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Revision: 1.24
Committed: Wed May 9 11:44:41 2007 UTC (17 years ago) by root
Content type: text/xml
Branch: MAIN
CVS Tags: rel-0_98, rel-0_99, rel-2_1
Changes since 1.23: +14 -0 lines
Log Message:
*** empty log message ***

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 elmex 1.22 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 root 1.9 Which movement types automatically (as opposed to manually) activate this object.
117     </attribute>
118     ">
119     <!ENTITY move_off "
120 elmex 1.22 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 root 1.9 Which movement types deactivate this object (e.g. button).
122     </attribute>
123     ">
124     <!ENTITY move_type "
125 elmex 1.22 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 root 1.9 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 elmex 1.22 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 root 1.9 Objects using these movement types cannot move over this space.
133     </attribute>
134 elmex 1.22 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 root 1.9 Objects using these movement types are allowed to move over this space. Takes
136     precedence over 'blocked movements'.
137     </attribute>
138 elmex 1.22 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 root 1.9 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 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1458     periodically create things. ]]>
1459 root 1.1 </description>
1460     <use><![CDATA[
1461     Don't hesitate to hide your creators under the floor.
1462     The created items will still always appear ontop of the floor. ]]>
1463     </use>
1464     <attribute arch="no_pick" value="1" type="fixed" />
1465     <attribute arch="other_arch" editor="create arch" type="string">
1466     This string defines the object that will be created.
1467     You can choose any of the existing arches.
1468 root 1.2 This field is ignored if the creator has items in inventory. In this case
1469     one of the inventory items is duplicated. The duplicated item is randomly
1470     chosen from all items present.
1471 root 1.1 </attribute>
1472     <attribute arch="connected" editor="connection" type="int">
1473     Whenever the connection value is activated,
1474 root 1.3 the creator gets triggered.
1475 root 1.1 </attribute>
1476 elmex 1.16 &activate_on;
1477 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1478     If &lt;infinit uses&gt; is set, the creator will work
1479 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1480 root 1.1 </attribute>
1481 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1482     When this field is set the creator will periodically create stuff
1483     (and will still do so when the connection is triggered).
1484     A value of 1 means roughly 8 times a second.
1485     </attribute>
1486 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1487     The creator can be triggered &lt;number of uses&gt; times, thus
1488     creating that many objects, before it dissappears.
1489     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1490     </attribute>
1491     <attribute arch="slaying" editor="name of creation" type="string">
1492 root 1.2 The created object will bear the name and title specified in &lt;name of
1493     creation&gt;. If nothing is set, the standard name and title of the
1494     archetype is used.
1495 root 1.1 </attribute>
1496     <attribute arch="level" editor="level of creation" type="int">
1497     The created object will be of that level. If zero/unset,
1498     the standard level of the archetype is used.
1499     </attribute>
1500     </type>
1501    
1502     <!--####################################################################-->
1503     <type number="51" name="Detector">
1504     <ignore>
1505     <ignore_list name="system_object" />
1506     </ignore>
1507     <description><![CDATA[
1508     Detectors work quite much like inv. checkers/pedestals: If the detector
1509     finds a specific object, it toggles its connected value.
1510     <br><br>
1511     What is "unique" about them, compared to inv. checkers/ pedestals?
1512     - First, detectors check their square for a match periodically, not
1513     instantly. Second, detectors check directly for object names. Third,
1514     detectors do not check the inventory of players/monsters. ]]>
1515     </description>
1516     <use><![CDATA[
1517     There is one major speciality about detectors: You can detect spells
1518     blown over a detector! To detect a lighting bolt for example, set
1519     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1520     walls, this can be very useful for map-mechanisms. ]]>
1521     </use>
1522     <attribute arch="no_pick" value="1" type="fixed" />
1523     <attribute arch="slaying" editor="match name" type="string">
1524     &lt;match name&gt; specifies the name of the object we are looking for.
1525     Actually it does also check for the &lt;key string&gt; in key-objects,
1526     but for this case inventory checkers are often more powerful to use.
1527     </attribute>
1528     <attribute arch="connected" editor="connection" type="int">
1529     When the detector is triggered, all objects with the same
1530     connection value get activated.
1531     </attribute>
1532     <attribute arch="speed" editor="detection speed" type="float">
1533     This value defines the time between two detector-checks.
1534     If you want the detector to behave almost like pedestals/buttons,
1535     set speed rather high, like &lt;detection speed&gt; 1.0.
1536     </attribute>
1537 root 1.12 &speed_left;
1538     <attribute arch="speed_left" editor="speed left" type="float">
1539     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1540     If it is larger than 0, the detector checks, and the speed is decremented
1541     by 1.
1542     </attribute>
1543 root 1.1 </type>
1544    
1545     <!--####################################################################-->
1546     <type number="112" name="Director">
1547     <ignore>
1548     <ignore_list name="non_pickable" />
1549     </ignore>
1550     <description><![CDATA[
1551     Directors change the direction of spell objects and other projectiles
1552     that fly past. Unlike spinners, directors always move objects in the
1553     same direction. It does not make a difference from what angle you
1554     shoot into it.<br>
1555     Directors are visible per default. ]]>
1556     </description>
1557     <use><![CDATA[
1558     Directors are rarely used in maps. Sometimes they are placed to
1559     change the direction of spells coming out of magic walls,
1560     "channeling" spell-projectiles in some direction. When doing this,
1561     <B>never place directors facing each other with magic walls fireing
1562     into them!</B> The spell-projectiles bouncing between the directors
1563     would accumulate to huge numbers and at some point slow down the
1564     server by eating memory- and CPU-time.
1565     <br><br>
1566     You'd better not place directors in monster vs. player combat
1567     areas too much, because that freaks out wizard-type players. ]]>
1568     </use>
1569     <attribute arch="sp" editor="direction" type="list_direction">
1570     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1571     A director with direction &lt;none&gt; simply stops projectiles.
1572     (The latter works out a bit strange for some spells).
1573     </attribute>
1574 root 1.9 &move_on;
1575 root 1.1 </type>
1576    
1577     <!--####################################################################-->
1578     <type number="158" name="Disease">
1579     <ignore>
1580     <ignore_list name="system_object" />
1581     </ignore>
1582     <description><![CDATA[
1583     Diseases are an intersting form of spellcraft in Crossfire.
1584     Once casted, they can spread out and infect creatures in a large
1585     area. Being infected can have various effects, from amusing farts
1586     to horrible damage - almost everything is possible. ]]>
1587     </description>
1588     <use><![CDATA[
1589     Diseases are extremely flexible and usable in a many ways.
1590     So far they are mostly used for causing bad, unwanted effects.
1591     You could just as well create a disease which helps the player
1592     (recharging mana for example).
1593     Infection with a "positive disease" could even be a quest reward. ]]>
1594     </use>
1595     <attribute arch="invisible" value="1" type="fixed" />
1596     <attribute arch="level" editor="plaque level" type="int">
1597     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1598     This mainly reflects in the &lt;damage&gt;. It has no effect on
1599     most other symptoms. Neverthless, it is a very important value for
1600     all damage-inflicting diseases.
1601     </attribute>
1602     <attribute arch="race" editor="infect race" type="string">
1603     The disease will only infect creatures of the specified &lt;race&gt;.
1604     "&lt;race&gt; *" means every creature can be infected.
1605     </attribute>
1606     <attribute arch="ac" editor="progressiveness" type="int">
1607     Every time the disease "moves" the severity of the symptoms are increased
1608     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1609     </attribute>
1610     <section name="spreading">
1611     <attribute arch="wc" editor="infectiosness" type="int">
1612     The &lt;infectiosness&gt; defines the chance of new creatures getting
1613     infected. If you set this too high, the disease is very likely to
1614     be too effective.
1615 root 1.3
1616 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1617     </attribute>
1618     <attribute arch="last_grace" editor="attenuation" type="int">
1619     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1620     everytime it infects someone new. This limits how many generations
1621     a disease can propagate.
1622     </attribute>
1623     <attribute arch="magic" editor="infection range" type="int">
1624     &lt;infection range&gt; sets the range at which infection may occur.
1625     If positive, the &lt;infection range&gt; is level dependant - If negative,
1626     it is not:
1627     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1628 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1629 root 1.1 </attribute>
1630     <attribute arch="maxhp" editor="persistence" type="int">
1631     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1632     The disease can "move" &lt;persistence&gt; times outside a host before it
1633     vanishes. A negative value means the disease lasts for permanent
1634     (which is only recommended to use in maps without monsters).
1635     </attribute>
1636     <attribute arch="maxgrace" editor="curing duration" type="int">
1637     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1638     (Assuming the host survives and doesn't use a curing spell).
1639     After this period the disease is naturally cured, which provides the
1640     host with immunity from this particular disease of lower or equal level.
1641 root 1.3
1642 root 1.1 A negative value means the disease can never be cured naturally.
1643 root 1.3
1644 root 1.1 Note that this value can be further modulated by spell-parameters,
1645     if the disease is registered as spell in the code. Due to that,
1646     most default diseases take a lot longer to cure than it seems.
1647     </attribute>
1648     <attribute arch="speed" editor="moving speed" type="float">
1649     The &lt;speed&gt; of the disease determines how fast the disease will
1650     "move", thus how fast the symptoms strike the host.
1651     </attribute>
1652 root 1.12 &speed_left;
1653 root 1.1 </section>
1654     <section name="symptoms">
1655     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1656     The disease will attack the host with the given &lt;attacktype&gt;.
1657     Godpower attacktype is commonly used for "unresistable" diseases.
1658     </attribute>
1659     <attribute arch="dam" editor="damage" type="int">
1660     A disease with a positive &lt;damage&gt; value will strike the player for that
1661     amount of damage every time the symptoms occur.
1662     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1663     the player's health is reduced by 10% every time the symptoms strike.
1664 root 1.3
1665 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1666     for players of all levels.
1667     </attribute>
1668     <attribute arch="other_arch" editor="create arch" type="string">
1669     If set, the specified arch is created and dropped every time the
1670     symptoms strike.
1671 root 1.3
1672 root 1.1 This can be various things: farts, body pieces, eggs ...
1673     Even monsters can be created that way. You could also make a
1674     disease where some exotic stuff like money/gems is created.
1675     </attribute>
1676     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1677     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1678     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1679     </attribute>
1680     <attribute arch="exp" editor="exp. for curing" type="int">
1681     When the player manages to cure this disease (with a curing spell),
1682     he is awarded with &lt;exp. for curing&gt; experience.
1683     </attribute>
1684     <attribute arch="maxsp" editor="mana depletion" type="int">
1685     Every time the disease "moves", the player's mana is
1686     reduced by the value of &lt;mana depletion&gt;.
1687     For negative values, a %-based amount is taken.
1688     </attribute>
1689     <attribute arch="last_eat" editor="food depletion" type="int">
1690     Every time the disease "moves", the player's food is
1691     reduced by the value of &lt;food depletion&gt;.
1692     For negative values, a %-based amount is taken.
1693     </attribute>
1694     <attribute arch="hp" editor="health regen." type="int">
1695     This value increases the player's healing rate.
1696     Negative values decrease it.
1697     </attribute>
1698     <attribute arch="sp" editor="mana regen." type="int">
1699     This value increases the player's rate of mana regeneration.
1700     Negative values decrease it.
1701     </attribute>
1702     </section>
1703     <section name="disability">
1704     <attribute arch="Str" editor="strength" type="int">
1705     The player's strength will rise by the given value
1706     while being infected. (Negative values make strength fall)
1707     </attribute>
1708     <attribute arch="Dex" editor="dexterity" type="int">
1709     The player's dexterity will rise by the given value
1710     while being infected. (Negative values make dexterity fall)
1711     </attribute>
1712     <attribute arch="Con" editor="constitution" type="int">
1713     The player's constitution will rise by the given value
1714     while being infected. (Negative values make constitution fall)
1715     </attribute>
1716     <attribute arch="Int" editor="intelligence" type="int">
1717     The player's intelligence will rise by the given value
1718     while being infected. (Negative values make intelligence fall)
1719     </attribute>
1720     <attribute arch="Pow" editor="power" type="int">
1721     The player's power will rise by the given value
1722     while being infected. (Negative values make power fall)
1723     </attribute>
1724     <attribute arch="Wis" editor="wisdom" type="int">
1725     The player's wisdom will rise by the given value
1726     while being infected. (Negative values make wisdom fall)
1727     </attribute>
1728     <attribute arch="Cha" editor="charisma" type="int">
1729     The player's charisma will rise by the given value
1730     while being infected. (Negative values make charisma fall)
1731     </attribute>
1732     </section>
1733     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1734     This text is displayed to the player every time the
1735     symptoms strike.
1736     </attribute>
1737     </type>
1738    
1739     <!--####################################################################-->
1740 root 1.3 <type number="23" name="Door">
1741     <ignore>
1742     <ignore_list name="non_pickable" />
1743     </ignore>
1744     <description><![CDATA[
1745     A door can be opened with a normal key. It also can be broken by attacking
1746     it, and it can be defeated with the lockpicking skill. If a door is
1747     defeated, horizontally and vertically adjacent doors are automatically
1748     removed. ]]>
1749     </description>
1750     <attribute arch="no_pick" value="1" type="fixed" />
1751     <attribute arch="alive" value="1" type="fixed" />
1752 root 1.9 &movement_types_terrain;
1753 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1754     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1755     </attribute>
1756     <attribute arch="ac" editor="armour class" type="int">
1757     Doors of high &lt;armour class&gt; are less likely to get hit.
1758     &lt;armour class&gt; can be considered the "counterpiece" to
1759     &lt;weapon class&gt;.
1760     </attribute>
1761     <attribute arch="other_arch" editor="drop arch" type="string">
1762     This string defines the object that will be created when the door was
1763     defeated.
1764     </attribute>
1765     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1766     This entry determines what kind of traps will appear in the door.
1767     </attribute>
1768 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1769     Set this flag to move treasure items created into the environment (map)
1770     instead of putting them into the object.
1771     </attribute>
1772 root 1.3 </type>
1773    
1774     <!--####################################################################-->
1775 root 1.1 <type number="83" name="Duplicator">
1776     <ignore>
1777     <ignore_list name="system_object" />
1778     </ignore>
1779     <description><![CDATA[
1780     When activated, a duplicator can duplicate, multiply or destroy a pile of
1781     objects which lies somewhere on top of the duplicator.
1782     The duplicator has one arch name specified as &lt;target arch&gt;,
1783     and only objects of this archetype can be affected.<br>
1784     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1785     If the latter is set to zero, it will destroy objects. ]]>
1786     </description>
1787     <use><![CDATA[
1788     I hope it is clear that one must be very cautious when inserting a duplicator
1789     anywhere with &lt;multiply factor&gt; greater than one.
1790     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1791     It is <b>not acceptable</b> to allow duplication of anything other than
1792     coins, gold and jewels. Besides, it is very important that the chance to
1793     loose the input matches the chance to earn winnings.<br>
1794     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1795     loosing rate of 2/3 = 67%. ]]>
1796     </use>
1797     <attribute arch="other_arch" editor="target arch" type="string">
1798 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1799     duplicated, multiplied or removed. All other objects will be ignored.
1800 root 1.1 </attribute>
1801     <attribute arch="level" editor="multiply factor" type="int">
1802     The number of items in the target pile will be multiplied by the
1803     &lt;multiply factor&gt;. If it is set to zero, all target objects
1804     will be destroyed.
1805     </attribute>
1806     <attribute arch="connected" editor="connection" type="int">
1807     An activator (lever, altar, button, etc) with matching connection value
1808     is able to trigger this duplicator. Be very careful that players cannot
1809     abuse it to create endless amounts of money or other valuable stuff!
1810     </attribute>
1811 elmex 1.16 &activate_on;
1812 root 1.1 </type>
1813    
1814     <!--####################################################################-->
1815     <type number="66" name="Exit">
1816     <ignore>
1817     <ignore_list name="non_pickable" />
1818     </ignore>
1819     <description><![CDATA[
1820     When the player applies an exit, he is transferred to a different location.
1821     (Monsters cannot use exits.) Depending on how it is set, the player applies
1822     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1823     the exit. ]]>
1824     </description>
1825     <use><![CDATA[
1826 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1827 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1828     detected with the show_invisible spell.
1829     <br><br>
1830     You can be quite creative with the outlook of secret exits (their "face").
1831     Don't forget to give the player relyable hints about them though. ]]>
1832     </use>
1833     <attribute arch="slaying" editor="exit path" type="string">
1834     The exit path defines the map that the player is transferred to.
1835     You can enter an absolute path, beginning with '/' (for example
1836     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1837     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1838     relative path "Fire1"). Use relative paths whenever possible! Note that
1839     upper/lower case must always be set correctly. However, please use lower
1840 root 1.3 case only.
1841 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1842     is on. If slaying is not set in an exit, the player will see a message like
1843     "the exit is closed".
1844     </attribute>
1845     <attribute arch="hp" editor="destination X" type="int">
1846     The exit destinations define the (x, y)-coordinates where the exit
1847     leads to.
1848     If both are set to zero, the player will be transferred to the "default
1849     enter location" of the destined map. The latter can be set in the map-
1850     properties as "Enter X/Y". Though, please DO NOT use that.
1851     It turned out to be a source for numerous map-bugs.
1852     </attribute>
1853     <attribute arch="sp" editor="destination Y" type="int">
1854     The exit destinations define the (x, y)-coordinates where the exit
1855     leads to.
1856     If both are set to zero, the player will be transferred to the "default
1857     enter location" of the destined map. The latter can be set in the map-
1858     properties as "Enter X/Y". Though, please DO NOT use that.
1859     It turned out to be a source for numerous map-bugs.
1860     </attribute>
1861 root 1.9 &move_on;
1862 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1863     If set, this message will be displayed to the player when he applies the exit.
1864     This is quite useful to throw in some "role-play feeling": "As you enter the
1865     dark cave you hear the sound of rustling dragonscales...". Well, my english
1866     is poor, but you get the point. =)
1867     </attribute>
1868     <attribute arch="unique" editor="unique destination" type="bool">
1869     This flag defines the destined map as "personal unique map". If set,
1870     there will be a seperate version of that map for every player out there.
1871     This feature is used for the permanent apartments
1872     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1873     than apartments, since Crossfire is a *multi*player game. In such a permanent
1874     apartment don't forget to set the unique-flag for all floor tiles too
1875     (see floors).
1876     An exit pointing outside of a personal unique map must have the
1877     "unique destination"-flag unset.
1878     </attribute>
1879     </type>
1880    
1881     <!--####################################################################-->
1882     <type number="72" name="Flesh">
1883     <description><![CDATA[
1884     Just like with food, the player can fill his stomache and gain a
1885     little health by eating flesh-objects. <br>
1886     For dragon players, flesh plays a very special role though: If the
1887     flesh has resistances set, a dragon player has a chance to gain resistance in
1888 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1889 root 1.1 Don't forget that flesh items with resistances have to be balanced
1890     according to map/monster difficulty. ]]>
1891     </description>
1892     <use><![CDATA[
1893     For dragon players, flesh items can be highly valuable. Note that many
1894     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1895     These flesh items "inherit" resistances and level from the monster they belong to.
1896     When you add special flesh items to the inventory of a monster, this is
1897     not the case - so you have to set it manually.
1898     <br><br>
1899     Generally adding special flesh-treaties for dragon players is a great thing
1900     to do. Always consider that dragon players might really not be interested
1901     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1902     out on the reward completely. ]]>
1903     </use>
1904     <attribute arch="food" editor="foodpoints" type="int">
1905     The player's stomache will get filled with this amount of foodpoints.
1906     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1907     </attribute>
1908     <attribute arch="level" editor="flesh level" type="int">
1909     The &lt;flesh level&gt; is not visible to the players and it affects only
1910     dragon players. Normally this value reflects the level of the monster
1911     from which the flesh item originates.
1912     Dragon players always search for flesh of highest level possible,
1913     because it bears the best chance to gain high resistances.
1914     </attribute>
1915     <attribute arch="startequip" editor="godgiven item" type="bool">
1916     A godgiven item vanishes as soon as the player
1917     drops it to the ground.
1918     </attribute>
1919     <section name="resistance">
1920     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1921     Resistances on flesh items make them more durable against spellcraft
1922     of the appropriate kind. It also allows dragon players to eventually gain
1923     resistance by eating it. Usually resistance should only be set for flesh
1924     items in a monster's inventory.
1925     </attribute>
1926     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1927     Resistances on flesh items make them more durable against spellcraft
1928     of the appropriate kind. It also allows dragon players to eventually gain
1929     resistance by eating it. Usually resistance should only be set for flesh
1930     items in a monster's inventory.
1931     </attribute>
1932     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1933     Resistances on flesh items make them more durable against spellcraft
1934     of the appropriate kind. It also allows dragon players to eventually gain
1935     resistance by eating it. Usually resistance should only be set for flesh
1936     items in a monster's inventory.
1937     </attribute>
1938     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1939     Resistances on flesh items make them more durable against spellcraft
1940     of the appropriate kind. It also allows dragon players to eventually gain
1941     resistance by eating it. Usually resistance should only be set for flesh
1942     items in a monster's inventory.
1943     </attribute>
1944     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1945     Resistances on flesh items make them more durable against spellcraft
1946     of the appropriate kind. It also allows dragon players to eventually gain
1947     resistance by eating it. Usually resistance should only be set for flesh
1948     items in a monster's inventory.
1949     </attribute>
1950     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1951     Resistances on flesh items make them more durable against spellcraft
1952     of the appropriate kind. It also allows dragon players to eventually gain
1953     resistance by eating it. Usually resistance should only be set for flesh
1954     items in a monster's inventory.
1955     </attribute>
1956     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1957     Resistances on flesh items make them more durable against spellcraft
1958     of the appropriate kind. It also allows dragon players to eventually gain
1959     resistance by eating it. Usually resistance should only be set for flesh
1960     items in a monster's inventory.
1961     </attribute>
1962     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1963     Resistances on flesh items make them more durable against spellcraft
1964     of the appropriate kind. It also allows dragon players to eventually gain
1965     resistance by eating it. Usually resistance should only be set for flesh
1966     items in a monster's inventory.
1967     </attribute>
1968     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1969     Resistances on flesh items make them more durable against spellcraft
1970     of the appropriate kind. It also allows dragon players to eventually gain
1971     resistance by eating it. Usually resistance should only be set for flesh
1972     items in a monster's inventory.
1973     </attribute>
1974     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1975     Resistances on flesh items make them more durable against spellcraft
1976     of the appropriate kind. It also allows dragon players to eventually gain
1977     resistance by eating it. Usually resistance should only be set for flesh
1978     items in a monster's inventory.
1979     </attribute>
1980     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1981     Resistances on flesh items make them more durable against spellcraft
1982     of the appropriate kind. It also allows dragon players to eventually gain
1983     resistance by eating it. Usually resistance should only be set for flesh
1984     items in a monster's inventory.
1985     </attribute>
1986     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1987     Resistances on flesh items make them more durable against spellcraft
1988     of the appropriate kind. It also allows dragon players to eventually gain
1989     resistance by eating it. Usually resistance should only be set for flesh
1990     items in a monster's inventory.
1991     </attribute>
1992     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1993     Resistances on flesh items make them more durable against spellcraft
1994     of the appropriate kind. It also allows dragon players to eventually gain
1995     resistance by eating it. Usually resistance should only be set for flesh
1996     items in a monster's inventory.
1997     </attribute>
1998     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1999     Resistances on flesh items make them more durable against spellcraft
2000     of the appropriate kind. It also allows dragon players to eventually gain
2001     resistance by eating it. Usually resistance should only be set for flesh
2002     items in a monster's inventory.
2003     </attribute>
2004     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2005     Resistances on flesh items make them more durable against spellcraft
2006     of the appropriate kind. It also allows dragon players to eventually gain
2007     resistance by eating it. Usually resistance should only be set for flesh
2008     items in a monster's inventory.
2009     </attribute>
2010     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2011     RResistances on flesh items make them more durable against spellcraft
2012     of the appropriate kind. It also allows dragon players to eventually gain
2013     resistance by eating it. Usually resistance should only be set for flesh
2014     items in a monster's inventory.
2015     </attribute>
2016     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2017     Resistances on flesh items make them more durable against spellcraft
2018     of the appropriate kind. It also allows dragon players to eventually gain
2019     resistance by eating it. Usually resistance should only be set for flesh
2020     items in a monster's inventory.
2021     </attribute>
2022     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2023     Resistances on flesh items make them more durable against spellcraft
2024     of the appropriate kind. It also allows dragon players to eventually gain
2025     resistance by eating it. Usually resistance should only be set for flesh
2026     items in a monster's inventory.
2027     </attribute>
2028     </section>
2029     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2030     This text may describe the item.
2031     </attribute>
2032     </type>
2033    
2034     <!--####################################################################-->
2035     <type number="0" name="Floor">
2036     <required>
2037     <attribute arch="is_floor" value="1" />
2038     <attribute arch="alive" value="0" />
2039     </required>
2040     <ignore>
2041     <ignore_list name="non_pickable" />
2042     </ignore>
2043     <description><![CDATA[
2044     Floor is a very basic thing whithout too much
2045     functionality. It's a floor - you stand on it. ]]>
2046     </description>
2047     <attribute arch="is_floor" value="1" type="fixed" />
2048     <attribute arch="no_pick" value="1" type="fixed" />
2049     <section name="terrain">
2050 root 1.9 &movement_types_terrain;
2051 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2052     This flag indicates this spot contains wood or high grass.
2053     Players with activated woodsman skill can move faster here.
2054     </attribute>
2055     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2056     This flag indicates this spot contains hills or large rocks.
2057     Players with activated mountaineer skill can move faster here.
2058     </attribute>
2059     </section>
2060     <attribute arch="no_magic" editor="no spells" type="bool">
2061     If enabled, it is impossible for players to use (wizard-)
2062     spells on that spot.
2063     </attribute>
2064     <attribute arch="damned" editor="no prayers" type="bool">
2065     If enabled, it is impossible for players to use prayers
2066     on that spot. It also prevents players from saving.
2067     </attribute>
2068     <attribute arch="unique" editor="unique map" type="bool">
2069     Unique floor means that any items dropped on that spot
2070     will be saved byond map reset. For permanent apartments,
2071     all floor tiles must be set &lt;unique map&gt;.
2072     </attribute>
2073     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2074     This text may describe the object.
2075     </attribute>
2076     </type>
2077    
2078     <!--####################################################################-->
2079     <type number="67" name="Floor (Encounter)">
2080     <ignore>
2081     <ignore_list name="non_pickable" />
2082     </ignore>
2083     <description><![CDATA[
2084     Encounter-Floor is pretty much the same as normal floor.
2085     Most outdoor floor/ground-arches are set to be "encounters".
2086     That is kind of a relict from former code: When walking over
2087     encounter-floor, players sometimes got beamed to little maps
2088     with monsters on them. Nowadays this feature is disabled -
2089     Hence encounter floor is not different from normal floor. ]]>
2090     </description>
2091     <attribute arch="is_floor" value="1" type="fixed" />
2092     <attribute arch="no_pick" value="1" type="fixed" />
2093     <section name="terrain">
2094 root 1.9 &movement_types_terrain;
2095 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2096     This flag indicates this spot contains wood or high grass.
2097     Players with activated woodsman skill can move faster here.
2098     </attribute>
2099     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2100     This flag indicates this spot contains hills or large rocks.
2101     Players with activated mountaineer skill can move faster here.
2102     </attribute>
2103     </section>
2104     <attribute arch="no_magic" editor="no spells" type="bool">
2105     If enabled, it is impossible for players to use (wizard-)
2106     spells on that spot.
2107     </attribute>
2108     <attribute arch="damned" editor="no prayers" type="bool">
2109     If enabled, it is impossible for players to use prayers
2110     on that spot. It also prevents players from saving.
2111     </attribute>
2112     <attribute arch="unique" editor="unique map" type="bool">
2113     Unique floor means that any items dropped on that spot
2114     will be saved byond map reset. For permanent apartments,
2115     all floor tiles must be set &lt;unique map&gt;.
2116     </attribute>
2117     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2118     This text may describe the object.
2119     </attribute>
2120     </type>
2121    
2122     <!--####################################################################-->
2123     <type number="6" name="Food">
2124     <description><![CDATA[
2125     By eating/drinking food-objects, the player can fill his
2126     stomache and gain a little health. ]]>
2127     </description>
2128     <attribute arch="food" editor="foodpoints" type="int">
2129     The player's stomache will get filled with this amount of foodpoints.
2130     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2131     </attribute>
2132     <attribute arch="startequip" editor="godgiven item" type="bool">
2133     A godgiven item vanishes as soon as the player
2134     drops it to the ground.
2135     </attribute>
2136     </type>
2137    
2138     <!--####################################################################-->
2139     <type number="91" name="Gate">
2140     <ignore>
2141     <ignore_list name="non_pickable" />
2142     </ignore>
2143     <description><![CDATA[
2144     Gates play an important role in Crossfire. Gates can be opened
2145     by activating a button/trigger, by speaking passwords (-> magic_ear)
2146     or carrying special key-objects (-> inventory checker).
2147     Unlike locked doors, gates can get shut again after a player has
2148     passed, which makes them more practical in many cases. ]]>
2149     </description>
2150     <use><![CDATA[
2151     Use gates to divide your maps into seperated areas. After solving
2152     area A, the player gains access to area B, and so on. Make your
2153     maps more complex than "one-way". ]]>
2154     </use>
2155     <attribute arch="no_pick" value="1" type="fixed" />
2156 elmex 1.15 <attribute arch="speed" value="1" type="float">
2157     The speed of the gate affects how fast it is closing/opening.
2158     </attribute>
2159 root 1.1 <attribute arch="connected" editor="connection" type="int">
2160     Whenever the inventory checker is triggered, all objects with identical
2161     &lt;connection&gt; value get activated. This only makes sense together with
2162     &lt;blocking passage&gt; disabled.
2163     </attribute>
2164     <attribute arch="wc" editor="position state" type="int">
2165     The &lt;position state&gt; defines the position of the gate:
2166     Zero means completely open/down, the "number of animation-steps" (usually
2167     about 6 or 7) means completely closed/up state. I suggest you don't
2168     mess with this value - Leave the default in place.
2169     </attribute>
2170 root 1.9 &movement_types_terrain;
2171 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2172     Restricting the use of spells to pass this gate. This has
2173     an effect only if &lt;block view&gt; is disabled.
2174     </attribute>
2175     <attribute arch="damned" editor="restrict prayers" type="bool">
2176     Restricting the use of prayers to pass this door. This has
2177     an effect only if &lt;block view&gt; is disabled.
2178     </attribute>
2179     </type>
2180    
2181     <!--####################################################################-->
2182     <type number="113" name="Girdle">
2183     <import_type name="Amulet" />
2184     <description><![CDATA[
2185     Wearing a girdle, the object's stats will directly be inherited to
2186     the player. Girdles usually provide stats- or damage bonuses and no
2187     defense. ]]>
2188     </description>
2189     <use><![CDATA[
2190     Feel free to create your own special artifacts. However, it is very
2191     important that you keep your artifact in balance with existing maps. ]]>
2192     </use>
2193     <attribute arch="magic" editor="magic bonus" type="int">
2194     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2195     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2196     than direct armour-class bonus on the helmet.
2197 root 1.3
2198 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2199     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2200     &lt;magic bonus&gt; is pointless here.
2201     </attribute>
2202     </type>
2203    
2204     <!--####################################################################-->
2205     <type number="100" name="Gloves">
2206     <import_type name="Amulet" />
2207     <description><![CDATA[
2208     Wearing gloves, the object's stats will directly be inherited to
2209     the player. Gloves can add defense or damage bonuses. ]]>
2210     </description>
2211     <use><![CDATA[
2212     Feel free to create your own special artifacts. However, it is very
2213     important that you keep your artifact in balance with existing maps. ]]>
2214     </use>
2215     <attribute arch="magic" editor="magic bonus" type="int">
2216     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2217     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2218     will increase that.
2219     </attribute>
2220     </type>
2221    
2222     <!--####################################################################-->
2223     <type number="93" name="Handle">
2224     <ignore>
2225     <ignore_list name="non_pickable" />
2226     </ignore>
2227     <description><![CDATA[
2228     A handle can be applied by players and (certain) monsters.
2229     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2230     </description>
2231     <use><![CDATA[
2232     Handles are commonly used to move gates. When placing your lever,
2233     don't forget that some monsters are able to apply it.
2234     The ability to apply levers is rare among monsters -
2235     but vampires can do it for example. ]]>
2236     </use>
2237     <attribute arch="no_pick" value="1" type="fixed" />
2238     <attribute arch="connected" editor="connection" type="int">
2239     Every time the handle is applied, all objects
2240     with the same &lt;connection&gt; value are activated.
2241     </attribute>
2242     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2243     This text may describe the item. You can use this
2244     message to explain the handle's purpose to the player.
2245     </attribute>
2246     </type>
2247    
2248     <!--####################################################################-->
2249     <type number="27" name="Handle Trigger">
2250     <import_type name="Handle" />
2251     <ignore>
2252     <ignore_list name="non_pickable" />
2253     </ignore>
2254     <description><![CDATA[
2255     Handle triggers are handles which reset after a short period
2256     of time. Every time it is either applied or reset, the
2257     &lt;connection&gt; value is triggered. ]]>
2258     </description>
2259     <use><![CDATA[
2260     When you connect an ordinary handle to a gate, the gate normally remains
2261     opened after the first player passed. If you want to keep the gate shut,
2262     connecting it to a handle trigger is an easy solution. ]]>
2263     </use>
2264     </type>
2265    
2266     <!--####################################################################-->
2267     <type number="88" name="Hazard Floor">
2268     <required>
2269     <attribute arch="is_floor" value="1" />
2270     </required>
2271     <ignore>
2272     <ignore_list name="non_pickable" />
2273     </ignore>
2274     <description><![CDATA[
2275     The best example for Hazard Floor is lava. It works like standard
2276     floor, but damages all creatures standing on it.
2277     Damage is taken in regular time intervals. ]]>
2278     </description>
2279     <use><![CDATA[
2280     The default lava for example does minor damage. But you can turn
2281     it up so that your hazard floor poses a real threat.<br>
2282     Like magic walls, such floors add a permanent thrill to your map.
2283     You can use that to safely chase off too-weak players, or just
2284     to have something different. ]]>
2285     </use>
2286     <attribute arch="is_floor" value="1" type="fixed" />
2287     <attribute arch="lifesave" value="1" type="fixed" />
2288 root 1.9 &move_on;
2289 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2290     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2291     This attribute specifys the attacktypes that this floor uses to
2292     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2293     If you want a real tough hazard floor, add more than just one attacktype.
2294     </attribute>
2295     <attribute arch="dam" editor="base damage" type="int">
2296     The &lt;base damage&gt; defines how much damage is inflicted to the
2297     victim per hit. The final damage is influenced by several other
2298     factors like the victim's resistance and level.
2299     </attribute>
2300     <attribute arch="wc" editor="weaponclass" type="int">
2301     &lt;weapon class&gt; improves the chance of hitting the victim.
2302     Lower values are better.
2303     Usually, hazard floors like lava are supposed to hit the
2304     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2305     to something like -30.
2306     </attribute>
2307     <attribute arch="level" editor="attack level" type="int">
2308     I guess this value is supposed to work similar to monster levels.
2309     But in fact, it does not seem to have an effect. Set any non-zero
2310     value to be on the safe side.
2311     </attribute>
2312     <section name="terrain">
2313 root 1.9 &movement_types_terrain;
2314 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2315     This flag indicates this spot contains wood or high grass.
2316     Players with activated woodsman skill can move faster here.
2317     </attribute>
2318     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2319     This flag indicates this spot contains hills or large rocks.
2320     Players with activated mountaineer skill can move faster here.
2321     </attribute>
2322     </section>
2323     <attribute arch="no_magic" editor="no spells" type="bool">
2324     If enabled, it is impossible for players to use (wizard-)
2325     spells on that spot.
2326     </attribute>
2327     <attribute arch="damned" editor="no prayers" type="bool">
2328     If enabled, it is impossible for players to use prayers
2329     on that spot. It also prevents players from saving.
2330     </attribute>
2331     <attribute arch="unique" editor="unique map" type="bool">
2332     Unique floor means that any items dropped on that spot
2333     will be saved byond map reset. For permanent apartments,
2334     all floor tiles must be set &lt;unique map&gt;.
2335     </attribute>
2336     </type>
2337    
2338     <!--####################################################################-->
2339     <type number="34" name="Helmet">
2340     <import_type name="Amulet" />
2341     <description><![CDATA[
2342     Wearing a helmet, the object's stats will directly be inherited to
2343     the player. Normal helmets usually increase defense, while crowns
2344     add more special bonuses like stats/resistances paired with
2345     low defense. ]]>
2346     </description>
2347     <use><![CDATA[
2348     Feel free to create your own special artifacts. However, it is very
2349     important that you keep your artifact in balance with existing maps. ]]>
2350     </use>
2351     <attribute arch="magic" editor="magic bonus" type="int">
2352     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2353     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2354     than direct armour-class bonus on the helmet.
2355 root 1.3
2356 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2357     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2358     Crowns for instance typically provide no &lt;amour class&gt;.
2359     </attribute>
2360     </type>
2361    
2362     <!--####################################################################-->
2363     <type number="56" name="Holy Altar">
2364     <ignore>
2365     <ignore_list name="non_pickable" />
2366     </ignore>
2367     <description><![CDATA[
2368     Holy_altars are altars for the various religions. Praying
2369     at a Holy_altar will make you a follower of that god, and
2370     if you already follow that god, you may get some extra bonus. ]]>
2371     </description>
2372     <attribute arch="no_pick" value="1" type="fixed" />
2373     <attribute arch="other_arch" editor="god name" type="string">
2374     The altar belongs to the god of the given name. Possible options for
2375     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2376 root 1.3 Gorokh, Valriel and Sorig.
2377    
2378 root 1.1 If you want to have an unconsecrated altar, set
2379     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2380     </attribute>
2381     <attribute arch="level" editor="reconsecrate level" type="int">
2382     To re-consecrate an altar, the player's wisdom level must be as
2383     high or higher than this value. In that way, some altars can not
2384 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2385    
2386 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2387 root 1.1 Some characters might need those altars, they would be very unhappy to
2388     see them re-consecrated to another cult.
2389     </attribute>
2390     </type>
2391    
2392     <!--####################################################################-->
2393     <type number="35" name="Horn">
2394     <ignore>
2395     <attribute arch="title" />
2396     </ignore>
2397     <description><![CDATA[
2398     Horns are very similar to rods. The difference is that horns regenerate
2399     spellpoints faster and thus are more valuable than rods.
2400     <br><br>
2401     A horn contains a spell. The player can use this spell by applying and
2402     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2403     used endlessly. ]]>
2404     </description>
2405     <use><![CDATA[
2406     Horns are powerful due to their fast recharge rate. They should
2407     never contain high level attacking spells. Even curing/healing spells
2408     are almost too good on a horn. ]]>
2409     </use>
2410     <attribute arch="sp" editor="spell" type="spell">
2411     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2412     horns to players, since they can be used endlessly without any mana cost!
2413     Horns with heal/ restoration/ protection spells, IF available, MUST be
2414     very very VERY hard to get!
2415     </attribute>
2416     <attribute arch="level" editor="casting level" type="int">
2417     The casting level of the &lt;spell&gt; determines it's power.
2418     For attack spells, level should not be set too high.
2419     </attribute>
2420     <attribute arch="hp" editor="initial spellpoints" type="int">
2421     This value represents the initial amount of spellpoints in the horn.
2422     Naturally, this is quite unimportant.
2423     </attribute>
2424     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2425     When the horn is fully charged up, it will hold this maximum amount of
2426     spellpoints. Make sure it is enough to cast the contained spell at least
2427     once. But don't set the value too high, as that might make the horn way
2428     too effective.
2429     </attribute>
2430     <attribute arch="startequip" editor="godgiven item" type="bool">
2431     A godgiven item vanishes as soon as the player
2432     drops it to the ground.
2433     </attribute>
2434     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2435     This text may contain a description of the horn.
2436     </attribute>
2437     </type>
2438    
2439     <!--####################################################################-->
2440     <type number="73" name="Inorganic">
2441     <description><![CDATA[
2442     Inorganic materials are generally used as ingredients for
2443     alchemical receipes. By themselves, they have no special
2444     functionalities. ]]>
2445     </description>
2446     <attribute arch="is_dust" editor="is dust" type="bool">
2447     </attribute>
2448     <section name="resistance">
2449     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2450     </attribute>
2451     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2452     </attribute>
2453     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2454     </attribute>
2455     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2456     </attribute>
2457     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2458     </attribute>
2459     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2460     </attribute>
2461     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2462     </attribute>
2463     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2464     </attribute>
2465     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2466     </attribute>
2467     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2468     </attribute>
2469     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2470     </attribute>
2471     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2472     </attribute>
2473     </section>
2474     </type>
2475    
2476     <!--####################################################################-->
2477     <type number="64" name="Inventory Checker">
2478     <ignore>
2479     <ignore_list name="system_object" />
2480     </ignore>
2481     <description><![CDATA[
2482     Inventory checkers passively check the players inventory for a
2483     specific object. You can set a connected value that is triggered
2484     either if that object is present or missing (-&gt; "last_sp") when a
2485     player walks over the inv. checker. A valid option is to remove the
2486     matching object (usually not recommended, see "last_heal").
2487     <br><br>
2488     Alternatively, you can set your inv. checker to block all players
2489 root 1.9 that do/don't carry the matching object.
2490 root 1.1 <br><br>
2491     As you can see, inv. checkers are quite powerful, holding a
2492     great variety of possibilities. ]]>
2493     </description>
2494     <use><![CDATA[
2495     Putting a check_inventory space in front of a gate (one below) and
2496     one on the opposite side works reasonably well as a control mechanism.
2497     Unlike the key/door-combo, this one works infinite since it is
2498     independant from map reset. Use it to put a "structure" into your
2499     maps: Player must solve area A to gain access to area B. This concept
2500     can be found in nearly every RPG - simple but effective. ]]>
2501     </use>
2502     <attribute arch="no_pick" value="1" type="fixed" />
2503     <attribute arch="slaying" editor="match key string" type="string">
2504     This string specifies the object we are looking for: We have a match
2505     if the player does/don't carry a key object or a mark with identical
2506     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2507     this context. A typical example is the city gate mechanism of scorn.
2508     </attribute>
2509     <attribute arch="race" editor="match arch name" type="string">
2510     This string specifies the object we are looking for: We have a match
2511     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2512     </attribute>
2513     <attribute arch="hp" editor="match type" type="int">
2514     This value specifies the object we are looking for: We have a match
2515 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2516    
2517 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2518     enabled. Now you have an inv. checker blocking all players that carry any
2519     kind of melee weapon. To pass, a player is forced to leave behind all
2520     his weaponry... bad news for a warrior. ;)
2521     </attribute>
2522     <attribute arch="last_sp" editor="match = having" type="bool">
2523     Enabled means having that object is a match.
2524     Disabled means not having that object is a match.
2525     </attribute>
2526     <attribute arch="connected" editor="connection" type="int">
2527     Whenever the inventory checker is triggered, all objects with identical
2528     &lt;connection&gt; value get activated. This only makes sense together with
2529     &lt;blocking passage&gt; disabled.
2530     </attribute>
2531 root 1.9 &movement_types_terrain;
2532 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2533     &lt;remove match&gt; means remove object if found. Setting this is usually not
2534     recommended because inv. checkers are in general invisible. So, unlike
2535     for altars/ locked doors, the player won't expect to lose an object when
2536 root 1.3 walking over that square. And he doesn't even get a message either.
2537    
2538 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2539     to inform the player what's going on!
2540     </attribute>
2541     </type>
2542    
2543     <!--####################################################################-->
2544 root 1.2 <type number="163" name="Item Transformer">
2545     <description><![CDATA[
2546     An item transformer is simply applied, after having marked a 'victim'
2547     item. If the victim is suitable, it will be transformed into something
2548     else.]]>
2549     </description>
2550     <use><![CDATA[
2551     To make an item transformable, you just have to fill the 'slaying' field.
2552     The syntax is:
2553     <br>
2554     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2555     <br>
2556     with [] denoting optional part, and * any number of preceding [].
2557     'new_item' must be the name of an existing archetype.
2558     <br><br>
2559     Example, for object apple: slaying knife:2 half_apple
2560     <br><br>
2561     This means that, when applying a knife (should be an Item Transformer),
2562     one 'apple' will be transformed into 2 'half_apple'.]]>
2563     </use>
2564     <attribute arch="food" editor="number of uses" type="int">
2565     &lt;number of uses&gt; controls how many times the item transformer can
2566     be used. The value 0 means "unlimited"
2567     </attribute>
2568     <attribute arch="slaying" editor="verb" type="string">
2569     Contains the verb that is used to construct a message to the player
2570     applying the item transformer.
2571     </attribute>
2572     <attribute arch="startequip" editor="godgiven item" type="bool">
2573     A godgiven item vanishes as soon as the player
2574     drops it to the ground.
2575     </attribute>
2576     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2577     This text may contain a description of the item transformer.
2578     </attribute>
2579     </type>
2580    
2581     <!--####################################################################-->
2582 root 1.1 <type number="60" name="Jewel">
2583     <description><![CDATA[
2584     Items of the type Gold &amp; Jewels are handled like a currency.
2585     Unlike for any other type of item, in shops, the buy- and selling
2586     prices differ only marginally. ]]>
2587     </description>
2588     <attribute arch="race" value="gold and jewels" type="fixed" />
2589     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2590     This text may describe the object.
2591     </attribute>
2592     </type>
2593    
2594     <!--####################################################################-->
2595 root 1.3 <type number="24" name="Key">
2596     <description><![CDATA[
2597     When carrying a key, a normal door can be opened. The key will
2598     disappear. ]]>
2599     </description>
2600     <attribute arch="startequip" editor="godgiven item" type="bool">
2601     A godgiven item vanishes as soon as the player
2602     drops it to the ground.
2603     </attribute>
2604     </type>
2605    
2606     <!--####################################################################-->
2607 root 1.1 <type number="20" name="Locked Door">
2608     <ignore>
2609     <ignore_list name="non_pickable" />
2610     </ignore>
2611     <description><![CDATA[
2612     A locked door can be opened only when carrying
2613     the appropriate special key. ]]>
2614     </description>
2615     <use><![CDATA[
2616     If you want to create a locked door that cannot be opened (no key),
2617     set a &lt;key string&gt; like "no_key_available". This will clearify things
2618 root 1.3 and only a fool would create a key matching that string.
2619    
2620 root 1.1 Door-objects can not only be used for "doors". In many maps these
2621     are used with all kinds of faces/names, especially often as
2622     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2623     There you have magic forces (door objects) put under certain artifact
2624     items. To get your hands on the artifacts, you need to bring up the
2625     appropriate quest items (key objects). ]]>
2626     </use>
2627 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2628 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2629     <attribute arch="slaying" editor="key string" type="string">
2630     The &lt;key string&gt; in the door must be identical with the
2631     &lt;key string&gt; in the special key, then the door is unlocked.
2632     It is VERY important to set the &lt;key string&gt; to something that
2633 root 1.3 is unique among the CF mapset.
2634    
2635 root 1.1 DONT EVER USE the default string "set_individual_value".
2636     </attribute>
2637     <attribute arch="no_magic" editor="restrict spells" type="bool">
2638     Restricting the use of spells to pass this door.
2639     This should be set in most cases.
2640     (Don't forget that the spell "dimension door" is easily
2641     available at about wisdom level 10).
2642     </attribute>
2643     <attribute arch="damned" editor="restrict prayers" type="bool">
2644     Restricting the use of prayers to pass this door.
2645     This should be set in most cases.
2646     </attribute>
2647     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2648     When a player is trying to open the door without carrying the
2649     appropriate key, this text is displayed to the player. This is
2650     a good opportunity to place hints about the special key needed
2651     to unlock the door.
2652     </attribute>
2653     </type>
2654    
2655     <!--####################################################################-->
2656     <type number="29" name="Magic Ear">
2657     <ignore>
2658     <ignore_list name="system_object" />
2659     </ignore>
2660     <description><![CDATA[
2661     Magic_ears trigger a connected value
2662     when the player speaks a specific keyword. ]]>
2663     </description>
2664     <use><![CDATA[
2665     Whenever you put magic_ears on your maps, make sure there are
2666     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2667     something like a gate that is opened by speaking "open" or
2668     "sesame", expecting the player to figure this out all by himself.
2669     <br><br>
2670     Magic_ears are typically used for interaction with NPCs. You
2671     can create the impression that the NPC actually *does* something
2672     according to his conversation with a player. Mostly this means
2673     opening a gate or handing out some item, but you could be quite
2674     creative here. ]]>
2675     </use>
2676     <attribute arch="no_pick" value="1" type="fixed" />
2677     <attribute arch="connected" editor="connection" type="int">
2678     The Magic_ear will trigger all objects with the
2679     same connection value, every time it is activated.
2680     </attribute>
2681     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2682     This textfield contains the keyword-matching-syntax. The text should
2683     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2684     Any number of keywords from one to infinite is allowed. Make sure
2685     they are seperated by a '|'.
2686 root 1.3
2687 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2688     value will be triggerd when the player speaks any of the given
2689     keywords within a two-square radius. IMPORTANT: Upper/lower case
2690     does not make a difference!
2691     </attribute>
2692     </type>
2693    
2694     <!--####################################################################-->
2695     <type number="62" name="Magic Wall">
2696     <ignore>
2697     <ignore_list name="non_pickable" />
2698     </ignore>
2699     <description><![CDATA[
2700     Magic walls fire spells in a given direction, in regular intervals.
2701     Magic walls can contain any spell. However, some spells do not
2702     operate very successfully in them. The only way to know is to test
2703     the spell you want to use with a wall.
2704     <br><br>
2705     Several types of magical walls are predefined for you in the
2706     archetypes, and can be found on the "connected" Pickmap. ]]>
2707     </description>
2708     <use><![CDATA[
2709     Spellcasting walls pose an interesting alternative to monsters.
2710     Usually they are set to be undestroyable. Thus, while monsters
2711     in a map can be cleared out, the magic walls remain. Low level
2712     characters for example will not be able to pass through their
2713     spell-area, hence they cannot loot a map that a high level character
2714     might have cleared out.
2715     <br><br>
2716     Another point of magic walls is that if the player dies, he has to face
2717     them all again. Magic walls can add a kind of "permanent thrill" to
2718     your maps.
2719     <br><br>
2720     Be careful that your magic walls don't kill the monsters on a map. If
2721     placing monsters, eventually take ones that are immune to the
2722     walls' spell(s).
2723     <br><br>
2724     It is possible to make walls rotate when triggered. But that is so
2725     confusing (and useless IMHO) that I did not mention it above. You
2726     can find a working example on the map
2727     "/pup_land/castle_eureca/castle_eureca8". ]]>
2728     </use>
2729     <attribute arch="dam" editor="spell" type="spell">
2730     The magic wall will cast this &lt;spell&gt;.
2731     </attribute>
2732     <attribute arch="level" editor="spell level" type="int">
2733     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2734     walls cast spells at minimal strength. "level 100" walls cast deadly
2735     spells. Arch default is level 1 - you should always set this value
2736     to meet the overall difficulty of your map.
2737     </attribute>
2738     <attribute arch="connected" editor="connection" type="int">
2739     Every time the &lt;connection&gt; value is triggered, the wall will cast
2740     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2741     have much visible effect.
2742     </attribute>
2743 elmex 1.16 &activate_on;
2744 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2745     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2746     You can fine-tune how long the duration between two casts shall
2747     be. If you want to create a wall that can be activated (cast per
2748     trigger) via connected lever/button/etc, you must set "speed 0".
2749     </attribute>
2750 root 1.12 &speed_left;
2751 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2752     The magic wall will cast it's spells always in the specified
2753     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2754     always fire in a random direction.
2755     </attribute>
2756 root 1.9 &movement_types_terrain;
2757 root 1.1 <section name="destroyable">
2758     <attribute arch="alive" editor="is destroyable" type="bool">
2759     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2760     destroyed by the player. If disabled, all other attributes on
2761     this tab, as well as resistances, are meaningless.
2762     </attribute>
2763     <attribute arch="hp" editor="hitpoints" type="int">
2764     The more &lt;hitpoints&gt; the wall has, the longer
2765     it takes to be destroyed.
2766     </attribute>
2767     <attribute arch="maxhp" editor="max hitpoints" type="int">
2768     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2769     can have. This only makes sense if the wall can regain health.
2770     </attribute>
2771     <attribute arch="ac" editor="armour class" type="int">
2772     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2773     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2774     to &lt;weapon class&gt;.
2775     </attribute>
2776     </section>
2777     <section name="resistance">
2778     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2779     </attribute>
2780     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2781     </attribute>
2782     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2783     </attribute>
2784     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2785     </attribute>
2786     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2787     </attribute>
2788     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2789     </attribute>
2790     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2791     </attribute>
2792     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2793     </attribute>
2794     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2795     </attribute>
2796     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2797     </attribute>
2798     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2799     </attribute>
2800     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2801     </attribute>
2802     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2803     </attribute>
2804     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2805     </attribute>
2806     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2807     </attribute>
2808     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2809     </attribute>
2810     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2811     </attribute>
2812     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2813     </attribute>
2814     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2815     </attribute>
2816     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2817     </attribute>
2818     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2819     </attribute>
2820     </section>
2821     </type>
2822    
2823     <!--####################################################################-->
2824     <type number="55" name="Marker">
2825     <ignore>
2826     <ignore_list name="system_object" />
2827     </ignore>
2828     <description><![CDATA[
2829     A marker is an object that inserts an invisible force (a mark) into a
2830     player stepping on it. This force does nothing except containing a
2831     &lt;key string&gt; which can be discovered by detectors or inventory
2832     checkers. It is also possible to use markers for removing marks again.
2833     <br><br>
2834     Note that the player has no possibility to "see" his own marks,
2835     except by the effect that they cause on the maps. ]]>
2836     </description>
2837     <use><![CDATA[
2838     Markers hold real cool possibilities for map-making. I encourage
2839     you to use them frequently. However there is one negative point
2840     about markers: Players don't "see" what's going on with them. It is
2841     your task, as map-creator, to make sure the player is always well
2842     informed and never confused.
2843     <br><br>
2844     Please avoid infinite markers when they aren't needed. They're
2845     using a little space in the player file after all, so if there
2846     is no real purpose, set an expire time. ]]>
2847     </use>
2848     <attribute arch="no_pick" value="1" type="fixed" />
2849     <attribute arch="slaying" editor="key string" type="string">
2850     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2851     If the player already has a force with that &lt;key string&gt;,
2852     there won't be inserted a second one.
2853     </attribute>
2854     <attribute arch="connected" editor="connection" type="int">
2855     When the detector is triggered, all objects with the same
2856     connection value get activated.
2857     </attribute>
2858     <attribute arch="speed" editor="marking speed" type="float">
2859     The &lt;marking speed&gt; defines how quickly it will mark something
2860     standing on the marker. Set this value rather high to make
2861     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2862     should do fine.
2863     </attribute>
2864 root 1.12 &speed_left;
2865 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2866     This value defines the duration of the force it inserts.
2867     If nonzero, the duration of the player's mark is finite:
2868     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2869     means the mark will stay on the player forever.
2870     </attribute>
2871     <attribute arch="name" editor="delete mark" type="string">
2872     When the player steps onto the marker, all existing forces in
2873     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2874     will be removed. If you don't want to remove any marks, leave
2875 root 1.3 this textfield empty.
2876    
2877 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2878     this marker. So don't be confused, and remember changing the
2879     name will take effect on the marker's functionality.
2880     </attribute>
2881     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2882     In the moment when the player gets marked, this text is displayed
2883     to him. You should really set a message in any marker you create,
2884     because it's the only way for the player to notice what's going on.
2885     </attribute>
2886     </type>
2887 root 1.3
2888 root 1.1 <!--####################################################################-->
2889 root 1.3 <type number="36" name="Money">
2890 root 1.2 <ignore>
2891 root 1.3 <attribute arch="unpaid" />
2892 root 1.2 </ignore>
2893     <description><![CDATA[
2894 root 1.3 Items of the type Money are handled as currency.
2895     Money cannot be sold/bought in shops. When money is dropped
2896     in a shop, it stays the same.<br>
2897     When a player picks an item from a shop and attempts to
2898     walk over the shop mat, the item's selling-price is automatically
2899     subtracted from the player's money.
2900     <br><br>
2901     For money, always use the default arches.
2902     Don't modify them. ]]>
2903 root 1.2 </description>
2904 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2905 root 1.2 </type>
2906    
2907     <!--####################################################################-->
2908 root 1.3 <type number="0" name="Monster &amp; NPC">
2909     <required>
2910     <attribute arch="is_floor" value="0" />
2911     <attribute arch="alive" value="1" />
2912     <attribute arch="tear_down" value="0" />
2913     </required>
2914 root 1.1 <ignore>
2915 root 1.3 <attribute arch="material" />
2916     <attribute arch="name_pl" />
2917 root 1.1 <attribute arch="nrof" />
2918     <attribute arch="value" />
2919     <attribute arch="unpaid" />
2920     </ignore>
2921     <description><![CDATA[
2922     Monsters can behave in various kinds of ways.
2923     They can be aggressive, attacking the player. Or peaceful,
2924     helping the player - maybe joining him as pet.
2925     The unagressive creatures who communicate with players are
2926     usually called "NPCs" (Non Player Character), a well-known
2927     term in role-play environments. ]]>
2928     </description>
2929     <use><![CDATA[
2930     Monsters play a central role in most maps. Choosing the right
2931     combination of monsters for your map is vital:
2932     <UL>
2933     <LI> Place only monsters of slightly varying (increasing) strength.
2934     It's no fun to play for two hours just to find out the last
2935     monster is unbeatable. Similar, it's not exciting to fight orcs
2936     after passing a room of dragons.<br>
2937     This rule applies only for linear maps (one room after the other),
2938     with treasure at the end. You can sprinkle the treasure around,
2939 root 1.3 or make non-linear maps - That is often more entertaining.
2940 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2941     Balrogs, Dragonmen and the likes should be at the end of a quest,
2942 root 1.3 not at the beginning.
2943 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2944     Fire- and cold dragons in one room for example is a bad idea.
2945     By weakening and killing each other they are easy prey for players,
2946     not worth the experience they hold.
2947     <LI> Create your own monsters, especially for "boss"-type monsters.
2948     Having stage-bosses guarding treasure is a lot of fun when done right.
2949     Avoid to create monsters with completely non-intuitive abilities:
2950     Don't give ice-spells to firedragons or vice versa. Don't add
2951     draining attack to trolls, etc. Additionally, you should inform the
2952     player before he bumps right into some very special/unusual monster.
2953     <LI> Last but not least: Always keep an eye on the experience your monsters
2954     hold. Design your maps in a way that high experience
2955     is always well-defended. Don't make large rooms full with only one kind
2956     of monster. Keep in mind the different abilities/techniques players
2957     can use.
2958     </UL>
2959     I know it's impossible to make the perfectly balanced map. There's always
2960     some part which is found too easy or too hard for a certain kind of player.
2961     Just give it your best shot. And listen to feedback from players if you
2962     receive some. :-) ]]>
2963     </use>
2964     <attribute arch="alive" value="1" type="fixed" />
2965     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2966     When the monster is killed, items from the treasurelist will
2967     drop to the ground. This is a common way to reward players
2968     for killing (masses of) monsters.
2969 root 1.3
2970 root 1.1 Note that you can always put items into the monster's
2971     inventory. Those will drop-at-kill just like the stuff
2972     from the &lt;treasurelist&gt;.
2973     </attribute>
2974 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2975     Set this flag to move treasure items created into the environment (map)
2976     instead of putting them into the object.
2977     </attribute>
2978 root 1.1 <attribute arch="level" editor="level" type="int">
2979     A monster's &lt;level&gt; is the most important attribute.
2980     &lt;level&gt; affects the power of a monster in various ways.
2981     </attribute>
2982     <attribute arch="race" editor="race" type="string">
2983 root 1.12 Every monster should have a race set to categorize it.
2984 root 1.1 The monster's &lt;race&gt; can have different effects:
2985     Slaying weapons inflict tripple damage against enemy races
2986     and holy word kills only enemy races of the god.
2987     </attribute>
2988     <attribute arch="exp" editor="experience" type="int">
2989     When a player kills this monster, he will get exactly this
2990     amount of &lt;experience&gt;. The experience will flow into
2991 root 1.12 the skill-category the player used for the kill.
2992 root 1.3
2993 root 1.1 If you create special monsters of tweaked strenght/abilities,
2994     always make sure that the &lt;experience&gt; is set to a
2995     reasonable value. Compare with existing arches to get a feeling
2996     what reasonable means. Keep in mind that spellcasting monsters
2997     are a lot harder to kill than non-spellcasters!
2998     </attribute>
2999     <attribute arch="speed" editor="speed" type="float">
3000     The &lt;speed&gt; determines how fast a monster will both move
3001     and fight. High &lt;speed&gt; makes a monster considerably stronger.
3002     </attribute>
3003 root 1.12 &speed_left;
3004 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
3005     This only takes effect if &lt;multiply&gt; is enabled. The monster will
3006     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3007     can be set to any valid arch-name of a monster. Multipart monster
3008     should not be used.
3009     </attribute>
3010     <attribute arch="generator" editor="multiply" type="bool">
3011     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3012     every once in a while. Mice are a good example for this effect.
3013     If enabled, you must also set &lt;breed monster&gt; or check
3014     &lt;template generation&gt; and put other monsters in the inventory.
3015     </attribute>
3016     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3017     This only takes effect if &lt;multiply&gt; is enabled. The monster
3018     will create a new monster every once in a while by duplicating it's inventory.
3019     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3020     Each time the monster need to generate an object, it will be
3021     a randomly chosen item from the inventory. When generator is destroyed,
3022 root 1.3 inventory is destroyed.
3023 root 1.1 </attribute>
3024 root 1.9 &move_type;
3025 root 1.1 <attribute arch="undead" editor="undead" type="bool">
3026     Several spells only affect undead monsters:
3027     turn undead, banish undead, holy word, etc.
3028     </attribute>
3029     <attribute arch="carrying" editor="carries weight" type="int">
3030     If a monster has something in the inventory, this
3031     value can be set to reflect the slowdown due to
3032     the carried weight.
3033     </attribute>
3034 root 1.24 <attribute arch="precious" editor="precious" type="bool">
3035     Set this flag to indicate that this monster is <i>precious</i>, i.e.
3036     it should not be lightly destroyed. This is most useful on pets and
3037     keeps the server from destroying them on destroy_pets/monster floors
3038     and will try to save them when the player logs out.
3039     </attribute>
3040 root 1.3
3041 root 1.1 <section name="melee">
3042     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3043     This number is a bitmask, specifying the monster's attacktypes
3044     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3045     Strong monsters often have more than just physical attacktype.
3046 root 1.3
3047 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
3048     as much damage as the "best" of it's attacktypes does. So, the more
3049     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3050     somehow exceptions.
3051     </attribute>
3052     <attribute arch="dam" editor="damage" type="int">
3053     Among other parameters, &lt;damage&gt; affects how much melee damage
3054     a monster inflicts. &lt;damage&gt; is used as base value for damage per
3055     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3056     take effect on the melee damage of a monster.
3057     </attribute>
3058     <attribute arch="wc" editor="weapon class" type="int">
3059     Monsters of high &lt;weapon class&gt; are more likely to really hit
3060     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3061     to &lt;armour class&gt;.
3062     </attribute>
3063     <attribute arch="hp" editor="health points" type="int">
3064     The &lt;health points&gt; of a monster define how long it takes to
3065     kill it. With every successful hit from an opponent, &lt;health points&gt;
3066     get drained - The monster dies by zero &lt;health points&gt;.
3067     </attribute>
3068     <attribute arch="maxhp" editor="max health" type="int">
3069     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3070     monster can have.
3071     </attribute>
3072     <attribute arch="ac" editor="armour class" type="int">
3073     Monsters of low &lt;armour class&gt; are less likely to get hit from
3074     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3075     to &lt;weapon class&gt;.
3076     Values typically range between +20 (very bad) to -20 (quite good).
3077     </attribute>
3078     <attribute arch="Con" editor="healing rate" type="int">
3079 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3080     healing rate is independent of &lt;speed&gt;.
3081 root 1.1 </attribute>
3082     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3083     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3084     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3085     bounce off.
3086     </attribute>
3087     <attribute arch="hitback" editor="hitback" type="bool">
3088     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3089     to the amount of damage the *attacker* inflicted. This damage
3090     is additional to the regular melee damage of the monster.
3091     As far as I know, hitback uses acid attacktype, and it only takes
3092     effect if the monster actually has acid attacktype at it's disposal.
3093     Acid spheres for example use this feature.
3094     </attribute>
3095     <attribute arch="one_hit" editor="one hit only" type="bool">
3096     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3097     to a player.
3098     </attribute>
3099     </section>
3100 root 1.3
3101 root 1.1 <section name="spellcraft">
3102     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3103     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3104     Only wands/rods/etc can be used, given the appropriate abilities.
3105     </attribute>
3106     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3107     A monster with this flag has the ability to &lt;reflect spells&gt;,
3108     all kinds of spell-bullets and -beams will bounce off.
3109 root 1.3
3110 root 1.1 Generally this flag should not be set because it puts
3111     wizard-type players at an unfair disadvantage.
3112     </attribute>
3113     <attribute arch="sp" editor="spellpoints" type="int">
3114     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3115     them for both wizard- and prayer-spells. However, this value defines
3116     only the amount of *initial* spellpoints the monster starts with.
3117     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3118     and &lt;spellpoint regen.&gt; are more important than just initial
3119     &lt;spellpoints&gt;.
3120     </attribute>
3121     <attribute arch="maxsp" editor="max spellpoints" type="int">
3122     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3123     can hold. Setting this to high values has little effect unless
3124     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3125     "regenerate mana" at it's disposal.
3126     </attribute>
3127     <attribute arch="Pow" editor="spellpoint regen." type="int">
3128 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3129     spellpoint regeneration rate is independent of &lt;speed&gt;.
3130 root 1.3
3131 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3132     regeneration is most important. If your monster is still not casting
3133     fast enough, give it the spell-ability of "regenerate mana".
3134     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3135     </attribute>
3136     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3137     Click on the &lt;attuned paths&gt; button to select spellpaths.
3138     The creature will get attuned to the specified spellpaths.
3139     </attribute>
3140     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3141     Click on the &lt;repelled paths&gt; button to select spellpaths.
3142     The creature will get repelled to the specified spellpaths.
3143     </attribute>
3144     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3145     Click on the &lt;denied paths&gt; button to select spellpaths.
3146     The creature won't be able to cast spells of the specified paths.
3147     </attribute>
3148     </section>
3149 root 1.3
3150 root 1.1 <section name="ability">
3151     <attribute arch="Int" editor="detect hidden" type="int">
3152     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3153     hidden/invisible creatures. Higher values make for better
3154     detection-skills. Enabling &lt;see invisible&gt; makes this value
3155     obsolete.
3156     </attribute>
3157     <attribute arch="see_invisible" editor="see invisible" type="bool">
3158     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3159     with by invisible or hiding players. This flag is a must-have
3160     for high-level monsters. When a monster is unable to detect
3161     invisible players, it can be killed without fighting back.
3162     </attribute>
3163     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3164     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3165     by spells of darkness or dark maps. This flag is a "should-have"
3166     for high-level monsters. When a monster is unable to see in
3167     darkness, players can cast darkness and sneak around it safely.
3168     </attribute>
3169     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3170     Monster is able to wield weapon type objects.
3171     </attribute>
3172     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3173     Monster is able to use missile-weapon type objects.
3174     </attribute>
3175     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3176     Monster is able to wear protective equipment like brestplate
3177     armour, shields, helmets etc.
3178     </attribute>
3179     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3180     Monster is able to wear rings.
3181     </attribute>
3182     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3183     Monster is able to use wands and staves.
3184     </attribute>
3185     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3186     Monster is able to use rods.
3187     </attribute>
3188     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3189     Monster is able to read scrolls.
3190     </attribute>
3191     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3192     Monster is able to use skills from it's inventory.
3193     For example, you can put a throwing skill object and some
3194 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3195 root 1.1 </attribute>
3196     </section>
3197 root 1.3
3198 root 1.1 <section name="behave">
3199     <attribute arch="monster" editor="monster behaviour" type="bool">
3200     When &lt;monster behaviour&gt; is enabled, this object will behave
3201     like a monster: It can move and attack enemies (which are
3202     typically players).
3203     This flag should be set for all monsters as-such.
3204     Monsters which don't move, like guards, should also have
3205     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3206 root 1.3 It should *not* be set for things like immobile generators.
3207 root 1.1 </attribute>
3208     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3209     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3210     </attribute>
3211     <attribute arch="friendly" editor="friendly" type="bool">
3212     &lt;friendly&gt; monsters help the player, attacking any
3213     non-friendly monsters in range.
3214     </attribute>
3215     <attribute arch="stand_still" editor="stand still" type="bool">
3216     Monsters which &lt;stand still&gt; won't move to leave their position.
3217     When agressive, they will attack all enemies who get close to
3218     them. This behaviour is commonly known from castle guards.
3219 root 1.3
3220 root 1.1 In older versions of Crossfire it was possible to eventually
3221     push a &lt;stand still&gt;-monster out of position by force.
3222     I believe this is no longer possible. Neverthless, you should
3223     still be cautious when lining up &lt;stand still&gt;-monster in order
3224     to "defend" something: Such monsters are rather easy to kill.
3225     It's good for low level maps, but not much more.
3226     </attribute>
3227     <attribute arch="sleep" editor="asleep" type="bool">
3228     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3229     &lt;sensing range&gt; of the monster. Usually the sensing range is
3230     larger than the players line of sight. Due to that, in most cases
3231     the player won't ever notice weither a monster was asleep or not.
3232     </attribute>
3233     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3234     This entry defines which kinds of environment actions the
3235     creature is able to perform.
3236     </attribute>
3237     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3238     Click on the &lt;pick up&gt; button and select which types of objects
3239     the creature should try to pick up.
3240 root 1.3
3241 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3242     etc are set, then the creature will pick up the matching items even
3243     if this is not set here.
3244     </attribute>
3245     <attribute arch="Wis" editor="sensing range" type="int">
3246     &lt;sensing range&gt; determines how close a player needs to be before
3247     the creature wakes up. This is done as a square, for reasons of speed.
3248     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3249     11x11 square of the monster will wake the monster up. If the player
3250     has stealth, the size of this square is reduced in half plus 1.
3251     </attribute>
3252 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3253     If this is set to default, the standard mode of movement will be used.
3254     </attribute>
3255     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3256     This movement is not in effect when the monster has an enemy and should
3257     only be used for non agressive monsters.
3258 root 1.1 </attribute>
3259     <attribute arch="run_away" editor="run at % health" type="int">
3260     This is a percentage value in the range 0-100.
3261     When the monster's health points drop below this percentage
3262     (relative to max health), it attempts to run away from the
3263     attacker.
3264     </attribute>
3265     </section>
3266 root 1.3
3267 root 1.1 <section name="resistance">
3268     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3269     </attribute>
3270     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3271     </attribute>
3272     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3273     </attribute>
3274     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3275     </attribute>
3276     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3277     </attribute>
3278     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3279     </attribute>
3280     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3281     </attribute>
3282     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3283     </attribute>
3284     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3285     </attribute>
3286     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3287     </attribute>
3288     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3289     </attribute>
3290     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3291     </attribute>
3292     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3293     </attribute>
3294     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3295     </attribute>
3296     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3297     </attribute>
3298     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3299     </attribute>
3300     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3301     </attribute>
3302     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3303     </attribute>
3304     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3305     </attribute>
3306     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3307     </attribute>
3308     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3309     </attribute>
3310     </section>
3311     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3312     </attribute>
3313     </type>
3314    
3315     <!--####################################################################-->
3316 root 1.3 <type number="28" name="Monster (Grimreaper)">
3317     <import_type name="Monster &amp; NPC" />
3318     <ignore>
3319     <attribute arch="material" />
3320     <attribute arch="name_pl" />
3321     <attribute arch="nrof" />
3322     <attribute arch="value" />
3323     <attribute arch="unpaid" />
3324     </ignore>
3325     <description><![CDATA[
3326     A grimreaper is a monster that vanishes after it did some number of
3327     draining attacks. ]]> <!-- XXX: is this ok? -->
3328     </description>
3329     <section name="grimreaper">
3330     <attribute arch="value" editor="attacks" type="int">
3331     The object vanishes after this number of draining attacks.
3332     </attribute>
3333     </section>
3334     </type>
3335    
3336     <!--####################################################################-->
3337 root 1.1 <type number="65" name="Mood Floor">
3338     <ignore>
3339     <ignore_list name="system_object" />
3340     </ignore>
3341     <description><![CDATA[
3342     As the name implies, mood floors can change the "mood" of
3343     a monsters/NPC. For example, an unagressive monster could be
3344     turned mad to start attacking. Similar, an agressive monster
3345     could be calmed. ]]>
3346     </description>
3347     <use><![CDATA[
3348     Mood floors are absolutely cool for NPC interaction. To make an
3349     unaggressive monster/NPC attack, put a creator with "other_arch
3350     furious_floor" under it. Connect the creator to a magic_ear, so the
3351     player speaks a keyword like "stupid sucker" - and the monster attacks.
3352     <br><br>
3353     To turn an NPC into a pet, put a charm_floor under it and connect
3354     it directly to a magic_ear. Then the player speaks a keyword like
3355     "help me" - and the NPC joins him as pet.
3356     <br><br>
3357     (Of course you must always give clear hints about keywords!
3358     And there is no reason why you couldn't use a button/lever/pedestal
3359     etc. instead of a magic_ear.) ]]>
3360     </use>
3361     <attribute arch="no_pick" value="1" type="fixed" />
3362     <attribute arch="last_sp" editor="mood" type="list_mood">
3363     &lt;mood&gt; is used to determine what will happen to the
3364     monster when affected by the mood floor:
3365 root 1.3
3366 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3367 root 1.3
3368 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3369 root 1.3
3370 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3371 root 1.3
3372 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3373 root 1.3
3374 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3375     who triggers the square. This setting is not
3376     enabled for continous operation, you need to
3377     insert a &lt;connection&gt; value!
3378     </attribute>
3379     <attribute arch="connected" editor="connection" type="int">
3380     This should only be set in combination with &lt;mood number&gt; 4.
3381     Normally, monsters are affected by the mood floor as soon as they
3382     step on it. But charming (monster -&gt; pet) is too powerful,
3383 root 1.3 so it needs to be activated.
3384    
3385 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3386     But a powerful pet could as well be the reward for solving a
3387     quest. Or even better: It could be *part* of a quest!
3388     </attribute>
3389     <attribute arch="no_magic" editor="no spells" type="bool">
3390     If enabled, it is impossible for players to use (wizard-)
3391     spells on that spot.
3392     </attribute>
3393     <attribute arch="damned" editor="no prayers" type="bool">
3394     If enabled, it is impossible for players to use prayers
3395     on that spot. It also prevents players from saving.
3396     </attribute>
3397     </type>
3398    
3399     <!--####################################################################-->
3400     <type number="40" name="Mover">
3401     <ignore>
3402     <ignore_list name="non_pickable" />
3403     </ignore>
3404     <description><![CDATA[
3405     Movers move the objects above them. However, only living objects
3406     are affected (monsters/NPCs always, players optional). Movers have
3407     a direction, so players can be made to move in a pattern, and so
3408     can monsters. Motion is involuntary. Additionally, players or
3409     monsters can be "frozen" while ontop of movers so that they MUST
3410     move along a chain of them.
3411     <br><br>
3412     Multisquare monsters can be moved as well, given
3413     enough space. Movers are usually invisible. ]]>
3414     </description>
3415     <use><![CDATA[
3416     NEVER EVER consider a mover being unpassable in the backwards
3417     direction. Setting "forced movement" makes it seemingly impossible
3418     but there is still a trick: One player can push a second player
3419     past the mover, in opposite to the mover's direction! The more
3420     movers, the more players needed. Hence, don't make a treasure
3421     room that is surrounded by movers instead of solid walls/gates.
3422     <br><br>
3423     Btw, it does not make a difference putting movers above or
3424     below the floor. Moreover, movers that are set to be invisible
3425     cannot be discovered with the show_invisible spell.
3426     <br><br>
3427     Note that Movers and Directors are seperate objects, even though
3428     they look and act similar. Directors only do spells/missiles,
3429     while movers only do living creatures (depending on how it
3430     is set: monsters and players). ]]>
3431     </use>
3432     <attribute arch="attacktype" editor="forced movement" type="bool">
3433     If forced movement is enabled, the mover "freezes" anyone it
3434     moves (so they are forced to move along a chain).
3435     For players there is no way to escape this forced movement,
3436     except being pushed by a second player.
3437     </attribute>
3438     <attribute arch="maxsp" editor="freeze duration" type="int">
3439     The player will be "frozen" for that many moves.
3440     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3441     enabled, then &lt;freeze duration&gt; gets assigned the
3442     "default value" 2 automatically.
3443     </attribute>
3444     <attribute arch="speed" editor="movement speed" type="float">
3445     The movement speed value determines how fast a chain of
3446     these movers will push a player along (default is -0.2).
3447     </attribute>
3448 root 1.12 &speed_left;
3449 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3450     The mover will push creatures in the specified &lt;direction&gt;.
3451     A mover with direction set to &lt;none&gt; will spin clockwise,
3452     thus pushing creatures in unpredictable directions.
3453     </attribute>
3454     <attribute arch="lifesave" editor="gets used up" type="bool">
3455     If enabled, the mover gets "used up" after a certain number of moves
3456 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3457 root 1.1 </attribute>
3458     <attribute arch="hp" editor="number of uses" type="int">
3459     This value has only a meaning if &lt;gets used up&gt; is set:
3460     &lt;number of uses&gt; is the number of times minus one, that it
3461     will move a creature before disappearing. (It will move
3462 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3463 root 1.1 </attribute>
3464     <section name="targets">
3465     <attribute arch="level" editor="move players" type="bool">
3466     If &lt;move players&gt; is enabled, both players and monsters will be
3467     moved. In the arches' default it is disabled - thus ONLY monsters
3468     get moved. Remember that "monsters" includes NPCs!
3469 root 1.3
3470 root 1.1 This feature provides you with the possibility to make NPCs
3471     literally "come to life". Example: The player is talking with an
3472     NPC, speaking a certain keyword. This triggers a magic_ear and
3473     activates creators, creating (per default: monster-only) movers
3474     under the NPC's feet. The NPC starts "walking" on a predefined
3475     route! Note that it's useful to set this NPC immune to everything,
3476     preventing the player to push the NPC off his trace.
3477     </attribute>
3478 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3479     Which movement types activate the mover.
3480 root 1.1 </attribute>
3481     </section>
3482     </type>
3483    
3484     <!--####################################################################-->
3485     <type number="17" name="Pedestal">
3486     <ignore>
3487     <ignore_list name="non_pickable" />
3488     </ignore>
3489     <description><![CDATA[
3490     Pedestals are designed to detect certain types of living objects.
3491     When a predefined type of living creature steps on the pedestal, the
3492     connected value is triggered. ]]>
3493     </description>
3494     <use><![CDATA[
3495     If you want to create a place where only players of a certain race
3496     can enter, put a teleporter over your pedestal. So the teleporter is
3497     only activated for players of the matching race. Do not use gates,
3498     because many other players could sneak in. If you put powerful
3499     artifacts into such places, generally set "startequip 1", so that
3500     they are preserved for that one race and can't be traded to others. ]]>
3501     </use>
3502     <attribute arch="no_pick" value="1" type="fixed" />
3503     <attribute arch="slaying" editor="match race" type="string">
3504     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3505     matches the monster's or the player's race, we have a match.
3506     Yes, pedestals can detect a player's race! E.g. you could create a
3507 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3508    
3509 root 1.1 If it is set to "player", any player stepping on the pedestal
3510     is a match. Very useful if you want to open a gate for players
3511     but not for monsters.
3512     </attribute>
3513     <attribute arch="connected" editor="connection" type="int">
3514     When the pedestal is triggered, all objects with the same
3515     connection value get activated.
3516     </attribute>
3517 root 1.9 &move_on;
3518 root 1.1 </type>
3519    
3520     <!--####################################################################-->
3521     <type number="94" name="Pit">
3522     <ignore>
3523     <ignore_list name="non_pickable" />
3524     </ignore>
3525     <description><![CDATA[
3526     Pits are holes, transporting the player when he walks (and falls) into them.
3527     A speciality about pits is that they don't transport the player to
3528     the exact destination, but within a two-square radius of the destination
3529     (never on blocked squares).<br>
3530     Optionally, pits can get closed and opened, similar to gates.<br><br>
3531     Monsters and items are affected by pits just as well as players.
3532     Even multipart monsters can fall through them, given enough space. ]]>
3533     </description>
3534     <use><![CDATA[
3535     Pits can add interesting effects to your map. When using them, make
3536     sure to use them in a "logical way": Pits should always drop the
3537     player to some kind of lower level. They should not be used to
3538     randomly interconnect maps like teleporters do. ]]>
3539     </use>
3540     <attribute arch="no_pick" value="1" type="fixed" />
3541     <attribute arch="connected" editor="connection" type="int">
3542     When a &lt;connection&gt; value is set, the pit can be opened/closed
3543     by activating the connection.
3544     </attribute>
3545 elmex 1.16 &activate_on;
3546 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3547     The pit will transport creatures (and items) randomly into a two-square
3548     radius of the destination coordinates.
3549     If the destination square becomes blocked, the pit will act like
3550     being filled up and not work anymore!
3551     </attribute>
3552     <attribute arch="sp" editor="destination Y" type="int">
3553     The pit will transport creatures (and items) randomly into a two-square
3554     radius of the destination coordinates.
3555     If the destination square becomes blocked, the pit will act like
3556     being filled up and not work anymore!
3557     </attribute>
3558     <attribute arch="wc" editor="position state" type="int">
3559     The &lt;position state&gt; defines the position of the gate:
3560     Zero means completely open/down, the "number of animation-steps" (usually
3561     about 6 or 7) means completely closed/up state. I suggest you don't
3562     mess with this value - Leave the default in place.
3563     </attribute>
3564 root 1.9 &move_on;
3565 root 1.1 </type>
3566    
3567     <!--####################################################################-->
3568     <type number="7" name="Poison Food">
3569     <description><![CDATA[
3570     When eating, the player's stomache is drained by 1/4 of food.
3571     If his food drops to zero, the player might even die. ]]>
3572     </description>
3573     </type>
3574    
3575     <!--####################################################################-->
3576     <type number="5" name="Potion">
3577     <description><![CDATA[
3578     The player can drink these and gain various kinds of benefits
3579     (/penalties) by doing so. ]]>
3580     </description>
3581     <use><![CDATA[
3582     One potion should never give multiple benefits at once. ]]>
3583     </use>
3584     <attribute arch="level" editor="potion level" type="int">
3585     If the potion contains a spell, the spell is cast at this level.
3586     For other potions it should be set at least to 1.
3587     </attribute>
3588     <attribute arch="sp" editor="spell" type="spell">
3589     When a player drinks this potion, the selected spell
3590     will be casted (once). This should work for any given spell.
3591     E.g. heal is "sp 35", magic power is "sp 67".
3592     </attribute>
3593     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3594     There are two types of special effects for potions:
3595     'life restoration' - restore the player's stats lost by death or draining
3596     (this has nothing in common with the restoration spell!)
3597 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3598 root 1.1 by a very small amount.
3599     </attribute>
3600     <attribute arch="cursed" editor="cursed" type="bool">
3601     If a potion is cursed, benefits generally turn into penalties.
3602     Note that potions can be "uncursed" by praying over an altar,
3603     with relative ease. *But* the potion must be identified to notice
3604     that it is cursed &gt;:)
3605     </attribute>
3606     <attribute arch="startequip" editor="godgiven item" type="bool">
3607     A godgiven item vanishes as soon as the player
3608     drops it to the ground.
3609     </attribute>
3610     <section name="stats">
3611     <attribute arch="Str" editor="strength" type="int">
3612     The player's strentgh will rise/fall by the given value for permanent
3613     (of course there is an upper limit). Generally there shouldn't be stat
3614     potions granting more than one stat. Cursed potions will subtract the
3615     stats if positive.
3616     </attribute>
3617     <attribute arch="Dex" editor="dexterity" type="int">
3618     The player's dexterity will rise/fall by the given value for permanent
3619     (of course there is an upper limit). Generally there shouldn't be stat
3620     potions granting more than one stat. Cursed potions will subtract the
3621     stats if positive.
3622     </attribute>
3623     <attribute arch="Con" editor="constitution" type="int">
3624     The player's constitution will rise/fall by the given value for permanent
3625     (of course there is an upper limit). Generally there shouldn't be stat
3626     potions granting more than one stat. Cursed potions will subtract the
3627     stats if positive.
3628     </attribute>
3629     <attribute arch="Int" editor="intelligence" type="int">
3630     The player's intelligence will rise/fall by the given value for permanent
3631     (of course there is an upper limit). Generally there shouldn't be stat
3632     potions granting more than one stat. Cursed potions will subtract the
3633     stats if positive.
3634     </attribute>
3635     <attribute arch="Pow" editor="power" type="int">
3636     The player's power will rise/fall by the given value for permanent
3637     (of course there is an upper limit). Generally there shouldn't be stat
3638     potions granting more than one stat. Cursed potions will subtract the
3639     stats if positive.
3640     </attribute>
3641     <attribute arch="Wis" editor="wisdom" type="int">
3642     The player's wisdom will rise/fall by the given value for permanent
3643     (of course there is an upper limit). Generally there shouldn't be stat
3644     potions granting more than one stat. Cursed potions will subtract the
3645     stats if positive.
3646     </attribute>
3647     <attribute arch="Cha" editor="charisma" type="int">
3648     The player's charisma will rise/fall by the given value for permanent
3649     (of course there is an upper limit). Generally there shouldn't be stat
3650     potions granting more than one stat. Cursed potions will subtract the
3651     stats if positive.
3652     </attribute>
3653     </section>
3654     <section name="resistance">
3655     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3656     The player's resistance to physical will rise by this value in percent
3657     (range -100 till +100). The effect is only temporare, and it does NOT
3658     add on the values from the player's equipment.
3659     Cursed potions will make negative resistance.. very nasty in combat!
3660     </attribute>
3661     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3662     The player's resistance to magic will rise by this value in percent
3663     (range -100 till +100). The effect is only temporare, and it does NOT
3664     add on the values from the player's equipment.
3665     Cursed potions will make negative resistance.. very nasty in combat!
3666     </attribute>
3667     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3668     The player's resistance to fire will rise by this value in percent
3669     (range -100 till +100). The effect is only temporare, and it does NOT
3670     add on the values from the player's equipment.
3671     Cursed potions will make negative resistance.. very nasty in combat!
3672     </attribute>
3673     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3674     The player's resistance to electricity will rise by this value in percent
3675     (range -100 till +100). The effect is only temporare, and it does NOT
3676     add on the values from the player's equipment.
3677     Cursed potions will make negative resistance.. very nasty in combat!
3678     </attribute>
3679     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3680     The player's resistance to cold will rise by this value in percent
3681     (range -100 till +100). The effect is only temporare, and it does NOT
3682     add on the values from the player's equipment.
3683     Cursed potions will make negative resistance.. very nasty in combat!
3684     </attribute>
3685     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3686     The player's resistance to acid will rise by this value in percent
3687     (range -100 till +100). The effect is only temporare, and it does NOT
3688     add on the values from the player's equipment.
3689     Cursed potions will make negative resistance.. very nasty in combat!
3690     </attribute>
3691     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3692     The player's resistance to confusion will rise by this value in percent
3693     (range -100 till +100). The effect is only temporare, and it does NOT
3694     add on the values from the player's equipment.
3695     Cursed potions will make negative resistance.. very nasty in combat!
3696     </attribute>
3697     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3698     The player's resistance to weaponmagic will rise by this value in percent
3699     (range -100 till +100). The effect is only temporare, and it does NOT
3700     add on the values from the player's equipment.
3701     Cursed potions will make negative resistance.. very nasty in combat!
3702     </attribute>
3703     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3704     The player's resistance to paralyze will rise by this value in percent
3705     (range -100 till +100). The effect is only temporare, and it does NOT
3706     add on the values from the player's equipment.
3707     Cursed potions will make negative resistance.. very nasty in combat!
3708     </attribute>
3709     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3710     The player's resistance to draining will rise by this value in percent
3711     (range -100 till +100). The effect is only temporare, and it does NOT
3712     add on the values from the player's equipment.
3713     Cursed potions will make negative resistance.. very nasty in combat!
3714     </attribute>
3715     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3716     The player's resistance to depletion will rise by this value in percent
3717     (range -100 till +100). The effect is only temporare, and it does NOT
3718     add on the values from the player's equipment.
3719     Cursed potions will make negative resistance.. very nasty in combat!
3720     </attribute>
3721     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3722     The player's resistance to poison will rise by this value in percent
3723     (range -100 till +100). The effect is only temporare, and it does NOT
3724     add on the values from the player's equipment.
3725     Cursed potions will make negative resistance.. very nasty in combat!
3726     </attribute>
3727     </section>
3728     </type>
3729    
3730     <!--####################################################################-->
3731     <type number="156" name="Power Crystal">
3732     <description><![CDATA[
3733     Power crystals can store a player's mana:
3734     When the player applies the crystal with full mana, half of
3735     it flows into the crystal. When the player applies it with
3736     lacking mana, the crystal replenishes the player's mana. ]]>
3737     </description>
3738     <attribute arch="sp" editor="initial mana" type="int">
3739     &lt;initial mana&gt; is the amount of spellpoints that the
3740     crystal holds when the map is loaded.
3741     </attribute>
3742     <attribute arch="maxsp" editor="mana capacity" type="int">
3743     The &lt;mana capacity&gt; defines how much mana can be stored
3744     in the crystal. This is what makes the crystal interesting.
3745     Wizard-players will always seek for crystals with large
3746     capacities.
3747     </attribute>
3748     </type>
3749    
3750     <!--####################################################################-->
3751     <type number="13" name="Projectile">
3752     <description><![CDATA[
3753     Projectiles like arrows/crossbow bolts are used as ammunition
3754     for shooting weapons.
3755     <br><br>
3756     It's very easy to add new pairs of weapons &amp; projectiles.
3757     Just set matching &lt;ammunition class&gt; both for shooting
3758     weapon and projectile. ]]>
3759     </description>
3760     <use><![CDATA[
3761     If you want to create new kinds of projectiles, you could
3762     add an alchemical receipe to create these.
3763 root 1.3
3764 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3765     they really fullfill a useful purpose. In fact, even bows
3766     and crossbows are rarely ever used. ]]>
3767     </use>
3768     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3769     This number is a bitmask, specifying the projectile's attacktypes.
3770     Attacktypes are: physical, magical, fire, cold.. etc.
3771     This works identical to melee weapons. Note that shooting
3772     weapons cannot have attacktypes.
3773     </attribute>
3774     <attribute arch="race" editor="ammunition class" type="string">
3775     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3776     these projectiles. For arrows set "arrows", for crossbow bolts
3777     set "crossbow bolts" (big surprise).
3778 root 1.3
3779 root 1.1 In certain cases, the ammunition class is displayed in the game.
3780     Hence, when you create a new ammunition class, choose an
3781     intuitive name like "missiles", "spirit bolts" - whatever.
3782 root 1.3
3783 root 1.1 You can also make special containers holding these projectiles
3784     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3785     </attribute>
3786     <attribute arch="slaying" editor="slaying race" type="string">
3787     Slaying means the weapon does tripple (3x) damage to monsters
3788     of the specified race. If &lt;slaying race&gt; matches an arch name,
3789     only monsters of that archtype receive tripple damage.
3790     Tripple damage is very effective.
3791     </attribute>
3792     <attribute arch="dam" editor="damage" type="int">
3793     The projectile &lt;damage&gt; significantly affects the damage
3794     done. Damage can be further increased by the shooting
3795     weapon's attributes.
3796     </attribute>
3797     <attribute arch="wc" editor="weaponclass" type="int">
3798     This value is supposed to be the base &lt;weaponclass&gt;,
3799     but it seems to have rather little effect.
3800     High values are good here, low values bad.
3801     </attribute>
3802     <attribute arch="food" editor="chance to break" type="int">
3803     The &lt;chance to break&gt; defines the breaking probability when this
3804     projectile hits an obstacle, e.g. wall or monster.
3805     The value is the %-chance to break, ranging from 0 (never breaking)
3806     to 100 (breaking at first shot).
3807     </attribute>
3808     <attribute arch="magic" editor="magic bonus" type="int">
3809     Magic bonus increases chance to hit and damage a little bit.
3810     </attribute>
3811     <attribute arch="unique" editor="unique item" type="bool">
3812     Unique items exist only one time on a server. If the item
3813     is taken, lost or destroyed - it's gone for good.
3814     </attribute>
3815     <attribute arch="startequip" editor="godgiven item" type="bool">
3816     A godgiven item vanishes as soon as the player
3817     drops it to the ground.
3818     </attribute>
3819     <attribute arch="no_drop" editor="don't drop" type="bool">
3820     When a monster carries a projectile with &lt;don't drop&gt;,
3821     this item will never drop to the ground but
3822     vanish instead. If this object is shot, it can still drop
3823     after hitting an obstacle. You can prevent this by
3824     setting &lt;chance to break&gt; 100.
3825     </attribute>
3826     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3827     This text may describe the projectile. This
3828     could be nice for very special ones.
3829     </attribute>
3830     </type>
3831    
3832     <!--####################################################################-->
3833     <type number="70" name="Ring">
3834     <import_type name="Amulet" />
3835     <description><![CDATA[
3836     Rings are worn on the hands - one ring each.
3837     Wearing rings, the object's stats will directly be inherited to
3838     the player. Usually enhancing his spellcasting potential. ]]>
3839     </description>
3840     <use><![CDATA[
3841     When you create an artifact ring, never forget that players can
3842     wear <B>two</B> rings! Due to that it is extremely important to
3843     keep rings in balance with the game.
3844     <br><br>
3845     Also keep in mind that rings are generally the wizard's tools.
3846     They should primarily grant bonuses to spellcasting abilities
3847     and non-physical resistances. ]]>
3848     </use>
3849     </type>
3850    
3851     <!--####################################################################-->
3852     <type number="3" name="Rod">
3853     <ignore>
3854     <attribute arch="title" />
3855     </ignore>
3856     <description><![CDATA[
3857     A rod contains a spell. The player can use this spell by applying and
3858     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3859     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3860     used endlessly. ]]>
3861     </description>
3862     <use><![CDATA[
3863     Rods with healing/curing spells are extremely powerful. Usually, potions have
3864     to be used for that purpose. Though, potions are expensive and only good for
3865     one-time-use.<br> ]]>
3866     </use>
3867     <attribute arch="sp" editor="spell" type="spell">
3868     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3869     rods to players, since they can be used endlessly without any mana cost!
3870     Rods with heal/ restoration/ protection spells, IF available, MUST be
3871     very very VERY hard to get!
3872     </attribute>
3873     <attribute arch="level" editor="casting level" type="int">
3874     The casting level of the &lt;spell&gt; determines it's power.
3875     For attack spells, level should be set to something reasonable.
3876     </attribute>
3877     <attribute arch="hp" editor="initial spellpoints" type="int">
3878     This value represents the initial amount of spellpoints in the rod.
3879     Naturally, this is quite unimportant.
3880     </attribute>
3881     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3882     When the rod is fully charged up, it will hold this maximum amount of
3883     spellpoints. Make sure it is enough to cast the contained spell at least
3884     once. But don't set the value too high, as that might make the rod
3885     too effective.
3886     </attribute>
3887     <attribute arch="startequip" editor="godgiven item" type="bool">
3888     A godgiven item vanishes as soon as the player
3889     drops it to the ground.
3890     </attribute>
3891     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3892     This text may contain a description of the rod.
3893     </attribute>
3894     </type>
3895    
3896     <!--####################################################################-->
3897     <type number="154" name="Rune">
3898     <ignore>
3899     <attribute arch="no_pick" />
3900     <attribute arch="title" />
3901     <attribute arch="name_pl" />
3902     <attribute arch="weight" />
3903     <attribute arch="value" />
3904     <attribute arch="material" />
3905     <attribute arch="unpaid" />
3906     </ignore>
3907     <description><![CDATA[
3908 root 1.3 A rune is a magical enscription on the dungeon floor.
3909 root 1.1 <br><br>
3910     Runes hit any monster or person who steps on them for 'dam' damage in
3911     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3912     and will cast this spell when it detonates. Yet another kind is the
3913     "summoning rune", summoning predefined monsters of any kind, at detonation.
3914     <br><br>
3915     Many runes are already defined in the archetypes. ]]>
3916     </description>
3917     <use><![CDATA[
3918     Avoid monsters stepping on your runes. For example, summoning runes
3919     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3920     </use>
3921     <attribute arch="no_pick" value="1" type="fixed" />
3922 root 1.9 &move_on;
3923 root 1.1 <attribute arch="level" editor="rune level" type="int">
3924     This value sets the level the rune will cast the spell it contains at,
3925     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3926 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3927    
3928 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3929     how much experience the player gets for doing so. Beware: High level
3930     runes can be quite a cheap source of experience! So either make them
3931     tough, or keep the level low.
3932     </attribute>
3933     <attribute arch="Cha" editor="visibility" type="int">
3934     This value determines what fraction of the time the rune is visible:
3935     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3936     how easily the rune may be found.
3937     </attribute>
3938     <attribute arch="hp" editor="number of charges" type="int">
3939     The rune will detonate &lt;number of charges&gt; times before disappearing.
3940     </attribute>
3941     <attribute arch="dam" editor="direct damage" type="int">
3942     &lt;direct damage&gt; specifies how much damage is done by the rune,
3943     if it doesn't contain a spell. This should be set in reasonable
3944 root 1.3 relation to the rune's level.
3945 root 1.1 </attribute>
3946     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3947     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3948     attribute defines what attacktype to use for direct damage when
3949     the rune detonates.
3950     </attribute>
3951     <section name="spellcraft">
3952     <attribute arch="sp" editor="spell" type="spell">
3953     The selected &lt;spell&gt; defines the spell in the rune, if any.
3954     (Many runes do direct damage).
3955     </attribute>
3956     <attribute arch="slaying" editor="spell name" type="string">
3957     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3958     but if present, overrides the &lt;spell&gt; setting.
3959     </attribute>
3960     <attribute arch="other_arch" editor="spell arch" type="string">
3961     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3962     is optional, but if present, overrides the &lt;spell&gt; setting.
3963     You can choose any of the existing arches.
3964     </attribute>
3965     <attribute arch="maxsp" editor="direction" type="list_direction">
3966     If set, the rune will cast it's containing spell (if any) in
3967     this &lt;direction&gt;.In most cases this appears useless because
3968     the spell directly hits the player.
3969     </attribute>
3970     <attribute arch="race" editor="summon monster" type="string">
3971     If this is set to the arch name of any monster, together with
3972     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3973     of those on detonation. (dam and attacktype will still be ignored
3974     in this case). Runes are even capable of summoning multi-square
3975     monsters, given enough space. You'd better test it though.
3976     </attribute>
3977     <attribute arch="maxhp" editor="summon amount" type="int">
3978     This should only be set to a summoning rune. It will then summon
3979     that many creatures of the kind &lt;summon monster&gt;.
3980     </attribute>
3981     </section>
3982     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3983     When the rune detonates, this text is displayed to the
3984     victim. For especially powerful runes, create an appropriate
3985     thrilling description. ;)
3986     </attribute>
3987     </type>
3988    
3989     <!--####################################################################-->
3990     <type number="106" name="Savebed">
3991     <ignore>
3992     <ignore_list name="non_pickable" />
3993     </ignore>
3994     <description><![CDATA[
3995     When the player applies a savebed, he is not only saved. Both his
3996     respawn-after-death and his word-of-recall positions are pointing
3997     to the last-applied savebed. ]]>
3998     </description>
3999     <use><![CDATA[
4000     Put savebed locations in towns, do not put them into dungeons.
4001     It is absolutely neccessary that a place with savebeds is 100% secure.
4002     That means:
4003     <UL>
4004     <LI> Monsters must not be able to reach the savebeds under any circumstances!
4005     <LI> If there are NPCs around, make sure they have the friendly-flag set.
4006     <LI> Insert a relyable exit! Make sure there is no possibility that
4007     players get trapped in a savebed location.
4008     <LI> If possible, mark the whole site as no-spell area (Insert this
4009     arch called "dungeon_magic" everywhere). This is not required,
4010     but it makes the place much more safe.
4011     </UL> ]]>
4012     </use>
4013     <attribute arch="no_pick" value="1" type="fixed" />
4014     <attribute arch="no_magic" value="1" type="fixed" />
4015     <attribute arch="damned" value="1" type="fixed" />
4016     </type>
4017    
4018     <!--####################################################################-->
4019 root 1.3 <type number="111" name="Scroll">
4020     <ignore>
4021     <attribute arch="title" />
4022     </ignore>
4023     <description><![CDATA[
4024     Scrolls contain spells (similar to spell-potions). Unlike potions,
4025     scrolls require a certain literacy skill to read successfully.
4026     Accordingly, for a successful reading, a small amount of
4027     experience is gained. Scrolls allow only one time usage, but
4028     usually they are sold in bulks. ]]>
4029     </description>
4030     <use><![CDATA[
4031     For low level quests, scrolls of healing/curing-spells
4032     can be a nice reward. At higher levels, scrolls become less
4033     and less useful. ]]>
4034     </use>
4035     <attribute arch="level" editor="casting level" type="int">
4036     The spell of the scroll will be casted at this level.
4037     This value should always be set, at least to 1.
4038     </attribute>
4039     <attribute arch="sp" editor="spell" type="spell">
4040     When a player/monster applies this scroll, the selected &lt;spell&gt;
4041     will be casted (once). This should work for any given spell.
4042     </attribute>
4043     <attribute arch="startequip" editor="godgiven item" type="bool">
4044     A godgiven item vanishes as soon as the player
4045     drops it to the ground.
4046     </attribute>
4047     </type>
4048    
4049     <!--####################################################################-->
4050     <type number="33" name="Shield">
4051     <import_type name="Amulet" />
4052     <description><![CDATA[
4053     Wearing a shield, the object's stats will directly be inherited to
4054     the player. Shields usually provide good defense, only surpassed
4055     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4056     </description>
4057     <use><![CDATA[
4058     Feel free to create your own special artifacts. However, it is very
4059     important that you keep your artifact in balance with existing maps. ]]>
4060     </use>
4061     <attribute arch="magic" editor="magic bonus" type="int">
4062     &lt;magic bonus&gt; works just like ac, except that it can be improved by
4063     "scrolls of Enchant Armour" or reduced by acid. It is less useful
4064     than direct armour-class bonus on the shield.
4065     </attribute>
4066     </type>
4067    
4068     <!--####################################################################-->
4069 root 1.1 <type number="14" name="Shooting Weapon">
4070     <description><![CDATA[
4071 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
4072 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4073     wielded both at the same time. Like with any other equipment,
4074     stats/bonuses from shooting weapons are directly inherited to the player.
4075     <br><br>
4076     It's very easy to add new pairs of weapons &amp; projectiles.
4077     Just set matching &lt;ammunition class&gt; both for shooting
4078     weapon and projectile. ]]>
4079     </description>
4080     <use><![CDATA[
4081     Shooting weapons should not add bonuses in general. There's already
4082     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4083 elmex 1.17 Shooting weapons should especially not add bonuses to the player
4084 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
4085     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4086     - still crap. ]]>
4087     </use>
4088     <attribute arch="race" editor="ammunition class" type="string">
4089     Only projectiles with matching &lt;ammunition class&gt; can be fired
4090     with this weapon. For normal bows set "arrows", for normal
4091     crossbows set "crossbow bolts".
4092 root 1.3
4093 root 1.1 In certain cases, the ammunition class is displayed in the game.
4094     Hence, when you create a new ammunition class, choose an
4095     intuitive name like "missiles", "spirit bolts" - whatever.
4096     </attribute>
4097     <attribute arch="sp" editor="shooting speed" type="int">
4098     After shooting a projectile, the player is frozen for a short
4099     period of time (to prevent shooting arrows machine-gun-like).
4100     The greater &lt;shooting speed&gt;, the shorter this period of time.
4101     1 is minimum (=worst) and 100 is maximum (=best) value.
4102 root 1.3
4103 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4104     SET IT TO ZERO! (That would freeze the player for eternety).
4105     </attribute>
4106     <attribute arch="dam" editor="base damage" type="int">
4107     The &lt;base damage&gt; significantly affects the damage done
4108     by using this weapon. This damage is added to the projectile
4109     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4110     according to the player's strength is added.
4111     </attribute>
4112     <attribute arch="wc" editor="weaponclass" type="int">
4113     This value is supposed to be the base &lt;weaponclass&gt;,
4114     but it seems to have rather little effect.
4115     High values are good here, low values bad.
4116     </attribute>
4117     <attribute arch="item_power" editor="item power" type="int">
4118     The &lt;item power&gt; value measures how "powerful" an artifact is.
4119     Players will only be able to wear equipment with a certain total
4120     amount of &lt;item power&gt;, depending on their own level. This is the
4121     only way to prevent low level players to wear "undeserved" equipment
4122     (like gifts from other players or cheated items).
4123 root 1.3
4124 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4125     for every artifact you create! If zero/unset, the CF server will
4126     calculate a provisional value at runtime, but this is never
4127     going to be an accurate measurement of &lt;item power&gt;.
4128     </attribute>
4129     <attribute arch="no_strength" editor="ignore strength" type="bool">
4130     Usually the player's strentgh takes effect on the damage
4131     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4132     the player's strength is ignored.
4133     </attribute>
4134     <attribute arch="damned" editor="damnation" type="bool">
4135     A damned shooting weapon cannot be unwielded unless
4136     the curse is removed. Removing damnations is
4137     a tick harder than removing curses.
4138     </attribute>
4139     <attribute arch="cursed" editor="curse" type="bool">
4140     A cursed shooting weapon cannot be unwielded unless
4141     the curse is removed.
4142     </attribute>
4143     <attribute arch="unique" editor="unique item" type="bool">
4144     Unique items exist only one time on a server. If the item
4145     is taken, lost or destroyed - it's gone for good.
4146     </attribute>
4147     <attribute arch="startequip" editor="godgiven item" type="bool">
4148     A godgiven item vanishes as soon as the player
4149     drops it to the ground.
4150     </attribute>
4151     <section name="stats">
4152     <attribute arch="Str" editor="strength" type="int">
4153     The player's strentgh will rise/fall by the given value
4154     while wearing this shooting weapon.
4155     </attribute>
4156     <attribute arch="Dex" editor="dexterity" type="int">
4157     The player's dexterity will rise/fall by the given value
4158     while wearing this shooting weapon.
4159     </attribute>
4160     <attribute arch="Con" editor="constitution" type="int">
4161     The player's constitution will rise/fall by the given value
4162     while wearing this shooting weapon.
4163     </attribute>
4164     <attribute arch="Int" editor="intelligence" type="int">
4165     The player's intelligence will rise/fall by the given value
4166     while wearing this shooting weapon.
4167     </attribute>
4168     <attribute arch="Pow" editor="power" type="int">
4169     The player's power will rise/fall by the given value
4170     while wearing this shooting weapon.
4171     </attribute>
4172     <attribute arch="Wis" editor="wisdom" type="int">
4173     The player's wisdom will rise/fall by the given value while
4174     wearing this shooting weapon.
4175     </attribute>
4176     <attribute arch="Cha" editor="charisma" type="int">
4177     The player's charisma will rise/fall by the given value
4178     while wearing this shooting weapon.
4179     </attribute>
4180     </section>
4181     <section name="bonus">
4182     <attribute arch="luck" editor="luck bonus" type="int">
4183     With positive luck bonus, the player is more likely to
4184     succeed in all sorts of things (spellcasting, praying,...).
4185     Unless the &lt;luck bonus&gt; is very high, the effect will be
4186     barely visible in-game. Luck bonus on one piece of equipment
4187     should never exceed 3, and such bonus should not be too
4188     frequently available.
4189     </attribute>
4190     <attribute arch="magic" editor="magic bonus" type="int">
4191     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4192     I'm not sure what exactly is increased - maybe weaponclass?
4193     However, &lt;magic bonus&gt; seems to have a little bit of positive
4194     influence on your chance to hit.
4195     </attribute>
4196     </section>
4197     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4198     This text describes the weapons's "story". Every decent artifact weapon
4199     should have such a description.
4200     </attribute>
4201     </type>
4202    
4203     <!--####################################################################-->
4204     <type number="68" name="Shop Floor">
4205     <ignore>
4206     <ignore_list name="non_pickable" />
4207     </ignore>
4208     <description><![CDATA[
4209     Shop floor is used for shops. It acts like a combination of the
4210     common floor- and the treasure type: When the map is loaded,
4211     randomitems (depending on the setings) are generated on it.
4212     These items are all flagged as unpaid.
4213     When a player drops an item onto shop floor, the item becomes
4214     unpaid and the player receives payment according to the item's
4215     selling-value.
4216     Shopfloor always prevents magic (To hinder players from burning
4217     or freezing the goods). ]]>
4218     </description>
4219     <use><![CDATA[
4220     Tile your whole shop-interior space which shop floor.
4221     (That assures players receive payment for dropping items).
4222     Place shop mats to enter/leave the shop, and make sure
4223     there is no other exit than the shop mat. ]]>
4224     </use>
4225     <attribute arch="is_floor" value="1" type="fixed" />
4226     <attribute arch="no_pick" value="1" type="fixed" />
4227     <attribute arch="no_magic" value="1" type="fixed" />
4228     <attribute arch="auto_apply" editor="generate goods" type="bool">
4229     If enabled, items will appear on this square when the map is loaded.
4230     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4231     are generated. The items will be unpaid.
4232     </attribute>
4233     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4234     This entry determines what kind of treasure will appear, when
4235     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4236     for details about existing treasurelists.
4237     </attribute>
4238     <attribute arch="exp" editor="quality level" type="int">
4239     The &lt;quality level&gt; will be used for the quality of the generated
4240     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4241     doesn't need to be set, unless you want extraordinarily good/bad
4242     quality. If you want to make a shop with very high quality, meaybe
4243     charge an entrance fee, or make the shop hard-to-come-by.
4244     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4245     and appearance of artifact-items.
4246     </attribute>
4247     <attribute arch="damned" editor="no prayers" type="bool">
4248     If enabled, it is impossible for players to use prayers
4249     on that spot. It also prevents players from saving.
4250     (Remember that &lt;no magic&gt; is always set for shop floors.)
4251     </attribute>
4252     </type>
4253    
4254     <!--####################################################################-->
4255     <type number="69" name="Shop Mat">
4256     <ignore>
4257     <ignore_list name="non_pickable" />
4258     </ignore>
4259     <description><![CDATA[
4260     Shop mats are used for entering/leaving shops. You should always
4261     have exactly TWO shop mats on your shop-map: One inside the
4262     "shopping-area" and one outside. Shop mats don't use exit paths/
4263     or -destinations. When stepping onto a shopmat the player gets beamed
4264     to the nearest other mat. If the player has unpaid items in his
4265     inventory, the price gets charged from his coins automatically.
4266     If the player has insufficient coins to buy his unpaid items, he
4267     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4268     </description>
4269     <use><![CDATA[
4270     As stated above, always place TWO shop mats into your shop.
4271     Not more and not less than that. ]]>
4272     </use>
4273     <attribute arch="no_pick" value="1" type="fixed" />
4274 root 1.9 &move_on;
4275 root 1.1 </type>
4276    
4277     <!--####################################################################-->
4278     <type number="98" name="Sign &amp; MagicMouth">
4279     <ignore>
4280     <ignore_list name="non_pickable" />
4281     </ignore>
4282     <description><![CDATA[
4283     The purpose of a sign or magic_mouth is to display a certain message to
4284     the player. There are three ways to have the player get this message:
4285     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4286     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4287     </description>
4288     <use><![CDATA[
4289     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4290     some true roleplay feeling to your maps, support your storyline or give
4291     hints about hidden secrets/dangers. Place signs to provide the player
4292     with all kinds of useful information for getting along in your maps. ]]>
4293     </use>
4294     <attribute arch="connected" editor="connection" type="int">
4295     When a connection value is set, the message will be printed whenever
4296     the connection is triggered. This should be used in combination with
4297     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4298     If activating your magic_mouth this way, the message will not only be
4299     printed to one player, but all players on the current map.
4300     </attribute>
4301 elmex 1.16 &activate_on;
4302 root 1.9 &move_on;
4303 root 1.1 <attribute arch="food" editor="counter" type="int">
4304     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4305     (printing the message) only that many times. For signs this really shouldn't
4306     be used, while for magic_mouths it is extremely helpful.
4307     Monsters walking over the magic_mouth do not decrease the counter.
4308 root 1.3
4309 root 1.1 Often, you might want to have a message displayed only one time. For example:
4310     The player enters your map and you put a magic_mouth to tell him about the
4311     monsters and how dangerous they look and all. Later, when all the monsters
4312     are killed and the player leaves the map, displaying the same message a
4313     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4314     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4315     </attribute>
4316     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4317     This text will be displayed to the player.
4318     </attribute>
4319     </type>
4320    
4321 elmex 1.23 <type number="150" name="Shop Inventory">
4322     <ignore>
4323     <ignore_list name="non_pickable" />
4324     </ignore>
4325     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4326     </description>
4327     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4328     </use>
4329     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4330     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4331     the map that will be searched for unpaid items.
4332     </attribute>
4333     </type>
4334    
4335 root 1.1 <!--####################################################################-->
4336     <type number="43" name="Skill">
4337     <ignore>
4338     <ignore_list name="system_object" />
4339     </ignore>
4340     <description><![CDATA[
4341     Skills are objects which exist in the player/monster inventory.
4342     Both NPC/monsters and players use the same skill archetypes. Not all skills
4343     are enabled for monster use however. ]]>
4344     </description>
4345     <use><![CDATA[
4346     For mapmaking, Skill objects serve two purposes:
4347     <p>First, the predefined skill archtypes (in the 'skills' directory)
4348     can be seen as the global skill definitions. A skill which doesn't
4349     exists as an archtype cannot be learned or used by players. When you
4350     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4351     of defined skill archtypes, because those strings are used as a reference in
4352     many skill-related objects.
4353     </p><p>
4354     Secondly, in order to enable monsters to use skills, you will need to
4355     copy default skill archtypes into the monsters' inventories.
4356     You can even customize the skills by changing stats. It is not
4357     recommended however, to use skills in your maps which are totally
4358     unrelated to any predefined skill archtype.</p> ]]>
4359     </use>
4360     <attribute arch="invisible" value="1" type="fixed" />
4361     <attribute arch="no_drop" value="1" type="fixed" />
4362     <attribute arch="skill" editor="skill name" type="string">
4363     The &lt;skill name&gt; is used for matchings. When a usable
4364     object has an identical &lt;skill name&gt;, players
4365     (or monsters) will need this skill to apply/use the object.
4366     </attribute>
4367     <attribute arch="expmul" editor="exp multiplier" type="float">
4368     This is the ratio of experience the players total should increase by
4369     when this skill is used. If this is zero, then experience only goes to
4370     to the skill. Values higher than 1 are allowed. Note that experience
4371     rewarded to the players total is in addition to that given to the
4372     skill. Eg, if player should get 500 exp for using a skill, and
4373     expmul is 1, the player will get 500 added to that skill as well as
4374     500 to their total.
4375     </attribute>
4376     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4377     The &lt;skill type&gt; defines the base functionality of the skill.
4378     Skill types are hardcoded in the Crossfire server. It isn't hard to
4379     create new skill types, but it requires a bit of server-coding.
4380     </attribute>
4381     <attribute arch="level" editor="level" type="int">
4382     </attribute>
4383     <attribute arch="exp" editor="experience" type="int">
4384     </attribute>
4385     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4386     The &lt;is native skill&gt; flag has an effect only when this
4387     skill object is placed in the inventory of a monster (or player).
4388     If it is set, the monster or player knows the skill natively, which
4389     means he does not need a skill tool to use it.
4390     </attribute>
4391     </type>
4392    
4393     <!--####################################################################-->
4394     <type number="130" name="Skill Scroll">
4395     <description><![CDATA[
4396     By reading a skill scroll, a player has a chance to learn the
4397     contained skill. ]]>
4398     </description>
4399     <use><![CDATA[
4400     Skill scrolls are very much sought for by players. Currently,
4401     all skill scrolls are sold in shops randomly, which is in fact not
4402     a good system. It would be nice to have some cool quests with
4403     skill scrolls rewarded at the end. ]]>
4404     </use>
4405     <attribute arch="race" value="scrolls" type="fixed" />
4406     <attribute arch="skill" editor="skill name" type="string">
4407     The &lt;skill name&gt; matches the skill object that can
4408     be learned from this scroll.
4409     </attribute>
4410     </type>
4411    
4412     <!--####################################################################-->
4413     <type number="21" name="Special Key">
4414     <ignore>
4415     <attribute arch="material" />
4416     </ignore>
4417     <description><![CDATA[
4418     When carrying the appropriate special key, a locked door can
4419     be opened. The key will dissapear.
4420     <br><br>
4421     This object-type can also be used for "passport"-like items:
4422     When walking onto an invetory checker, a gate for example might
4423     get opened. The "passport" will stay in the player's inventory. ]]>
4424     </description>
4425     <use><![CDATA[
4426     How to make a "passport": You take the special key arch
4427     (archetype name is "key2"), set the face to something like
4428     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4429     certainly must match with the appropiate inventory checker.
4430     <br><br>
4431     Of course you can be creative with names and faces of
4432     key-objects. A "mysterious crystal" or a "big dragon claw"
4433     (with appropriate faces) appear more interesting than just
4434     a "strange key", or "passport". ]]>
4435     </use>
4436     <attribute arch="slaying" editor="key string" type="string">
4437     This string must be identical with the &lt;key string&gt; in the
4438     locked door, then it can be unlocked. It can also be used
4439     to trigger inventory checkers.
4440     </attribute>
4441     <attribute arch="material" editor="material" type="bitmask_material">
4442     For Special Keys, material should always be unset or set
4443     to Adamantite. This prevents the key from getting
4444     burned or otherwise destroyed.
4445     </attribute>
4446     <attribute arch="unique" editor="unique item" type="bool">
4447     Unique items exist only one time on a server. If the item
4448     is taken, lost or destroyed - it's gone for good.
4449 root 1.3
4450 root 1.1 This can be used if you want to sell apartments on your
4451     map: Simply sell a unique passport/key, and place
4452     an inventory checker at the entrance of your apartment.
4453     </attribute>
4454     <attribute arch="startequip" editor="godgiven item" type="bool">
4455     A godgiven item vanishes as soon as the player
4456     drops it to the ground.
4457     </attribute>
4458     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4459     This will add a description to the object. The player can read
4460     this text by clicking on the item in his inventory. Use this
4461     message to describe what the key/passport is good for. A player
4462     might have 50 different keys on his key-ring. Don't expect
4463     players to recall their purpose just by their names.
4464     </attribute>
4465     </type>
4466    
4467     <!--####################################################################-->
4468     <type number="101" name="Spell">
4469     <ignore>
4470     <ignore_list name="system_object" />
4471     </ignore>
4472     <description><![CDATA[
4473     Spell objects define a spell. When a spell is put in a spellbook,
4474     players can learn it by reading the book. Once learned, players
4475     can use the spell as often as they like. With increasing skill level
4476     of the player, spells may gain power but also increase cost.<br>
4477     Monsters can use spells which are put in their inventory (provided
4478     that certain "enabling" settings are correct). The monster's
4479     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4480     </description>
4481     <use><![CDATA[
4482     A lot of the spells' settings can be tuned and customized.
4483     When creating new spells which are accessible to players, it is
4484     important to think about balance. A single spell which is too
4485     powerful and/or too easy to use can eventually toss the whole skill
4486     and magic school system out of whack. Testing new spells is
4487     quite important therefore. ]]>
4488     </use>
4489     <attribute arch="no_drop" value="1" type="fixed" />
4490     <attribute arch="invisible" value="1" type="fixed" />
4491     <attribute arch="skill" editor="skill name" type="string">
4492     The &lt;skill name&gt; matches the skill which is needed
4493     to cast this spell. This should be one out of "sorcery",
4494     "pyromancy", "evocation", "summoning" or "praying".
4495     If you want to fiddle with these, please take care not
4496     to upset the concept and balance of the various skills.
4497     </attribute>
4498     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4499     The &lt;spell type&gt; defines the basic type of spell.
4500     Some of these types are of a more generic nature than others.
4501     </attribute>
4502     <attribute arch="level" editor="spell level" type="int">
4503     </attribute>
4504     <attribute arch="casting_time" editor="casting time" type="int">
4505     </attribute>
4506     <attribute arch="duration" editor="duration" type="int">
4507     </attribute>
4508     <attribute arch="other_arch" editor="create object" type="string">
4509     </attribute>
4510     <attribute arch="sp" editor="cost spellpoints" type="int">
4511     </attribute>
4512     <attribute arch="grace" editor="cost grace" type="int">
4513     </attribute>
4514     <attribute arch="maxsp" editor="double cost per level" type="int">
4515     </attribute>
4516     </type>
4517    
4518     <!--####################################################################-->
4519     <type number="85" name="Spellbook">
4520     <description><![CDATA[
4521     By reading a spellbook, the player has a chance of learning the
4522     contained spell. Once learned from a book, the spell is available
4523     forever. Spellbooks with high level spells require some skill-level
4524     to read.<br><br>
4525     You can create widely customized spells only by adjusting the
4526     spell object in the spellbooks inventory. Refer to the description
4527     of spell objects for detailed information how to customize spells.<br>
4528     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4529     with a compilation of spells that the book may contain. ]]>
4530     </description>
4531     <use><![CDATA[
4532     Don't put any of the godgiven spells into a spellbook! These are
4533     reserved for the followers of the appropriate cults. Handing them
4534     out in a spellbook would violate the balance between different religions.
4535     <br><br>
4536     Note that there is no fundamental difference between the spellbooks
4537     of varying schools (pyromancy, sorcery, evocation, summoning, and
4538     even praying). The difference lies only in the spells they contain.
4539     It is up to you, the mapmaker, to pick the right type of book
4540     for your spells. ]]>
4541     </use>
4542     <attribute arch="skill" value="literacy" type="fixed" />
4543     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4544     There are two ways to put spells into a spellbook:
4545     1. Put a spell object in the books inventory. In this case,
4546     treasurelist must be set to &lt;none&gt;.
4547     2. Choose a treasurelist which contains spells.
4548     In that way, a spell will be chosen randomly from the list.
4549     </attribute>
4550     <attribute arch="startequip" editor="godgiven item" type="bool">
4551     A godgiven item vanishes as soon as the player
4552     drops it to the ground.
4553     </attribute>
4554     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4555     This text may contain a nice description
4556     of the spellbook's cover or something.
4557     </attribute>
4558     </type>
4559    
4560     <!--####################################################################-->
4561     <type number="90" name="Spinner">
4562     <ignore>
4563     <ignore_list name="non_pickable" />
4564     </ignore>
4565     <description><![CDATA[
4566     Spinners change the direction of spell objects and other projectiles
4567     that fly past. Unlike directors, it does make a difference from what
4568     angle you shoot into the spinner. The direction of objects flying past
4569     is always changed by a certain degree. ]]>
4570     </description>
4571     <use><![CDATA[
4572     Spinners are very rarely used. I believe they are quite
4573     confusing and pointless. The only use I can think of is building
4574     some puzzle about where to shoot into spinners to shoot somewhere you
4575     otherwise couldn't.
4576 root 1.3
4577 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4578     projectiles from magic walls don't get to fly in loops. ]]>
4579     </use>
4580     <attribute arch="sp" editor="direction number" type="int">
4581     The spinner will change the direction of flying objects by
4582     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4583     positive values counter clockwise.
4584 root 1.3
4585 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4586     </attribute>
4587 root 1.9 &move_on;
4588 root 1.1 </type>
4589    
4590     <!--####################################################################-->
4591     <type number="138" name="Swamp">
4592     <ignore>
4593     <ignore_list name="non_pickable" />
4594     </ignore>
4595     <description><![CDATA[
4596     Swamp areas show a special behaviour:
4597     When a player stands still on a swamp-square for too long,
4598     he will start to sink in and eventually drown and die.
4599     Items dropped on the swamp sink in and dissapear.
4600     Players with knowledge of the woodsman skill are a lot less likely
4601     to die in the swamp. ]]>
4602     </description>
4603     <attribute arch="is_floor" value="1" type="fixed" />
4604     <attribute arch="is_wooded" value="1" type="fixed" />
4605     <attribute arch="speed" editor="drowning speed" type="float">
4606     The higher the &lt;drowning speed&gt;, the faster will players and items
4607     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4608     and unexpected death-trap. Players should get a warning before such areas.
4609     </attribute>
4610 root 1.12 &speed_left;
4611 root 1.9 &move_on;
4612     &movement_types_terrain;
4613 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4614     If enabled, it is impossible for players to use (wizard-)
4615     spells on that spot.
4616     </attribute>
4617     <attribute arch="damned" editor="no prayers" type="bool">
4618     If enabled, it is impossible for players to use prayers
4619     on that spot. It also prevents players from saving.
4620     </attribute>
4621     </type>
4622    
4623     <!--####################################################################-->
4624     <type number="41" name="Teleporter">
4625     <ignore>
4626     <ignore_list name="non_pickable" />
4627     </ignore>
4628     <description><![CDATA[
4629     When the player walks into a teleporter, he is transferred to a
4630     different location. The main difference to the object-type exit
4631     is the possibility to have teleporters connected to levers/buttons/etc.
4632     Sometimes teleporters are activated even against the players will.
4633     <br><br>
4634     Unlike exits, teleporters can also transfer items and
4635     monsters to different locations on the same map. ]]>
4636     </description>
4637     <use><![CDATA[
4638     When creating maps, I guess sooner or later you'll want to have
4639     an invisible teleporter. If using "invisible 1", the teleporter
4640     can still be discovered with the show_invisible spell. And in
4641     some cases you can't place it under the floor to prevent this.
4642     <br><br>
4643     Fortunately, there is a cool trick to make a perfectly invisible
4644     teleporter: You simply add teleporter functionality to the floor
4645     itself. That means: You take the floor arch (e.g. "flagstone"),
4646     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4647     </use>
4648     <attribute arch="slaying" editor="exit path" type="string">
4649     The exit path specifies the map that the player is transferred to.
4650     &lt;exit path&gt; can be an absolute path, beginning with '/'
4651     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4652     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4653     for example I could use the relative path "Fire1"). Use relative
4654     paths whenever possible! Note that upper/lower case must always be
4655     set correctly. However, please use lower case only.
4656 root 1.3
4657 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4658     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4659     monsters and items. In this case, the destined map is automatically
4660     the same map the teleporter is on.
4661     </attribute>
4662     <attribute arch="hp" editor="destination X" type="int">
4663     The exit destinations define the (x, y)-coordinates where the exit
4664     leads to.
4665 root 1.3
4666 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4667     get teleported to another, randomly chosen teleporter on the same
4668     map (Slightly confusing for the player though). Make sure there
4669     actually *is* a second one in that case.
4670 root 1.3
4671 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4672     be transferred to the "default enter location" of the destined map.
4673     The latter can be set in the map-properties as "Enter X/Y". Though,
4674     please DO NOT use that. It turned out to be a source for numerous
4675     map-bugs.
4676     </attribute>
4677     <attribute arch="sp" editor="destination Y" type="int">
4678     The exit destinations define the (x, y)-coordinates where the exit
4679     leads to.
4680 root 1.3
4681 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4682     get teleported to another, randomly chosen teleporter on the same
4683     map (Slightly confusing for the player though). Make sure there
4684     actually *is* a second one in that case.
4685 root 1.3
4686 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4687     be transferred to the "default enter location" of the destined map.
4688     The latter can be set in the map-properties as "Enter X/Y". Though,
4689     please DO NOT use that. It turned out to be a source for numerous
4690     map-bugs.
4691     </attribute>
4692     <attribute arch="connected" editor="connection" type="int">
4693     If a connection value is set, the teleporter will be activated
4694     whenever the connection is triggered. To use this properly,
4695     &lt;activation speed&gt; must be zero.
4696     </attribute>
4697 elmex 1.16 &activate_on;
4698 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4699     If the &lt;activation speed&gt; is nonzero, the teleporter will
4700     automatically be activated in regular time-intervals. Hence, the
4701     player can just step on it and gets teleported sooner or later.
4702     The duration between two activates depends on the given value.
4703 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4704    
4705 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4706     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4707     </attribute>
4708 root 1.12 &speed_left;
4709 root 1.1 </type>
4710    
4711     <!--####################################################################-->
4712 root 1.3 <type number="26" name="Timed Gate">
4713     <ignore>
4714     <ignore_list name="non_pickable" />
4715     </ignore>
4716     <description><![CDATA[
4717     Gates play an important role in Crossfire. Gates can be opened
4718     by activating a button/trigger, by speaking passwords (-> magic_ear)
4719     or carrying special key-objects (-> inventory checker).
4720     Unlike locked doors, gates can get shut again after a player has
4721     passed, which makes them more practical in many cases. Unlike normal
4722     gates, timed gates open when triggered but automatically close again
4723     after some time.]]>
4724     </description>
4725     <use><![CDATA[
4726     Use gates to divide your maps into separated areas. After solving
4727     area A, the player gains access to area B, and so on. Make your
4728     maps more complex than "one-way". ]]>
4729     </use>
4730     <attribute arch="no_pick" value="1" type="fixed" />
4731     <attribute arch="connected" editor="connection" type="int">
4732     Whenever the inventory checker is triggered, all objects with identical
4733     &lt;connection&gt; value get activated. This only makes sense together with
4734     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4735     after some time.
4736     </attribute>
4737 elmex 1.16 &activate_on;
4738 root 1.3 <attribute arch="wc" editor="position state" type="int">
4739     The &lt;position state&gt; defines the position of the gate:
4740     Zero means completely open/down, the "number of animation-steps" (usually
4741     about 6 or 7) means completely closed/up state. I suggest you don't
4742     mess with this value - Leave the default in place.
4743     </attribute>
4744 root 1.9 &movement_types_terrain;
4745 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4746     Restricting the use of spells to pass this gate. This has
4747     an effect only if &lt;block view&gt; is disabled.
4748     </attribute>
4749     <attribute arch="damned" editor="restrict prayers" type="bool">
4750     Restricting the use of prayers to pass this door. This has
4751     an effect only if &lt;block view&gt; is disabled.
4752     </attribute>
4753     <attribute arch="hp" editor="open duration" type="int">
4754     Defines the duration the gate remains closed. This only takes effect
4755     if the gate is not connected.
4756     </attribute>
4757     </type>
4758    
4759     <!--####################################################################-->
4760 root 1.1 <type number="155" name="Trap">
4761     <ignore>
4762     <attribute arch="no_pick" />
4763     <attribute arch="title" />
4764     <attribute arch="name_pl" />
4765     <attribute arch="weight" />
4766     <attribute arch="value" />
4767     <attribute arch="material" />
4768     <attribute arch="unpaid" />
4769     </ignore>
4770     <description><![CDATA[
4771     A trap is a object that can either do damage or trigger another connected object
4772 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4773 root 1.1 and generally have either a physical attack or trigger a reaction.
4774     <br><br>
4775     Traps hit any monster or person who steps on them for 'dam' damage in
4776     'attacktype' attacktype and/or trigger a reaction.
4777     <br><br>
4778     Many traps are already defined in the archetypes. ]]>
4779     </description>
4780     <use><![CDATA[
4781     Avoid monsters stepping on your traps. For example, a party of orcs setting
4782     off your lightning wall and pit trap is usually a bad idea. ]]>
4783     </use>
4784     <attribute arch="no_pick" value="1" type="fixed" />
4785 root 1.9 &move_on;
4786 root 1.3 <attribute arch="level" editor="trap level" type="int">
4787 root 1.1 Level effects how easily a trap may be found and disarmed, and
4788     how much experience the player gets for doing so. Beware: High level
4789     traps can be quite a cheap source of experience! So either make them
4790     tough, or keep the level low.
4791     </attribute>
4792     <attribute arch="Cha" editor="visibility" type="int">
4793     This value determines what fraction of the time the trap is visible:
4794     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4795     how easily the trap may be found.
4796     </attribute>
4797     <attribute arch="hp" editor="number of charges" type="int">
4798     The trap will detonate &lt;number of charges&gt; times before disappearing.
4799     </attribute>
4800     <attribute arch="dam" editor="direct damage" type="int">
4801 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4802     This should be set in reasonable relation to the trap's level.
4803 root 1.1 </attribute>
4804     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4805     This attribute defines what attacktype to use for direct damage when
4806     the trap detonates.
4807     </attribute>
4808     <attribute arch="connected" editor="connection" type="int">
4809     When the trap is detonated, all objects with the same
4810     connection value get activated.
4811     </attribute>
4812     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4813     When the trap detonates, this text is displayed to the
4814     victim. For especially powerful or complex traps, create an appropriate
4815     and thrilling description. ;)
4816     </attribute>
4817     </type>
4818    
4819     <!--####################################################################-->
4820     <type number="95" name="Trapdoor">
4821     <ignore>
4822     <ignore_list name="non_pickable" />
4823     </ignore>
4824     <description><![CDATA[
4825     Trapdoors are very similar to pits. The difference is that they
4826     can not be closed. Instead, the weight of the object on the
4827     trapdoor determines weither it slams the trapdoor open and falls through
4828     or not.<br>
4829     Once a trapdoor has been opened (by a creature or items of sufficient
4830     weight,) it remains open, acting like an opened pit. ]]>
4831     </description>
4832     <use><![CDATA[
4833     Trapdoors should be used in the same fashion as pits:
4834     They should always drop the victims to some kind of lower level. They
4835     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4836     </use>
4837     <attribute arch="no_pick" value="1" type="fixed" />
4838 root 1.9 &move_on;
4839 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4840     This value defines how much weight the trapdoor can hold.
4841     Once items or creatures are gathered on the trapdoor, with
4842     a total weight surpassing this value, then the trapdoor will
4843     open and things start falling through.
4844     </attribute>
4845     <attribute arch="hp" editor="destination X" type="int">
4846     The trapdoor will transport creatures (and items) randomly into
4847     a two-square radius of the destination coordinates.
4848     If the destination square becomes blocked, the trapdoor will act like
4849     being filled up and not work anymore!
4850     </attribute>
4851     <attribute arch="sp" editor="destination Y" type="int">
4852     The trapdoor will transport creatures (and items) randomly into
4853     a two-square radius of the destination coordinates.
4854     If the destination square becomes blocked, the trapdoor will act like
4855     being filled up and not work anymore!
4856     </attribute>
4857     </type>
4858    
4859     <!--####################################################################-->
4860     <type number="4" name="Treasure">
4861     <ignore>
4862     <attribute arch="nrof" />
4863     <attribute arch="title" />
4864     <attribute arch="name_pl" />
4865     <attribute arch="weight" />
4866     <attribute arch="value" />
4867     <attribute arch="material" />
4868     </ignore>
4869     <description><![CDATA[
4870     A treasure-object turns into certain randomitems when the map is loaded
4871     into the game. ]]>
4872     </description>
4873     <use><![CDATA[
4874     About usage of the "random-artifact" treasurelist:
4875     This will generate powerful stuff like girdles, xray helmets, special
4876     swords etc. If you put this as reward to your quest, players might be
4877     motivated to do it more than once. BUT, by doing so they will get a huge
4878     number of different artifacts! Besides, players will always seek the place
4879     with the most easy-to-get random artifact and ignore all others.
4880     My advice: Don't use it! Attract players with good fighting experience
4881     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4882     </use>
4883     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4884     This entry determines what kind of treasure will appear. Look into
4885     /crossfire/share/crossfire/treasures for details about existing
4886     treasurelists.
4887     </attribute>
4888     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4889     "Auto-generate" must be set in order to have the treasure be created
4890     when the map is loaded.
4891     If you want to create a random treasure chest, you unset this flag.
4892     That way, the player has to apply the object (the chest), then the
4893     treasure is generated.
4894     </attribute>
4895     <attribute arch="hp" editor="create number" type="int">
4896     "Create number" specifies how many pieces of the given treasurelist
4897     will appear. Note that for every piece there is a chance that nothing is
4898     generated. Also, sometimes there can be stacks of items generated, like
4899     for gems/money.
4900     </attribute>
4901     <attribute arch="exp" editor="quality level" type="int">
4902     The &lt;quality level&gt; will be used for the quality of the generated
4903     treasure instead of the map difficulty (as was done with shops).
4904     If zero/unset, the map difficulty will instead be used.
4905     (Example for comparison: Shop floors generate treasure of
4906     &lt;quality level&gt; 5 per default).
4907     </attribute>
4908     </type>
4909    
4910     <!--####################################################################-->
4911 root 1.3 <type number="52" name="Trigger Marker">
4912     <ignore>
4913     <ignore_list name="system_object" />
4914     </ignore>
4915     <description><![CDATA[
4916     A trigger marker is an object that inserts an invisible force (a mark) into a
4917     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4918     &lt;key string&gt; which can be discovered by detectors or inventory
4919     checkers. It is also possible to use markers for removing marks again.
4920     <br><br>
4921     Note that the player has no possibility to "see" his own marks,
4922     except by the effect that they cause on the maps. ]]>
4923     </description>
4924     <use><![CDATA[
4925     Markers hold real cool possibilities for map-making. I encourage
4926     you to use them frequently. However there is one negative point
4927     about markers: Players don't "see" what's going on with them. It is
4928     your task, as map-creator, to make sure the player is always well
4929     informed and never confused.
4930     <br><br>
4931     Please avoid infinite markers when they aren't needed. They're
4932     using a little space in the player file after all, so if there
4933     is no real purpose, set an expire time. ]]>
4934     </use>
4935     <attribute arch="no_pick" value="1" type="fixed" />
4936     <attribute arch="slaying" editor="key string" type="string">
4937     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4938     If the player already has a force with that &lt;key string&gt;,
4939     there won't be inserted a second one.
4940     </attribute>
4941     <attribute arch="connected" editor="connection" type="int">
4942     Unlike a regular marker this is the connection that triggers this marker to activate.
4943     </attribute>
4944     <attribute arch="food" editor="mark duration" type="int">
4945     This value defines the duration of the force it inserts.
4946     If nonzero, the duration of the player's mark is finite:
4947     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4948     means the mark will stay on the player forever.
4949     </attribute>
4950     <attribute arch="name" editor="delete mark" type="string">
4951     When the player steps onto the marker, all existing forces in
4952     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4953     will be removed. If you don't want to remove any marks, leave
4954     this textfield empty.
4955    
4956     Note that the string &lt;delete mark&gt; is set as the name of
4957     this marker. So don't be confused, and remember changing the
4958     name will take effect on the marker's functionality.
4959     </attribute>
4960     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4961     In the moment when the player gets marked, this text is displayed
4962     to him. You should really set a message in any marker you create,
4963     because it's the only way for the player to notice what's going on.
4964     </attribute>
4965     </type>
4966    
4967     <!--####################################################################-->
4968 root 1.1 <type number="0" name="Wall">
4969     <required>
4970     <attribute arch="is_floor" value="0" />
4971     <attribute arch="alive" value="0" />
4972 root 1.14 <attribute arch="no_pass" value="1" />
4973 root 1.1 </required>
4974     <ignore>
4975     <attribute arch="nrof" />
4976     <attribute arch="title" />
4977     <attribute arch="name_pl" />
4978     <attribute arch="value" />
4979     <attribute arch="unpaid" />
4980     </ignore>
4981     <description><![CDATA[
4982     Walls usually block passage and sight. ]]>
4983     </description>
4984 root 1.9 &movement_types_terrain;
4985 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4986     If set, the object is able to "roll", so it can be pushed around.
4987     This setting is used for boulders and barrels.
4988     </attribute>
4989     <attribute arch="no_magic" editor="restrict spells" type="bool">
4990     This takes effect only with &lt;blocksview&gt; disabled.
4991     Restricting the use of spells to pass this wall.
4992     </attribute>
4993     <attribute arch="damned" editor="restrict prayers" type="bool">
4994     This takes effect only with &lt;blocksview&gt; disabled.
4995     Restricting the use of spells to pass this wall.
4996     </attribute>
4997     </type>
4998    
4999     <!--####################################################################-->
5000 root 1.3 <type number="109" name="Wand &amp; Staff">
5001     <description><![CDATA[
5002     Wands contain a certain spell. The player can apply (ready) and
5003     fire the wand. After a defined number of casts, the wand is
5004     "used up". It is possible to recharge a wand with scrolls of
5005     charging, but usually that isn't worth the cost. ]]>
5006     </description>
5007     <use><![CDATA[
5008     Wands are quite seldomly used. The reason prolly is that they're
5009     generally not cost-efficient. Handing out high-level wands with
5010     powerful special spells isn't a good idea either, because of
5011     the recharge ability.
5012     <br><br>
5013     For low levels, staffs of healing/cure and word of recall are
5014     quite desirable though. Ideal rewards for low level quests. ]]>
5015     </use>
5016     <attribute arch="sp" editor="spell" type="spell">
5017     The &lt;spell&gt; specifies the contained spell.
5018     </attribute>
5019     <attribute arch="level" editor="casting level" type="int">
5020     The &lt;casting level&gt; of the wand determines it's power.
5021     An average level for wands in shops is about 10.
5022     </attribute>
5023     <attribute arch="food" editor="number of charges" type="int">
5024     The wand can be used &lt;number of charges&gt; times before it is
5025     used up. It can be recharged with scrolls of charging.
5026     </attribute>
5027     <attribute arch="startequip" editor="godgiven item" type="bool">
5028     A godgiven item vanishes as soon as the player
5029     drops it to the ground.
5030     </attribute>
5031     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5032     This text may contain a description of the wand.
5033     </attribute>
5034     </type>
5035    
5036     <!--####################################################################-->
5037 root 1.1 <type number="0" name="Weak Wall">
5038     <required>
5039     <attribute arch="is_floor" value="0" />
5040     <attribute arch="alive" value="1" />
5041     <attribute arch="tear_down" value="1" />
5042     </required>
5043     <ignore>
5044     <ignore_list name="non_pickable" />
5045     </ignore>
5046     <description><![CDATA[
5047     A weak wall is a breakable spot amidsts a solid wall. Typically
5048     these weak walls look similar to their solid "relatives" except
5049     for a small crack or little chunks of wall on the ground. ]]>
5050     </description>
5051     <use><![CDATA[
5052     If you want to create hidden rooms, using weak walls is alot
5053     better than completely indiscernible passages in a wall.<br>
5054     Anyways, there can be a lot more to weak walls than just finding
5055     them: Rising their defensive stats, weak walls can become a
5056     serious obstacle. An ice wall might only be torn down by a fire
5057     attack for example. A granite wall for instance might be very
5058     hard to destroy. ]]>
5059     </use>
5060     <attribute arch="alive" value="1" type="fixed" />
5061     <attribute arch="no_pick" value="1" type="fixed" />
5062     <attribute arch="tear_down" value="1" type="fixed" />
5063     <attribute arch="race" editor="race" type="string">
5064     For weak walls, &lt;race&gt; should always be set to "wall",
5065     unless you create something fancy like a building which
5066     is in fact meant to be a huge animal.
5067     Note that shovels slay walls, so they do tripple damage
5068     against weak walls.
5069     </attribute>
5070     <attribute arch="level" editor="level" type="int">
5071     The &lt;level&gt; of a weak wall works similar to monster levels.
5072     Due to the fact that weak walls cannot attack, the level
5073     is much less important though.
5074     </attribute>
5075     <attribute arch="hp" editor="health points" type="int">
5076     The &lt;health points&gt; of a weak wall define how long it takes to
5077     tear it down. With every successful hit from an opponent,
5078     &lt;health points&gt; get drained.
5079     </attribute>
5080     <attribute arch="maxhp" editor="max health" type="int">
5081     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5082     weak wall can have. Since walls generally don't heal, I doubt
5083     this has much real effect.
5084     </attribute>
5085     <attribute arch="ac" editor="armour class" type="int">
5086     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5087     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5088     </attribute>
5089     <section name="resistance">
5090     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5091     </attribute>
5092     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5093     </attribute>
5094     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5095     </attribute>
5096     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5097     </attribute>
5098     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5099     </attribute>
5100     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5101     </attribute>
5102     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5103     </attribute>
5104     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5105     </attribute>
5106     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5107     </attribute>
5108     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5109     </attribute>
5110     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5111     </attribute>
5112     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5113     </attribute>
5114     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5115     </attribute>
5116     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5117     </attribute>
5118     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5119     </attribute>
5120     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5121     </attribute>
5122     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5123     </attribute>
5124     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5125     </attribute>
5126     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5127     </attribute>
5128     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5129     </attribute>
5130     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5131     </attribute>
5132     </section>
5133     </type>
5134    
5135     <!--####################################################################-->
5136     <type number="15" name="Weapon">
5137     <description><![CDATA[
5138     Wielding a weapon, the object's stats will directly be inherited to the
5139     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5140     be improved with scrolls. ]]>
5141     </description>
5142     <use><![CDATA[
5143     If you create artifacts (equipment) with stats- or resistance-bonus:
5144     Keep playbalance in mind! Such items mustn't be reachable without hard
5145     fighting AND questing. ]]>
5146     </use>
5147     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5148     This number is a bitmask, specifying the weapon's attacktypes.
5149     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5150     have no more than one or two attacktypes. Keep in mind that all weapons
5151     can be blessed by the player's diety, thus adding an additional attacktype.
5152 root 1.3
5153 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5154     then he will do as much damage as the "best" of his attacktypes does. So,
5155     the more attacktypes you've got, the better your chance to take advantage
5156     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5157     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5158     </attribute>
5159     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5160     The &lt;weapontype&gt; characterizes the weapon's type of physical
5161     attack. It could best be considered a "subclassification"
5162     of the physical attacktype. For now, this is only used for
5163     attack messages!
5164 root 1.3
5165 root 1.1 You should always set this correctly when creating new
5166     weapons for your maps.
5167     </attribute>
5168     <attribute arch="skill" editor="skill name" type="string">
5169     Matching &lt;skill name&gt; of the skill that is required
5170     to use this weapon.
5171     </attribute>
5172     <attribute arch="dam" editor="damage" type="int">
5173     The damage value is used as base value for how much damage the weapon
5174     does per hit. The actual damage involves more dependencies,
5175     like wielder's level and defender's level. Look at existing weapons
5176     to get a feel for the range of weapon damage values.
5177     </attribute>
5178     <attribute arch="slaying" editor="slaying race" type="string">
5179     Slaying means the weapon does tripple (3x) damage to monsters of the
5180     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5181     only monsters of that archtype are hit with tripple damage.
5182 root 1.3
5183 root 1.1 No god blessings are possible for weapons with a race set in this entry
5184     (That's because god blessings add tripple damage against their own
5185     enemy races). Tripple damage is very effective.
5186     </attribute>
5187     <attribute arch="last_sp" editor="weapon speed" type="int">
5188     The weapon speed determines how often the wielder can swing the weapon
5189     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5190     is best (that is lightning- fast). A typical average value is 8.
5191     Speed and damage should be kept in reasonable relation.
5192     </attribute>
5193     <attribute arch="wc" editor="weapon class" type="int">
5194     The weapon class value adds to the overall weapon class of the wielder's
5195     melee attacks. Weapon class improves the chance of hitting the opponent.
5196     </attribute>
5197     <attribute arch="magic" editor="magic bonus" type="int">
5198     For a weapon, magic bonus works just like weapon class, except that
5199     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5200     less useful than direct weapon class value on a weapon.
5201     </attribute>
5202     <attribute arch="item_power" editor="item power" type="int">
5203     The &lt;item power&gt; value measures how "powerful" an artifact is.
5204     Players will only be able to wear equipment with a certain total
5205     amount of &lt;item power&gt;, depending on their own level. This is the
5206     only way to prevent low level players to wear "undeserved" equipment
5207     (like gifts from other players or cheated items).
5208 root 1.3
5209 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5210     for every artifact you create! If zero/unset, the CF server will
5211     calculate a provisional value at runtime, but this is never
5212     going to be an accurate measurement of &lt;item power&gt;.
5213     </attribute>
5214     <attribute arch="damned" editor="damnation" type="bool">
5215     A damned weapon cannot be unwielded unless
5216     the curse is removed. Removing damnations is
5217     a tick harder than removing curses.
5218     </attribute>
5219     <attribute arch="cursed" editor="curse" type="bool">
5220     A cursed weapon cannot be unwielded unless
5221     the curse is removed.
5222     </attribute>
5223     <attribute arch="lifesave" editor="save life" type="bool">
5224     An item with this flag enabled will save the players life
5225     for one time: When the player is wearing this item and his
5226 root 1.3 health points reach zero, the item disappears, replenishing
5227 root 1.1 half of the player's health.
5228 root 1.3
5229 root 1.1 An item with &lt;save life&gt; should not have
5230     any decent additional bonuses!
5231     </attribute>
5232     <attribute arch="unique" editor="unique item" type="bool">
5233     Unique items exist only one time on a server. If the item
5234     is taken, lost or destroyed - it's gone for good.
5235     </attribute>
5236     <attribute arch="startequip" editor="godgiven item" type="bool">
5237     A godgiven item vanishes as soon as the player
5238     drops it to the ground.
5239     </attribute>
5240     <section name="resistance">
5241     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5242     This adds physical resistance to the weapon (= armour value). The number is
5243     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5244     and what they require to do for getting this-and-that artifact.
5245     </attribute>
5246     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5247     This adds magic resistance to the weapon. The number is a percent-value in
5248     the range 0-100. Treat this with CARE. Look at other maps and what they
5249     require to do for getting this-and-that artifact.
5250     </attribute>
5251     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5252     This adds fire resistance to the weapon. The number is a percent-value in
5253     the range 0-100. Treat this with CARE. Look at other maps and what they
5254     require to do for getting this-and-that artifact.
5255     </attribute>
5256     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5257     This adds electricity resistance to the weapon. The number is a percent-value in
5258     the range 0-100. Treat this with CARE. Look at other maps and what they
5259     require to do for getting this-and-that artifact.
5260     </attribute>
5261     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5262     This adds fire resistance to the weapon. The number is a percent-value in
5263     the range 0-100. Treat this with CARE. Look at other maps and what they
5264     require to do for getting this-and-that artifact.
5265     </attribute>
5266     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5267     This adds confusion resistance to the weapon. The number is a percent-value in
5268     the range 0-100. Confusion resistance is not very effective
5269     unless the value comes close to 100 (= perfect immunity).
5270     </attribute>
5271     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5272     This adds acid resistance to the weapon. The number is a percent-value in
5273     the range 0-100. Treat this with CARE. Look at other maps and what they
5274     require to do for getting this-and-that artifact.
5275     </attribute>
5276     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5277     This adds draining resistance to the weapon. The number is a percent-value
5278     in the range 0-100. Draining resistance is little effective
5279     unless the value is 100 (= perfect immunity).
5280     </attribute>
5281     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5282     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5283     the range 0-100. Weaponmagic resistance generally should not exist on
5284     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5285     are not meant to be easily resisted.
5286     </attribute>
5287     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5288     This adds ghosthit resistance to the weapon. The number is a percent-value
5289     in the range 0-100. Treat this with CARE. Look at other maps and what they
5290     require to do for getting this-and-that artifact.
5291     </attribute>
5292     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5293     This adds poison resistance to the weapon. The number is a percent-value in
5294     the range 0-100. Treat this with CARE. Look at other maps and what they
5295     require to do for getting this-and-that artifact.
5296     </attribute>
5297     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5298     This adds fear resistance to the weapon. The number is a percent-value in
5299     the range 0-100. Resistance to fear is pretty useless.
5300     </attribute>
5301     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5302     This adds paralyze resistance to the weapon. The number is a percent-value in
5303     the range 0-100. Paralyze resistance is little effective
5304     unless the value is 100 (= perfect immunity).
5305     </attribute>
5306     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5307     This adds fear resistance to the weapon. The number is a percent-value in
5308     the range 0-100. Resistance to fear is pretty useless.
5309     </attribute>
5310     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5311     This adds depletion resistance to the weapon. The number is a percent-value
5312     in the range 0-100. Depletion resistance is little effective
5313     unless the value is 100 (= perfect immunity).
5314     </attribute>
5315     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5316     This adds death-attack resistance to the weapon. The number is a
5317     percent-value in the range 0-100. Death-attack resistance is little
5318     effective unless the value is 100 (= perfect immunity).
5319     Generally, resistance to death-attack is not supposed to be
5320     available to players!
5321     </attribute>
5322     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5323     This adds chaos resistance to the weapon. The number is a percent-value in
5324     the range 0-100. Treat this with CARE. Look at other maps and what they
5325     require to do for getting this-and-that artifact.
5326     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5327     combination of other attacktypes.
5328     </attribute>
5329     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5330     This adds blinding resistance to the weapon. The number is a percent-value
5331     in the range 0-100. Treat this with CARE. Look at other maps and what they
5332     require to do for getting this-and-that artifact.
5333     </attribute>
5334     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5335     This adds holy power resistance to the weapon. The number is a percent-value
5336     in the range 0-100. Holy power is the attacktype that holyword-type spells
5337     use to hurt undead creatures. This kind of resistance is only reasonable
5338     for undead players (wraith or devourer cult).
5339     Generally, resistance to holy word should not be available for players.
5340     </attribute>
5341     </section>
5342     <section name="stats">
5343     <attribute arch="Str" editor="strength" type="int">
5344     The player's strentgh will rise/fall by the given value
5345     while wearing this weapon.
5346     </attribute>
5347     <attribute arch="Dex" editor="dexterity" type="int">
5348     The player's dexterity will rise/fall by the given value
5349     while wearing this weapon.
5350     </attribute>
5351     <attribute arch="Con" editor="constitution" type="int">
5352     The player's constitution will rise/fall by the given value
5353     while wearing this weapon.
5354     </attribute>
5355     <attribute arch="Int" editor="intelligence" type="int">
5356     The player's intelligence will rise/fall by the given value
5357     while wearing this weapon.
5358     </attribute>
5359     <attribute arch="Pow" editor="power" type="int">
5360     The player's power will rise/fall by the given value
5361     while wearing this weapon.
5362     </attribute>
5363     <attribute arch="Wis" editor="wisdom" type="int">
5364     The player's wisdom will rise/fall by the given value while
5365     wearing this weapon.
5366     </attribute>
5367     <attribute arch="Cha" editor="charisma" type="int">
5368     The player's charisma will rise/fall by the given value
5369     while wearing this weapon.
5370     </attribute>
5371     </section>
5372     <section name="misc">
5373     <attribute arch="luck" editor="luck bonus" type="int">
5374     With positive luck bonus, the player is more likely to
5375     succeed in all sorts of things (spellcasting, praying,...).
5376     Unless the &lt;luck bonus&gt; is very high, the effect will be
5377     barely visible in-game. Luck bonus on one piece of equipment
5378     should never exceed 3, and such bonus should not be too
5379     frequently available.
5380     </attribute>
5381     <attribute arch="hp" editor="health regen." type="int">
5382     Positive &lt;health regen.&gt; bonus speeds up the
5383     player's healing process. Negative values slow it down.
5384     </attribute>
5385     <attribute arch="sp" editor="mana regen." type="int">
5386     Positive &lt;mana regen.&gt; bonus speeds up the
5387     player's mana regeneration. Negative values slow it down.
5388     </attribute>
5389     <attribute arch="grace" editor="grace regen." type="int">
5390     Positive &lt;grace regen.&gt; bonus speeds up the
5391     player's grace regeneration. Negative values slow it down.
5392     Since grace can be regenerated rather easy with praying,
5393     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5394     </attribute>
5395     <attribute arch="food" editor="food bonus" type="int">
5396     Positive &lt;food bonus&gt; slows down the player's digestion,
5397     thus he consumes less food. Negative values speed it up.
5398 root 1.3
5399 root 1.1 Note that food is consumed not only for "being alive", but
5400     also for healing and mana-regeneration.
5401     &lt;food bonus&gt; only affects the amount of food consumed
5402     for "being alive". Hence, even with high &lt;food bonus&gt;,
5403     during a fight a player can run out of food quickly.
5404     </attribute>
5405     <attribute arch="xrays" editor="xray vision" type="bool">
5406     Xray vision allows the player to see through obstacles
5407     in a two-square-wide radius. This is extremely helpful and
5408 root 1.3 desirable, so don't give it away for cheap on equipment.
5409 root 1.1 </attribute>
5410     <attribute arch="stealth" editor="stealth" type="bool">
5411     Stealth allows the player to move silently.
5412     This comes to effect if a player turns himself
5413     invisible and tries to sneak around monsters.
5414     (At least that was the idea behind it)
5415     </attribute>
5416     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5417     If a player is wearing any piece of equipment with
5418     the ability to &lt;reflect spells&gt;, all kinds of
5419     spell-bullets and -beams will bounce off him.
5420     This works only about 90% of all times, to
5421     avoid players being completely immune to certain
5422     types of attacks.
5423 root 1.3
5424 root 1.1 This is a very powerful ability and it
5425     shouldn't be handed out cheap!
5426     </attribute>
5427     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5428     If a player is wearing any piece of equipment with
5429     the ability to &lt;reflect missiles&gt;, all kinds of
5430     projectiles (e.g. arrows, bolts, boulders) will
5431     bounce off him. This works only about 90% of all
5432     times, to avoid players being completely immune to
5433     certain types of attacks.
5434     </attribute>
5435     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5436     Click on the &lt;attuned paths&gt; button to select spellpaths.
5437     The player will get attuned to the specified spellpaths
5438     while wearing this weapon.
5439     </attribute>
5440     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5441     Click on the &lt;repelled paths&gt; button to select spellpaths.
5442     The player will get repelled to the specified spellpaths
5443     while wearing this weapon.
5444     </attribute>
5445     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5446     Click on the &lt;denied paths&gt; button to select spellpaths.
5447     The specified spellpaths will be denied to the player
5448     while wearing this weapon.
5449     </attribute>
5450     </section>
5451     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5452     This text describes the weapons's "story". Every decent artifact weapon
5453     should have such a description.
5454     </attribute>
5455     </type>
5456    
5457 root 1.5 <type number="116" name="Event Connector">
5458     <description><![CDATA[
5459     Event connectors link specific events that happen to objects to
5460     a crossfire plug-in. ]]>
5461     </description>
5462     <attribute arch="subtype" editor="event type" type="list_event_type">
5463     The type of event that triggers a notify to the plug-in.
5464     </attribute>
5465 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5466 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5467     for python and "perl" for the Crossfire-Perl plug-in.
5468     </attribute>
5469 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5470 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5471     for perl this is the name of a extension package without the ".ext" extension.
5472     </attribute>
5473 root 1.6 <attribute arch="name" editor="options" type="string">
5474 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5475     options to the extension that alter its behaviour.
5476     </attribute>
5477     </type>
5478    
5479 root 1.1 </types>