
948     </description>
949     <use><![CDATA[
950     Battleground is only meant for player vs. player duels. You can
951     design combat arenas similiar to the one in scorn.<br>
952     What should NEVER be done is placing battleground tiles in
953     open dungeons or other free kinds of land.
954     It must not be possible to gain significant treasure for fighting
955     on battleground, because it bears no risk.<br><br>
956     (Battleground will cease to work when the image or name is changed,
957     or when it is placed beneath another floor tile.
958     This is not a bug, it is there to prevent any attempts of placing
959     "hidden" battleground tiles anywhere.) ]]>
960     </use>
961     <attribute arch="no_pick" value="1" type="fixed" />
962     <attribute arch="is_floor" value="1" type="fixed" />
963     <attribute arch="hp" editor="destination X" type="int">
964     The exit destinations define the (x, y)-coordinates where players
965     get teleported after they died on this battleground.
966     </attribute>
967     <attribute arch="sp" editor="destination Y" type="int">
968     The exit destinations define the (x, y)-coordinates where players
969     get teleported after they died on this battleground.
970     </attribute>
971     </type>
972    
973     <!--####################################################################-->
974     <type number="104" name="Bracers">
975     <import_type name="Amulet" />
976     <description><![CDATA[
977     Bracers are armour-plates worn around the wrists.
978     Wearing bracer, the object's stats will directly be inherited to
979     the player. Usually enhancing his defense. ]]>
980     </description>
981     <use><![CDATA[
982     Feel free to create your own special artifacts. However, it is very
983     important that you keep your artifact in balance with existing maps. ]]>
984     </use>
985     <attribute arch="magic" editor="magic bonus" type="int">
986     &lt;magic bonus&gt; works just like ac, except that it can be improved by
987     "scrolls of Enchant Armour" or reduced by acid. It is less useful
988     than direct armour-class bonus on the bracers.
989     </attribute>
990     </type>
991    
992     <!--####################################################################-->
993     <type number="16" name="Brestplate Armour">
994     <import_type name="Amulet" />
995     <description><![CDATA[
996     Wearing an armour, the object's stats will directly be inherited to
997     the player. Usually enhancing his defense. ]]>
998     </description>
999     <use><![CDATA[
1000     Feel free to create your own special artifacts. However, it is very
1001     important that you keep your artifact in balance with existing maps. ]]>
1002     </use>
1003     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1004     This poses a penalty to spell regeneration speed, for wearing the armour.
1005     The bigger the spellpoint penalty, the worse.
1006     </attribute>
1007     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1008     Slowdown penalty reduces the player's walking speed when wearing the
1009     armour. Bigger values are worse - zero is best.
1010     </attribute>
1011     <attribute arch="magic" editor="magic bonus" type="int">
1012     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1013     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1014     than direct armour-class bonus on the armour.
1015     </attribute>
1016     </type>
1017    
1018     <!--####################################################################-->
1019     <type number="8" name="Book">
1020     <description><![CDATA[
1021     Applying a book, the containing message is displayed to the player. ]]>
1022     </description>
1023     <attribute arch="level" editor="literacy level" type="int">
1024     If this value is set to be greater than zero, the player needs a
1025     certain literacy level to succeed reading the book. The book can be
1026     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1027     book can be a nice idea, personally I like it when a player needs
1028     more than his fighting skills to solve a quest. However, keep the
1029     booklevel at least below 15 because it is quite hard to gain high
1030     mental levels.
1031     </attribute>
1032     <attribute arch="startequip" editor="godgiven item" type="bool">
1033     A godgiven item vanishes as soon as the player
1034     drops it to the ground.
1035     </attribute>
1036     <attribute arch="unique" editor="unique item" type="bool">
1037     Unique items exist only one time on a server. If the item
1038     is taken, lost or destroyed - it's gone for good.
1039     </attribute>
1040     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1041     This is the text that appears "written" in the book.
1042     </attribute>
1043     </type>
1044    
1045     <!--####################################################################-->
1046     <type number="99" name="Boots">
1047     <import_type name="Amulet" />
1048     <description><![CDATA[
1049     Wearing boots, the object's stats will directly be inherited to
1050     the player. Usually enhancing his speed, or granting some minor
1051     protection bonus. ]]>
1052     </description>
1053     <use><![CDATA[
1054     Feel free to create your own special artifacts. However, it is very
1055     important that you keep your artifact in balance with existing maps. ]]>
1056     </use>
1057     <attribute arch="exp" editor="speed bonus" type="int">
1058     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1059     while worn. This kind of bonus is quite desirable for players of low-
1060     and medium level. High level players usually have fastest possible
1061     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1062     Still, this bonus is good for nice artifacts - not everything has
1063     to be for highest level.
1064     </attribute>
1065     <attribute arch="magic" editor="magic bonus" type="int">
1066     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1067     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1068     than direct armour-class bonus on the boots.
1069    
1070     Important: &lt;magic bonus&gt; on boots has no effect if there is no
1071     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1072     </attribute>
1073     </type>
1074    
1075     <!--####################################################################-->
1076     <type number="92" name="Button">
1077     <ignore>
1078     <ignore_list name="non_pickable" />
1079     </ignore>
1080     <description><![CDATA[
1081     When a predefined amount of weigh is placed on a button, the
1082     &lt;connection&gt; value is triggered. In most cases this happens when a
1083     player or monster steps on it. When the button is "released", the
1084     &lt;connection&gt; value get's triggered a second time. ]]>
1085     </description>
1086     <attribute arch="walk_on" value="1" type="fixed" />
1087     <attribute arch="walk_off" value="1" type="fixed" />
1088     <attribute arch="no_pick" value="1" type="fixed" />
1089     <attribute arch="weight" editor="press weight" type="string">
1090     The button is pressed (triggered), as soon as
1091     &lt;press weigh&gt; gram are placed ontop of it.
1092     </attribute>
1093     <attribute arch="connected" editor="connection" type="int">
1094     Every time the button is pressed or released, all objects
1095     with the same &lt;connection&gt; value are activated.
1096     </attribute>
1097     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1098     This text may describe the item. You can use this
1099     message to explain the button's purpose to the player.
1100     </attribute>
1101     </type>
1102    
1103     <!--####################################################################-->
1104     <type number="87" name="Cloak">
1105     <import_type name="Amulet" />
1106     <description><![CDATA[
1107     Wearing a cloak, the object's stats will directly be inherited to
1108     the player. Cloaks usually add minor &lt;armour class&gt; and
1109     sometimes a bit of resistance. ]]>
1110     </description>
1111     <use><![CDATA[
1112     Feel free to create your own special artifacts. However, it is very
1113     important that you keep your artifact in balance with existing maps. ]]>
1114     </use>
1115     <attribute arch="magic" editor="magic bonus" type="int">
1116     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1117     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1118     than direct armour-class bonus on the cloak.
1119    
1120     Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1121     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1122     </attribute>
1123     </type>
1124    
1125     <!--####################################################################-->
1126     <type number="9" name="Clock">
1127     <description><![CDATA[
1128     Applying a clock, the time is displayed to the player. ]]>
1129     </description>
1130     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1131     This text may describe the item
1132     </attribute>
1133     </type>
1134    
1135     <!--####################################################################-->
1136     <type number="122" name="Container">
1137     <description><![CDATA[
1138     A player can put (certain kinds of) items in the container.
1139     The overall weight of items is reduced when put inside a
1140     container, depending on the settings.
1141     <br><br>
1142     A special feature of containers is the "cauldron",
1143     capable of mixing alchemical receipes. ]]>
1144     </description>
1145     <use><![CDATA[
1146     Note on chests - There are two types of chests:
1147     <UL>
1148     <LI> First the random treasure chests - Those are NOT containers
1149     (but object type Treasure), they create random treasures when
1150     applied. Archetype name is "chest".
1151     <LI> Second there are the permanent chests - Those are containers,
1152     they can be opened and closed again. Archetype name is "chest_2".
1153     </UL> ]]>
1154     </use>
1155     <attribute arch="race" editor="container class" type="string">
1156     If set, the container will hold only certain types of objects.
1157     Possible choices for &lt;container class&gt; are: "gold and jewels",
1158     "arrows" and "keys".
1159    
1160     Unfortunately it is not easy to create new container
1161     classes, because items need a matching counterpiece-attribute
1162     to the &lt;container class&gt; before they can be put inside a
1163     container. This attribute ("race") is set only for the existing
1164     container classes.
1165     </attribute>
1166     <attribute arch="slaying" editor="key string" type="string">
1167     If &lt;key string&gt; is set, only players with a special key
1168     of matching &lt;key string&gt; are able to open the container.
1169     </attribute>
1170     <attribute arch="container" editor="maximum weight" type="int">
1171     The container can hold a maximum total weight of the given value
1172     in gram. Note that this weight limit is calculated *after* the
1173     weight reduction (&lt;reduce weight&gt;) has been applied.
1174     </attribute>
1175     <attribute arch="Str" editor="reduce weight %" type="int">
1176     This value determines how much the weight of items is reduced in
1177     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1178     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1179     Most default values are in the range of ten.
1180     </attribute>
1181     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1182     If set, the container can be used as alchemy-cauldron.
1183     The player can put ingredients inside, close it, cast alchemy
1184     and if his formulae is true, he'll get what he longed for.
1185     </attribute>
1186     <attribute arch="unique" editor="unique item" type="bool">
1187     Unique items exist only one time on a server. If the item
1188     is taken, lost or destroyed - it's gone for good.
1189     All contents of a unique container are unique as well.
1190     </attribute>
1191     <attribute arch="startequip" editor="godgiven item" type="bool">
1192     A godgiven item vanishes as soon as the player
1193     drops it to the ground.
1194     </attribute>
1195     <attribute arch="other_arch" editor="animation arch" type="string">
1196     This is used for a certain kind of... "animation" when
1197     opening the container. Stick to the default arches here
1198     and you won't get into trouble.
1199     </attribute>
1200     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1201     This text may contain a description of the container.
1202     </attribute>
1203     </type>
1204    
1205     <!--####################################################################-->
1206     <type number="103" name="Converter">
1207     <ignore>
1208     <attribute arch="value" />
1209     <attribute arch="nrof" />
1210     <attribute arch="name_pl" />
1211     <attribute arch="no_pick" />
1212     <attribute arch="unpaid" />
1213     <attribute arch="title" />
1214     </ignore>
1215     <description><![CDATA[
1216     Converters are like "exchange tables". When the player drops a
1217     specific type of items, they get converted into other items, at a
1218     predefined exchange-ratio. ]]>
1219     </description>
1220     <use><![CDATA[
1221     Converters are better than shopping with doormats, because the
1222     converters never get sold out. For some items like food or jewels
1223     those "exchange tables" are really nice, while for the more important
1224     stuff like potions converters should not exist.
1225     <br><br>
1226     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1227     items on a converter, the stuff you get must be of equal or lesser
1228     value than before! (Except if you are using "rare" items like
1229     dragonscales for payment). The code will not check if your ratio is
1230     sane, so the player could gain infinite wealth by using your converter. ]]>
1231     </use>
1232     <attribute arch="no_pick" value="1" type="fixed" />
1233     <attribute arch="slaying" editor="cost arch" type="string">
1234     &lt;cost arch&gt; is the name of the archetype the player has to
1235     put on the converter, as payment.
1236     </attribute>
1237     <attribute arch="food" editor="cost number" type="int">
1238     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1239     on the converter, in order to get &lt;receive number&gt; items
1240     of &lt;receive arch&gt;.
1241     </attribute>
1242     <attribute arch="other_arch" editor="receive arch" type="string">
1243     &lt;receive arch&gt; is the name of the archetype to convert into.
1244 root 1.2 This field is ignored if the converter has items in inventory. In this
1245     case one of the inventory items is duplicated. The duplicated item is
1246     randomly chosen from all items present.
1247 root 1.1 </attribute>
1248     <attribute arch="sp" editor="receive number" type="int">
1249     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1250     on the converter, in order to get &lt;receive number&gt; items
1251     of &lt;receive arch&gt;.
1252     </attribute>
1253     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1254     This text may contain a description of the converter.
1255     </attribute>
1256     </type>
1257    
1258     <!--####################################################################-->
1259     <type number="42" name="Creator">
1260     <ignore>
1261     <ignore_list name="system_object" />
1262     </ignore>
1263     <description><![CDATA[
1264     A creator is an object which creates another object when it
1265     is triggered. The child object can be anything. Creators are
1266     VERY useful for all kinds of map-mechanisms. ]]>
1267     </description>
1268     <use><![CDATA[
1269     Don't hesitate to hide your creators under the floor.
1270     The created items will still always appear ontop of the floor. ]]>
1271     </use>
1272     <attribute arch="no_pick" value="1" type="fixed" />
1273     <attribute arch="other_arch" editor="create arch" type="string">
1274     This string defines the object that will be created.
1275     You can choose any of the existing arches.
1276 root 1.2 This field is ignored if the creator has items in inventory. In this case
1277     one of the inventory items is duplicated. The duplicated item is randomly
1278     chosen from all items present.
1279 root 1.1 </attribute>
1280     <attribute arch="connected" editor="connection" type="int">
1281     Whenever the connection value is activated,
1282     the creator gets triggered.
1283     </attribute>
1284     <attribute arch="lifesave" editor="infinit uses" type="bool">
1285     If &lt;infinit uses&gt; is set, the creator will work
1286     infinitly, regardless of the value in &lt;number of uses&gt;.
1287     </attribute>
1288     <attribute arch="hp" editor="number of uses" type="int">
1289     The creator can be triggered &lt;number of uses&gt; times, thus
1290     creating that many objects, before it dissappears.
1291     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1292     </attribute>
1293     <attribute arch="slaying" editor="name of creation" type="string">
1294 root 1.2 The created object will bear the name and title specified in &lt;name of
1295     creation&gt;. If nothing is set, the standard name and title of the
1296     archetype is used.
1297 root 1.1 </attribute>
1298     <attribute arch="level" editor="level of creation" type="int">
1299     The created object will be of that level. If zero/unset,
1300     the standard level of the archetype is used.
1301     </attribute>
1302     </type>
1303    
1304     <!--####################################################################-->
1305     <type number="51" name="Detector">
1306     <ignore>
1307     <ignore_list name="system_object" />
1308     </ignore>
1309     <description><![CDATA[
1310     Detectors work quite much like inv. checkers/pedestals: If the detector
1311     finds a specific object, it toggles its connected value.
1312     <br><br>
1313     What is "unique" about them, compared to inv. checkers/ pedestals?
1314     - First, detectors check their square for a match periodically, not
1315     instantly. Second, detectors check directly for object names. Third,
1316     detectors do not check the inventory of players/monsters. ]]>
1317     </description>
1318     <use><![CDATA[
1319     There is one major speciality about detectors: You can detect spells
1320     blown over a detector! To detect a lighting bolt for example, set
1321     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1322     walls, this can be very useful for map-mechanisms. ]]>
1323     </use>
1324     <attribute arch="no_pick" value="1" type="fixed" />
1325     <attribute arch="slaying" editor="match name" type="string">
1326     &lt;match name&gt; specifies the name of the object we are looking for.
1327     Actually it does also check for the &lt;key string&gt; in key-objects,
1328     but for this case inventory checkers are often more powerful to use.
1329     </attribute>
1330     <attribute arch="connected" editor="connection" type="int">
1331     When the detector is triggered, all objects with the same
1332     connection value get activated.
1333     </attribute>
1334     <attribute arch="speed" editor="detection speed" type="float">
1335     This value defines the time between two detector-checks.
1336     If you want the detector to behave almost like pedestals/buttons,
1337     set speed rather high, like &lt;detection speed&gt; 1.0.
1338     </attribute>
1339     </type>
1340    
1341     <!--####################################################################-->
1342     <type number="112" name="Director">
1343     <ignore>
1344     <ignore_list name="non_pickable" />
1345     </ignore>
1346     <description><![CDATA[
1347     Directors change the direction of spell objects and other projectiles
1348     that fly past. Unlike spinners, directors always move objects in the
1349     same direction. It does not make a difference from what angle you
1350     shoot into it.<br>
1351     Directors are visible per default. ]]>
1352     </description>
1353     <use><![CDATA[
1354     Directors are rarely used in maps. Sometimes they are placed to
1355     change the direction of spells coming out of magic walls,
1356     "channeling" spell-projectiles in some direction. When doing this,
1357     <B>never place directors facing each other with magic walls fireing
1358     into them!</B> The spell-projectiles bouncing between the directors
1359     would accumulate to huge numbers and at some point slow down the
1360     server by eating memory- and CPU-time.
1361     <br><br>
1362     You'd better not place directors in monster vs. player combat
1363     areas too much, because that freaks out wizard-type players. ]]>
1364     </use>
1365     <attribute arch="sp" editor="direction" type="list_direction">
1366     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1367     A director with direction &lt;none&gt; simply stops projectiles.
1368     (The latter works out a bit strange for some spells).
1369     </attribute>
1370     <attribute arch="walk_on" value="1" type="fixed" />
1371     <attribute arch="fly_on" value="1" type="fixed" />
1372     </type>
1373    
1374     <!--####################################################################-->
1375     <type number="158" name="Disease">
1376     <ignore>
1377     <ignore_list name="system_object" />
1378     </ignore>
1379     <description><![CDATA[
1380     Diseases are an intersting form of spellcraft in Crossfire.
1381     Once casted, they can spread out and infect creatures in a large
1382     area. Being infected can have various effects, from amusing farts
1383     to horrible damage - almost everything is possible. ]]>
1384     </description>
1385     <use><![CDATA[
1386     Diseases are extremely flexible and usable in a many ways.
1387     So far they are mostly used for causing bad, unwanted effects.
1388     You could just as well create a disease which helps the player
1389     (recharging mana for example).
1390     Infection with a "positive disease" could even be a quest reward. ]]>
1391     </use>
1392     <attribute arch="invisible" value="1" type="fixed" />
1393     <attribute arch="level" editor="plaque level" type="int">
1394     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1395     This mainly reflects in the &lt;damage&gt;. It has no effect on
1396     most other symptoms. Neverthless, it is a very important value for
1397     all damage-inflicting diseases.
1398     </attribute>
1399     <attribute arch="race" editor="infect race" type="string">
1400     The disease will only infect creatures of the specified &lt;race&gt;.
1401     "&lt;race&gt; *" means every creature can be infected.
1402     </attribute>
1403     <attribute arch="ac" editor="progressiveness" type="int">
1404     Every time the disease "moves" the severity of the symptoms are increased
1405     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1406     </attribute>
1407     <section name="spreading">
1408     <attribute arch="wc" editor="infectiosness" type="int">
1409     The &lt;infectiosness&gt; defines the chance of new creatures getting
1410     infected. If you set this too high, the disease is very likely to
1411     be too effective.
1412    
1413     &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1414     </attribute>
1415     <attribute arch="last_grace" editor="attenuation" type="int">
1416     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1417     everytime it infects someone new. This limits how many generations
1418     a disease can propagate.
1419     </attribute>
1420     <attribute arch="magic" editor="infection range" type="int">
1421     &lt;infection range&gt; sets the range at which infection may occur.
1422     If positive, the &lt;infection range&gt; is level dependant - If negative,
1423     it is not:
1424     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1425     six square range, and &lt;plaque level&gt; doesn't modify that.
1426     </attribute>
1427     <attribute arch="maxhp" editor="persistence" type="int">
1428     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1429     The disease can "move" &lt;persistence&gt; times outside a host before it
1430     vanishes. A negative value means the disease lasts for permanent
1431     (which is only recommended to use in maps without monsters).
1432     </attribute>
1433     <attribute arch="maxgrace" editor="curing duration" type="int">
1434     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1435     (Assuming the host survives and doesn't use a curing spell).
1436     After this period the disease is naturally cured, which provides the
1437     host with immunity from this particular disease of lower or equal level.
1438    
1439     A negative value means the disease can never be cured naturally.
1440    
1441     Note that this value can be further modulated by spell-parameters,
1442     if the disease is registered as spell in the code. Due to that,
1443     most default diseases take a lot longer to cure than it seems.
1444     </attribute>
1445     <attribute arch="speed" editor="moving speed" type="float">
1446     The &lt;speed&gt; of the disease determines how fast the disease will
1447     "move", thus how fast the symptoms strike the host.
1448     </attribute>
1449     </section>
1450     <section name="symptoms">
1451     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1452     The disease will attack the host with the given &lt;attacktype&gt;.
1453     Godpower attacktype is commonly used for "unresistable" diseases.
1454     </attribute>
1455     <attribute arch="dam" editor="damage" type="int">
1456     A disease with a positive &lt;damage&gt; value will strike the player for that
1457     amount of damage every time the symptoms occur.
1458     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1459     the player's health is reduced by 10% every time the symptoms strike.
1460    
1461     Diseases with %-based damage can be dangerous - but not deadly -
1462     for players of all levels.
1463     </attribute>
1464     <attribute arch="other_arch" editor="create arch" type="string">
1465     If set, the specified arch is created and dropped every time the
1466     symptoms strike.
1467    
1468     This can be various things: farts, body pieces, eggs ...
1469     Even monsters can be created that way. You could also make a
1470     disease where some exotic stuff like money/gems is created.
1471     </attribute>
1472     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1473     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1474     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1475     </attribute>
1476     <attribute arch="exp" editor="exp. for curing" type="int">
1477     When the player manages to cure this disease (with a curing spell),
1478     he is awarded with &lt;exp. for curing&gt; experience.
1479     </attribute>
1480     <attribute arch="maxsp" editor="mana depletion" type="int">
1481     Every time the disease "moves", the player's mana is
1482     reduced by the value of &lt;mana depletion&gt;.
1483     For negative values, a %-based amount is taken.
1484     </attribute>
1485     <attribute arch="last_eat" editor="food depletion" type="int">
1486     Every time the disease "moves", the player's food is
1487     reduced by the value of &lt;food depletion&gt;.
1488     For negative values, a %-based amount is taken.
1489     </attribute>
1490     <attribute arch="hp" editor="health regen." type="int">
1491     This value increases the player's healing rate.
1492     Negative values decrease it.
1493     </attribute>
1494     <attribute arch="sp" editor="mana regen." type="int">
1495     This value increases the player's rate of mana regeneration.
1496     Negative values decrease it.
1497     </attribute>
1498     </section>
1499     <section name="disability">
1500     <attribute arch="Str" editor="strength" type="int">
1501     The player's strength will rise by the given value
1502     while being infected. (Negative values make strength fall)
1503     </attribute>
1504     <attribute arch="Dex" editor="dexterity" type="int">
1505     The player's dexterity will rise by the given value
1506     while being infected. (Negative values make dexterity fall)
1507     </attribute>
1508     <attribute arch="Con" editor="constitution" type="int">
1509     The player's constitution will rise by the given value
1510     while being infected. (Negative values make constitution fall)
1511     </attribute>
1512     <attribute arch="Int" editor="intelligence" type="int">
1513     The player's intelligence will rise by the given value
1514     while being infected. (Negative values make intelligence fall)
1515     </attribute>
1516     <attribute arch="Pow" editor="power" type="int">
1517     The player's power will rise by the given value
1518     while being infected. (Negative values make power fall)
1519     </attribute>
1520     <attribute arch="Wis" editor="wisdom" type="int">
1521     The player's wisdom will rise by the given value
1522     while being infected. (Negative values make wisdom fall)
1523     </attribute>
1524     <attribute arch="Cha" editor="charisma" type="int">
1525     The player's charisma will rise by the given value
1526     while being infected. (Negative values make charisma fall)
1527     </attribute>
1528     </section>
1529     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1530     This text is displayed to the player every time the
1531     symptoms strike.
1532     </attribute>
1533     </type>
1534    
1535     <!--####################################################################-->
1536     <type number="83" name="Duplicator">
1537     <ignore>
1538     <ignore_list name="system_object" />
1539     </ignore>
1540     <description><![CDATA[
1541     When activated, a duplicator can duplicate, multiply or destroy a pile of
1542     objects which lies somewhere on top of the duplicator.
1543     The duplicator has one arch name specified as &lt;target arch&gt;,
1544     and only objects of this archetype can be affected.<br>
1545     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1546     If the latter is set to zero, it will destroy objects. ]]>
1547     </description>
1548     <use><![CDATA[
1549     I hope it is clear that one must be very cautious when inserting a duplicator
1550     anywhere with &lt;multiply factor&gt; greater than one.
1551     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1552     It is <b>not acceptable</b> to allow duplication of anything other than
1553     coins, gold and jewels. Besides, it is very important that the chance to
1554     loose the input matches the chance to earn winnings.<br>
1555     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1556     loosing rate of 2/3 = 67%. ]]>
1557     </use>
1558     <attribute arch="other_arch" editor="target arch" type="string">
1559     Only objects of matching archtype, lying ontop of the dublicator will be
1560     dublicated, multiplied or removed. All other objects will be ignored.
1561     </attribute>
1562     <attribute arch="level" editor="multiply factor" type="int">
1563     The number of items in the target pile will be multiplied by the
1564     &lt;multiply factor&gt;. If it is set to zero, all target objects
1565     will be destroyed.
1566     </attribute>
1567     <attribute arch="connected" editor="connection" type="int">
1568     An activator (lever, altar, button, etc) with matching connection value
1569     is able to trigger this duplicator. Be very careful that players cannot
1570     abuse it to create endless amounts of money or other valuable stuff!
1571     </attribute>
1572     </type>
1573    
1574     <!--####################################################################-->
1575     <type number="66" name="Exit">
1576     <ignore>
1577     <ignore_list name="non_pickable" />
1578     </ignore>
1579     <description><![CDATA[
1580     When the player applies an exit, he is transferred to a different location.
1581     (Monsters cannot use exits.) Depending on how it is set, the player applies
1582     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1583     the exit. ]]>
1584     </description>
1585     <use><![CDATA[
1586     If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1587     &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1588     detected with the show_invisible spell.
1589     <br><br>
1590     You can be quite creative with the outlook of secret exits (their "face").
1591     Don't forget to give the player relyable hints about them though. ]]>
1592     </use>
1593     <attribute arch="slaying" editor="exit path" type="string">
1594     The exit path defines the map that the player is transferred to.
1595     You can enter an absolute path, beginning with '/' (for example
1596     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1597     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1598     relative path "Fire1"). Use relative paths whenever possible! Note that
1599     upper/lower case must always be set correctly. However, please use lower
1600     case only.
1601     It is well possible to have an exit pointing to the same map that the exit
1602     is on. If slaying is not set in an exit, the player will see a message like
1603     "the exit is closed".
1604     </attribute>
1605     <attribute arch="hp" editor="destination X" type="int">
1606     The exit destinations define the (x, y)-coordinates where the exit
1607     leads to.
1608     If both are set to zero, the player will be transferred to the "default
1609     enter location" of the destined map. The latter can be set in the map-
1610     properties as "Enter X/Y". Though, please DO NOT use that.
1611     It turned out to be a source for numerous map-bugs.
1612     </attribute>
1613     <attribute arch="sp" editor="destination Y" type="int">
1614     The exit destinations define the (x, y)-coordinates where the exit
1615     leads to.
1616     If both are set to zero, the player will be transferred to the "default
1617     enter location" of the destined map. The latter can be set in the map-
1618     properties as "Enter X/Y". Though, please DO NOT use that.
1619     It turned out to be a source for numerous map-bugs.
1620     </attribute>
1621     <attribute arch="walk_on" editor="apply by walking" type="bool">
1622     If set, the player will apply the exit by just walking into it. This must
1623     be set for the invisible exits for example. If unset, the player has
1624     to step onto the exit and press 'a' to get transferred.
1625     </attribute>
1626     <attribute arch="fly_on" editor="apply by flying" type="bool">
1627     If set, the player will apply the exit by "flying into it". Flying means
1628     the player is levitating. E.g. wearing levitation boots.
1629     </attribute>
1630     <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1631     If set, this message will be displayed to the player when he applies the exit.
1632     This is quite useful to throw in some "role-play feeling": "As you enter the
1633     dark cave you hear the sound of rustling dragonscales...". Well, my english
1634     is poor, but you get the point. =)
1635     </attribute>
1636     <attribute arch="unique" editor="unique destination" type="bool">
1637     This flag defines the destined map as "personal unique map". If set,
1638     there will be a seperate version of that map for every player out there.
1639     This feature is used for the permanent apartments
1640     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1641     than apartments, since Crossfire is a *multi*player game. In such a permanent
1642     apartment don't forget to set the unique-flag for all floor tiles too
1643     (see floors).
1644     An exit pointing outside of a personal unique map must have the
1645     "unique destination"-flag unset.
1646     </attribute>
1647     </type>
1648    
1649     <!--####################################################################-->
1650     <type number="72" name="Flesh">
1651     <description><![CDATA[
1652     Just like with food, the player can fill his stomache and gain a
1653     little health by eating flesh-objects. <br>
1654     For dragon players, flesh plays a very special role though: If the
1655     flesh has resistances set, a dragon player has a chance to gain resistance in
1656     those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1657     Don't forget that flesh items with resistances have to be balanced
1658     according to map/monster difficulty. ]]>
1659     </description>
1660     <use><![CDATA[
1661     For dragon players, flesh items can be highly valuable. Note that many
1662     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1663     These flesh items "inherit" resistances and level from the monster they belong to.
1664     When you add special flesh items to the inventory of a monster, this is
1665     not the case - so you have to set it manually.
1666     <br><br>
1667     Generally adding special flesh-treaties for dragon players is a great thing
1668     to do. Always consider that dragon players might really not be interested
1669     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1670     out on the reward completely. ]]>
1671     </use>
1672     <attribute arch="food" editor="foodpoints" type="int">
1673     The player's stomache will get filled with this amount of foodpoints.
1674     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1675     </attribute>
1676     <attribute arch="level" editor="flesh level" type="int">
1677     The &lt;flesh level&gt; is not visible to the players and it affects only
1678     dragon players. Normally this value reflects the level of the monster
1679     from which the flesh item originates.
1680     Dragon players always search for flesh of highest level possible,
1681     because it bears the best chance to gain high resistances.
1682     </attribute>
1683     <attribute arch="startequip" editor="godgiven item" type="bool">
1684     A godgiven item vanishes as soon as the player
1685     drops it to the ground.
1686     </attribute>
1687     <section name="resistance">
1688     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1689     Resistances on flesh items make them more durable against spellcraft
1690     of the appropriate kind. It also allows dragon players to eventually gain
1691     resistance by eating it. Usually resistance should only be set for flesh
1692     items in a monster's inventory.
1693     </attribute>
1694     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1695     Resistances on flesh items make them more durable against spellcraft
1696     of the appropriate kind. It also allows dragon players to eventually gain
1697     resistance by eating it. Usually resistance should only be set for flesh
1698     items in a monster's inventory.
1699     </attribute>
1700     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1701     Resistances on flesh items make them more durable against spellcraft
1702     of the appropriate kind. It also allows dragon players to eventually gain
1703     resistance by eating it. Usually resistance should only be set for flesh
1704     items in a monster's inventory.
1705     </attribute>
1706     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1707     Resistances on flesh items make them more durable against spellcraft
1708     of the appropriate kind. It also allows dragon players to eventually gain
1709     resistance by eating it. Usually resistance should only be set for flesh
1710     items in a monster's inventory.
1711     </attribute>
1712     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1713     Resistances on flesh items make them more durable against spellcraft
1714     of the appropriate kind. It also allows dragon players to eventually gain
1715     resistance by eating it. Usually resistance should only be set for flesh
1716     items in a monster's inventory.
1717     </attribute>
1718     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1719     Resistances on flesh items make them more durable against spellcraft
1720     of the appropriate kind. It also allows dragon players to eventually gain
1721     resistance by eating it. Usually resistance should only be set for flesh
1722     items in a monster's inventory.
1723     </attribute>
1724     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1725     Resistances on flesh items make them more durable against spellcraft
1726     of the appropriate kind. It also allows dragon players to eventually gain
1727     resistance by eating it. Usually resistance should only be set for flesh
1728     items in a monster's inventory.
1729     </attribute>
1730     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1731     Resistances on flesh items make them more durable against spellcraft
1732     of the appropriate kind. It also allows dragon players to eventually gain
1733     resistance by eating it. Usually resistance should only be set for flesh
1734     items in a monster's inventory.
1735     </attribute>
1736     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1737     Resistances on flesh items make them more durable against spellcraft
1738     of the appropriate kind. It also allows dragon players to eventually gain
1739     resistance by eating it. Usually resistance should only be set for flesh
1740     items in a monster's inventory.
1741     </attribute>
1742     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1743     Resistances on flesh items make them more durable against spellcraft
1744     of the appropriate kind. It also allows dragon players to eventually gain
1745     resistance by eating it. Usually resistance should only be set for flesh
1746     items in a monster's inventory.
1747     </attribute>
1748     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1749     Resistances on flesh items make them more durable against spellcraft
1750     of the appropriate kind. It also allows dragon players to eventually gain
1751     resistance by eating it. Usually resistance should only be set for flesh
1752     items in a monster's inventory.
1753     </attribute>
1754     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1755     Resistances on flesh items make them more durable against spellcraft
1756     of the appropriate kind. It also allows dragon players to eventually gain
1757     resistance by eating it. Usually resistance should only be set for flesh
1758     items in a monster's inventory.
1759     </attribute>
1760     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1761     Resistances on flesh items make them more durable against spellcraft
1762     of the appropriate kind. It also allows dragon players to eventually gain
1763     resistance by eating it. Usually resistance should only be set for flesh
1764     items in a monster's inventory.
1765     </attribute>
1766     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1767     Resistances on flesh items make them more durable against spellcraft
1768     of the appropriate kind. It also allows dragon players to eventually gain
1769     resistance by eating it. Usually resistance should only be set for flesh
1770     items in a monster's inventory.
1771     </attribute>
1772     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1773     Resistances on flesh items make them more durable against spellcraft
1774     of the appropriate kind. It also allows dragon players to eventually gain
1775     resistance by eating it. Usually resistance should only be set for flesh
1776     items in a monster's inventory.
1777     </attribute>
1778     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1779     RResistances on flesh items make them more durable against spellcraft
1780     of the appropriate kind. It also allows dragon players to eventually gain
1781     resistance by eating it. Usually resistance should only be set for flesh
1782     items in a monster's inventory.
1783     </attribute>
1784     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1785     Resistances on flesh items make them more durable against spellcraft
1786     of the appropriate kind. It also allows dragon players to eventually gain
1787     resistance by eating it. Usually resistance should only be set for flesh
1788     items in a monster's inventory.
1789     </attribute>
1790     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1791     Resistances on flesh items make them more durable against spellcraft
1792     of the appropriate kind. It also allows dragon players to eventually gain
1793     resistance by eating it. Usually resistance should only be set for flesh
1794     items in a monster's inventory.
1795     </attribute>
1796     </section>
1797     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1798     This text may describe the item.
1799     </attribute>
1800     </type>
1801    
1802     <!--####################################################################-->
1803     <type number="0" name="Floor">
1804     <required>
1805     <attribute arch="is_floor" value="1" />
1806     <attribute arch="alive" value="0" />
1807     </required>
1808     <ignore>
1809     <ignore_list name="non_pickable" />
1810     </ignore>
1811     <description><![CDATA[
1812     Floor is a very basic thing whithout too much
1813     functionality. It's a floor - you stand on it. ]]>
1814     </description>
1815     <attribute arch="is_floor" value="1" type="fixed" />
1816     <attribute arch="no_pick" value="1" type="fixed" />
1817     <attribute arch="no_pass" editor="blocking passage" type="bool">
1818     If set, the object cannot be passed by players nor monsters.
1819     </attribute>
1820     <section name="terrain">
1821     <attribute arch="slow_move" editor="slow movement" type="int">
1822     If &lt;slow movement&gt; is set to a value greater zero, all
1823     creatures moving over this spot will be slower than normal.
1824    
1825     &lt;slow movement&gt; 1 - rough terrain
1826     &lt;slow movement&gt; 2 - very rough terrain
1827     ...
1828     &lt;slow movement&gt; 7 - spider web (sticky as hell)
1829     </attribute>
1830     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1831     This flag indicates this spot contains wood or high grass.
1832     Players with activated woodsman skill can move faster here.
1833     </attribute>
1834     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1835     This flag indicates this spot contains hills or large rocks.
1836     Players with activated mountaineer skill can move faster here.
1837     </attribute>
1838     </section>
1839     <attribute arch="no_magic" editor="no spells" type="bool">
1840     If enabled, it is impossible for players to use (wizard-)
1841     spells on that spot.
1842     </attribute>
1843     <attribute arch="damned" editor="no prayers" type="bool">
1844     If enabled, it is impossible for players to use prayers
1845     on that spot. It also prevents players from saving.
1846     </attribute>
1847     <attribute arch="unique" editor="unique map" type="bool">
1848     Unique floor means that any items dropped on that spot
1849     will be saved byond map reset. For permanent apartments,
1850     all floor tiles must be set &lt;unique map&gt;.
1851     </attribute>
1852     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1853     This text may describe the object.
1854     </attribute>
1855     </type>
1856    
1857     <!--####################################################################-->
1858     <type number="67" name="Floor (Encounter)">
1859     <ignore>
1860     <ignore_list name="non_pickable" />
1861     </ignore>
1862     <description><![CDATA[
1863     Encounter-Floor is pretty much the same as normal floor.
1864     Most outdoor floor/ground-arches are set to be "encounters".
1865     That is kind of a relict from former code: When walking over
1866     encounter-floor, players sometimes got beamed to little maps
1867     with monsters on them. Nowadays this feature is disabled -
1868     Hence encounter floor is not different from normal floor. ]]>
1869     </description>
1870     <attribute arch="is_floor" value="1" type="fixed" />
1871     <attribute arch="no_pick" value="1" type="fixed" />
1872     <attribute arch="no_pass" editor="blocking passage" type="bool">
1873     If set, the object cannot be passed by players nor monsters.
1874     </attribute>
1875     <section name="terrain">
1876     <attribute arch="slow_move" editor="slow movement" type="int">
1877     If &lt;slow movement&gt; is set to a value greater zero, all
1878     creatures moving over this spot will be slower than normal.
1879    
1880     &lt;slow movement&gt; 1 - rough terrain
1881     &lt;slow movement&gt; 2 - very rough terrain
1882     ...
1883     &lt;slow movement&gt; 7 - spider web (sticky as hell)
1884     </attribute>
1885     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1886     This flag indicates this spot contains wood or high grass.
1887     Players with activated woodsman skill can move faster here.
1888     </attribute>
1889     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1890     This flag indicates this spot contains hills or large rocks.
1891     Players with activated mountaineer skill can move faster here.
1892     </attribute>
1893     </section>
1894     <attribute arch="no_magic" editor="no spells" type="bool">
1895     If enabled, it is impossible for players to use (wizard-)
1896     spells on that spot.
1897     </attribute>
1898     <attribute arch="damned" editor="no prayers" type="bool">
1899     If enabled, it is impossible for players to use prayers
1900     on that spot. It also prevents players from saving.
1901     </attribute>
1902     <attribute arch="unique" editor="unique map" type="bool">
1903     Unique floor means that any items dropped on that spot
1904     will be saved byond map reset. For permanent apartments,
1905     all floor tiles must be set &lt;unique map&gt;.
1906     </attribute>
1907     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1908     This text may describe the object.
1909     </attribute>
1910     </type>
1911    
1912     <!--####################################################################-->
1913     <type number="6" name="Food">
1914     <description><![CDATA[
1915     By eating/drinking food-objects, the player can fill his
1916     stomache and gain a little health. ]]>
1917     </description>
1918     <attribute arch="food" editor="foodpoints" type="int">
1919     The player's stomache will get filled with this amount of foodpoints.
1920     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1921     </attribute>
1922     <attribute arch="startequip" editor="godgiven item" type="bool">
1923     A godgiven item vanishes as soon as the player
1924     drops it to the ground.
1925     </attribute>
1926     </type>
1927    
1928     <!--####################################################################-->
1929     <type number="91" name="Gate">
1930     <ignore>
1931     <ignore_list name="non_pickable" />
1932     </ignore>
1933     <description><![CDATA[
1934     Gates play an important role in Crossfire. Gates can be opened
1935     by activating a button/trigger, by speaking passwords (-> magic_ear)
1936     or carrying special key-objects (-> inventory checker).
1937     Unlike locked doors, gates can get shut again after a player has
1938     passed, which makes them more practical in many cases. ]]>
1939     </description>
1940     <use><![CDATA[
1941     Use gates to divide your maps into seperated areas. After solving
1942     area A, the player gains access to area B, and so on. Make your
1943     maps more complex than "one-way". ]]>
1944     </use>
1945     <attribute arch="no_pick" value="1" type="fixed" />
1946     <attribute arch="connected" editor="connection" type="int">
1947     Whenever the inventory checker is triggered, all objects with identical
1948     &lt;connection&gt; value get activated. This only makes sense together with
1949     &lt;blocking passage&gt; disabled.
1950     </attribute>
1951     <attribute arch="wc" editor="position state" type="int">
1952     The &lt;position state&gt; defines the position of the gate:
1953     Zero means completely open/down, the "number of animation-steps" (usually
1954     about 6 or 7) means completely closed/up state. I suggest you don't
1955     mess with this value - Leave the default in place.
1956     </attribute>
1957     <attribute arch="no_pass" editor="blocking passage" type="bool">
1958     For open gates, &lt;blocking passage&gt; should be unset.
1959     For closed gates it must be set.
1960     </attribute>
1961     <attribute arch="no_magic" editor="restrict spells" type="bool">
1962     Restricting the use of spells to pass this gate. This has
1963     an effect only if &lt;block view&gt; is disabled.
1964     </attribute>
1965     <attribute arch="damned" editor="restrict prayers" type="bool">
1966     Restricting the use of prayers to pass this door. This has
1967     an effect only if &lt;block view&gt; is disabled.
1968     </attribute>
1969     </type>
1970    
1971     <!--####################################################################-->
1972     <type number="113" name="Girdle">
1973     <import_type name="Amulet" />
1974     <description><![CDATA[
1975     Wearing a girdle, the object's stats will directly be inherited to
1976     the player. Girdles usually provide stats- or damage bonuses and no
1977     defense. ]]>
1978     </description>
1979     <use><![CDATA[
1980     Feel free to create your own special artifacts. However, it is very
1981     important that you keep your artifact in balance with existing maps. ]]>
1982     </use>
1983     <attribute arch="magic" editor="magic bonus" type="int">
1984     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1985     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1986     than direct armour-class bonus on the helmet.
1987    
1988     Important: &lt;magic bonus&gt; on girdles has no effect if there is no
1989     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
1990     &lt;magic bonus&gt; is pointless here.
1991     </attribute>
1992     </type>
1993    
1994     <!--####################################################################-->
1995     <type number="100" name="Gloves">
1996     <import_type name="Amulet" />
1997     <description><![CDATA[
1998     Wearing gloves, the object's stats will directly be inherited to
1999     the player. Gloves can add defense or damage bonuses. ]]>
2000     </description>
2001     <use><![CDATA[
2002     Feel free to create your own special artifacts. However, it is very
2003     important that you keep your artifact in balance with existing maps. ]]>
2004     </use>
2005     <attribute arch="magic" editor="magic bonus" type="int">
2006     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2007     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2008     will increase that.
2009     </attribute>
2010     </type>
2011    
2012     <!--####################################################################-->
2013     <type number="93" name="Handle">
2014     <ignore>
2015     <ignore_list name="non_pickable" />
2016     </ignore>
2017     <description><![CDATA[
2018     A handle can be applied by players and (certain) monsters.
2019     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2020     </description>
2021     <use><![CDATA[
2022     Handles are commonly used to move gates. When placing your lever,
2023     don't forget that some monsters are able to apply it.
2024     The ability to apply levers is rare among monsters -
2025     but vampires can do it for example. ]]>
2026     </use>
2027     <attribute arch="no_pick" value="1" type="fixed" />
2028     <attribute arch="connected" editor="connection" type="int">
2029     Every time the handle is applied, all objects
2030     with the same &lt;connection&gt; value are activated.
2031     </attribute>
2032     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2033     This text may describe the item. You can use this
2034     message to explain the handle's purpose to the player.
2035     </attribute>
2036     </type>
2037    
2038     <!--####################################################################-->
2039     <type number="27" name="Handle Trigger">
2040     <import_type name="Handle" />
2041     <ignore>
2042     <ignore_list name="non_pickable" />
2043     </ignore>
2044     <description><![CDATA[
2045     Handle triggers are handles which reset after a short period
2046     of time. Every time it is either applied or reset, the
2047     &lt;connection&gt; value is triggered. ]]>
2048     </description>
2049     <use><![CDATA[
2050     When you connect an ordinary handle to a gate, the gate normally remains
2051     opened after the first player passed. If you want to keep the gate shut,
2052     connecting it to a handle trigger is an easy solution. ]]>
2053     </use>
2054     </type>
2055    
2056     <!--####################################################################-->
2057     <type number="88" name="Hazard Floor">
2058     <required>
2059     <attribute arch="is_floor" value="1" />
2060     </required>
2061     <ignore>
2062     <ignore_list name="non_pickable" />
2063     </ignore>
2064     <description><![CDATA[
2065     The best example for Hazard Floor is lava. It works like standard
2066     floor, but damages all creatures standing on it.
2067     Damage is taken in regular time intervals. ]]>
2068     </description>
2069     <use><![CDATA[
2070     The default lava for example does minor damage. But you can turn
2071     it up so that your hazard floor poses a real threat.<br>
2072     Like magic walls, such floors add a permanent thrill to your map.
2073     You can use that to safely chase off too-weak players, or just
2074     to have something different. ]]>
2075     </use>
2076     <attribute arch="is_floor" value="1" type="fixed" />
2077     <attribute arch="lifesave" value="1" type="fixed" />
2078     <attribute arch="walk_on" value="1" type="fixed" />
2079     <attribute arch="no_pick" value="1" type="fixed" />
2080     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2081     This attribute specifys the attacktypes that this floor uses to
2082     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2083     If you want a real tough hazard floor, add more than just one attacktype.
2084     </attribute>
2085     <attribute arch="dam" editor="base damage" type="int">
2086     The &lt;base damage&gt; defines how much damage is inflicted to the
2087     victim per hit. The final damage is influenced by several other
2088     factors like the victim's resistance and level.
2089     </attribute>
2090     <attribute arch="wc" editor="weaponclass" type="int">
2091     &lt;weapon class&gt; improves the chance of hitting the victim.
2092     Lower values are better.
2093     Usually, hazard floors like lava are supposed to hit the
2094     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2095     to something like -30.
2096     </attribute>
2097     <attribute arch="level" editor="attack level" type="int">
2098     I guess this value is supposed to work similar to monster levels.
2099     But in fact, it does not seem to have an effect. Set any non-zero
2100     value to be on the safe side.
2101     </attribute>
2102     <section name="terrain">
2103     <attribute arch="slow_move" editor="slow movement" type="int">
2104     If &lt;slow movement&gt; is set to a value greater zero, all
2105     creatures moving over this spot will be slower than normal.
2106    
2107     &lt;slow movement&gt; 1 - rough terrain
2108     &lt;slow movement&gt; 2 - very rough terrain
2109     ...
2110     &lt;slow movement&gt; 7 - spider web (sticky as hell)
2111     </attribute>
2112     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2113     This flag indicates this spot contains wood or high grass.
2114     Players with activated woodsman skill can move faster here.
2115     </attribute>
2116     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2117     This flag indicates this spot contains hills or large rocks.
2118     Players with activated mountaineer skill can move faster here.
2119     </attribute>
2120     </section>
2121     <attribute arch="no_magic" editor="no spells" type="bool">
2122     If enabled, it is impossible for players to use (wizard-)
2123     spells on that spot.
2124     </attribute>
2125     <attribute arch="damned" editor="no prayers" type="bool">
2126     If enabled, it is impossible for players to use prayers
2127     on that spot. It also prevents players from saving.
2128     </attribute>
2129     <attribute arch="unique" editor="unique map" type="bool">
2130     Unique floor means that any items dropped on that spot
2131     will be saved byond map reset. For permanent apartments,
2132     all floor tiles must be set &lt;unique map&gt;.
2133     </attribute>
2134     </type>
2135    
2136     <!--####################################################################-->
2137     <type number="34" name="Helmet">
2138     <import_type name="Amulet" />
2139     <description><![CDATA[
2140     Wearing a helmet, the object's stats will directly be inherited to
2141     the player. Normal helmets usually increase defense, while crowns
2142     add more special bonuses like stats/resistances paired with
2143     low defense. ]]>
2144     </description>
2145     <use><![CDATA[
2146     Feel free to create your own special artifacts. However, it is very
2147     important that you keep your artifact in balance with existing maps. ]]>
2148     </use>
2149     <attribute arch="magic" editor="magic bonus" type="int">
2150     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2151     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2152     than direct armour-class bonus on the helmet.
2153    
2154     Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2155     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2156     Crowns for instance typically provide no &lt;amour class&gt;.
2157     </attribute>
2158     </type>
2159    
2160     <!--####################################################################-->
2161     <type number="56" name="Holy Altar">
2162     <ignore>
2163     <ignore_list name="non_pickable" />
2164     </ignore>
2165     <description><![CDATA[
2166     Holy_altars are altars for the various religions. Praying
2167     at a Holy_altar will make you a follower of that god, and
2168     if you already follow that god, you may get some extra bonus. ]]>
2169     </description>
2170     <attribute arch="no_pick" value="1" type="fixed" />
2171     <attribute arch="other_arch" editor="god name" type="string">
2172     The altar belongs to the god of the given name. Possible options for
2173     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2174     Gorokh, Valriel and Sorig.
2175    
2176     If you want to have an unconsecrated altar, set
2177     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2178     </attribute>
2179     <attribute arch="level" editor="reconsecrate level" type="int">
2180     To re-consecrate an altar, the player's wisdom level must be as
2181     high or higher than this value. In that way, some altars can not
2182     be re-consecrated, while other altars, like those in dungeons, could be.
2183    
2184     Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2185     Some characters might need those altars, they would be very unhappy to
2186     see them re-consecrated to another cult.
2187     </attribute>
2188     </type>
2189    
2190     <!--####################################################################-->
2191     <type number="35" name="Horn">
2192     <ignore>
2193     <attribute arch="title" />
2194     </ignore>
2195     <description><![CDATA[
2196     Horns are very similar to rods. The difference is that horns regenerate
2197     spellpoints faster and thus are more valuable than rods.
2198     <br><br>
2199     A horn contains a spell. The player can use this spell by applying and
2200     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2201     used endlessly. ]]>
2202     </description>
2203     <use><![CDATA[
2204     Horns are powerful due to their fast recharge rate. They should
2205     never contain high level attacking spells. Even curing/healing spells
2206     are almost too good on a horn. ]]>
2207     </use>
2208     <attribute arch="sp" editor="spell" type="spell">
2209     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2210     horns to players, since they can be used endlessly without any mana cost!
2211     Horns with heal/ restoration/ protection spells, IF available, MUST be
2212     very very VERY hard to get!
2213     </attribute>
2214     <attribute arch="level" editor="casting level" type="int">
2215     The casting level of the &lt;spell&gt; determines it's power.
2216     For attack spells, level should not be set too high.
2217     </attribute>
2218     <attribute arch="hp" editor="initial spellpoints" type="int">
2219     This value represents the initial amount of spellpoints in the horn.
2220     Naturally, this is quite unimportant.
2221     </attribute>
2222     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2223     When the horn is fully charged up, it will hold this maximum amount of
2224     spellpoints. Make sure it is enough to cast the contained spell at least
2225     once. But don't set the value too high, as that might make the horn way
2226     too effective.
2227     </attribute>
2228     <attribute arch="startequip" editor="godgiven item" type="bool">
2229     A godgiven item vanishes as soon as the player
2230     drops it to the ground.
2231     </attribute>
2232     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2233     This text may contain a description of the horn.
2234     </attribute>
2235     </type>
2236    
2237     <!--####################################################################-->
2238     <type number="73" name="Inorganic">
2239     <description><![CDATA[
2240     Inorganic materials are generally used as ingredients for
2241     alchemical receipes. By themselves, they have no special
2242     functionalities. ]]>
2243     </description>
2244     <attribute arch="is_dust" editor="is dust" type="bool">
2245     </attribute>
2246     <section name="resistance">
2247     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2248     </attribute>
2249     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2250     </attribute>
2251     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2252     </attribute>
2253     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2254     </attribute>
2255     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2256     </attribute>
2257     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2258     </attribute>
2259     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2260     </attribute>
2261     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2262     </attribute>
2263     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2264     </attribute>
2265     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2266     </attribute>
2267     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2268     </attribute>
2269     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2270     </attribute>
2271     </section>
2272     </type>
2273    
2274     <!--####################################################################-->
2275     <type number="64" name="Inventory Checker">
2276     <ignore>
2277     <ignore_list name="system_object" />
2278     </ignore>
2279     <description><![CDATA[
2280     Inventory checkers passively check the players inventory for a
2281     specific object. You can set a connected value that is triggered
2282     either if that object is present or missing (-&gt; "last_sp") when a
2283     player walks over the inv. checker. A valid option is to remove the
2284     matching object (usually not recommended, see "last_heal").
2285     <br><br>
2286     Alternatively, you can set your inv. checker to block all players
2287     that do/don't carry the matching object (-&gt; "no_pass").
2288     <br><br>
2289     As you can see, inv. checkers are quite powerful, holding a
2290     great variety of possibilities. ]]>
2291     </description>
2292     <use><![CDATA[
2293     Putting a check_inventory space in front of a gate (one below) and
2294     one on the opposite side works reasonably well as a control mechanism.
2295     Unlike the key/door-combo, this one works infinite since it is
2296     independant from map reset. Use it to put a "structure" into your
2297     maps: Player must solve area A to gain access to area B. This concept
2298     can be found in nearly every RPG - simple but effective. ]]>
2299     </use>
2300     <attribute arch="no_pick" value="1" type="fixed" />
2301     <attribute arch="slaying" editor="match key string" type="string">
2302     This string specifies the object we are looking for: We have a match
2303     if the player does/don't carry a key object or a mark with identical
2304     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2305     this context. A typical example is the city gate mechanism of scorn.
2306     </attribute>
2307     <attribute arch="race" editor="match arch name" type="string">
2308     This string specifies the object we are looking for: We have a match
2309     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2310     </attribute>
2311     <attribute arch="hp" editor="match type" type="int">
2312     This value specifies the object we are looking for: We have a match
2313     if the player does/don't carry an object that is of type &lt;match type&gt;.
2314    
2315     Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2316     enabled. Now you have an inv. checker blocking all players that carry any
2317     kind of melee weapon. To pass, a player is forced to leave behind all
2318     his weaponry... bad news for a warrior. ;)
2319     </attribute>
2320     <attribute arch="last_sp" editor="match = having" type="bool">
2321     Enabled means having that object is a match.
2322     Disabled means not having that object is a match.
2323     </attribute>
2324     <attribute arch="connected" editor="connection" type="int">
2325     Whenever the inventory checker is triggered, all objects with identical
2326     &lt;connection&gt; value get activated. This only makes sense together with
2327     &lt;blocking passage&gt; disabled.
2328     </attribute>
2329     <attribute arch="no_pass" editor="blocking passage" type="bool">
2330     If set, only players meeting the match criteria can pass
2331     through that space. If unset (default), the inventory
2332     checker acts like a trigger/button.
2333     </attribute>
2334     <attribute arch="last_heal" editor="remove match" type="bool">
2335     &lt;remove match&gt; means remove object if found. Setting this is usually not
2336     recommended because inv. checkers are in general invisible. So, unlike
2337     for altars/ locked doors, the player won't expect to lose an object when
2338     walking over that square. And he doesn't even get a message either.
2339    
2340     So, *if* you enable &lt;remove match&gt;, make sure
2341     to inform the player what's going on!
2342     </attribute>
2343     </type>
2344    
2345     <!--####################################################################-->
2346 root 1.2 <type number="163" name="Item Transformer">
2347     <description><![CDATA[
2348     An item transformer is simply applied, after having marked a 'victim'
2349     item. If the victim is suitable, it will be transformed into something
2350     else.]]>
2351     </description>
2352     <use><![CDATA[
2353     To make an item transformable, you just have to fill the 'slaying' field.
2354     The syntax is:
2355     <br>
2356     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2357     <br>
2358     with [] denoting optional part, and * any number of preceding [].
2359     'new_item' must be the name of an existing archetype.
2360     <br><br>
2361     Example, for object apple: slaying knife:2 half_apple
2362     <br><br>
2363     This means that, when applying a knife (should be an Item Transformer),
2364     one 'apple' will be transformed into 2 'half_apple'.]]>
2365     </use>
2366     <attribute arch="food" editor="number of uses" type="int">
2367     &lt;number of uses&gt; controls how many times the item transformer can
2368     be used. The value 0 means "unlimited"
2369     </attribute>
2370     <attribute arch="slaying" editor="verb" type="string">
2371     Contains the verb that is used to construct a message to the player
2372     applying the item transformer.
2373     </attribute>
2374     <attribute arch="startequip" editor="godgiven item" type="bool">
2375     A godgiven item vanishes as soon as the player
2376     drops it to the ground.
2377     </attribute>
2378     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2379     This text may contain a description of the item transformer.
2380     </attribute>
2381     </type>
2382    
2383     <!--####################################################################-->
2384 root 1.1 <type number="60" name="Jewel">
2385     <description><![CDATA[
2386     Items of the type Gold &amp; Jewels are handled like a currency.
2387     Unlike for any other type of item, in shops, the buy- and selling
2388     prices differ only marginally. ]]>
2389     </description>
2390     <attribute arch="race" value="gold and jewels" type="fixed" />
2391     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2392     This text may describe the object.
2393     </attribute>
2394     </type>
2395    
2396     <!--####################################################################-->
2397     <type number="20" name="Locked Door">
2398     <ignore>
2399     <ignore_list name="non_pickable" />
2400     </ignore>
2401     <description><![CDATA[
2402     A locked door can be opened only when carrying
2403     the appropriate special key. ]]>
2404     </description>
2405     <use><![CDATA[
2406     If you want to create a locked door that cannot be opened (no key),
2407     set a &lt;key string&gt; like "no_key_available". This will clearify things
2408     and only a fool would create a key matching that string.
2409    
2410     Door-objects can not only be used for "doors". In many maps these
2411     are used with all kinds of faces/names, especially often as
2412     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2413     There you have magic forces (door objects) put under certain artifact
2414     items. To get your hands on the artifacts, you need to bring up the
2415     appropriate quest items (key objects). ]]>
2416     </use>
2417     <attribute arch="no_pass" value="1" type="fixed" />
2418     <attribute arch="no_pick" value="1" type="fixed" />
2419     <attribute arch="slaying" editor="key string" type="string">
2420     The &lt;key string&gt; in the door must be identical with the
2421     &lt;key string&gt; in the special key, then the door is unlocked.
2422     It is VERY important to set the &lt;key string&gt; to something that
2423     is unique among the CF mapset.
2424    
2425     DONT EVER USE the default string "set_individual_value".
2426     </attribute>
2427     <attribute arch="no_magic" editor="restrict spells" type="bool">
2428     Restricting the use of spells to pass this door.
2429     This should be set in most cases.
2430     (Don't forget that the spell "dimension door" is easily
2431     available at about wisdom level 10).
2432     </attribute>
2433     <attribute arch="damned" editor="restrict prayers" type="bool">
2434     Restricting the use of prayers to pass this door.
2435     This should be set in most cases.
2436     </attribute>
2437     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2438     When a player is trying to open the door without carrying the
2439     appropriate key, this text is displayed to the player. This is
2440     a good opportunity to place hints about the special key needed
2441     to unlock the door.
2442     </attribute>
2443     </type>
2444    
2445     <!--####################################################################-->
2446     <type number="29" name="Magic Ear">
2447     <ignore>
2448     <ignore_list name="system_object" />
2449     </ignore>
2450     <description><![CDATA[
2451     Magic_ears trigger a connected value
2452     when the player speaks a specific keyword. ]]>
2453     </description>
2454     <use><![CDATA[
2455     Whenever you put magic_ears on your maps, make sure there are
2456     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2457     something like a gate that is opened by speaking "open" or
2458     "sesame", expecting the player to figure this out all by himself.
2459     <br><br>
2460     Magic_ears are typically used for interaction with NPCs. You
2461     can create the impression that the NPC actually *does* something
2462     according to his conversation with a player. Mostly this means
2463     opening a gate or handing out some item, but you could be quite
2464     creative here. ]]>
2465     </use>
2466     <attribute arch="no_pick" value="1" type="fixed" />
2467     <attribute arch="connected" editor="connection" type="int">
2468     The Magic_ear will trigger all objects with the
2469     same connection value, every time it is activated.
2470     </attribute>
2471     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2472     This textfield contains the keyword-matching-syntax. The text should
2473     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2474     Any number of keywords from one to infinite is allowed. Make sure
2475     they are seperated by a '|'.
2476    
2477     Examples: "@match yes", "@match gold|treasure". The connected
2478     value will be triggerd when the player speaks any of the given
2479     keywords within a two-square radius. IMPORTANT: Upper/lower case
2480     does not make a difference!
2481     </attribute>
2482     </type>
2483    
2484     <!--####################################################################-->
2485     <type number="62" name="Magic Wall">
2486     <ignore>
2487     <ignore_list name="non_pickable" />
2488     </ignore>
2489     <description><![CDATA[
2490     Magic walls fire spells in a given direction, in regular intervals.
2491     Magic walls can contain any spell. However, some spells do not
2492     operate very successfully in them. The only way to know is to test
2493     the spell you want to use with a wall.
2494     <br><br>
2495     Several types of magical walls are predefined for you in the
2496     archetypes, and can be found on the "connected" Pickmap. ]]>
2497     </description>
2498     <use><![CDATA[
2499     Spellcasting walls pose an interesting alternative to monsters.
2500     Usually they are set to be undestroyable. Thus, while monsters
2501     in a map can be cleared out, the magic walls remain. Low level
2502     characters for example will not be able to pass through their
2503     spell-area, hence they cannot loot a map that a high level character
2504     might have cleared out.
2505     <br><br>
2506     Another point of magic walls is that if the player dies, he has to face
2507     them all again. Magic walls can add a kind of "permanent thrill" to
2508     your maps.
2509     <br><br>
2510     Be careful that your magic walls don't kill the monsters on a map. If
2511     placing monsters, eventually take ones that are immune to the
2512     walls' spell(s).
2513     <br><br>
2514     It is possible to make walls rotate when triggered. But that is so
2515     confusing (and useless IMHO) that I did not mention it above. You
2516     can find a working example on the map
2517     "/pup_land/castle_eureca/castle_eureca8". ]]>
2518     </use>
2519     <attribute arch="dam" editor="spell" type="spell">
2520     The magic wall will cast this &lt;spell&gt;.
2521     </attribute>
2522     <attribute arch="level" editor="spell level" type="int">
2523     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2524     walls cast spells at minimal strength. "level 100" walls cast deadly
2525     spells. Arch default is level 1 - you should always set this value
2526     to meet the overall difficulty of your map.
2527     </attribute>
2528     <attribute arch="connected" editor="connection" type="int">
2529     Every time the &lt;connection&gt; value is triggered, the wall will cast
2530     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2531     have much visible effect.
2532     </attribute>
2533     <attribute arch="speed" editor="casting speed" type="float">
2534     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2535     You can fine-tune how long the duration between two casts shall
2536     be. If you want to create a wall that can be activated (cast per
2537     trigger) via connected lever/button/etc, you must set "speed 0".
2538     </attribute>
2539     <attribute arch="sp" editor="direction" type="list_direction">
2540     The magic wall will cast it's spells always in the specified
2541     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2542     always fire in a random direction.
2543     </attribute>
2544     <attribute arch="no_pass" editor="blocking passage" type="bool">
2545     If set, the object cannot be passed by players nor monsters.
2546     </attribute>
2547     <section name="destroyable">
2548     <attribute arch="alive" editor="is destroyable" type="bool">
2549     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2550     destroyed by the player. If disabled, all other attributes on
2551     this tab, as well as resistances, are meaningless.
2552     </attribute>
2553     <attribute arch="hp" editor="hitpoints" type="int">
2554     The more &lt;hitpoints&gt; the wall has, the longer
2555     it takes to be destroyed.
2556     </attribute>
2557     <attribute arch="maxhp" editor="max hitpoints" type="int">
2558     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2559     can have. This only makes sense if the wall can regain health.
2560     </attribute>
2561     <attribute arch="ac" editor="armour class" type="int">
2562     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2563     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2564     to &lt;weapon class&gt;.
2565     </attribute>
2566     </section>
2567     <section name="resistance">
2568     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2569     </attribute>
2570     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2571     </attribute>
2572     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2573     </attribute>
2574     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2575     </attribute>
2576     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2577     </attribute>
2578     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2579     </attribute>
2580     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2581     </attribute>
2582     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2583     </attribute>
2584     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2585     </attribute>
2586     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2587     </attribute>
2588     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2589     </attribute>
2590     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2591     </attribute>
2592     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2593     </attribute>
2594     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2595     </attribute>
2596     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2597     </attribute>
2598     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2599     </attribute>
2600     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2601     </attribute>
2602     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2603     </attribute>
2604     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2605     </attribute>
2606     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2607     </attribute>
2608     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2609     </attribute>
2610     </section>
2611     </type>
2612    
2613     <!--####################################################################-->
2614     <type number="55" name="Marker">
2615     <ignore>
2616     <ignore_list name="system_object" />
2617     </ignore>
2618     <description><![CDATA[
2619     A marker is an object that inserts an invisible force (a mark) into a
2620     player stepping on it. This force does nothing except containing a
2621     &lt;key string&gt; which can be discovered by detectors or inventory
2622     checkers. It is also possible to use markers for removing marks again.
2623     <br><br>
2624     Note that the player has no possibility to "see" his own marks,
2625     except by the effect that they cause on the maps. ]]>
2626     </description>
2627     <use><![CDATA[
2628     Markers hold real cool possibilities for map-making. I encourage
2629     you to use them frequently. However there is one negative point
2630     about markers: Players don't "see" what's going on with them. It is
2631     your task, as map-creator, to make sure the player is always well
2632     informed and never confused.
2633     <br><br>
2634     Please avoid infinite markers when they aren't needed. They're
2635     using a little space in the player file after all, so if there
2636     is no real purpose, set an expire time. ]]>
2637     </use>
2638     <attribute arch="no_pick" value="1" type="fixed" />
2639     <attribute arch="slaying" editor="key string" type="string">
2640     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2641     If the player already has a force with that &lt;key string&gt;,
2642     there won't be inserted a second one.
2643     </attribute>
2644     <attribute arch="connected" editor="connection" type="int">
2645     When the detector is triggered, all objects with the same
2646     connection value get activated.
2647     </attribute>
2648     <attribute arch="speed" editor="marking speed" type="float">
2649     The &lt;marking speed&gt; defines how quickly it will mark something
2650     standing on the marker. Set this value rather high to make
2651     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2652     should do fine.
2653     </attribute>
2654     <attribute arch="food" editor="mark duration" type="int">
2655     This value defines the duration of the force it inserts.
2656     If nonzero, the duration of the player's mark is finite:
2657     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2658     means the mark will stay on the player forever.
2659     </attribute>
2660     <attribute arch="name" editor="delete mark" type="string">
2661     When the player steps onto the marker, all existing forces in
2662     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2663     will be removed. If you don't want to remove any marks, leave
2664     this textfield empty.
2665    
2666     Note that the string &lt;delete mark&gt; is set as the name of
2667     this marker. So don't be confused, and remember changing the
2668     name will take effect on the marker's functionality.
2669     </attribute>
2670     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2671     In the moment when the player gets marked, this text is displayed
2672     to him. You should really set a message in any marker you create,
2673     because it's the only way for the player to notice what's going on.
2674     </attribute>
2675     </type>
2676     <!--####################################################################-->
2677 root 1.2 <type number="26" name="Timed Gate">
2678     <ignore>
2679     <ignore_list name="non_pickable" />
2680     </ignore>
2681     <description><![CDATA[
2682     Gates play an important role in Crossfire. Gates can be opened
2683     by activating a button/trigger, by speaking passwords (-> magic_ear)
2684     or carrying special key-objects (-> inventory checker).
2685     Unlike locked doors, gates can get shut again after a player has
2686     passed, which makes them more practical in many cases. Unlike normal
2687     gates, timed gates open when triggered but automatically close again
2688     after some time.]]>
2689     </description>
2690     <use><![CDATA[
2691     Use gates to divide your maps into separated areas. After solving
2692     area A, the player gains access to area B, and so on. Make your
2693     maps more complex than "one-way". ]]>
2694     </use>
2695     <attribute arch="no_pick" value="1" type="fixed" />
2696     <attribute arch="connected" editor="connection" type="int">
2697     Whenever the inventory checker is triggered, all objects with identical
2698     &lt;connection&gt; value get activated. This only makes sense together with
2699     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
2700     after some time.
2701     </attribute>
2702     <attribute arch="wc" editor="position state" type="int">
2703     The &lt;position state&gt; defines the position of the gate:
2704     Zero means completely open/down, the "number of animation-steps" (usually
2705     about 6 or 7) means completely closed/up state. I suggest you don't
2706     mess with this value - Leave the default in place.
2707     </attribute>
2708     <attribute arch="no_pass" editor="blocking passage" type="bool">
2709     For open gates, &lt;blocking passage&gt; should be unset.
2710     For closed gates it must be set.
2711     </attribute>
2712     <attribute arch="no_magic" editor="restrict spells" type="bool">
2713     Restricting the use of spells to pass this gate. This has
2714     an effect only if &lt;block view&gt; is disabled.
2715     </attribute>
2716     <attribute arch="damned" editor="restrict prayers" type="bool">
2717     Restricting the use of prayers to pass this door. This has
2718     an effect only if &lt;block view&gt; is disabled.
2719     </attribute>
2720     <attribute arch="hp" editor="open duration" type="int">
2721     Defines the duration the gate remains closed. This only takes effect
2722     if the gate is not connected.
2723     </attribute>
2724     </type>
2725    
2726     <!--####################################################################-->
2727 root 1.1 <type number="52" name="Trigger Marker">
2728     <ignore>
2729     <ignore_list name="system_object" />
2730     </ignore>
2731     <description><![CDATA[
2732     A trigger marker is an object that inserts an invisible force (a mark) into a
2733     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
2734     &lt;key string&gt; which can be discovered by detectors or inventory
2735     checkers. It is also possible to use markers for removing marks again.
2736     <br><br>
2737     Note that the player has no possibility to "see" his own marks,
2738     except by the effect that they cause on the maps. ]]>
2739     </description>
2740     <use><![CDATA[
2741     Markers hold real cool possibilities for map-making. I encourage
2742     you to use them frequently. However there is one negative point
2743     about markers: Players don't "see" what's going on with them. It is
2744     your task, as map-creator, to make sure the player is always well
2745     informed and never confused.
2746     <br><br>
2747     Please avoid infinite markers when they aren't needed. They're
2748     using a little space in the player file after all, so if there
2749     is no real purpose, set an expire time. ]]>
2750     </use>
2751     <attribute arch="no_pick" value="1" type="fixed" />
2752     <attribute arch="slaying" editor="key string" type="string">
2753     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2754     If the player already has a force with that &lt;key string&gt;,
2755     there won't be inserted a second one.
2756     </attribute>
2757     <attribute arch="connected" editor="connection" type="int">
2758     Unlike a regular marker this is the connection that triggers this marker to activate.
2759     </attribute>
2760     <attribute arch="food" editor="mark duration" type="int">
2761     This value defines the duration of the force it inserts.
2762     If nonzero, the duration of the player's mark is finite:
2763     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2764     means the mark will stay on the player forever.
2765     </attribute>
2766     <attribute arch="name" editor="delete mark" type="string">
2767     When the player steps onto the marker, all existing forces in
2768     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2769     will be removed. If you don't want to remove any marks, leave
2770     this textfield empty.
2771    
2772     Note that the string &lt;delete mark&gt; is set as the name of
2773     this marker. So don't be confused, and remember changing the
2774     name will take effect on the marker's functionality.
2775     </attribute>
2776     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2777     In the moment when the player gets marked, this text is displayed
2778     to him. You should really set a message in any marker you create,
2779     because it's the only way for the player to notice what's going on.
2780     </attribute>
2781     </type>
2782     <!--####################################################################-->
2783     <type number="36" name="Money">
2784     <ignore>
2785     <attribute arch="unpaid" />
2786     </ignore>
2787     <description><![CDATA[
2788     Items of the type Money are handled as currency.
2789     Money cannot be sold/bought in shops. When money is dropped
2790     in a shop, it stays the same.<br>
2791     When a player picks an item from a shop and attempts to
2792     walk over the shop mat, the item's selling-price is automatically
2793     subtracted from the player's money.
2794     <br><br>
2795     For money, always use the default arches.
2796     Don't modify them. ]]>
2797     </description>
2798     <attribute arch="race" value="gold and jewels" type="fixed" />
2799     </type>
2800    
2801     <!--####################################################################-->
2802     <type number="0" name="Monster &amp; NPC">
2803     <required>
2804     <attribute arch="is_floor" value="0" />
2805     <attribute arch="alive" value="1" />
2806     <attribute arch="tear_down" value="0" />
2807     </required>
2808     <ignore>
2809     <attribute arch="material" />
2810     <attribute arch="name_pl" />
2811     <attribute arch="nrof" />
2812     <attribute arch="value" />
2813     <attribute arch="unpaid" />
2814     </ignore>
2815     <description><![CDATA[
2816     Monsters can behave in various kinds of ways.
2817     They can be aggressive, attacking the player. Or peaceful,
2818     helping the player - maybe joining him as pet.
2819     The unagressive creatures who communicate with players are
2820     usually called "NPCs" (Non Player Character), a well-known
2821     term in role-play environments. ]]>
2822     </description>
2823     <use><![CDATA[
2824     Monsters play a central role in most maps. Choosing the right
2825     combination of monsters for your map is vital:
2826     <UL>
2827     <LI> Place only monsters of slightly varying (increasing) strength.
2828     It's no fun to play for two hours just to find out the last
2829     monster is unbeatable. Similar, it's not exciting to fight orcs
2830     after passing a room of dragons.<br>
2831     This rule applies only for linear maps (one room after the other),
2832     with treasure at the end. You can sprinkle the treasure around,
2833     or make non-linear maps - That is often more entertaining.
2834     <LI> Places with high level monsters must not be easy to reach.
2835     Balrogs, Dragonmen and the likes should be at the end of a quest,
2836     not at the beginning.
2837     <LI> Don't stick monsters together that tend to kill each other.
2838     Fire- and cold dragons in one room for example is a bad idea.
2839     By weakening and killing each other they are easy prey for players,
2840     not worth the experience they hold.
2841     <LI> Create your own monsters, especially for "boss"-type monsters.
2842     Having stage-bosses guarding treasure is a lot of fun when done right.
2843     Avoid to create monsters with completely non-intuitive abilities:
2844     Don't give ice-spells to firedragons or vice versa. Don't add
2845     draining attack to trolls, etc. Additionally, you should inform the
2846     player before he bumps right into some very special/unusual monster.
2847     <LI> Last but not least: Always keep an eye on the experience your monsters
2848     hold. Design your maps in a way that high experience
2849     is always well-defended. Don't make large rooms full with only one kind
2850     of monster. Keep in mind the different abilities/techniques players
2851     can use.
2852     </UL>
2853     I know it's impossible to make the perfectly balanced map. There's always
2854     some part which is found too easy or too hard for a certain kind of player.
2855     Just give it your best shot. And listen to feedback from players if you
2856     receive some. :-) ]]>
2857     </use>
2858     <attribute arch="alive" value="1" type="fixed" />
2859     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2860     When the monster is killed, items from the treasurelist will
2861     drop to the ground. This is a common way to reward players
2862     for killing (masses of) monsters.
2863    
2864     Note that you can always put items into the monster's
2865     inventory. Those will drop-at-kill just like the stuff
2866     from the &lt;treasurelist&gt;.
2867     </attribute>
2868     <attribute arch="level" editor="level" type="int">
2869     A monster's &lt;level&gt; is the most important attribute.
2870     &lt;level&gt; affects the power of a monster in various ways.
2871     </attribute>
2872     <attribute arch="race" editor="race" type="string">
2873     Every monster should have a race set to cathegorize it.
2874     The monster's &lt;race&gt; can have different effects:
2875     Slaying weapons inflict tripple damage against enemy races
2876     and holy word kills only enemy races of the god.
2877     </attribute>
2878     <attribute arch="exp" editor="experience" type="int">
2879     When a player kills this monster, he will get exactly this
2880     amount of &lt;experience&gt;. The experience will flow into
2881     the skill-cathegory the player used for the kill.
2882    
2883     If you create special monsters of tweaked strenght/abilities,
2884     always make sure that the &lt;experience&gt; is set to a
2885     reasonable value. Compare with existing arches to get a feeling
2886     what reasonable means. Keep in mind that spellcasting monsters
2887     are a lot harder to kill than non-spellcasters!
2888     </attribute>
2889     <attribute arch="speed" editor="speed" type="float">
2890     The &lt;speed&gt; determines how fast a monster will both move
2891     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2892     </attribute>
2893     <attribute arch="other_arch" editor="breed monster" type="string">
2894     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2895     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2896     can be set to any valid arch-name of a monster. Multipart monster
2897     should not be used.
2898     </attribute>
2899     <attribute arch="generator" editor="multiply" type="bool">
2900     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2901     every once in a while. Mice are a good example for this effect.
2902     If enabled, you must also set &lt;breed monster&gt; or check
2903     &lt;template generation&gt; and put other monsters in the inventory.
2904     </attribute>
2905     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2906     This only takes effect if &lt;multiply&gt; is enabled. The monster
2907     will create a new monster every once in a while by duplicating it's inventory.
2908     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2909     Each time the monster need to generate an object, it will be
2910     a randomly chosen item from the inventory. When generator is destroyed,
2911     inventory is destroyed.
2912     </attribute>
2913     <attribute arch="flying" editor="flying" type="bool">
2914     Flying monsters won't get slowed down in rough terrain
2915     and they won't be affected by movers.
2916     </attribute>
2917     <attribute arch="undead" editor="undead" type="bool">
2918     Several spells only affect undead monsters:
2919     turn undead, banish undead, holy word, etc.
2920     </attribute>
2921     <attribute arch="carrying" editor="carries weight" type="int">
2922     If a monster has something in the inventory, this
2923     value can be set to reflect the slowdown due to
2924     the carried weight.
2925     </attribute>
2926    
2927     <section name="melee">
2928     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2929     This number is a bitmask, specifying the monster's attacktypes
2930     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2931     Strong monsters often have more than just physical attacktype.
2932    
2933     When a monster with multiple attacktypes hits aan oponent, it will do
2934     as much damage as the "best" of it's attacktypes does. So, the more
2935     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2936     somehow exceptions.
2937     </attribute>
2938     <attribute arch="dam" editor="damage" type="int">
2939     Among other parameters, &lt;damage&gt; affects how much melee damage
2940     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2941     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2942     take effect on the melee damage of a monster.
2943     </attribute>
2944     <attribute arch="wc" editor="weapon class" type="int">
2945     Monsters of high &lt;weapon class&gt; are more likely to really hit
2946     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2947     to &lt;armour class&gt;.
2948     </attribute>
2949     <attribute arch="hp" editor="health points" type="int">
2950     The &lt;health points&gt; of a monster define how long it takes to
2951     kill it. With every successful hit from an opponent, &lt;health points&gt;
2952     get drained - The monster dies by zero &lt;health points&gt;.
2953     </attribute>
2954     <attribute arch="maxhp" editor="max health" type="int">
2955     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2956     monster can have.
2957     </attribute>
2958     <attribute arch="ac" editor="armour class" type="int">
2959     Monsters of low &lt;armour class&gt; are less likely to get hit from
2960     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2961     to &lt;weapon class&gt;.
2962     Values typically range between +20 (very bad) to -20 (quite good).
2963     </attribute>
2964     <attribute arch="Con" editor="healing rate" type="int">
2965 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
2966     healing rate is independent of &lt;speed&gt;.
2967 root 1.1 </attribute>
2968     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2969     A monster with this flag has the ability to &lt;reflect missiles&gt;,
2970     all kinds of projectiles (e.g. arrows, bolts, boulders) will
2971     bounce off.
2972     </attribute>
2973     <attribute arch="hitback" editor="hitback" type="bool">
2974     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2975     to the amount of damage the *attacker* inflicted. This damage
2976     is additional to the regular melee damage of the monster.
2977     As far as I know, hitback uses acid attacktype, and it only takes
2978     effect if the monster actually has acid attacktype at it's disposal.
2979     Acid spheres for example use this feature.
2980     </attribute>
2981     <attribute arch="one_hit" editor="one hit only" type="bool">
2982     Monsters with &lt;one hit only&gt; dissapear after one successful hit
2983     to a player.
2984     </attribute>
2985     </section>
2986    
2987     <section name="spellcraft">
2988     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
2989     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
2990     Only wands/rods/etc can be used, given the appropriate abilities.
2991     </attribute>
2992     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
2993     A monster with this flag has the ability to &lt;reflect spells&gt;,
2994     all kinds of spell-bullets and -beams will bounce off.
2995    
2996     Generally this flag should not be set because it puts
2997     wizard-type players at an unfair disadvantage.
2998     </attribute>
2999     <attribute arch="sp" editor="spellpoints" type="int">
3000     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3001     them for both wizard- and prayer-spells. However, this value defines
3002     only the amount of *initial* spellpoints the monster starts with.
3003     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3004     and &lt;spellpoint regen.&gt; are more important than just initial
3005     &lt;spellpoints&gt;.
3006     </attribute>
3007     <attribute arch="maxsp" editor="max spellpoints" type="int">
3008     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3009     can hold. Setting this to high values has little effect unless
3010     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3011     "regenerate mana" at it's disposal.
3012     </attribute>
3013     <attribute arch="Pow" editor="spellpoint regen." type="int">
3014 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3015     spellpoint regeneration rate is independent of &lt;speed&gt;.
3016 root 1.1
3017     To make a real tough spellcasting monster, the rate of spellpoint
3018     regeneration is most important. If your monster is still not casting
3019     fast enough, give it the spell-ability of "regenerate mana".
3020     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3021     </attribute>
3022     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3023     Click on the &lt;attuned paths&gt; button to select spellpaths.
3024     The creature will get attuned to the specified spellpaths.
3025     </attribute>
3026     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3027     Click on the &lt;repelled paths&gt; button to select spellpaths.
3028     The creature will get repelled to the specified spellpaths.
3029     </attribute>
3030     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3031     Click on the &lt;denied paths&gt; button to select spellpaths.
3032     The creature won't be able to cast spells of the specified paths.
3033     </attribute>
3034     </section>
3035    
3036     <section name="ability">
3037     <attribute arch="Int" editor="detect hidden" type="int">
3038     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3039     hidden/invisible creatures. Higher values make for better
3040     detection-skills. Enabling &lt;see invisible&gt; makes this value
3041     obsolete.
3042     </attribute>
3043     <attribute arch="see_invisible" editor="see invisible" type="bool">
3044     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3045     with by invisible or hiding players. This flag is a must-have
3046     for high-level monsters. When a monster is unable to detect
3047     invisible players, it can be killed without fighting back.
3048     </attribute>
3049     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3050     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3051     by spells of darkness or dark maps. This flag is a "should-have"
3052     for high-level monsters. When a monster is unable to see in
3053     darkness, players can cast darkness and sneak around it safely.
3054     </attribute>
3055     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3056     Monster is able to wield weapon type objects.
3057     </attribute>
3058     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3059     Monster is able to use missile-weapon type objects.
3060     </attribute>
3061     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3062     Monster is able to wear protective equipment like brestplate
3063     armour, shields, helmets etc.
3064     </attribute>
3065     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3066     Monster is able to wear rings.
3067     </attribute>
3068     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3069     Monster is able to use wands and staves.
3070     </attribute>
3071     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3072     Monster is able to use rods.
3073     </attribute>
3074     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3075     Monster is able to read scrolls.
3076     </attribute>
3077     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3078     Monster is able to use skills from it's inventory.
3079     For example, you can put a throwing skill object and some
3080     boulders into the monster's object and set &lt;can use skills&gt;.
3081     </attribute>
3082     </section>
3083    
3084     <section name="behave">
3085     <attribute arch="monster" editor="monster behaviour" type="bool">
3086     When &lt;monster behaviour&gt; is enabled, this object will behave
3087     like a monster: It can move and attack enemies (which are
3088     typically players).
3089     This flag should be set for all monsters as-such.
3090     Monsters which don't move, like guards, should also have
3091     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3092     It should *not* be set for things like immobile generators.
3093     </attribute>
3094     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3095     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3096     </attribute>
3097     <attribute arch="friendly" editor="friendly" type="bool">
3098     &lt;friendly&gt; monsters help the player, attacking any
3099     non-friendly monsters in range.
3100     </attribute>
3101     <attribute arch="stand_still" editor="stand still" type="bool">
3102     Monsters which &lt;stand still&gt; won't move to leave their position.
3103     When agressive, they will attack all enemies who get close to
3104     them. This behaviour is commonly known from castle guards.
3105    
3106     In older versions of Crossfire it was possible to eventually
3107     push a &lt;stand still&gt;-monster out of position by force.
3108     I believe this is no longer possible. Neverthless, you should
3109     still be cautious when lining up &lt;stand still&gt;-monster in order
3110     to "defend" something: Such monsters are rather easy to kill.
3111     It's good for low level maps, but not much more.
3112     </attribute>
3113     <attribute arch="sleep" editor="asleep" type="bool">
3114     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3115     &lt;sensing range&gt; of the monster. Usually the sensing range is
3116     larger than the players line of sight. Due to that, in most cases
3117     the player won't ever notice weither a monster was asleep or not.
3118     </attribute>
3119     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3120     This entry defines which kinds of environment actions the
3121     creature is able to perform.
3122     </attribute>
3123     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3124     Click on the &lt;pick up&gt; button and select which types of objects
3125     the creature should try to pick up.
3126    
3127     Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3128     etc are set, then the creature will pick up the matching items even
3129     if this is not set here.
3130     </attribute>
3131     <attribute arch="Wis" editor="sensing range" type="int">
3132     &lt;sensing range&gt; determines how close a player needs to be before
3133     the creature wakes up. This is done as a square, for reasons of speed.
3134     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3135     11x11 square of the monster will wake the monster up. If the player
3136     has stealth, the size of this square is reduced in half plus 1.
3137     </attribute>
3138     <attribute arch="attack_movement" editor="attack movement" type="int">
3139     </attribute>
3140     <attribute arch="run_away" editor="run at % health" type="int">
3141     This is a percentage value in the range 0-100.
3142     When the monster's health points drop below this percentage
3143     (relative to max health), it attempts to run away from the
3144     attacker.
3145     </attribute>
3146     </section>
3147    
3148     <section name="resistance">
3149     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3150     </attribute>
3151     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3152     </attribute>
3153     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3154     </attribute>
3155     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3156     </attribute>
3157     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3158     </attribute>
3159     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3160     </attribute>
3161     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3162     </attribute>
3163     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3164     </attribute>
3165     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3166     </attribute>
3167     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3168     </attribute>
3169     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3170     </attribute>
3171     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3172     </attribute>
3173     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3174     </attribute>
3175     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3176     </attribute>
3177     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3178     </attribute>
3179     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3180     </attribute>
3181     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3182     </attribute>
3183     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3184     </attribute>
3185     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3186     </attribute>
3187     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3188     </attribute>
3189     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3190     </attribute>
3191     </section>
3192     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3193     </attribute>
3194     </type>
3195    
3196     <!--####################################################################-->
3197     <type number="65" name="Mood Floor">
3198     <ignore>
3199     <ignore_list name="system_object" />
3200     </ignore>
3201     <description><![CDATA[
3202     As the name implies, mood floors can change the "mood" of
3203     a monsters/NPC. For example, an unagressive monster could be
3204     turned mad to start attacking. Similar, an agressive monster
3205     could be calmed. ]]>
3206     </description>
3207     <use><![CDATA[
3208     Mood floors are absolutely cool for NPC interaction. To make an
3209     unaggressive monster/NPC attack, put a creator with "other_arch
3210     furious_floor" under it. Connect the creator to a magic_ear, so the
3211     player speaks a keyword like "stupid sucker" - and the monster attacks.
3212     <br><br>
3213     To turn an NPC into a pet, put a charm_floor under it and connect
3214     it directly to a magic_ear. Then the player speaks a keyword like
3215     "help me" - and the NPC joins him as pet.
3216     <br><br>
3217     (Of course you must always give clear hints about keywords!
3218     And there is no reason why you couldn't use a button/lever/pedestal
3219     etc. instead of a magic_ear.) ]]>
3220     </use>
3221     <attribute arch="no_pick" value="1" type="fixed" />
3222     <attribute arch="last_sp" editor="mood" type="list_mood">
3223     &lt;mood&gt; is used to determine what will happen to the
3224     monster when affected by the mood floor:
3225    
3226     &lt;mood&gt; 'furious': Makes all monsters aggressive
3227    
3228     &lt;mood&gt; 'angry': As above but pets are unaffected
3229    
3230     &lt;mood&gt; 'calm': Makes all monsters unaggressive
3231    
3232     &lt;mood&gt; 'sleep': Puts all monsters to sleep
3233    
3234     &lt;mood&gt; 'charm': Turns monster into a pet of person
3235     who triggers the square. This setting is not
3236     enabled for continous operation, you need to
3237     insert a &lt;connection&gt; value!
3238     </attribute>
3239     <attribute arch="connected" editor="connection" type="int">
3240     This should only be set in combination with &lt;mood number&gt; 4.
3241     Normally, monsters are affected by the mood floor as soon as they
3242     step on it. But charming (monster -&gt; pet) is too powerful,
3243     so it needs to be activated.
3244    
3245     Typically it is connected to an altar, for buying a "hireling".
3246     But a powerful pet could as well be the reward for solving a
3247     quest. Or even better: It could be *part* of a quest!
3248     </attribute>
3249     <attribute arch="no_magic" editor="no spells" type="bool">
3250     If enabled, it is impossible for players to use (wizard-)
3251     spells on that spot.
3252     </attribute>
3253     <attribute arch="damned" editor="no prayers" type="bool">
3254     If enabled, it is impossible for players to use prayers
3255     on that spot. It also prevents players from saving.
3256     </attribute>
3257     </type>
3258    
3259     <!--####################################################################-->
3260     <type number="40" name="Mover">
3261     <ignore>
3262     <ignore_list name="non_pickable" />
3263     </ignore>
3264     <description><![CDATA[
3265     Movers move the objects above them. However, only living objects
3266     are affected (monsters/NPCs always, players optional). Movers have
3267     a direction, so players can be made to move in a pattern, and so
3268     can monsters. Motion is involuntary. Additionally, players or
3269     monsters can be "frozen" while ontop of movers so that they MUST
3270     move along a chain of them.
3271     <br><br>
3272     Multisquare monsters can be moved as well, given
3273     enough space. Movers are usually invisible. ]]>
3274     </description>
3275     <use><![CDATA[
3276     NEVER EVER consider a mover being unpassable in the backwards
3277     direction. Setting "forced movement" makes it seemingly impossible
3278     but there is still a trick: One player can push a second player
3279     past the mover, in opposite to the mover's direction! The more
3280     movers, the more players needed. Hence, don't make a treasure
3281     room that is surrounded by movers instead of solid walls/gates.
3282     <br><br>
3283     Btw, it does not make a difference putting movers above or
3284     below the floor. Moreover, movers that are set to be invisible
3285     cannot be discovered with the show_invisible spell.
3286     <br><br>
3287     Note that Movers and Directors are seperate objects, even though
3288     they look and act similar. Directors only do spells/missiles,
3289     while movers only do living creatures (depending on how it
3290     is set: monsters and players). ]]>
3291     </use>
3292     <attribute arch="attacktype" editor="forced movement" type="bool">
3293     If forced movement is enabled, the mover "freezes" anyone it
3294     moves (so they are forced to move along a chain).
3295     For players there is no way to escape this forced movement,
3296     except being pushed by a second player.
3297     </attribute>
3298     <attribute arch="maxsp" editor="freeze duration" type="int">
3299     The player will be "frozen" for that many moves.
3300     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3301     enabled, then &lt;freeze duration&gt; gets assigned the
3302     "default value" 2 automatically.
3303     </attribute>
3304     <attribute arch="speed" editor="movement speed" type="float">
3305     The movement speed value determines how fast a chain of
3306     these movers will push a player along (default is -0.2).
3307     </attribute>
3308     <attribute arch="sp" editor="direction" type="list_direction">
3309     The mover will push creatures in the specified &lt;direction&gt;.
3310     A mover with direction set to &lt;none&gt; will spin clockwise,
3311     thus pushing creatures in unpredictable directions.
3312     </attribute>
3313     <attribute arch="lifesave" editor="gets used up" type="bool">
3314     If enabled, the mover gets "used up" after a certain number of moves
3315     (specified by &lt;number of uses&gt;). If disabled, the mover works infinitly.
3316     </attribute>
3317     <attribute arch="hp" editor="number of uses" type="int">
3318     This value has only a meaning if &lt;gets used up&gt; is set:
3319     &lt;number of uses&gt; is the number of times minus one, that it
3320     will move a creature before disappearing. (It will move
3321     someone &lt;number of uses&gt;+1 times, then vanish).
3322     </attribute>
3323     <section name="targets">
3324     <attribute arch="level" editor="move players" type="bool">
3325     If &lt;move players&gt; is enabled, both players and monsters will be
3326     moved. In the arches' default it is disabled - thus ONLY monsters
3327     get moved. Remember that "monsters" includes NPCs!
3328    
3329     This feature provides you with the possibility to make NPCs
3330     literally "come to life". Example: The player is talking with an
3331     NPC, speaking a certain keyword. This triggers a magic_ear and
3332     activates creators, creating (per default: monster-only) movers
3333     under the NPC's feet. The NPC starts "walking" on a predefined
3334     route! Note that it's useful to set this NPC immune to everything,
3335     preventing the player to push the NPC off his trace.
3336     </attribute>
3337     <attribute arch="walk_on" editor="move walking creatures" type="bool">
3338     This should always be set.
3339     </attribute>
3340     <attribute arch="fly_on" editor="move flying creatures" type="bool">
3341     Move flying creatures enabled means all flying (living)
3342     objects will get moved too. If disabled, only walking
3343     (non-flying) creatures will get moved.
3344     </attribute>
3345     </section>
3346     </type>
3347    
3348     <!--####################################################################-->
3349     <type number="17" name="Pedestal">
3350     <ignore>
3351     <ignore_list name="non_pickable" />
3352     </ignore>
3353     <description><![CDATA[
3354     Pedestals are designed to detect certain types of living objects.
3355     When a predefined type of living creature steps on the pedestal, the
3356     connected value is triggered. ]]>
3357     </description>
3358     <use><![CDATA[
3359     If you want to create a place where only players of a certain race
3360     can enter, put a teleporter over your pedestal. So the teleporter is
3361     only activated for players of the matching race. Do not use gates,
3362     because many other players could sneak in. If you put powerful
3363     artifacts into such places, generally set "startequip 1", so that
3364     they are preserved for that one race and can't be traded to others. ]]>
3365     </use>
3366     <attribute arch="no_pick" value="1" type="fixed" />
3367     <attribute arch="slaying" editor="match race" type="string">
3368     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3369     matches the monster's or the player's race, we have a match.
3370     Yes, pedestals can detect a player's race! E.g. you could create a
3371     place where only fireborns can enter, by setting "slaying unnatural".
3372    
3373     If it is set to "player", any player stepping on the pedestal
3374     is a match. Very useful if you want to open a gate for players
3375     but not for monsters.
3376     </attribute>
3377     <attribute arch="connected" editor="connection" type="int">
3378     When the pedestal is triggered, all objects with the same
3379     connection value get activated.
3380     </attribute>
3381     <attribute arch="walk_on" value="1" type="fixed" />
3382     <attribute arch="walk_off" value="1" type="fixed" />
3383     </type>
3384    
3385     <!--####################################################################-->
3386     <type number="94" name="Pit">
3387     <ignore>
3388     <ignore_list name="non_pickable" />
3389     </ignore>
3390     <description><![CDATA[
3391     Pits are holes, transporting the player when he walks (and falls) into them.
3392     A speciality about pits is that they don't transport the player to
3393     the exact destination, but within a two-square radius of the destination
3394     (never on blocked squares).<br>
3395     Optionally, pits can get closed and opened, similar to gates.<br><br>
3396     Monsters and items are affected by pits just as well as players.
3397     Even multipart monsters can fall through them, given enough space. ]]>
3398     </description>
3399     <use><![CDATA[
3400     Pits can add interesting effects to your map. When using them, make
3401     sure to use them in a "logical way": Pits should always drop the
3402     player to some kind of lower level. They should not be used to
3403     randomly interconnect maps like teleporters do. ]]>
3404     </use>
3405     <attribute arch="no_pick" value="1" type="fixed" />
3406     <attribute arch="connected" editor="connection" type="int">
3407     When a &lt;connection&gt; value is set, the pit can be opened/closed
3408     by activating the connection.
3409     </attribute>
3410     <attribute arch="hp" editor="destination X" type="int">
3411     The pit will transport creatures (and items) randomly into a two-square
3412     radius of the destination coordinates.
3413     If the destination square becomes blocked, the pit will act like
3414     being filled up and not work anymore!
3415     </attribute>
3416     <attribute arch="sp" editor="destination Y" type="int">
3417     The pit will transport creatures (and items) randomly into a two-square
3418     radius of the destination coordinates.
3419     If the destination square becomes blocked, the pit will act like
3420     being filled up and not work anymore!
3421     </attribute>
3422     <attribute arch="wc" editor="position state" type="int">
3423     The &lt;position state&gt; defines the position of the gate:
3424     Zero means completely open/down, the "number of animation-steps" (usually
3425     about 6 or 7) means completely closed/up state. I suggest you don't
3426     mess with this value - Leave the default in place.
3427     </attribute>
3428     <attribute arch="walk_on" editor="swallow walking" type="bool">
3429     If set, all walking creatures will fall into the pit.
3430     This does NOT need to be set for closed pits!
3431     </attribute>
3432     <attribute arch="fly_on" editor="swallow flying" type="bool">
3433     If set, all flying creatures will fall into the pit as well.
3434     This is not the behaviour expected from a pit, and it should
3435     only be used for map-mechanisms (e.g. for transporting flying
3436     monsters).
3437     An interesting side-effect: If this flag is enabled, spell
3438     effects like fire/snow also make their way through the pit.
3439     </attribute>
3440     </type>
3441    
3442     <!--####################################################################-->
3443     <type number="7" name="Poison Food">
3444     <description><![CDATA[
3445     When eating, the player's stomache is drained by 1/4 of food.
3446     If his food drops to zero, the player might even die. ]]>
3447     </description>
3448     </type>
3449    
3450     <!--####################################################################-->
3451     <type number="5" name="Potion">
3452     <description><![CDATA[
3453     The player can drink these and gain various kinds of benefits
3454     (/penalties) by doing so. ]]>
3455     </description>
3456     <use><![CDATA[
3457     One potion should never give multiple benefits at once. ]]>
3458     </use>
3459     <attribute arch="level" editor="potion level" type="int">
3460     If the potion contains a spell, the spell is cast at this level.
3461     For other potions it should be set at least to 1.
3462     </attribute>
3463     <attribute arch="sp" editor="spell" type="spell">
3464     When a player drinks this potion, the selected spell
3465     will be casted (once). This should work for any given spell.
3466     E.g. heal is "sp 35", magic power is "sp 67".
3467     </attribute>
3468     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3469     There are two types of special effects for potions:
3470     'life restoration' - restore the player's stats lost by death or draining
3471     (this has nothing in common with the restoration spell!)
3472     'improvement' - increase the player's maximum health/mana/grace
3473     by a very small amount.
3474     </attribute>
3475     <attribute arch="cursed" editor="cursed" type="bool">
3476     If a potion is cursed, benefits generally turn into penalties.
3477     Note that potions can be "uncursed" by praying over an altar,
3478     with relative ease. *But* the potion must be identified to notice
3479     that it is cursed &gt;:)
3480     </attribute>
3481     <attribute arch="startequip" editor="godgiven item" type="bool">
3482     A godgiven item vanishes as soon as the player
3483     drops it to the ground.
3484     </attribute>
3485     <section name="stats">
3486     <attribute arch="Str" editor="strength" type="int">
3487     The player's strentgh will rise/fall by the given value for permanent
3488     (of course there is an upper limit). Generally there shouldn't be stat
3489     potions granting more than one stat. Cursed potions will subtract the
3490     stats if positive.
3491     </attribute>
3492     <attribute arch="Dex" editor="dexterity" type="int">
3493     The player's dexterity will rise/fall by the given value for permanent
3494     (of course there is an upper limit). Generally there shouldn't be stat
3495     potions granting more than one stat. Cursed potions will subtract the
3496     stats if positive.
3497     </attribute>
3498     <attribute arch="Con" editor="constitution" type="int">
3499     The player's constitution will rise/fall by the given value for permanent
3500     (of course there is an upper limit). Generally there shouldn't be stat
3501     potions granting more than one stat. Cursed potions will subtract the
3502     stats if positive.
3503     </attribute>
3504     <attribute arch="Int" editor="intelligence" type="int">
3505     The player's intelligence will rise/fall by the given value for permanent
3506     (of course there is an upper limit). Generally there shouldn't be stat
3507     potions granting more than one stat. Cursed potions will subtract the
3508     stats if positive.
3509     </attribute>
3510     <attribute arch="Pow" editor="power" type="int">
3511     The player's power will rise/fall by the given value for permanent
3512     (of course there is an upper limit). Generally there shouldn't be stat
3513     potions granting more than one stat. Cursed potions will subtract the
3514     stats if positive.
3515     </attribute>
3516     <attribute arch="Wis" editor="wisdom" type="int">
3517     The player's wisdom will rise/fall by the given value for permanent
3518     (of course there is an upper limit). Generally there shouldn't be stat
3519     potions granting more than one stat. Cursed potions will subtract the
3520     stats if positive.
3521     </attribute>
3522     <attribute arch="Cha" editor="charisma" type="int">
3523     The player's charisma will rise/fall by the given value for permanent
3524     (of course there is an upper limit). Generally there shouldn't be stat
3525     potions granting more than one stat. Cursed potions will subtract the
3526     stats if positive.
3527     </attribute>
3528     </section>
3529     <section name="resistance">
3530     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3531     The player's resistance to physical will rise by this value in percent
3532     (range -100 till +100). The effect is only temporare, and it does NOT
3533     add on the values from the player's equipment.
3534     Cursed potions will make negative resistance.. very nasty in combat!
3535     </attribute>
3536     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3537     The player's resistance to magic will rise by this value in percent
3538     (range -100 till +100). The effect is only temporare, and it does NOT
3539     add on the values from the player's equipment.
3540     Cursed potions will make negative resistance.. very nasty in combat!
3541     </attribute>
3542     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3543     The player's resistance to fire will rise by this value in percent
3544     (range -100 till +100). The effect is only temporare, and it does NOT
3545     add on the values from the player's equipment.
3546     Cursed potions will make negative resistance.. very nasty in combat!
3547     </attribute>
3548     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3549     The player's resistance to electricity will rise by this value in percent
3550     (range -100 till +100). The effect is only temporare, and it does NOT
3551     add on the values from the player's equipment.
3552     Cursed potions will make negative resistance.. very nasty in combat!
3553     </attribute>
3554     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3555     The player's resistance to cold will rise by this value in percent
3556     (range -100 till +100). The effect is only temporare, and it does NOT
3557     add on the values from the player's equipment.
3558     Cursed potions will make negative resistance.. very nasty in combat!
3559     </attribute>
3560     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3561     The player's resistance to acid will rise by this value in percent
3562     (range -100 till +100). The effect is only temporare, and it does NOT
3563     add on the values from the player's equipment.
3564     Cursed potions will make negative resistance.. very nasty in combat!
3565     </attribute>
3566     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3567     The player's resistance to confusion will rise by this value in percent
3568     (range -100 till +100). The effect is only temporare, and it does NOT
3569     add on the values from the player's equipment.
3570     Cursed potions will make negative resistance.. very nasty in combat!
3571     </attribute>
3572     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3573     The player's resistance to weaponmagic will rise by this value in percent
3574     (range -100 till +100). The effect is only temporare, and it does NOT
3575     add on the values from the player's equipment.
3576     Cursed potions will make negative resistance.. very nasty in combat!
3577     </attribute>
3578     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3579     The player's resistance to paralyze will rise by this value in percent
3580     (range -100 till +100). The effect is only temporare, and it does NOT
3581     add on the values from the player's equipment.
3582     Cursed potions will make negative resistance.. very nasty in combat!
3583     </attribute>
3584     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3585     The player's resistance to draining will rise by this value in percent
3586     (range -100 till +100). The effect is only temporare, and it does NOT
3587     add on the values from the player's equipment.
3588     Cursed potions will make negative resistance.. very nasty in combat!
3589     </attribute>
3590     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3591     The player's resistance to depletion will rise by this value in percent
3592     (range -100 till +100). The effect is only temporare, and it does NOT
3593     add on the values from the player's equipment.
3594     Cursed potions will make negative resistance.. very nasty in combat!
3595     </attribute>
3596     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3597     The player's resistance to poison will rise by this value in percent
3598     (range -100 till +100). The effect is only temporare, and it does NOT
3599     add on the values from the player's equipment.
3600     Cursed potions will make negative resistance.. very nasty in combat!
3601     </attribute>
3602     </section>
3603     </type>
3604    
3605     <!--####################################################################-->
3606     <type number="156" name="Power Crystal">
3607     <description><![CDATA[
3608     Power crystals can store a player's mana:
3609     When the player applies the crystal with full mana, half of
3610     it flows into the crystal. When the player applies it with
3611     lacking mana, the crystal replenishes the player's mana. ]]>
3612     </description>
3613     <attribute arch="sp" editor="initial mana" type="int">
3614     &lt;initial mana&gt; is the amount of spellpoints that the
3615     crystal holds when the map is loaded.
3616     </attribute>
3617     <attribute arch="maxsp" editor="mana capacity" type="int">
3618     The &lt;mana capacity&gt; defines how much mana can be stored
3619     in the crystal. This is what makes the crystal interesting.
3620     Wizard-players will always seek for crystals with large
3621     capacities.
3622     </attribute>
3623     </type>
3624    
3625     <!--####################################################################-->
3626     <type number="13" name="Projectile">
3627     <description><![CDATA[
3628     Projectiles like arrows/crossbow bolts are used as ammunition
3629     for shooting weapons.
3630     <br><br>
3631     It's very easy to add new pairs of weapons &amp; projectiles.
3632     Just set matching &lt;ammunition class&gt; both for shooting
3633     weapon and projectile. ]]>
3634     </description>
3635     <use><![CDATA[
3636     If you want to create new kinds of projectiles, you could
3637     add an alchemical receipe to create these.
3638    
3639     Don't create new pairs of weapons &amp; projectiles unless
3640     they really fullfill a useful purpose. In fact, even bows
3641     and crossbows are rarely ever used. ]]>
3642     </use>
3643     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3644     This number is a bitmask, specifying the projectile's attacktypes.
3645     Attacktypes are: physical, magical, fire, cold.. etc.
3646     This works identical to melee weapons. Note that shooting
3647     weapons cannot have attacktypes.
3648     </attribute>
3649     <attribute arch="race" editor="ammunition class" type="string">
3650     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3651     these projectiles. For arrows set "arrows", for crossbow bolts
3652     set "crossbow bolts" (big surprise).
3653    
3654     In certain cases, the ammunition class is displayed in the game.
3655     Hence, when you create a new ammunition class, choose an
3656     intuitive name like "missiles", "spirit bolts" - whatever.
3657    
3658     You can also make special containers holding these projectiles
3659     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3660     </attribute>
3661     <attribute arch="slaying" editor="slaying race" type="string">
3662     Slaying means the weapon does tripple (3x) damage to monsters
3663     of the specified race. If &lt;slaying race&gt; matches an arch name,
3664     only monsters of that archtype receive tripple damage.
3665     Tripple damage is very effective.
3666     </attribute>
3667     <attribute arch="dam" editor="damage" type="int">
3668     The projectile &lt;damage&gt; significantly affects the damage
3669     done. Damage can be further increased by the shooting
3670     weapon's attributes.
3671     </attribute>
3672     <attribute arch="wc" editor="weaponclass" type="int">
3673     This value is supposed to be the base &lt;weaponclass&gt;,
3674     but it seems to have rather little effect.
3675     High values are good here, low values bad.
3676     </attribute>
3677     <attribute arch="food" editor="chance to break" type="int">
3678     The &lt;chance to break&gt; defines the breaking probability when this
3679     projectile hits an obstacle, e.g. wall or monster.
3680     The value is the %-chance to break, ranging from 0 (never breaking)
3681     to 100 (breaking at first shot).
3682     </attribute>
3683     <attribute arch="magic" editor="magic bonus" type="int">
3684     Magic bonus increases chance to hit and damage a little bit.
3685     </attribute>
3686     <attribute arch="unique" editor="unique item" type="bool">
3687     Unique items exist only one time on a server. If the item
3688     is taken, lost or destroyed - it's gone for good.
3689     </attribute>
3690     <attribute arch="startequip" editor="godgiven item" type="bool">
3691     A godgiven item vanishes as soon as the player
3692     drops it to the ground.
3693     </attribute>
3694     <attribute arch="no_drop" editor="don't drop" type="bool">
3695     When a monster carries a projectile with &lt;don't drop&gt;,
3696     this item will never drop to the ground but
3697     vanish instead. If this object is shot, it can still drop
3698     after hitting an obstacle. You can prevent this by
3699     setting &lt;chance to break&gt; 100.
3700     </attribute>
3701     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3702     This text may describe the projectile. This
3703     could be nice for very special ones.
3704     </attribute>
3705     </type>
3706    
3707     <!--####################################################################-->
3708     <type number="70" name="Ring">
3709     <import_type name="Amulet" />
3710     <description><![CDATA[
3711     Rings are worn on the hands - one ring each.
3712     Wearing rings, the object's stats will directly be inherited to
3713     the player. Usually enhancing his spellcasting potential. ]]>
3714     </description>
3715     <use><![CDATA[
3716     When you create an artifact ring, never forget that players can
3717     wear <B>two</B> rings! Due to that it is extremely important to
3718     keep rings in balance with the game.
3719     <br><br>
3720     Also keep in mind that rings are generally the wizard's tools.
3721     They should primarily grant bonuses to spellcasting abilities
3722     and non-physical resistances. ]]>
3723     </use>
3724     </type>
3725    
3726     <!--####################################################################-->
3727     <type number="3" name="Rod">
3728     <ignore>
3729     <attribute arch="title" />
3730     </ignore>
3731     <description><![CDATA[
3732     A rod contains a spell. The player can use this spell by applying and
3733     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3734     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3735     used endlessly. ]]>
3736     </description>
3737     <use><![CDATA[
3738     Rods with healing/curing spells are extremely powerful. Usually, potions have
3739     to be used for that purpose. Though, potions are expensive and only good for
3740     one-time-use.<br> ]]>
3741     </use>
3742     <attribute arch="sp" editor="spell" type="spell">
3743     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3744     rods to players, since they can be used endlessly without any mana cost!
3745     Rods with heal/ restoration/ protection spells, IF available, MUST be
3746     very very VERY hard to get!
3747     </attribute>
3748     <attribute arch="level" editor="casting level" type="int">
3749     The casting level of the &lt;spell&gt; determines it's power.
3750     For attack spells, level should be set to something reasonable.
3751     </attribute>
3752     <attribute arch="hp" editor="initial spellpoints" type="int">
3753     This value represents the initial amount of spellpoints in the rod.
3754     Naturally, this is quite unimportant.
3755     </attribute>
3756     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3757     When the rod is fully charged up, it will hold this maximum amount of
3758     spellpoints. Make sure it is enough to cast the contained spell at least
3759     once. But don't set the value too high, as that might make the rod
3760     too effective.
3761     </attribute>
3762     <attribute arch="startequip" editor="godgiven item" type="bool">
3763     A godgiven item vanishes as soon as the player
3764     drops it to the ground.
3765     </attribute>
3766     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3767     This text may contain a description of the rod.
3768     </attribute>
3769     </type>
3770    
3771     <!--####################################################################-->
3772     <type number="154" name="Rune">
3773     <ignore>
3774     <attribute arch="no_pick" />
3775     <attribute arch="title" />
3776     <attribute arch="name_pl" />
3777     <attribute arch="weight" />
3778     <attribute arch="value" />
3779     <attribute arch="material" />
3780     <attribute arch="unpaid" />
3781     </ignore>
3782     <description><![CDATA[
3783     A rune is a magical enscription on the dungeon floor.
3784     <br><br>
3785     Runes hit any monster or person who steps on them for 'dam' damage in
3786     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3787     and will cast this spell when it detonates. Yet another kind is the
3788     "summoning rune", summoning predefined monsters of any kind, at detonation.
3789     <br><br>
3790     Many runes are already defined in the archetypes. ]]>
3791     </description>
3792     <use><![CDATA[
3793     Avoid monsters stepping on your runes. For example, summoning runes
3794     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3795     </use>
3796     <attribute arch="no_pick" value="1" type="fixed" />
3797     <attribute arch="walk_on" value="1" type="fixed" />
3798     <attribute arch="level" editor="rune level" type="int">
3799     This value sets the level the rune will cast the spell it contains at,
3800     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3801     (&lt;rune level&gt; 0 runes won't detonate at all!)
3802    
3803     Level Also effects how easily a rune may be found and disarmed, and
3804     how much experience the player gets for doing so. Beware: High level
3805     runes can be quite a cheap source of experience! So either make them
3806     tough, or keep the level low.
3807     </attribute>
3808     <attribute arch="Cha" editor="visibility" type="int">
3809     This value determines what fraction of the time the rune is visible:
3810     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3811     how easily the rune may be found.
3812     </attribute>
3813     <attribute arch="hp" editor="number of charges" type="int">
3814     The rune will detonate &lt;number of charges&gt; times before disappearing.
3815     </attribute>
3816     <attribute arch="dam" editor="direct damage" type="int">
3817     &lt;direct damage&gt; specifies how much damage is done by the rune,
3818     if it doesn't contain a spell. This should be set in reasonable
3819     relation to the rune's level.
3820     </attribute>
3821     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3822     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3823     attribute defines what attacktype to use for direct damage when
3824     the rune detonates.
3825     </attribute>
3826     <section name="spellcraft">
3827     <attribute arch="sp" editor="spell" type="spell">
3828     The selected &lt;spell&gt; defines the spell in the rune, if any.
3829     (Many runes do direct damage).
3830     </attribute>
3831     <attribute arch="slaying" editor="spell name" type="string">
3832     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3833     but if present, overrides the &lt;spell&gt; setting.
3834     </attribute>
3835     <attribute arch="other_arch" editor="spell arch" type="string">
3836     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3837     is optional, but if present, overrides the &lt;spell&gt; setting.
3838     You can choose any of the existing arches.
3839     </attribute>
3840     <attribute arch="maxsp" editor="direction" type="list_direction">
3841     If set, the rune will cast it's containing spell (if any) in
3842     this &lt;direction&gt;.In most cases this appears useless because
3843     the spell directly hits the player.
3844     </attribute>
3845     <attribute arch="race" editor="summon monster" type="string">
3846     If this is set to the arch name of any monster, together with
3847     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3848     of those on detonation. (dam and attacktype will still be ignored
3849     in this case). Runes are even capable of summoning multi-square
3850     monsters, given enough space. You'd better test it though.
3851     </attribute>
3852     <attribute arch="maxhp" editor="summon amount" type="int">
3853     This should only be set to a summoning rune. It will then summon
3854     that many creatures of the kind &lt;summon monster&gt;.
3855     </attribute>
3856     </section>
3857     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3858     When the rune detonates, this text is displayed to the
3859     victim. For especially powerful runes, create an appropriate
3860     thrilling description. ;)
3861     </attribute>
3862     </type>
3863    
3864     <!--####################################################################-->
3865     <type number="106" name="Savebed">
3866     <ignore>
3867     <ignore_list name="non_pickable" />
3868     </ignore>
3869     <description><![CDATA[
3870     When the player applies a savebed, he is not only saved. Both his
3871     respawn-after-death and his word-of-recall positions are pointing
3872     to the last-applied savebed. ]]>
3873     </description>
3874     <use><![CDATA[
3875     Put savebed locations in towns, do not put them into dungeons.
3876     It is absolutely neccessary that a place with savebeds is 100% secure.
3877     That means:
3878     <UL>
3879     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3880     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3881     <LI> Insert a relyable exit! Make sure there is no possibility that
3882     players get trapped in a savebed location.
3883     <LI> If possible, mark the whole site as no-spell area (Insert this
3884     arch called "dungeon_magic" everywhere). This is not required,
3885     but it makes the place much more safe.
3886     </UL> ]]>
3887     </use>
3888     <attribute arch="no_pick" value="1" type="fixed" />
3889     <attribute arch="no_magic" value="1" type="fixed" />
3890     <attribute arch="damned" value="1" type="fixed" />
3891     </type>
3892    
3893     <!--####################################################################-->
3894     <type number="14" name="Shooting Weapon">
3895     <description><![CDATA[
3896     Schooting weapons like bows/crossbows are used to shoot projectiles
3897     (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3898     wielded both at the same time. Like with any other equipment,
3899     stats/bonuses from shooting weapons are directly inherited to the player.
3900     <br><br>
3901     It's very easy to add new pairs of weapons &amp; projectiles.
3902     Just set matching &lt;ammunition class&gt; both for shooting
3903     weapon and projectile. ]]>
3904     </description>
3905     <use><![CDATA[
3906     Shooting weapons should not add bonuses in general. There's already
3907     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3908     Schooting weapons should especially not add bonuses to the player
3909     that have nothing to do with schooting. A Wisdom bonus on a bow
3910     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3911     - still crap. ]]>
3912     </use>
3913     <attribute arch="race" editor="ammunition class" type="string">
3914     Only projectiles with matching &lt;ammunition class&gt; can be fired
3915     with this weapon. For normal bows set "arrows", for normal
3916     crossbows set "crossbow bolts".
3917    
3918     In certain cases, the ammunition class is displayed in the game.
3919     Hence, when you create a new ammunition class, choose an
3920     intuitive name like "missiles", "spirit bolts" - whatever.
3921     </attribute>
3922     <attribute arch="sp" editor="shooting speed" type="int">
3923     After shooting a projectile, the player is frozen for a short
3924     period of time (to prevent shooting arrows machine-gun-like).
3925     The greater &lt;shooting speed&gt;, the shorter this period of time.
3926     1 is minimum (=worst) and 100 is maximum (=best) value.
3927    
3928     You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3929     SET IT TO ZERO! (That would freeze the player for eternety).
3930     </attribute>
3931     <attribute arch="dam" editor="base damage" type="int">
3932     The &lt;base damage&gt; significantly affects the damage done
3933     by using this weapon. This damage is added to the projectile
3934     damage and then (if &lt;ignore strength&gt; disabled) a bonus
3935     according to the player's strength is added.
3936     </attribute>
3937     <attribute arch="wc" editor="weaponclass" type="int">
3938     This value is supposed to be the base &lt;weaponclass&gt;,
3939     but it seems to have rather little effect.
3940     High values are good here, low values bad.
3941     </attribute>
3942     <attribute arch="item_power" editor="item power" type="int">
3943     The &lt;item power&gt; value measures how "powerful" an artifact is.
3944     Players will only be able to wear equipment with a certain total
3945     amount of &lt;item power&gt;, depending on their own level. This is the
3946     only way to prevent low level players to wear "undeserved" equipment
3947     (like gifts from other players or cheated items).
3948    
3949     It is very important to adjust the &lt;item power&gt; value carefully
3950     for every artifact you create! If zero/unset, the CF server will
3951     calculate a provisional value at runtime, but this is never
3952     going to be an accurate measurement of &lt;item power&gt;.
3953     </attribute>
3954     <attribute arch="no_strength" editor="ignore strength" type="bool">
3955     Usually the player's strentgh takes effect on the damage
3956     done by the shooting weapon. If &lt;ignore strength&gt; is set,
3957     the player's strength is ignored.
3958     </attribute>
3959     <attribute arch="damned" editor="damnation" type="bool">
3960     A damned shooting weapon cannot be unwielded unless
3961     the curse is removed. Removing damnations is
3962     a tick harder than removing curses.
3963     </attribute>
3964     <attribute arch="cursed" editor="curse" type="bool">
3965     A cursed shooting weapon cannot be unwielded unless
3966     the curse is removed.
3967     </attribute>
3968     <attribute arch="unique" editor="unique item" type="bool">
3969     Unique items exist only one time on a server. If the item
3970     is taken, lost or destroyed - it's gone for good.
3971     </attribute>
3972     <attribute arch="startequip" editor="godgiven item" type="bool">
3973     A godgiven item vanishes as soon as the player
3974     drops it to the ground.
3975     </attribute>
3976     <section name="stats">
3977     <attribute arch="Str" editor="strength" type="int">
3978     The player's strentgh will rise/fall by the given value
3979     while wearing this shooting weapon.
3980     </attribute>
3981     <attribute arch="Dex" editor="dexterity" type="int">
3982     The player's dexterity will rise/fall by the given value
3983     while wearing this shooting weapon.
3984     </attribute>
3985     <attribute arch="Con" editor="constitution" type="int">
3986     The player's constitution will rise/fall by the given value
3987     while wearing this shooting weapon.
3988     </attribute>
3989     <attribute arch="Int" editor="intelligence" type="int">
3990     The player's intelligence will rise/fall by the given value
3991     while wearing this shooting weapon.
3992     </attribute>
3993     <attribute arch="Pow" editor="power" type="int">
3994     The player's power will rise/fall by the given value
3995     while wearing this shooting weapon.
3996     </attribute>
3997     <attribute arch="Wis" editor="wisdom" type="int">
3998     The player's wisdom will rise/fall by the given value while
3999     wearing this shooting weapon.
4000     </attribute>
4001     <attribute arch="Cha" editor="charisma" type="int">
4002     The player's charisma will rise/fall by the given value
4003     while wearing this shooting weapon.
4004     </attribute>
4005     </section>
4006     <section name="bonus">
4007     <attribute arch="luck" editor="luck bonus" type="int">
4008     With positive luck bonus, the player is more likely to
4009     succeed in all sorts of things (spellcasting, praying,...).
4010     Unless the &lt;luck bonus&gt; is very high, the effect will be
4011     barely visible in-game. Luck bonus on one piece of equipment
4012     should never exceed 3, and such bonus should not be too
4013     frequently available.
4014     </attribute>
4015     <attribute arch="magic" editor="magic bonus" type="int">
4016     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4017     I'm not sure what exactly is increased - maybe weaponclass?
4018     However, &lt;magic bonus&gt; seems to have a little bit of positive
4019     influence on your chance to hit.
4020     </attribute>
4021     </section>
4022     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4023     This text describes the weapons's "story". Every decent artifact weapon
4024     should have such a description.
4025     </attribute>
4026     </type>
4027    
4028     <!--####################################################################-->
4029     <type number="111" name="Scroll">
4030     <ignore>
4031     <attribute arch="title" />
4032     </ignore>
4033     <description><![CDATA[
4034     Scrolls contain spells (similar to spell-potions). Unlike potions,
4035     scrolls require a certain literacy skill to read successfully.
4036     Accordingly, for a successful reading, a small amount of
4037     experience is gained. Scrolls allow only one time usage, but
4038     usually they are sold in bulks. ]]>
4039     </description>
4040     <use><![CDATA[
4041     For low level quests, scrolls of healing/curing-spells
4042     can be a nice reward. At higher levels, scrolls become less
4043     and less useful. ]]>
4044     </use>
4045     <attribute arch="level" editor="casting level" type="int">
4046     The spell of the scroll will be casted at this level.
4047     This value should always be set, at least to 1.
4048     </attribute>
4049     <attribute arch="sp" editor="spell" type="spell">
4050     When a player/monster applies this scroll, the selected &lt;spell&gt;
4051     will be casted (once). This should work for any given spell.
4052     </attribute>
4053     <attribute arch="startequip" editor="godgiven item" type="bool">
4054     A godgiven item vanishes as soon as the player
4055     drops it to the ground.
4056     </attribute>
4057     </type>
4058    
4059     <!--####################################################################-->
4060     <type number="33" name="Shield">
4061     <import_type name="Amulet" />
4062     <description><![CDATA[
4063     Wearing a shield, the object's stats will directly be inherited to
4064     the player. Shields usually provide good defense, only surpassed
4065     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4066     </description>
4067     <use><![CDATA[
4068     Feel free to create your own special artifacts. However, it is very
4069     important that you keep your artifact in balance with existing maps. ]]>
4070     </use>
4071     <attribute arch="magic" editor="magic bonus" type="int">
4072     &lt;magic bonus&gt; works just like ac, except that it can be improved by
4073     "scrolls of Enchant Armour" or reduced by acid. It is less useful
4074     than direct armour-class bonus on the shield.
4075     </attribute>
4076     </type>
4077    
4078     <!--####################################################################-->
4079     <type number="68" name="Shop Floor">
4080     <ignore>
4081     <ignore_list name="non_pickable" />
4082     </ignore>
4083     <description><![CDATA[
4084     Shop floor is used for shops. It acts like a combination of the
4085     common floor- and the treasure type: When the map is loaded,
4086     randomitems (depending on the setings) are generated on it.
4087     These items are all flagged as unpaid.
4088     When a player drops an item onto shop floor, the item becomes
4089     unpaid and the player receives payment according to the item's
4090     selling-value.
4091     Shopfloor always prevents magic (To hinder players from burning
4092     or freezing the goods). ]]>
4093     </description>
4094     <use><![CDATA[
4095     Tile your whole shop-interior space which shop floor.
4096     (That assures players receive payment for dropping items).
4097     Place shop mats to enter/leave the shop, and make sure
4098     there is no other exit than the shop mat. ]]>
4099     </use>
4100     <attribute arch="is_floor" value="1" type="fixed" />
4101     <attribute arch="no_pick" value="1" type="fixed" />
4102     <attribute arch="no_magic" value="1" type="fixed" />
4103     <attribute arch="auto_apply" editor="generate goods" type="bool">
4104     If enabled, items will appear on this square when the map is loaded.
4105     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4106     are generated. The items will be unpaid.
4107     </attribute>
4108     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4109     This entry determines what kind of treasure will appear, when
4110     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4111     for details about existing treasurelists.
4112     </attribute>
4113     <attribute arch="exp" editor="quality level" type="int">
4114     The &lt;quality level&gt; will be used for the quality of the generated
4115     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4116     doesn't need to be set, unless you want extraordinarily good/bad
4117     quality. If you want to make a shop with very high quality, meaybe
4118     charge an entrance fee, or make the shop hard-to-come-by.
4119     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4120     and appearance of artifact-items.
4121     </attribute>
4122     <attribute arch="damned" editor="no prayers" type="bool">
4123     If enabled, it is impossible for players to use prayers
4124     on that spot. It also prevents players from saving.
4125     (Remember that &lt;no magic&gt; is always set for shop floors.)
4126     </attribute>
4127     </type>
4128    
4129     <!--####################################################################-->
4130     <type number="69" name="Shop Mat">
4131     <ignore>
4132     <ignore_list name="non_pickable" />
4133     </ignore>
4134     <description><![CDATA[
4135     Shop mats are used for entering/leaving shops. You should always
4136     have exactly TWO shop mats on your shop-map: One inside the
4137     "shopping-area" and one outside. Shop mats don't use exit paths/
4138     or -destinations. When stepping onto a shopmat the player gets beamed
4139     to the nearest other mat. If the player has unpaid items in his
4140     inventory, the price gets charged from his coins automatically.
4141     If the player has insufficient coins to buy his unpaid items, he
4142     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4143     </description>
4144     <use><![CDATA[
4145     As stated above, always place TWO shop mats into your shop.
4146     Not more and not less than that. ]]>
4147     </use>
4148     <attribute arch="no_pick" value="1" type="fixed" />
4149     <attribute arch="walk_on" editor="apply by walking" type="bool">
4150     If set, the player can enter/leave the
4151     shop by just walking into the shop mat.
4152     </attribute>
4153     <attribute arch="fly_on" editor="apply by flying" type="bool">
4154     If set, the player can enter/leave the
4155     shop by "flying" into the shop mat.
4156     </attribute>
4157     </type>
4158    
4159     <!--####################################################################-->
4160     <type number="98" name="Sign &amp; MagicMouth">
4161     <ignore>
4162     <ignore_list name="non_pickable" />
4163     </ignore>
4164     <description><![CDATA[
4165     The purpose of a sign or magic_mouth is to display a certain message to
4166     the player. There are three ways to have the player get this message:
4167     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4168     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4169     </description>
4170     <use><![CDATA[
4171     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4172     some true roleplay feeling to your maps, support your storyline or give
4173     hints about hidden secrets/dangers. Place signs to provide the player
4174     with all kinds of useful information for getting along in your maps. ]]>
4175     </use>
4176     <attribute arch="connected" editor="connection" type="int">
4177     When a connection value is set, the message will be printed whenever
4178     the connection is triggered. This should be used in combination with
4179     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4180     If activating your magic_mouth this way, the message will not only be
4181     printed to one player, but all players on the current map.
4182     </attribute>
4183     <attribute arch="walk_on" editor="activate by walking" type="bool">
4184     If set, the player gets the message when walking ontop of the object.
4185     "invisible 1" should be set in this case. This is the typical configuration
4186     for a "magic_mouth": The player walks through a dungeon and suddenly he
4187     gets a message. Use this to create some roleplay atmosphere, and to inform
4188     the player about possible dangers or secrets.
4189     </attribute>
4190     <attribute arch="fly_on" editor="activate by flying" type="bool">
4191     If set, the player gets the message when flying (=levitating) ontop
4192     of the object. Usually this should be set together with walk_on.
4193     </attribute>
4194     <attribute arch="food" editor="counter" type="int">
4195     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4196     (printing the message) only that many times. For signs this really shouldn't
4197     be used, while for magic_mouths it is extremely helpful.
4198     Monsters walking over the magic_mouth do not decrease the counter.
4199    
4200     Often, you might want to have a message displayed only one time. For example:
4201     The player enters your map and you put a magic_mouth to tell him about the
4202     monsters and how dangerous they look and all. Later, when all the monsters
4203     are killed and the player leaves the map, displaying the same message a
4204     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4205     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4206     </attribute>
4207     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4208     This text will be displayed to the player.
4209     </attribute>
4210     </type>
4211    
4212     <!--####################################################################-->
4213     <type number="43" name="Skill">
4214     <ignore>
4215     <ignore_list name="system_object" />
4216     </ignore>
4217     <description><![CDATA[
4218     Skills are objects which exist in the player/monster inventory.
4219     Both NPC/monsters and players use the same skill archetypes. Not all skills
4220     are enabled for monster use however. ]]>
4221     </description>
4222     <use><![CDATA[
4223     For mapmaking, Skill objects serve two purposes:
4224     <p>First, the predefined skill archtypes (in the 'skills' directory)
4225     can be seen as the global skill definitions. A skill which doesn't
4226     exists as an archtype cannot be learned or used by players. When you
4227     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4228     of defined skill archtypes, because those strings are used as a reference in
4229     many skill-related objects.
4230     </p><p>
4231     Secondly, in order to enable monsters to use skills, you will need to
4232     copy default skill archtypes into the monsters' inventories.
4233     You can even customize the skills by changing stats. It is not
4234     recommended however, to use skills in your maps which are totally
4235     unrelated to any predefined skill archtype.</p> ]]>
4236     </use>
4237     <attribute arch="invisible" value="1" type="fixed" />
4238     <attribute arch="no_drop" value="1" type="fixed" />
4239     <attribute arch="skill" editor="skill name" type="string">
4240     The &lt;skill name&gt; is used for matchings. When a usable
4241     object has an identical &lt;skill name&gt;, players
4242     (or monsters) will need this skill to apply/use the object.
4243     </attribute>
4244     <attribute arch="expmul" editor="exp multiplier" type="float">
4245     This is the ratio of experience the players total should increase by
4246     when this skill is used. If this is zero, then experience only goes to
4247     to the skill. Values higher than 1 are allowed. Note that experience
4248     rewarded to the players total is in addition to that given to the
4249     skill. Eg, if player should get 500 exp for using a skill, and
4250     expmul is 1, the player will get 500 added to that skill as well as
4251     500 to their total.
4252     </attribute>
4253     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4254     The &lt;skill type&gt; defines the base functionality of the skill.
4255     Skill types are hardcoded in the Crossfire server. It isn't hard to
4256     create new skill types, but it requires a bit of server-coding.
4257     </attribute>
4258     <attribute arch="level" editor="level" type="int">
4259     </attribute>
4260     <attribute arch="exp" editor="experience" type="int">
4261     </attribute>
4262     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4263     The &lt;is native skill&gt; flag has an effect only when this
4264     skill object is placed in the inventory of a monster (or player).
4265     If it is set, the monster or player knows the skill natively, which
4266     means he does not need a skill tool to use it.
4267     </attribute>
4268     </type>
4269    
4270     <!--####################################################################-->
4271     <type number="130" name="Skill Scroll">
4272     <description><![CDATA[
4273     By reading a skill scroll, a player has a chance to learn the
4274     contained skill. ]]>
4275     </description>
4276     <use><![CDATA[
4277     Skill scrolls are very much sought for by players. Currently,
4278     all skill scrolls are sold in shops randomly, which is in fact not
4279     a good system. It would be nice to have some cool quests with
4280     skill scrolls rewarded at the end. ]]>
4281     </use>
4282     <attribute arch="race" value="scrolls" type="fixed" />
4283     <attribute arch="skill" editor="skill name" type="string">
4284     The &lt;skill name&gt; matches the skill object that can
4285     be learned from this scroll.
4286     </attribute>
4287     </type>
4288    
4289     <!--####################################################################-->
4290     <type number="21" name="Special Key">
4291     <ignore>
4292     <attribute arch="material" />
4293     </ignore>
4294     <description><![CDATA[
4295     When carrying the appropriate special key, a locked door can
4296     be opened. The key will dissapear.
4297     <br><br>
4298     This object-type can also be used for "passport"-like items:
4299     When walking onto an invetory checker, a gate for example might
4300     get opened. The "passport" will stay in the player's inventory. ]]>
4301     </description>
4302     <use><![CDATA[
4303     How to make a "passport": You take the special key arch
4304     (archetype name is "key2"), set the face to something like
4305     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4306     certainly must match with the appropiate inventory checker.
4307     <br><br>
4308     Of course you can be creative with names and faces of
4309     key-objects. A "mysterious crystal" or a "big dragon claw"
4310     (with appropriate faces) appear more interesting than just
4311     a "strange key", or "passport". ]]>
4312     </use>
4313     <attribute arch="slaying" editor="key string" type="string">
4314     This string must be identical with the &lt;key string&gt; in the
4315     locked door, then it can be unlocked. It can also be used
4316     to trigger inventory checkers.
4317     </attribute>
4318     <attribute arch="material" editor="material" type="bitmask_material">
4319     For Special Keys, material should always be unset or set
4320     to Adamantite. This prevents the key from getting
4321     burned or otherwise destroyed.
4322     </attribute>
4323     <attribute arch="unique" editor="unique item" type="bool">
4324     Unique items exist only one time on a server. If the item
4325     is taken, lost or destroyed - it's gone for good.
4326    
4327     This can be used if you want to sell apartments on your
4328     map: Simply sell a unique passport/key, and place
4329     an inventory checker at the entrance of your apartment.
4330     </attribute>
4331     <attribute arch="startequip" editor="godgiven item" type="bool">
4332     A godgiven item vanishes as soon as the player
4333     drops it to the ground.
4334     </attribute>
4335     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4336     This will add a description to the object. The player can read
4337     this text by clicking on the item in his inventory. Use this
4338     message to describe what the key/passport is good for. A player
4339     might have 50 different keys on his key-ring. Don't expect
4340     players to recall their purpose just by their names.
4341     </attribute>
4342     </type>
4343    
4344     <!--####################################################################-->
4345     <type number="101" name="Spell">
4346     <ignore>
4347     <ignore_list name="system_object" />
4348     </ignore>
4349     <description><![CDATA[
4350     Spell objects define a spell. When a spell is put in a spellbook,
4351     players can learn it by reading the book. Once learned, players
4352     can use the spell as often as they like. With increasing skill level
4353     of the player, spells may gain power but also increase cost.<br>
4354     Monsters can use spells which are put in their inventory (provided
4355     that certain "enabling" settings are correct). The monster's
4356     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4357     </description>
4358     <use><![CDATA[
4359     A lot of the spells' settings can be tuned and customized.
4360     When creating new spells which are accessible to players, it is
4361     important to think about balance. A single spell which is too
4362     powerful and/or too easy to use can eventually toss the whole skill
4363     and magic school system out of whack. Testing new spells is
4364     quite important therefore. ]]>
4365     </use>
4366     <attribute arch="no_drop" value="1" type="fixed" />
4367     <attribute arch="invisible" value="1" type="fixed" />
4368     <attribute arch="skill" editor="skill name" type="string">
4369     The &lt;skill name&gt; matches the skill which is needed
4370     to cast this spell. This should be one out of "sorcery",
4371     "pyromancy", "evocation", "summoning" or "praying".
4372     If you want to fiddle with these, please take care not
4373     to upset the concept and balance of the various skills.
4374     </attribute>
4375     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4376     The &lt;spell type&gt; defines the basic type of spell.
4377     Some of these types are of a more generic nature than others.
4378     </attribute>
4379     <attribute arch="level" editor="spell level" type="int">
4380     </attribute>
4381     <attribute arch="casting_time" editor="casting time" type="int">
4382     </attribute>
4383     <attribute arch="duration" editor="duration" type="int">
4384     </attribute>
4385     <attribute arch="other_arch" editor="create object" type="string">
4386     </attribute>
4387     <attribute arch="sp" editor="cost spellpoints" type="int">
4388     </attribute>
4389     <attribute arch="grace" editor="cost grace" type="int">
4390     </attribute>
4391     <attribute arch="maxsp" editor="double cost per level" type="int">
4392     </attribute>
4393     </type>
4394    
4395     <!--####################################################################-->
4396     <type number="85" name="Spellbook">
4397     <description><![CDATA[
4398     By reading a spellbook, the player has a chance of learning the
4399     contained spell. Once learned from a book, the spell is available
4400     forever. Spellbooks with high level spells require some skill-level
4401     to read.<br><br>
4402     You can create widely customized spells only by adjusting the
4403     spell object in the spellbooks inventory. Refer to the description
4404     of spell objects for detailed information how to customize spells.<br>
4405     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4406     with a compilation of spells that the book may contain. ]]>
4407     </description>
4408     <use><![CDATA[
4409     Don't put any of the godgiven spells into a spellbook! These are
4410     reserved for the followers of the appropriate cults. Handing them
4411     out in a spellbook would violate the balance between different religions.
4412     <br><br>
4413     Note that there is no fundamental difference between the spellbooks
4414     of varying schools (pyromancy, sorcery, evocation, summoning, and
4415     even praying). The difference lies only in the spells they contain.
4416     It is up to you, the mapmaker, to pick the right type of book
4417     for your spells. ]]>
4418     </use>
4419     <attribute arch="skill" value="literacy" type="fixed" />
4420     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4421     There are two ways to put spells into a spellbook:
4422     1. Put a spell object in the books inventory. In this case,
4423     treasurelist must be set to &lt;none&gt;.
4424     2. Choose a treasurelist which contains spells.
4425     In that way, a spell will be chosen randomly from the list.
4426     </attribute>
4427     <attribute arch="startequip" editor="godgiven item" type="bool">
4428     A godgiven item vanishes as soon as the player
4429     drops it to the ground.
4430     </attribute>
4431     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4432     This text may contain a nice description
4433     of the spellbook's cover or something.
4434     </attribute>
4435     </type>
4436    
4437     <!--####################################################################-->
4438     <type number="90" name="Spinner">
4439     <ignore>
4440     <ignore_list name="non_pickable" />
4441     </ignore>
4442     <description><![CDATA[
4443     Spinners change the direction of spell objects and other projectiles
4444     that fly past. Unlike directors, it does make a difference from what
4445     angle you shoot into the spinner. The direction of objects flying past
4446     is always changed by a certain degree. ]]>
4447     </description>
4448     <use><![CDATA[
4449     Spinners are very rarely used. I believe they are quite
4450     confusing and pointless. The only use I can think of is building
4451     some puzzle about where to shoot into spinners to shoot somewhere you
4452     otherwise couldn't.
4453    
4454     When placing spinners on a map with magic walls, make sure the spell-
4455     projectiles from magic walls don't get to fly in loops. ]]>
4456     </use>
4457     <attribute arch="sp" editor="direction number" type="int">
4458     The spinner will change the direction of flying objects by
4459     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4460     positive values counter clockwise.
4461    
4462     Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4463     </attribute>
4464     <attribute arch="walk_on" value="1" type="fixed" />
4465     <attribute arch="fly_on" value="1" type="fixed" />
4466     </type>
4467    
4468     <!--####################################################################-->
4469     <type number="138" name="Swamp">
4470     <ignore>
4471     <ignore_list name="non_pickable" />
4472     </ignore>
4473     <description><![CDATA[
4474     Swamp areas show a special behaviour:
4475     When a player stands still on a swamp-square for too long,
4476     he will start to sink in and eventually drown and die.
4477     Items dropped on the swamp sink in and dissapear.
4478     Players with knowledge of the woodsman skill are a lot less likely
4479     to die in the swamp. ]]>
4480     </description>
4481     <attribute arch="walk_on" value="1" type="fixed" />
4482     <attribute arch="is_floor" value="1" type="fixed" />
4483     <attribute arch="is_wooded" value="1" type="fixed" />
4484     <attribute arch="speed" editor="drowning speed" type="float">
4485     The higher the &lt;drowning speed&gt;, the faster will players and items
4486     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4487     and unexpected death-trap. Players should get a warning before such areas.
4488     </attribute>
4489     <attribute arch="slow_move" editor="slow movement" type="int">
4490     If &lt;slow movement&gt; is set to a value greater zero, all
4491     creatures moving over this spot will be slower than normal.
4492    
4493     &lt;slow movement&gt; 1 - rough terrain
4494     &lt;slow movement&gt; 2 - very rough terrain
4495     ...
4496     &lt;slow movement&gt; 5 - default for deep swamp
4497     </attribute>
4498     <attribute arch="no_magic" editor="no spells" type="bool">
4499     If enabled, it is impossible for players to use (wizard-)
4500     spells on that spot.
4501     </attribute>
4502     <attribute arch="damned" editor="no prayers" type="bool">
4503     If enabled, it is impossible for players to use prayers
4504     on that spot. It also prevents players from saving.
4505     </attribute>
4506     </type>
4507    
4508     <!--####################################################################-->
4509     <type number="41" name="Teleporter">
4510     <ignore>
4511     <ignore_list name="non_pickable" />
4512     </ignore>
4513     <description><![CDATA[
4514     When the player walks into a teleporter, he is transferred to a
4515     different location. The main difference to the object-type exit
4516     is the possibility to have teleporters connected to levers/buttons/etc.
4517     Sometimes teleporters are activated even against the players will.
4518     <br><br>
4519     Unlike exits, teleporters can also transfer items and
4520     monsters to different locations on the same map. ]]>
4521     </description>
4522     <use><![CDATA[
4523     When creating maps, I guess sooner or later you'll want to have
4524     an invisible teleporter. If using "invisible 1", the teleporter
4525     can still be discovered with the show_invisible spell. And in
4526     some cases you can't place it under the floor to prevent this.
4527     <br><br>
4528     Fortunately, there is a cool trick to make a perfectly invisible
4529     teleporter: You simply add teleporter functionality to the floor
4530     itself. That means: You take the floor arch (e.g. "flagstone"),
4531     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4532     </use>
4533     <attribute arch="slaying" editor="exit path" type="string">
4534     The exit path specifies the map that the player is transferred to.
4535     &lt;exit path&gt; can be an absolute path, beginning with '/'
4536     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4537     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4538     for example I could use the relative path "Fire1"). Use relative
4539     paths whenever possible! Note that upper/lower case must always be
4540     set correctly. However, please use lower case only.
4541    
4542     If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4543     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4544     monsters and items. In this case, the destined map is automatically
4545     the same map the teleporter is on.
4546     </attribute>
4547     <attribute arch="hp" editor="destination X" type="int">
4548     The exit destinations define the (x, y)-coordinates where the exit
4549     leads to.
4550    
4551     If both are set to zero and &lt;exit path&gt; is empty, the player will
4552     get teleported to another, randomly chosen teleporter on the same
4553     map (Slightly confusing for the player though). Make sure there
4554     actually *is* a second one in that case.
4555    
4556     If both are set to zero and &lt;exit path&gt; is set, the player will
4557     be transferred to the "default enter location" of the destined map.
4558     The latter can be set in the map-properties as "Enter X/Y". Though,
4559     please DO NOT use that. It turned out to be a source for numerous
4560     map-bugs.
4561     </attribute>
4562     <attribute arch="sp" editor="destination Y" type="int">
4563     The exit destinations define the (x, y)-coordinates where the exit
4564     leads to.
4565    
4566     If both are set to zero and &lt;exit path&gt; is empty, the player will
4567     get teleported to another, randomly chosen teleporter on the same
4568     map (Slightly confusing for the player though). Make sure there
4569     actually *is* a second one in that case.
4570    
4571     If both are set to zero and &lt;exit path&gt; is set, the player will
4572     be transferred to the "default enter location" of the destined map.
4573     The latter can be set in the map-properties as "Enter X/Y". Though,
4574     please DO NOT use that. It turned out to be a source for numerous
4575     map-bugs.
4576     </attribute>
4577     <attribute arch="connected" editor="connection" type="int">
4578     If a connection value is set, the teleporter will be activated
4579     whenever the connection is triggered. To use this properly,
4580     &lt;activation speed&gt; must be zero.
4581     </attribute>
4582     <attribute arch="speed" editor="activation speed" type="float">
4583     If the &lt;activation speed&gt; is nonzero, the teleporter will
4584     automatically be activated in regular time-intervals. Hence, the
4585     player can just step on it and gets teleported sooner or later.
4586     The duration between two activates depends on the given value.
4587     Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4588    
4589     VERY IMPORTANT: If you want to have your teleporter activated via
4590     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4591     </attribute>
4592     </type>
4593    
4594     <!--####################################################################-->
4595     <type number="155" name="Trap">
4596     <ignore>
4597     <attribute arch="no_pick" />
4598     <attribute arch="title" />
4599     <attribute arch="name_pl" />
4600     <attribute arch="weight" />
4601     <attribute arch="value" />
4602     <attribute arch="material" />
4603     <attribute arch="unpaid" />
4604     </ignore>
4605     <description><![CDATA[
4606     A trap is a object that can either do damage or trigger another connected object
4607     when detonated. Traps are like runes except they are not magical in nature,
4608     and generally have either a physical attack or trigger a reaction.
4609     <br><br>
4610     Traps hit any monster or person who steps on them for 'dam' damage in
4611     'attacktype' attacktype and/or trigger a reaction.
4612     <br><br>
4613     Many traps are already defined in the archetypes. ]]>
4614     </description>
4615     <use><![CDATA[
4616     Avoid monsters stepping on your traps. For example, a party of orcs setting
4617     off your lightning wall and pit trap is usually a bad idea. ]]>
4618     </use>
4619     <attribute arch="no_pick" value="1" type="fixed" />
4620     <attribute arch="walk_on" value="1" type="fixed" />
4621     <attribute arch="level" editor="trap level" type="int">
4622     Level effects how easily a trap may be found and disarmed, and
4623     how much experience the player gets for doing so. Beware: High level
4624     traps can be quite a cheap source of experience! So either make them
4625     tough, or keep the level low.
4626     </attribute>
4627     <attribute arch="Cha" editor="visibility" type="int">
4628     This value determines what fraction of the time the trap is visible:
4629     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4630     how easily the trap may be found.
4631     </attribute>
4632     <attribute arch="hp" editor="number of charges" type="int">
4633     The trap will detonate &lt;number of charges&gt; times before disappearing.
4634     </attribute>
4635     <attribute arch="dam" editor="direct damage" type="int">
4636     &lt;direct damage&gt; specifies how much damage is done by the trap.
4637     This should be set in reasonable relation to the trap's level.
4638     </attribute>
4639     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4640     This attribute defines what attacktype to use for direct damage when
4641     the trap detonates.
4642     </attribute>
4643     <attribute arch="connected" editor="connection" type="int">
4644     When the trap is detonated, all objects with the same
4645     connection value get activated.
4646     </attribute>
4647     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4648     When the trap detonates, this text is displayed to the
4649     victim. For especially powerful or complex traps, create an appropriate
4650     and thrilling description. ;)
4651     </attribute>
4652     </type>
4653    
4654     <!--####################################################################-->
4655     <type number="95" name="Trapdoor">
4656     <ignore>
4657     <ignore_list name="non_pickable" />
4658     </ignore>
4659     <description><![CDATA[
4660     Trapdoors are very similar to pits. The difference is that they
4661     can not be closed. Instead, the weight of the object on the
4662     trapdoor determines weither it slams the trapdoor open and falls through
4663     or not.<br>
4664     Once a trapdoor has been opened (by a creature or items of sufficient
4665     weight,) it remains open, acting like an opened pit. ]]>
4666     </description>
4667     <use><![CDATA[
4668     Trapdoors should be used in the same fashion as pits:
4669     They should always drop the victims to some kind of lower level. They
4670     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4671     </use>
4672     <attribute arch="no_pick" value="1" type="fixed" />
4673     <attribute arch="walk_on" value="1" type="fixed" />
4674     <attribute arch="weight" editor="hold weight" type="int">
4675     This value defines how much weight the trapdoor can hold.
4676     Once items or creatures are gathered on the trapdoor, with
4677     a total weight surpassing this value, then the trapdoor will
4678     open and things start falling through.
4679     </attribute>
4680     <attribute arch="hp" editor="destination X" type="int">
4681     The trapdoor will transport creatures (and items) randomly into
4682     a two-square radius of the destination coordinates.
4683     If the destination square becomes blocked, the trapdoor will act like
4684     being filled up and not work anymore!
4685     </attribute>
4686     <attribute arch="sp" editor="destination Y" type="int">
4687     The trapdoor will transport creatures (and items) randomly into
4688     a two-square radius of the destination coordinates.
4689     If the destination square becomes blocked, the trapdoor will act like
4690     being filled up and not work anymore!
4691     </attribute>
4692     </type>
4693    
4694     <!--####################################################################-->
4695     <type number="4" name="Treasure">
4696     <ignore>
4697     <attribute arch="nrof" />
4698     <attribute arch="title" />
4699     <attribute arch="name_pl" />
4700     <attribute arch="weight" />
4701     <attribute arch="value" />
4702     <attribute arch="material" />
4703     </ignore>
4704     <description><![CDATA[
4705     A treasure-object turns into certain randomitems when the map is loaded
4706     into the game. ]]>
4707     </description>
4708     <use><![CDATA[
4709     About usage of the "random-artifact" treasurelist:
4710     This will generate powerful stuff like girdles, xray helmets, special
4711     swords etc. If you put this as reward to your quest, players might be
4712     motivated to do it more than once. BUT, by doing so they will get a huge
4713     number of different artifacts! Besides, players will always seek the place
4714     with the most easy-to-get random artifact and ignore all others.
4715     My advice: Don't use it! Attract players with good fighting experience
4716     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4717     </use>
4718     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4719     This entry determines what kind of treasure will appear. Look into
4720     /crossfire/share/crossfire/treasures for details about existing
4721     treasurelists.
4722     </attribute>
4723     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4724     "Auto-generate" must be set in order to have the treasure be created
4725     when the map is loaded.
4726     If you want to create a random treasure chest, you unset this flag.
4727     That way, the player has to apply the object (the chest), then the
4728     treasure is generated.
4729     </attribute>
4730     <attribute arch="hp" editor="create number" type="int">
4731     "Create number" specifies how many pieces of the given treasurelist
4732     will appear. Note that for every piece there is a chance that nothing is
4733     generated. Also, sometimes there can be stacks of items generated, like
4734     for gems/money.
4735     </attribute>
4736     <attribute arch="exp" editor="quality level" type="int">
4737     The &lt;quality level&gt; will be used for the quality of the generated
4738     treasure instead of the map difficulty (as was done with shops).
4739     If zero/unset, the map difficulty will instead be used.
4740     (Example for comparison: Shop floors generate treasure of
4741     &lt;quality level&gt; 5 per default).
4742     </attribute>
4743     </type>
4744    
4745     <!--####################################################################-->
4746     <type number="0" name="Wall">
4747     <required>
4748     <attribute arch="is_floor" value="0" />
4749     <attribute arch="alive" value="0" />
4750     <attribute arch="no_pass" value="1" />
4751     </required>
4752     <ignore>
4753     <attribute arch="nrof" />
4754     <attribute arch="title" />
4755     <attribute arch="name_pl" />
4756     <attribute arch="value" />
4757     <attribute arch="unpaid" />
4758     </ignore>
4759     <description><![CDATA[
4760     Walls usually block passage and sight. ]]>
4761     </description>
4762     <attribute arch="no_pass" editor="blocking passage" type="bool">
4763     If set, the object cannot be passed by players nor monsters.
4764     </attribute>
4765     <attribute arch="can_roll" editor="moveable" type="bool">
4766     If set, the object is able to "roll", so it can be pushed around.
4767     This setting is used for boulders and barrels.
4768     </attribute>
4769     <attribute arch="no_magic" editor="restrict spells" type="bool">
4770     This takes effect only with &lt;blocksview&gt; disabled.
4771     Restricting the use of spells to pass this wall.
4772     </attribute>
4773     <attribute arch="damned" editor="restrict prayers" type="bool">
4774     This takes effect only with &lt;blocksview&gt; disabled.
4775     Restricting the use of spells to pass this wall.
4776     </attribute>
4777     </type>
4778    
4779     <!--####################################################################-->
4780     <type number="0" name="Weak Wall">
4781     <required>
4782     <attribute arch="is_floor" value="0" />
4783     <attribute arch="alive" value="1" />
4784     <attribute arch="tear_down" value="1" />
4785     </required>
4786     <ignore>
4787     <ignore_list name="non_pickable" />
4788     </ignore>
4789     <description><![CDATA[
4790     A weak wall is a breakable spot amidsts a solid wall. Typically
4791     these weak walls look similar to their solid "relatives" except
4792     for a small crack or little chunks of wall on the ground. ]]>
4793     </description>
4794     <use><![CDATA[
4795     If you want to create hidden rooms, using weak walls is alot
4796     better than completely indiscernible passages in a wall.<br>
4797     Anyways, there can be a lot more to weak walls than just finding
4798     them: Rising their defensive stats, weak walls can become a
4799     serious obstacle. An ice wall might only be torn down by a fire
4800     attack for example. A granite wall for instance might be very
4801     hard to destroy. ]]>
4802     </use>
4803     <attribute arch="alive" value="1" type="fixed" />
4804     <attribute arch="no_pick" value="1" type="fixed" />
4805     <attribute arch="tear_down" value="1" type="fixed" />
4806     <attribute arch="race" editor="race" type="string">
4807     For weak walls, &lt;race&gt; should always be set to "wall",
4808     unless you create something fancy like a building which
4809     is in fact meant to be a huge animal.
4810     Note that shovels slay walls, so they do tripple damage
4811     against weak walls.
4812     </attribute>
4813     <attribute arch="level" editor="level" type="int">
4814     The &lt;level&gt; of a weak wall works similar to monster levels.
4815     Due to the fact that weak walls cannot attack, the level
4816     is much less important though.
4817     </attribute>
4818     <attribute arch="hp" editor="health points" type="int">
4819     The &lt;health points&gt; of a weak wall define how long it takes to
4820     tear it down. With every successful hit from an opponent,
4821     &lt;health points&gt; get drained.
4822     </attribute>
4823     <attribute arch="maxhp" editor="max health" type="int">
4824     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4825     weak wall can have. Since walls generally don't heal, I doubt
4826     this has much real effect.
4827     </attribute>
4828     <attribute arch="ac" editor="armour class" type="int">
4829     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4830     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4831     </attribute>
4832     <section name="resistance">
4833     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4834     </attribute>
4835     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4836     </attribute>
4837     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4838     </attribute>
4839     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4840     </attribute>
4841     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
4842     </attribute>
4843     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
4844     </attribute>
4845     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
4846     </attribute>
4847     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
4848     </attribute>
4849     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
4850     </attribute>
4851     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
4852     </attribute>
4853     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
4854     </attribute>
4855     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
4856     </attribute>
4857     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
4858     </attribute>
4859     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
4860     </attribute>
4861     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
4862     </attribute>
4863     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
4864     </attribute>
4865     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
4866     </attribute>
4867     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
4868     </attribute>
4869     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
4870     </attribute>
4871     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
4872     </attribute>
4873     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
4874     </attribute>
4875     </section>
4876     </type>
4877    
4878     <!--####################################################################-->
4879     <type number="15" name="Weapon">
4880     <description><![CDATA[
4881     Wielding a weapon, the object's stats will directly be inherited to the
4882     player. Usually enhancing his fighting-abilities. Non-magical weapons can
4883     be improved with scrolls. ]]>
4884     </description>
4885     <use><![CDATA[
4886     If you create artifacts (equipment) with stats- or resistance-bonus:
4887     Keep playbalance in mind! Such items mustn't be reachable without hard
4888     fighting AND questing. ]]>
4889     </use>
4890     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4891     This number is a bitmask, specifying the weapon's attacktypes.
4892     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4893     have no more than one or two attacktypes. Keep in mind that all weapons
4894     can be blessed by the player's diety, thus adding an additional attacktype.
4895    
4896     When a player hits a monster with a weapon that has more than one attacktype,
4897     then he will do as much damage as the "best" of his attacktypes does. So,
4898     the more attacktypes you've got, the better your chance to take advantage
4899     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4900     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4901     </attribute>
4902     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4903     The &lt;weapontype&gt; characterizes the weapon's type of physical
4904     attack. It could best be considered a "subclassification"
4905     of the physical attacktype. For now, this is only used for
4906     attack messages!
4907    
4908     You should always set this correctly when creating new
4909     weapons for your maps.
4910     </attribute>
4911     <attribute arch="skill" editor="skill name" type="string">
4912     Matching &lt;skill name&gt; of the skill that is required
4913     to use this weapon.
4914     </attribute>
4915     <attribute arch="dam" editor="damage" type="int">
4916     The damage value is used as base value for how much damage the weapon
4917     does per hit. The actual damage involves more dependencies,
4918     like wielder's level and defender's level. Look at existing weapons
4919     to get a feel for the range of weapon damage values.
4920     </attribute>
4921     <attribute arch="slaying" editor="slaying race" type="string">
4922     Slaying means the weapon does tripple (3x) damage to monsters of the
4923     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4924     only monsters of that archtype are hit with tripple damage.
4925    
4926     No god blessings are possible for weapons with a race set in this entry
4927     (That's because god blessings add tripple damage against their own
4928     enemy races). Tripple damage is very effective.
4929     </attribute>
4930     <attribute arch="last_sp" editor="weapon speed" type="int">
4931     The weapon speed determines how often the wielder can swing the weapon
4932     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4933     is best (that is lightning- fast). A typical average value is 8.
4934     Speed and damage should be kept in reasonable relation.
4935     </attribute>
4936     <attribute arch="wc" editor="weapon class" type="int">
4937     The weapon class value adds to the overall weapon class of the wielder's
4938     melee attacks. Weapon class improves the chance of hitting the opponent.
4939     </attribute>
4940     <attribute arch="magic" editor="magic bonus" type="int">
4941     For a weapon, magic bonus works just like weapon class, except that
4942     magic bonus can be improved by the gods or reduced by acid. Hence, it is
4943     less useful than direct weapon class value on a weapon.
4944     </attribute>
4945     <attribute arch="item_power" editor="item power" type="int">
4946     The &lt;item power&gt; value measures how "powerful" an artifact is.
4947     Players will only be able to wear equipment with a certain total
4948     amount of &lt;item power&gt;, depending on their own level. This is the
4949     only way to prevent low level players to wear "undeserved" equipment
4950     (like gifts from other players or cheated items).
4951    
4952     It is very important to adjust the &lt;item power&gt; value carefully
4953     for every artifact you create! If zero/unset, the CF server will
4954     calculate a provisional value at runtime, but this is never
4955     going to be an accurate measurement of &lt;item power&gt;.
4956     </attribute>
4957     <attribute arch="damned" editor="damnation" type="bool">
4958     A damned weapon cannot be unwielded unless
4959     the curse is removed. Removing damnations is
4960     a tick harder than removing curses.
4961     </attribute>
4962     <attribute arch="cursed" editor="curse" type="bool">
4963     A cursed weapon cannot be unwielded unless
4964     the curse is removed.
4965     </attribute>
4966     <attribute arch="lifesave" editor="save life" type="bool">
4967     An item with this flag enabled will save the players life
4968     for one time: When the player is wearing this item and his
4969     healthpoints reach zero, the item dissapears, replenishing
4970     half of the player's health.
4971    
4972     An item with &lt;save life&gt; should not have
4973     any decent additional bonuses!
4974     </attribute>
4975     <attribute arch="unique" editor="unique item" type="bool">
4976     Unique items exist only one time on a server. If the item
4977     is taken, lost or destroyed - it's gone for good.
4978     </attribute>
4979     <attribute arch="startequip" editor="godgiven item" type="bool">
4980     A godgiven item vanishes as soon as the player
4981     drops it to the ground.
4982     </attribute>
4983     <section name="resistance">
4984     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4985     This adds physical resistance to the weapon (= armour value). The number is
4986     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
4987     and what they require to do for getting this-and-that artifact.
4988     </attribute>
4989     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4990     This adds magic resistance to the weapon. The number is a percent-value in
4991     the range 0-100. Treat this with CARE. Look at other maps and what they
4992     require to do for getting this-and-that artifact.
4993     </attribute>
4994     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4995     This adds fire resistance to the weapon. The number is a percent-value in
4996     the range 0-100. Treat this with CARE. Look at other maps and what they
4997     require to do for getting this-and-that artifact.
4998     </attribute>
4999     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5000     This adds electricity resistance to the weapon. The number is a percent-value in
5001     the range 0-100. Treat this with CARE. Look at other maps and what they
5002     require to do for getting this-and-that artifact.
5003     </attribute>
5004     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5005     This adds fire resistance to the weapon. The number is a percent-value in
5006     the range 0-100. Treat this with CARE. Look at other maps and what they
5007     require to do for getting this-and-that artifact.
5008     </attribute>
5009     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5010     This adds confusion resistance to the weapon. The number is a percent-value in
5011     the range 0-100. Confusion resistance is not very effective
5012     unless the value comes close to 100 (= perfect immunity).
5013     </attribute>
5014     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5015     This adds acid resistance to the weapon. The number is a percent-value in
5016     the range 0-100. Treat this with CARE. Look at other maps and what they
5017     require to do for getting this-and-that artifact.
5018     </attribute>
5019     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5020     This adds draining resistance to the weapon. The number is a percent-value
5021     in the range 0-100. Draining resistance is little effective
5022     unless the value is 100 (= perfect immunity).
5023     </attribute>
5024     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5025     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5026     the range 0-100. Weaponmagic resistance generally should not exist on
5027     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5028     are not meant to be easily resisted.
5029     </attribute>
5030     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5031     This adds ghosthit resistance to the weapon. The number is a percent-value
5032     in the range 0-100. Treat this with CARE. Look at other maps and what they
5033     require to do for getting this-and-that artifact.
5034     </attribute>
5035     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5036     This adds poison resistance to the weapon. The number is a percent-value in
5037     the range 0-100. Treat this with CARE. Look at other maps and what they
5038     require to do for getting this-and-that artifact.
5039     </attribute>
5040     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5041     This adds fear resistance to the weapon. The number is a percent-value in
5042     the range 0-100. Resistance to fear is pretty useless.
5043     </attribute>
5044     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5045     This adds paralyze resistance to the weapon. The number is a percent-value in
5046     the range 0-100. Paralyze resistance is little effective
5047     unless the value is 100 (= perfect immunity).
5048     </attribute>
5049     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5050     This adds fear resistance to the weapon. The number is a percent-value in
5051     the range 0-100. Resistance to fear is pretty useless.
5052     </attribute>
5053     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5054     This adds depletion resistance to the weapon. The number is a percent-value
5055     in the range 0-100. Depletion resistance is little effective
5056     unless the value is 100 (= perfect immunity).
5057     </attribute>
5058     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5059     This adds death-attack resistance to the weapon. The number is a
5060     percent-value in the range 0-100. Death-attack resistance is little
5061     effective unless the value is 100 (= perfect immunity).
5062     Generally, resistance to death-attack is not supposed to be
5063     available to players!
5064     </attribute>
5065     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5066     This adds chaos resistance to the weapon. The number is a percent-value in
5067     the range 0-100. Treat this with CARE. Look at other maps and what they
5068     require to do for getting this-and-that artifact.
5069     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5070     combination of other attacktypes.
5071     </attribute>
5072     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5073     This adds blinding resistance to the weapon. The number is a percent-value
5074     in the range 0-100. Treat this with CARE. Look at other maps and what they
5075     require to do for getting this-and-that artifact.
5076     </attribute>
5077     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5078     This adds holy power resistance to the weapon. The number is a percent-value
5079     in the range 0-100. Holy power is the attacktype that holyword-type spells
5080     use to hurt undead creatures. This kind of resistance is only reasonable
5081     for undead players (wraith or devourer cult).
5082     Generally, resistance to holy word should not be available for players.
5083     </attribute>
5084     </section>
5085     <section name="stats">
5086     <attribute arch="Str" editor="strength" type="int">
5087     The player's strentgh will rise/fall by the given value
5088     while wearing this weapon.
5089     </attribute>
5090     <attribute arch="Dex" editor="dexterity" type="int">
5091     The player's dexterity will rise/fall by the given value
5092     while wearing this weapon.
5093     </attribute>
5094     <attribute arch="Con" editor="constitution" type="int">
5095     The player's constitution will rise/fall by the given value
5096     while wearing this weapon.
5097     </attribute>
5098     <attribute arch="Int" editor="intelligence" type="int">
5099     The player's intelligence will rise/fall by the given value
5100     while wearing this weapon.
5101     </attribute>
5102     <attribute arch="Pow" editor="power" type="int">
5103     The player's power will rise/fall by the given value
5104     while wearing this weapon.
5105     </attribute>
5106     <attribute arch="Wis" editor="wisdom" type="int">
5107     The player's wisdom will rise/fall by the given value while
5108     wearing this weapon.
5109     </attribute>
5110     <attribute arch="Cha" editor="charisma" type="int">
5111     The player's charisma will rise/fall by the given value
5112     while wearing this weapon.
5113     </attribute>
5114     </section>
5115     <section name="misc">
5116     <attribute arch="luck" editor="luck bonus" type="int">
5117     With positive luck bonus, the player is more likely to
5118     succeed in all sorts of things (spellcasting, praying,...).
5119     Unless the &lt;luck bonus&gt; is very high, the effect will be
5120     barely visible in-game. Luck bonus on one piece of equipment
5121     should never exceed 3, and such bonus should not be too
5122     frequently available.
5123     </attribute>
5124     <attribute arch="hp" editor="health regen." type="int">
5125     Positive &lt;health regen.&gt; bonus speeds up the
5126     player's healing process. Negative values slow it down.
5127     </attribute>
5128     <attribute arch="sp" editor="mana regen." type="int">
5129     Positive &lt;mana regen.&gt; bonus speeds up the
5130     player's mana regeneration. Negative values slow it down.
5131     </attribute>
5132     <attribute arch="grace" editor="grace regen." type="int">
5133     Positive &lt;grace regen.&gt; bonus speeds up the
5134     player's grace regeneration. Negative values slow it down.
5135     Since grace can be regenerated rather easy with praying,
5136     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5137     </attribute>
5138     <attribute arch="food" editor="food bonus" type="int">
5139     Positive &lt;food bonus&gt; slows down the player's digestion,
5140     thus he consumes less food. Negative values speed it up.
5141    
5142     Note that food is consumed not only for "being alive", but
5143     also for healing and mana-regeneration.
5144     &lt;food bonus&gt; only affects the amount of food consumed
5145     for "being alive". Hence, even with high &lt;food bonus&gt;,
5146     during a fight a player can run out of food quickly.
5147     </attribute>
5148     <attribute arch="xrays" editor="xray vision" type="bool">
5149     Xray vision allows the player to see through obstacles
5150     in a two-square-wide radius. This is extremely helpful and
5151     desireable, so don't give it away for cheap on equipment.
5152     </attribute>
5153     <attribute arch="stealth" editor="stealth" type="bool">
5154     Stealth allows the player to move silently.
5155     This comes to effect if a player turns himself
5156     invisible and tries to sneak around monsters.
5157     (At least that was the idea behind it)
5158     </attribute>
5159     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5160     If a player is wearing any piece of equipment with
5161     the ability to &lt;reflect spells&gt;, all kinds of
5162     spell-bullets and -beams will bounce off him.
5163     This works only about 90% of all times, to
5164     avoid players being completely immune to certain
5165     types of attacks.
5166    
5167     This is a very powerful ability and it
5168     shouldn't be handed out cheap!
5169     </attribute>
5170     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5171     If a player is wearing any piece of equipment with
5172     the ability to &lt;reflect missiles&gt;, all kinds of
5173     projectiles (e.g. arrows, bolts, boulders) will
5174     bounce off him. This works only about 90% of all
5175     times, to avoid players being completely immune to
5176     certain types of attacks.
5177     </attribute>
5178     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5179     Click on the &lt;attuned paths&gt; button to select spellpaths.
5180     The player will get attuned to the specified spellpaths
5181     while wearing this weapon.
5182     </attribute>
5183     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5184     Click on the &lt;repelled paths&gt; button to select spellpaths.
5185     The player will get repelled to the specified spellpaths
5186     while wearing this weapon.
5187     </attribute>
5188     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5189     Click on the &lt;denied paths&gt; button to select spellpaths.
5190     The specified spellpaths will be denied to the player
5191     while wearing this weapon.
5192     </attribute>
5193     </section>
5194     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5195     This text describes the weapons's "story". Every decent artifact weapon
5196     should have such a description.
5197     </attribute>
5198     </type>
5199    
5200     <!--####################################################################-->
5201     <type number="109" name="Wand &amp; Staff">
5202     <description><![CDATA[
5203     Wands contain a certain spell. The player can apply (ready) and
5204     fire the wand. After a defined number of casts, the wand is
5205     "used up". It is possible to recharge a wand with scrolls of
5206     charging, but usually that isn't worth the cost. ]]>
5207     </description>
5208     <use><![CDATA[
5209     Wands are quite seldomly used. The reason prolly is that they're
5210     generally not cost-efficient. Handing out high-level wands with
5211     powerfull special spells isn't a good idea either, because of
5212     the recharge ability.
5213     <br><br>
5214     For low levels, staffs of healing/cure and word of recall are
5215     quite desireable though. Ideal rewards for low level quests. ]]>
5216     </use>
5217     <attribute arch="sp" editor="spell" type="spell">
5218     The &lt;spell&gt; specifies the contained spell.
5219     </attribute>
5220     <attribute arch="level" editor="casting level" type="int">
5221     The &lt;casting level&gt; of the wand determines it's power.
5222     An average level for wands in shops is about 10.
5223     </attribute>
5224     <attribute arch="food" editor="number of charges" type="int">
5225     The wand can be used &lt;number of charges&gt; times before it is
5226     used up. It can be recharged with scrolls of charging.
5227     </attribute>
5228     <attribute arch="startequip" editor="godgiven item" type="bool">
5229     A godgiven item vanishes as soon as the player
5230     drops it to the ground.
5231     </attribute>
5232     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5233     This text may contain a description of the wand.
5234     </attribute>
5235     </type>
5236    
5237     </types>