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Revision: 1.20
Committed: Thu Aug 31 21:09:33 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/xml
Branch: MAIN
CVS Tags: rel-0_92, rel-0_91, rel-0_9
Changes since 1.19: +7 -4 lines
Log Message:
loading and saving of arches and a better documentation in types.xml for safe ground

File Contents

# User Rev Content
1 root 1.1 <?xml version="1.0" standalone="no" ?>
2     <!--
3     ######################################################################
4 root 1.3 # types.xml - This is the definitions-file for all the different #
5 root 1.1 # Crossfire object types and their attributes. #
6     # #
7     # The server code of the Crossfire game is always changing and #
8     # evolving. From time to time, object-attributes change in purpose, #
9     # or new ones are created. #
10     # Therefore, it is important that an Editor is flexible and #
11     # easy to "upgrade" to handle such new features. That's why the #
12     # CFJavaEditor reads the type-definitions from this xml file. #
13     # #
14 root 1.3 # If you encounter bugs, typos or missing entries in the LATEST #
15 root 1.1 # VERSION of this file - Don't hesitate to improve it, contact me #
16     # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17     # I will put it into the "official version" of the CFJavaEditor #
18     # and all fellow Crossfire-Map-Makers can benefit from your work! #
19     # #
20     # IMPORTANT: Make a backup copy of this file before you start #
21     # to modify it! #
22     # #
23     # New types must be inserted maintaining the alphabetical order. #
24     # #
25     # about the 'type' elements: #
26     # #
27     # <type number="15" name="Type Name"> #
28     # <import_type name="Type Name" /> import attributes of this type #
29     # <required> #
30     # list of required attributes to identifying this type #
31     # </required> #
32     # <ignore> #
33     # list of attributes not to import from default_type #
34     # </ignore> #
35     # <description><![CDATA[ #
36     # Description of this type. ]]> #
37     # </description> #
38     # <use><![CDATA[ #
39     # How to use this type. ]]> #
40     # </use> #
41     # ... attributes ... #
42     # </type> #
43     # #
44     # about the 'attribute' type: <attribute ... type="XXX" > #
45     # #
46     # bool - This attribute can only be set to '1' or '0' #
47     # int - This attribute contains a decimal number #
48     # float - This attr. contains a floating point number #
49     # string - This attribute contains a string #
50     # text - This attribute contains a text ("text" can have #
51     # linebreaks, unlike "string") #
52     # fixed - This attribute is always set to a fixed 'value' #
53     # (There is no user-input for this attribute) #
54     # spell - This attribute contains a spell. The mapmaker can #
55     # choose spells from a combo box. #
56     # nz_spell - works just like 'spell', except that the #
57     # spell-value zero is always interpreted as <none>, #
58     # never as "magic bullet" #
59     # bool_special - Like bool, but with customized true/false values #
60     # treasurelist - CF treasure list (see "treasures" file) #
61     # list_LISTNAME - list, must be defined as a <list> element #
62     # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63     # element #
64     # #
65     # Created by Andreas Vogl. #
66     ######################################################################
67     -->
68     <!DOCTYPE types [
69     <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70 root 1.3
71 root 1.1 <!ELEMENT bitmask (entry*)>
72     <!ATTLIST bitmask name CDATA #REQUIRED>
73 root 1.3
74 root 1.1 <!ELEMENT list (entry*)>
75     <!ATTLIST list name CDATA #REQUIRED>
76 root 1.3
77 root 1.1 <!ELEMENT entry EMPTY>
78     <!ATTLIST entry bit CDATA #IMPLIED
79     value CDATA #IMPLIED
80     name CDATA #REQUIRED>
81 root 1.3
82 root 1.1 <!ELEMENT ignore_list (attribute* | EMPTY)>
83     <!ATTLIST ignore_list name CDATA #REQUIRED>
84 root 1.3
85 root 1.1 <!ELEMENT default_type (attribute*)>
86 root 1.3
87 root 1.1 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88     <!ATTLIST type name CDATA #REQUIRED
89     number CDATA #REQUIRED>
90 root 1.3
91 root 1.1 <!ELEMENT description (#PCDATA)>
92     <!ELEMENT use (#PCDATA)>
93 root 1.3
94 root 1.1 <!ELEMENT import_type EMPTY>
95     <!ATTLIST import_type name CDATA #REQUIRED>
96 root 1.3
97 root 1.1 <!ELEMENT required (attribute+)>
98     <!ELEMENT ignore (attribute*,ignore_list*)>
99 root 1.3
100 root 1.1 <!ELEMENT section (attribute+)>
101     <!ATTLIST section name CDATA #REQUIRED>
102 root 1.3
103 root 1.1 <!ELEMENT attribute (#PCDATA)>
104     <!ATTLIST attribute type CDATA #IMPLIED
105     arch CDATA #IMPLIED
106     arch_begin CDATA #IMPLIED
107     arch_end CDATA #IMPLIED
108     editor CDATA #IMPLIED
109     value CDATA #IMPLIED
110     length CDATA #IMPLIED
111     true CDATA #IMPLIED
112     false CDATA #IMPLIED>
113 root 1.9
114     <!ENTITY move_on "
115     <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116     Which movement types automatically (as opposed to manually) activate this object.
117     </attribute>
118     ">
119     <!ENTITY move_off "
120     <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121     Which movement types deactivate this object (e.g. button).
122     </attribute>
123     ">
124     <!ENTITY move_type "
125     <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126     Determines which kinds of movement this object can use (e.g. for monsters)
127     or grants (e.g. for amulets).
128     </attribute>
129     ">
130     <!ENTITY movement_types_terrain "
131     <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132     Objects using these movement types cannot move over this space.
133     </attribute>
134     <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135     Objects using these movement types are allowed to move over this space. Takes
136     precedence over 'blocked movements'.
137     </attribute>
138     <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139     The types of movement that should by slowed down by the 'slow movement penalty'.
140     </attribute>
141     <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142     If &lt;slow movement&gt; is set to a value greater zero, all
143     creatures matching 'slow move' will be slower than normal on this spot.
144    
145     &lt;slow movement&gt; 1 - rough terrain
146     &lt;slow movement&gt; 2 - very rough terrain
147     ...
148     &lt;slow movement&gt; 5 - default for deep swamp
149     ...
150     &lt;slow movement&gt; 7 - spider web (sticky as hell)
151     </attribute>
152     ">
153 root 1.12 <!ENTITY speed_left "
154     <attribute arch='speed_left' editor='speed left' type='float'>
155     The speed left to the object. On every tick, if this value is higher
156     than 0, the object acts/triggers/moves etc. and the value gets
157     decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158     every tick.
159     </attribute>
160     ">
161 elmex 1.16 <!ENTITY activate_on "
162     <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163     Whether the teleporter should only be activated on push.
164     </attribute>
165     <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166     Whether the teleporter should only be activated on release.
167     </attribute>
168     ">
169 root 1.1 ]>
170    
171     <types>
172    
173     <!--###################### bitmask definitions ######################-->
174    
175     <bitmask name="attacktype">
176     <entry bit="0" name="Physical" />
177     <entry bit="1" name="Magical" />
178     <entry bit="2" name="Fire" />
179     <entry bit="3" name="Electricity" />
180     <entry bit="4" name="Cold" />
181     <entry bit="5" name="Confusion" />
182     <entry bit="6" name="Acid" />
183     <entry bit="7" name="Drain" />
184     <entry bit="8" name="Weaponmagic" />
185     <entry bit="9" name="Ghosthit" />
186     <entry bit="10" name="Poison" />
187     <entry bit="11" name="Slow" />
188     <entry bit="12" name="Paralyze" />
189     <entry bit="13" name="Turn Undead" />
190     <entry bit="14" name="Fear" />
191     <entry bit="15" name="Cancellation" />
192     <entry bit="16" name="Depletion" />
193     <entry bit="17" name="Death" />
194     <entry bit="18" name="Chaos" />
195     <entry bit="19" name="Counterspell" />
196     <entry bit="20" name="God Power" />
197     <entry bit="21" name="Holy Power" />
198     <entry bit="22" name="Blinding" />
199     </bitmask>
200    
201     <bitmask name="material">
202     <entry bit="0" name="Paper" />
203     <entry bit="1" name="Iron" />
204     <entry bit="2" name="Glass" />
205     <entry bit="3" name="Leather" />
206     <entry bit="4" name="Wood" />
207     <entry bit="5" name="Organics" />
208     <entry bit="6" name="Stone" />
209     <entry bit="7" name="Cloth" />
210     <entry bit="8" name="Adamantite" />
211 root 1.7 <entry bit="9" name="Liquid" />
212     <entry bit="10" name="Soft Metal" />
213     <entry bit="11" name="Bone" />
214     <entry bit="12" name="Ice" />
215     <entry bit="13" name="(supress name on display)" />
216    
217 root 1.1 </bitmask>
218    
219     <bitmask name="spellpath">
220     <entry bit="0" name="Protection" />
221     <entry bit="1" name="Fire" />
222     <entry bit="2" name="Frost" />
223     <entry bit="3" name="Electricity" />
224     <entry bit="4" name="Missiles" />
225     <entry bit="5" name="Self" />
226     <entry bit="6" name="Summoning" />
227     <entry bit="7" name="Abjuration" />
228     <entry bit="8" name="Restoration" />
229     <entry bit="9" name="Detonation" />
230     <entry bit="10" name="Mind" />
231     <entry bit="11" name="Creation" />
232     <entry bit="12" name="Teleportation" />
233     <entry bit="13" name="Information" />
234     <entry bit="14" name="Transmutation" />
235     <entry bit="15" name="Transferrence" />
236     <entry bit="16" name="Turning" />
237     <entry bit="17" name="Wounding" />
238     <entry bit="18" name="Death" />
239     <entry bit="19" name="Light" />
240     </bitmask>
241    
242     <bitmask name="will_apply">
243     <entry bit="0" name="Apply Handles" />
244     <entry bit="1" name="Open Chests" />
245     <entry bit="2" name="Break Walls" />
246     <entry bit="3" name="Open Doors" />
247     </bitmask>
248    
249     <bitmask name="pick_up">
250     <entry bit="0" name="Nothing" />
251     <entry bit="1" name="Wealth" />
252     <entry bit="2" name="Food" />
253     <entry bit="3" name="Weapons" />
254     <entry bit="4" name="Armour" />
255     <entry bit="5" name="Inverse" />
256     <entry bit="6" name="All" />
257     </bitmask>
258    
259 root 1.9 <bitmask name="movement_type">
260     <entry bit="0" name="Walk" />
261     <entry bit="1" name="Fly Low" />
262     <entry bit="2" name="Fly High" />
263     <entry bit="3" name="Swim" />
264     <entry bit="4" name="Boat" />
265 root 1.11 <entry bit="16" name="Other" />
266 root 1.9 </bitmask>
267    
268 root 1.1 <!--###################### list definitions ######################-->
269    
270     <list name="direction">
271     <entry value="0" name="&lt;none&gt;" />
272     <entry value="1" name="north" />
273     <entry value="2" name="northeast" />
274     <entry value="3" name="east" />
275     <entry value="4" name="southeast" />
276     <entry value="5" name="south" />
277     <entry value="6" name="southwest" />
278     <entry value="7" name="west" />
279     <entry value="8" name="northwest" />
280     </list>
281    
282     <list name="mood">
283     <entry value="0" name="furious" />
284     <entry value="1" name="angry" />
285     <entry value="2" name="calm" />
286     <entry value="3" name="sleep" />
287     <entry value="4" name="charm" />
288     </list>
289    
290     <list name="potion_effect">
291     <entry value="0" name="&lt;none&gt;" />
292     <entry value="65536" name="life restoration" />
293     <entry value="1048576" name="improvement" />
294     </list>
295    
296     <list name="weapon_type">
297     <entry value="0" name="&lt;unknown&gt;" />
298     <entry value="1" name="sword" />
299     <entry value="2" name="arrows" />
300     <entry value="3" name="axe" />
301     <entry value="4" name="katana" />
302     <entry value="5" name="knife, dagger" />
303     <entry value="6" name="whip, chain" />
304     <entry value="7" name="hammer, flail" />
305     <entry value="8" name="club, stick" />
306     </list>
307    
308     <list name="skill_type">
309     <entry value="1" name="lockpicking" />
310     <entry value="2" name="hiding" />
311     <entry value="3" name="smithery" />
312     <entry value="4" name="bowyer" />
313     <entry value="5" name="jeweler" />
314     <entry value="6" name="alchemy" />
315     <entry value="7" name="stealing" />
316     <entry value="8" name="literacy" />
317     <entry value="9" name="bargaining" />
318     <entry value="10" name="jumping" />
319     <entry value="11" name="detect magic" />
320     <entry value="12" name="oratory" />
321     <entry value="13" name="singing" />
322     <entry value="14" name="detect curse" />
323     <entry value="15" name="find traps" />
324     <entry value="16" name="mediatation" />
325     <entry value="17" name="punching" />
326     <entry value="18" name="flame touch" />
327     <entry value="19" name="karate" />
328     <entry value="20" name="climbing" />
329     <entry value="21" name="woodsman" />
330     <entry value="22" name="inscription" />
331     <entry value="23" name="one handed weapons" />
332     <entry value="24" name="missile weapons" />
333     <entry value="25" name="throwing" />
334     <entry value="26" name="use magic item" />
335     <entry value="27" name="disarm traps" />
336     <entry value="28" name="set traps" />
337     <entry value="29" name="thaumaturgy" />
338     <entry value="30" name="praying" />
339     <entry value="31" name="clawing" />
340     <entry value="32" name="levitation" />
341     <entry value="33" name="summoning" />
342     <entry value="34" name="pyromancy" />
343     <entry value="35" name="evocation" />
344     <entry value="36" name="sorcery" />
345     <entry value="37" name="two handed weapons" />
346     </list>
347    
348     <list name="spell_type">
349     <entry value="1" name="raise dead" />
350     <entry value="2" name="rune" />
351     <entry value="3" name="make mark" />
352     <entry value="4" name="bolt" />
353     <entry value="5" name="bullet" />
354     <entry value="6" name="explosion" />
355     <entry value="7" name="cone" />
356     <entry value="8" name="bomb" />
357     <entry value="9" name="wonder" />
358     <entry value="10" name="smite" />
359     <entry value="11" name="magic missile" />
360     <entry value="12" name="summon golem" />
361     <entry value="13" name="dimension door" />
362     <entry value="14" name="magic mapping" />
363     <entry value="15" name="magic wall" />
364     <entry value="16" name="destruction" />
365     <entry value="17" name="perceive self" />
366     <entry value="18" name="word of recall" />
367     <entry value="19" name="invisible" />
368     <entry value="20" name="probe" />
369     <entry value="21" name="healing" />
370     <entry value="22" name="create food" />
371     <entry value="23" name="earth to dust" />
372     <entry value="24" name="change ability" />
373     <entry value="25" name="bless" />
374     <entry value="26" name="curse" />
375     <entry value="27" name="summon monster" />
376     <entry value="28" name="recharge" />
377     <entry value="29" name="polymorph" />
378     <entry value="30" name="alchemy" />
379     <entry value="31" name="remove curse" />
380     <entry value="32" name="identify" />
381     <entry value="33" name="detection" />
382     <entry value="34" name="mood change" />
383     <entry value="35" name="moving ball" />
384     <entry value="36" name="swarm" />
385     <entry value="37" name="charge mana" />
386     <entry value="38" name="dispel rune" />
387     <entry value="39" name="create missile" />
388     <entry value="40" name="consecrate" />
389     <entry value="41" name="animate weapon" />
390     <entry value="42" name="light" />
391     <entry value="43" name="change map light" />
392     <entry value="44" name="faery fire" />
393     <entry value="45" name="disease" />
394     <entry value="46" name="aura" />
395     <entry value="47" name="town portal" />
396     </list>
397    
398 elmex 1.4 <list name="event_type">
399     <entry value="0" name="none" />
400     <entry value="1" name="apply" />
401     <entry value="2" name="attack" />
402     <entry value="3" name="death" />
403     <entry value="4" name="drop" />
404     <entry value="5" name="pickup" />
405     <entry value="6" name="say" />
406     <entry value="7" name="stop" />
407     <entry value="8" name="time" />
408     <entry value="9" name="throw" />
409     <entry value="10" name="trigger" />
410     <entry value="11" name="close" />
411     <entry value="12" name="timer" />
412     <entry value="28" name="move" />
413 elmex 1.18 <entry value="41" name="drop_on" />
414 elmex 1.4 </list>
415    
416 root 1.10 <list name="attack_movement_bits_0_3">
417     <entry value="0" name="default" />
418     <entry value="1" name="attack from distance" />
419     <entry value="2" name="run away" />
420     <entry value="3" name="hit and run" />
421     <entry value="4" name="wait, then hit, then move" />
422     <entry value="5" name="rush blindly" />
423     <entry value="6" name="always run" />
424     <entry value="7" name="attack from distance if hit" />
425     <entry value="8" name="do not approach" />
426     </list>
427    
428     <list name="attack_movement_bits_4_7">
429     <entry value="0" name="none" />
430     <entry value="16" name="pet" />
431     <entry value="32" name="small circle" />
432     <entry value="48" name="large circle" />
433     <entry value="64" name="small horizontal" />
434     <entry value="80" name="large horizontal" />
435     <entry value="96" name="random direction" />
436     <entry value="112" name="random movement" />
437     <entry value="128" name="small vertical" />
438     <entry value="144" name="large vertical" />
439     </list>
440    
441 root 1.1 <!--###################### default attributes ######################-->
442    
443     <!--
444     The attributes of the default_type get added to all other types by default.
445     Every type can have an 'ignore' element however, which is used to specify
446     default attributes *not* to inherit.
447     -->
448     <default_type>
449     <attribute arch="name" editor="name" type="string">
450     This is the name of the object, displayed to the player.
451     </attribute>
452     <attribute arch="name_pl" editor="plural name" type="string">
453     This is the plural name of the object. A plural name must be set for
454     all items that can be picked up and collected by the player.
455     </attribute>
456     <attribute arch="title" editor="title" type="string">
457     This is the object's title. Once an object is identified the title is
458 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 root 1.1 </attribute>
460     <attribute arch="face" editor="image" type="string">
461     The image-name defines what image is displayed for this object in-game.
462     </attribute>
463     <attribute arch="nrof" editor="number" type="int">
464     This value determines the number of objects in one stack (for example:
465     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
466     any pickable object - otherwise it won't be mergeable into a stack.
467     </attribute>
468     <attribute arch="weight" editor="weight" type="int">
469 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
470 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
471     for explicitly non-pickable objects (hey, this is opensource.. you
472     never know ;) ).
473     </attribute>
474     <attribute arch="value" editor="value" type="int">
475 root 1.13 Determines the value of the object, in units of silver coins (one
476     platinum coin == 50 silver coins). Value for buying/selling will be
477 root 1.1 further modified by various factors. Hence, testing values in-game is
478     usually inevitable.
479     </attribute>
480     <attribute arch="glow_radius" editor="glow radius" type="int">
481     If &lt;glow radius&gt; is set to a value greater zero, the object
482     appears lit up on dark maps. &lt;glow radius&gt; can be a value
483 root 1.3 between 0 and 4, the higher, the more light does the object emit.
484 root 1.1 </attribute>
485     <attribute arch="material" editor="material" type="bitmask_material">
486     This bitmask-value informs the player of which material(s) the
487     object consists. Material does also affect how likely the object
488     can be destroyed by hazardous spell-effects.
489     </attribute>
490     <attribute arch="no_pick" editor="non-pickable" type="bool">
491     If set, the object cannot be picked up (Neither by players nor monsters).
492     </attribute>
493     <attribute arch="invisible" editor="invisible" type="bool">
494     Generally makes the object invisible. Depending on the object-type,
495     some can be made visible by the show_invisible spell. If in doubt, test it.
496     Putting an invisible object under the floor always prevents it from being
497     shown.
498     </attribute>
499     <attribute arch="blocksview" editor="block view" type="bool">
500     If an item is set to block view, players (and monsters) cannot
501     see byond it unless they cross it or manage to stand ontop.
502     </attribute>
503     <attribute arch="identified" editor="identified" type="bool">
504     If an item is identified, the player has full knowledge about it.
505     </attribute>
506     <attribute arch="unpaid" editor="unpaid" type="bool">
507     An &lt;unpaid&gt; item cannot be used unless a player carried it over
508     a shop mat, paying the demanded price. Setting this flag makes sense
509     only for pickable items inside shops.
510     </attribute>
511     </default_type>
512    
513     <!-- This ignorelist is for all system objects which are non pickable
514     and invisible. They don't interact with players at all. -->
515     <ignore_list name="system_object">
516     <attribute arch="value" />
517     <attribute arch="nrof" />
518     <attribute arch="weight" />
519     <attribute arch="name_pl" />
520     <attribute arch="material" />
521     <attribute arch="no_pick" />
522     <attribute arch="unpaid" />
523     <attribute arch="title" />
524     <attribute arch="glow_radius" />
525     <attribute arch="identified" />
526     <attribute arch="blocksview" />
527     <attribute arch="invisible" />
528     </ignore_list>
529    
530     <!-- This ignorelist is for non-pickable objects. They can be seen by
531     the player, but don't have values like material or weight. -->
532     <ignore_list name="non_pickable">
533     <attribute arch="value" />
534     <attribute arch="nrof" />
535     <attribute arch="weight" />
536     <attribute arch="name_pl" />
537     <attribute arch="material" />
538     <attribute arch="no_pick" />
539     <attribute arch="unpaid" />
540     <attribute arch="title" />
541     <attribute arch="identified" />
542     </ignore_list>
543    
544     <!--####################################################################-->
545     <type number="0" name="Misc">
546     <required>
547     <!-- this is a special case: The "misc" type with type number 0 is
548     the fallback for all types which don't match any other defined types.
549     The required attribute "misc x" prevents that it gets confused with
550     other types like "monster & npc" which also have type number 0. -->
551     <attribute arch="misc" value="x" />
552     </required>
553 root 1.9 &movement_types_terrain;
554 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
555     Curses can have various effects: On equipment and food,
556     they generally harm the player in some way.
557     </attribute>
558     <attribute arch="damned" editor="damned" type="bool">
559     A damned item/floor on the ground makes it impossible for players
560     to use prayers on that spot. It also prevents players from saving.
561     Damnation on equipment works similar to a curse.
562     </attribute>
563     <attribute arch="unique" editor="unique item" type="bool">
564     Unique items exist only one time on a server. If the item
565     is taken, lost or destroyed - it's gone for good.
566     </attribute>
567     <attribute arch="startequip" editor="godgiven item" type="bool">
568     A godgiven item vanishes as soon as the player
569     drops it to the ground.
570     </attribute>
571     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
572     This text may describe the object.
573     </attribute>
574     </type>
575    
576     <!--####################################################################-->
577     <type number="110" name="Ability">
578     <ignore>
579     <ignore_list name="system_object" />
580     </ignore>
581     <description><![CDATA[
582     Abilities are to be put in a monster's inventory. They grant monsters the
583     knowledge to cast spells. Spells from abilities are usually magical in
584     nature, thus adding magic attacktype to the spell-damage they produce.
585     <br><br>
586     A particularly nice feature of abilities is that they can hold two
587     spells: One for short range- and one for long range use.
588     \n\n
589     You should know that spellcasting monsters receive abilities via
590     &lt;treasurelist&gt;. ]]>
591     </description>
592     <use><![CDATA[
593     If you want to create "customized" spellcasting monsters, you
594     should use abilities (rather than spellbooks/wands or something).
595     The long/short-range spell feature can make boss-monsters more
596     interesting and challenging.
597     <br><br>
598     You should keep in mind that magic abilities allow players
599     to get better resistance. You can turn off the magic part to
600     make the spells more dangerous. However, this really shouldn't
601     be neccessary unless you work on very high level maps.
602     And what fun is a magic resistance cloak when it has no effect? ]]>
603     </use>
604     <attribute arch="invisible" value="1" type="fixed" />
605     <attribute arch="no_drop" value="1" type="fixed" />
606     <attribute arch="sp" editor="short range spell" type="spell">
607     The monster will use the specified &lt;short range spell&gt;
608     when the player is within 6-square radius (of the
609     monster's head).
610     </attribute>
611     <attribute arch="hp" editor="long range spell" type="nz_spell">
612     The monster will use the specified &lt;long range spell&gt;
613     when the player is at least 6 squares away (from the
614     monster's head).
615 root 1.3
616 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
617     &lt;short range spell&gt; gets used all the time.
618     </attribute>
619     <attribute arch="maxsp" editor="importance" type="int">
620     Sometimes you'll want a monster to use one ability more than others.
621     To achieve this, set the &lt;importance&gt; to a value greater than
622     one. Abilities with this value zero/unset are counted to be of
623     &lt;importance&gt; one.
624 root 1.3
625 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
626     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
627     times the "small fireball".
628     </attribute>
629     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
630 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
631 root 1.1 If enabled, all spells produced by this ability will have magic
632     attacktype added to the usual attacktypes.
633 root 1.3
634 root 1.1 This should always be set for spell-like abilities. "Natural"
635     abilities like a dragon's firebreath are an exception.
636     Note that non-magical abilities are more dangerous because
637     magic resistance does not protect from those.</attribute>
638     </type>
639    
640     <!--####################################################################-->
641     <type number="18" name="Altar">
642     <ignore>
643     <ignore_list name="non_pickable" />
644     </ignore>
645     <description><![CDATA[
646     When a player puts a defined number of certain items on the altar,
647     then either a spell is casted (on the player) or a connector is
648     triggered. If the latter is the case, the altar works only once.
649 root 1.3 Either way, the sacrificed item disappears. ]]>
650 root 1.1 </description>
651     <attribute arch="no_pick" value="1" type="fixed" />
652 root 1.9 &move_on;
653 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
654     This string specifies the item that must be put on the altar to
655     activate it. It can either be the name of an archetype, or directly
656     the name of an object. Yet, titles are not recognized by altars.
657     Remember to put a note somewhere, telling the player what he is
658     expected to drop on the altar. (Often this is put in the altar's
659     name: E.g. "drop 100 platinums")
660     </attribute>
661     <attribute arch="food" editor="drop amount" type="int">
662     The drop amount specifies the amount of items (specified
663 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
664 root 1.1
665     If &lt;match item name&gt; is set to "money", then the value of the
666     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
667 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
668 root 1.1
669     Note that the maximum possible for &lt;drop amount&gt; is 32767.
670     </attribute>
671     <attribute arch="connected" editor="connection" type="int">
672     If a connection value is set, the altar will trigger all objects
673     with the same value, when activated. This will only work once.
674     </attribute>
675     <attribute arch="sp" editor="spell" type="spell">
676     When activated, the selected &lt;spell&gt; will be casted (once, on the
677     player). This should work for any given spell. The altar will work
678 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
679 root 1.1 one altar.
680     </attribute>
681     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
682     This text will be displayed to the player
683     in the exact moment when the altar is activated.
684     </attribute>
685     </type>
686    
687     <!--####################################################################-->
688     <type number="31" name="Altar Trigger">
689     <ignore>
690     <ignore_list name="non_pickable" />
691     </ignore>
692     <description><![CDATA[
693     Altar_triggers work pretty much like normal altars
694     (drop sacrifice -> connection activated), except for the fact that
695 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
696 root 1.1 </description>
697     <use><![CDATA[
698     Altar_triggers are very useful if you want to charge a price for...
699     <UL>
700     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
701 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
702 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
703     </UL>
704     The big advantage over normal altars is the infinite usability
705     of altar_triggers! If there are ten players on one server, they're
706     quite grateful if things work more than once. =) ]]>
707     </use>
708     <attribute arch="no_pick" value="1" type="fixed" />
709     <attribute arch="slaying" editor="match item name" type="string">
710     This string specifies the item that must be put on the altar to
711     activate it. It can either be the name of an archetype, or directly
712     the name of an object. Yet, titles are not recognized by altars.
713     Remember to put a note somewhere, telling the player what he is
714     expected to drop on the altar. (Often this is put in the altar's
715     name: E.g. "drop 100 platinums")
716     </attribute>
717     <attribute arch="food" editor="drop amount" type="int">
718     The drop amount specifies the amount of items (specified
719 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
720 root 1.1
721     If &lt;match item name&gt; is set to "money", then the value of the
722     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
723 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
724 root 1.1
725     Note that the maximum possible for &lt;drop amount&gt; is 32767.
726     </attribute>
727     <attribute arch="connected" editor="connection" type="int">
728     If a connection value is set, the altar will trigger all objects
729     with the same value, when activated. This will only work once.
730     </attribute>
731     <attribute arch="sp" editor="spell" type="spell">
732     When activated, this &lt;spell&gt; will be casted (once, on the player).
733 root 1.3 This should work for any given spell. The altar will work infinitely
734 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
735     </attribute>
736     <attribute arch="exp" editor="reset time" type="int">
737     Being activated, the altar will reset after &lt;reset time&gt; ticks.
738     After reset, the altar is ready to be activated once again.
739     The default &lt;reset time&gt; is 30.
740     </attribute>
741     <attribute arch="last_sp" editor="ignore reset" type="bool">
742     If this attribute is enabled, the altar_trigger won't push the
743     connected value by altar reset. Only ONCE by dropping the sacrifice.
744     This is typically used when the altar is connected to a creator,
745 root 1.3 e.g. for selling tickets.
746 root 1.1
747     If this attribute is disabled (default), the altar_trigger
748     will push the connected value TWICE per sacrifice: First by
749     dropping sacrifice, second by reset. This mode is typically
750     used for altars being connected to gates, resulting in the
751     gate being opened and closed again.
752     </attribute>
753 root 1.9 &move_on;
754 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
755     This text will be displayed to the player
756     in the exact moment when the altar is activated.
757     </attribute>
758     </type>
759    
760     <!--####################################################################-->
761     <type number="39" name="Amulet">
762     <description><![CDATA[
763     Wearing an amulet, the object's stats will directly be inherited to
764     the player. Amulets are usually meant for protection and defense. ]]>
765     </description>
766     <use><![CDATA[
767     Feel free to create your own special artifacts. However, it is very
768     important that you keep your artifact in balance with existing maps. ]]>
769     </use>
770     <attribute arch="ac" editor="armour class" type="int">
771     This value defines the amount of armour-class bonus for wearing
772     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
773     values are better. It should usually be set only for armour-like equipment.
774     </attribute>
775     <attribute arch="wc" editor="weapon class" type="int">
776     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
777     melee attacks. Weapon class improves the chance of hitting the opponent.
778     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
779     be set only for weapon-like items. Lower values are better.
780     </attribute>
781     <attribute arch="item_power" editor="item power" type="int">
782     The &lt;item power&gt; value measures how "powerful" an artifact is.
783     Players will only be able to wear equipment with a certain total
784     amount of &lt;item power&gt;, depending on their own level. This is the
785     only way to prevent low level players to wear "undeserved" equipment
786     (like gifts from other players or cheated items).
787 root 1.3
788 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
789     for every artifact you create! If zero/unset, the CF server will
790     calculate a provisional value at runtime, but this is never
791     going to be an accurate measurement of &lt;item power&gt;.
792     </attribute>
793     <attribute arch="damned" editor="damnation" type="bool">
794     A damned piece of equipment cannot be unwielded unless the curse
795     is removed. Removing damnations is a tick harder than removing curses.
796     </attribute>
797     <attribute arch="cursed" editor="curse" type="bool">
798     A cursed piece of equipment cannot be unwielded
799     unless the curse is removed.
800     </attribute>
801     <attribute arch="lifesave" editor="save life" type="bool">
802     An item with this flag enabled will save the players life
803     for one time: When the player is wearing this item and his
804 root 1.3 health points reach zero, the item disappears, replenishing
805 root 1.1 half of the player's health.
806 root 1.3
807 root 1.1 An item with &lt;save life&gt; should not have
808     any decent additional bonuses!
809     </attribute>
810     <attribute arch="unique" editor="unique item" type="bool">
811     Unique items exist only one time on a server. If the item
812     is taken, lost or destroyed - it's gone for good.
813     </attribute>
814     <attribute arch="startequip" editor="godgiven item" type="bool">
815     A godgiven item vanishes as soon as the player
816     drops it to the ground.
817     </attribute>
818     <attribute arch="applied" editor="is applied" type="bool">
819     If you put this item into the inventory of a monster, and
820     you want the monster to use/wear the item - you must set
821     &lt;is applied&gt;.
822     Enabling this flag doesn't make any sense if the item
823     is NOT in a monster's inventory.
824     </attribute>
825     <section name="resistance">
826     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
827     This adds physical resistance to the item (= armour value). The number is
828     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
829     and what they require to do for getting this-and-that artifact.
830     </attribute>
831     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
832     This adds magic resistance to the item. The number is a percent-value in
833     the range 0-100. Treat this with CARE. Look at other maps and what they
834     require to do for getting this-and-that artifact.
835     </attribute>
836     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
837     This adds fire resistance to the item. The number is a percent-value in
838     the range 0-100. Treat this with CARE. Look at other maps and what they
839     require to do for getting this-and-that artifact.
840     </attribute>
841     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
842     This adds electricity resistance to the item. The number is a percent-value in
843     the range 0-100. Treat this with CARE. Look at other maps and what they
844     require to do for getting this-and-that artifact.
845     </attribute>
846     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
847     This adds fire resistance to the item. The number is a percent-value in
848     the range 0-100. Treat this with CARE. Look at other maps and what they
849     require to do for getting this-and-that artifact.
850     </attribute>
851     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
852     This adds confusion resistance to the item. The number is a percent-value in
853     the range 0-100. Confusion resistance is not very effective
854     unless the value comes close to 100 (= perfect immunity).
855     </attribute>
856     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
857     This adds acid resistance to the item. The number is a percent-value in
858     the range 0-100. Treat this with CARE. Look at other maps and what they
859     require to do for getting this-and-that artifact.
860     </attribute>
861     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
862     This adds draining resistance to the item. The number is a percent-value
863     in the range 0-100. Draining resistance is little effective
864     unless the value is 100 (= perfect immunity).
865     </attribute>
866     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
867     This adds weaponmagic resistance to the item. The number is a percent-value in
868     the range 0-100. Weaponmagic resistance generally should not exist on
869     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
870     are not meant to be easily resisted.
871     </attribute>
872     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
873     This adds ghosthit resistance to the item. The number is a percent-value
874     in the range 0-100. Treat this with CARE. Look at other maps and what they
875     require to do for getting this-and-that artifact.
876     </attribute>
877     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
878     This adds poison resistance to the item. The number is a percent-value in
879     the range 0-100. Treat this with CARE. Look at other maps and what they
880     require to do for getting this-and-that artifact.
881     </attribute>
882     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
883     This adds fear resistance to the item. The number is a percent-value in
884     the range 0-100. Resistance to fear is pretty useless.
885     </attribute>
886     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
887     This adds paralyze resistance to the item. The number is a percent-value in
888     the range 0-100. Paralyze resistance is little effective
889     unless the value is 100 (= perfect immunity).
890     </attribute>
891     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
892     This adds fear resistance to the item. The number is a percent-value in
893     the range 0-100. Resistance to fear is pretty useless.
894     </attribute>
895     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
896     This adds depletion resistance to the item. The number is a percent-value
897     in the range 0-100. Depletion resistance is little effective
898     unless the value is 100 (= perfect immunity).
899     </attribute>
900     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
901     This adds death-attack resistance to the item. The number is a
902     percent-value in the range 0-100. Death-attack resistance is little
903     effective unless the value is 100 (= perfect immunity).
904     Generally, resistance to death-attack is not supposed to be
905     available to players!
906     </attribute>
907     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
908     This adds chaos resistance to the item. The number is a percent-value in
909     the range 0-100. Treat this with CARE. Look at other maps and what they
910     require to do for getting this-and-that artifact.
911     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
912     combination of other attacktypes.
913     </attribute>
914     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
915     This adds blinding resistance to the item. The number is a percent-value
916     in the range 0-100. Treat this with CARE. Look at other maps and what they
917     require to do for getting this-and-that artifact.
918     </attribute>
919     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
920     This adds holy power resistance to the item. The number is a percent-value
921     in the range 0-100. Holy power is the attacktype that holyword-type spells
922     use to hurt undead creatures. This kind of resistance is only reasonable
923     for undead players (wraith or devourer cult).
924     Generally, resistance to holy word should not be available for players.
925     </attribute>
926     </section>
927     <section name="stats">
928     <attribute arch="Str" editor="strength" type="int">
929     The player's strentgh will rise/fall by the given value
930     while wearing this piece of equipment.
931     </attribute>
932     <attribute arch="Dex" editor="dexterity" type="int">
933     The player's dexterity will rise/fall by the given value
934     while wearing this piece of equipment.
935     </attribute>
936     <attribute arch="Con" editor="constitution" type="int">
937     The player's constitution will rise/fall by the given value
938     while wearing this piece of equipment.
939     </attribute>
940     <attribute arch="Int" editor="intelligence" type="int">
941     The player's intelligence will rise/fall by the given value
942     while wearing this piece of equipment.
943     </attribute>
944     <attribute arch="Pow" editor="power" type="int">
945     The player's power will rise/fall by the given value
946     while wearing this piece of equipment.
947     </attribute>
948     <attribute arch="Wis" editor="wisdom" type="int">
949     The player's wisdom will rise/fall by the given value while
950     wearing this piece of equipment.
951     </attribute>
952     <attribute arch="Cha" editor="charisma" type="int">
953     The player's charisma will rise/fall by the given value
954     while wearing this piece of equipment.
955     </attribute>
956     </section>
957     <section name="misc">
958     <attribute arch="luck" editor="luck bonus" type="int">
959     With positive luck bonus, the player is more likely to
960     succeed in all sorts of things (spellcasting, praying,...).
961     Unless the &lt;luck bonus&gt; is very high, the effect will be
962     barely visible in-game. Luck bonus on one piece of equipment
963     should never exceed 3, and such bonus should not be too
964     frequently available.
965     </attribute>
966     <attribute arch="hp" editor="health regen." type="int">
967     Positive &lt;health regen.&gt; bonus speeds up the
968     player's healing process. Negative values slow it down.
969     </attribute>
970     <attribute arch="sp" editor="mana regen." type="int">
971     Positive &lt;mana regen.&gt; bonus speeds up the
972     player's mana regeneration. Negative values slow it down.
973     </attribute>
974     <attribute arch="grace" editor="grace regen." type="int">
975     Positive &lt;grace regen.&gt; bonus speeds up the
976     player's grace regeneration. Negative values slow it down.
977     Since grace can be regenerated rather easy with praying,
978     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
979     </attribute>
980     <attribute arch="food" editor="food bonus" type="int">
981     Positive &lt;food bonus&gt; slows down the player's digestion,
982     thus he consumes less food. Negative values speed it up.
983 root 1.3
984 root 1.1 Note that food is consumed not only for "being alive", but
985     also for healing and mana-regeneration.
986     &lt;food bonus&gt; only affects the amount of food consumed
987     for "being alive". Hence, even with high &lt;food bonus&gt;,
988     during a fight a player can run out of food quickly.
989     </attribute>
990     <attribute arch="xrays" editor="xray vision" type="bool">
991     Xray vision allows the player to see through obstacles
992     in a two-square-wide radius. This is extremely helpful and
993 root 1.3 desirable, so don't give it away for cheap on equipment.
994 root 1.1 </attribute>
995     <attribute arch="stealth" editor="stealth" type="bool">
996     Stealth allows the player to move silently.
997     This comes to effect if a player turns himself
998     invisible and tries to sneak around monsters.
999     (At least that was the idea behind it)
1000     </attribute>
1001     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1002     If a player is wearing any piece of equipment with
1003     the ability to &lt;reflect spells&gt;, all kinds of
1004     spell-bullets and -beams will bounce off him.
1005     This works only about 90% of all times, to
1006     avoid players being completely immune to certain
1007     types of attacks.
1008 root 1.3
1009 root 1.1 This is a very powerful ability and it
1010     shouldn't be handed out cheap!
1011     </attribute>
1012     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1013     If a player is wearing any piece of equipment with
1014     the ability to &lt;reflect missiles&gt;, all kinds of
1015     projectiles (e.g. arrows, bolts, boulders) will
1016     bounce off him. This works only about 90% of all
1017     times, to avoid players being completely immune to
1018     certain types of attacks.
1019     </attribute>
1020 root 1.9 &move_type;
1021 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1022     Click on the &lt;attuned paths&gt; button to select spellpaths.
1023     The player will get attuned to the specified spellpaths
1024     while wearing this item.
1025     </attribute>
1026     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1027     Click on the &lt;repelled paths&gt; button to select spellpaths.
1028     The player will get repelled to the specified spellpaths
1029     while wearing this item.
1030     </attribute>
1031     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1032     Click on the &lt;denied paths&gt; button to select spellpaths.
1033     The specified spellpaths will be denied to the player
1034     while wearing this item.
1035     </attribute>
1036     </section>
1037     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1038     This text describes the item's "story". Every decent artifact
1039     should have such a description.
1040     </attribute>
1041     </type>
1042    
1043     <!--####################################################################-->
1044     <type number="58" name="Battleground">
1045     <ignore>
1046     <ignore_list name="non_pickable" />
1047     </ignore>
1048     <description><![CDATA[
1049     Battleground is very special: In short, players can die on battleground
1050     without any death penalties. They don't loose or gain experience
1051     while on battleground. Acid, draining and depletion effects don't
1052     work either.
1053     When a player dies on battleground, he gets teleported to an exit
1054     location which is defined in the battleground object. ]]>
1055     </description>
1056     <use><![CDATA[
1057     Battleground is only meant for player vs. player duels. You can
1058     design combat arenas similiar to the one in scorn.<br>
1059     What should NEVER be done is placing battleground tiles in
1060     open dungeons or other free kinds of land.
1061     It must not be possible to gain significant treasure for fighting
1062     on battleground, because it bears no risk.<br><br>
1063     (Battleground will cease to work when the image or name is changed,
1064     or when it is placed beneath another floor tile.
1065     This is not a bug, it is there to prevent any attempts of placing
1066     "hidden" battleground tiles anywhere.) ]]>
1067     </use>
1068     <attribute arch="no_pick" value="1" type="fixed" />
1069     <attribute arch="is_floor" value="1" type="fixed" />
1070     <attribute arch="hp" editor="destination X" type="int">
1071     The exit destinations define the (x, y)-coordinates where players
1072     get teleported after they died on this battleground.
1073     </attribute>
1074     <attribute arch="sp" editor="destination Y" type="int">
1075     The exit destinations define the (x, y)-coordinates where players
1076     get teleported after they died on this battleground.
1077     </attribute>
1078     </type>
1079    
1080     <!--####################################################################-->
1081 elmex 1.19 <type number="165" name="Safe ground (CF+)">
1082     <ignore>
1083     <ignore_list name="non_pickable" />
1084     </ignore>
1085     <description><![CDATA[
1086     Safe ground is a special object that prevents any effects that might
1087     be harmful for the map, other players or items on the map.
1088     It blocks all magic and prayers, usage of alchemy, prevents potions
1089 elmex 1.20 from being used and blocks bombs from exploding. Note that altars that
1090     do cast spells still work.
1091 elmex 1.19 (This is a Crossfire+ feature, and might not work elsewhere)
1092     ]]>
1093     </description>
1094     <use><![CDATA[
1095 elmex 1.20 Safe ground can be used to prevents any means of burning
1096     or destroying the items in a shop. Put this object below all floor tiles
1097     in your map and your shop will be safe. It's generally useful for making
1098     areas where really no kind of spell should be invoked by a player.
1099     ]]>
1100 elmex 1.19 </use>
1101     <attribute arch="no_pick" value="1" type="fixed" />
1102     </type>
1103    
1104     <!--####################################################################-->
1105 root 1.1 <type number="8" name="Book">
1106     <description><![CDATA[
1107     Applying a book, the containing message is displayed to the player. ]]>
1108     </description>
1109     <attribute arch="level" editor="literacy level" type="int">
1110     If this value is set to be greater than zero, the player needs a
1111     certain literacy level to succeed reading the book. The book can be
1112     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1113     book can be a nice idea, personally I like it when a player needs
1114     more than his fighting skills to solve a quest. However, keep the
1115     booklevel at least below 15 because it is quite hard to gain high
1116     mental levels.
1117     </attribute>
1118     <attribute arch="startequip" editor="godgiven item" type="bool">
1119     A godgiven item vanishes as soon as the player
1120     drops it to the ground.
1121     </attribute>
1122     <attribute arch="unique" editor="unique item" type="bool">
1123     Unique items exist only one time on a server. If the item
1124     is taken, lost or destroyed - it's gone for good.
1125     </attribute>
1126     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1127     This is the text that appears "written" in the book.
1128     </attribute>
1129 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1130     This is the key string of the book. The key string is checked by an inventory checker.
1131     (This is used eg. for the gate/port passes in scorn)
1132     </attribute>
1133 root 1.1 </type>
1134    
1135     <!--####################################################################-->
1136     <type number="99" name="Boots">
1137     <import_type name="Amulet" />
1138     <description><![CDATA[
1139     Wearing boots, the object's stats will directly be inherited to
1140     the player. Usually enhancing his speed, or granting some minor
1141     protection bonus. ]]>
1142     </description>
1143     <use><![CDATA[
1144     Feel free to create your own special artifacts. However, it is very
1145     important that you keep your artifact in balance with existing maps. ]]>
1146     </use>
1147     <attribute arch="exp" editor="speed bonus" type="int">
1148     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1149     while worn. This kind of bonus is quite desirable for players of low-
1150     and medium level. High level players usually have fastest possible
1151     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1152     Still, this bonus is good for nice artifacts - not everything has
1153     to be for highest level.
1154     </attribute>
1155     <attribute arch="magic" editor="magic bonus" type="int">
1156     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1157     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1158     than direct armour-class bonus on the boots.
1159 root 1.3
1160 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1161     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1162     </attribute>
1163     </type>
1164    
1165     <!--####################################################################-->
1166 root 1.3 <type number="104" name="Bracers">
1167     <import_type name="Amulet" />
1168     <description><![CDATA[
1169     Bracers are armour-plates worn around the wrists.
1170     Wearing bracer, the object's stats will directly be inherited to
1171     the player. Usually enhancing his defense. ]]>
1172     </description>
1173     <use><![CDATA[
1174     Feel free to create your own special artifacts. However, it is very
1175     important that you keep your artifact in balance with existing maps. ]]>
1176     </use>
1177     <attribute arch="magic" editor="magic bonus" type="int">
1178     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1179     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1180     than direct armour-class bonus on the bracers.
1181     </attribute>
1182     </type>
1183    
1184     <!--####################################################################-->
1185     <type number="16" name="Brestplate Armour">
1186     <import_type name="Amulet" />
1187     <description><![CDATA[
1188     Wearing an armour, the object's stats will directly be inherited to
1189     the player. Usually enhancing his defense. ]]>
1190     </description>
1191     <use><![CDATA[
1192     Feel free to create your own special artifacts. However, it is very
1193     important that you keep your artifact in balance with existing maps. ]]>
1194     </use>
1195     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1196     This poses a penalty to spell regeneration speed, for wearing the armour.
1197     The bigger the spellpoint penalty, the worse.
1198     </attribute>
1199     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1200     Slowdown penalty reduces the player's walking speed when wearing the
1201     armour. Bigger values are worse - zero is best.
1202     </attribute>
1203     <attribute arch="magic" editor="magic bonus" type="int">
1204     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1205     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1206     than direct armour-class bonus on the armour.
1207     </attribute>
1208     </type>
1209    
1210     <!--####################################################################-->
1211 root 1.1 <type number="92" name="Button">
1212     <ignore>
1213     <ignore_list name="non_pickable" />
1214     </ignore>
1215     <description><![CDATA[
1216     When a predefined amount of weigh is placed on a button, the
1217     &lt;connection&gt; value is triggered. In most cases this happens when a
1218     player or monster steps on it. When the button is "released", the
1219     &lt;connection&gt; value get's triggered a second time. ]]>
1220     </description>
1221 root 1.9 &move_on;
1222     &move_off;
1223 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1224 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1225 root 1.1 The button is pressed (triggered), as soon as
1226     &lt;press weigh&gt; gram are placed ontop of it.
1227     </attribute>
1228     <attribute arch="connected" editor="connection" type="int">
1229     Every time the button is pressed or released, all objects
1230     with the same &lt;connection&gt; value are activated.
1231     </attribute>
1232     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1233     This text may describe the item. You can use this
1234     message to explain the button's purpose to the player.
1235     </attribute>
1236     </type>
1237    
1238     <!--####################################################################-->
1239 root 1.3 <type number="30" name="Button Trigger">
1240     <import_type name="Button" />
1241     <ignore>
1242     <ignore_list name="non_pickable" />
1243     </ignore>
1244     <description><![CDATA[
1245     Handle buttons are buttons which reset after a short period
1246     of time. Every time it is either applied or reset, the
1247     &lt;connection&gt; value is triggered. ]]>
1248     </description>
1249     </type>
1250    
1251     <!--####################################################################-->
1252     <type number="37" name="Class Changer">
1253     <ignore>
1254     <ignore_list name="non_pickable" />
1255     </ignore>
1256     <description><![CDATA[
1257     Class changer are used while creating a character. ]]>
1258     </description>
1259     <attribute arch="randomitems" editor="class items" type="treasurelist">
1260     This entry determines which initial items the character receives.
1261     </attribute>
1262     <section name="stats">
1263     <attribute arch="Str" editor="strength" type="int">
1264     The player's strength will rise by the given value if he chooses this
1265     class. (Negative values make strength fall)
1266     </attribute>
1267     <attribute arch="Dex" editor="dexterity" type="int">
1268     The player's dexterity will rise by the given value if he chooses this
1269     class. (Negative values make dexterity fall)
1270     </attribute>
1271     <attribute arch="Con" editor="constitution" type="int">
1272     The player's constitution will rise by the given value if he chooses this
1273     class. (Negative values make constitution fall)
1274     </attribute>
1275     <attribute arch="Int" editor="intelligence" type="int">
1276     The player's intelligence will rise by the given value if he chooses this
1277     class. (Negative values make intelligence fall)
1278     </attribute>
1279     <attribute arch="Pow" editor="power" type="int">
1280     The player's power will rise by the given value if he chooses this
1281     class. (Negative values make power fall)
1282     </attribute>
1283     <attribute arch="Wis" editor="wisdom" type="int">
1284     The player's wisdom will rise by the given value if he chooses this
1285     class. (Negative values make wisdom fall)
1286     </attribute>
1287     <attribute arch="Cha" editor="charisma" type="int">
1288     The player's charisma will rise by the given value if he chooses this
1289     class. (Negative values make charisma fall)
1290     </attribute>
1291     </section>
1292     </type>
1293    
1294     <!--####################################################################-->
1295 root 1.1 <type number="87" name="Cloak">
1296     <import_type name="Amulet" />
1297     <description><![CDATA[
1298     Wearing a cloak, the object's stats will directly be inherited to
1299     the player. Cloaks usually add minor &lt;armour class&gt; and
1300     sometimes a bit of resistance. ]]>
1301     </description>
1302     <use><![CDATA[
1303     Feel free to create your own special artifacts. However, it is very
1304     important that you keep your artifact in balance with existing maps. ]]>
1305     </use>
1306     <attribute arch="magic" editor="magic bonus" type="int">
1307     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1308     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1309     than direct armour-class bonus on the cloak.
1310 root 1.3
1311 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1312     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1313     </attribute>
1314     </type>
1315    
1316     <!--####################################################################-->
1317     <type number="9" name="Clock">
1318     <description><![CDATA[
1319     Applying a clock, the time is displayed to the player. ]]>
1320     </description>
1321     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322     This text may describe the item
1323     </attribute>
1324     </type>
1325    
1326     <!--####################################################################-->
1327     <type number="122" name="Container">
1328     <description><![CDATA[
1329     A player can put (certain kinds of) items in the container.
1330     The overall weight of items is reduced when put inside a
1331     container, depending on the settings.
1332     <br><br>
1333     A special feature of containers is the "cauldron",
1334     capable of mixing alchemical receipes. ]]>
1335     </description>
1336     <use><![CDATA[
1337     Note on chests - There are two types of chests:
1338     <UL>
1339     <LI> First the random treasure chests - Those are NOT containers
1340     (but object type Treasure), they create random treasures when
1341     applied. Archetype name is "chest".
1342     <LI> Second there are the permanent chests - Those are containers,
1343     they can be opened and closed again. Archetype name is "chest_2".
1344     </UL> ]]>
1345     </use>
1346     <attribute arch="race" editor="container class" type="string">
1347     If set, the container will hold only certain types of objects.
1348     Possible choices for &lt;container class&gt; are: "gold and jewels",
1349 root 1.3 "arrows" and "keys".
1350    
1351 root 1.1 Unfortunately it is not easy to create new container
1352     classes, because items need a matching counterpiece-attribute
1353     to the &lt;container class&gt; before they can be put inside a
1354     container. This attribute ("race") is set only for the existing
1355     container classes.
1356     </attribute>
1357     <attribute arch="slaying" editor="key string" type="string">
1358     If &lt;key string&gt; is set, only players with a special key
1359     of matching &lt;key string&gt; are able to open the container.
1360     </attribute>
1361     <attribute arch="container" editor="maximum weight" type="int">
1362     The container can hold a maximum total weight of the given value
1363     in gram. Note that this weight limit is calculated *after* the
1364     weight reduction (&lt;reduce weight&gt;) has been applied.
1365     </attribute>
1366     <attribute arch="Str" editor="reduce weight %" type="int">
1367     This value determines how much the weight of items is reduced in
1368     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1369     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1370     Most default values are in the range of ten.
1371     </attribute>
1372     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1373     If set, the container can be used as alchemy-cauldron.
1374     The player can put ingredients inside, close it, cast alchemy
1375     and if his formulae is true, he'll get what he longed for.
1376     </attribute>
1377     <attribute arch="unique" editor="unique item" type="bool">
1378     Unique items exist only one time on a server. If the item
1379     is taken, lost or destroyed - it's gone for good.
1380     All contents of a unique container are unique as well.
1381     </attribute>
1382     <attribute arch="startequip" editor="godgiven item" type="bool">
1383     A godgiven item vanishes as soon as the player
1384     drops it to the ground.
1385     </attribute>
1386     <attribute arch="other_arch" editor="animation arch" type="string">
1387     This is used for a certain kind of... "animation" when
1388     opening the container. Stick to the default arches here
1389     and you won't get into trouble.
1390     </attribute>
1391     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1392     This text may contain a description of the container.
1393     </attribute>
1394     </type>
1395    
1396     <!--####################################################################-->
1397     <type number="103" name="Converter">
1398     <ignore>
1399     <attribute arch="value" />
1400     <attribute arch="nrof" />
1401     <attribute arch="name_pl" />
1402     <attribute arch="no_pick" />
1403     <attribute arch="unpaid" />
1404     <attribute arch="title" />
1405     </ignore>
1406     <description><![CDATA[
1407     Converters are like "exchange tables". When the player drops a
1408     specific type of items, they get converted into other items, at a
1409     predefined exchange-ratio. ]]>
1410     </description>
1411     <use><![CDATA[
1412     Converters are better than shopping with doormats, because the
1413     converters never get sold out. For some items like food or jewels
1414     those "exchange tables" are really nice, while for the more important
1415     stuff like potions converters should not exist.
1416     <br><br>
1417     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1418     items on a converter, the stuff you get must be of equal or lesser
1419     value than before! (Except if you are using "rare" items like
1420     dragonscales for payment). The code will not check if your ratio is
1421     sane, so the player could gain infinite wealth by using your converter. ]]>
1422     </use>
1423     <attribute arch="no_pick" value="1" type="fixed" />
1424     <attribute arch="slaying" editor="cost arch" type="string">
1425     &lt;cost arch&gt; is the name of the archetype the player has to
1426     put on the converter, as payment.
1427     </attribute>
1428     <attribute arch="food" editor="cost number" type="int">
1429     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1430     on the converter, in order to get &lt;receive number&gt; items
1431     of &lt;receive arch&gt;.
1432     </attribute>
1433     <attribute arch="other_arch" editor="receive arch" type="string">
1434     &lt;receive arch&gt; is the name of the archetype to convert into.
1435 root 1.2 This field is ignored if the converter has items in inventory. In this
1436     case one of the inventory items is duplicated. The duplicated item is
1437     randomly chosen from all items present.
1438 root 1.1 </attribute>
1439     <attribute arch="sp" editor="receive number" type="int">
1440     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1441     on the converter, in order to get &lt;receive number&gt; items
1442     of &lt;receive arch&gt;.
1443     </attribute>
1444     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1445     This text may contain a description of the converter.
1446     </attribute>
1447     </type>
1448    
1449     <!--####################################################################-->
1450     <type number="42" name="Creator">
1451     <ignore>
1452     <ignore_list name="system_object" />
1453     </ignore>
1454     <description><![CDATA[
1455     A creator is an object which creates another object when it
1456     is triggered. The child object can be anything. Creators are
1457     VERY useful for all kinds of map-mechanisms. ]]>
1458     </description>
1459     <use><![CDATA[
1460     Don't hesitate to hide your creators under the floor.
1461     The created items will still always appear ontop of the floor. ]]>
1462     </use>
1463     <attribute arch="no_pick" value="1" type="fixed" />
1464     <attribute arch="other_arch" editor="create arch" type="string">
1465     This string defines the object that will be created.
1466     You can choose any of the existing arches.
1467 root 1.2 This field is ignored if the creator has items in inventory. In this case
1468     one of the inventory items is duplicated. The duplicated item is randomly
1469     chosen from all items present.
1470 root 1.1 </attribute>
1471     <attribute arch="connected" editor="connection" type="int">
1472     Whenever the connection value is activated,
1473 root 1.3 the creator gets triggered.
1474 root 1.1 </attribute>
1475 elmex 1.16 &activate_on;
1476 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1477     If &lt;infinit uses&gt; is set, the creator will work
1478 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1479 root 1.1 </attribute>
1480     <attribute arch="hp" editor="number of uses" type="int">
1481     The creator can be triggered &lt;number of uses&gt; times, thus
1482     creating that many objects, before it dissappears.
1483     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1484     </attribute>
1485     <attribute arch="slaying" editor="name of creation" type="string">
1486 root 1.2 The created object will bear the name and title specified in &lt;name of
1487     creation&gt;. If nothing is set, the standard name and title of the
1488     archetype is used.
1489 root 1.1 </attribute>
1490     <attribute arch="level" editor="level of creation" type="int">
1491     The created object will be of that level. If zero/unset,
1492     the standard level of the archetype is used.
1493     </attribute>
1494     </type>
1495    
1496     <!--####################################################################-->
1497     <type number="51" name="Detector">
1498     <ignore>
1499     <ignore_list name="system_object" />
1500     </ignore>
1501     <description><![CDATA[
1502     Detectors work quite much like inv. checkers/pedestals: If the detector
1503     finds a specific object, it toggles its connected value.
1504     <br><br>
1505     What is "unique" about them, compared to inv. checkers/ pedestals?
1506     - First, detectors check their square for a match periodically, not
1507     instantly. Second, detectors check directly for object names. Third,
1508     detectors do not check the inventory of players/monsters. ]]>
1509     </description>
1510     <use><![CDATA[
1511     There is one major speciality about detectors: You can detect spells
1512     blown over a detector! To detect a lighting bolt for example, set
1513     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1514     walls, this can be very useful for map-mechanisms. ]]>
1515     </use>
1516     <attribute arch="no_pick" value="1" type="fixed" />
1517     <attribute arch="slaying" editor="match name" type="string">
1518     &lt;match name&gt; specifies the name of the object we are looking for.
1519     Actually it does also check for the &lt;key string&gt; in key-objects,
1520     but for this case inventory checkers are often more powerful to use.
1521     </attribute>
1522     <attribute arch="connected" editor="connection" type="int">
1523     When the detector is triggered, all objects with the same
1524     connection value get activated.
1525     </attribute>
1526     <attribute arch="speed" editor="detection speed" type="float">
1527     This value defines the time between two detector-checks.
1528     If you want the detector to behave almost like pedestals/buttons,
1529     set speed rather high, like &lt;detection speed&gt; 1.0.
1530     </attribute>
1531 root 1.12 &speed_left;
1532     <attribute arch="speed_left" editor="speed left" type="float">
1533     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1534     If it is larger than 0, the detector checks, and the speed is decremented
1535     by 1.
1536     </attribute>
1537 root 1.1 </type>
1538    
1539     <!--####################################################################-->
1540     <type number="112" name="Director">
1541     <ignore>
1542     <ignore_list name="non_pickable" />
1543     </ignore>
1544     <description><![CDATA[
1545     Directors change the direction of spell objects and other projectiles
1546     that fly past. Unlike spinners, directors always move objects in the
1547     same direction. It does not make a difference from what angle you
1548     shoot into it.<br>
1549     Directors are visible per default. ]]>
1550     </description>
1551     <use><![CDATA[
1552     Directors are rarely used in maps. Sometimes they are placed to
1553     change the direction of spells coming out of magic walls,
1554     "channeling" spell-projectiles in some direction. When doing this,
1555     <B>never place directors facing each other with magic walls fireing
1556     into them!</B> The spell-projectiles bouncing between the directors
1557     would accumulate to huge numbers and at some point slow down the
1558     server by eating memory- and CPU-time.
1559     <br><br>
1560     You'd better not place directors in monster vs. player combat
1561     areas too much, because that freaks out wizard-type players. ]]>
1562     </use>
1563     <attribute arch="sp" editor="direction" type="list_direction">
1564     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1565     A director with direction &lt;none&gt; simply stops projectiles.
1566     (The latter works out a bit strange for some spells).
1567     </attribute>
1568 root 1.9 &move_on;
1569 root 1.1 </type>
1570    
1571     <!--####################################################################-->
1572     <type number="158" name="Disease">
1573     <ignore>
1574     <ignore_list name="system_object" />
1575     </ignore>
1576     <description><![CDATA[
1577     Diseases are an intersting form of spellcraft in Crossfire.
1578     Once casted, they can spread out and infect creatures in a large
1579     area. Being infected can have various effects, from amusing farts
1580     to horrible damage - almost everything is possible. ]]>
1581     </description>
1582     <use><![CDATA[
1583     Diseases are extremely flexible and usable in a many ways.
1584     So far they are mostly used for causing bad, unwanted effects.
1585     You could just as well create a disease which helps the player
1586     (recharging mana for example).
1587     Infection with a "positive disease" could even be a quest reward. ]]>
1588     </use>
1589     <attribute arch="invisible" value="1" type="fixed" />
1590     <attribute arch="level" editor="plaque level" type="int">
1591     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1592     This mainly reflects in the &lt;damage&gt;. It has no effect on
1593     most other symptoms. Neverthless, it is a very important value for
1594     all damage-inflicting diseases.
1595     </attribute>
1596     <attribute arch="race" editor="infect race" type="string">
1597     The disease will only infect creatures of the specified &lt;race&gt;.
1598     "&lt;race&gt; *" means every creature can be infected.
1599     </attribute>
1600     <attribute arch="ac" editor="progressiveness" type="int">
1601     Every time the disease "moves" the severity of the symptoms are increased
1602     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1603     </attribute>
1604     <section name="spreading">
1605     <attribute arch="wc" editor="infectiosness" type="int">
1606     The &lt;infectiosness&gt; defines the chance of new creatures getting
1607     infected. If you set this too high, the disease is very likely to
1608     be too effective.
1609 root 1.3
1610 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1611     </attribute>
1612     <attribute arch="last_grace" editor="attenuation" type="int">
1613     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1614     everytime it infects someone new. This limits how many generations
1615     a disease can propagate.
1616     </attribute>
1617     <attribute arch="magic" editor="infection range" type="int">
1618     &lt;infection range&gt; sets the range at which infection may occur.
1619     If positive, the &lt;infection range&gt; is level dependant - If negative,
1620     it is not:
1621     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1622 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1623 root 1.1 </attribute>
1624     <attribute arch="maxhp" editor="persistence" type="int">
1625     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1626     The disease can "move" &lt;persistence&gt; times outside a host before it
1627     vanishes. A negative value means the disease lasts for permanent
1628     (which is only recommended to use in maps without monsters).
1629     </attribute>
1630     <attribute arch="maxgrace" editor="curing duration" type="int">
1631     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1632     (Assuming the host survives and doesn't use a curing spell).
1633     After this period the disease is naturally cured, which provides the
1634     host with immunity from this particular disease of lower or equal level.
1635 root 1.3
1636 root 1.1 A negative value means the disease can never be cured naturally.
1637 root 1.3
1638 root 1.1 Note that this value can be further modulated by spell-parameters,
1639     if the disease is registered as spell in the code. Due to that,
1640     most default diseases take a lot longer to cure than it seems.
1641     </attribute>
1642     <attribute arch="speed" editor="moving speed" type="float">
1643     The &lt;speed&gt; of the disease determines how fast the disease will
1644     "move", thus how fast the symptoms strike the host.
1645     </attribute>
1646 root 1.12 &speed_left;
1647 root 1.1 </section>
1648     <section name="symptoms">
1649     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1650     The disease will attack the host with the given &lt;attacktype&gt;.
1651     Godpower attacktype is commonly used for "unresistable" diseases.
1652     </attribute>
1653     <attribute arch="dam" editor="damage" type="int">
1654     A disease with a positive &lt;damage&gt; value will strike the player for that
1655     amount of damage every time the symptoms occur.
1656     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1657     the player's health is reduced by 10% every time the symptoms strike.
1658 root 1.3
1659 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1660     for players of all levels.
1661     </attribute>
1662     <attribute arch="other_arch" editor="create arch" type="string">
1663     If set, the specified arch is created and dropped every time the
1664     symptoms strike.
1665 root 1.3
1666 root 1.1 This can be various things: farts, body pieces, eggs ...
1667     Even monsters can be created that way. You could also make a
1668     disease where some exotic stuff like money/gems is created.
1669     </attribute>
1670     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1671     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1672     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1673     </attribute>
1674     <attribute arch="exp" editor="exp. for curing" type="int">
1675     When the player manages to cure this disease (with a curing spell),
1676     he is awarded with &lt;exp. for curing&gt; experience.
1677     </attribute>
1678     <attribute arch="maxsp" editor="mana depletion" type="int">
1679     Every time the disease "moves", the player's mana is
1680     reduced by the value of &lt;mana depletion&gt;.
1681     For negative values, a %-based amount is taken.
1682     </attribute>
1683     <attribute arch="last_eat" editor="food depletion" type="int">
1684     Every time the disease "moves", the player's food is
1685     reduced by the value of &lt;food depletion&gt;.
1686     For negative values, a %-based amount is taken.
1687     </attribute>
1688     <attribute arch="hp" editor="health regen." type="int">
1689     This value increases the player's healing rate.
1690     Negative values decrease it.
1691     </attribute>
1692     <attribute arch="sp" editor="mana regen." type="int">
1693     This value increases the player's rate of mana regeneration.
1694     Negative values decrease it.
1695     </attribute>
1696     </section>
1697     <section name="disability">
1698     <attribute arch="Str" editor="strength" type="int">
1699     The player's strength will rise by the given value
1700     while being infected. (Negative values make strength fall)
1701     </attribute>
1702     <attribute arch="Dex" editor="dexterity" type="int">
1703     The player's dexterity will rise by the given value
1704     while being infected. (Negative values make dexterity fall)
1705     </attribute>
1706     <attribute arch="Con" editor="constitution" type="int">
1707     The player's constitution will rise by the given value
1708     while being infected. (Negative values make constitution fall)
1709     </attribute>
1710     <attribute arch="Int" editor="intelligence" type="int">
1711     The player's intelligence will rise by the given value
1712     while being infected. (Negative values make intelligence fall)
1713     </attribute>
1714     <attribute arch="Pow" editor="power" type="int">
1715     The player's power will rise by the given value
1716     while being infected. (Negative values make power fall)
1717     </attribute>
1718     <attribute arch="Wis" editor="wisdom" type="int">
1719     The player's wisdom will rise by the given value
1720     while being infected. (Negative values make wisdom fall)
1721     </attribute>
1722     <attribute arch="Cha" editor="charisma" type="int">
1723     The player's charisma will rise by the given value
1724     while being infected. (Negative values make charisma fall)
1725     </attribute>
1726     </section>
1727     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1728     This text is displayed to the player every time the
1729     symptoms strike.
1730     </attribute>
1731     </type>
1732    
1733     <!--####################################################################-->
1734 root 1.3 <type number="23" name="Door">
1735     <ignore>
1736     <ignore_list name="non_pickable" />
1737     </ignore>
1738     <description><![CDATA[
1739     A door can be opened with a normal key. It also can be broken by attacking
1740     it, and it can be defeated with the lockpicking skill. If a door is
1741     defeated, horizontally and vertically adjacent doors are automatically
1742     removed. ]]>
1743     </description>
1744     <attribute arch="no_pick" value="1" type="fixed" />
1745     <attribute arch="alive" value="1" type="fixed" />
1746 root 1.9 &movement_types_terrain;
1747 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1748     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1749     </attribute>
1750     <attribute arch="ac" editor="armour class" type="int">
1751     Doors of high &lt;armour class&gt; are less likely to get hit.
1752     &lt;armour class&gt; can be considered the "counterpiece" to
1753     &lt;weapon class&gt;.
1754     </attribute>
1755     <attribute arch="other_arch" editor="drop arch" type="string">
1756     This string defines the object that will be created when the door was
1757     defeated.
1758     </attribute>
1759     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1760     This entry determines what kind of traps will appear in the door.
1761     </attribute>
1762     </type>
1763    
1764     <!--####################################################################-->
1765 root 1.1 <type number="83" name="Duplicator">
1766     <ignore>
1767     <ignore_list name="system_object" />
1768     </ignore>
1769     <description><![CDATA[
1770     When activated, a duplicator can duplicate, multiply or destroy a pile of
1771     objects which lies somewhere on top of the duplicator.
1772     The duplicator has one arch name specified as &lt;target arch&gt;,
1773     and only objects of this archetype can be affected.<br>
1774     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1775     If the latter is set to zero, it will destroy objects. ]]>
1776     </description>
1777     <use><![CDATA[
1778     I hope it is clear that one must be very cautious when inserting a duplicator
1779     anywhere with &lt;multiply factor&gt; greater than one.
1780     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1781     It is <b>not acceptable</b> to allow duplication of anything other than
1782     coins, gold and jewels. Besides, it is very important that the chance to
1783     loose the input matches the chance to earn winnings.<br>
1784     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1785     loosing rate of 2/3 = 67%. ]]>
1786     </use>
1787     <attribute arch="other_arch" editor="target arch" type="string">
1788 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1789     duplicated, multiplied or removed. All other objects will be ignored.
1790 root 1.1 </attribute>
1791     <attribute arch="level" editor="multiply factor" type="int">
1792     The number of items in the target pile will be multiplied by the
1793     &lt;multiply factor&gt;. If it is set to zero, all target objects
1794     will be destroyed.
1795     </attribute>
1796     <attribute arch="connected" editor="connection" type="int">
1797     An activator (lever, altar, button, etc) with matching connection value
1798     is able to trigger this duplicator. Be very careful that players cannot
1799     abuse it to create endless amounts of money or other valuable stuff!
1800     </attribute>
1801 elmex 1.16 &activate_on;
1802 root 1.1 </type>
1803    
1804     <!--####################################################################-->
1805     <type number="66" name="Exit">
1806     <ignore>
1807     <ignore_list name="non_pickable" />
1808     </ignore>
1809     <description><![CDATA[
1810     When the player applies an exit, he is transferred to a different location.
1811     (Monsters cannot use exits.) Depending on how it is set, the player applies
1812     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1813     the exit. ]]>
1814     </description>
1815     <use><![CDATA[
1816 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1817 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1818     detected with the show_invisible spell.
1819     <br><br>
1820     You can be quite creative with the outlook of secret exits (their "face").
1821     Don't forget to give the player relyable hints about them though. ]]>
1822     </use>
1823     <attribute arch="slaying" editor="exit path" type="string">
1824     The exit path defines the map that the player is transferred to.
1825     You can enter an absolute path, beginning with '/' (for example
1826     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1827     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1828     relative path "Fire1"). Use relative paths whenever possible! Note that
1829     upper/lower case must always be set correctly. However, please use lower
1830 root 1.3 case only.
1831 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1832     is on. If slaying is not set in an exit, the player will see a message like
1833     "the exit is closed".
1834     </attribute>
1835     <attribute arch="hp" editor="destination X" type="int">
1836     The exit destinations define the (x, y)-coordinates where the exit
1837     leads to.
1838     If both are set to zero, the player will be transferred to the "default
1839     enter location" of the destined map. The latter can be set in the map-
1840     properties as "Enter X/Y". Though, please DO NOT use that.
1841     It turned out to be a source for numerous map-bugs.
1842     </attribute>
1843     <attribute arch="sp" editor="destination Y" type="int">
1844     The exit destinations define the (x, y)-coordinates where the exit
1845     leads to.
1846     If both are set to zero, the player will be transferred to the "default
1847     enter location" of the destined map. The latter can be set in the map-
1848     properties as "Enter X/Y". Though, please DO NOT use that.
1849     It turned out to be a source for numerous map-bugs.
1850     </attribute>
1851 root 1.9 &move_on;
1852 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1853     If set, this message will be displayed to the player when he applies the exit.
1854     This is quite useful to throw in some "role-play feeling": "As you enter the
1855     dark cave you hear the sound of rustling dragonscales...". Well, my english
1856     is poor, but you get the point. =)
1857     </attribute>
1858     <attribute arch="unique" editor="unique destination" type="bool">
1859     This flag defines the destined map as "personal unique map". If set,
1860     there will be a seperate version of that map for every player out there.
1861     This feature is used for the permanent apartments
1862     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1863     than apartments, since Crossfire is a *multi*player game. In such a permanent
1864     apartment don't forget to set the unique-flag for all floor tiles too
1865     (see floors).
1866     An exit pointing outside of a personal unique map must have the
1867     "unique destination"-flag unset.
1868     </attribute>
1869     </type>
1870    
1871     <!--####################################################################-->
1872     <type number="72" name="Flesh">
1873     <description><![CDATA[
1874     Just like with food, the player can fill his stomache and gain a
1875     little health by eating flesh-objects. <br>
1876     For dragon players, flesh plays a very special role though: If the
1877     flesh has resistances set, a dragon player has a chance to gain resistance in
1878 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1879 root 1.1 Don't forget that flesh items with resistances have to be balanced
1880     according to map/monster difficulty. ]]>
1881     </description>
1882     <use><![CDATA[
1883     For dragon players, flesh items can be highly valuable. Note that many
1884     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1885     These flesh items "inherit" resistances and level from the monster they belong to.
1886     When you add special flesh items to the inventory of a monster, this is
1887     not the case - so you have to set it manually.
1888     <br><br>
1889     Generally adding special flesh-treaties for dragon players is a great thing
1890     to do. Always consider that dragon players might really not be interested
1891     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1892     out on the reward completely. ]]>
1893     </use>
1894     <attribute arch="food" editor="foodpoints" type="int">
1895     The player's stomache will get filled with this amount of foodpoints.
1896     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1897     </attribute>
1898     <attribute arch="level" editor="flesh level" type="int">
1899     The &lt;flesh level&gt; is not visible to the players and it affects only
1900     dragon players. Normally this value reflects the level of the monster
1901     from which the flesh item originates.
1902     Dragon players always search for flesh of highest level possible,
1903     because it bears the best chance to gain high resistances.
1904     </attribute>
1905     <attribute arch="startequip" editor="godgiven item" type="bool">
1906     A godgiven item vanishes as soon as the player
1907     drops it to the ground.
1908     </attribute>
1909     <section name="resistance">
1910     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1911     Resistances on flesh items make them more durable against spellcraft
1912     of the appropriate kind. It also allows dragon players to eventually gain
1913     resistance by eating it. Usually resistance should only be set for flesh
1914     items in a monster's inventory.
1915     </attribute>
1916     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1917     Resistances on flesh items make them more durable against spellcraft
1918     of the appropriate kind. It also allows dragon players to eventually gain
1919     resistance by eating it. Usually resistance should only be set for flesh
1920     items in a monster's inventory.
1921     </attribute>
1922     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1923     Resistances on flesh items make them more durable against spellcraft
1924     of the appropriate kind. It also allows dragon players to eventually gain
1925     resistance by eating it. Usually resistance should only be set for flesh
1926     items in a monster's inventory.
1927     </attribute>
1928     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1929     Resistances on flesh items make them more durable against spellcraft
1930     of the appropriate kind. It also allows dragon players to eventually gain
1931     resistance by eating it. Usually resistance should only be set for flesh
1932     items in a monster's inventory.
1933     </attribute>
1934     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1935     Resistances on flesh items make them more durable against spellcraft
1936     of the appropriate kind. It also allows dragon players to eventually gain
1937     resistance by eating it. Usually resistance should only be set for flesh
1938     items in a monster's inventory.
1939     </attribute>
1940     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1941     Resistances on flesh items make them more durable against spellcraft
1942     of the appropriate kind. It also allows dragon players to eventually gain
1943     resistance by eating it. Usually resistance should only be set for flesh
1944     items in a monster's inventory.
1945     </attribute>
1946     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1947     Resistances on flesh items make them more durable against spellcraft
1948     of the appropriate kind. It also allows dragon players to eventually gain
1949     resistance by eating it. Usually resistance should only be set for flesh
1950     items in a monster's inventory.
1951     </attribute>
1952     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1953     Resistances on flesh items make them more durable against spellcraft
1954     of the appropriate kind. It also allows dragon players to eventually gain
1955     resistance by eating it. Usually resistance should only be set for flesh
1956     items in a monster's inventory.
1957     </attribute>
1958     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1959     Resistances on flesh items make them more durable against spellcraft
1960     of the appropriate kind. It also allows dragon players to eventually gain
1961     resistance by eating it. Usually resistance should only be set for flesh
1962     items in a monster's inventory.
1963     </attribute>
1964     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1965     Resistances on flesh items make them more durable against spellcraft
1966     of the appropriate kind. It also allows dragon players to eventually gain
1967     resistance by eating it. Usually resistance should only be set for flesh
1968     items in a monster's inventory.
1969     </attribute>
1970     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1971     Resistances on flesh items make them more durable against spellcraft
1972     of the appropriate kind. It also allows dragon players to eventually gain
1973     resistance by eating it. Usually resistance should only be set for flesh
1974     items in a monster's inventory.
1975     </attribute>
1976     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1977     Resistances on flesh items make them more durable against spellcraft
1978     of the appropriate kind. It also allows dragon players to eventually gain
1979     resistance by eating it. Usually resistance should only be set for flesh
1980     items in a monster's inventory.
1981     </attribute>
1982     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1983     Resistances on flesh items make them more durable against spellcraft
1984     of the appropriate kind. It also allows dragon players to eventually gain
1985     resistance by eating it. Usually resistance should only be set for flesh
1986     items in a monster's inventory.
1987     </attribute>
1988     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1989     Resistances on flesh items make them more durable against spellcraft
1990     of the appropriate kind. It also allows dragon players to eventually gain
1991     resistance by eating it. Usually resistance should only be set for flesh
1992     items in a monster's inventory.
1993     </attribute>
1994     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1995     Resistances on flesh items make them more durable against spellcraft
1996     of the appropriate kind. It also allows dragon players to eventually gain
1997     resistance by eating it. Usually resistance should only be set for flesh
1998     items in a monster's inventory.
1999     </attribute>
2000     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2001     RResistances on flesh items make them more durable against spellcraft
2002     of the appropriate kind. It also allows dragon players to eventually gain
2003     resistance by eating it. Usually resistance should only be set for flesh
2004     items in a monster's inventory.
2005     </attribute>
2006     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2007     Resistances on flesh items make them more durable against spellcraft
2008     of the appropriate kind. It also allows dragon players to eventually gain
2009     resistance by eating it. Usually resistance should only be set for flesh
2010     items in a monster's inventory.
2011     </attribute>
2012     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2013     Resistances on flesh items make them more durable against spellcraft
2014     of the appropriate kind. It also allows dragon players to eventually gain
2015     resistance by eating it. Usually resistance should only be set for flesh
2016     items in a monster's inventory.
2017     </attribute>
2018     </section>
2019     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2020     This text may describe the item.
2021     </attribute>
2022     </type>
2023    
2024     <!--####################################################################-->
2025     <type number="0" name="Floor">
2026     <required>
2027     <attribute arch="is_floor" value="1" />
2028     <attribute arch="alive" value="0" />
2029     </required>
2030     <ignore>
2031     <ignore_list name="non_pickable" />
2032     </ignore>
2033     <description><![CDATA[
2034     Floor is a very basic thing whithout too much
2035     functionality. It's a floor - you stand on it. ]]>
2036     </description>
2037     <attribute arch="is_floor" value="1" type="fixed" />
2038     <attribute arch="no_pick" value="1" type="fixed" />
2039     <section name="terrain">
2040 root 1.9 &movement_types_terrain;
2041 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2042     This flag indicates this spot contains wood or high grass.
2043     Players with activated woodsman skill can move faster here.
2044     </attribute>
2045     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2046     This flag indicates this spot contains hills or large rocks.
2047     Players with activated mountaineer skill can move faster here.
2048     </attribute>
2049     </section>
2050     <attribute arch="no_magic" editor="no spells" type="bool">
2051     If enabled, it is impossible for players to use (wizard-)
2052     spells on that spot.
2053     </attribute>
2054     <attribute arch="damned" editor="no prayers" type="bool">
2055     If enabled, it is impossible for players to use prayers
2056     on that spot. It also prevents players from saving.
2057     </attribute>
2058     <attribute arch="unique" editor="unique map" type="bool">
2059     Unique floor means that any items dropped on that spot
2060     will be saved byond map reset. For permanent apartments,
2061     all floor tiles must be set &lt;unique map&gt;.
2062     </attribute>
2063     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2064     This text may describe the object.
2065     </attribute>
2066     </type>
2067    
2068     <!--####################################################################-->
2069     <type number="67" name="Floor (Encounter)">
2070     <ignore>
2071     <ignore_list name="non_pickable" />
2072     </ignore>
2073     <description><![CDATA[
2074     Encounter-Floor is pretty much the same as normal floor.
2075     Most outdoor floor/ground-arches are set to be "encounters".
2076     That is kind of a relict from former code: When walking over
2077     encounter-floor, players sometimes got beamed to little maps
2078     with monsters on them. Nowadays this feature is disabled -
2079     Hence encounter floor is not different from normal floor. ]]>
2080     </description>
2081     <attribute arch="is_floor" value="1" type="fixed" />
2082     <attribute arch="no_pick" value="1" type="fixed" />
2083     <section name="terrain">
2084 root 1.9 &movement_types_terrain;
2085 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2086     This flag indicates this spot contains wood or high grass.
2087     Players with activated woodsman skill can move faster here.
2088     </attribute>
2089     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2090     This flag indicates this spot contains hills or large rocks.
2091     Players with activated mountaineer skill can move faster here.
2092     </attribute>
2093     </section>
2094     <attribute arch="no_magic" editor="no spells" type="bool">
2095     If enabled, it is impossible for players to use (wizard-)
2096     spells on that spot.
2097     </attribute>
2098     <attribute arch="damned" editor="no prayers" type="bool">
2099     If enabled, it is impossible for players to use prayers
2100     on that spot. It also prevents players from saving.
2101     </attribute>
2102     <attribute arch="unique" editor="unique map" type="bool">
2103     Unique floor means that any items dropped on that spot
2104     will be saved byond map reset. For permanent apartments,
2105     all floor tiles must be set &lt;unique map&gt;.
2106     </attribute>
2107     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2108     This text may describe the object.
2109     </attribute>
2110     </type>
2111    
2112     <!--####################################################################-->
2113     <type number="6" name="Food">
2114     <description><![CDATA[
2115     By eating/drinking food-objects, the player can fill his
2116     stomache and gain a little health. ]]>
2117     </description>
2118     <attribute arch="food" editor="foodpoints" type="int">
2119     The player's stomache will get filled with this amount of foodpoints.
2120     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2121     </attribute>
2122     <attribute arch="startequip" editor="godgiven item" type="bool">
2123     A godgiven item vanishes as soon as the player
2124     drops it to the ground.
2125     </attribute>
2126     </type>
2127    
2128     <!--####################################################################-->
2129     <type number="91" name="Gate">
2130     <ignore>
2131     <ignore_list name="non_pickable" />
2132     </ignore>
2133     <description><![CDATA[
2134     Gates play an important role in Crossfire. Gates can be opened
2135     by activating a button/trigger, by speaking passwords (-> magic_ear)
2136     or carrying special key-objects (-> inventory checker).
2137     Unlike locked doors, gates can get shut again after a player has
2138     passed, which makes them more practical in many cases. ]]>
2139     </description>
2140     <use><![CDATA[
2141     Use gates to divide your maps into seperated areas. After solving
2142     area A, the player gains access to area B, and so on. Make your
2143     maps more complex than "one-way". ]]>
2144     </use>
2145     <attribute arch="no_pick" value="1" type="fixed" />
2146 elmex 1.15 <attribute arch="speed" value="1" type="float">
2147     The speed of the gate affects how fast it is closing/opening.
2148     </attribute>
2149 root 1.1 <attribute arch="connected" editor="connection" type="int">
2150     Whenever the inventory checker is triggered, all objects with identical
2151     &lt;connection&gt; value get activated. This only makes sense together with
2152     &lt;blocking passage&gt; disabled.
2153     </attribute>
2154     <attribute arch="wc" editor="position state" type="int">
2155     The &lt;position state&gt; defines the position of the gate:
2156     Zero means completely open/down, the "number of animation-steps" (usually
2157     about 6 or 7) means completely closed/up state. I suggest you don't
2158     mess with this value - Leave the default in place.
2159     </attribute>
2160 root 1.9 &movement_types_terrain;
2161 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2162     Restricting the use of spells to pass this gate. This has
2163     an effect only if &lt;block view&gt; is disabled.
2164     </attribute>
2165     <attribute arch="damned" editor="restrict prayers" type="bool">
2166     Restricting the use of prayers to pass this door. This has
2167     an effect only if &lt;block view&gt; is disabled.
2168     </attribute>
2169     </type>
2170    
2171     <!--####################################################################-->
2172     <type number="113" name="Girdle">
2173     <import_type name="Amulet" />
2174     <description><![CDATA[
2175     Wearing a girdle, the object's stats will directly be inherited to
2176     the player. Girdles usually provide stats- or damage bonuses and no
2177     defense. ]]>
2178     </description>
2179     <use><![CDATA[
2180     Feel free to create your own special artifacts. However, it is very
2181     important that you keep your artifact in balance with existing maps. ]]>
2182     </use>
2183     <attribute arch="magic" editor="magic bonus" type="int">
2184     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2185     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2186     than direct armour-class bonus on the helmet.
2187 root 1.3
2188 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2189     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2190     &lt;magic bonus&gt; is pointless here.
2191     </attribute>
2192     </type>
2193    
2194     <!--####################################################################-->
2195     <type number="100" name="Gloves">
2196     <import_type name="Amulet" />
2197     <description><![CDATA[
2198     Wearing gloves, the object's stats will directly be inherited to
2199     the player. Gloves can add defense or damage bonuses. ]]>
2200     </description>
2201     <use><![CDATA[
2202     Feel free to create your own special artifacts. However, it is very
2203     important that you keep your artifact in balance with existing maps. ]]>
2204     </use>
2205     <attribute arch="magic" editor="magic bonus" type="int">
2206     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2207     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2208     will increase that.
2209     </attribute>
2210     </type>
2211    
2212     <!--####################################################################-->
2213     <type number="93" name="Handle">
2214     <ignore>
2215     <ignore_list name="non_pickable" />
2216     </ignore>
2217     <description><![CDATA[
2218     A handle can be applied by players and (certain) monsters.
2219     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2220     </description>
2221     <use><![CDATA[
2222     Handles are commonly used to move gates. When placing your lever,
2223     don't forget that some monsters are able to apply it.
2224     The ability to apply levers is rare among monsters -
2225     but vampires can do it for example. ]]>
2226     </use>
2227     <attribute arch="no_pick" value="1" type="fixed" />
2228     <attribute arch="connected" editor="connection" type="int">
2229     Every time the handle is applied, all objects
2230     with the same &lt;connection&gt; value are activated.
2231     </attribute>
2232     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2233     This text may describe the item. You can use this
2234     message to explain the handle's purpose to the player.
2235     </attribute>
2236     </type>
2237    
2238     <!--####################################################################-->
2239     <type number="27" name="Handle Trigger">
2240     <import_type name="Handle" />
2241     <ignore>
2242     <ignore_list name="non_pickable" />
2243     </ignore>
2244     <description><![CDATA[
2245     Handle triggers are handles which reset after a short period
2246     of time. Every time it is either applied or reset, the
2247     &lt;connection&gt; value is triggered. ]]>
2248     </description>
2249     <use><![CDATA[
2250     When you connect an ordinary handle to a gate, the gate normally remains
2251     opened after the first player passed. If you want to keep the gate shut,
2252     connecting it to a handle trigger is an easy solution. ]]>
2253     </use>
2254     </type>
2255    
2256     <!--####################################################################-->
2257     <type number="88" name="Hazard Floor">
2258     <required>
2259     <attribute arch="is_floor" value="1" />
2260     </required>
2261     <ignore>
2262     <ignore_list name="non_pickable" />
2263     </ignore>
2264     <description><![CDATA[
2265     The best example for Hazard Floor is lava. It works like standard
2266     floor, but damages all creatures standing on it.
2267     Damage is taken in regular time intervals. ]]>
2268     </description>
2269     <use><![CDATA[
2270     The default lava for example does minor damage. But you can turn
2271     it up so that your hazard floor poses a real threat.<br>
2272     Like magic walls, such floors add a permanent thrill to your map.
2273     You can use that to safely chase off too-weak players, or just
2274     to have something different. ]]>
2275     </use>
2276     <attribute arch="is_floor" value="1" type="fixed" />
2277     <attribute arch="lifesave" value="1" type="fixed" />
2278 root 1.9 &move_on;
2279 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2280     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2281     This attribute specifys the attacktypes that this floor uses to
2282     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2283     If you want a real tough hazard floor, add more than just one attacktype.
2284     </attribute>
2285     <attribute arch="dam" editor="base damage" type="int">
2286     The &lt;base damage&gt; defines how much damage is inflicted to the
2287     victim per hit. The final damage is influenced by several other
2288     factors like the victim's resistance and level.
2289     </attribute>
2290     <attribute arch="wc" editor="weaponclass" type="int">
2291     &lt;weapon class&gt; improves the chance of hitting the victim.
2292     Lower values are better.
2293     Usually, hazard floors like lava are supposed to hit the
2294     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2295     to something like -30.
2296     </attribute>
2297     <attribute arch="level" editor="attack level" type="int">
2298     I guess this value is supposed to work similar to monster levels.
2299     But in fact, it does not seem to have an effect. Set any non-zero
2300     value to be on the safe side.
2301     </attribute>
2302     <section name="terrain">
2303 root 1.9 &movement_types_terrain;
2304 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2305     This flag indicates this spot contains wood or high grass.
2306     Players with activated woodsman skill can move faster here.
2307     </attribute>
2308     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2309     This flag indicates this spot contains hills or large rocks.
2310     Players with activated mountaineer skill can move faster here.
2311     </attribute>
2312     </section>
2313     <attribute arch="no_magic" editor="no spells" type="bool">
2314     If enabled, it is impossible for players to use (wizard-)
2315     spells on that spot.
2316     </attribute>
2317     <attribute arch="damned" editor="no prayers" type="bool">
2318     If enabled, it is impossible for players to use prayers
2319     on that spot. It also prevents players from saving.
2320     </attribute>
2321     <attribute arch="unique" editor="unique map" type="bool">
2322     Unique floor means that any items dropped on that spot
2323     will be saved byond map reset. For permanent apartments,
2324     all floor tiles must be set &lt;unique map&gt;.
2325     </attribute>
2326     </type>
2327    
2328     <!--####################################################################-->
2329     <type number="34" name="Helmet">
2330     <import_type name="Amulet" />
2331     <description><![CDATA[
2332     Wearing a helmet, the object's stats will directly be inherited to
2333     the player. Normal helmets usually increase defense, while crowns
2334     add more special bonuses like stats/resistances paired with
2335     low defense. ]]>
2336     </description>
2337     <use><![CDATA[
2338     Feel free to create your own special artifacts. However, it is very
2339     important that you keep your artifact in balance with existing maps. ]]>
2340     </use>
2341     <attribute arch="magic" editor="magic bonus" type="int">
2342     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2343     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2344     than direct armour-class bonus on the helmet.
2345 root 1.3
2346 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2347     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2348     Crowns for instance typically provide no &lt;amour class&gt;.
2349     </attribute>
2350     </type>
2351    
2352     <!--####################################################################-->
2353     <type number="56" name="Holy Altar">
2354     <ignore>
2355     <ignore_list name="non_pickable" />
2356     </ignore>
2357     <description><![CDATA[
2358     Holy_altars are altars for the various religions. Praying
2359     at a Holy_altar will make you a follower of that god, and
2360     if you already follow that god, you may get some extra bonus. ]]>
2361     </description>
2362     <attribute arch="no_pick" value="1" type="fixed" />
2363     <attribute arch="other_arch" editor="god name" type="string">
2364     The altar belongs to the god of the given name. Possible options for
2365     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2366 root 1.3 Gorokh, Valriel and Sorig.
2367    
2368 root 1.1 If you want to have an unconsecrated altar, set
2369     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2370     </attribute>
2371     <attribute arch="level" editor="reconsecrate level" type="int">
2372     To re-consecrate an altar, the player's wisdom level must be as
2373     high or higher than this value. In that way, some altars can not
2374 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2375    
2376 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2377 root 1.1 Some characters might need those altars, they would be very unhappy to
2378     see them re-consecrated to another cult.
2379     </attribute>
2380     </type>
2381    
2382     <!--####################################################################-->
2383     <type number="35" name="Horn">
2384     <ignore>
2385     <attribute arch="title" />
2386     </ignore>
2387     <description><![CDATA[
2388     Horns are very similar to rods. The difference is that horns regenerate
2389     spellpoints faster and thus are more valuable than rods.
2390     <br><br>
2391     A horn contains a spell. The player can use this spell by applying and
2392     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2393     used endlessly. ]]>
2394     </description>
2395     <use><![CDATA[
2396     Horns are powerful due to their fast recharge rate. They should
2397     never contain high level attacking spells. Even curing/healing spells
2398     are almost too good on a horn. ]]>
2399     </use>
2400     <attribute arch="sp" editor="spell" type="spell">
2401     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2402     horns to players, since they can be used endlessly without any mana cost!
2403     Horns with heal/ restoration/ protection spells, IF available, MUST be
2404     very very VERY hard to get!
2405     </attribute>
2406     <attribute arch="level" editor="casting level" type="int">
2407     The casting level of the &lt;spell&gt; determines it's power.
2408     For attack spells, level should not be set too high.
2409     </attribute>
2410     <attribute arch="hp" editor="initial spellpoints" type="int">
2411     This value represents the initial amount of spellpoints in the horn.
2412     Naturally, this is quite unimportant.
2413     </attribute>
2414     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2415     When the horn is fully charged up, it will hold this maximum amount of
2416     spellpoints. Make sure it is enough to cast the contained spell at least
2417     once. But don't set the value too high, as that might make the horn way
2418     too effective.
2419     </attribute>
2420     <attribute arch="startequip" editor="godgiven item" type="bool">
2421     A godgiven item vanishes as soon as the player
2422     drops it to the ground.
2423     </attribute>
2424     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2425     This text may contain a description of the horn.
2426     </attribute>
2427     </type>
2428    
2429     <!--####################################################################-->
2430     <type number="73" name="Inorganic">
2431     <description><![CDATA[
2432     Inorganic materials are generally used as ingredients for
2433     alchemical receipes. By themselves, they have no special
2434     functionalities. ]]>
2435     </description>
2436     <attribute arch="is_dust" editor="is dust" type="bool">
2437     </attribute>
2438     <section name="resistance">
2439     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2440     </attribute>
2441     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2442     </attribute>
2443     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2444     </attribute>
2445     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2446     </attribute>
2447     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2448     </attribute>
2449     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2450     </attribute>
2451     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2452     </attribute>
2453     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2454     </attribute>
2455     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2456     </attribute>
2457     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2458     </attribute>
2459     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2460     </attribute>
2461     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2462     </attribute>
2463     </section>
2464     </type>
2465    
2466     <!--####################################################################-->
2467     <type number="64" name="Inventory Checker">
2468     <ignore>
2469     <ignore_list name="system_object" />
2470     </ignore>
2471     <description><![CDATA[
2472     Inventory checkers passively check the players inventory for a
2473     specific object. You can set a connected value that is triggered
2474     either if that object is present or missing (-&gt; "last_sp") when a
2475     player walks over the inv. checker. A valid option is to remove the
2476     matching object (usually not recommended, see "last_heal").
2477     <br><br>
2478     Alternatively, you can set your inv. checker to block all players
2479 root 1.9 that do/don't carry the matching object.
2480 root 1.1 <br><br>
2481     As you can see, inv. checkers are quite powerful, holding a
2482     great variety of possibilities. ]]>
2483     </description>
2484     <use><![CDATA[
2485     Putting a check_inventory space in front of a gate (one below) and
2486     one on the opposite side works reasonably well as a control mechanism.
2487     Unlike the key/door-combo, this one works infinite since it is
2488     independant from map reset. Use it to put a "structure" into your
2489     maps: Player must solve area A to gain access to area B. This concept
2490     can be found in nearly every RPG - simple but effective. ]]>
2491     </use>
2492     <attribute arch="no_pick" value="1" type="fixed" />
2493     <attribute arch="slaying" editor="match key string" type="string">
2494     This string specifies the object we are looking for: We have a match
2495     if the player does/don't carry a key object or a mark with identical
2496     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2497     this context. A typical example is the city gate mechanism of scorn.
2498     </attribute>
2499     <attribute arch="race" editor="match arch name" type="string">
2500     This string specifies the object we are looking for: We have a match
2501     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2502     </attribute>
2503     <attribute arch="hp" editor="match type" type="int">
2504     This value specifies the object we are looking for: We have a match
2505 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2506    
2507 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2508     enabled. Now you have an inv. checker blocking all players that carry any
2509     kind of melee weapon. To pass, a player is forced to leave behind all
2510     his weaponry... bad news for a warrior. ;)
2511     </attribute>
2512     <attribute arch="last_sp" editor="match = having" type="bool">
2513     Enabled means having that object is a match.
2514     Disabled means not having that object is a match.
2515     </attribute>
2516     <attribute arch="connected" editor="connection" type="int">
2517     Whenever the inventory checker is triggered, all objects with identical
2518     &lt;connection&gt; value get activated. This only makes sense together with
2519     &lt;blocking passage&gt; disabled.
2520     </attribute>
2521 root 1.9 &movement_types_terrain;
2522 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2523     &lt;remove match&gt; means remove object if found. Setting this is usually not
2524     recommended because inv. checkers are in general invisible. So, unlike
2525     for altars/ locked doors, the player won't expect to lose an object when
2526 root 1.3 walking over that square. And he doesn't even get a message either.
2527    
2528 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2529     to inform the player what's going on!
2530     </attribute>
2531     </type>
2532    
2533     <!--####################################################################-->
2534 root 1.2 <type number="163" name="Item Transformer">
2535     <description><![CDATA[
2536     An item transformer is simply applied, after having marked a 'victim'
2537     item. If the victim is suitable, it will be transformed into something
2538     else.]]>
2539     </description>
2540     <use><![CDATA[
2541     To make an item transformable, you just have to fill the 'slaying' field.
2542     The syntax is:
2543     <br>
2544     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2545     <br>
2546     with [] denoting optional part, and * any number of preceding [].
2547     'new_item' must be the name of an existing archetype.
2548     <br><br>
2549     Example, for object apple: slaying knife:2 half_apple
2550     <br><br>
2551     This means that, when applying a knife (should be an Item Transformer),
2552     one 'apple' will be transformed into 2 'half_apple'.]]>
2553     </use>
2554     <attribute arch="food" editor="number of uses" type="int">
2555     &lt;number of uses&gt; controls how many times the item transformer can
2556     be used. The value 0 means "unlimited"
2557     </attribute>
2558     <attribute arch="slaying" editor="verb" type="string">
2559     Contains the verb that is used to construct a message to the player
2560     applying the item transformer.
2561     </attribute>
2562     <attribute arch="startequip" editor="godgiven item" type="bool">
2563     A godgiven item vanishes as soon as the player
2564     drops it to the ground.
2565     </attribute>
2566     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2567     This text may contain a description of the item transformer.
2568     </attribute>
2569     </type>
2570    
2571     <!--####################################################################-->
2572 root 1.1 <type number="60" name="Jewel">
2573     <description><![CDATA[
2574     Items of the type Gold &amp; Jewels are handled like a currency.
2575     Unlike for any other type of item, in shops, the buy- and selling
2576     prices differ only marginally. ]]>
2577     </description>
2578     <attribute arch="race" value="gold and jewels" type="fixed" />
2579     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2580     This text may describe the object.
2581     </attribute>
2582     </type>
2583    
2584     <!--####################################################################-->
2585 root 1.3 <type number="24" name="Key">
2586     <description><![CDATA[
2587     When carrying a key, a normal door can be opened. The key will
2588     disappear. ]]>
2589     </description>
2590     <attribute arch="startequip" editor="godgiven item" type="bool">
2591     A godgiven item vanishes as soon as the player
2592     drops it to the ground.
2593     </attribute>
2594     </type>
2595    
2596     <!--####################################################################-->
2597 root 1.1 <type number="20" name="Locked Door">
2598     <ignore>
2599     <ignore_list name="non_pickable" />
2600     </ignore>
2601     <description><![CDATA[
2602     A locked door can be opened only when carrying
2603     the appropriate special key. ]]>
2604     </description>
2605     <use><![CDATA[
2606     If you want to create a locked door that cannot be opened (no key),
2607     set a &lt;key string&gt; like "no_key_available". This will clearify things
2608 root 1.3 and only a fool would create a key matching that string.
2609    
2610 root 1.1 Door-objects can not only be used for "doors". In many maps these
2611     are used with all kinds of faces/names, especially often as
2612     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2613     There you have magic forces (door objects) put under certain artifact
2614     items. To get your hands on the artifacts, you need to bring up the
2615     appropriate quest items (key objects). ]]>
2616     </use>
2617 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2618 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2619     <attribute arch="slaying" editor="key string" type="string">
2620     The &lt;key string&gt; in the door must be identical with the
2621     &lt;key string&gt; in the special key, then the door is unlocked.
2622     It is VERY important to set the &lt;key string&gt; to something that
2623 root 1.3 is unique among the CF mapset.
2624    
2625 root 1.1 DONT EVER USE the default string "set_individual_value".
2626     </attribute>
2627     <attribute arch="no_magic" editor="restrict spells" type="bool">
2628     Restricting the use of spells to pass this door.
2629     This should be set in most cases.
2630     (Don't forget that the spell "dimension door" is easily
2631     available at about wisdom level 10).
2632     </attribute>
2633     <attribute arch="damned" editor="restrict prayers" type="bool">
2634     Restricting the use of prayers to pass this door.
2635     This should be set in most cases.
2636     </attribute>
2637     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2638     When a player is trying to open the door without carrying the
2639     appropriate key, this text is displayed to the player. This is
2640     a good opportunity to place hints about the special key needed
2641     to unlock the door.
2642     </attribute>
2643     </type>
2644    
2645     <!--####################################################################-->
2646     <type number="29" name="Magic Ear">
2647     <ignore>
2648     <ignore_list name="system_object" />
2649     </ignore>
2650     <description><![CDATA[
2651     Magic_ears trigger a connected value
2652     when the player speaks a specific keyword. ]]>
2653     </description>
2654     <use><![CDATA[
2655     Whenever you put magic_ears on your maps, make sure there are
2656     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2657     something like a gate that is opened by speaking "open" or
2658     "sesame", expecting the player to figure this out all by himself.
2659     <br><br>
2660     Magic_ears are typically used for interaction with NPCs. You
2661     can create the impression that the NPC actually *does* something
2662     according to his conversation with a player. Mostly this means
2663     opening a gate or handing out some item, but you could be quite
2664     creative here. ]]>
2665     </use>
2666     <attribute arch="no_pick" value="1" type="fixed" />
2667     <attribute arch="connected" editor="connection" type="int">
2668     The Magic_ear will trigger all objects with the
2669     same connection value, every time it is activated.
2670     </attribute>
2671     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2672     This textfield contains the keyword-matching-syntax. The text should
2673     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2674     Any number of keywords from one to infinite is allowed. Make sure
2675     they are seperated by a '|'.
2676 root 1.3
2677 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2678     value will be triggerd when the player speaks any of the given
2679     keywords within a two-square radius. IMPORTANT: Upper/lower case
2680     does not make a difference!
2681     </attribute>
2682     </type>
2683    
2684     <!--####################################################################-->
2685     <type number="62" name="Magic Wall">
2686     <ignore>
2687     <ignore_list name="non_pickable" />
2688     </ignore>
2689     <description><![CDATA[
2690     Magic walls fire spells in a given direction, in regular intervals.
2691     Magic walls can contain any spell. However, some spells do not
2692     operate very successfully in them. The only way to know is to test
2693     the spell you want to use with a wall.
2694     <br><br>
2695     Several types of magical walls are predefined for you in the
2696     archetypes, and can be found on the "connected" Pickmap. ]]>
2697     </description>
2698     <use><![CDATA[
2699     Spellcasting walls pose an interesting alternative to monsters.
2700     Usually they are set to be undestroyable. Thus, while monsters
2701     in a map can be cleared out, the magic walls remain. Low level
2702     characters for example will not be able to pass through their
2703     spell-area, hence they cannot loot a map that a high level character
2704     might have cleared out.
2705     <br><br>
2706     Another point of magic walls is that if the player dies, he has to face
2707     them all again. Magic walls can add a kind of "permanent thrill" to
2708     your maps.
2709     <br><br>
2710     Be careful that your magic walls don't kill the monsters on a map. If
2711     placing monsters, eventually take ones that are immune to the
2712     walls' spell(s).
2713     <br><br>
2714     It is possible to make walls rotate when triggered. But that is so
2715     confusing (and useless IMHO) that I did not mention it above. You
2716     can find a working example on the map
2717     "/pup_land/castle_eureca/castle_eureca8". ]]>
2718     </use>
2719     <attribute arch="dam" editor="spell" type="spell">
2720     The magic wall will cast this &lt;spell&gt;.
2721     </attribute>
2722     <attribute arch="level" editor="spell level" type="int">
2723     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2724     walls cast spells at minimal strength. "level 100" walls cast deadly
2725     spells. Arch default is level 1 - you should always set this value
2726     to meet the overall difficulty of your map.
2727     </attribute>
2728     <attribute arch="connected" editor="connection" type="int">
2729     Every time the &lt;connection&gt; value is triggered, the wall will cast
2730     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2731     have much visible effect.
2732     </attribute>
2733 elmex 1.16 &activate_on;
2734 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2735     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2736     You can fine-tune how long the duration between two casts shall
2737     be. If you want to create a wall that can be activated (cast per
2738     trigger) via connected lever/button/etc, you must set "speed 0".
2739     </attribute>
2740 root 1.12 &speed_left;
2741 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2742     The magic wall will cast it's spells always in the specified
2743     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2744     always fire in a random direction.
2745     </attribute>
2746 root 1.9 &movement_types_terrain;
2747 root 1.1 <section name="destroyable">
2748     <attribute arch="alive" editor="is destroyable" type="bool">
2749     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2750     destroyed by the player. If disabled, all other attributes on
2751     this tab, as well as resistances, are meaningless.
2752     </attribute>
2753     <attribute arch="hp" editor="hitpoints" type="int">
2754     The more &lt;hitpoints&gt; the wall has, the longer
2755     it takes to be destroyed.
2756     </attribute>
2757     <attribute arch="maxhp" editor="max hitpoints" type="int">
2758     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2759     can have. This only makes sense if the wall can regain health.
2760     </attribute>
2761     <attribute arch="ac" editor="armour class" type="int">
2762     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2763     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2764     to &lt;weapon class&gt;.
2765     </attribute>
2766     </section>
2767     <section name="resistance">
2768     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2769     </attribute>
2770     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2771     </attribute>
2772     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2773     </attribute>
2774     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2775     </attribute>
2776     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2777     </attribute>
2778     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2779     </attribute>
2780     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2781     </attribute>
2782     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2783     </attribute>
2784     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2785     </attribute>
2786     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2787     </attribute>
2788     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2789     </attribute>
2790     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2791     </attribute>
2792     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2793     </attribute>
2794     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2795     </attribute>
2796     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2797     </attribute>
2798     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2799     </attribute>
2800     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2801     </attribute>
2802     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2803     </attribute>
2804     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2805     </attribute>
2806     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2807     </attribute>
2808     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2809     </attribute>
2810     </section>
2811     </type>
2812    
2813     <!--####################################################################-->
2814     <type number="55" name="Marker">
2815     <ignore>
2816     <ignore_list name="system_object" />
2817     </ignore>
2818     <description><![CDATA[
2819     A marker is an object that inserts an invisible force (a mark) into a
2820     player stepping on it. This force does nothing except containing a
2821     &lt;key string&gt; which can be discovered by detectors or inventory
2822     checkers. It is also possible to use markers for removing marks again.
2823     <br><br>
2824     Note that the player has no possibility to "see" his own marks,
2825     except by the effect that they cause on the maps. ]]>
2826     </description>
2827     <use><![CDATA[
2828     Markers hold real cool possibilities for map-making. I encourage
2829     you to use them frequently. However there is one negative point
2830     about markers: Players don't "see" what's going on with them. It is
2831     your task, as map-creator, to make sure the player is always well
2832     informed and never confused.
2833     <br><br>
2834     Please avoid infinite markers when they aren't needed. They're
2835     using a little space in the player file after all, so if there
2836     is no real purpose, set an expire time. ]]>
2837     </use>
2838     <attribute arch="no_pick" value="1" type="fixed" />
2839     <attribute arch="slaying" editor="key string" type="string">
2840     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2841     If the player already has a force with that &lt;key string&gt;,
2842     there won't be inserted a second one.
2843     </attribute>
2844     <attribute arch="connected" editor="connection" type="int">
2845     When the detector is triggered, all objects with the same
2846     connection value get activated.
2847     </attribute>
2848     <attribute arch="speed" editor="marking speed" type="float">
2849     The &lt;marking speed&gt; defines how quickly it will mark something
2850     standing on the marker. Set this value rather high to make
2851     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2852     should do fine.
2853     </attribute>
2854 root 1.12 &speed_left;
2855 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2856     This value defines the duration of the force it inserts.
2857     If nonzero, the duration of the player's mark is finite:
2858     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2859     means the mark will stay on the player forever.
2860     </attribute>
2861     <attribute arch="name" editor="delete mark" type="string">
2862     When the player steps onto the marker, all existing forces in
2863     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2864     will be removed. If you don't want to remove any marks, leave
2865 root 1.3 this textfield empty.
2866    
2867 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2868     this marker. So don't be confused, and remember changing the
2869     name will take effect on the marker's functionality.
2870     </attribute>
2871     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2872     In the moment when the player gets marked, this text is displayed
2873     to him. You should really set a message in any marker you create,
2874     because it's the only way for the player to notice what's going on.
2875     </attribute>
2876     </type>
2877 root 1.3
2878 root 1.1 <!--####################################################################-->
2879 root 1.3 <type number="36" name="Money">
2880 root 1.2 <ignore>
2881 root 1.3 <attribute arch="unpaid" />
2882 root 1.2 </ignore>
2883     <description><![CDATA[
2884 root 1.3 Items of the type Money are handled as currency.
2885     Money cannot be sold/bought in shops. When money is dropped
2886     in a shop, it stays the same.<br>
2887     When a player picks an item from a shop and attempts to
2888     walk over the shop mat, the item's selling-price is automatically
2889     subtracted from the player's money.
2890     <br><br>
2891     For money, always use the default arches.
2892     Don't modify them. ]]>
2893 root 1.2 </description>
2894 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2895 root 1.2 </type>
2896    
2897     <!--####################################################################-->
2898 root 1.3 <type number="0" name="Monster &amp; NPC">
2899     <required>
2900     <attribute arch="is_floor" value="0" />
2901     <attribute arch="alive" value="1" />
2902     <attribute arch="tear_down" value="0" />
2903     </required>
2904 root 1.1 <ignore>
2905 root 1.3 <attribute arch="material" />
2906     <attribute arch="name_pl" />
2907 root 1.1 <attribute arch="nrof" />
2908     <attribute arch="value" />
2909     <attribute arch="unpaid" />
2910     </ignore>
2911     <description><![CDATA[
2912     Monsters can behave in various kinds of ways.
2913     They can be aggressive, attacking the player. Or peaceful,
2914     helping the player - maybe joining him as pet.
2915     The unagressive creatures who communicate with players are
2916     usually called "NPCs" (Non Player Character), a well-known
2917     term in role-play environments. ]]>
2918     </description>
2919     <use><![CDATA[
2920     Monsters play a central role in most maps. Choosing the right
2921     combination of monsters for your map is vital:
2922     <UL>
2923     <LI> Place only monsters of slightly varying (increasing) strength.
2924     It's no fun to play for two hours just to find out the last
2925     monster is unbeatable. Similar, it's not exciting to fight orcs
2926     after passing a room of dragons.<br>
2927     This rule applies only for linear maps (one room after the other),
2928     with treasure at the end. You can sprinkle the treasure around,
2929 root 1.3 or make non-linear maps - That is often more entertaining.
2930 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2931     Balrogs, Dragonmen and the likes should be at the end of a quest,
2932 root 1.3 not at the beginning.
2933 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2934     Fire- and cold dragons in one room for example is a bad idea.
2935     By weakening and killing each other they are easy prey for players,
2936     not worth the experience they hold.
2937     <LI> Create your own monsters, especially for "boss"-type monsters.
2938     Having stage-bosses guarding treasure is a lot of fun when done right.
2939     Avoid to create monsters with completely non-intuitive abilities:
2940     Don't give ice-spells to firedragons or vice versa. Don't add
2941     draining attack to trolls, etc. Additionally, you should inform the
2942     player before he bumps right into some very special/unusual monster.
2943     <LI> Last but not least: Always keep an eye on the experience your monsters
2944     hold. Design your maps in a way that high experience
2945     is always well-defended. Don't make large rooms full with only one kind
2946     of monster. Keep in mind the different abilities/techniques players
2947     can use.
2948     </UL>
2949     I know it's impossible to make the perfectly balanced map. There's always
2950     some part which is found too easy or too hard for a certain kind of player.
2951     Just give it your best shot. And listen to feedback from players if you
2952     receive some. :-) ]]>
2953     </use>
2954     <attribute arch="alive" value="1" type="fixed" />
2955     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2956     When the monster is killed, items from the treasurelist will
2957     drop to the ground. This is a common way to reward players
2958     for killing (masses of) monsters.
2959 root 1.3
2960 root 1.1 Note that you can always put items into the monster's
2961     inventory. Those will drop-at-kill just like the stuff
2962     from the &lt;treasurelist&gt;.
2963     </attribute>
2964     <attribute arch="level" editor="level" type="int">
2965     A monster's &lt;level&gt; is the most important attribute.
2966     &lt;level&gt; affects the power of a monster in various ways.
2967     </attribute>
2968     <attribute arch="race" editor="race" type="string">
2969 root 1.12 Every monster should have a race set to categorize it.
2970 root 1.1 The monster's &lt;race&gt; can have different effects:
2971     Slaying weapons inflict tripple damage against enemy races
2972     and holy word kills only enemy races of the god.
2973     </attribute>
2974     <attribute arch="exp" editor="experience" type="int">
2975     When a player kills this monster, he will get exactly this
2976     amount of &lt;experience&gt;. The experience will flow into
2977 root 1.12 the skill-category the player used for the kill.
2978 root 1.3
2979 root 1.1 If you create special monsters of tweaked strenght/abilities,
2980     always make sure that the &lt;experience&gt; is set to a
2981     reasonable value. Compare with existing arches to get a feeling
2982     what reasonable means. Keep in mind that spellcasting monsters
2983     are a lot harder to kill than non-spellcasters!
2984     </attribute>
2985     <attribute arch="speed" editor="speed" type="float">
2986     The &lt;speed&gt; determines how fast a monster will both move
2987     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2988     </attribute>
2989 root 1.12 &speed_left;
2990 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2991     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2992     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2993     can be set to any valid arch-name of a monster. Multipart monster
2994     should not be used.
2995     </attribute>
2996     <attribute arch="generator" editor="multiply" type="bool">
2997     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2998     every once in a while. Mice are a good example for this effect.
2999     If enabled, you must also set &lt;breed monster&gt; or check
3000     &lt;template generation&gt; and put other monsters in the inventory.
3001     </attribute>
3002     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3003     This only takes effect if &lt;multiply&gt; is enabled. The monster
3004     will create a new monster every once in a while by duplicating it's inventory.
3005     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3006     Each time the monster need to generate an object, it will be
3007     a randomly chosen item from the inventory. When generator is destroyed,
3008 root 1.3 inventory is destroyed.
3009 root 1.1 </attribute>
3010 root 1.9 &move_type;
3011 root 1.1 <attribute arch="undead" editor="undead" type="bool">
3012     Several spells only affect undead monsters:
3013     turn undead, banish undead, holy word, etc.
3014     </attribute>
3015     <attribute arch="carrying" editor="carries weight" type="int">
3016     If a monster has something in the inventory, this
3017     value can be set to reflect the slowdown due to
3018     the carried weight.
3019     </attribute>
3020 root 1.3
3021 root 1.1 <section name="melee">
3022     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3023     This number is a bitmask, specifying the monster's attacktypes
3024     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3025     Strong monsters often have more than just physical attacktype.
3026 root 1.3
3027 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
3028     as much damage as the "best" of it's attacktypes does. So, the more
3029     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3030     somehow exceptions.
3031     </attribute>
3032     <attribute arch="dam" editor="damage" type="int">
3033     Among other parameters, &lt;damage&gt; affects how much melee damage
3034     a monster inflicts. &lt;damage&gt; is used as base value for damage per
3035     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3036     take effect on the melee damage of a monster.
3037     </attribute>
3038     <attribute arch="wc" editor="weapon class" type="int">
3039     Monsters of high &lt;weapon class&gt; are more likely to really hit
3040     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3041     to &lt;armour class&gt;.
3042     </attribute>
3043     <attribute arch="hp" editor="health points" type="int">
3044     The &lt;health points&gt; of a monster define how long it takes to
3045     kill it. With every successful hit from an opponent, &lt;health points&gt;
3046     get drained - The monster dies by zero &lt;health points&gt;.
3047     </attribute>
3048     <attribute arch="maxhp" editor="max health" type="int">
3049     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3050     monster can have.
3051     </attribute>
3052     <attribute arch="ac" editor="armour class" type="int">
3053     Monsters of low &lt;armour class&gt; are less likely to get hit from
3054     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3055     to &lt;weapon class&gt;.
3056     Values typically range between +20 (very bad) to -20 (quite good).
3057     </attribute>
3058     <attribute arch="Con" editor="healing rate" type="int">
3059 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3060     healing rate is independent of &lt;speed&gt;.
3061 root 1.1 </attribute>
3062     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3063     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3064     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3065     bounce off.
3066     </attribute>
3067     <attribute arch="hitback" editor="hitback" type="bool">
3068     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3069     to the amount of damage the *attacker* inflicted. This damage
3070     is additional to the regular melee damage of the monster.
3071     As far as I know, hitback uses acid attacktype, and it only takes
3072     effect if the monster actually has acid attacktype at it's disposal.
3073     Acid spheres for example use this feature.
3074     </attribute>
3075     <attribute arch="one_hit" editor="one hit only" type="bool">
3076     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3077     to a player.
3078     </attribute>
3079     </section>
3080 root 1.3
3081 root 1.1 <section name="spellcraft">
3082     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3083     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3084     Only wands/rods/etc can be used, given the appropriate abilities.
3085     </attribute>
3086     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3087     A monster with this flag has the ability to &lt;reflect spells&gt;,
3088     all kinds of spell-bullets and -beams will bounce off.
3089 root 1.3
3090 root 1.1 Generally this flag should not be set because it puts
3091     wizard-type players at an unfair disadvantage.
3092     </attribute>
3093     <attribute arch="sp" editor="spellpoints" type="int">
3094     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3095     them for both wizard- and prayer-spells. However, this value defines
3096     only the amount of *initial* spellpoints the monster starts with.
3097     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3098     and &lt;spellpoint regen.&gt; are more important than just initial
3099     &lt;spellpoints&gt;.
3100     </attribute>
3101     <attribute arch="maxsp" editor="max spellpoints" type="int">
3102     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3103     can hold. Setting this to high values has little effect unless
3104     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3105     "regenerate mana" at it's disposal.
3106     </attribute>
3107     <attribute arch="Pow" editor="spellpoint regen." type="int">
3108 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3109     spellpoint regeneration rate is independent of &lt;speed&gt;.
3110 root 1.3
3111 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3112     regeneration is most important. If your monster is still not casting
3113     fast enough, give it the spell-ability of "regenerate mana".
3114     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3115     </attribute>
3116     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3117     Click on the &lt;attuned paths&gt; button to select spellpaths.
3118     The creature will get attuned to the specified spellpaths.
3119     </attribute>
3120     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3121     Click on the &lt;repelled paths&gt; button to select spellpaths.
3122     The creature will get repelled to the specified spellpaths.
3123     </attribute>
3124     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3125     Click on the &lt;denied paths&gt; button to select spellpaths.
3126     The creature won't be able to cast spells of the specified paths.
3127     </attribute>
3128     </section>
3129 root 1.3
3130 root 1.1 <section name="ability">
3131     <attribute arch="Int" editor="detect hidden" type="int">
3132     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3133     hidden/invisible creatures. Higher values make for better
3134     detection-skills. Enabling &lt;see invisible&gt; makes this value
3135     obsolete.
3136     </attribute>
3137     <attribute arch="see_invisible" editor="see invisible" type="bool">
3138     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3139     with by invisible or hiding players. This flag is a must-have
3140     for high-level monsters. When a monster is unable to detect
3141     invisible players, it can be killed without fighting back.
3142     </attribute>
3143     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3144     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3145     by spells of darkness or dark maps. This flag is a "should-have"
3146     for high-level monsters. When a monster is unable to see in
3147     darkness, players can cast darkness and sneak around it safely.
3148     </attribute>
3149     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3150     Monster is able to wield weapon type objects.
3151     </attribute>
3152     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3153     Monster is able to use missile-weapon type objects.
3154     </attribute>
3155     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3156     Monster is able to wear protective equipment like brestplate
3157     armour, shields, helmets etc.
3158     </attribute>
3159     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3160     Monster is able to wear rings.
3161     </attribute>
3162     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3163     Monster is able to use wands and staves.
3164     </attribute>
3165     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3166     Monster is able to use rods.
3167     </attribute>
3168     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3169     Monster is able to read scrolls.
3170     </attribute>
3171     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3172     Monster is able to use skills from it's inventory.
3173     For example, you can put a throwing skill object and some
3174 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3175 root 1.1 </attribute>
3176     </section>
3177 root 1.3
3178 root 1.1 <section name="behave">
3179     <attribute arch="monster" editor="monster behaviour" type="bool">
3180     When &lt;monster behaviour&gt; is enabled, this object will behave
3181     like a monster: It can move and attack enemies (which are
3182     typically players).
3183     This flag should be set for all monsters as-such.
3184     Monsters which don't move, like guards, should also have
3185     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3186 root 1.3 It should *not* be set for things like immobile generators.
3187 root 1.1 </attribute>
3188     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3189     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3190     </attribute>
3191     <attribute arch="friendly" editor="friendly" type="bool">
3192     &lt;friendly&gt; monsters help the player, attacking any
3193     non-friendly monsters in range.
3194     </attribute>
3195     <attribute arch="stand_still" editor="stand still" type="bool">
3196     Monsters which &lt;stand still&gt; won't move to leave their position.
3197     When agressive, they will attack all enemies who get close to
3198     them. This behaviour is commonly known from castle guards.
3199 root 1.3
3200 root 1.1 In older versions of Crossfire it was possible to eventually
3201     push a &lt;stand still&gt;-monster out of position by force.
3202     I believe this is no longer possible. Neverthless, you should
3203     still be cautious when lining up &lt;stand still&gt;-monster in order
3204     to "defend" something: Such monsters are rather easy to kill.
3205     It's good for low level maps, but not much more.
3206     </attribute>
3207     <attribute arch="sleep" editor="asleep" type="bool">
3208     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3209     &lt;sensing range&gt; of the monster. Usually the sensing range is
3210     larger than the players line of sight. Due to that, in most cases
3211     the player won't ever notice weither a monster was asleep or not.
3212     </attribute>
3213     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3214     This entry defines which kinds of environment actions the
3215     creature is able to perform.
3216     </attribute>
3217     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3218     Click on the &lt;pick up&gt; button and select which types of objects
3219     the creature should try to pick up.
3220 root 1.3
3221 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3222     etc are set, then the creature will pick up the matching items even
3223     if this is not set here.
3224     </attribute>
3225     <attribute arch="Wis" editor="sensing range" type="int">
3226     &lt;sensing range&gt; determines how close a player needs to be before
3227     the creature wakes up. This is done as a square, for reasons of speed.
3228     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3229     11x11 square of the monster will wake the monster up. If the player
3230     has stealth, the size of this square is reduced in half plus 1.
3231     </attribute>
3232 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3233     If this is set to default, the standard mode of movement will be used.
3234     </attribute>
3235     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3236     This movement is not in effect when the monster has an enemy and should
3237     only be used for non agressive monsters.
3238 root 1.1 </attribute>
3239     <attribute arch="run_away" editor="run at % health" type="int">
3240     This is a percentage value in the range 0-100.
3241     When the monster's health points drop below this percentage
3242     (relative to max health), it attempts to run away from the
3243     attacker.
3244     </attribute>
3245     </section>
3246 root 1.3
3247 root 1.1 <section name="resistance">
3248     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3249     </attribute>
3250     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3251     </attribute>
3252     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3253     </attribute>
3254     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3255     </attribute>
3256     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3257     </attribute>
3258     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3259     </attribute>
3260     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3261     </attribute>
3262     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3263     </attribute>
3264     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3265     </attribute>
3266     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3267     </attribute>
3268     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3269     </attribute>
3270     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3271     </attribute>
3272     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3273     </attribute>
3274     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3275     </attribute>
3276     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3277     </attribute>
3278     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3279     </attribute>
3280     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3281     </attribute>
3282     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3283     </attribute>
3284     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3285     </attribute>
3286     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3287     </attribute>
3288     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3289     </attribute>
3290     </section>
3291     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3292     </attribute>
3293     </type>
3294    
3295     <!--####################################################################-->
3296 root 1.3 <type number="28" name="Monster (Grimreaper)">
3297     <import_type name="Monster &amp; NPC" />
3298     <ignore>
3299     <attribute arch="material" />
3300     <attribute arch="name_pl" />
3301     <attribute arch="nrof" />
3302     <attribute arch="value" />
3303     <attribute arch="unpaid" />
3304     </ignore>
3305     <description><![CDATA[
3306     A grimreaper is a monster that vanishes after it did some number of
3307     draining attacks. ]]> <!-- XXX: is this ok? -->
3308     </description>
3309     <section name="grimreaper">
3310     <attribute arch="value" editor="attacks" type="int">
3311     The object vanishes after this number of draining attacks.
3312     </attribute>
3313     </section>
3314     </type>
3315    
3316     <!--####################################################################-->
3317 root 1.1 <type number="65" name="Mood Floor">
3318     <ignore>
3319     <ignore_list name="system_object" />
3320     </ignore>
3321     <description><![CDATA[
3322     As the name implies, mood floors can change the "mood" of
3323     a monsters/NPC. For example, an unagressive monster could be
3324     turned mad to start attacking. Similar, an agressive monster
3325     could be calmed. ]]>
3326     </description>
3327     <use><![CDATA[
3328     Mood floors are absolutely cool for NPC interaction. To make an
3329     unaggressive monster/NPC attack, put a creator with "other_arch
3330     furious_floor" under it. Connect the creator to a magic_ear, so the
3331     player speaks a keyword like "stupid sucker" - and the monster attacks.
3332     <br><br>
3333     To turn an NPC into a pet, put a charm_floor under it and connect
3334     it directly to a magic_ear. Then the player speaks a keyword like
3335     "help me" - and the NPC joins him as pet.
3336     <br><br>
3337     (Of course you must always give clear hints about keywords!
3338     And there is no reason why you couldn't use a button/lever/pedestal
3339     etc. instead of a magic_ear.) ]]>
3340     </use>
3341     <attribute arch="no_pick" value="1" type="fixed" />
3342     <attribute arch="last_sp" editor="mood" type="list_mood">
3343     &lt;mood&gt; is used to determine what will happen to the
3344     monster when affected by the mood floor:
3345 root 1.3
3346 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3347 root 1.3
3348 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3349 root 1.3
3350 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3351 root 1.3
3352 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3353 root 1.3
3354 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3355     who triggers the square. This setting is not
3356     enabled for continous operation, you need to
3357     insert a &lt;connection&gt; value!
3358     </attribute>
3359     <attribute arch="connected" editor="connection" type="int">
3360     This should only be set in combination with &lt;mood number&gt; 4.
3361     Normally, monsters are affected by the mood floor as soon as they
3362     step on it. But charming (monster -&gt; pet) is too powerful,
3363 root 1.3 so it needs to be activated.
3364    
3365 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3366     But a powerful pet could as well be the reward for solving a
3367     quest. Or even better: It could be *part* of a quest!
3368     </attribute>
3369     <attribute arch="no_magic" editor="no spells" type="bool">
3370     If enabled, it is impossible for players to use (wizard-)
3371     spells on that spot.
3372     </attribute>
3373     <attribute arch="damned" editor="no prayers" type="bool">
3374     If enabled, it is impossible for players to use prayers
3375     on that spot. It also prevents players from saving.
3376     </attribute>
3377     </type>
3378    
3379     <!--####################################################################-->
3380     <type number="40" name="Mover">
3381     <ignore>
3382     <ignore_list name="non_pickable" />
3383     </ignore>
3384     <description><![CDATA[
3385     Movers move the objects above them. However, only living objects
3386     are affected (monsters/NPCs always, players optional). Movers have
3387     a direction, so players can be made to move in a pattern, and so
3388     can monsters. Motion is involuntary. Additionally, players or
3389     monsters can be "frozen" while ontop of movers so that they MUST
3390     move along a chain of them.
3391     <br><br>
3392     Multisquare monsters can be moved as well, given
3393     enough space. Movers are usually invisible. ]]>
3394     </description>
3395     <use><![CDATA[
3396     NEVER EVER consider a mover being unpassable in the backwards
3397     direction. Setting "forced movement" makes it seemingly impossible
3398     but there is still a trick: One player can push a second player
3399     past the mover, in opposite to the mover's direction! The more
3400     movers, the more players needed. Hence, don't make a treasure
3401     room that is surrounded by movers instead of solid walls/gates.
3402     <br><br>
3403     Btw, it does not make a difference putting movers above or
3404     below the floor. Moreover, movers that are set to be invisible
3405     cannot be discovered with the show_invisible spell.
3406     <br><br>
3407     Note that Movers and Directors are seperate objects, even though
3408     they look and act similar. Directors only do spells/missiles,
3409     while movers only do living creatures (depending on how it
3410     is set: monsters and players). ]]>
3411     </use>
3412     <attribute arch="attacktype" editor="forced movement" type="bool">
3413     If forced movement is enabled, the mover "freezes" anyone it
3414     moves (so they are forced to move along a chain).
3415     For players there is no way to escape this forced movement,
3416     except being pushed by a second player.
3417     </attribute>
3418     <attribute arch="maxsp" editor="freeze duration" type="int">
3419     The player will be "frozen" for that many moves.
3420     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3421     enabled, then &lt;freeze duration&gt; gets assigned the
3422     "default value" 2 automatically.
3423     </attribute>
3424     <attribute arch="speed" editor="movement speed" type="float">
3425     The movement speed value determines how fast a chain of
3426     these movers will push a player along (default is -0.2).
3427     </attribute>
3428 root 1.12 &speed_left;
3429 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3430     The mover will push creatures in the specified &lt;direction&gt;.
3431     A mover with direction set to &lt;none&gt; will spin clockwise,
3432     thus pushing creatures in unpredictable directions.
3433     </attribute>
3434     <attribute arch="lifesave" editor="gets used up" type="bool">
3435     If enabled, the mover gets "used up" after a certain number of moves
3436 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3437 root 1.1 </attribute>
3438     <attribute arch="hp" editor="number of uses" type="int">
3439     This value has only a meaning if &lt;gets used up&gt; is set:
3440     &lt;number of uses&gt; is the number of times minus one, that it
3441     will move a creature before disappearing. (It will move
3442 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3443 root 1.1 </attribute>
3444     <section name="targets">
3445     <attribute arch="level" editor="move players" type="bool">
3446     If &lt;move players&gt; is enabled, both players and monsters will be
3447     moved. In the arches' default it is disabled - thus ONLY monsters
3448     get moved. Remember that "monsters" includes NPCs!
3449 root 1.3
3450 root 1.1 This feature provides you with the possibility to make NPCs
3451     literally "come to life". Example: The player is talking with an
3452     NPC, speaking a certain keyword. This triggers a magic_ear and
3453     activates creators, creating (per default: monster-only) movers
3454     under the NPC's feet. The NPC starts "walking" on a predefined
3455     route! Note that it's useful to set this NPC immune to everything,
3456     preventing the player to push the NPC off his trace.
3457     </attribute>
3458 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3459     Which movement types activate the mover.
3460 root 1.1 </attribute>
3461     </section>
3462     </type>
3463    
3464     <!--####################################################################-->
3465     <type number="17" name="Pedestal">
3466     <ignore>
3467     <ignore_list name="non_pickable" />
3468     </ignore>
3469     <description><![CDATA[
3470     Pedestals are designed to detect certain types of living objects.
3471     When a predefined type of living creature steps on the pedestal, the
3472     connected value is triggered. ]]>
3473     </description>
3474     <use><![CDATA[
3475     If you want to create a place where only players of a certain race
3476     can enter, put a teleporter over your pedestal. So the teleporter is
3477     only activated for players of the matching race. Do not use gates,
3478     because many other players could sneak in. If you put powerful
3479     artifacts into such places, generally set "startequip 1", so that
3480     they are preserved for that one race and can't be traded to others. ]]>
3481     </use>
3482     <attribute arch="no_pick" value="1" type="fixed" />
3483     <attribute arch="slaying" editor="match race" type="string">
3484     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3485     matches the monster's or the player's race, we have a match.
3486     Yes, pedestals can detect a player's race! E.g. you could create a
3487 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3488    
3489 root 1.1 If it is set to "player", any player stepping on the pedestal
3490     is a match. Very useful if you want to open a gate for players
3491     but not for monsters.
3492     </attribute>
3493     <attribute arch="connected" editor="connection" type="int">
3494     When the pedestal is triggered, all objects with the same
3495     connection value get activated.
3496     </attribute>
3497 root 1.9 &move_on;
3498 root 1.1 </type>
3499    
3500     <!--####################################################################-->
3501     <type number="94" name="Pit">
3502     <ignore>
3503     <ignore_list name="non_pickable" />
3504     </ignore>
3505     <description><![CDATA[
3506     Pits are holes, transporting the player when he walks (and falls) into them.
3507     A speciality about pits is that they don't transport the player to
3508     the exact destination, but within a two-square radius of the destination
3509     (never on blocked squares).<br>
3510     Optionally, pits can get closed and opened, similar to gates.<br><br>
3511     Monsters and items are affected by pits just as well as players.
3512     Even multipart monsters can fall through them, given enough space. ]]>
3513     </description>
3514     <use><![CDATA[
3515     Pits can add interesting effects to your map. When using them, make
3516     sure to use them in a "logical way": Pits should always drop the
3517     player to some kind of lower level. They should not be used to
3518     randomly interconnect maps like teleporters do. ]]>
3519     </use>
3520     <attribute arch="no_pick" value="1" type="fixed" />
3521     <attribute arch="connected" editor="connection" type="int">
3522     When a &lt;connection&gt; value is set, the pit can be opened/closed
3523     by activating the connection.
3524     </attribute>
3525 elmex 1.16 &activate_on;
3526 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3527     The pit will transport creatures (and items) randomly into a two-square
3528     radius of the destination coordinates.
3529     If the destination square becomes blocked, the pit will act like
3530     being filled up and not work anymore!
3531     </attribute>
3532     <attribute arch="sp" editor="destination Y" type="int">
3533     The pit will transport creatures (and items) randomly into a two-square
3534     radius of the destination coordinates.
3535     If the destination square becomes blocked, the pit will act like
3536     being filled up and not work anymore!
3537     </attribute>
3538     <attribute arch="wc" editor="position state" type="int">
3539     The &lt;position state&gt; defines the position of the gate:
3540     Zero means completely open/down, the "number of animation-steps" (usually
3541     about 6 or 7) means completely closed/up state. I suggest you don't
3542     mess with this value - Leave the default in place.
3543     </attribute>
3544 root 1.9 &move_on;
3545 root 1.1 </type>
3546    
3547     <!--####################################################################-->
3548     <type number="7" name="Poison Food">
3549     <description><![CDATA[
3550     When eating, the player's stomache is drained by 1/4 of food.
3551     If his food drops to zero, the player might even die. ]]>
3552     </description>
3553     </type>
3554    
3555     <!--####################################################################-->
3556     <type number="5" name="Potion">
3557     <description><![CDATA[
3558     The player can drink these and gain various kinds of benefits
3559     (/penalties) by doing so. ]]>
3560     </description>
3561     <use><![CDATA[
3562     One potion should never give multiple benefits at once. ]]>
3563     </use>
3564     <attribute arch="level" editor="potion level" type="int">
3565     If the potion contains a spell, the spell is cast at this level.
3566     For other potions it should be set at least to 1.
3567     </attribute>
3568     <attribute arch="sp" editor="spell" type="spell">
3569     When a player drinks this potion, the selected spell
3570     will be casted (once). This should work for any given spell.
3571     E.g. heal is "sp 35", magic power is "sp 67".
3572     </attribute>
3573     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3574     There are two types of special effects for potions:
3575     'life restoration' - restore the player's stats lost by death or draining
3576     (this has nothing in common with the restoration spell!)
3577 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3578 root 1.1 by a very small amount.
3579     </attribute>
3580     <attribute arch="cursed" editor="cursed" type="bool">
3581     If a potion is cursed, benefits generally turn into penalties.
3582     Note that potions can be "uncursed" by praying over an altar,
3583     with relative ease. *But* the potion must be identified to notice
3584     that it is cursed &gt;:)
3585     </attribute>
3586     <attribute arch="startequip" editor="godgiven item" type="bool">
3587     A godgiven item vanishes as soon as the player
3588     drops it to the ground.
3589     </attribute>
3590     <section name="stats">
3591     <attribute arch="Str" editor="strength" type="int">
3592     The player's strentgh will rise/fall by the given value for permanent
3593     (of course there is an upper limit). Generally there shouldn't be stat
3594     potions granting more than one stat. Cursed potions will subtract the
3595     stats if positive.
3596     </attribute>
3597     <attribute arch="Dex" editor="dexterity" type="int">
3598     The player's dexterity will rise/fall by the given value for permanent
3599     (of course there is an upper limit). Generally there shouldn't be stat
3600     potions granting more than one stat. Cursed potions will subtract the
3601     stats if positive.
3602     </attribute>
3603     <attribute arch="Con" editor="constitution" type="int">
3604     The player's constitution will rise/fall by the given value for permanent
3605     (of course there is an upper limit). Generally there shouldn't be stat
3606     potions granting more than one stat. Cursed potions will subtract the
3607     stats if positive.
3608     </attribute>
3609     <attribute arch="Int" editor="intelligence" type="int">
3610     The player's intelligence will rise/fall by the given value for permanent
3611     (of course there is an upper limit). Generally there shouldn't be stat
3612     potions granting more than one stat. Cursed potions will subtract the
3613     stats if positive.
3614     </attribute>
3615     <attribute arch="Pow" editor="power" type="int">
3616     The player's power will rise/fall by the given value for permanent
3617     (of course there is an upper limit). Generally there shouldn't be stat
3618     potions granting more than one stat. Cursed potions will subtract the
3619     stats if positive.
3620     </attribute>
3621     <attribute arch="Wis" editor="wisdom" type="int">
3622     The player's wisdom will rise/fall by the given value for permanent
3623     (of course there is an upper limit). Generally there shouldn't be stat
3624     potions granting more than one stat. Cursed potions will subtract the
3625     stats if positive.
3626     </attribute>
3627     <attribute arch="Cha" editor="charisma" type="int">
3628     The player's charisma will rise/fall by the given value for permanent
3629     (of course there is an upper limit). Generally there shouldn't be stat
3630     potions granting more than one stat. Cursed potions will subtract the
3631     stats if positive.
3632     </attribute>
3633     </section>
3634     <section name="resistance">
3635     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3636     The player's resistance to physical will rise by this value in percent
3637     (range -100 till +100). The effect is only temporare, and it does NOT
3638     add on the values from the player's equipment.
3639     Cursed potions will make negative resistance.. very nasty in combat!
3640     </attribute>
3641     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3642     The player's resistance to magic will rise by this value in percent
3643     (range -100 till +100). The effect is only temporare, and it does NOT
3644     add on the values from the player's equipment.
3645     Cursed potions will make negative resistance.. very nasty in combat!
3646     </attribute>
3647     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3648     The player's resistance to fire will rise by this value in percent
3649     (range -100 till +100). The effect is only temporare, and it does NOT
3650     add on the values from the player's equipment.
3651     Cursed potions will make negative resistance.. very nasty in combat!
3652     </attribute>
3653     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3654     The player's resistance to electricity will rise by this value in percent
3655     (range -100 till +100). The effect is only temporare, and it does NOT
3656     add on the values from the player's equipment.
3657     Cursed potions will make negative resistance.. very nasty in combat!
3658     </attribute>
3659     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3660     The player's resistance to cold will rise by this value in percent
3661     (range -100 till +100). The effect is only temporare, and it does NOT
3662     add on the values from the player's equipment.
3663     Cursed potions will make negative resistance.. very nasty in combat!
3664     </attribute>
3665     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3666     The player's resistance to acid will rise by this value in percent
3667     (range -100 till +100). The effect is only temporare, and it does NOT
3668     add on the values from the player's equipment.
3669     Cursed potions will make negative resistance.. very nasty in combat!
3670     </attribute>
3671     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3672     The player's resistance to confusion will rise by this value in percent
3673     (range -100 till +100). The effect is only temporare, and it does NOT
3674     add on the values from the player's equipment.
3675     Cursed potions will make negative resistance.. very nasty in combat!
3676     </attribute>
3677     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3678     The player's resistance to weaponmagic will rise by this value in percent
3679     (range -100 till +100). The effect is only temporare, and it does NOT
3680     add on the values from the player's equipment.
3681     Cursed potions will make negative resistance.. very nasty in combat!
3682     </attribute>
3683     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3684     The player's resistance to paralyze will rise by this value in percent
3685     (range -100 till +100). The effect is only temporare, and it does NOT
3686     add on the values from the player's equipment.
3687     Cursed potions will make negative resistance.. very nasty in combat!
3688     </attribute>
3689     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3690     The player's resistance to draining will rise by this value in percent
3691     (range -100 till +100). The effect is only temporare, and it does NOT
3692     add on the values from the player's equipment.
3693     Cursed potions will make negative resistance.. very nasty in combat!
3694     </attribute>
3695     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3696     The player's resistance to depletion will rise by this value in percent
3697     (range -100 till +100). The effect is only temporare, and it does NOT
3698     add on the values from the player's equipment.
3699     Cursed potions will make negative resistance.. very nasty in combat!
3700     </attribute>
3701     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3702     The player's resistance to poison will rise by this value in percent
3703     (range -100 till +100). The effect is only temporare, and it does NOT
3704     add on the values from the player's equipment.
3705     Cursed potions will make negative resistance.. very nasty in combat!
3706     </attribute>
3707     </section>
3708     </type>
3709    
3710     <!--####################################################################-->
3711     <type number="156" name="Power Crystal">
3712     <description><![CDATA[
3713     Power crystals can store a player's mana:
3714     When the player applies the crystal with full mana, half of
3715     it flows into the crystal. When the player applies it with
3716     lacking mana, the crystal replenishes the player's mana. ]]>
3717     </description>
3718     <attribute arch="sp" editor="initial mana" type="int">
3719     &lt;initial mana&gt; is the amount of spellpoints that the
3720     crystal holds when the map is loaded.
3721     </attribute>
3722     <attribute arch="maxsp" editor="mana capacity" type="int">
3723     The &lt;mana capacity&gt; defines how much mana can be stored
3724     in the crystal. This is what makes the crystal interesting.
3725     Wizard-players will always seek for crystals with large
3726     capacities.
3727     </attribute>
3728     </type>
3729    
3730     <!--####################################################################-->
3731     <type number="13" name="Projectile">
3732     <description><![CDATA[
3733     Projectiles like arrows/crossbow bolts are used as ammunition
3734     for shooting weapons.
3735     <br><br>
3736     It's very easy to add new pairs of weapons &amp; projectiles.
3737     Just set matching &lt;ammunition class&gt; both for shooting
3738     weapon and projectile. ]]>
3739     </description>
3740     <use><![CDATA[
3741     If you want to create new kinds of projectiles, you could
3742     add an alchemical receipe to create these.
3743 root 1.3
3744 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3745     they really fullfill a useful purpose. In fact, even bows
3746     and crossbows are rarely ever used. ]]>
3747     </use>
3748     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3749     This number is a bitmask, specifying the projectile's attacktypes.
3750     Attacktypes are: physical, magical, fire, cold.. etc.
3751     This works identical to melee weapons. Note that shooting
3752     weapons cannot have attacktypes.
3753     </attribute>
3754     <attribute arch="race" editor="ammunition class" type="string">
3755     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3756     these projectiles. For arrows set "arrows", for crossbow bolts
3757     set "crossbow bolts" (big surprise).
3758 root 1.3
3759 root 1.1 In certain cases, the ammunition class is displayed in the game.
3760     Hence, when you create a new ammunition class, choose an
3761     intuitive name like "missiles", "spirit bolts" - whatever.
3762 root 1.3
3763 root 1.1 You can also make special containers holding these projectiles
3764     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3765     </attribute>
3766     <attribute arch="slaying" editor="slaying race" type="string">
3767     Slaying means the weapon does tripple (3x) damage to monsters
3768     of the specified race. If &lt;slaying race&gt; matches an arch name,
3769     only monsters of that archtype receive tripple damage.
3770     Tripple damage is very effective.
3771     </attribute>
3772     <attribute arch="dam" editor="damage" type="int">
3773     The projectile &lt;damage&gt; significantly affects the damage
3774     done. Damage can be further increased by the shooting
3775     weapon's attributes.
3776     </attribute>
3777     <attribute arch="wc" editor="weaponclass" type="int">
3778     This value is supposed to be the base &lt;weaponclass&gt;,
3779     but it seems to have rather little effect.
3780     High values are good here, low values bad.
3781     </attribute>
3782     <attribute arch="food" editor="chance to break" type="int">
3783     The &lt;chance to break&gt; defines the breaking probability when this
3784     projectile hits an obstacle, e.g. wall or monster.
3785     The value is the %-chance to break, ranging from 0 (never breaking)
3786     to 100 (breaking at first shot).
3787     </attribute>
3788     <attribute arch="magic" editor="magic bonus" type="int">
3789     Magic bonus increases chance to hit and damage a little bit.
3790     </attribute>
3791     <attribute arch="unique" editor="unique item" type="bool">
3792     Unique items exist only one time on a server. If the item
3793     is taken, lost or destroyed - it's gone for good.
3794     </attribute>
3795     <attribute arch="startequip" editor="godgiven item" type="bool">
3796     A godgiven item vanishes as soon as the player
3797     drops it to the ground.
3798     </attribute>
3799     <attribute arch="no_drop" editor="don't drop" type="bool">
3800     When a monster carries a projectile with &lt;don't drop&gt;,
3801     this item will never drop to the ground but
3802     vanish instead. If this object is shot, it can still drop
3803     after hitting an obstacle. You can prevent this by
3804     setting &lt;chance to break&gt; 100.
3805     </attribute>
3806     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3807     This text may describe the projectile. This
3808     could be nice for very special ones.
3809     </attribute>
3810     </type>
3811    
3812     <!--####################################################################-->
3813     <type number="70" name="Ring">
3814     <import_type name="Amulet" />
3815     <description><![CDATA[
3816     Rings are worn on the hands - one ring each.
3817     Wearing rings, the object's stats will directly be inherited to
3818     the player. Usually enhancing his spellcasting potential. ]]>
3819     </description>
3820     <use><![CDATA[
3821     When you create an artifact ring, never forget that players can
3822     wear <B>two</B> rings! Due to that it is extremely important to
3823     keep rings in balance with the game.
3824     <br><br>
3825     Also keep in mind that rings are generally the wizard's tools.
3826     They should primarily grant bonuses to spellcasting abilities
3827     and non-physical resistances. ]]>
3828     </use>
3829     </type>
3830    
3831     <!--####################################################################-->
3832     <type number="3" name="Rod">
3833     <ignore>
3834     <attribute arch="title" />
3835     </ignore>
3836     <description><![CDATA[
3837     A rod contains a spell. The player can use this spell by applying and
3838     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3839     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3840     used endlessly. ]]>
3841     </description>
3842     <use><![CDATA[
3843     Rods with healing/curing spells are extremely powerful. Usually, potions have
3844     to be used for that purpose. Though, potions are expensive and only good for
3845     one-time-use.<br> ]]>
3846     </use>
3847     <attribute arch="sp" editor="spell" type="spell">
3848     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3849     rods to players, since they can be used endlessly without any mana cost!
3850     Rods with heal/ restoration/ protection spells, IF available, MUST be
3851     very very VERY hard to get!
3852     </attribute>
3853     <attribute arch="level" editor="casting level" type="int">
3854     The casting level of the &lt;spell&gt; determines it's power.
3855     For attack spells, level should be set to something reasonable.
3856     </attribute>
3857     <attribute arch="hp" editor="initial spellpoints" type="int">
3858     This value represents the initial amount of spellpoints in the rod.
3859     Naturally, this is quite unimportant.
3860     </attribute>
3861     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3862     When the rod is fully charged up, it will hold this maximum amount of
3863     spellpoints. Make sure it is enough to cast the contained spell at least
3864     once. But don't set the value too high, as that might make the rod
3865     too effective.
3866     </attribute>
3867     <attribute arch="startequip" editor="godgiven item" type="bool">
3868     A godgiven item vanishes as soon as the player
3869     drops it to the ground.
3870     </attribute>
3871     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3872     This text may contain a description of the rod.
3873     </attribute>
3874     </type>
3875    
3876     <!--####################################################################-->
3877     <type number="154" name="Rune">
3878     <ignore>
3879     <attribute arch="no_pick" />
3880     <attribute arch="title" />
3881     <attribute arch="name_pl" />
3882     <attribute arch="weight" />
3883     <attribute arch="value" />
3884     <attribute arch="material" />
3885     <attribute arch="unpaid" />
3886     </ignore>
3887     <description><![CDATA[
3888 root 1.3 A rune is a magical enscription on the dungeon floor.
3889 root 1.1 <br><br>
3890     Runes hit any monster or person who steps on them for 'dam' damage in
3891     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3892     and will cast this spell when it detonates. Yet another kind is the
3893     "summoning rune", summoning predefined monsters of any kind, at detonation.
3894     <br><br>
3895     Many runes are already defined in the archetypes. ]]>
3896     </description>
3897     <use><![CDATA[
3898     Avoid monsters stepping on your runes. For example, summoning runes
3899     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3900     </use>
3901     <attribute arch="no_pick" value="1" type="fixed" />
3902 root 1.9 &move_on;
3903 root 1.1 <attribute arch="level" editor="rune level" type="int">
3904     This value sets the level the rune will cast the spell it contains at,
3905     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3906 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3907    
3908 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3909     how much experience the player gets for doing so. Beware: High level
3910     runes can be quite a cheap source of experience! So either make them
3911     tough, or keep the level low.
3912     </attribute>
3913     <attribute arch="Cha" editor="visibility" type="int">
3914     This value determines what fraction of the time the rune is visible:
3915     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3916     how easily the rune may be found.
3917     </attribute>
3918     <attribute arch="hp" editor="number of charges" type="int">
3919     The rune will detonate &lt;number of charges&gt; times before disappearing.
3920     </attribute>
3921     <attribute arch="dam" editor="direct damage" type="int">
3922     &lt;direct damage&gt; specifies how much damage is done by the rune,
3923     if it doesn't contain a spell. This should be set in reasonable
3924 root 1.3 relation to the rune's level.
3925 root 1.1 </attribute>
3926     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3927     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3928     attribute defines what attacktype to use for direct damage when
3929     the rune detonates.
3930     </attribute>
3931     <section name="spellcraft">
3932     <attribute arch="sp" editor="spell" type="spell">
3933     The selected &lt;spell&gt; defines the spell in the rune, if any.
3934     (Many runes do direct damage).
3935     </attribute>
3936     <attribute arch="slaying" editor="spell name" type="string">
3937     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3938     but if present, overrides the &lt;spell&gt; setting.
3939     </attribute>
3940     <attribute arch="other_arch" editor="spell arch" type="string">
3941     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3942     is optional, but if present, overrides the &lt;spell&gt; setting.
3943     You can choose any of the existing arches.
3944     </attribute>
3945     <attribute arch="maxsp" editor="direction" type="list_direction">
3946     If set, the rune will cast it's containing spell (if any) in
3947     this &lt;direction&gt;.In most cases this appears useless because
3948     the spell directly hits the player.
3949     </attribute>
3950     <attribute arch="race" editor="summon monster" type="string">
3951     If this is set to the arch name of any monster, together with
3952     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3953     of those on detonation. (dam and attacktype will still be ignored
3954     in this case). Runes are even capable of summoning multi-square
3955     monsters, given enough space. You'd better test it though.
3956     </attribute>
3957     <attribute arch="maxhp" editor="summon amount" type="int">
3958     This should only be set to a summoning rune. It will then summon
3959     that many creatures of the kind &lt;summon monster&gt;.
3960     </attribute>
3961     </section>
3962     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3963     When the rune detonates, this text is displayed to the
3964     victim. For especially powerful runes, create an appropriate
3965     thrilling description. ;)
3966     </attribute>
3967     </type>
3968    
3969     <!--####################################################################-->
3970     <type number="106" name="Savebed">
3971     <ignore>
3972     <ignore_list name="non_pickable" />
3973     </ignore>
3974     <description><![CDATA[
3975     When the player applies a savebed, he is not only saved. Both his
3976     respawn-after-death and his word-of-recall positions are pointing
3977     to the last-applied savebed. ]]>
3978     </description>
3979     <use><![CDATA[
3980     Put savebed locations in towns, do not put them into dungeons.
3981     It is absolutely neccessary that a place with savebeds is 100% secure.
3982     That means:
3983     <UL>
3984     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3985     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3986     <LI> Insert a relyable exit! Make sure there is no possibility that
3987     players get trapped in a savebed location.
3988     <LI> If possible, mark the whole site as no-spell area (Insert this
3989     arch called "dungeon_magic" everywhere). This is not required,
3990     but it makes the place much more safe.
3991     </UL> ]]>
3992     </use>
3993     <attribute arch="no_pick" value="1" type="fixed" />
3994     <attribute arch="no_magic" value="1" type="fixed" />
3995     <attribute arch="damned" value="1" type="fixed" />
3996     </type>
3997    
3998     <!--####################################################################-->
3999 root 1.3 <type number="111" name="Scroll">
4000     <ignore>
4001     <attribute arch="title" />
4002     </ignore>
4003     <description><![CDATA[
4004     Scrolls contain spells (similar to spell-potions). Unlike potions,
4005     scrolls require a certain literacy skill to read successfully.
4006     Accordingly, for a successful reading, a small amount of
4007     experience is gained. Scrolls allow only one time usage, but
4008     usually they are sold in bulks. ]]>
4009     </description>
4010     <use><![CDATA[
4011     For low level quests, scrolls of healing/curing-spells
4012     can be a nice reward. At higher levels, scrolls become less
4013     and less useful. ]]>
4014     </use>
4015     <attribute arch="level" editor="casting level" type="int">
4016     The spell of the scroll will be casted at this level.
4017     This value should always be set, at least to 1.
4018     </attribute>
4019     <attribute arch="sp" editor="spell" type="spell">
4020     When a player/monster applies this scroll, the selected &lt;spell&gt;
4021     will be casted (once). This should work for any given spell.
4022     </attribute>
4023     <attribute arch="startequip" editor="godgiven item" type="bool">
4024     A godgiven item vanishes as soon as the player
4025     drops it to the ground.
4026     </attribute>
4027     </type>
4028    
4029     <!--####################################################################-->
4030     <type number="33" name="Shield">
4031     <import_type name="Amulet" />
4032     <description><![CDATA[
4033     Wearing a shield, the object's stats will directly be inherited to
4034     the player. Shields usually provide good defense, only surpassed
4035     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4036     </description>
4037     <use><![CDATA[
4038     Feel free to create your own special artifacts. However, it is very
4039     important that you keep your artifact in balance with existing maps. ]]>
4040     </use>
4041     <attribute arch="magic" editor="magic bonus" type="int">
4042     &lt;magic bonus&gt; works just like ac, except that it can be improved by
4043     "scrolls of Enchant Armour" or reduced by acid. It is less useful
4044     than direct armour-class bonus on the shield.
4045     </attribute>
4046     </type>
4047    
4048     <!--####################################################################-->
4049 root 1.1 <type number="14" name="Shooting Weapon">
4050     <description><![CDATA[
4051 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
4052 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4053     wielded both at the same time. Like with any other equipment,
4054     stats/bonuses from shooting weapons are directly inherited to the player.
4055     <br><br>
4056     It's very easy to add new pairs of weapons &amp; projectiles.
4057     Just set matching &lt;ammunition class&gt; both for shooting
4058     weapon and projectile. ]]>
4059     </description>
4060     <use><![CDATA[
4061     Shooting weapons should not add bonuses in general. There's already
4062     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4063 elmex 1.17 Shooting weapons should especially not add bonuses to the player
4064 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
4065     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4066     - still crap. ]]>
4067     </use>
4068     <attribute arch="race" editor="ammunition class" type="string">
4069     Only projectiles with matching &lt;ammunition class&gt; can be fired
4070     with this weapon. For normal bows set "arrows", for normal
4071     crossbows set "crossbow bolts".
4072 root 1.3
4073 root 1.1 In certain cases, the ammunition class is displayed in the game.
4074     Hence, when you create a new ammunition class, choose an
4075     intuitive name like "missiles", "spirit bolts" - whatever.
4076     </attribute>
4077     <attribute arch="sp" editor="shooting speed" type="int">
4078     After shooting a projectile, the player is frozen for a short
4079     period of time (to prevent shooting arrows machine-gun-like).
4080     The greater &lt;shooting speed&gt;, the shorter this period of time.
4081     1 is minimum (=worst) and 100 is maximum (=best) value.
4082 root 1.3
4083 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4084     SET IT TO ZERO! (That would freeze the player for eternety).
4085     </attribute>
4086     <attribute arch="dam" editor="base damage" type="int">
4087     The &lt;base damage&gt; significantly affects the damage done
4088     by using this weapon. This damage is added to the projectile
4089     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4090     according to the player's strength is added.
4091     </attribute>
4092     <attribute arch="wc" editor="weaponclass" type="int">
4093     This value is supposed to be the base &lt;weaponclass&gt;,
4094     but it seems to have rather little effect.
4095     High values are good here, low values bad.
4096     </attribute>
4097     <attribute arch="item_power" editor="item power" type="int">
4098     The &lt;item power&gt; value measures how "powerful" an artifact is.
4099     Players will only be able to wear equipment with a certain total
4100     amount of &lt;item power&gt;, depending on their own level. This is the
4101     only way to prevent low level players to wear "undeserved" equipment
4102     (like gifts from other players or cheated items).
4103 root 1.3
4104 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4105     for every artifact you create! If zero/unset, the CF server will
4106     calculate a provisional value at runtime, but this is never
4107     going to be an accurate measurement of &lt;item power&gt;.
4108     </attribute>
4109     <attribute arch="no_strength" editor="ignore strength" type="bool">
4110     Usually the player's strentgh takes effect on the damage
4111     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4112     the player's strength is ignored.
4113     </attribute>
4114     <attribute arch="damned" editor="damnation" type="bool">
4115     A damned shooting weapon cannot be unwielded unless
4116     the curse is removed. Removing damnations is
4117     a tick harder than removing curses.
4118     </attribute>
4119     <attribute arch="cursed" editor="curse" type="bool">
4120     A cursed shooting weapon cannot be unwielded unless
4121     the curse is removed.
4122     </attribute>
4123     <attribute arch="unique" editor="unique item" type="bool">
4124     Unique items exist only one time on a server. If the item
4125     is taken, lost or destroyed - it's gone for good.
4126     </attribute>
4127     <attribute arch="startequip" editor="godgiven item" type="bool">
4128     A godgiven item vanishes as soon as the player
4129     drops it to the ground.
4130     </attribute>
4131     <section name="stats">
4132     <attribute arch="Str" editor="strength" type="int">
4133     The player's strentgh will rise/fall by the given value
4134     while wearing this shooting weapon.
4135     </attribute>
4136     <attribute arch="Dex" editor="dexterity" type="int">
4137     The player's dexterity will rise/fall by the given value
4138     while wearing this shooting weapon.
4139     </attribute>
4140     <attribute arch="Con" editor="constitution" type="int">
4141     The player's constitution will rise/fall by the given value
4142     while wearing this shooting weapon.
4143     </attribute>
4144     <attribute arch="Int" editor="intelligence" type="int">
4145     The player's intelligence will rise/fall by the given value
4146     while wearing this shooting weapon.
4147     </attribute>
4148     <attribute arch="Pow" editor="power" type="int">
4149     The player's power will rise/fall by the given value
4150     while wearing this shooting weapon.
4151     </attribute>
4152     <attribute arch="Wis" editor="wisdom" type="int">
4153     The player's wisdom will rise/fall by the given value while
4154     wearing this shooting weapon.
4155     </attribute>
4156     <attribute arch="Cha" editor="charisma" type="int">
4157     The player's charisma will rise/fall by the given value
4158     while wearing this shooting weapon.
4159     </attribute>
4160     </section>
4161     <section name="bonus">
4162     <attribute arch="luck" editor="luck bonus" type="int">
4163     With positive luck bonus, the player is more likely to
4164     succeed in all sorts of things (spellcasting, praying,...).
4165     Unless the &lt;luck bonus&gt; is very high, the effect will be
4166     barely visible in-game. Luck bonus on one piece of equipment
4167     should never exceed 3, and such bonus should not be too
4168     frequently available.
4169     </attribute>
4170     <attribute arch="magic" editor="magic bonus" type="int">
4171     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4172     I'm not sure what exactly is increased - maybe weaponclass?
4173     However, &lt;magic bonus&gt; seems to have a little bit of positive
4174     influence on your chance to hit.
4175     </attribute>
4176     </section>
4177     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4178     This text describes the weapons's "story". Every decent artifact weapon
4179     should have such a description.
4180     </attribute>
4181     </type>
4182    
4183     <!--####################################################################-->
4184     <type number="68" name="Shop Floor">
4185     <ignore>
4186     <ignore_list name="non_pickable" />
4187     </ignore>
4188     <description><![CDATA[
4189     Shop floor is used for shops. It acts like a combination of the
4190     common floor- and the treasure type: When the map is loaded,
4191     randomitems (depending on the setings) are generated on it.
4192     These items are all flagged as unpaid.
4193     When a player drops an item onto shop floor, the item becomes
4194     unpaid and the player receives payment according to the item's
4195     selling-value.
4196     Shopfloor always prevents magic (To hinder players from burning
4197     or freezing the goods). ]]>
4198     </description>
4199     <use><![CDATA[
4200     Tile your whole shop-interior space which shop floor.
4201     (That assures players receive payment for dropping items).
4202     Place shop mats to enter/leave the shop, and make sure
4203     there is no other exit than the shop mat. ]]>
4204     </use>
4205     <attribute arch="is_floor" value="1" type="fixed" />
4206     <attribute arch="no_pick" value="1" type="fixed" />
4207     <attribute arch="no_magic" value="1" type="fixed" />
4208     <attribute arch="auto_apply" editor="generate goods" type="bool">
4209     If enabled, items will appear on this square when the map is loaded.
4210     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4211     are generated. The items will be unpaid.
4212     </attribute>
4213     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4214     This entry determines what kind of treasure will appear, when
4215     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4216     for details about existing treasurelists.
4217     </attribute>
4218     <attribute arch="exp" editor="quality level" type="int">
4219     The &lt;quality level&gt; will be used for the quality of the generated
4220     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4221     doesn't need to be set, unless you want extraordinarily good/bad
4222     quality. If you want to make a shop with very high quality, meaybe
4223     charge an entrance fee, or make the shop hard-to-come-by.
4224     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4225     and appearance of artifact-items.
4226     </attribute>
4227     <attribute arch="damned" editor="no prayers" type="bool">
4228     If enabled, it is impossible for players to use prayers
4229     on that spot. It also prevents players from saving.
4230     (Remember that &lt;no magic&gt; is always set for shop floors.)
4231     </attribute>
4232     </type>
4233    
4234     <!--####################################################################-->
4235     <type number="69" name="Shop Mat">
4236     <ignore>
4237     <ignore_list name="non_pickable" />
4238     </ignore>
4239     <description><![CDATA[
4240     Shop mats are used for entering/leaving shops. You should always
4241     have exactly TWO shop mats on your shop-map: One inside the
4242     "shopping-area" and one outside. Shop mats don't use exit paths/
4243     or -destinations. When stepping onto a shopmat the player gets beamed
4244     to the nearest other mat. If the player has unpaid items in his
4245     inventory, the price gets charged from his coins automatically.
4246     If the player has insufficient coins to buy his unpaid items, he
4247     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4248     </description>
4249     <use><![CDATA[
4250     As stated above, always place TWO shop mats into your shop.
4251     Not more and not less than that. ]]>
4252     </use>
4253     <attribute arch="no_pick" value="1" type="fixed" />
4254 root 1.9 &move_on;
4255 root 1.1 </type>
4256    
4257     <!--####################################################################-->
4258     <type number="98" name="Sign &amp; MagicMouth">
4259     <ignore>
4260     <ignore_list name="non_pickable" />
4261     </ignore>
4262     <description><![CDATA[
4263     The purpose of a sign or magic_mouth is to display a certain message to
4264     the player. There are three ways to have the player get this message:
4265     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4266     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4267     </description>
4268     <use><![CDATA[
4269     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4270     some true roleplay feeling to your maps, support your storyline or give
4271     hints about hidden secrets/dangers. Place signs to provide the player
4272     with all kinds of useful information for getting along in your maps. ]]>
4273     </use>
4274     <attribute arch="connected" editor="connection" type="int">
4275     When a connection value is set, the message will be printed whenever
4276     the connection is triggered. This should be used in combination with
4277     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4278     If activating your magic_mouth this way, the message will not only be
4279     printed to one player, but all players on the current map.
4280     </attribute>
4281 elmex 1.16 &activate_on;
4282 root 1.9 &move_on;
4283 root 1.1 <attribute arch="food" editor="counter" type="int">
4284     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4285     (printing the message) only that many times. For signs this really shouldn't
4286     be used, while for magic_mouths it is extremely helpful.
4287     Monsters walking over the magic_mouth do not decrease the counter.
4288 root 1.3
4289 root 1.1 Often, you might want to have a message displayed only one time. For example:
4290     The player enters your map and you put a magic_mouth to tell him about the
4291     monsters and how dangerous they look and all. Later, when all the monsters
4292     are killed and the player leaves the map, displaying the same message a
4293     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4294     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4295     </attribute>
4296     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4297     This text will be displayed to the player.
4298     </attribute>
4299     </type>
4300    
4301     <!--####################################################################-->
4302     <type number="43" name="Skill">
4303     <ignore>
4304     <ignore_list name="system_object" />
4305     </ignore>
4306     <description><![CDATA[
4307     Skills are objects which exist in the player/monster inventory.
4308     Both NPC/monsters and players use the same skill archetypes. Not all skills
4309     are enabled for monster use however. ]]>
4310     </description>
4311     <use><![CDATA[
4312     For mapmaking, Skill objects serve two purposes:
4313     <p>First, the predefined skill archtypes (in the 'skills' directory)
4314     can be seen as the global skill definitions. A skill which doesn't
4315     exists as an archtype cannot be learned or used by players. When you
4316     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4317     of defined skill archtypes, because those strings are used as a reference in
4318     many skill-related objects.
4319     </p><p>
4320     Secondly, in order to enable monsters to use skills, you will need to
4321     copy default skill archtypes into the monsters' inventories.
4322     You can even customize the skills by changing stats. It is not
4323     recommended however, to use skills in your maps which are totally
4324     unrelated to any predefined skill archtype.</p> ]]>
4325     </use>
4326     <attribute arch="invisible" value="1" type="fixed" />
4327     <attribute arch="no_drop" value="1" type="fixed" />
4328     <attribute arch="skill" editor="skill name" type="string">
4329     The &lt;skill name&gt; is used for matchings. When a usable
4330     object has an identical &lt;skill name&gt;, players
4331     (or monsters) will need this skill to apply/use the object.
4332     </attribute>
4333     <attribute arch="expmul" editor="exp multiplier" type="float">
4334     This is the ratio of experience the players total should increase by
4335     when this skill is used. If this is zero, then experience only goes to
4336     to the skill. Values higher than 1 are allowed. Note that experience
4337     rewarded to the players total is in addition to that given to the
4338     skill. Eg, if player should get 500 exp for using a skill, and
4339     expmul is 1, the player will get 500 added to that skill as well as
4340     500 to their total.
4341     </attribute>
4342     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4343     The &lt;skill type&gt; defines the base functionality of the skill.
4344     Skill types are hardcoded in the Crossfire server. It isn't hard to
4345     create new skill types, but it requires a bit of server-coding.
4346     </attribute>
4347     <attribute arch="level" editor="level" type="int">
4348     </attribute>
4349     <attribute arch="exp" editor="experience" type="int">
4350     </attribute>
4351     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4352     The &lt;is native skill&gt; flag has an effect only when this
4353     skill object is placed in the inventory of a monster (or player).
4354     If it is set, the monster or player knows the skill natively, which
4355     means he does not need a skill tool to use it.
4356     </attribute>
4357     </type>
4358    
4359     <!--####################################################################-->
4360     <type number="130" name="Skill Scroll">
4361     <description><![CDATA[
4362     By reading a skill scroll, a player has a chance to learn the
4363     contained skill. ]]>
4364     </description>
4365     <use><![CDATA[
4366     Skill scrolls are very much sought for by players. Currently,
4367     all skill scrolls are sold in shops randomly, which is in fact not
4368     a good system. It would be nice to have some cool quests with
4369     skill scrolls rewarded at the end. ]]>
4370     </use>
4371     <attribute arch="race" value="scrolls" type="fixed" />
4372     <attribute arch="skill" editor="skill name" type="string">
4373     The &lt;skill name&gt; matches the skill object that can
4374     be learned from this scroll.
4375     </attribute>
4376     </type>
4377    
4378     <!--####################################################################-->
4379     <type number="21" name="Special Key">
4380     <ignore>
4381     <attribute arch="material" />
4382     </ignore>
4383     <description><![CDATA[
4384     When carrying the appropriate special key, a locked door can
4385     be opened. The key will dissapear.
4386     <br><br>
4387     This object-type can also be used for "passport"-like items:
4388     When walking onto an invetory checker, a gate for example might
4389     get opened. The "passport" will stay in the player's inventory. ]]>
4390     </description>
4391     <use><![CDATA[
4392     How to make a "passport": You take the special key arch
4393     (archetype name is "key2"), set the face to something like
4394     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4395     certainly must match with the appropiate inventory checker.
4396     <br><br>
4397     Of course you can be creative with names and faces of
4398     key-objects. A "mysterious crystal" or a "big dragon claw"
4399     (with appropriate faces) appear more interesting than just
4400     a "strange key", or "passport". ]]>
4401     </use>
4402     <attribute arch="slaying" editor="key string" type="string">
4403     This string must be identical with the &lt;key string&gt; in the
4404     locked door, then it can be unlocked. It can also be used
4405     to trigger inventory checkers.
4406     </attribute>
4407     <attribute arch="material" editor="material" type="bitmask_material">
4408     For Special Keys, material should always be unset or set
4409     to Adamantite. This prevents the key from getting
4410     burned or otherwise destroyed.
4411     </attribute>
4412     <attribute arch="unique" editor="unique item" type="bool">
4413     Unique items exist only one time on a server. If the item
4414     is taken, lost or destroyed - it's gone for good.
4415 root 1.3
4416 root 1.1 This can be used if you want to sell apartments on your
4417     map: Simply sell a unique passport/key, and place
4418     an inventory checker at the entrance of your apartment.
4419     </attribute>
4420     <attribute arch="startequip" editor="godgiven item" type="bool">
4421     A godgiven item vanishes as soon as the player
4422     drops it to the ground.
4423     </attribute>
4424     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4425     This will add a description to the object. The player can read
4426     this text by clicking on the item in his inventory. Use this
4427     message to describe what the key/passport is good for. A player
4428     might have 50 different keys on his key-ring. Don't expect
4429     players to recall their purpose just by their names.
4430     </attribute>
4431     </type>
4432    
4433     <!--####################################################################-->
4434     <type number="101" name="Spell">
4435     <ignore>
4436     <ignore_list name="system_object" />
4437     </ignore>
4438     <description><![CDATA[
4439     Spell objects define a spell. When a spell is put in a spellbook,
4440     players can learn it by reading the book. Once learned, players
4441     can use the spell as often as they like. With increasing skill level
4442     of the player, spells may gain power but also increase cost.<br>
4443     Monsters can use spells which are put in their inventory (provided
4444     that certain "enabling" settings are correct). The monster's
4445     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4446     </description>
4447     <use><![CDATA[
4448     A lot of the spells' settings can be tuned and customized.
4449     When creating new spells which are accessible to players, it is
4450     important to think about balance. A single spell which is too
4451     powerful and/or too easy to use can eventually toss the whole skill
4452     and magic school system out of whack. Testing new spells is
4453     quite important therefore. ]]>
4454     </use>
4455     <attribute arch="no_drop" value="1" type="fixed" />
4456     <attribute arch="invisible" value="1" type="fixed" />
4457     <attribute arch="skill" editor="skill name" type="string">
4458     The &lt;skill name&gt; matches the skill which is needed
4459     to cast this spell. This should be one out of "sorcery",
4460     "pyromancy", "evocation", "summoning" or "praying".
4461     If you want to fiddle with these, please take care not
4462     to upset the concept and balance of the various skills.
4463     </attribute>
4464     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4465     The &lt;spell type&gt; defines the basic type of spell.
4466     Some of these types are of a more generic nature than others.
4467     </attribute>
4468     <attribute arch="level" editor="spell level" type="int">
4469     </attribute>
4470     <attribute arch="casting_time" editor="casting time" type="int">
4471     </attribute>
4472     <attribute arch="duration" editor="duration" type="int">
4473     </attribute>
4474     <attribute arch="other_arch" editor="create object" type="string">
4475     </attribute>
4476     <attribute arch="sp" editor="cost spellpoints" type="int">
4477     </attribute>
4478     <attribute arch="grace" editor="cost grace" type="int">
4479     </attribute>
4480     <attribute arch="maxsp" editor="double cost per level" type="int">
4481     </attribute>
4482     </type>
4483    
4484     <!--####################################################################-->
4485     <type number="85" name="Spellbook">
4486     <description><![CDATA[
4487     By reading a spellbook, the player has a chance of learning the
4488     contained spell. Once learned from a book, the spell is available
4489     forever. Spellbooks with high level spells require some skill-level
4490     to read.<br><br>
4491     You can create widely customized spells only by adjusting the
4492     spell object in the spellbooks inventory. Refer to the description
4493     of spell objects for detailed information how to customize spells.<br>
4494     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4495     with a compilation of spells that the book may contain. ]]>
4496     </description>
4497     <use><![CDATA[
4498     Don't put any of the godgiven spells into a spellbook! These are
4499     reserved for the followers of the appropriate cults. Handing them
4500     out in a spellbook would violate the balance between different religions.
4501     <br><br>
4502     Note that there is no fundamental difference between the spellbooks
4503     of varying schools (pyromancy, sorcery, evocation, summoning, and
4504     even praying). The difference lies only in the spells they contain.
4505     It is up to you, the mapmaker, to pick the right type of book
4506     for your spells. ]]>
4507     </use>
4508     <attribute arch="skill" value="literacy" type="fixed" />
4509     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4510     There are two ways to put spells into a spellbook:
4511     1. Put a spell object in the books inventory. In this case,
4512     treasurelist must be set to &lt;none&gt;.
4513     2. Choose a treasurelist which contains spells.
4514     In that way, a spell will be chosen randomly from the list.
4515     </attribute>
4516     <attribute arch="startequip" editor="godgiven item" type="bool">
4517     A godgiven item vanishes as soon as the player
4518     drops it to the ground.
4519     </attribute>
4520     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4521     This text may contain a nice description
4522     of the spellbook's cover or something.
4523     </attribute>
4524     </type>
4525    
4526     <!--####################################################################-->
4527     <type number="90" name="Spinner">
4528     <ignore>
4529     <ignore_list name="non_pickable" />
4530     </ignore>
4531     <description><![CDATA[
4532     Spinners change the direction of spell objects and other projectiles
4533     that fly past. Unlike directors, it does make a difference from what
4534     angle you shoot into the spinner. The direction of objects flying past
4535     is always changed by a certain degree. ]]>
4536     </description>
4537     <use><![CDATA[
4538     Spinners are very rarely used. I believe they are quite
4539     confusing and pointless. The only use I can think of is building
4540     some puzzle about where to shoot into spinners to shoot somewhere you
4541     otherwise couldn't.
4542 root 1.3
4543 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4544     projectiles from magic walls don't get to fly in loops. ]]>
4545     </use>
4546     <attribute arch="sp" editor="direction number" type="int">
4547     The spinner will change the direction of flying objects by
4548     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4549     positive values counter clockwise.
4550 root 1.3
4551 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4552     </attribute>
4553 root 1.9 &move_on;
4554 root 1.1 </type>
4555    
4556     <!--####################################################################-->
4557     <type number="138" name="Swamp">
4558     <ignore>
4559     <ignore_list name="non_pickable" />
4560     </ignore>
4561     <description><![CDATA[
4562     Swamp areas show a special behaviour:
4563     When a player stands still on a swamp-square for too long,
4564     he will start to sink in and eventually drown and die.
4565     Items dropped on the swamp sink in and dissapear.
4566     Players with knowledge of the woodsman skill are a lot less likely
4567     to die in the swamp. ]]>
4568     </description>
4569     <attribute arch="is_floor" value="1" type="fixed" />
4570     <attribute arch="is_wooded" value="1" type="fixed" />
4571     <attribute arch="speed" editor="drowning speed" type="float">
4572     The higher the &lt;drowning speed&gt;, the faster will players and items
4573     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4574     and unexpected death-trap. Players should get a warning before such areas.
4575     </attribute>
4576 root 1.12 &speed_left;
4577 root 1.9 &move_on;
4578     &movement_types_terrain;
4579 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4580     If enabled, it is impossible for players to use (wizard-)
4581     spells on that spot.
4582     </attribute>
4583     <attribute arch="damned" editor="no prayers" type="bool">
4584     If enabled, it is impossible for players to use prayers
4585     on that spot. It also prevents players from saving.
4586     </attribute>
4587     </type>
4588    
4589     <!--####################################################################-->
4590     <type number="41" name="Teleporter">
4591     <ignore>
4592     <ignore_list name="non_pickable" />
4593     </ignore>
4594     <description><![CDATA[
4595     When the player walks into a teleporter, he is transferred to a
4596     different location. The main difference to the object-type exit
4597     is the possibility to have teleporters connected to levers/buttons/etc.
4598     Sometimes teleporters are activated even against the players will.
4599     <br><br>
4600     Unlike exits, teleporters can also transfer items and
4601     monsters to different locations on the same map. ]]>
4602     </description>
4603     <use><![CDATA[
4604     When creating maps, I guess sooner or later you'll want to have
4605     an invisible teleporter. If using "invisible 1", the teleporter
4606     can still be discovered with the show_invisible spell. And in
4607     some cases you can't place it under the floor to prevent this.
4608     <br><br>
4609     Fortunately, there is a cool trick to make a perfectly invisible
4610     teleporter: You simply add teleporter functionality to the floor
4611     itself. That means: You take the floor arch (e.g. "flagstone"),
4612     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4613     </use>
4614     <attribute arch="slaying" editor="exit path" type="string">
4615     The exit path specifies the map that the player is transferred to.
4616     &lt;exit path&gt; can be an absolute path, beginning with '/'
4617     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4618     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4619     for example I could use the relative path "Fire1"). Use relative
4620     paths whenever possible! Note that upper/lower case must always be
4621     set correctly. However, please use lower case only.
4622 root 1.3
4623 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4624     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4625     monsters and items. In this case, the destined map is automatically
4626     the same map the teleporter is on.
4627     </attribute>
4628     <attribute arch="hp" editor="destination X" type="int">
4629     The exit destinations define the (x, y)-coordinates where the exit
4630     leads to.
4631 root 1.3
4632 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4633     get teleported to another, randomly chosen teleporter on the same
4634     map (Slightly confusing for the player though). Make sure there
4635     actually *is* a second one in that case.
4636 root 1.3
4637 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4638     be transferred to the "default enter location" of the destined map.
4639     The latter can be set in the map-properties as "Enter X/Y". Though,
4640     please DO NOT use that. It turned out to be a source for numerous
4641     map-bugs.
4642     </attribute>
4643     <attribute arch="sp" editor="destination Y" type="int">
4644     The exit destinations define the (x, y)-coordinates where the exit
4645     leads to.
4646 root 1.3
4647 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4648     get teleported to another, randomly chosen teleporter on the same
4649     map (Slightly confusing for the player though). Make sure there
4650     actually *is* a second one in that case.
4651 root 1.3
4652 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4653     be transferred to the "default enter location" of the destined map.
4654     The latter can be set in the map-properties as "Enter X/Y". Though,
4655     please DO NOT use that. It turned out to be a source for numerous
4656     map-bugs.
4657     </attribute>
4658     <attribute arch="connected" editor="connection" type="int">
4659     If a connection value is set, the teleporter will be activated
4660     whenever the connection is triggered. To use this properly,
4661     &lt;activation speed&gt; must be zero.
4662     </attribute>
4663 elmex 1.16 &activate_on;
4664 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4665     If the &lt;activation speed&gt; is nonzero, the teleporter will
4666     automatically be activated in regular time-intervals. Hence, the
4667     player can just step on it and gets teleported sooner or later.
4668     The duration between two activates depends on the given value.
4669 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4670    
4671 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4672     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4673     </attribute>
4674 root 1.12 &speed_left;
4675 root 1.1 </type>
4676    
4677     <!--####################################################################-->
4678 root 1.3 <type number="26" name="Timed Gate">
4679     <ignore>
4680     <ignore_list name="non_pickable" />
4681     </ignore>
4682     <description><![CDATA[
4683     Gates play an important role in Crossfire. Gates can be opened
4684     by activating a button/trigger, by speaking passwords (-> magic_ear)
4685     or carrying special key-objects (-> inventory checker).
4686     Unlike locked doors, gates can get shut again after a player has
4687     passed, which makes them more practical in many cases. Unlike normal
4688     gates, timed gates open when triggered but automatically close again
4689     after some time.]]>
4690     </description>
4691     <use><![CDATA[
4692     Use gates to divide your maps into separated areas. After solving
4693     area A, the player gains access to area B, and so on. Make your
4694     maps more complex than "one-way". ]]>
4695     </use>
4696     <attribute arch="no_pick" value="1" type="fixed" />
4697     <attribute arch="connected" editor="connection" type="int">
4698     Whenever the inventory checker is triggered, all objects with identical
4699     &lt;connection&gt; value get activated. This only makes sense together with
4700     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4701     after some time.
4702     </attribute>
4703 elmex 1.16 &activate_on;
4704 root 1.3 <attribute arch="wc" editor="position state" type="int">
4705     The &lt;position state&gt; defines the position of the gate:
4706     Zero means completely open/down, the "number of animation-steps" (usually
4707     about 6 or 7) means completely closed/up state. I suggest you don't
4708     mess with this value - Leave the default in place.
4709     </attribute>
4710 root 1.9 &movement_types_terrain;
4711 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4712     Restricting the use of spells to pass this gate. This has
4713     an effect only if &lt;block view&gt; is disabled.
4714     </attribute>
4715     <attribute arch="damned" editor="restrict prayers" type="bool">
4716     Restricting the use of prayers to pass this door. This has
4717     an effect only if &lt;block view&gt; is disabled.
4718     </attribute>
4719     <attribute arch="hp" editor="open duration" type="int">
4720     Defines the duration the gate remains closed. This only takes effect
4721     if the gate is not connected.
4722     </attribute>
4723     </type>
4724    
4725     <!--####################################################################-->
4726 root 1.1 <type number="155" name="Trap">
4727     <ignore>
4728     <attribute arch="no_pick" />
4729     <attribute arch="title" />
4730     <attribute arch="name_pl" />
4731     <attribute arch="weight" />
4732     <attribute arch="value" />
4733     <attribute arch="material" />
4734     <attribute arch="unpaid" />
4735     </ignore>
4736     <description><![CDATA[
4737     A trap is a object that can either do damage or trigger another connected object
4738 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4739 root 1.1 and generally have either a physical attack or trigger a reaction.
4740     <br><br>
4741     Traps hit any monster or person who steps on them for 'dam' damage in
4742     'attacktype' attacktype and/or trigger a reaction.
4743     <br><br>
4744     Many traps are already defined in the archetypes. ]]>
4745     </description>
4746     <use><![CDATA[
4747     Avoid monsters stepping on your traps. For example, a party of orcs setting
4748     off your lightning wall and pit trap is usually a bad idea. ]]>
4749     </use>
4750     <attribute arch="no_pick" value="1" type="fixed" />
4751 root 1.9 &move_on;
4752 root 1.3 <attribute arch="level" editor="trap level" type="int">
4753 root 1.1 Level effects how easily a trap may be found and disarmed, and
4754     how much experience the player gets for doing so. Beware: High level
4755     traps can be quite a cheap source of experience! So either make them
4756     tough, or keep the level low.
4757     </attribute>
4758     <attribute arch="Cha" editor="visibility" type="int">
4759     This value determines what fraction of the time the trap is visible:
4760     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4761     how easily the trap may be found.
4762     </attribute>
4763     <attribute arch="hp" editor="number of charges" type="int">
4764     The trap will detonate &lt;number of charges&gt; times before disappearing.
4765     </attribute>
4766     <attribute arch="dam" editor="direct damage" type="int">
4767 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4768     This should be set in reasonable relation to the trap's level.
4769 root 1.1 </attribute>
4770     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4771     This attribute defines what attacktype to use for direct damage when
4772     the trap detonates.
4773     </attribute>
4774     <attribute arch="connected" editor="connection" type="int">
4775     When the trap is detonated, all objects with the same
4776     connection value get activated.
4777     </attribute>
4778     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4779     When the trap detonates, this text is displayed to the
4780     victim. For especially powerful or complex traps, create an appropriate
4781     and thrilling description. ;)
4782     </attribute>
4783     </type>
4784    
4785     <!--####################################################################-->
4786     <type number="95" name="Trapdoor">
4787     <ignore>
4788     <ignore_list name="non_pickable" />
4789     </ignore>
4790     <description><![CDATA[
4791     Trapdoors are very similar to pits. The difference is that they
4792     can not be closed. Instead, the weight of the object on the
4793     trapdoor determines weither it slams the trapdoor open and falls through
4794     or not.<br>
4795     Once a trapdoor has been opened (by a creature or items of sufficient
4796     weight,) it remains open, acting like an opened pit. ]]>
4797     </description>
4798     <use><![CDATA[
4799     Trapdoors should be used in the same fashion as pits:
4800     They should always drop the victims to some kind of lower level. They
4801     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4802     </use>
4803     <attribute arch="no_pick" value="1" type="fixed" />
4804 root 1.9 &move_on;
4805 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4806     This value defines how much weight the trapdoor can hold.
4807     Once items or creatures are gathered on the trapdoor, with
4808     a total weight surpassing this value, then the trapdoor will
4809     open and things start falling through.
4810     </attribute>
4811     <attribute arch="hp" editor="destination X" type="int">
4812     The trapdoor will transport creatures (and items) randomly into
4813     a two-square radius of the destination coordinates.
4814     If the destination square becomes blocked, the trapdoor will act like
4815     being filled up and not work anymore!
4816     </attribute>
4817     <attribute arch="sp" editor="destination Y" type="int">
4818     The trapdoor will transport creatures (and items) randomly into
4819     a two-square radius of the destination coordinates.
4820     If the destination square becomes blocked, the trapdoor will act like
4821     being filled up and not work anymore!
4822     </attribute>
4823     </type>
4824    
4825     <!--####################################################################-->
4826     <type number="4" name="Treasure">
4827     <ignore>
4828     <attribute arch="nrof" />
4829     <attribute arch="title" />
4830     <attribute arch="name_pl" />
4831     <attribute arch="weight" />
4832     <attribute arch="value" />
4833     <attribute arch="material" />
4834     </ignore>
4835     <description><![CDATA[
4836     A treasure-object turns into certain randomitems when the map is loaded
4837     into the game. ]]>
4838     </description>
4839     <use><![CDATA[
4840     About usage of the "random-artifact" treasurelist:
4841     This will generate powerful stuff like girdles, xray helmets, special
4842     swords etc. If you put this as reward to your quest, players might be
4843     motivated to do it more than once. BUT, by doing so they will get a huge
4844     number of different artifacts! Besides, players will always seek the place
4845     with the most easy-to-get random artifact and ignore all others.
4846     My advice: Don't use it! Attract players with good fighting experience
4847     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4848     </use>
4849     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4850     This entry determines what kind of treasure will appear. Look into
4851     /crossfire/share/crossfire/treasures for details about existing
4852     treasurelists.
4853     </attribute>
4854     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4855     "Auto-generate" must be set in order to have the treasure be created
4856     when the map is loaded.
4857     If you want to create a random treasure chest, you unset this flag.
4858     That way, the player has to apply the object (the chest), then the
4859     treasure is generated.
4860     </attribute>
4861     <attribute arch="hp" editor="create number" type="int">
4862     "Create number" specifies how many pieces of the given treasurelist
4863     will appear. Note that for every piece there is a chance that nothing is
4864     generated. Also, sometimes there can be stacks of items generated, like
4865     for gems/money.
4866     </attribute>
4867     <attribute arch="exp" editor="quality level" type="int">
4868     The &lt;quality level&gt; will be used for the quality of the generated
4869     treasure instead of the map difficulty (as was done with shops).
4870     If zero/unset, the map difficulty will instead be used.
4871     (Example for comparison: Shop floors generate treasure of
4872     &lt;quality level&gt; 5 per default).
4873     </attribute>
4874     </type>
4875    
4876     <!--####################################################################-->
4877 root 1.3 <type number="52" name="Trigger Marker">
4878     <ignore>
4879     <ignore_list name="system_object" />
4880     </ignore>
4881     <description><![CDATA[
4882     A trigger marker is an object that inserts an invisible force (a mark) into a
4883     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4884     &lt;key string&gt; which can be discovered by detectors or inventory
4885     checkers. It is also possible to use markers for removing marks again.
4886     <br><br>
4887     Note that the player has no possibility to "see" his own marks,
4888     except by the effect that they cause on the maps. ]]>
4889     </description>
4890     <use><![CDATA[
4891     Markers hold real cool possibilities for map-making. I encourage
4892     you to use them frequently. However there is one negative point
4893     about markers: Players don't "see" what's going on with them. It is
4894     your task, as map-creator, to make sure the player is always well
4895     informed and never confused.
4896     <br><br>
4897     Please avoid infinite markers when they aren't needed. They're
4898     using a little space in the player file after all, so if there
4899     is no real purpose, set an expire time. ]]>
4900     </use>
4901     <attribute arch="no_pick" value="1" type="fixed" />
4902     <attribute arch="slaying" editor="key string" type="string">
4903     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4904     If the player already has a force with that &lt;key string&gt;,
4905     there won't be inserted a second one.
4906     </attribute>
4907     <attribute arch="connected" editor="connection" type="int">
4908     Unlike a regular marker this is the connection that triggers this marker to activate.
4909     </attribute>
4910     <attribute arch="food" editor="mark duration" type="int">
4911     This value defines the duration of the force it inserts.
4912     If nonzero, the duration of the player's mark is finite:
4913     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4914     means the mark will stay on the player forever.
4915     </attribute>
4916     <attribute arch="name" editor="delete mark" type="string">
4917     When the player steps onto the marker, all existing forces in
4918     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4919     will be removed. If you don't want to remove any marks, leave
4920     this textfield empty.
4921    
4922     Note that the string &lt;delete mark&gt; is set as the name of
4923     this marker. So don't be confused, and remember changing the
4924     name will take effect on the marker's functionality.
4925     </attribute>
4926     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4927     In the moment when the player gets marked, this text is displayed
4928     to him. You should really set a message in any marker you create,
4929     because it's the only way for the player to notice what's going on.
4930     </attribute>
4931     </type>
4932    
4933     <!--####################################################################-->
4934 root 1.1 <type number="0" name="Wall">
4935     <required>
4936     <attribute arch="is_floor" value="0" />
4937     <attribute arch="alive" value="0" />
4938 root 1.14 <attribute arch="no_pass" value="1" />
4939 root 1.1 </required>
4940     <ignore>
4941     <attribute arch="nrof" />
4942     <attribute arch="title" />
4943     <attribute arch="name_pl" />
4944     <attribute arch="value" />
4945     <attribute arch="unpaid" />
4946     </ignore>
4947     <description><![CDATA[
4948     Walls usually block passage and sight. ]]>
4949     </description>
4950 root 1.9 &movement_types_terrain;
4951 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4952     If set, the object is able to "roll", so it can be pushed around.
4953     This setting is used for boulders and barrels.
4954     </attribute>
4955     <attribute arch="no_magic" editor="restrict spells" type="bool">
4956     This takes effect only with &lt;blocksview&gt; disabled.
4957     Restricting the use of spells to pass this wall.
4958     </attribute>
4959     <attribute arch="damned" editor="restrict prayers" type="bool">
4960     This takes effect only with &lt;blocksview&gt; disabled.
4961     Restricting the use of spells to pass this wall.
4962     </attribute>
4963     </type>
4964    
4965     <!--####################################################################-->
4966 root 1.3 <type number="109" name="Wand &amp; Staff">
4967     <description><![CDATA[
4968     Wands contain a certain spell. The player can apply (ready) and
4969     fire the wand. After a defined number of casts, the wand is
4970     "used up". It is possible to recharge a wand with scrolls of
4971     charging, but usually that isn't worth the cost. ]]>
4972     </description>
4973     <use><![CDATA[
4974     Wands are quite seldomly used. The reason prolly is that they're
4975     generally not cost-efficient. Handing out high-level wands with
4976     powerful special spells isn't a good idea either, because of
4977     the recharge ability.
4978     <br><br>
4979     For low levels, staffs of healing/cure and word of recall are
4980     quite desirable though. Ideal rewards for low level quests. ]]>
4981     </use>
4982     <attribute arch="sp" editor="spell" type="spell">
4983     The &lt;spell&gt; specifies the contained spell.
4984     </attribute>
4985     <attribute arch="level" editor="casting level" type="int">
4986     The &lt;casting level&gt; of the wand determines it's power.
4987     An average level for wands in shops is about 10.
4988     </attribute>
4989     <attribute arch="food" editor="number of charges" type="int">
4990     The wand can be used &lt;number of charges&gt; times before it is
4991     used up. It can be recharged with scrolls of charging.
4992     </attribute>
4993     <attribute arch="startequip" editor="godgiven item" type="bool">
4994     A godgiven item vanishes as soon as the player
4995     drops it to the ground.
4996     </attribute>
4997     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4998     This text may contain a description of the wand.
4999     </attribute>
5000     </type>
5001    
5002     <!--####################################################################-->
5003 root 1.1 <type number="0" name="Weak Wall">
5004     <required>
5005     <attribute arch="is_floor" value="0" />
5006     <attribute arch="alive" value="1" />
5007     <attribute arch="tear_down" value="1" />
5008     </required>
5009     <ignore>
5010     <ignore_list name="non_pickable" />
5011     </ignore>
5012     <description><![CDATA[
5013     A weak wall is a breakable spot amidsts a solid wall. Typically
5014     these weak walls look similar to their solid "relatives" except
5015     for a small crack or little chunks of wall on the ground. ]]>
5016     </description>
5017     <use><![CDATA[
5018     If you want to create hidden rooms, using weak walls is alot
5019     better than completely indiscernible passages in a wall.<br>
5020     Anyways, there can be a lot more to weak walls than just finding
5021     them: Rising their defensive stats, weak walls can become a
5022     serious obstacle. An ice wall might only be torn down by a fire
5023     attack for example. A granite wall for instance might be very
5024     hard to destroy. ]]>
5025     </use>
5026     <attribute arch="alive" value="1" type="fixed" />
5027     <attribute arch="no_pick" value="1" type="fixed" />
5028     <attribute arch="tear_down" value="1" type="fixed" />
5029     <attribute arch="race" editor="race" type="string">
5030     For weak walls, &lt;race&gt; should always be set to "wall",
5031     unless you create something fancy like a building which
5032     is in fact meant to be a huge animal.
5033     Note that shovels slay walls, so they do tripple damage
5034     against weak walls.
5035     </attribute>
5036     <attribute arch="level" editor="level" type="int">
5037     The &lt;level&gt; of a weak wall works similar to monster levels.
5038     Due to the fact that weak walls cannot attack, the level
5039     is much less important though.
5040     </attribute>
5041     <attribute arch="hp" editor="health points" type="int">
5042     The &lt;health points&gt; of a weak wall define how long it takes to
5043     tear it down. With every successful hit from an opponent,
5044     &lt;health points&gt; get drained.
5045     </attribute>
5046     <attribute arch="maxhp" editor="max health" type="int">
5047     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5048     weak wall can have. Since walls generally don't heal, I doubt
5049     this has much real effect.
5050     </attribute>
5051     <attribute arch="ac" editor="armour class" type="int">
5052     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5053     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5054     </attribute>
5055     <section name="resistance">
5056     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5057     </attribute>
5058     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5059     </attribute>
5060     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5061     </attribute>
5062     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5063     </attribute>
5064     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5065     </attribute>
5066     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5067     </attribute>
5068     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5069     </attribute>
5070     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5071     </attribute>
5072     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5073     </attribute>
5074     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5075     </attribute>
5076     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5077     </attribute>
5078     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5079     </attribute>
5080     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5081     </attribute>
5082     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5083     </attribute>
5084     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5085     </attribute>
5086     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5087     </attribute>
5088     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5089     </attribute>
5090     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5091     </attribute>
5092     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5093     </attribute>
5094     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5095     </attribute>
5096     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5097     </attribute>
5098     </section>
5099     </type>
5100    
5101     <!--####################################################################-->
5102     <type number="15" name="Weapon">
5103     <description><![CDATA[
5104     Wielding a weapon, the object's stats will directly be inherited to the
5105     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5106     be improved with scrolls. ]]>
5107     </description>
5108     <use><![CDATA[
5109     If you create artifacts (equipment) with stats- or resistance-bonus:
5110     Keep playbalance in mind! Such items mustn't be reachable without hard
5111     fighting AND questing. ]]>
5112     </use>
5113     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5114     This number is a bitmask, specifying the weapon's attacktypes.
5115     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5116     have no more than one or two attacktypes. Keep in mind that all weapons
5117     can be blessed by the player's diety, thus adding an additional attacktype.
5118 root 1.3
5119 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5120     then he will do as much damage as the "best" of his attacktypes does. So,
5121     the more attacktypes you've got, the better your chance to take advantage
5122     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5123     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5124     </attribute>
5125     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5126     The &lt;weapontype&gt; characterizes the weapon's type of physical
5127     attack. It could best be considered a "subclassification"
5128     of the physical attacktype. For now, this is only used for
5129     attack messages!
5130 root 1.3
5131 root 1.1 You should always set this correctly when creating new
5132     weapons for your maps.
5133     </attribute>
5134     <attribute arch="skill" editor="skill name" type="string">
5135     Matching &lt;skill name&gt; of the skill that is required
5136     to use this weapon.
5137     </attribute>
5138     <attribute arch="dam" editor="damage" type="int">
5139     The damage value is used as base value for how much damage the weapon
5140     does per hit. The actual damage involves more dependencies,
5141     like wielder's level and defender's level. Look at existing weapons
5142     to get a feel for the range of weapon damage values.
5143     </attribute>
5144     <attribute arch="slaying" editor="slaying race" type="string">
5145     Slaying means the weapon does tripple (3x) damage to monsters of the
5146     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5147     only monsters of that archtype are hit with tripple damage.
5148 root 1.3
5149 root 1.1 No god blessings are possible for weapons with a race set in this entry
5150     (That's because god blessings add tripple damage against their own
5151     enemy races). Tripple damage is very effective.
5152     </attribute>
5153     <attribute arch="last_sp" editor="weapon speed" type="int">
5154     The weapon speed determines how often the wielder can swing the weapon
5155     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5156     is best (that is lightning- fast). A typical average value is 8.
5157     Speed and damage should be kept in reasonable relation.
5158     </attribute>
5159     <attribute arch="wc" editor="weapon class" type="int">
5160     The weapon class value adds to the overall weapon class of the wielder's
5161     melee attacks. Weapon class improves the chance of hitting the opponent.
5162     </attribute>
5163     <attribute arch="magic" editor="magic bonus" type="int">
5164     For a weapon, magic bonus works just like weapon class, except that
5165     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5166     less useful than direct weapon class value on a weapon.
5167     </attribute>
5168     <attribute arch="item_power" editor="item power" type="int">
5169     The &lt;item power&gt; value measures how "powerful" an artifact is.
5170     Players will only be able to wear equipment with a certain total
5171     amount of &lt;item power&gt;, depending on their own level. This is the
5172     only way to prevent low level players to wear "undeserved" equipment
5173     (like gifts from other players or cheated items).
5174 root 1.3
5175 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5176     for every artifact you create! If zero/unset, the CF server will
5177     calculate a provisional value at runtime, but this is never
5178     going to be an accurate measurement of &lt;item power&gt;.
5179     </attribute>
5180     <attribute arch="damned" editor="damnation" type="bool">
5181     A damned weapon cannot be unwielded unless
5182     the curse is removed. Removing damnations is
5183     a tick harder than removing curses.
5184     </attribute>
5185     <attribute arch="cursed" editor="curse" type="bool">
5186     A cursed weapon cannot be unwielded unless
5187     the curse is removed.
5188     </attribute>
5189     <attribute arch="lifesave" editor="save life" type="bool">
5190     An item with this flag enabled will save the players life
5191     for one time: When the player is wearing this item and his
5192 root 1.3 health points reach zero, the item disappears, replenishing
5193 root 1.1 half of the player's health.
5194 root 1.3
5195 root 1.1 An item with &lt;save life&gt; should not have
5196     any decent additional bonuses!
5197     </attribute>
5198     <attribute arch="unique" editor="unique item" type="bool">
5199     Unique items exist only one time on a server. If the item
5200     is taken, lost or destroyed - it's gone for good.
5201     </attribute>
5202     <attribute arch="startequip" editor="godgiven item" type="bool">
5203     A godgiven item vanishes as soon as the player
5204     drops it to the ground.
5205     </attribute>
5206     <section name="resistance">
5207     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5208     This adds physical resistance to the weapon (= armour value). The number is
5209     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5210     and what they require to do for getting this-and-that artifact.
5211     </attribute>
5212     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5213     This adds magic resistance to the weapon. The number is a percent-value in
5214     the range 0-100. Treat this with CARE. Look at other maps and what they
5215     require to do for getting this-and-that artifact.
5216     </attribute>
5217     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5218     This adds fire resistance to the weapon. The number is a percent-value in
5219     the range 0-100. Treat this with CARE. Look at other maps and what they
5220     require to do for getting this-and-that artifact.
5221     </attribute>
5222     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5223     This adds electricity resistance to the weapon. The number is a percent-value in
5224     the range 0-100. Treat this with CARE. Look at other maps and what they
5225     require to do for getting this-and-that artifact.
5226     </attribute>
5227     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5228     This adds fire resistance to the weapon. The number is a percent-value in
5229     the range 0-100. Treat this with CARE. Look at other maps and what they
5230     require to do for getting this-and-that artifact.
5231     </attribute>
5232     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5233     This adds confusion resistance to the weapon. The number is a percent-value in
5234     the range 0-100. Confusion resistance is not very effective
5235     unless the value comes close to 100 (= perfect immunity).
5236     </attribute>
5237     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5238     This adds acid resistance to the weapon. The number is a percent-value in
5239     the range 0-100. Treat this with CARE. Look at other maps and what they
5240     require to do for getting this-and-that artifact.
5241     </attribute>
5242     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5243     This adds draining resistance to the weapon. The number is a percent-value
5244     in the range 0-100. Draining resistance is little effective
5245     unless the value is 100 (= perfect immunity).
5246     </attribute>
5247     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5248     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5249     the range 0-100. Weaponmagic resistance generally should not exist on
5250     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5251     are not meant to be easily resisted.
5252     </attribute>
5253     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5254     This adds ghosthit resistance to the weapon. The number is a percent-value
5255     in the range 0-100. Treat this with CARE. Look at other maps and what they
5256     require to do for getting this-and-that artifact.
5257     </attribute>
5258     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5259     This adds poison resistance to the weapon. The number is a percent-value in
5260     the range 0-100. Treat this with CARE. Look at other maps and what they
5261     require to do for getting this-and-that artifact.
5262     </attribute>
5263     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5264     This adds fear resistance to the weapon. The number is a percent-value in
5265     the range 0-100. Resistance to fear is pretty useless.
5266     </attribute>
5267     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5268     This adds paralyze resistance to the weapon. The number is a percent-value in
5269     the range 0-100. Paralyze resistance is little effective
5270     unless the value is 100 (= perfect immunity).
5271     </attribute>
5272     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5273     This adds fear resistance to the weapon. The number is a percent-value in
5274     the range 0-100. Resistance to fear is pretty useless.
5275     </attribute>
5276     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5277     This adds depletion resistance to the weapon. The number is a percent-value
5278     in the range 0-100. Depletion resistance is little effective
5279     unless the value is 100 (= perfect immunity).
5280     </attribute>
5281     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5282     This adds death-attack resistance to the weapon. The number is a
5283     percent-value in the range 0-100. Death-attack resistance is little
5284     effective unless the value is 100 (= perfect immunity).
5285     Generally, resistance to death-attack is not supposed to be
5286     available to players!
5287     </attribute>
5288     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5289     This adds chaos resistance to the weapon. The number is a percent-value in
5290     the range 0-100. Treat this with CARE. Look at other maps and what they
5291     require to do for getting this-and-that artifact.
5292     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5293     combination of other attacktypes.
5294     </attribute>
5295     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5296     This adds blinding resistance to the weapon. The number is a percent-value
5297     in the range 0-100. Treat this with CARE. Look at other maps and what they
5298     require to do for getting this-and-that artifact.
5299     </attribute>
5300     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5301     This adds holy power resistance to the weapon. The number is a percent-value
5302     in the range 0-100. Holy power is the attacktype that holyword-type spells
5303     use to hurt undead creatures. This kind of resistance is only reasonable
5304     for undead players (wraith or devourer cult).
5305     Generally, resistance to holy word should not be available for players.
5306     </attribute>
5307     </section>
5308     <section name="stats">
5309     <attribute arch="Str" editor="strength" type="int">
5310     The player's strentgh will rise/fall by the given value
5311     while wearing this weapon.
5312     </attribute>
5313     <attribute arch="Dex" editor="dexterity" type="int">
5314     The player's dexterity will rise/fall by the given value
5315     while wearing this weapon.
5316     </attribute>
5317     <attribute arch="Con" editor="constitution" type="int">
5318     The player's constitution will rise/fall by the given value
5319     while wearing this weapon.
5320     </attribute>
5321     <attribute arch="Int" editor="intelligence" type="int">
5322     The player's intelligence will rise/fall by the given value
5323     while wearing this weapon.
5324     </attribute>
5325     <attribute arch="Pow" editor="power" type="int">
5326     The player's power will rise/fall by the given value
5327     while wearing this weapon.
5328     </attribute>
5329     <attribute arch="Wis" editor="wisdom" type="int">
5330     The player's wisdom will rise/fall by the given value while
5331     wearing this weapon.
5332     </attribute>
5333     <attribute arch="Cha" editor="charisma" type="int">
5334     The player's charisma will rise/fall by the given value
5335     while wearing this weapon.
5336     </attribute>
5337     </section>
5338     <section name="misc">
5339     <attribute arch="luck" editor="luck bonus" type="int">
5340     With positive luck bonus, the player is more likely to
5341     succeed in all sorts of things (spellcasting, praying,...).
5342     Unless the &lt;luck bonus&gt; is very high, the effect will be
5343     barely visible in-game. Luck bonus on one piece of equipment
5344     should never exceed 3, and such bonus should not be too
5345     frequently available.
5346     </attribute>
5347     <attribute arch="hp" editor="health regen." type="int">
5348     Positive &lt;health regen.&gt; bonus speeds up the
5349     player's healing process. Negative values slow it down.
5350     </attribute>
5351     <attribute arch="sp" editor="mana regen." type="int">
5352     Positive &lt;mana regen.&gt; bonus speeds up the
5353     player's mana regeneration. Negative values slow it down.
5354     </attribute>
5355     <attribute arch="grace" editor="grace regen." type="int">
5356     Positive &lt;grace regen.&gt; bonus speeds up the
5357     player's grace regeneration. Negative values slow it down.
5358     Since grace can be regenerated rather easy with praying,
5359     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5360     </attribute>
5361     <attribute arch="food" editor="food bonus" type="int">
5362     Positive &lt;food bonus&gt; slows down the player's digestion,
5363     thus he consumes less food. Negative values speed it up.
5364 root 1.3
5365 root 1.1 Note that food is consumed not only for "being alive", but
5366     also for healing and mana-regeneration.
5367     &lt;food bonus&gt; only affects the amount of food consumed
5368     for "being alive". Hence, even with high &lt;food bonus&gt;,
5369     during a fight a player can run out of food quickly.
5370     </attribute>
5371     <attribute arch="xrays" editor="xray vision" type="bool">
5372     Xray vision allows the player to see through obstacles
5373     in a two-square-wide radius. This is extremely helpful and
5374 root 1.3 desirable, so don't give it away for cheap on equipment.
5375 root 1.1 </attribute>
5376     <attribute arch="stealth" editor="stealth" type="bool">
5377     Stealth allows the player to move silently.
5378     This comes to effect if a player turns himself
5379     invisible and tries to sneak around monsters.
5380     (At least that was the idea behind it)
5381     </attribute>
5382     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5383     If a player is wearing any piece of equipment with
5384     the ability to &lt;reflect spells&gt;, all kinds of
5385     spell-bullets and -beams will bounce off him.
5386     This works only about 90% of all times, to
5387     avoid players being completely immune to certain
5388     types of attacks.
5389 root 1.3
5390 root 1.1 This is a very powerful ability and it
5391     shouldn't be handed out cheap!
5392     </attribute>
5393     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5394     If a player is wearing any piece of equipment with
5395     the ability to &lt;reflect missiles&gt;, all kinds of
5396     projectiles (e.g. arrows, bolts, boulders) will
5397     bounce off him. This works only about 90% of all
5398     times, to avoid players being completely immune to
5399     certain types of attacks.
5400     </attribute>
5401     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5402     Click on the &lt;attuned paths&gt; button to select spellpaths.
5403     The player will get attuned to the specified spellpaths
5404     while wearing this weapon.
5405     </attribute>
5406     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5407     Click on the &lt;repelled paths&gt; button to select spellpaths.
5408     The player will get repelled to the specified spellpaths
5409     while wearing this weapon.
5410     </attribute>
5411     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5412     Click on the &lt;denied paths&gt; button to select spellpaths.
5413     The specified spellpaths will be denied to the player
5414     while wearing this weapon.
5415     </attribute>
5416     </section>
5417     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5418     This text describes the weapons's "story". Every decent artifact weapon
5419     should have such a description.
5420     </attribute>
5421     </type>
5422    
5423 root 1.5 <type number="116" name="Event Connector">
5424     <description><![CDATA[
5425     Event connectors link specific events that happen to objects to
5426     a crossfire plug-in. ]]>
5427     </description>
5428     <attribute arch="subtype" editor="event type" type="list_event_type">
5429     The type of event that triggers a notify to the plug-in.
5430     </attribute>
5431 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5432 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5433     for python and "perl" for the Crossfire-Perl plug-in.
5434     </attribute>
5435 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5436 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5437     for perl this is the name of a extension package without the ".ext" extension.
5438     </attribute>
5439 root 1.6 <attribute arch="name" editor="options" type="string">
5440 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5441     options to the extension that alter its behaviour.
5442     </attribute>
5443     </type>
5444    
5445 root 1.1 </types>