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Revision: 1.28
Committed: Sun Aug 19 09:18:41 2007 UTC (16 years, 9 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.27: +2 -2 lines
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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 elmex 1.27 <attribute arch="sound" editor="sound" type="string">
512     The sound this objects makes on a map. Enter either a sound alias from
513     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
514     field it will point to sound/&lt;path&gt;.ext
515     </attribute>
516     <attribute arch="sound_destroy" editor="destroy sound" type="string">
517     The sound this objects makes when it is destroyed. Enter either a sound alias from
518     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
519     field it will point to sound/&lt;path&gt;.ext
520     </attribute>
521 root 1.1 </default_type>
522    
523     <!-- This ignorelist is for all system objects which are non pickable
524     and invisible. They don't interact with players at all. -->
525     <ignore_list name="system_object">
526     <attribute arch="value" />
527     <attribute arch="nrof" />
528     <attribute arch="weight" />
529     <attribute arch="name_pl" />
530     <attribute arch="material" />
531     <attribute arch="no_pick" />
532     <attribute arch="unpaid" />
533     <attribute arch="title" />
534     <attribute arch="glow_radius" />
535     <attribute arch="identified" />
536     <attribute arch="blocksview" />
537     <attribute arch="invisible" />
538     </ignore_list>
539    
540     <!-- This ignorelist is for non-pickable objects. They can be seen by
541     the player, but don't have values like material or weight. -->
542     <ignore_list name="non_pickable">
543     <attribute arch="value" />
544     <attribute arch="nrof" />
545     <attribute arch="weight" />
546     <attribute arch="name_pl" />
547     <attribute arch="material" />
548     <attribute arch="no_pick" />
549     <attribute arch="unpaid" />
550     <attribute arch="title" />
551     <attribute arch="identified" />
552     </ignore_list>
553    
554     <!--####################################################################-->
555     <type number="0" name="Misc">
556     <required>
557     <!-- this is a special case: The "misc" type with type number 0 is
558     the fallback for all types which don't match any other defined types.
559     The required attribute "misc x" prevents that it gets confused with
560     other types like "monster & npc" which also have type number 0. -->
561     <attribute arch="misc" value="x" />
562     </required>
563 root 1.9 &movement_types_terrain;
564 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
565     Curses can have various effects: On equipment and food,
566     they generally harm the player in some way.
567     </attribute>
568     <attribute arch="damned" editor="damned" type="bool">
569     A damned item/floor on the ground makes it impossible for players
570     to use prayers on that spot. It also prevents players from saving.
571     Damnation on equipment works similar to a curse.
572     </attribute>
573     <attribute arch="unique" editor="unique item" type="bool">
574     Unique items exist only one time on a server. If the item
575     is taken, lost or destroyed - it's gone for good.
576     </attribute>
577     <attribute arch="startequip" editor="godgiven item" type="bool">
578     A godgiven item vanishes as soon as the player
579     drops it to the ground.
580     </attribute>
581     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
582     This text may describe the object.
583     </attribute>
584     </type>
585    
586     <!--####################################################################-->
587     <type number="110" name="Ability">
588     <ignore>
589     <ignore_list name="system_object" />
590     </ignore>
591     <description><![CDATA[
592     Abilities are to be put in a monster's inventory. They grant monsters the
593     knowledge to cast spells. Spells from abilities are usually magical in
594     nature, thus adding magic attacktype to the spell-damage they produce.
595     <br><br>
596     A particularly nice feature of abilities is that they can hold two
597     spells: One for short range- and one for long range use.
598     \n\n
599     You should know that spellcasting monsters receive abilities via
600     &lt;treasurelist&gt;. ]]>
601     </description>
602     <use><![CDATA[
603     If you want to create "customized" spellcasting monsters, you
604     should use abilities (rather than spellbooks/wands or something).
605     The long/short-range spell feature can make boss-monsters more
606     interesting and challenging.
607     <br><br>
608     You should keep in mind that magic abilities allow players
609     to get better resistance. You can turn off the magic part to
610     make the spells more dangerous. However, this really shouldn't
611     be neccessary unless you work on very high level maps.
612     And what fun is a magic resistance cloak when it has no effect? ]]>
613     </use>
614     <attribute arch="invisible" value="1" type="fixed" />
615     <attribute arch="no_drop" value="1" type="fixed" />
616     <attribute arch="sp" editor="short range spell" type="spell">
617     The monster will use the specified &lt;short range spell&gt;
618     when the player is within 6-square radius (of the
619     monster's head).
620     </attribute>
621     <attribute arch="hp" editor="long range spell" type="nz_spell">
622     The monster will use the specified &lt;long range spell&gt;
623     when the player is at least 6 squares away (from the
624     monster's head).
625 root 1.3
626 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
627     &lt;short range spell&gt; gets used all the time.
628     </attribute>
629     <attribute arch="maxsp" editor="importance" type="int">
630     Sometimes you'll want a monster to use one ability more than others.
631     To achieve this, set the &lt;importance&gt; to a value greater than
632     one. Abilities with this value zero/unset are counted to be of
633     &lt;importance&gt; one.
634 root 1.3
635 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
636     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
637     times the "small fireball".
638     </attribute>
639     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
640 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
641 root 1.1 If enabled, all spells produced by this ability will have magic
642     attacktype added to the usual attacktypes.
643 root 1.3
644 root 1.1 This should always be set for spell-like abilities. "Natural"
645     abilities like a dragon's firebreath are an exception.
646     Note that non-magical abilities are more dangerous because
647     magic resistance does not protect from those.</attribute>
648     </type>
649    
650     <!--####################################################################-->
651     <type number="18" name="Altar">
652     <ignore>
653     <ignore_list name="non_pickable" />
654     </ignore>
655     <description><![CDATA[
656     When a player puts a defined number of certain items on the altar,
657     then either a spell is casted (on the player) or a connector is
658     triggered. If the latter is the case, the altar works only once.
659 root 1.3 Either way, the sacrificed item disappears. ]]>
660 root 1.1 </description>
661     <attribute arch="no_pick" value="1" type="fixed" />
662 root 1.9 &move_on;
663 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
664     This string specifies the item that must be put on the altar to
665     activate it. It can either be the name of an archetype, or directly
666     the name of an object. Yet, titles are not recognized by altars.
667     Remember to put a note somewhere, telling the player what he is
668     expected to drop on the altar. (Often this is put in the altar's
669     name: E.g. "drop 100 platinums")
670     </attribute>
671     <attribute arch="food" editor="drop amount" type="int">
672     The drop amount specifies the amount of items (specified
673 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
674 root 1.1
675     If &lt;match item name&gt; is set to "money", then the value of the
676     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
677 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
678 root 1.1
679     Note that the maximum possible for &lt;drop amount&gt; is 32767.
680     </attribute>
681     <attribute arch="connected" editor="connection" type="int">
682     If a connection value is set, the altar will trigger all objects
683     with the same value, when activated. This will only work once.
684     </attribute>
685     <attribute arch="sp" editor="spell" type="spell">
686     When activated, the selected &lt;spell&gt; will be casted (once, on the
687     player). This should work for any given spell. The altar will work
688 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
689 root 1.1 one altar.
690     </attribute>
691     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
692     This text will be displayed to the player
693     in the exact moment when the altar is activated.
694     </attribute>
695     </type>
696    
697     <!--####################################################################-->
698     <type number="31" name="Altar Trigger">
699     <ignore>
700     <ignore_list name="non_pickable" />
701     </ignore>
702     <description><![CDATA[
703     Altar_triggers work pretty much like normal altars
704     (drop sacrifice -> connection activated), except for the fact that
705 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
706 root 1.1 </description>
707     <use><![CDATA[
708     Altar_triggers are very useful if you want to charge a price for...
709     <UL>
710     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
711 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
712 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
713     </UL>
714     The big advantage over normal altars is the infinite usability
715     of altar_triggers! If there are ten players on one server, they're
716     quite grateful if things work more than once. =) ]]>
717     </use>
718     <attribute arch="no_pick" value="1" type="fixed" />
719     <attribute arch="slaying" editor="match item name" type="string">
720     This string specifies the item that must be put on the altar to
721     activate it. It can either be the name of an archetype, or directly
722     the name of an object. Yet, titles are not recognized by altars.
723     Remember to put a note somewhere, telling the player what he is
724     expected to drop on the altar. (Often this is put in the altar's
725     name: E.g. "drop 100 platinums")
726     </attribute>
727     <attribute arch="food" editor="drop amount" type="int">
728     The drop amount specifies the amount of items (specified
729 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
730 root 1.1
731     If &lt;match item name&gt; is set to "money", then the value of the
732     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
733 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
734 root 1.1
735     Note that the maximum possible for &lt;drop amount&gt; is 32767.
736     </attribute>
737     <attribute arch="connected" editor="connection" type="int">
738     If a connection value is set, the altar will trigger all objects
739     with the same value, when activated. This will only work once.
740     </attribute>
741     <attribute arch="sp" editor="spell" type="spell">
742     When activated, this &lt;spell&gt; will be casted (once, on the player).
743 root 1.3 This should work for any given spell. The altar will work infinitely
744 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
745     </attribute>
746     <attribute arch="exp" editor="reset time" type="int">
747     Being activated, the altar will reset after &lt;reset time&gt; ticks.
748     After reset, the altar is ready to be activated once again.
749     The default &lt;reset time&gt; is 30.
750     </attribute>
751     <attribute arch="last_sp" editor="ignore reset" type="bool">
752     If this attribute is enabled, the altar_trigger won't push the
753     connected value by altar reset. Only ONCE by dropping the sacrifice.
754     This is typically used when the altar is connected to a creator,
755 root 1.3 e.g. for selling tickets.
756 root 1.1
757     If this attribute is disabled (default), the altar_trigger
758     will push the connected value TWICE per sacrifice: First by
759     dropping sacrifice, second by reset. This mode is typically
760     used for altars being connected to gates, resulting in the
761     gate being opened and closed again.
762     </attribute>
763 root 1.9 &move_on;
764 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
765     This text will be displayed to the player
766     in the exact moment when the altar is activated.
767     </attribute>
768     </type>
769    
770     <!--####################################################################-->
771     <type number="39" name="Amulet">
772     <description><![CDATA[
773     Wearing an amulet, the object's stats will directly be inherited to
774     the player. Amulets are usually meant for protection and defense. ]]>
775     </description>
776     <use><![CDATA[
777     Feel free to create your own special artifacts. However, it is very
778     important that you keep your artifact in balance with existing maps. ]]>
779     </use>
780     <attribute arch="ac" editor="armour class" type="int">
781     This value defines the amount of armour-class bonus for wearing
782     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
783     values are better. It should usually be set only for armour-like equipment.
784     </attribute>
785     <attribute arch="wc" editor="weapon class" type="int">
786     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
787     melee attacks. Weapon class improves the chance of hitting the opponent.
788     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
789     be set only for weapon-like items. Lower values are better.
790     </attribute>
791     <attribute arch="item_power" editor="item power" type="int">
792     The &lt;item power&gt; value measures how "powerful" an artifact is.
793     Players will only be able to wear equipment with a certain total
794     amount of &lt;item power&gt;, depending on their own level. This is the
795     only way to prevent low level players to wear "undeserved" equipment
796     (like gifts from other players or cheated items).
797 root 1.3
798 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
799     for every artifact you create! If zero/unset, the CF server will
800     calculate a provisional value at runtime, but this is never
801     going to be an accurate measurement of &lt;item power&gt;.
802     </attribute>
803     <attribute arch="damned" editor="damnation" type="bool">
804     A damned piece of equipment cannot be unwielded unless the curse
805     is removed. Removing damnations is a tick harder than removing curses.
806     </attribute>
807     <attribute arch="cursed" editor="curse" type="bool">
808     A cursed piece of equipment cannot be unwielded
809     unless the curse is removed.
810     </attribute>
811     <attribute arch="lifesave" editor="save life" type="bool">
812     An item with this flag enabled will save the players life
813     for one time: When the player is wearing this item and his
814 root 1.3 health points reach zero, the item disappears, replenishing
815 root 1.1 half of the player's health.
816 root 1.3
817 root 1.1 An item with &lt;save life&gt; should not have
818     any decent additional bonuses!
819     </attribute>
820     <attribute arch="unique" editor="unique item" type="bool">
821     Unique items exist only one time on a server. If the item
822     is taken, lost or destroyed - it's gone for good.
823     </attribute>
824     <attribute arch="startequip" editor="godgiven item" type="bool">
825     A godgiven item vanishes as soon as the player
826     drops it to the ground.
827     </attribute>
828     <attribute arch="applied" editor="is applied" type="bool">
829     If you put this item into the inventory of a monster, and
830     you want the monster to use/wear the item - you must set
831     &lt;is applied&gt;.
832     Enabling this flag doesn't make any sense if the item
833     is NOT in a monster's inventory.
834     </attribute>
835     <section name="resistance">
836     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
837     This adds physical resistance to the item (= armour value). The number is
838     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
839     and what they require to do for getting this-and-that artifact.
840     </attribute>
841     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
842     This adds magic 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_fire" editor="resist fire %" 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_electricity" editor="resist electricity %" length="15" type="int">
852     This adds electricity resistance to the item. The number is a percent-value in
853     the range 0-100. Treat this with CARE. Look at other maps and what they
854     require to do for getting this-and-that artifact.
855     </attribute>
856     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
857     This adds fire 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_confusion" editor="resist confusion %" length="15" type="int">
862     This adds confusion resistance to the item. The number is a percent-value in
863     the range 0-100. Confusion resistance is not very effective
864     unless the value comes close to 100 (= perfect immunity).
865     </attribute>
866     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
867     This adds acid resistance to the item. The number is a percent-value in
868     the range 0-100. Treat this with CARE. Look at other maps and what they
869     require to do for getting this-and-that artifact.
870     </attribute>
871     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
872     This adds draining resistance to the item. The number is a percent-value
873     in the range 0-100. Draining resistance is little effective
874     unless the value is 100 (= perfect immunity).
875     </attribute>
876     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
877     This adds weaponmagic resistance to the item. The number is a percent-value in
878     the range 0-100. Weaponmagic resistance generally should not exist on
879     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
880     are not meant to be easily resisted.
881     </attribute>
882     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
883     This adds ghosthit resistance to the item. The number is a percent-value
884     in the range 0-100. Treat this with CARE. Look at other maps and what they
885     require to do for getting this-and-that artifact.
886     </attribute>
887     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
888     This adds poison resistance to the item. The number is a percent-value in
889     the range 0-100. Treat this with CARE. Look at other maps and what they
890     require to do for getting this-and-that artifact.
891     </attribute>
892     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
893     This adds fear resistance to the item. The number is a percent-value in
894     the range 0-100. Resistance to fear is pretty useless.
895     </attribute>
896     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
897     This adds paralyze resistance to the item. The number is a percent-value in
898     the range 0-100. Paralyze resistance is little effective
899     unless the value is 100 (= perfect immunity).
900     </attribute>
901     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
902     This adds fear resistance to the item. The number is a percent-value in
903     the range 0-100. Resistance to fear is pretty useless.
904     </attribute>
905     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
906     This adds depletion resistance to the item. The number is a percent-value
907     in the range 0-100. Depletion resistance is little effective
908     unless the value is 100 (= perfect immunity).
909     </attribute>
910     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
911     This adds death-attack resistance to the item. The number is a
912     percent-value in the range 0-100. Death-attack resistance is little
913     effective unless the value is 100 (= perfect immunity).
914     Generally, resistance to death-attack is not supposed to be
915     available to players!
916     </attribute>
917     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
918     This adds chaos resistance to the item. The number is a percent-value in
919     the range 0-100. Treat this with CARE. Look at other maps and what they
920     require to do for getting this-and-that artifact.
921     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
922     combination of other attacktypes.
923     </attribute>
924     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
925     This adds blinding resistance to the item. The number is a percent-value
926     in the range 0-100. Treat this with CARE. Look at other maps and what they
927     require to do for getting this-and-that artifact.
928     </attribute>
929     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
930     This adds holy power resistance to the item. The number is a percent-value
931     in the range 0-100. Holy power is the attacktype that holyword-type spells
932     use to hurt undead creatures. This kind of resistance is only reasonable
933     for undead players (wraith or devourer cult).
934     Generally, resistance to holy word should not be available for players.
935     </attribute>
936     </section>
937     <section name="stats">
938     <attribute arch="Str" editor="strength" type="int">
939     The player's strentgh will rise/fall by the given value
940     while wearing this piece of equipment.
941     </attribute>
942     <attribute arch="Dex" editor="dexterity" type="int">
943     The player's dexterity will rise/fall by the given value
944     while wearing this piece of equipment.
945     </attribute>
946     <attribute arch="Con" editor="constitution" type="int">
947     The player's constitution will rise/fall by the given value
948     while wearing this piece of equipment.
949     </attribute>
950     <attribute arch="Int" editor="intelligence" type="int">
951     The player's intelligence will rise/fall by the given value
952     while wearing this piece of equipment.
953     </attribute>
954     <attribute arch="Pow" editor="power" type="int">
955     The player's power will rise/fall by the given value
956     while wearing this piece of equipment.
957     </attribute>
958     <attribute arch="Wis" editor="wisdom" type="int">
959     The player's wisdom will rise/fall by the given value while
960     wearing this piece of equipment.
961     </attribute>
962     <attribute arch="Cha" editor="charisma" type="int">
963     The player's charisma will rise/fall by the given value
964     while wearing this piece of equipment.
965     </attribute>
966     </section>
967     <section name="misc">
968     <attribute arch="luck" editor="luck bonus" type="int">
969     With positive luck bonus, the player is more likely to
970     succeed in all sorts of things (spellcasting, praying,...).
971     Unless the &lt;luck bonus&gt; is very high, the effect will be
972     barely visible in-game. Luck bonus on one piece of equipment
973     should never exceed 3, and such bonus should not be too
974     frequently available.
975     </attribute>
976     <attribute arch="hp" editor="health regen." type="int">
977     Positive &lt;health regen.&gt; bonus speeds up the
978     player's healing process. Negative values slow it down.
979     </attribute>
980     <attribute arch="sp" editor="mana regen." type="int">
981     Positive &lt;mana regen.&gt; bonus speeds up the
982     player's mana regeneration. Negative values slow it down.
983     </attribute>
984     <attribute arch="grace" editor="grace regen." type="int">
985     Positive &lt;grace regen.&gt; bonus speeds up the
986     player's grace regeneration. Negative values slow it down.
987     Since grace can be regenerated rather easy with praying,
988     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
989     </attribute>
990     <attribute arch="food" editor="food bonus" type="int">
991     Positive &lt;food bonus&gt; slows down the player's digestion,
992     thus he consumes less food. Negative values speed it up.
993 root 1.3
994 root 1.1 Note that food is consumed not only for "being alive", but
995     also for healing and mana-regeneration.
996     &lt;food bonus&gt; only affects the amount of food consumed
997     for "being alive". Hence, even with high &lt;food bonus&gt;,
998     during a fight a player can run out of food quickly.
999     </attribute>
1000     <attribute arch="xrays" editor="xray vision" type="bool">
1001     Xray vision allows the player to see through obstacles
1002     in a two-square-wide radius. This is extremely helpful and
1003 root 1.3 desirable, so don't give it away for cheap on equipment.
1004 root 1.1 </attribute>
1005     <attribute arch="stealth" editor="stealth" type="bool">
1006     Stealth allows the player to move silently.
1007     This comes to effect if a player turns himself
1008     invisible and tries to sneak around monsters.
1009     (At least that was the idea behind it)
1010     </attribute>
1011     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1012     If a player is wearing any piece of equipment with
1013     the ability to &lt;reflect spells&gt;, all kinds of
1014     spell-bullets and -beams will bounce off him.
1015     This works only about 90% of all times, to
1016     avoid players being completely immune to certain
1017     types of attacks.
1018 root 1.3
1019 root 1.1 This is a very powerful ability and it
1020     shouldn't be handed out cheap!
1021     </attribute>
1022     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1023     If a player is wearing any piece of equipment with
1024     the ability to &lt;reflect missiles&gt;, all kinds of
1025     projectiles (e.g. arrows, bolts, boulders) will
1026     bounce off him. This works only about 90% of all
1027     times, to avoid players being completely immune to
1028     certain types of attacks.
1029     </attribute>
1030 root 1.9 &move_type;
1031 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1032     Click on the &lt;attuned paths&gt; button to select spellpaths.
1033     The player will get attuned to the specified spellpaths
1034     while wearing this item.
1035     </attribute>
1036     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1037     Click on the &lt;repelled paths&gt; button to select spellpaths.
1038     The player will get repelled to the specified spellpaths
1039     while wearing this item.
1040     </attribute>
1041     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1042     Click on the &lt;denied paths&gt; button to select spellpaths.
1043     The specified spellpaths will be denied to the player
1044     while wearing this item.
1045     </attribute>
1046     </section>
1047     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1048     This text describes the item's "story". Every decent artifact
1049     should have such a description.
1050     </attribute>
1051     </type>
1052    
1053     <!--####################################################################-->
1054     <type number="58" name="Battleground">
1055     <ignore>
1056     <ignore_list name="non_pickable" />
1057     </ignore>
1058     <description><![CDATA[
1059     Battleground is very special: In short, players can die on battleground
1060     without any death penalties. They don't loose or gain experience
1061     while on battleground. Acid, draining and depletion effects don't
1062     work either.
1063     When a player dies on battleground, he gets teleported to an exit
1064     location which is defined in the battleground object. ]]>
1065     </description>
1066     <use><![CDATA[
1067     Battleground is only meant for player vs. player duels. You can
1068     design combat arenas similiar to the one in scorn.<br>
1069     What should NEVER be done is placing battleground tiles in
1070     open dungeons or other free kinds of land.
1071     It must not be possible to gain significant treasure for fighting
1072     on battleground, because it bears no risk.<br><br>
1073     (Battleground will cease to work when the image or name is changed,
1074     or when it is placed beneath another floor tile.
1075     This is not a bug, it is there to prevent any attempts of placing
1076     "hidden" battleground tiles anywhere.) ]]>
1077     </use>
1078     <attribute arch="no_pick" value="1" type="fixed" />
1079     <attribute arch="is_floor" value="1" type="fixed" />
1080     <attribute arch="hp" editor="destination X" type="int">
1081     The exit destinations define the (x, y)-coordinates where players
1082     get teleported after they died on this battleground.
1083     </attribute>
1084     <attribute arch="sp" editor="destination Y" type="int">
1085     The exit destinations define the (x, y)-coordinates where players
1086     get teleported after they died on this battleground.
1087     </attribute>
1088     </type>
1089    
1090     <!--####################################################################-->
1091 elmex 1.19 <type number="165" name="Safe ground (CF+)">
1092     <ignore>
1093     <ignore_list name="non_pickable" />
1094     </ignore>
1095     <description><![CDATA[
1096     Safe ground is a special object that prevents any effects that might
1097     be harmful for the map, other players or items on the map.
1098     It blocks all magic and prayers, usage of alchemy, prevents potions
1099 elmex 1.20 from being used and blocks bombs from exploding. Note that altars that
1100     do cast spells still work.
1101 elmex 1.19 (This is a Crossfire+ feature, and might not work elsewhere)
1102     ]]>
1103     </description>
1104     <use><![CDATA[
1105 elmex 1.20 Safe ground can be used to prevents any means of burning
1106     or destroying the items in a shop. Put this object below all floor tiles
1107     in your map and your shop will be safe. It's generally useful for making
1108     areas where really no kind of spell should be invoked by a player.
1109     ]]>
1110 elmex 1.19 </use>
1111     <attribute arch="no_pick" value="1" type="fixed" />
1112     </type>
1113    
1114     <!--####################################################################-->
1115 root 1.1 <type number="8" name="Book">
1116     <description><![CDATA[
1117     Applying a book, the containing message is displayed to the player. ]]>
1118     </description>
1119     <attribute arch="level" editor="literacy level" type="int">
1120     If this value is set to be greater than zero, the player needs a
1121     certain literacy level to succeed reading the book. The book can be
1122     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1123     book can be a nice idea, personally I like it when a player needs
1124     more than his fighting skills to solve a quest. However, keep the
1125     booklevel at least below 15 because it is quite hard to gain high
1126     mental levels.
1127     </attribute>
1128     <attribute arch="startequip" editor="godgiven item" type="bool">
1129     A godgiven item vanishes as soon as the player
1130     drops it to the ground.
1131     </attribute>
1132     <attribute arch="unique" editor="unique item" type="bool">
1133     Unique items exist only one time on a server. If the item
1134     is taken, lost or destroyed - it's gone for good.
1135     </attribute>
1136     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1137     This is the text that appears "written" in the book.
1138     </attribute>
1139 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1140     This is the key string of the book. The key string is checked by an inventory checker.
1141     (This is used eg. for the gate/port passes in scorn)
1142     </attribute>
1143 root 1.1 </type>
1144    
1145     <!--####################################################################-->
1146     <type number="99" name="Boots">
1147     <import_type name="Amulet" />
1148     <description><![CDATA[
1149     Wearing boots, the object's stats will directly be inherited to
1150     the player. Usually enhancing his speed, or granting some minor
1151     protection bonus. ]]>
1152     </description>
1153     <use><![CDATA[
1154     Feel free to create your own special artifacts. However, it is very
1155     important that you keep your artifact in balance with existing maps. ]]>
1156     </use>
1157     <attribute arch="exp" editor="speed bonus" type="int">
1158     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1159     while worn. This kind of bonus is quite desirable for players of low-
1160     and medium level. High level players usually have fastest possible
1161     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1162     Still, this bonus is good for nice artifacts - not everything has
1163     to be for highest level.
1164     </attribute>
1165     <attribute arch="magic" editor="magic bonus" type="int">
1166     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1167     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1168     than direct armour-class bonus on the boots.
1169 root 1.3
1170 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1171     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1172     </attribute>
1173     </type>
1174    
1175     <!--####################################################################-->
1176 root 1.3 <type number="104" name="Bracers">
1177     <import_type name="Amulet" />
1178     <description><![CDATA[
1179     Bracers are armour-plates worn around the wrists.
1180     Wearing bracer, the object's stats will directly be inherited to
1181     the player. Usually enhancing his defense. ]]>
1182     </description>
1183     <use><![CDATA[
1184     Feel free to create your own special artifacts. However, it is very
1185     important that you keep your artifact in balance with existing maps. ]]>
1186     </use>
1187     <attribute arch="magic" editor="magic bonus" type="int">
1188     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1189     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1190     than direct armour-class bonus on the bracers.
1191     </attribute>
1192     </type>
1193    
1194     <!--####################################################################-->
1195     <type number="16" name="Brestplate Armour">
1196     <import_type name="Amulet" />
1197     <description><![CDATA[
1198     Wearing an armour, the object's stats will directly be inherited to
1199     the player. Usually enhancing his defense. ]]>
1200     </description>
1201     <use><![CDATA[
1202     Feel free to create your own special artifacts. However, it is very
1203     important that you keep your artifact in balance with existing maps. ]]>
1204     </use>
1205     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1206     This poses a penalty to spell regeneration speed, for wearing the armour.
1207     The bigger the spellpoint penalty, the worse.
1208     </attribute>
1209     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1210     Slowdown penalty reduces the player's walking speed when wearing the
1211     armour. Bigger values are worse - zero is best.
1212     </attribute>
1213     <attribute arch="magic" editor="magic bonus" type="int">
1214     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1215     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1216     than direct armour-class bonus on the armour.
1217     </attribute>
1218     </type>
1219    
1220     <!--####################################################################-->
1221 root 1.1 <type number="92" name="Button">
1222     <ignore>
1223     <ignore_list name="non_pickable" />
1224     </ignore>
1225     <description><![CDATA[
1226     When a predefined amount of weigh is placed on a button, the
1227     &lt;connection&gt; value is triggered. In most cases this happens when a
1228     player or monster steps on it. When the button is "released", the
1229     &lt;connection&gt; value get's triggered a second time. ]]>
1230     </description>
1231 root 1.9 &move_on;
1232     &move_off;
1233 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1234 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1235 root 1.1 The button is pressed (triggered), as soon as
1236     &lt;press weigh&gt; gram are placed ontop of it.
1237     </attribute>
1238     <attribute arch="connected" editor="connection" type="int">
1239     Every time the button is pressed or released, all objects
1240     with the same &lt;connection&gt; value are activated.
1241     </attribute>
1242     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1243     This text may describe the item. You can use this
1244     message to explain the button's purpose to the player.
1245     </attribute>
1246     </type>
1247    
1248     <!--####################################################################-->
1249 root 1.3 <type number="30" name="Button Trigger">
1250     <import_type name="Button" />
1251     <ignore>
1252     <ignore_list name="non_pickable" />
1253     </ignore>
1254     <description><![CDATA[
1255     Handle buttons are buttons which reset after a short period
1256     of time. Every time it is either applied or reset, the
1257     &lt;connection&gt; value is triggered. ]]>
1258     </description>
1259     </type>
1260    
1261     <!--####################################################################-->
1262     <type number="37" name="Class Changer">
1263     <ignore>
1264     <ignore_list name="non_pickable" />
1265     </ignore>
1266     <description><![CDATA[
1267     Class changer are used while creating a character. ]]>
1268     </description>
1269     <attribute arch="randomitems" editor="class items" type="treasurelist">
1270     This entry determines which initial items the character receives.
1271     </attribute>
1272     <section name="stats">
1273     <attribute arch="Str" editor="strength" type="int">
1274     The player's strength will rise by the given value if he chooses this
1275     class. (Negative values make strength fall)
1276     </attribute>
1277     <attribute arch="Dex" editor="dexterity" type="int">
1278     The player's dexterity will rise by the given value if he chooses this
1279     class. (Negative values make dexterity fall)
1280     </attribute>
1281     <attribute arch="Con" editor="constitution" type="int">
1282     The player's constitution will rise by the given value if he chooses this
1283     class. (Negative values make constitution fall)
1284     </attribute>
1285     <attribute arch="Int" editor="intelligence" type="int">
1286     The player's intelligence will rise by the given value if he chooses this
1287     class. (Negative values make intelligence fall)
1288     </attribute>
1289     <attribute arch="Pow" editor="power" type="int">
1290     The player's power will rise by the given value if he chooses this
1291     class. (Negative values make power fall)
1292     </attribute>
1293     <attribute arch="Wis" editor="wisdom" type="int">
1294     The player's wisdom will rise by the given value if he chooses this
1295     class. (Negative values make wisdom fall)
1296     </attribute>
1297     <attribute arch="Cha" editor="charisma" type="int">
1298     The player's charisma will rise by the given value if he chooses this
1299     class. (Negative values make charisma fall)
1300     </attribute>
1301     </section>
1302     </type>
1303    
1304     <!--####################################################################-->
1305 root 1.1 <type number="87" name="Cloak">
1306     <import_type name="Amulet" />
1307     <description><![CDATA[
1308     Wearing a cloak, the object's stats will directly be inherited to
1309     the player. Cloaks usually add minor &lt;armour class&gt; and
1310     sometimes a bit of resistance. ]]>
1311     </description>
1312     <use><![CDATA[
1313     Feel free to create your own special artifacts. However, it is very
1314     important that you keep your artifact in balance with existing maps. ]]>
1315     </use>
1316     <attribute arch="magic" editor="magic bonus" type="int">
1317     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1318     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1319     than direct armour-class bonus on the cloak.
1320 root 1.3
1321 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1322     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1323     </attribute>
1324     </type>
1325    
1326     <!--####################################################################-->
1327     <type number="9" name="Clock">
1328     <description><![CDATA[
1329     Applying a clock, the time is displayed to the player. ]]>
1330     </description>
1331     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1332     This text may describe the item
1333     </attribute>
1334     </type>
1335    
1336     <!--####################################################################-->
1337     <type number="122" name="Container">
1338     <description><![CDATA[
1339     A player can put (certain kinds of) items in the container.
1340     The overall weight of items is reduced when put inside a
1341     container, depending on the settings.
1342     <br><br>
1343     A special feature of containers is the "cauldron",
1344     capable of mixing alchemical receipes. ]]>
1345     </description>
1346     <use><![CDATA[
1347     Note on chests - There are two types of chests:
1348     <UL>
1349     <LI> First the random treasure chests - Those are NOT containers
1350     (but object type Treasure), they create random treasures when
1351     applied. Archetype name is "chest".
1352     <LI> Second there are the permanent chests - Those are containers,
1353     they can be opened and closed again. Archetype name is "chest_2".
1354     </UL> ]]>
1355     </use>
1356     <attribute arch="race" editor="container class" type="string">
1357     If set, the container will hold only certain types of objects.
1358     Possible choices for &lt;container class&gt; are: "gold and jewels",
1359 root 1.3 "arrows" and "keys".
1360    
1361 root 1.1 Unfortunately it is not easy to create new container
1362     classes, because items need a matching counterpiece-attribute
1363     to the &lt;container class&gt; before they can be put inside a
1364     container. This attribute ("race") is set only for the existing
1365     container classes.
1366     </attribute>
1367     <attribute arch="slaying" editor="key string" type="string">
1368     If &lt;key string&gt; is set, only players with a special key
1369     of matching &lt;key string&gt; are able to open the container.
1370     </attribute>
1371     <attribute arch="container" editor="maximum weight" type="int">
1372     The container can hold a maximum total weight of the given value
1373     in gram. Note that this weight limit is calculated *after* the
1374     weight reduction (&lt;reduce weight&gt;) has been applied.
1375     </attribute>
1376     <attribute arch="Str" editor="reduce weight %" type="int">
1377     This value determines how much the weight of items is reduced in
1378     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1379     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1380     Most default values are in the range of ten.
1381     </attribute>
1382     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1383     If set, the container can be used as alchemy-cauldron.
1384     The player can put ingredients inside, close it, cast alchemy
1385     and if his formulae is true, he'll get what he longed for.
1386     </attribute>
1387     <attribute arch="unique" editor="unique item" type="bool">
1388     Unique items exist only one time on a server. If the item
1389     is taken, lost or destroyed - it's gone for good.
1390     All contents of a unique container are unique as well.
1391     </attribute>
1392     <attribute arch="startequip" editor="godgiven item" type="bool">
1393     A godgiven item vanishes as soon as the player
1394     drops it to the ground.
1395     </attribute>
1396     <attribute arch="other_arch" editor="animation arch" type="string">
1397     This is used for a certain kind of... "animation" when
1398     opening the container. Stick to the default arches here
1399     and you won't get into trouble.
1400     </attribute>
1401     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1402     This text may contain a description of the container.
1403     </attribute>
1404     </type>
1405    
1406     <!--####################################################################-->
1407     <type number="103" name="Converter">
1408     <ignore>
1409     <attribute arch="value" />
1410     <attribute arch="nrof" />
1411     <attribute arch="name_pl" />
1412     <attribute arch="no_pick" />
1413     <attribute arch="unpaid" />
1414     <attribute arch="title" />
1415     </ignore>
1416     <description><![CDATA[
1417     Converters are like "exchange tables". When the player drops a
1418     specific type of items, they get converted into other items, at a
1419     predefined exchange-ratio. ]]>
1420     </description>
1421     <use><![CDATA[
1422     Converters are better than shopping with doormats, because the
1423     converters never get sold out. For some items like food or jewels
1424     those "exchange tables" are really nice, while for the more important
1425     stuff like potions converters should not exist.
1426     <br><br>
1427     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1428     items on a converter, the stuff you get must be of equal or lesser
1429     value than before! (Except if you are using "rare" items like
1430     dragonscales for payment). The code will not check if your ratio is
1431     sane, so the player could gain infinite wealth by using your converter. ]]>
1432     </use>
1433     <attribute arch="no_pick" value="1" type="fixed" />
1434     <attribute arch="slaying" editor="cost arch" type="string">
1435     &lt;cost arch&gt; is the name of the archetype the player has to
1436     put on the converter, as payment.
1437     </attribute>
1438     <attribute arch="food" editor="cost number" type="int">
1439     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1440     on the converter, in order to get &lt;receive number&gt; items
1441     of &lt;receive arch&gt;.
1442     </attribute>
1443     <attribute arch="other_arch" editor="receive arch" type="string">
1444     &lt;receive arch&gt; is the name of the archetype to convert into.
1445 root 1.2 This field is ignored if the converter has items in inventory. In this
1446     case one of the inventory items is duplicated. The duplicated item is
1447     randomly chosen from all items present.
1448 root 1.1 </attribute>
1449     <attribute arch="sp" editor="receive number" type="int">
1450     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1451     on the converter, in order to get &lt;receive number&gt; items
1452     of &lt;receive arch&gt;.
1453     </attribute>
1454     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1455     This text may contain a description of the converter.
1456     </attribute>
1457     </type>
1458    
1459     <!--####################################################################-->
1460     <type number="42" name="Creator">
1461     <ignore>
1462     <ignore_list name="system_object" />
1463     </ignore>
1464     <description><![CDATA[
1465     A creator is an object which creates another object when it
1466     is triggered. The child object can be anything. Creators are
1467 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1468     periodically create things. ]]>
1469 root 1.1 </description>
1470     <use><![CDATA[
1471     Don't hesitate to hide your creators under the floor.
1472     The created items will still always appear ontop of the floor. ]]>
1473     </use>
1474     <attribute arch="no_pick" value="1" type="fixed" />
1475     <attribute arch="other_arch" editor="create arch" type="string">
1476     This string defines the object that will be created.
1477     You can choose any of the existing arches.
1478 root 1.2 This field is ignored if the creator has items in inventory. In this case
1479     one of the inventory items is duplicated. The duplicated item is randomly
1480     chosen from all items present.
1481 root 1.1 </attribute>
1482     <attribute arch="connected" editor="connection" type="int">
1483     Whenever the connection value is activated,
1484 root 1.3 the creator gets triggered.
1485 root 1.1 </attribute>
1486 elmex 1.16 &activate_on;
1487 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1488     If &lt;infinit uses&gt; is set, the creator will work
1489 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1490 root 1.1 </attribute>
1491 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1492     When this field is set the creator will periodically create stuff
1493     (and will still do so when the connection is triggered).
1494     A value of 1 means roughly 8 times a second.
1495     </attribute>
1496 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1497     The creator can be triggered &lt;number of uses&gt; times, thus
1498     creating that many objects, before it dissappears.
1499     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1500     </attribute>
1501     <attribute arch="slaying" editor="name of creation" type="string">
1502 root 1.2 The created object will bear the name and title specified in &lt;name of
1503     creation&gt;. If nothing is set, the standard name and title of the
1504     archetype is used.
1505 root 1.1 </attribute>
1506     <attribute arch="level" editor="level of creation" type="int">
1507     The created object will be of that level. If zero/unset,
1508     the standard level of the archetype is used.
1509     </attribute>
1510     </type>
1511    
1512     <!--####################################################################-->
1513     <type number="51" name="Detector">
1514     <ignore>
1515     <ignore_list name="system_object" />
1516     </ignore>
1517     <description><![CDATA[
1518     Detectors work quite much like inv. checkers/pedestals: If the detector
1519     finds a specific object, it toggles its connected value.
1520     <br><br>
1521     What is "unique" about them, compared to inv. checkers/ pedestals?
1522     - First, detectors check their square for a match periodically, not
1523     instantly. Second, detectors check directly for object names. Third,
1524     detectors do not check the inventory of players/monsters. ]]>
1525     </description>
1526     <use><![CDATA[
1527     There is one major speciality about detectors: You can detect spells
1528     blown over a detector! To detect a lighting bolt for example, set
1529     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1530     walls, this can be very useful for map-mechanisms. ]]>
1531     </use>
1532     <attribute arch="no_pick" value="1" type="fixed" />
1533     <attribute arch="slaying" editor="match name" type="string">
1534     &lt;match name&gt; specifies the name of the object we are looking for.
1535     Actually it does also check for the &lt;key string&gt; in key-objects,
1536     but for this case inventory checkers are often more powerful to use.
1537     </attribute>
1538     <attribute arch="connected" editor="connection" type="int">
1539     When the detector is triggered, all objects with the same
1540     connection value get activated.
1541     </attribute>
1542     <attribute arch="speed" editor="detection speed" type="float">
1543     This value defines the time between two detector-checks.
1544     If you want the detector to behave almost like pedestals/buttons,
1545     set speed rather high, like &lt;detection speed&gt; 1.0.
1546     </attribute>
1547 root 1.12 &speed_left;
1548     <attribute arch="speed_left" editor="speed left" type="float">
1549     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1550     If it is larger than 0, the detector checks, and the speed is decremented
1551     by 1.
1552     </attribute>
1553 root 1.1 </type>
1554    
1555     <!--####################################################################-->
1556     <type number="112" name="Director">
1557     <ignore>
1558     <ignore_list name="non_pickable" />
1559     </ignore>
1560     <description><![CDATA[
1561     Directors change the direction of spell objects and other projectiles
1562     that fly past. Unlike spinners, directors always move objects in the
1563     same direction. It does not make a difference from what angle you
1564     shoot into it.<br>
1565     Directors are visible per default. ]]>
1566     </description>
1567     <use><![CDATA[
1568     Directors are rarely used in maps. Sometimes they are placed to
1569     change the direction of spells coming out of magic walls,
1570     "channeling" spell-projectiles in some direction. When doing this,
1571     <B>never place directors facing each other with magic walls fireing
1572     into them!</B> The spell-projectiles bouncing between the directors
1573     would accumulate to huge numbers and at some point slow down the
1574     server by eating memory- and CPU-time.
1575     <br><br>
1576     You'd better not place directors in monster vs. player combat
1577     areas too much, because that freaks out wizard-type players. ]]>
1578     </use>
1579     <attribute arch="sp" editor="direction" type="list_direction">
1580     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1581     A director with direction &lt;none&gt; simply stops projectiles.
1582     (The latter works out a bit strange for some spells).
1583     </attribute>
1584 root 1.9 &move_on;
1585 root 1.1 </type>
1586    
1587     <!--####################################################################-->
1588     <type number="158" name="Disease">
1589     <ignore>
1590     <ignore_list name="system_object" />
1591     </ignore>
1592     <description><![CDATA[
1593     Diseases are an intersting form of spellcraft in Crossfire.
1594     Once casted, they can spread out and infect creatures in a large
1595     area. Being infected can have various effects, from amusing farts
1596     to horrible damage - almost everything is possible. ]]>
1597     </description>
1598     <use><![CDATA[
1599     Diseases are extremely flexible and usable in a many ways.
1600     So far they are mostly used for causing bad, unwanted effects.
1601     You could just as well create a disease which helps the player
1602     (recharging mana for example).
1603     Infection with a "positive disease" could even be a quest reward. ]]>
1604     </use>
1605     <attribute arch="invisible" value="1" type="fixed" />
1606     <attribute arch="level" editor="plaque level" type="int">
1607     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1608     This mainly reflects in the &lt;damage&gt;. It has no effect on
1609     most other symptoms. Neverthless, it is a very important value for
1610     all damage-inflicting diseases.
1611     </attribute>
1612     <attribute arch="race" editor="infect race" type="string">
1613     The disease will only infect creatures of the specified &lt;race&gt;.
1614     "&lt;race&gt; *" means every creature can be infected.
1615     </attribute>
1616     <attribute arch="ac" editor="progressiveness" type="int">
1617     Every time the disease "moves" the severity of the symptoms are increased
1618     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1619     </attribute>
1620     <section name="spreading">
1621     <attribute arch="wc" editor="infectiosness" type="int">
1622     The &lt;infectiosness&gt; defines the chance of new creatures getting
1623     infected. If you set this too high, the disease is very likely to
1624     be too effective.
1625 root 1.3
1626 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1627     </attribute>
1628     <attribute arch="last_grace" editor="attenuation" type="int">
1629     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1630     everytime it infects someone new. This limits how many generations
1631     a disease can propagate.
1632     </attribute>
1633     <attribute arch="magic" editor="infection range" type="int">
1634     &lt;infection range&gt; sets the range at which infection may occur.
1635     If positive, the &lt;infection range&gt; is level dependant - If negative,
1636     it is not:
1637     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1638 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1639 root 1.1 </attribute>
1640     <attribute arch="maxhp" editor="persistence" type="int">
1641     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1642     The disease can "move" &lt;persistence&gt; times outside a host before it
1643     vanishes. A negative value means the disease lasts for permanent
1644     (which is only recommended to use in maps without monsters).
1645     </attribute>
1646     <attribute arch="maxgrace" editor="curing duration" type="int">
1647     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1648     (Assuming the host survives and doesn't use a curing spell).
1649     After this period the disease is naturally cured, which provides the
1650     host with immunity from this particular disease of lower or equal level.
1651 root 1.3
1652 root 1.1 A negative value means the disease can never be cured naturally.
1653 root 1.3
1654 root 1.1 Note that this value can be further modulated by spell-parameters,
1655     if the disease is registered as spell in the code. Due to that,
1656     most default diseases take a lot longer to cure than it seems.
1657     </attribute>
1658     <attribute arch="speed" editor="moving speed" type="float">
1659     The &lt;speed&gt; of the disease determines how fast the disease will
1660     "move", thus how fast the symptoms strike the host.
1661     </attribute>
1662 root 1.12 &speed_left;
1663 root 1.1 </section>
1664     <section name="symptoms">
1665     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1666     The disease will attack the host with the given &lt;attacktype&gt;.
1667     Godpower attacktype is commonly used for "unresistable" diseases.
1668     </attribute>
1669     <attribute arch="dam" editor="damage" type="int">
1670     A disease with a positive &lt;damage&gt; value will strike the player for that
1671     amount of damage every time the symptoms occur.
1672     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1673     the player's health is reduced by 10% every time the symptoms strike.
1674 root 1.3
1675 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1676     for players of all levels.
1677     </attribute>
1678     <attribute arch="other_arch" editor="create arch" type="string">
1679     If set, the specified arch is created and dropped every time the
1680     symptoms strike.
1681 root 1.3
1682 root 1.1 This can be various things: farts, body pieces, eggs ...
1683     Even monsters can be created that way. You could also make a
1684     disease where some exotic stuff like money/gems is created.
1685     </attribute>
1686     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1687     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1688     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1689     </attribute>
1690     <attribute arch="exp" editor="exp. for curing" type="int">
1691     When the player manages to cure this disease (with a curing spell),
1692     he is awarded with &lt;exp. for curing&gt; experience.
1693     </attribute>
1694     <attribute arch="maxsp" editor="mana depletion" type="int">
1695     Every time the disease "moves", the player's mana is
1696     reduced by the value of &lt;mana depletion&gt;.
1697     For negative values, a %-based amount is taken.
1698     </attribute>
1699     <attribute arch="last_eat" editor="food depletion" type="int">
1700     Every time the disease "moves", the player's food is
1701     reduced by the value of &lt;food depletion&gt;.
1702     For negative values, a %-based amount is taken.
1703     </attribute>
1704     <attribute arch="hp" editor="health regen." type="int">
1705     This value increases the player's healing rate.
1706     Negative values decrease it.
1707     </attribute>
1708     <attribute arch="sp" editor="mana regen." type="int">
1709     This value increases the player's rate of mana regeneration.
1710     Negative values decrease it.
1711     </attribute>
1712     </section>
1713     <section name="disability">
1714     <attribute arch="Str" editor="strength" type="int">
1715     The player's strength will rise by the given value
1716     while being infected. (Negative values make strength fall)
1717     </attribute>
1718     <attribute arch="Dex" editor="dexterity" type="int">
1719     The player's dexterity will rise by the given value
1720     while being infected. (Negative values make dexterity fall)
1721     </attribute>
1722     <attribute arch="Con" editor="constitution" type="int">
1723     The player's constitution will rise by the given value
1724     while being infected. (Negative values make constitution fall)
1725     </attribute>
1726     <attribute arch="Int" editor="intelligence" type="int">
1727     The player's intelligence will rise by the given value
1728     while being infected. (Negative values make intelligence fall)
1729     </attribute>
1730     <attribute arch="Pow" editor="power" type="int">
1731     The player's power will rise by the given value
1732     while being infected. (Negative values make power fall)
1733     </attribute>
1734     <attribute arch="Wis" editor="wisdom" type="int">
1735     The player's wisdom will rise by the given value
1736     while being infected. (Negative values make wisdom fall)
1737     </attribute>
1738     <attribute arch="Cha" editor="charisma" type="int">
1739     The player's charisma will rise by the given value
1740     while being infected. (Negative values make charisma fall)
1741     </attribute>
1742     </section>
1743     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1744     This text is displayed to the player every time the
1745     symptoms strike.
1746     </attribute>
1747     </type>
1748    
1749     <!--####################################################################-->
1750 root 1.3 <type number="23" name="Door">
1751     <ignore>
1752     <ignore_list name="non_pickable" />
1753     </ignore>
1754     <description><![CDATA[
1755     A door can be opened with a normal key. It also can be broken by attacking
1756     it, and it can be defeated with the lockpicking skill. If a door is
1757     defeated, horizontally and vertically adjacent doors are automatically
1758     removed. ]]>
1759     </description>
1760     <attribute arch="no_pick" value="1" type="fixed" />
1761     <attribute arch="alive" value="1" type="fixed" />
1762 root 1.9 &movement_types_terrain;
1763 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1764     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1765     </attribute>
1766     <attribute arch="ac" editor="armour class" type="int">
1767     Doors of high &lt;armour class&gt; are less likely to get hit.
1768     &lt;armour class&gt; can be considered the "counterpiece" to
1769     &lt;weapon class&gt;.
1770     </attribute>
1771     <attribute arch="other_arch" editor="drop arch" type="string">
1772     This string defines the object that will be created when the door was
1773     defeated.
1774     </attribute>
1775     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1776     This entry determines what kind of traps will appear in the door.
1777     </attribute>
1778 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1779     Set this flag to move treasure items created into the environment (map)
1780     instead of putting them into the object.
1781     </attribute>
1782 root 1.3 </type>
1783    
1784     <!--####################################################################-->
1785 root 1.1 <type number="83" name="Duplicator">
1786     <ignore>
1787     <ignore_list name="system_object" />
1788     </ignore>
1789     <description><![CDATA[
1790     When activated, a duplicator can duplicate, multiply or destroy a pile of
1791     objects which lies somewhere on top of the duplicator.
1792     The duplicator has one arch name specified as &lt;target arch&gt;,
1793     and only objects of this archetype can be affected.<br>
1794     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1795     If the latter is set to zero, it will destroy objects. ]]>
1796     </description>
1797     <use><![CDATA[
1798     I hope it is clear that one must be very cautious when inserting a duplicator
1799     anywhere with &lt;multiply factor&gt; greater than one.
1800     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1801     It is <b>not acceptable</b> to allow duplication of anything other than
1802     coins, gold and jewels. Besides, it is very important that the chance to
1803     loose the input matches the chance to earn winnings.<br>
1804     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1805     loosing rate of 2/3 = 67%. ]]>
1806     </use>
1807     <attribute arch="other_arch" editor="target arch" type="string">
1808 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1809     duplicated, multiplied or removed. All other objects will be ignored.
1810 root 1.1 </attribute>
1811     <attribute arch="level" editor="multiply factor" type="int">
1812     The number of items in the target pile will be multiplied by the
1813     &lt;multiply factor&gt;. If it is set to zero, all target objects
1814     will be destroyed.
1815     </attribute>
1816     <attribute arch="connected" editor="connection" type="int">
1817     An activator (lever, altar, button, etc) with matching connection value
1818     is able to trigger this duplicator. Be very careful that players cannot
1819     abuse it to create endless amounts of money or other valuable stuff!
1820     </attribute>
1821 elmex 1.16 &activate_on;
1822 root 1.1 </type>
1823    
1824     <!--####################################################################-->
1825     <type number="66" name="Exit">
1826     <ignore>
1827     <ignore_list name="non_pickable" />
1828     </ignore>
1829     <description><![CDATA[
1830     When the player applies an exit, he is transferred to a different location.
1831     (Monsters cannot use exits.) Depending on how it is set, the player applies
1832     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1833     the exit. ]]>
1834     </description>
1835     <use><![CDATA[
1836 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1837 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1838     detected with the show_invisible spell.
1839     <br><br>
1840     You can be quite creative with the outlook of secret exits (their "face").
1841     Don't forget to give the player relyable hints about them though. ]]>
1842     </use>
1843     <attribute arch="slaying" editor="exit path" type="string">
1844     The exit path defines the map that the player is transferred to.
1845     You can enter an absolute path, beginning with '/' (for example
1846     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1847     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1848     relative path "Fire1"). Use relative paths whenever possible! Note that
1849     upper/lower case must always be set correctly. However, please use lower
1850 root 1.3 case only.
1851 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1852     is on. If slaying is not set in an exit, the player will see a message like
1853     "the exit is closed".
1854     </attribute>
1855     <attribute arch="hp" editor="destination X" type="int">
1856     The exit destinations define the (x, y)-coordinates where the exit
1857     leads to.
1858     If both are set to zero, the player will be transferred to the "default
1859     enter location" of the destined map. The latter can be set in the map-
1860     properties as "Enter X/Y". Though, please DO NOT use that.
1861     It turned out to be a source for numerous map-bugs.
1862     </attribute>
1863     <attribute arch="sp" editor="destination Y" type="int">
1864     The exit destinations define the (x, y)-coordinates where the exit
1865     leads to.
1866     If both are set to zero, the player will be transferred to the "default
1867     enter location" of the destined map. The latter can be set in the map-
1868     properties as "Enter X/Y". Though, please DO NOT use that.
1869     It turned out to be a source for numerous map-bugs.
1870     </attribute>
1871 root 1.9 &move_on;
1872 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1873     If set, this message will be displayed to the player when he applies the exit.
1874     This is quite useful to throw in some "role-play feeling": "As you enter the
1875     dark cave you hear the sound of rustling dragonscales...". Well, my english
1876     is poor, but you get the point. =)
1877     </attribute>
1878 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
1879     If set, then players using this exit will have their savebed position
1880 root 1.26 set to the destination of the exit when passing through.
1881 root 1.1 </attribute>
1882     </type>
1883    
1884     <!--####################################################################-->
1885     <type number="72" name="Flesh">
1886     <description><![CDATA[
1887     Just like with food, the player can fill his stomache and gain a
1888     little health by eating flesh-objects. <br>
1889     For dragon players, flesh plays a very special role though: If the
1890     flesh has resistances set, a dragon player has a chance to gain resistance in
1891 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1892 root 1.1 Don't forget that flesh items with resistances have to be balanced
1893     according to map/monster difficulty. ]]>
1894     </description>
1895     <use><![CDATA[
1896     For dragon players, flesh items can be highly valuable. Note that many
1897     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1898     These flesh items "inherit" resistances and level from the monster they belong to.
1899     When you add special flesh items to the inventory of a monster, this is
1900     not the case - so you have to set it manually.
1901     <br><br>
1902     Generally adding special flesh-treaties for dragon players is a great thing
1903     to do. Always consider that dragon players might really not be interested
1904     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1905     out on the reward completely. ]]>
1906     </use>
1907     <attribute arch="food" editor="foodpoints" type="int">
1908     The player's stomache will get filled with this amount of foodpoints.
1909     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1910     </attribute>
1911     <attribute arch="level" editor="flesh level" type="int">
1912     The &lt;flesh level&gt; is not visible to the players and it affects only
1913     dragon players. Normally this value reflects the level of the monster
1914     from which the flesh item originates.
1915     Dragon players always search for flesh of highest level possible,
1916     because it bears the best chance to gain high resistances.
1917     </attribute>
1918     <attribute arch="startequip" editor="godgiven item" type="bool">
1919     A godgiven item vanishes as soon as the player
1920     drops it to the ground.
1921     </attribute>
1922     <section name="resistance">
1923     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1924     Resistances on flesh items make them more durable against spellcraft
1925     of the appropriate kind. It also allows dragon players to eventually gain
1926     resistance by eating it. Usually resistance should only be set for flesh
1927     items in a monster's inventory.
1928     </attribute>
1929     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1930     Resistances on flesh items make them more durable against spellcraft
1931     of the appropriate kind. It also allows dragon players to eventually gain
1932     resistance by eating it. Usually resistance should only be set for flesh
1933     items in a monster's inventory.
1934     </attribute>
1935     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1936     Resistances on flesh items make them more durable against spellcraft
1937     of the appropriate kind. It also allows dragon players to eventually gain
1938     resistance by eating it. Usually resistance should only be set for flesh
1939     items in a monster's inventory.
1940     </attribute>
1941     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1942     Resistances on flesh items make them more durable against spellcraft
1943     of the appropriate kind. It also allows dragon players to eventually gain
1944     resistance by eating it. Usually resistance should only be set for flesh
1945     items in a monster's inventory.
1946     </attribute>
1947     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1948     Resistances on flesh items make them more durable against spellcraft
1949     of the appropriate kind. It also allows dragon players to eventually gain
1950     resistance by eating it. Usually resistance should only be set for flesh
1951     items in a monster's inventory.
1952     </attribute>
1953     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1954     Resistances on flesh items make them more durable against spellcraft
1955     of the appropriate kind. It also allows dragon players to eventually gain
1956     resistance by eating it. Usually resistance should only be set for flesh
1957     items in a monster's inventory.
1958     </attribute>
1959     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1960     Resistances on flesh items make them more durable against spellcraft
1961     of the appropriate kind. It also allows dragon players to eventually gain
1962     resistance by eating it. Usually resistance should only be set for flesh
1963     items in a monster's inventory.
1964     </attribute>
1965     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1966     Resistances on flesh items make them more durable against spellcraft
1967     of the appropriate kind. It also allows dragon players to eventually gain
1968     resistance by eating it. Usually resistance should only be set for flesh
1969     items in a monster's inventory.
1970     </attribute>
1971     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1972     Resistances on flesh items make them more durable against spellcraft
1973     of the appropriate kind. It also allows dragon players to eventually gain
1974     resistance by eating it. Usually resistance should only be set for flesh
1975     items in a monster's inventory.
1976     </attribute>
1977     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1978     Resistances on flesh items make them more durable against spellcraft
1979     of the appropriate kind. It also allows dragon players to eventually gain
1980     resistance by eating it. Usually resistance should only be set for flesh
1981     items in a monster's inventory.
1982     </attribute>
1983     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1984     Resistances on flesh items make them more durable against spellcraft
1985     of the appropriate kind. It also allows dragon players to eventually gain
1986     resistance by eating it. Usually resistance should only be set for flesh
1987     items in a monster's inventory.
1988     </attribute>
1989     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1990     Resistances on flesh items make them more durable against spellcraft
1991     of the appropriate kind. It also allows dragon players to eventually gain
1992     resistance by eating it. Usually resistance should only be set for flesh
1993     items in a monster's inventory.
1994     </attribute>
1995     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1996     Resistances on flesh items make them more durable against spellcraft
1997     of the appropriate kind. It also allows dragon players to eventually gain
1998     resistance by eating it. Usually resistance should only be set for flesh
1999     items in a monster's inventory.
2000     </attribute>
2001     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2002     Resistances on flesh items make them more durable against spellcraft
2003     of the appropriate kind. It also allows dragon players to eventually gain
2004     resistance by eating it. Usually resistance should only be set for flesh
2005     items in a monster's inventory.
2006     </attribute>
2007     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2008     Resistances on flesh items make them more durable against spellcraft
2009     of the appropriate kind. It also allows dragon players to eventually gain
2010     resistance by eating it. Usually resistance should only be set for flesh
2011     items in a monster's inventory.
2012     </attribute>
2013     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2014     RResistances on flesh items make them more durable against spellcraft
2015     of the appropriate kind. It also allows dragon players to eventually gain
2016     resistance by eating it. Usually resistance should only be set for flesh
2017     items in a monster's inventory.
2018     </attribute>
2019     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2020     Resistances on flesh items make them more durable against spellcraft
2021     of the appropriate kind. It also allows dragon players to eventually gain
2022     resistance by eating it. Usually resistance should only be set for flesh
2023     items in a monster's inventory.
2024     </attribute>
2025     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2026     Resistances on flesh items make them more durable against spellcraft
2027     of the appropriate kind. It also allows dragon players to eventually gain
2028     resistance by eating it. Usually resistance should only be set for flesh
2029     items in a monster's inventory.
2030     </attribute>
2031     </section>
2032     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2033     This text may describe the item.
2034     </attribute>
2035     </type>
2036    
2037     <!--####################################################################-->
2038     <type number="0" name="Floor">
2039     <required>
2040     <attribute arch="is_floor" value="1" />
2041     <attribute arch="alive" value="0" />
2042     </required>
2043     <ignore>
2044     <ignore_list name="non_pickable" />
2045     </ignore>
2046     <description><![CDATA[
2047     Floor is a very basic thing whithout too much
2048     functionality. It's a floor - you stand on it. ]]>
2049     </description>
2050     <attribute arch="is_floor" value="1" type="fixed" />
2051     <attribute arch="no_pick" value="1" type="fixed" />
2052     <section name="terrain">
2053 root 1.9 &movement_types_terrain;
2054 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2055     This flag indicates this spot contains wood or high grass.
2056     Players with activated woodsman skill can move faster here.
2057     </attribute>
2058     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2059     This flag indicates this spot contains hills or large rocks.
2060     Players with activated mountaineer skill can move faster here.
2061     </attribute>
2062     </section>
2063     <attribute arch="no_magic" editor="no spells" type="bool">
2064     If enabled, it is impossible for players to use (wizard-)
2065     spells on that spot.
2066     </attribute>
2067     <attribute arch="damned" editor="no prayers" type="bool">
2068     If enabled, it is impossible for players to use prayers
2069     on that spot. It also prevents players from saving.
2070     </attribute>
2071     <attribute arch="unique" editor="unique map" type="bool">
2072     Unique floor means that any items dropped on that spot
2073     will be saved byond map reset. For permanent apartments,
2074     all floor tiles must be set &lt;unique map&gt;.
2075     </attribute>
2076     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2077     This text may describe the object.
2078     </attribute>
2079     </type>
2080    
2081     <!--####################################################################-->
2082     <type number="67" name="Floor (Encounter)">
2083     <ignore>
2084     <ignore_list name="non_pickable" />
2085     </ignore>
2086     <description><![CDATA[
2087     Encounter-Floor is pretty much the same as normal floor.
2088     Most outdoor floor/ground-arches are set to be "encounters".
2089     That is kind of a relict from former code: When walking over
2090     encounter-floor, players sometimes got beamed to little maps
2091     with monsters on them. Nowadays this feature is disabled -
2092     Hence encounter floor is not different from normal floor. ]]>
2093     </description>
2094     <attribute arch="is_floor" value="1" type="fixed" />
2095     <attribute arch="no_pick" value="1" type="fixed" />
2096     <section name="terrain">
2097 root 1.9 &movement_types_terrain;
2098 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2099     This flag indicates this spot contains wood or high grass.
2100     Players with activated woodsman skill can move faster here.
2101     </attribute>
2102     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2103     This flag indicates this spot contains hills or large rocks.
2104     Players with activated mountaineer skill can move faster here.
2105     </attribute>
2106     </section>
2107     <attribute arch="no_magic" editor="no spells" type="bool">
2108     If enabled, it is impossible for players to use (wizard-)
2109     spells on that spot.
2110     </attribute>
2111     <attribute arch="damned" editor="no prayers" type="bool">
2112     If enabled, it is impossible for players to use prayers
2113     on that spot. It also prevents players from saving.
2114     </attribute>
2115     <attribute arch="unique" editor="unique map" type="bool">
2116     Unique floor means that any items dropped on that spot
2117     will be saved byond map reset. For permanent apartments,
2118     all floor tiles must be set &lt;unique map&gt;.
2119     </attribute>
2120     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2121     This text may describe the object.
2122     </attribute>
2123     </type>
2124    
2125     <!--####################################################################-->
2126     <type number="6" name="Food">
2127     <description><![CDATA[
2128     By eating/drinking food-objects, the player can fill his
2129     stomache and gain a little health. ]]>
2130     </description>
2131     <attribute arch="food" editor="foodpoints" type="int">
2132     The player's stomache will get filled with this amount of foodpoints.
2133     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2134     </attribute>
2135     <attribute arch="startequip" editor="godgiven item" type="bool">
2136     A godgiven item vanishes as soon as the player
2137     drops it to the ground.
2138     </attribute>
2139     </type>
2140    
2141     <!--####################################################################-->
2142     <type number="91" name="Gate">
2143     <ignore>
2144     <ignore_list name="non_pickable" />
2145     </ignore>
2146     <description><![CDATA[
2147     Gates play an important role in Crossfire. Gates can be opened
2148     by activating a button/trigger, by speaking passwords (-> magic_ear)
2149     or carrying special key-objects (-> inventory checker).
2150     Unlike locked doors, gates can get shut again after a player has
2151     passed, which makes them more practical in many cases. ]]>
2152     </description>
2153     <use><![CDATA[
2154     Use gates to divide your maps into seperated areas. After solving
2155     area A, the player gains access to area B, and so on. Make your
2156     maps more complex than "one-way". ]]>
2157     </use>
2158     <attribute arch="no_pick" value="1" type="fixed" />
2159 elmex 1.15 <attribute arch="speed" value="1" type="float">
2160     The speed of the gate affects how fast it is closing/opening.
2161     </attribute>
2162 root 1.1 <attribute arch="connected" editor="connection" type="int">
2163     Whenever the inventory checker is triggered, all objects with identical
2164     &lt;connection&gt; value get activated. This only makes sense together with
2165     &lt;blocking passage&gt; disabled.
2166     </attribute>
2167     <attribute arch="wc" editor="position state" type="int">
2168     The &lt;position state&gt; defines the position of the gate:
2169     Zero means completely open/down, the "number of animation-steps" (usually
2170     about 6 or 7) means completely closed/up state. I suggest you don't
2171     mess with this value - Leave the default in place.
2172     </attribute>
2173 root 1.9 &movement_types_terrain;
2174 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2175     Restricting the use of spells to pass this gate. This has
2176     an effect only if &lt;block view&gt; is disabled.
2177     </attribute>
2178     <attribute arch="damned" editor="restrict prayers" type="bool">
2179     Restricting the use of prayers to pass this door. This has
2180     an effect only if &lt;block view&gt; is disabled.
2181     </attribute>
2182     </type>
2183    
2184     <!--####################################################################-->
2185     <type number="113" name="Girdle">
2186     <import_type name="Amulet" />
2187     <description><![CDATA[
2188     Wearing a girdle, the object's stats will directly be inherited to
2189     the player. Girdles usually provide stats- or damage bonuses and no
2190     defense. ]]>
2191     </description>
2192     <use><![CDATA[
2193     Feel free to create your own special artifacts. However, it is very
2194     important that you keep your artifact in balance with existing maps. ]]>
2195     </use>
2196     <attribute arch="magic" editor="magic bonus" type="int">
2197     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2198     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2199     than direct armour-class bonus on the helmet.
2200 root 1.3
2201 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2202     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2203     &lt;magic bonus&gt; is pointless here.
2204     </attribute>
2205     </type>
2206    
2207     <!--####################################################################-->
2208     <type number="100" name="Gloves">
2209     <import_type name="Amulet" />
2210     <description><![CDATA[
2211     Wearing gloves, the object's stats will directly be inherited to
2212     the player. Gloves can add defense or damage bonuses. ]]>
2213     </description>
2214     <use><![CDATA[
2215     Feel free to create your own special artifacts. However, it is very
2216     important that you keep your artifact in balance with existing maps. ]]>
2217     </use>
2218     <attribute arch="magic" editor="magic bonus" type="int">
2219     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2220     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2221     will increase that.
2222     </attribute>
2223     </type>
2224    
2225     <!--####################################################################-->
2226     <type number="93" name="Handle">
2227     <ignore>
2228     <ignore_list name="non_pickable" />
2229     </ignore>
2230     <description><![CDATA[
2231     A handle can be applied by players and (certain) monsters.
2232     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2233     </description>
2234     <use><![CDATA[
2235     Handles are commonly used to move gates. When placing your lever,
2236     don't forget that some monsters are able to apply it.
2237     The ability to apply levers is rare among monsters -
2238     but vampires can do it for example. ]]>
2239     </use>
2240     <attribute arch="no_pick" value="1" type="fixed" />
2241     <attribute arch="connected" editor="connection" type="int">
2242     Every time the handle is applied, all objects
2243     with the same &lt;connection&gt; value are activated.
2244     </attribute>
2245     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2246     This text may describe the item. You can use this
2247     message to explain the handle's purpose to the player.
2248     </attribute>
2249     </type>
2250    
2251     <!--####################################################################-->
2252     <type number="27" name="Handle Trigger">
2253     <import_type name="Handle" />
2254     <ignore>
2255     <ignore_list name="non_pickable" />
2256     </ignore>
2257     <description><![CDATA[
2258     Handle triggers are handles which reset after a short period
2259     of time. Every time it is either applied or reset, the
2260     &lt;connection&gt; value is triggered. ]]>
2261     </description>
2262     <use><![CDATA[
2263     When you connect an ordinary handle to a gate, the gate normally remains
2264     opened after the first player passed. If you want to keep the gate shut,
2265     connecting it to a handle trigger is an easy solution. ]]>
2266     </use>
2267     </type>
2268    
2269     <!--####################################################################-->
2270     <type number="88" name="Hazard Floor">
2271     <required>
2272     <attribute arch="is_floor" value="1" />
2273     </required>
2274     <ignore>
2275     <ignore_list name="non_pickable" />
2276     </ignore>
2277     <description><![CDATA[
2278     The best example for Hazard Floor is lava. It works like standard
2279     floor, but damages all creatures standing on it.
2280     Damage is taken in regular time intervals. ]]>
2281     </description>
2282     <use><![CDATA[
2283     The default lava for example does minor damage. But you can turn
2284     it up so that your hazard floor poses a real threat.<br>
2285     Like magic walls, such floors add a permanent thrill to your map.
2286     You can use that to safely chase off too-weak players, or just
2287     to have something different. ]]>
2288     </use>
2289     <attribute arch="is_floor" value="1" type="fixed" />
2290     <attribute arch="lifesave" value="1" type="fixed" />
2291 root 1.9 &move_on;
2292 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2293     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2294     This attribute specifys the attacktypes that this floor uses to
2295     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2296     If you want a real tough hazard floor, add more than just one attacktype.
2297     </attribute>
2298     <attribute arch="dam" editor="base damage" type="int">
2299     The &lt;base damage&gt; defines how much damage is inflicted to the
2300     victim per hit. The final damage is influenced by several other
2301     factors like the victim's resistance and level.
2302     </attribute>
2303     <attribute arch="wc" editor="weaponclass" type="int">
2304     &lt;weapon class&gt; improves the chance of hitting the victim.
2305     Lower values are better.
2306     Usually, hazard floors like lava are supposed to hit the
2307     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2308     to something like -30.
2309     </attribute>
2310     <attribute arch="level" editor="attack level" type="int">
2311     I guess this value is supposed to work similar to monster levels.
2312     But in fact, it does not seem to have an effect. Set any non-zero
2313     value to be on the safe side.
2314     </attribute>
2315     <section name="terrain">
2316 root 1.9 &movement_types_terrain;
2317 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2318     This flag indicates this spot contains wood or high grass.
2319     Players with activated woodsman skill can move faster here.
2320     </attribute>
2321     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2322     This flag indicates this spot contains hills or large rocks.
2323     Players with activated mountaineer skill can move faster here.
2324     </attribute>
2325     </section>
2326     <attribute arch="no_magic" editor="no spells" type="bool">
2327     If enabled, it is impossible for players to use (wizard-)
2328     spells on that spot.
2329     </attribute>
2330     <attribute arch="damned" editor="no prayers" type="bool">
2331     If enabled, it is impossible for players to use prayers
2332     on that spot. It also prevents players from saving.
2333     </attribute>
2334     <attribute arch="unique" editor="unique map" type="bool">
2335     Unique floor means that any items dropped on that spot
2336     will be saved byond map reset. For permanent apartments,
2337     all floor tiles must be set &lt;unique map&gt;.
2338     </attribute>
2339     </type>
2340    
2341     <!--####################################################################-->
2342     <type number="34" name="Helmet">
2343     <import_type name="Amulet" />
2344     <description><![CDATA[
2345     Wearing a helmet, the object's stats will directly be inherited to
2346     the player. Normal helmets usually increase defense, while crowns
2347     add more special bonuses like stats/resistances paired with
2348     low defense. ]]>
2349     </description>
2350     <use><![CDATA[
2351     Feel free to create your own special artifacts. However, it is very
2352     important that you keep your artifact in balance with existing maps. ]]>
2353     </use>
2354     <attribute arch="magic" editor="magic bonus" type="int">
2355     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2356     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2357     than direct armour-class bonus on the helmet.
2358 root 1.3
2359 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2360     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2361     Crowns for instance typically provide no &lt;amour class&gt;.
2362     </attribute>
2363     </type>
2364    
2365     <!--####################################################################-->
2366     <type number="56" name="Holy Altar">
2367     <ignore>
2368     <ignore_list name="non_pickable" />
2369     </ignore>
2370     <description><![CDATA[
2371     Holy_altars are altars for the various religions. Praying
2372     at a Holy_altar will make you a follower of that god, and
2373     if you already follow that god, you may get some extra bonus. ]]>
2374     </description>
2375     <attribute arch="no_pick" value="1" type="fixed" />
2376     <attribute arch="other_arch" editor="god name" type="string">
2377     The altar belongs to the god of the given name. Possible options for
2378     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2379 root 1.3 Gorokh, Valriel and Sorig.
2380    
2381 root 1.1 If you want to have an unconsecrated altar, set
2382     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2383     </attribute>
2384     <attribute arch="level" editor="reconsecrate level" type="int">
2385     To re-consecrate an altar, the player's wisdom level must be as
2386     high or higher than this value. In that way, some altars can not
2387 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2388    
2389 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2390 root 1.1 Some characters might need those altars, they would be very unhappy to
2391     see them re-consecrated to another cult.
2392     </attribute>
2393     </type>
2394    
2395     <!--####################################################################-->
2396     <type number="35" name="Horn">
2397     <ignore>
2398     <attribute arch="title" />
2399     </ignore>
2400     <description><![CDATA[
2401     Horns are very similar to rods. The difference is that horns regenerate
2402     spellpoints faster and thus are more valuable than rods.
2403     <br><br>
2404     A horn contains a spell. The player can use this spell by applying and
2405     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2406     used endlessly. ]]>
2407     </description>
2408     <use><![CDATA[
2409     Horns are powerful due to their fast recharge rate. They should
2410     never contain high level attacking spells. Even curing/healing spells
2411     are almost too good on a horn. ]]>
2412     </use>
2413     <attribute arch="sp" editor="spell" type="spell">
2414     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2415     horns to players, since they can be used endlessly without any mana cost!
2416     Horns with heal/ restoration/ protection spells, IF available, MUST be
2417     very very VERY hard to get!
2418     </attribute>
2419     <attribute arch="level" editor="casting level" type="int">
2420     The casting level of the &lt;spell&gt; determines it's power.
2421     For attack spells, level should not be set too high.
2422     </attribute>
2423     <attribute arch="hp" editor="initial spellpoints" type="int">
2424     This value represents the initial amount of spellpoints in the horn.
2425     Naturally, this is quite unimportant.
2426     </attribute>
2427     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2428     When the horn is fully charged up, it will hold this maximum amount of
2429     spellpoints. Make sure it is enough to cast the contained spell at least
2430     once. But don't set the value too high, as that might make the horn way
2431     too effective.
2432     </attribute>
2433     <attribute arch="startequip" editor="godgiven item" type="bool">
2434     A godgiven item vanishes as soon as the player
2435     drops it to the ground.
2436     </attribute>
2437     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2438     This text may contain a description of the horn.
2439     </attribute>
2440     </type>
2441    
2442     <!--####################################################################-->
2443     <type number="73" name="Inorganic">
2444     <description><![CDATA[
2445     Inorganic materials are generally used as ingredients for
2446     alchemical receipes. By themselves, they have no special
2447     functionalities. ]]>
2448     </description>
2449     <attribute arch="is_dust" editor="is dust" type="bool">
2450     </attribute>
2451     <section name="resistance">
2452     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2453     </attribute>
2454     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2455     </attribute>
2456     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2457     </attribute>
2458     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2459     </attribute>
2460     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2461     </attribute>
2462     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2463     </attribute>
2464     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2465     </attribute>
2466     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2467     </attribute>
2468     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2469     </attribute>
2470     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2471     </attribute>
2472     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2473     </attribute>
2474     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2475     </attribute>
2476     </section>
2477     </type>
2478    
2479     <!--####################################################################-->
2480     <type number="64" name="Inventory Checker">
2481     <ignore>
2482     <ignore_list name="system_object" />
2483     </ignore>
2484     <description><![CDATA[
2485     Inventory checkers passively check the players inventory for a
2486     specific object. You can set a connected value that is triggered
2487     either if that object is present or missing (-&gt; "last_sp") when a
2488     player walks over the inv. checker. A valid option is to remove the
2489     matching object (usually not recommended, see "last_heal").
2490     <br><br>
2491     Alternatively, you can set your inv. checker to block all players
2492 root 1.9 that do/don't carry the matching object.
2493 root 1.1 <br><br>
2494     As you can see, inv. checkers are quite powerful, holding a
2495     great variety of possibilities. ]]>
2496     </description>
2497     <use><![CDATA[
2498     Putting a check_inventory space in front of a gate (one below) and
2499     one on the opposite side works reasonably well as a control mechanism.
2500     Unlike the key/door-combo, this one works infinite since it is
2501     independant from map reset. Use it to put a "structure" into your
2502     maps: Player must solve area A to gain access to area B. This concept
2503     can be found in nearly every RPG - simple but effective. ]]>
2504     </use>
2505     <attribute arch="no_pick" value="1" type="fixed" />
2506     <attribute arch="slaying" editor="match key string" type="string">
2507     This string specifies the object we are looking for: We have a match
2508     if the player does/don't carry a key object or a mark with identical
2509     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2510     this context. A typical example is the city gate mechanism of scorn.
2511     </attribute>
2512     <attribute arch="race" editor="match arch name" type="string">
2513     This string specifies the object we are looking for: We have a match
2514     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2515     </attribute>
2516     <attribute arch="hp" editor="match type" type="int">
2517     This value specifies the object we are looking for: We have a match
2518 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2519    
2520 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2521     enabled. Now you have an inv. checker blocking all players that carry any
2522     kind of melee weapon. To pass, a player is forced to leave behind all
2523     his weaponry... bad news for a warrior. ;)
2524     </attribute>
2525     <attribute arch="last_sp" editor="match = having" type="bool">
2526     Enabled means having that object is a match.
2527     Disabled means not having that object is a match.
2528     </attribute>
2529     <attribute arch="connected" editor="connection" type="int">
2530     Whenever the inventory checker is triggered, all objects with identical
2531     &lt;connection&gt; value get activated. This only makes sense together with
2532     &lt;blocking passage&gt; disabled.
2533     </attribute>
2534 root 1.9 &movement_types_terrain;
2535 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2536     &lt;remove match&gt; means remove object if found. Setting this is usually not
2537     recommended because inv. checkers are in general invisible. So, unlike
2538     for altars/ locked doors, the player won't expect to lose an object when
2539 root 1.3 walking over that square. And he doesn't even get a message either.
2540    
2541 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2542     to inform the player what's going on!
2543     </attribute>
2544     </type>
2545    
2546     <!--####################################################################-->
2547 root 1.2 <type number="163" name="Item Transformer">
2548     <description><![CDATA[
2549     An item transformer is simply applied, after having marked a 'victim'
2550     item. If the victim is suitable, it will be transformed into something
2551     else.]]>
2552     </description>
2553     <use><![CDATA[
2554     To make an item transformable, you just have to fill the 'slaying' field.
2555     The syntax is:
2556     <br>
2557     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2558     <br>
2559     with [] denoting optional part, and * any number of preceding [].
2560     'new_item' must be the name of an existing archetype.
2561     <br><br>
2562     Example, for object apple: slaying knife:2 half_apple
2563     <br><br>
2564     This means that, when applying a knife (should be an Item Transformer),
2565     one 'apple' will be transformed into 2 'half_apple'.]]>
2566     </use>
2567     <attribute arch="food" editor="number of uses" type="int">
2568     &lt;number of uses&gt; controls how many times the item transformer can
2569     be used. The value 0 means "unlimited"
2570     </attribute>
2571     <attribute arch="slaying" editor="verb" type="string">
2572     Contains the verb that is used to construct a message to the player
2573     applying the item transformer.
2574     </attribute>
2575     <attribute arch="startequip" editor="godgiven item" type="bool">
2576     A godgiven item vanishes as soon as the player
2577     drops it to the ground.
2578     </attribute>
2579     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2580     This text may contain a description of the item transformer.
2581     </attribute>
2582     </type>
2583    
2584     <!--####################################################################-->
2585 root 1.1 <type number="60" name="Jewel">
2586     <description><![CDATA[
2587     Items of the type Gold &amp; Jewels are handled like a currency.
2588     Unlike for any other type of item, in shops, the buy- and selling
2589     prices differ only marginally. ]]>
2590     </description>
2591     <attribute arch="race" value="gold and jewels" type="fixed" />
2592     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2593     This text may describe the object.
2594     </attribute>
2595     </type>
2596    
2597     <!--####################################################################-->
2598 root 1.3 <type number="24" name="Key">
2599     <description><![CDATA[
2600     When carrying a key, a normal door can be opened. The key will
2601     disappear. ]]>
2602     </description>
2603     <attribute arch="startequip" editor="godgiven item" type="bool">
2604     A godgiven item vanishes as soon as the player
2605     drops it to the ground.
2606     </attribute>
2607     </type>
2608    
2609     <!--####################################################################-->
2610 root 1.1 <type number="20" name="Locked Door">
2611     <ignore>
2612     <ignore_list name="non_pickable" />
2613     </ignore>
2614     <description><![CDATA[
2615     A locked door can be opened only when carrying
2616     the appropriate special key. ]]>
2617     </description>
2618     <use><![CDATA[
2619     If you want to create a locked door that cannot be opened (no key),
2620     set a &lt;key string&gt; like "no_key_available". This will clearify things
2621 root 1.3 and only a fool would create a key matching that string.
2622    
2623 root 1.1 Door-objects can not only be used for "doors". In many maps these
2624     are used with all kinds of faces/names, especially often as
2625     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2626     There you have magic forces (door objects) put under certain artifact
2627     items. To get your hands on the artifacts, you need to bring up the
2628     appropriate quest items (key objects). ]]>
2629     </use>
2630 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2631 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2632     <attribute arch="slaying" editor="key string" type="string">
2633     The &lt;key string&gt; in the door must be identical with the
2634     &lt;key string&gt; in the special key, then the door is unlocked.
2635     It is VERY important to set the &lt;key string&gt; to something that
2636 root 1.3 is unique among the CF mapset.
2637    
2638 root 1.1 DONT EVER USE the default string "set_individual_value".
2639     </attribute>
2640     <attribute arch="no_magic" editor="restrict spells" type="bool">
2641     Restricting the use of spells to pass this door.
2642     This should be set in most cases.
2643     (Don't forget that the spell "dimension door" is easily
2644     available at about wisdom level 10).
2645     </attribute>
2646     <attribute arch="damned" editor="restrict prayers" type="bool">
2647     Restricting the use of prayers to pass this door.
2648     This should be set in most cases.
2649     </attribute>
2650     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2651     When a player is trying to open the door without carrying the
2652     appropriate key, this text is displayed to the player. This is
2653     a good opportunity to place hints about the special key needed
2654     to unlock the door.
2655     </attribute>
2656     </type>
2657    
2658     <!--####################################################################-->
2659     <type number="29" name="Magic Ear">
2660     <ignore>
2661     <ignore_list name="system_object" />
2662     </ignore>
2663     <description><![CDATA[
2664     Magic_ears trigger a connected value
2665     when the player speaks a specific keyword. ]]>
2666     </description>
2667     <use><![CDATA[
2668     Whenever you put magic_ears on your maps, make sure there are
2669     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2670     something like a gate that is opened by speaking "open" or
2671     "sesame", expecting the player to figure this out all by himself.
2672     <br><br>
2673     Magic_ears are typically used for interaction with NPCs. You
2674     can create the impression that the NPC actually *does* something
2675     according to his conversation with a player. Mostly this means
2676     opening a gate or handing out some item, but you could be quite
2677     creative here. ]]>
2678     </use>
2679     <attribute arch="no_pick" value="1" type="fixed" />
2680     <attribute arch="connected" editor="connection" type="int">
2681     The Magic_ear will trigger all objects with the
2682     same connection value, every time it is activated.
2683     </attribute>
2684     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2685     This textfield contains the keyword-matching-syntax. The text should
2686     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2687     Any number of keywords from one to infinite is allowed. Make sure
2688     they are seperated by a '|'.
2689 root 1.3
2690 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2691     value will be triggerd when the player speaks any of the given
2692     keywords within a two-square radius. IMPORTANT: Upper/lower case
2693     does not make a difference!
2694     </attribute>
2695     </type>
2696    
2697     <!--####################################################################-->
2698     <type number="62" name="Magic Wall">
2699     <ignore>
2700     <ignore_list name="non_pickable" />
2701     </ignore>
2702     <description><![CDATA[
2703     Magic walls fire spells in a given direction, in regular intervals.
2704     Magic walls can contain any spell. However, some spells do not
2705     operate very successfully in them. The only way to know is to test
2706     the spell you want to use with a wall.
2707     <br><br>
2708     Several types of magical walls are predefined for you in the
2709     archetypes, and can be found on the "connected" Pickmap. ]]>
2710     </description>
2711     <use><![CDATA[
2712     Spellcasting walls pose an interesting alternative to monsters.
2713     Usually they are set to be undestroyable. Thus, while monsters
2714     in a map can be cleared out, the magic walls remain. Low level
2715     characters for example will not be able to pass through their
2716     spell-area, hence they cannot loot a map that a high level character
2717     might have cleared out.
2718     <br><br>
2719     Another point of magic walls is that if the player dies, he has to face
2720     them all again. Magic walls can add a kind of "permanent thrill" to
2721     your maps.
2722     <br><br>
2723     Be careful that your magic walls don't kill the monsters on a map. If
2724     placing monsters, eventually take ones that are immune to the
2725     walls' spell(s).
2726     <br><br>
2727     It is possible to make walls rotate when triggered. But that is so
2728     confusing (and useless IMHO) that I did not mention it above. You
2729     can find a working example on the map
2730     "/pup_land/castle_eureca/castle_eureca8". ]]>
2731     </use>
2732     <attribute arch="dam" editor="spell" type="spell">
2733     The magic wall will cast this &lt;spell&gt;.
2734     </attribute>
2735     <attribute arch="level" editor="spell level" type="int">
2736     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2737     walls cast spells at minimal strength. "level 100" walls cast deadly
2738     spells. Arch default is level 1 - you should always set this value
2739     to meet the overall difficulty of your map.
2740     </attribute>
2741     <attribute arch="connected" editor="connection" type="int">
2742     Every time the &lt;connection&gt; value is triggered, the wall will cast
2743     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2744     have much visible effect.
2745     </attribute>
2746 elmex 1.16 &activate_on;
2747 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2748     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2749     You can fine-tune how long the duration between two casts shall
2750     be. If you want to create a wall that can be activated (cast per
2751     trigger) via connected lever/button/etc, you must set "speed 0".
2752     </attribute>
2753 root 1.12 &speed_left;
2754 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2755     The magic wall will cast it's spells always in the specified
2756     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2757     always fire in a random direction.
2758     </attribute>
2759 root 1.9 &movement_types_terrain;
2760 root 1.1 <section name="destroyable">
2761     <attribute arch="alive" editor="is destroyable" type="bool">
2762     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2763     destroyed by the player. If disabled, all other attributes on
2764     this tab, as well as resistances, are meaningless.
2765     </attribute>
2766     <attribute arch="hp" editor="hitpoints" type="int">
2767     The more &lt;hitpoints&gt; the wall has, the longer
2768     it takes to be destroyed.
2769     </attribute>
2770     <attribute arch="maxhp" editor="max hitpoints" type="int">
2771     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2772     can have. This only makes sense if the wall can regain health.
2773     </attribute>
2774     <attribute arch="ac" editor="armour class" type="int">
2775     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2776     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2777     to &lt;weapon class&gt;.
2778     </attribute>
2779     </section>
2780     <section name="resistance">
2781     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2782     </attribute>
2783     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2784     </attribute>
2785     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2786     </attribute>
2787     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2788     </attribute>
2789     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2790     </attribute>
2791     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2792     </attribute>
2793     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2794     </attribute>
2795     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2796     </attribute>
2797     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2798     </attribute>
2799     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2800     </attribute>
2801     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2802     </attribute>
2803     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2804     </attribute>
2805     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2806     </attribute>
2807     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2808     </attribute>
2809     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2810     </attribute>
2811     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2812     </attribute>
2813     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2814     </attribute>
2815     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2816     </attribute>
2817     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2818     </attribute>
2819     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2820     </attribute>
2821     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2822     </attribute>
2823     </section>
2824     </type>
2825    
2826     <!--####################################################################-->
2827     <type number="55" name="Marker">
2828     <ignore>
2829     <ignore_list name="system_object" />
2830     </ignore>
2831     <description><![CDATA[
2832     A marker is an object that inserts an invisible force (a mark) into a
2833     player stepping on it. This force does nothing except containing a
2834     &lt;key string&gt; which can be discovered by detectors or inventory
2835     checkers. It is also possible to use markers for removing marks again.
2836     <br><br>
2837     Note that the player has no possibility to "see" his own marks,
2838     except by the effect that they cause on the maps. ]]>
2839     </description>
2840     <use><![CDATA[
2841     Markers hold real cool possibilities for map-making. I encourage
2842     you to use them frequently. However there is one negative point
2843     about markers: Players don't "see" what's going on with them. It is
2844     your task, as map-creator, to make sure the player is always well
2845     informed and never confused.
2846     <br><br>
2847     Please avoid infinite markers when they aren't needed. They're
2848     using a little space in the player file after all, so if there
2849     is no real purpose, set an expire time. ]]>
2850     </use>
2851     <attribute arch="no_pick" value="1" type="fixed" />
2852     <attribute arch="slaying" editor="key string" type="string">
2853     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2854     If the player already has a force with that &lt;key string&gt;,
2855     there won't be inserted a second one.
2856     </attribute>
2857     <attribute arch="connected" editor="connection" type="int">
2858     When the detector is triggered, all objects with the same
2859     connection value get activated.
2860     </attribute>
2861     <attribute arch="speed" editor="marking speed" type="float">
2862     The &lt;marking speed&gt; defines how quickly it will mark something
2863     standing on the marker. Set this value rather high to make
2864     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2865     should do fine.
2866     </attribute>
2867 root 1.12 &speed_left;
2868 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2869     This value defines the duration of the force it inserts.
2870     If nonzero, the duration of the player's mark is finite:
2871     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2872     means the mark will stay on the player forever.
2873     </attribute>
2874     <attribute arch="name" editor="delete mark" type="string">
2875     When the player steps onto the marker, all existing forces in
2876     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2877     will be removed. If you don't want to remove any marks, leave
2878 root 1.3 this textfield empty.
2879    
2880 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2881     this marker. So don't be confused, and remember changing the
2882     name will take effect on the marker's functionality.
2883     </attribute>
2884     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2885     In the moment when the player gets marked, this text is displayed
2886     to him. You should really set a message in any marker you create,
2887     because it's the only way for the player to notice what's going on.
2888     </attribute>
2889     </type>
2890 root 1.3
2891 root 1.1 <!--####################################################################-->
2892 root 1.3 <type number="36" name="Money">
2893 root 1.2 <ignore>
2894 root 1.3 <attribute arch="unpaid" />
2895 root 1.2 </ignore>
2896     <description><![CDATA[
2897 root 1.3 Items of the type Money are handled as currency.
2898     Money cannot be sold/bought in shops. When money is dropped
2899     in a shop, it stays the same.<br>
2900     When a player picks an item from a shop and attempts to
2901     walk over the shop mat, the item's selling-price is automatically
2902     subtracted from the player's money.
2903     <br><br>
2904     For money, always use the default arches.
2905     Don't modify them. ]]>
2906 root 1.2 </description>
2907 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2908 root 1.2 </type>
2909    
2910     <!--####################################################################-->
2911 root 1.3 <type number="0" name="Monster &amp; NPC">
2912     <required>
2913     <attribute arch="is_floor" value="0" />
2914     <attribute arch="alive" value="1" />
2915     <attribute arch="tear_down" value="0" />
2916     </required>
2917 root 1.1 <ignore>
2918 root 1.3 <attribute arch="material" />
2919     <attribute arch="name_pl" />
2920 root 1.1 <attribute arch="nrof" />
2921     <attribute arch="value" />
2922     <attribute arch="unpaid" />
2923     </ignore>
2924     <description><![CDATA[
2925     Monsters can behave in various kinds of ways.
2926     They can be aggressive, attacking the player. Or peaceful,
2927     helping the player - maybe joining him as pet.
2928     The unagressive creatures who communicate with players are
2929     usually called "NPCs" (Non Player Character), a well-known
2930     term in role-play environments. ]]>
2931     </description>
2932     <use><![CDATA[
2933     Monsters play a central role in most maps. Choosing the right
2934     combination of monsters for your map is vital:
2935     <UL>
2936     <LI> Place only monsters of slightly varying (increasing) strength.
2937     It's no fun to play for two hours just to find out the last
2938     monster is unbeatable. Similar, it's not exciting to fight orcs
2939     after passing a room of dragons.<br>
2940     This rule applies only for linear maps (one room after the other),
2941     with treasure at the end. You can sprinkle the treasure around,
2942 root 1.3 or make non-linear maps - That is often more entertaining.
2943 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2944     Balrogs, Dragonmen and the likes should be at the end of a quest,
2945 root 1.3 not at the beginning.
2946 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2947     Fire- and cold dragons in one room for example is a bad idea.
2948     By weakening and killing each other they are easy prey for players,
2949     not worth the experience they hold.
2950     <LI> Create your own monsters, especially for "boss"-type monsters.
2951     Having stage-bosses guarding treasure is a lot of fun when done right.
2952     Avoid to create monsters with completely non-intuitive abilities:
2953     Don't give ice-spells to firedragons or vice versa. Don't add
2954     draining attack to trolls, etc. Additionally, you should inform the
2955     player before he bumps right into some very special/unusual monster.
2956     <LI> Last but not least: Always keep an eye on the experience your monsters
2957     hold. Design your maps in a way that high experience
2958     is always well-defended. Don't make large rooms full with only one kind
2959     of monster. Keep in mind the different abilities/techniques players
2960     can use.
2961     </UL>
2962     I know it's impossible to make the perfectly balanced map. There's always
2963     some part which is found too easy or too hard for a certain kind of player.
2964     Just give it your best shot. And listen to feedback from players if you
2965     receive some. :-) ]]>
2966     </use>
2967     <attribute arch="alive" value="1" type="fixed" />
2968     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2969     When the monster is killed, items from the treasurelist will
2970     drop to the ground. This is a common way to reward players
2971     for killing (masses of) monsters.
2972 root 1.3
2973 root 1.1 Note that you can always put items into the monster's
2974     inventory. Those will drop-at-kill just like the stuff
2975     from the &lt;treasurelist&gt;.
2976     </attribute>
2977 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2978     Set this flag to move treasure items created into the environment (map)
2979     instead of putting them into the object.
2980     </attribute>
2981 root 1.1 <attribute arch="level" editor="level" type="int">
2982     A monster's &lt;level&gt; is the most important attribute.
2983     &lt;level&gt; affects the power of a monster in various ways.
2984     </attribute>
2985     <attribute arch="race" editor="race" type="string">
2986 root 1.12 Every monster should have a race set to categorize it.
2987 root 1.1 The monster's &lt;race&gt; can have different effects:
2988     Slaying weapons inflict tripple damage against enemy races
2989     and holy word kills only enemy races of the god.
2990     </attribute>
2991     <attribute arch="exp" editor="experience" type="int">
2992     When a player kills this monster, he will get exactly this
2993     amount of &lt;experience&gt;. The experience will flow into
2994 root 1.12 the skill-category the player used for the kill.
2995 root 1.3
2996 root 1.1 If you create special monsters of tweaked strenght/abilities,
2997     always make sure that the &lt;experience&gt; is set to a
2998     reasonable value. Compare with existing arches to get a feeling
2999     what reasonable means. Keep in mind that spellcasting monsters
3000     are a lot harder to kill than non-spellcasters!
3001     </attribute>
3002     <attribute arch="speed" editor="speed" type="float">
3003     The &lt;speed&gt; determines how fast a monster will both move
3004     and fight. High &lt;speed&gt; makes a monster considerably stronger.
3005     </attribute>
3006 root 1.12 &speed_left;
3007 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
3008     This only takes effect if &lt;multiply&gt; is enabled. The monster will
3009     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3010     can be set to any valid arch-name of a monster. Multipart monster
3011     should not be used.
3012     </attribute>
3013     <attribute arch="generator" editor="multiply" type="bool">
3014     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3015     every once in a while. Mice are a good example for this effect.
3016     If enabled, you must also set &lt;breed monster&gt; or check
3017     &lt;template generation&gt; and put other monsters in the inventory.
3018     </attribute>
3019     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3020     This only takes effect if &lt;multiply&gt; is enabled. The monster
3021     will create a new monster every once in a while by duplicating it's inventory.
3022     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3023     Each time the monster need to generate an object, it will be
3024     a randomly chosen item from the inventory. When generator is destroyed,
3025 root 1.3 inventory is destroyed.
3026 root 1.1 </attribute>
3027 root 1.9 &move_type;
3028 root 1.1 <attribute arch="undead" editor="undead" type="bool">
3029     Several spells only affect undead monsters:
3030     turn undead, banish undead, holy word, etc.
3031     </attribute>
3032     <attribute arch="carrying" editor="carries weight" type="int">
3033     If a monster has something in the inventory, this
3034     value can be set to reflect the slowdown due to
3035     the carried weight.
3036     </attribute>
3037 root 1.24 <attribute arch="precious" editor="precious" type="bool">
3038 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
3039 root 1.24 it should not be lightly destroyed. This is most useful on pets and
3040     keeps the server from destroying them on destroy_pets/monster floors
3041     and will try to save them when the player logs out.
3042     </attribute>
3043 root 1.3
3044 root 1.1 <section name="melee">
3045     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3046     This number is a bitmask, specifying the monster's attacktypes
3047     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3048     Strong monsters often have more than just physical attacktype.
3049 root 1.3
3050 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
3051     as much damage as the "best" of it's attacktypes does. So, the more
3052     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3053     somehow exceptions.
3054     </attribute>
3055     <attribute arch="dam" editor="damage" type="int">
3056     Among other parameters, &lt;damage&gt; affects how much melee damage
3057     a monster inflicts. &lt;damage&gt; is used as base value for damage per
3058     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3059     take effect on the melee damage of a monster.
3060     </attribute>
3061     <attribute arch="wc" editor="weapon class" type="int">
3062     Monsters of high &lt;weapon class&gt; are more likely to really hit
3063     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3064     to &lt;armour class&gt;.
3065     </attribute>
3066     <attribute arch="hp" editor="health points" type="int">
3067     The &lt;health points&gt; of a monster define how long it takes to
3068     kill it. With every successful hit from an opponent, &lt;health points&gt;
3069     get drained - The monster dies by zero &lt;health points&gt;.
3070     </attribute>
3071     <attribute arch="maxhp" editor="max health" type="int">
3072     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3073     monster can have.
3074     </attribute>
3075     <attribute arch="ac" editor="armour class" type="int">
3076     Monsters of low &lt;armour class&gt; are less likely to get hit from
3077     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3078     to &lt;weapon class&gt;.
3079     Values typically range between +20 (very bad) to -20 (quite good).
3080     </attribute>
3081     <attribute arch="Con" editor="healing rate" type="int">
3082 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3083     healing rate is independent of &lt;speed&gt;.
3084 root 1.1 </attribute>
3085     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3086     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3087     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3088     bounce off.
3089     </attribute>
3090     <attribute arch="hitback" editor="hitback" type="bool">
3091     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3092     to the amount of damage the *attacker* inflicted. This damage
3093     is additional to the regular melee damage of the monster.
3094     As far as I know, hitback uses acid attacktype, and it only takes
3095     effect if the monster actually has acid attacktype at it's disposal.
3096     Acid spheres for example use this feature.
3097     </attribute>
3098     <attribute arch="one_hit" editor="one hit only" type="bool">
3099     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3100     to a player.
3101     </attribute>
3102     </section>
3103 root 1.3
3104 root 1.1 <section name="spellcraft">
3105     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3106     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3107     Only wands/rods/etc can be used, given the appropriate abilities.
3108     </attribute>
3109     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3110     A monster with this flag has the ability to &lt;reflect spells&gt;,
3111     all kinds of spell-bullets and -beams will bounce off.
3112 root 1.3
3113 root 1.1 Generally this flag should not be set because it puts
3114     wizard-type players at an unfair disadvantage.
3115     </attribute>
3116     <attribute arch="sp" editor="spellpoints" type="int">
3117     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3118     them for both wizard- and prayer-spells. However, this value defines
3119     only the amount of *initial* spellpoints the monster starts with.
3120     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3121     and &lt;spellpoint regen.&gt; are more important than just initial
3122     &lt;spellpoints&gt;.
3123     </attribute>
3124     <attribute arch="maxsp" editor="max spellpoints" type="int">
3125     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3126     can hold. Setting this to high values has little effect unless
3127     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3128     "regenerate mana" at it's disposal.
3129     </attribute>
3130     <attribute arch="Pow" editor="spellpoint regen." type="int">
3131 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3132     spellpoint regeneration rate is independent of &lt;speed&gt;.
3133 root 1.3
3134 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3135     regeneration is most important. If your monster is still not casting
3136     fast enough, give it the spell-ability of "regenerate mana".
3137     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3138     </attribute>
3139     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3140     Click on the &lt;attuned paths&gt; button to select spellpaths.
3141     The creature will get attuned to the specified spellpaths.
3142     </attribute>
3143     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3144     Click on the &lt;repelled paths&gt; button to select spellpaths.
3145     The creature will get repelled to the specified spellpaths.
3146     </attribute>
3147     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3148     Click on the &lt;denied paths&gt; button to select spellpaths.
3149     The creature won't be able to cast spells of the specified paths.
3150     </attribute>
3151     </section>
3152 root 1.3
3153 root 1.1 <section name="ability">
3154     <attribute arch="Int" editor="detect hidden" type="int">
3155     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3156     hidden/invisible creatures. Higher values make for better
3157     detection-skills. Enabling &lt;see invisible&gt; makes this value
3158     obsolete.
3159     </attribute>
3160     <attribute arch="see_invisible" editor="see invisible" type="bool">
3161     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3162     with by invisible or hiding players. This flag is a must-have
3163     for high-level monsters. When a monster is unable to detect
3164     invisible players, it can be killed without fighting back.
3165     </attribute>
3166     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3167     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3168     by spells of darkness or dark maps. This flag is a "should-have"
3169     for high-level monsters. When a monster is unable to see in
3170     darkness, players can cast darkness and sneak around it safely.
3171     </attribute>
3172     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3173     Monster is able to wield weapon type objects.
3174     </attribute>
3175     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3176     Monster is able to use missile-weapon type objects.
3177     </attribute>
3178     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3179     Monster is able to wear protective equipment like brestplate
3180     armour, shields, helmets etc.
3181     </attribute>
3182     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3183     Monster is able to wear rings.
3184     </attribute>
3185     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3186     Monster is able to use wands and staves.
3187     </attribute>
3188     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3189     Monster is able to use rods.
3190     </attribute>
3191     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3192     Monster is able to read scrolls.
3193     </attribute>
3194     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3195     Monster is able to use skills from it's inventory.
3196     For example, you can put a throwing skill object and some
3197 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3198 root 1.1 </attribute>
3199     </section>
3200 root 1.3
3201 root 1.1 <section name="behave">
3202     <attribute arch="monster" editor="monster behaviour" type="bool">
3203     When &lt;monster behaviour&gt; is enabled, this object will behave
3204     like a monster: It can move and attack enemies (which are
3205     typically players).
3206     This flag should be set for all monsters as-such.
3207     Monsters which don't move, like guards, should also have
3208     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3209 root 1.3 It should *not* be set for things like immobile generators.
3210 root 1.1 </attribute>
3211     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3212     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3213     </attribute>
3214     <attribute arch="friendly" editor="friendly" type="bool">
3215     &lt;friendly&gt; monsters help the player, attacking any
3216     non-friendly monsters in range.
3217     </attribute>
3218     <attribute arch="stand_still" editor="stand still" type="bool">
3219     Monsters which &lt;stand still&gt; won't move to leave their position.
3220     When agressive, they will attack all enemies who get close to
3221     them. This behaviour is commonly known from castle guards.
3222 root 1.3
3223 root 1.1 In older versions of Crossfire it was possible to eventually
3224     push a &lt;stand still&gt;-monster out of position by force.
3225     I believe this is no longer possible. Neverthless, you should
3226     still be cautious when lining up &lt;stand still&gt;-monster in order
3227     to "defend" something: Such monsters are rather easy to kill.
3228     It's good for low level maps, but not much more.
3229     </attribute>
3230     <attribute arch="sleep" editor="asleep" type="bool">
3231     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3232     &lt;sensing range&gt; of the monster. Usually the sensing range is
3233     larger than the players line of sight. Due to that, in most cases
3234     the player won't ever notice weither a monster was asleep or not.
3235     </attribute>
3236     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3237     This entry defines which kinds of environment actions the
3238     creature is able to perform.
3239     </attribute>
3240     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3241     Click on the &lt;pick up&gt; button and select which types of objects
3242     the creature should try to pick up.
3243 root 1.3
3244 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3245     etc are set, then the creature will pick up the matching items even
3246     if this is not set here.
3247     </attribute>
3248     <attribute arch="Wis" editor="sensing range" type="int">
3249     &lt;sensing range&gt; determines how close a player needs to be before
3250     the creature wakes up. This is done as a square, for reasons of speed.
3251     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3252     11x11 square of the monster will wake the monster up. If the player
3253     has stealth, the size of this square is reduced in half plus 1.
3254     </attribute>
3255 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3256     If this is set to default, the standard mode of movement will be used.
3257     </attribute>
3258     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3259     This movement is not in effect when the monster has an enemy and should
3260     only be used for non agressive monsters.
3261 root 1.1 </attribute>
3262     <attribute arch="run_away" editor="run at % health" type="int">
3263     This is a percentage value in the range 0-100.
3264     When the monster's health points drop below this percentage
3265     (relative to max health), it attempts to run away from the
3266     attacker.
3267     </attribute>
3268     </section>
3269 root 1.3
3270 root 1.1 <section name="resistance">
3271     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3272     </attribute>
3273     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3274     </attribute>
3275     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3276     </attribute>
3277     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3278     </attribute>
3279     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3280     </attribute>
3281     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3282     </attribute>
3283     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3284     </attribute>
3285     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3286     </attribute>
3287     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3288     </attribute>
3289     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3290     </attribute>
3291     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3292     </attribute>
3293     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3294     </attribute>
3295     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3296     </attribute>
3297     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3298     </attribute>
3299     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3300     </attribute>
3301     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3302     </attribute>
3303     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3304     </attribute>
3305     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3306     </attribute>
3307     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3308     </attribute>
3309     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3310     </attribute>
3311     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3312     </attribute>
3313     </section>
3314     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3315     </attribute>
3316     </type>
3317    
3318     <!--####################################################################-->
3319 root 1.3 <type number="28" name="Monster (Grimreaper)">
3320     <import_type name="Monster &amp; NPC" />
3321     <ignore>
3322     <attribute arch="material" />
3323     <attribute arch="name_pl" />
3324     <attribute arch="nrof" />
3325     <attribute arch="value" />
3326     <attribute arch="unpaid" />
3327     </ignore>
3328 elmex 1.27 <description>
3329 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3330 elmex 1.27 draining attacks.
3331 root 1.3 </description>
3332     <section name="grimreaper">
3333     <attribute arch="value" editor="attacks" type="int">
3334     The object vanishes after this number of draining attacks.
3335     </attribute>
3336     </section>
3337     </type>
3338    
3339     <!--####################################################################-->
3340 root 1.1 <type number="65" name="Mood Floor">
3341     <ignore>
3342     <ignore_list name="system_object" />
3343     </ignore>
3344     <description><![CDATA[
3345     As the name implies, mood floors can change the "mood" of
3346     a monsters/NPC. For example, an unagressive monster could be
3347     turned mad to start attacking. Similar, an agressive monster
3348     could be calmed. ]]>
3349     </description>
3350     <use><![CDATA[
3351     Mood floors are absolutely cool for NPC interaction. To make an
3352     unaggressive monster/NPC attack, put a creator with "other_arch
3353     furious_floor" under it. Connect the creator to a magic_ear, so the
3354     player speaks a keyword like "stupid sucker" - and the monster attacks.
3355     <br><br>
3356     To turn an NPC into a pet, put a charm_floor under it and connect
3357     it directly to a magic_ear. Then the player speaks a keyword like
3358     "help me" - and the NPC joins him as pet.
3359     <br><br>
3360     (Of course you must always give clear hints about keywords!
3361     And there is no reason why you couldn't use a button/lever/pedestal
3362     etc. instead of a magic_ear.) ]]>
3363     </use>
3364     <attribute arch="no_pick" value="1" type="fixed" />
3365     <attribute arch="last_sp" editor="mood" type="list_mood">
3366     &lt;mood&gt; is used to determine what will happen to the
3367     monster when affected by the mood floor:
3368 root 1.3
3369 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3370 root 1.3
3371 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3372 root 1.3
3373 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3374 root 1.3
3375 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3376 root 1.3
3377 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3378     who triggers the square. This setting is not
3379     enabled for continous operation, you need to
3380     insert a &lt;connection&gt; value!
3381     </attribute>
3382     <attribute arch="connected" editor="connection" type="int">
3383     This should only be set in combination with &lt;mood number&gt; 4.
3384     Normally, monsters are affected by the mood floor as soon as they
3385     step on it. But charming (monster -&gt; pet) is too powerful,
3386 root 1.3 so it needs to be activated.
3387    
3388 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3389     But a powerful pet could as well be the reward for solving a
3390     quest. Or even better: It could be *part* of a quest!
3391     </attribute>
3392     <attribute arch="no_magic" editor="no spells" type="bool">
3393     If enabled, it is impossible for players to use (wizard-)
3394     spells on that spot.
3395     </attribute>
3396     <attribute arch="damned" editor="no prayers" type="bool">
3397     If enabled, it is impossible for players to use prayers
3398     on that spot. It also prevents players from saving.
3399     </attribute>
3400     </type>
3401    
3402     <!--####################################################################-->
3403     <type number="40" name="Mover">
3404     <ignore>
3405     <ignore_list name="non_pickable" />
3406     </ignore>
3407     <description><![CDATA[
3408     Movers move the objects above them. However, only living objects
3409     are affected (monsters/NPCs always, players optional). Movers have
3410     a direction, so players can be made to move in a pattern, and so
3411     can monsters. Motion is involuntary. Additionally, players or
3412     monsters can be "frozen" while ontop of movers so that they MUST
3413     move along a chain of them.
3414     <br><br>
3415     Multisquare monsters can be moved as well, given
3416     enough space. Movers are usually invisible. ]]>
3417     </description>
3418     <use><![CDATA[
3419     NEVER EVER consider a mover being unpassable in the backwards
3420     direction. Setting "forced movement" makes it seemingly impossible
3421     but there is still a trick: One player can push a second player
3422     past the mover, in opposite to the mover's direction! The more
3423     movers, the more players needed. Hence, don't make a treasure
3424     room that is surrounded by movers instead of solid walls/gates.
3425     <br><br>
3426     Btw, it does not make a difference putting movers above or
3427     below the floor. Moreover, movers that are set to be invisible
3428     cannot be discovered with the show_invisible spell.
3429     <br><br>
3430     Note that Movers and Directors are seperate objects, even though
3431     they look and act similar. Directors only do spells/missiles,
3432     while movers only do living creatures (depending on how it
3433     is set: monsters and players). ]]>
3434     </use>
3435     <attribute arch="attacktype" editor="forced movement" type="bool">
3436     If forced movement is enabled, the mover "freezes" anyone it
3437     moves (so they are forced to move along a chain).
3438     For players there is no way to escape this forced movement,
3439     except being pushed by a second player.
3440     </attribute>
3441     <attribute arch="maxsp" editor="freeze duration" type="int">
3442     The player will be "frozen" for that many moves.
3443     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3444     enabled, then &lt;freeze duration&gt; gets assigned the
3445     "default value" 2 automatically.
3446     </attribute>
3447     <attribute arch="speed" editor="movement speed" type="float">
3448     The movement speed value determines how fast a chain of
3449     these movers will push a player along (default is -0.2).
3450     </attribute>
3451 root 1.12 &speed_left;
3452 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3453     The mover will push creatures in the specified &lt;direction&gt;.
3454     A mover with direction set to &lt;none&gt; will spin clockwise,
3455     thus pushing creatures in unpredictable directions.
3456     </attribute>
3457     <attribute arch="lifesave" editor="gets used up" type="bool">
3458     If enabled, the mover gets "used up" after a certain number of moves
3459 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3460 root 1.1 </attribute>
3461     <attribute arch="hp" editor="number of uses" type="int">
3462     This value has only a meaning if &lt;gets used up&gt; is set:
3463     &lt;number of uses&gt; is the number of times minus one, that it
3464     will move a creature before disappearing. (It will move
3465 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3466 root 1.1 </attribute>
3467     <section name="targets">
3468     <attribute arch="level" editor="move players" type="bool">
3469     If &lt;move players&gt; is enabled, both players and monsters will be
3470     moved. In the arches' default it is disabled - thus ONLY monsters
3471     get moved. Remember that "monsters" includes NPCs!
3472 root 1.3
3473 root 1.1 This feature provides you with the possibility to make NPCs
3474     literally "come to life". Example: The player is talking with an
3475     NPC, speaking a certain keyword. This triggers a magic_ear and
3476     activates creators, creating (per default: monster-only) movers
3477     under the NPC's feet. The NPC starts "walking" on a predefined
3478     route! Note that it's useful to set this NPC immune to everything,
3479     preventing the player to push the NPC off his trace.
3480     </attribute>
3481 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3482     Which movement types activate the mover.
3483 root 1.1 </attribute>
3484     </section>
3485     </type>
3486    
3487     <!--####################################################################-->
3488     <type number="17" name="Pedestal">
3489     <ignore>
3490     <ignore_list name="non_pickable" />
3491     </ignore>
3492     <description><![CDATA[
3493     Pedestals are designed to detect certain types of living objects.
3494     When a predefined type of living creature steps on the pedestal, the
3495     connected value is triggered. ]]>
3496     </description>
3497     <use><![CDATA[
3498     If you want to create a place where only players of a certain race
3499     can enter, put a teleporter over your pedestal. So the teleporter is
3500     only activated for players of the matching race. Do not use gates,
3501     because many other players could sneak in. If you put powerful
3502     artifacts into such places, generally set "startequip 1", so that
3503     they are preserved for that one race and can't be traded to others. ]]>
3504     </use>
3505     <attribute arch="no_pick" value="1" type="fixed" />
3506     <attribute arch="slaying" editor="match race" type="string">
3507     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3508     matches the monster's or the player's race, we have a match.
3509     Yes, pedestals can detect a player's race! E.g. you could create a
3510 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3511    
3512 root 1.1 If it is set to "player", any player stepping on the pedestal
3513     is a match. Very useful if you want to open a gate for players
3514     but not for monsters.
3515     </attribute>
3516     <attribute arch="connected" editor="connection" type="int">
3517     When the pedestal is triggered, all objects with the same
3518     connection value get activated.
3519     </attribute>
3520 root 1.9 &move_on;
3521 root 1.1 </type>
3522    
3523     <!--####################################################################-->
3524     <type number="94" name="Pit">
3525     <ignore>
3526     <ignore_list name="non_pickable" />
3527     </ignore>
3528     <description><![CDATA[
3529     Pits are holes, transporting the player when he walks (and falls) into them.
3530     A speciality about pits is that they don't transport the player to
3531     the exact destination, but within a two-square radius of the destination
3532     (never on blocked squares).<br>
3533     Optionally, pits can get closed and opened, similar to gates.<br><br>
3534     Monsters and items are affected by pits just as well as players.
3535     Even multipart monsters can fall through them, given enough space. ]]>
3536     </description>
3537     <use><![CDATA[
3538     Pits can add interesting effects to your map. When using them, make
3539     sure to use them in a "logical way": Pits should always drop the
3540     player to some kind of lower level. They should not be used to
3541     randomly interconnect maps like teleporters do. ]]>
3542     </use>
3543     <attribute arch="no_pick" value="1" type="fixed" />
3544     <attribute arch="connected" editor="connection" type="int">
3545     When a &lt;connection&gt; value is set, the pit can be opened/closed
3546     by activating the connection.
3547     </attribute>
3548 elmex 1.16 &activate_on;
3549 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3550     The pit will transport creatures (and items) randomly into a two-square
3551     radius of the destination coordinates.
3552     If the destination square becomes blocked, the pit will act like
3553     being filled up and not work anymore!
3554     </attribute>
3555     <attribute arch="sp" editor="destination Y" type="int">
3556     The pit will transport creatures (and items) randomly into a two-square
3557     radius of the destination coordinates.
3558     If the destination square becomes blocked, the pit will act like
3559     being filled up and not work anymore!
3560     </attribute>
3561     <attribute arch="wc" editor="position state" type="int">
3562     The &lt;position state&gt; defines the position of the gate:
3563     Zero means completely open/down, the "number of animation-steps" (usually
3564     about 6 or 7) means completely closed/up state. I suggest you don't
3565     mess with this value - Leave the default in place.
3566     </attribute>
3567 root 1.9 &move_on;
3568 root 1.1 </type>
3569    
3570     <!--####################################################################-->
3571     <type number="7" name="Poison Food">
3572     <description><![CDATA[
3573     When eating, the player's stomache is drained by 1/4 of food.
3574     If his food drops to zero, the player might even die. ]]>
3575     </description>
3576     </type>
3577    
3578     <!--####################################################################-->
3579     <type number="5" name="Potion">
3580     <description><![CDATA[
3581     The player can drink these and gain various kinds of benefits
3582     (/penalties) by doing so. ]]>
3583     </description>
3584     <use><![CDATA[
3585     One potion should never give multiple benefits at once. ]]>
3586     </use>
3587     <attribute arch="level" editor="potion level" type="int">
3588     If the potion contains a spell, the spell is cast at this level.
3589     For other potions it should be set at least to 1.
3590     </attribute>
3591     <attribute arch="sp" editor="spell" type="spell">
3592     When a player drinks this potion, the selected spell
3593     will be casted (once). This should work for any given spell.
3594     E.g. heal is "sp 35", magic power is "sp 67".
3595     </attribute>
3596     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3597     There are two types of special effects for potions:
3598     'life restoration' - restore the player's stats lost by death or draining
3599     (this has nothing in common with the restoration spell!)
3600 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3601 root 1.1 by a very small amount.
3602     </attribute>
3603     <attribute arch="cursed" editor="cursed" type="bool">
3604     If a potion is cursed, benefits generally turn into penalties.
3605     Note that potions can be "uncursed" by praying over an altar,
3606     with relative ease. *But* the potion must be identified to notice
3607     that it is cursed &gt;:)
3608     </attribute>
3609     <attribute arch="startequip" editor="godgiven item" type="bool">
3610     A godgiven item vanishes as soon as the player
3611     drops it to the ground.
3612     </attribute>
3613     <section name="stats">
3614     <attribute arch="Str" editor="strength" type="int">
3615     The player's strentgh will rise/fall by the given value for permanent
3616     (of course there is an upper limit). Generally there shouldn't be stat
3617     potions granting more than one stat. Cursed potions will subtract the
3618     stats if positive.
3619     </attribute>
3620     <attribute arch="Dex" editor="dexterity" type="int">
3621     The player's dexterity will rise/fall by the given value for permanent
3622     (of course there is an upper limit). Generally there shouldn't be stat
3623     potions granting more than one stat. Cursed potions will subtract the
3624     stats if positive.
3625     </attribute>
3626     <attribute arch="Con" editor="constitution" type="int">
3627     The player's constitution will rise/fall by the given value for permanent
3628     (of course there is an upper limit). Generally there shouldn't be stat
3629     potions granting more than one stat. Cursed potions will subtract the
3630     stats if positive.
3631     </attribute>
3632     <attribute arch="Int" editor="intelligence" type="int">
3633     The player's intelligence will rise/fall by the given value for permanent
3634     (of course there is an upper limit). Generally there shouldn't be stat
3635     potions granting more than one stat. Cursed potions will subtract the
3636     stats if positive.
3637     </attribute>
3638     <attribute arch="Pow" editor="power" type="int">
3639     The player's power will rise/fall by the given value for permanent
3640     (of course there is an upper limit). Generally there shouldn't be stat
3641     potions granting more than one stat. Cursed potions will subtract the
3642     stats if positive.
3643     </attribute>
3644     <attribute arch="Wis" editor="wisdom" type="int">
3645     The player's wisdom will rise/fall by the given value for permanent
3646     (of course there is an upper limit). Generally there shouldn't be stat
3647     potions granting more than one stat. Cursed potions will subtract the
3648     stats if positive.
3649     </attribute>
3650     <attribute arch="Cha" editor="charisma" type="int">
3651     The player's charisma will rise/fall by the given value for permanent
3652     (of course there is an upper limit). Generally there shouldn't be stat
3653     potions granting more than one stat. Cursed potions will subtract the
3654     stats if positive.
3655     </attribute>
3656     </section>
3657     <section name="resistance">
3658     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3659     The player's resistance to physical will rise by this value in percent
3660     (range -100 till +100). The effect is only temporare, and it does NOT
3661     add on the values from the player's equipment.
3662     Cursed potions will make negative resistance.. very nasty in combat!
3663     </attribute>
3664     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3665     The player's resistance to magic will rise by this value in percent
3666     (range -100 till +100). The effect is only temporare, and it does NOT
3667     add on the values from the player's equipment.
3668     Cursed potions will make negative resistance.. very nasty in combat!
3669     </attribute>
3670     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3671     The player's resistance to fire will rise by this value in percent
3672     (range -100 till +100). The effect is only temporare, and it does NOT
3673     add on the values from the player's equipment.
3674     Cursed potions will make negative resistance.. very nasty in combat!
3675     </attribute>
3676     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3677     The player's resistance to electricity will rise by this value in percent
3678     (range -100 till +100). The effect is only temporare, and it does NOT
3679     add on the values from the player's equipment.
3680     Cursed potions will make negative resistance.. very nasty in combat!
3681     </attribute>
3682     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3683     The player's resistance to cold will rise by this value in percent
3684     (range -100 till +100). The effect is only temporare, and it does NOT
3685     add on the values from the player's equipment.
3686     Cursed potions will make negative resistance.. very nasty in combat!
3687     </attribute>
3688     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3689     The player's resistance to acid will rise by this value in percent
3690     (range -100 till +100). The effect is only temporare, and it does NOT
3691     add on the values from the player's equipment.
3692     Cursed potions will make negative resistance.. very nasty in combat!
3693     </attribute>
3694     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3695     The player's resistance to confusion will rise by this value in percent
3696     (range -100 till +100). The effect is only temporare, and it does NOT
3697     add on the values from the player's equipment.
3698     Cursed potions will make negative resistance.. very nasty in combat!
3699     </attribute>
3700     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3701     The player's resistance to weaponmagic will rise by this value in percent
3702     (range -100 till +100). The effect is only temporare, and it does NOT
3703     add on the values from the player's equipment.
3704     Cursed potions will make negative resistance.. very nasty in combat!
3705     </attribute>
3706     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3707     The player's resistance to paralyze will rise by this value in percent
3708     (range -100 till +100). The effect is only temporare, and it does NOT
3709     add on the values from the player's equipment.
3710     Cursed potions will make negative resistance.. very nasty in combat!
3711     </attribute>
3712     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3713     The player's resistance to draining will rise by this value in percent
3714     (range -100 till +100). The effect is only temporare, and it does NOT
3715     add on the values from the player's equipment.
3716     Cursed potions will make negative resistance.. very nasty in combat!
3717     </attribute>
3718     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3719     The player's resistance to depletion will rise by this value in percent
3720     (range -100 till +100). The effect is only temporare, and it does NOT
3721     add on the values from the player's equipment.
3722     Cursed potions will make negative resistance.. very nasty in combat!
3723     </attribute>
3724     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3725     The player's resistance to poison will rise by this value in percent
3726     (range -100 till +100). The effect is only temporare, and it does NOT
3727     add on the values from the player's equipment.
3728     Cursed potions will make negative resistance.. very nasty in combat!
3729     </attribute>
3730     </section>
3731     </type>
3732    
3733     <!--####################################################################-->
3734     <type number="156" name="Power Crystal">
3735     <description><![CDATA[
3736     Power crystals can store a player's mana:
3737     When the player applies the crystal with full mana, half of
3738     it flows into the crystal. When the player applies it with
3739     lacking mana, the crystal replenishes the player's mana. ]]>
3740     </description>
3741     <attribute arch="sp" editor="initial mana" type="int">
3742     &lt;initial mana&gt; is the amount of spellpoints that the
3743     crystal holds when the map is loaded.
3744     </attribute>
3745     <attribute arch="maxsp" editor="mana capacity" type="int">
3746     The &lt;mana capacity&gt; defines how much mana can be stored
3747     in the crystal. This is what makes the crystal interesting.
3748     Wizard-players will always seek for crystals with large
3749     capacities.
3750     </attribute>
3751     </type>
3752    
3753     <!--####################################################################-->
3754     <type number="13" name="Projectile">
3755     <description><![CDATA[
3756     Projectiles like arrows/crossbow bolts are used as ammunition
3757     for shooting weapons.
3758     <br><br>
3759     It's very easy to add new pairs of weapons &amp; projectiles.
3760     Just set matching &lt;ammunition class&gt; both for shooting
3761     weapon and projectile. ]]>
3762     </description>
3763     <use><![CDATA[
3764     If you want to create new kinds of projectiles, you could
3765     add an alchemical receipe to create these.
3766 root 1.3
3767 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3768     they really fullfill a useful purpose. In fact, even bows
3769     and crossbows are rarely ever used. ]]>
3770     </use>
3771     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3772     This number is a bitmask, specifying the projectile's attacktypes.
3773     Attacktypes are: physical, magical, fire, cold.. etc.
3774     This works identical to melee weapons. Note that shooting
3775     weapons cannot have attacktypes.
3776     </attribute>
3777     <attribute arch="race" editor="ammunition class" type="string">
3778     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3779     these projectiles. For arrows set "arrows", for crossbow bolts
3780     set "crossbow bolts" (big surprise).
3781 root 1.3
3782 root 1.1 In certain cases, the ammunition class is displayed in the game.
3783     Hence, when you create a new ammunition class, choose an
3784     intuitive name like "missiles", "spirit bolts" - whatever.
3785 root 1.3
3786 root 1.1 You can also make special containers holding these projectiles
3787     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3788     </attribute>
3789     <attribute arch="slaying" editor="slaying race" type="string">
3790     Slaying means the weapon does tripple (3x) damage to monsters
3791     of the specified race. If &lt;slaying race&gt; matches an arch name,
3792     only monsters of that archtype receive tripple damage.
3793     Tripple damage is very effective.
3794     </attribute>
3795     <attribute arch="dam" editor="damage" type="int">
3796     The projectile &lt;damage&gt; significantly affects the damage
3797     done. Damage can be further increased by the shooting
3798     weapon's attributes.
3799     </attribute>
3800     <attribute arch="wc" editor="weaponclass" type="int">
3801     This value is supposed to be the base &lt;weaponclass&gt;,
3802     but it seems to have rather little effect.
3803     High values are good here, low values bad.
3804     </attribute>
3805     <attribute arch="food" editor="chance to break" type="int">
3806     The &lt;chance to break&gt; defines the breaking probability when this
3807     projectile hits an obstacle, e.g. wall or monster.
3808     The value is the %-chance to break, ranging from 0 (never breaking)
3809     to 100 (breaking at first shot).
3810     </attribute>
3811     <attribute arch="magic" editor="magic bonus" type="int">
3812     Magic bonus increases chance to hit and damage a little bit.
3813     </attribute>
3814     <attribute arch="unique" editor="unique item" type="bool">
3815     Unique items exist only one time on a server. If the item
3816     is taken, lost or destroyed - it's gone for good.
3817     </attribute>
3818     <attribute arch="startequip" editor="godgiven item" type="bool">
3819     A godgiven item vanishes as soon as the player
3820     drops it to the ground.
3821     </attribute>
3822     <attribute arch="no_drop" editor="don't drop" type="bool">
3823     When a monster carries a projectile with &lt;don't drop&gt;,
3824     this item will never drop to the ground but
3825     vanish instead. If this object is shot, it can still drop
3826     after hitting an obstacle. You can prevent this by
3827     setting &lt;chance to break&gt; 100.
3828     </attribute>
3829     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3830     This text may describe the projectile. This
3831     could be nice for very special ones.
3832     </attribute>
3833     </type>
3834    
3835     <!--####################################################################-->
3836     <type number="70" name="Ring">
3837     <import_type name="Amulet" />
3838     <description><![CDATA[
3839     Rings are worn on the hands - one ring each.
3840     Wearing rings, the object's stats will directly be inherited to
3841     the player. Usually enhancing his spellcasting potential. ]]>
3842     </description>
3843     <use><![CDATA[
3844     When you create an artifact ring, never forget that players can
3845     wear <B>two</B> rings! Due to that it is extremely important to
3846     keep rings in balance with the game.
3847     <br><br>
3848     Also keep in mind that rings are generally the wizard's tools.
3849     They should primarily grant bonuses to spellcasting abilities
3850     and non-physical resistances. ]]>
3851     </use>
3852     </type>
3853    
3854     <!--####################################################################-->
3855     <type number="3" name="Rod">
3856     <ignore>
3857     <attribute arch="title" />
3858     </ignore>
3859     <description><![CDATA[
3860     A rod contains a spell. The player can use this spell by applying and
3861     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3862     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3863     used endlessly. ]]>
3864     </description>
3865     <use><![CDATA[
3866     Rods with healing/curing spells are extremely powerful. Usually, potions have
3867     to be used for that purpose. Though, potions are expensive and only good for
3868     one-time-use.<br> ]]>
3869     </use>
3870     <attribute arch="sp" editor="spell" type="spell">
3871     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3872     rods to players, since they can be used endlessly without any mana cost!
3873     Rods with heal/ restoration/ protection spells, IF available, MUST be
3874     very very VERY hard to get!
3875     </attribute>
3876     <attribute arch="level" editor="casting level" type="int">
3877     The casting level of the &lt;spell&gt; determines it's power.
3878     For attack spells, level should be set to something reasonable.
3879     </attribute>
3880     <attribute arch="hp" editor="initial spellpoints" type="int">
3881     This value represents the initial amount of spellpoints in the rod.
3882     Naturally, this is quite unimportant.
3883     </attribute>
3884     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3885     When the rod is fully charged up, it will hold this maximum amount of
3886     spellpoints. Make sure it is enough to cast the contained spell at least
3887     once. But don't set the value too high, as that might make the rod
3888     too effective.
3889     </attribute>
3890     <attribute arch="startequip" editor="godgiven item" type="bool">
3891     A godgiven item vanishes as soon as the player
3892     drops it to the ground.
3893     </attribute>
3894     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3895     This text may contain a description of the rod.
3896     </attribute>
3897     </type>
3898    
3899     <!--####################################################################-->
3900     <type number="154" name="Rune">
3901     <ignore>
3902     <attribute arch="no_pick" />
3903     <attribute arch="title" />
3904     <attribute arch="name_pl" />
3905     <attribute arch="weight" />
3906     <attribute arch="value" />
3907     <attribute arch="material" />
3908     <attribute arch="unpaid" />
3909     </ignore>
3910     <description><![CDATA[
3911 root 1.3 A rune is a magical enscription on the dungeon floor.
3912 root 1.1 <br><br>
3913     Runes hit any monster or person who steps on them for 'dam' damage in
3914     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3915     and will cast this spell when it detonates. Yet another kind is the
3916     "summoning rune", summoning predefined monsters of any kind, at detonation.
3917     <br><br>
3918     Many runes are already defined in the archetypes. ]]>
3919     </description>
3920     <use><![CDATA[
3921     Avoid monsters stepping on your runes. For example, summoning runes
3922     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3923     </use>
3924     <attribute arch="no_pick" value="1" type="fixed" />
3925 root 1.9 &move_on;
3926 root 1.1 <attribute arch="level" editor="rune level" type="int">
3927     This value sets the level the rune will cast the spell it contains at,
3928     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3929 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3930    
3931 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3932     how much experience the player gets for doing so. Beware: High level
3933     runes can be quite a cheap source of experience! So either make them
3934     tough, or keep the level low.
3935     </attribute>
3936     <attribute arch="Cha" editor="visibility" type="int">
3937     This value determines what fraction of the time the rune is visible:
3938     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3939     how easily the rune may be found.
3940     </attribute>
3941     <attribute arch="hp" editor="number of charges" type="int">
3942     The rune will detonate &lt;number of charges&gt; times before disappearing.
3943     </attribute>
3944     <attribute arch="dam" editor="direct damage" type="int">
3945     &lt;direct damage&gt; specifies how much damage is done by the rune,
3946     if it doesn't contain a spell. This should be set in reasonable
3947 root 1.3 relation to the rune's level.
3948 root 1.1 </attribute>
3949     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3950     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3951     attribute defines what attacktype to use for direct damage when
3952     the rune detonates.
3953     </attribute>
3954     <section name="spellcraft">
3955     <attribute arch="sp" editor="spell" type="spell">
3956     The selected &lt;spell&gt; defines the spell in the rune, if any.
3957     (Many runes do direct damage).
3958     </attribute>
3959     <attribute arch="slaying" editor="spell name" type="string">
3960     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3961     but if present, overrides the &lt;spell&gt; setting.
3962     </attribute>
3963     <attribute arch="other_arch" editor="spell arch" type="string">
3964     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3965     is optional, but if present, overrides the &lt;spell&gt; setting.
3966     You can choose any of the existing arches.
3967     </attribute>
3968     <attribute arch="maxsp" editor="direction" type="list_direction">
3969     If set, the rune will cast it's containing spell (if any) in
3970     this &lt;direction&gt;.In most cases this appears useless because
3971     the spell directly hits the player.
3972     </attribute>
3973     <attribute arch="race" editor="summon monster" type="string">
3974     If this is set to the arch name of any monster, together with
3975     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3976     of those on detonation. (dam and attacktype will still be ignored
3977     in this case). Runes are even capable of summoning multi-square
3978     monsters, given enough space. You'd better test it though.
3979     </attribute>
3980     <attribute arch="maxhp" editor="summon amount" type="int">
3981     This should only be set to a summoning rune. It will then summon
3982     that many creatures of the kind &lt;summon monster&gt;.
3983     </attribute>
3984     </section>
3985     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3986     When the rune detonates, this text is displayed to the
3987     victim. For especially powerful runes, create an appropriate
3988     thrilling description. ;)
3989     </attribute>
3990     </type>
3991    
3992     <!--####################################################################-->
3993     <type number="106" name="Savebed">
3994     <ignore>
3995     <ignore_list name="non_pickable" />
3996     </ignore>
3997     <description><![CDATA[
3998     When the player applies a savebed, he is not only saved. Both his
3999     respawn-after-death and his word-of-recall positions are pointing
4000     to the last-applied savebed. ]]>
4001     </description>
4002     <use><![CDATA[
4003     Put savebed locations in towns, do not put them into dungeons.
4004     It is absolutely neccessary that a place with savebeds is 100% secure.
4005     That means:
4006     <UL>
4007     <LI> Monsters must not be able to reach the savebeds under any circumstances!
4008     <LI> If there are NPCs around, make sure they have the friendly-flag set.
4009     <LI> Insert a relyable exit! Make sure there is no possibility that
4010     players get trapped in a savebed location.
4011     <LI> If possible, mark the whole site as no-spell area (Insert this
4012     arch called "dungeon_magic" everywhere). This is not required,
4013     but it makes the place much more safe.
4014     </UL> ]]>
4015     </use>
4016     <attribute arch="no_pick" value="1" type="fixed" />
4017     <attribute arch="no_magic" value="1" type="fixed" />
4018     <attribute arch="damned" value="1" type="fixed" />
4019     </type>
4020    
4021     <!--####################################################################-->
4022 root 1.3 <type number="111" name="Scroll">
4023     <ignore>
4024     <attribute arch="title" />
4025     </ignore>
4026     <description><![CDATA[
4027     Scrolls contain spells (similar to spell-potions). Unlike potions,
4028     scrolls require a certain literacy skill to read successfully.
4029     Accordingly, for a successful reading, a small amount of
4030     experience is gained. Scrolls allow only one time usage, but
4031     usually they are sold in bulks. ]]>
4032     </description>
4033     <use><![CDATA[
4034     For low level quests, scrolls of healing/curing-spells
4035     can be a nice reward. At higher levels, scrolls become less
4036     and less useful. ]]>
4037     </use>
4038     <attribute arch="level" editor="casting level" type="int">
4039     The spell of the scroll will be casted at this level.
4040     This value should always be set, at least to 1.
4041     </attribute>
4042     <attribute arch="sp" editor="spell" type="spell">
4043     When a player/monster applies this scroll, the selected &lt;spell&gt;
4044     will be casted (once). This should work for any given spell.
4045     </attribute>
4046     <attribute arch="startequip" editor="godgiven item" type="bool">
4047     A godgiven item vanishes as soon as the player
4048     drops it to the ground.
4049     </attribute>
4050     </type>
4051    
4052     <!--####################################################################-->
4053     <type number="33" name="Shield">
4054     <import_type name="Amulet" />
4055     <description><![CDATA[
4056     Wearing a shield, the object's stats will directly be inherited to
4057     the player. Shields usually provide good defense, only surpassed
4058     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4059     </description>
4060     <use><![CDATA[
4061     Feel free to create your own special artifacts. However, it is very
4062     important that you keep your artifact in balance with existing maps. ]]>
4063     </use>
4064     <attribute arch="magic" editor="magic bonus" type="int">
4065     &lt;magic bonus&gt; works just like ac, except that it can be improved by
4066     "scrolls of Enchant Armour" or reduced by acid. It is less useful
4067     than direct armour-class bonus on the shield.
4068     </attribute>
4069     </type>
4070    
4071     <!--####################################################################-->
4072 root 1.1 <type number="14" name="Shooting Weapon">
4073     <description><![CDATA[
4074 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
4075 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4076     wielded both at the same time. Like with any other equipment,
4077     stats/bonuses from shooting weapons are directly inherited to the player.
4078     <br><br>
4079     It's very easy to add new pairs of weapons &amp; projectiles.
4080     Just set matching &lt;ammunition class&gt; both for shooting
4081     weapon and projectile. ]]>
4082     </description>
4083     <use><![CDATA[
4084     Shooting weapons should not add bonuses in general. There's already
4085     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4086 elmex 1.17 Shooting weapons should especially not add bonuses to the player
4087 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
4088     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4089     - still crap. ]]>
4090     </use>
4091     <attribute arch="race" editor="ammunition class" type="string">
4092     Only projectiles with matching &lt;ammunition class&gt; can be fired
4093     with this weapon. For normal bows set "arrows", for normal
4094     crossbows set "crossbow bolts".
4095 root 1.3
4096 root 1.1 In certain cases, the ammunition class is displayed in the game.
4097     Hence, when you create a new ammunition class, choose an
4098     intuitive name like "missiles", "spirit bolts" - whatever.
4099     </attribute>
4100     <attribute arch="sp" editor="shooting speed" type="int">
4101     After shooting a projectile, the player is frozen for a short
4102     period of time (to prevent shooting arrows machine-gun-like).
4103     The greater &lt;shooting speed&gt;, the shorter this period of time.
4104     1 is minimum (=worst) and 100 is maximum (=best) value.
4105 root 1.3
4106 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4107     SET IT TO ZERO! (That would freeze the player for eternety).
4108     </attribute>
4109     <attribute arch="dam" editor="base damage" type="int">
4110     The &lt;base damage&gt; significantly affects the damage done
4111     by using this weapon. This damage is added to the projectile
4112     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4113     according to the player's strength is added.
4114     </attribute>
4115     <attribute arch="wc" editor="weaponclass" type="int">
4116     This value is supposed to be the base &lt;weaponclass&gt;,
4117     but it seems to have rather little effect.
4118     High values are good here, low values bad.
4119     </attribute>
4120     <attribute arch="item_power" editor="item power" type="int">
4121     The &lt;item power&gt; value measures how "powerful" an artifact is.
4122     Players will only be able to wear equipment with a certain total
4123     amount of &lt;item power&gt;, depending on their own level. This is the
4124     only way to prevent low level players to wear "undeserved" equipment
4125     (like gifts from other players or cheated items).
4126 root 1.3
4127 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4128     for every artifact you create! If zero/unset, the CF server will
4129     calculate a provisional value at runtime, but this is never
4130     going to be an accurate measurement of &lt;item power&gt;.
4131     </attribute>
4132     <attribute arch="no_strength" editor="ignore strength" type="bool">
4133     Usually the player's strentgh takes effect on the damage
4134     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4135     the player's strength is ignored.
4136     </attribute>
4137     <attribute arch="damned" editor="damnation" type="bool">
4138     A damned shooting weapon cannot be unwielded unless
4139     the curse is removed. Removing damnations is
4140     a tick harder than removing curses.
4141     </attribute>
4142     <attribute arch="cursed" editor="curse" type="bool">
4143     A cursed shooting weapon cannot be unwielded unless
4144     the curse is removed.
4145     </attribute>
4146     <attribute arch="unique" editor="unique item" type="bool">
4147     Unique items exist only one time on a server. If the item
4148     is taken, lost or destroyed - it's gone for good.
4149     </attribute>
4150     <attribute arch="startequip" editor="godgiven item" type="bool">
4151     A godgiven item vanishes as soon as the player
4152     drops it to the ground.
4153     </attribute>
4154     <section name="stats">
4155     <attribute arch="Str" editor="strength" type="int">
4156     The player's strentgh will rise/fall by the given value
4157     while wearing this shooting weapon.
4158     </attribute>
4159     <attribute arch="Dex" editor="dexterity" type="int">
4160     The player's dexterity will rise/fall by the given value
4161     while wearing this shooting weapon.
4162     </attribute>
4163     <attribute arch="Con" editor="constitution" type="int">
4164     The player's constitution will rise/fall by the given value
4165     while wearing this shooting weapon.
4166     </attribute>
4167     <attribute arch="Int" editor="intelligence" type="int">
4168     The player's intelligence will rise/fall by the given value
4169     while wearing this shooting weapon.
4170     </attribute>
4171     <attribute arch="Pow" editor="power" type="int">
4172     The player's power will rise/fall by the given value
4173     while wearing this shooting weapon.
4174     </attribute>
4175     <attribute arch="Wis" editor="wisdom" type="int">
4176     The player's wisdom will rise/fall by the given value while
4177     wearing this shooting weapon.
4178     </attribute>
4179     <attribute arch="Cha" editor="charisma" type="int">
4180     The player's charisma will rise/fall by the given value
4181     while wearing this shooting weapon.
4182     </attribute>
4183     </section>
4184     <section name="bonus">
4185     <attribute arch="luck" editor="luck bonus" type="int">
4186     With positive luck bonus, the player is more likely to
4187     succeed in all sorts of things (spellcasting, praying,...).
4188     Unless the &lt;luck bonus&gt; is very high, the effect will be
4189     barely visible in-game. Luck bonus on one piece of equipment
4190     should never exceed 3, and such bonus should not be too
4191     frequently available.
4192     </attribute>
4193     <attribute arch="magic" editor="magic bonus" type="int">
4194     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4195     I'm not sure what exactly is increased - maybe weaponclass?
4196     However, &lt;magic bonus&gt; seems to have a little bit of positive
4197     influence on your chance to hit.
4198     </attribute>
4199     </section>
4200     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4201     This text describes the weapons's "story". Every decent artifact weapon
4202     should have such a description.
4203     </attribute>
4204     </type>
4205    
4206     <!--####################################################################-->
4207     <type number="68" name="Shop Floor">
4208     <ignore>
4209     <ignore_list name="non_pickable" />
4210     </ignore>
4211     <description><![CDATA[
4212     Shop floor is used for shops. It acts like a combination of the
4213     common floor- and the treasure type: When the map is loaded,
4214     randomitems (depending on the setings) are generated on it.
4215     These items are all flagged as unpaid.
4216     When a player drops an item onto shop floor, the item becomes
4217     unpaid and the player receives payment according to the item's
4218     selling-value.
4219     Shopfloor always prevents magic (To hinder players from burning
4220     or freezing the goods). ]]>
4221     </description>
4222     <use><![CDATA[
4223     Tile your whole shop-interior space which shop floor.
4224     (That assures players receive payment for dropping items).
4225     Place shop mats to enter/leave the shop, and make sure
4226     there is no other exit than the shop mat. ]]>
4227     </use>
4228     <attribute arch="is_floor" value="1" type="fixed" />
4229     <attribute arch="no_pick" value="1" type="fixed" />
4230     <attribute arch="no_magic" value="1" type="fixed" />
4231     <attribute arch="auto_apply" editor="generate goods" type="bool">
4232     If enabled, items will appear on this square when the map is loaded.
4233     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4234     are generated. The items will be unpaid.
4235     </attribute>
4236     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4237     This entry determines what kind of treasure will appear, when
4238     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4239     for details about existing treasurelists.
4240     </attribute>
4241     <attribute arch="exp" editor="quality level" type="int">
4242     The &lt;quality level&gt; will be used for the quality of the generated
4243     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4244     doesn't need to be set, unless you want extraordinarily good/bad
4245     quality. If you want to make a shop with very high quality, meaybe
4246     charge an entrance fee, or make the shop hard-to-come-by.
4247     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4248     and appearance of artifact-items.
4249     </attribute>
4250     <attribute arch="damned" editor="no prayers" type="bool">
4251     If enabled, it is impossible for players to use prayers
4252     on that spot. It also prevents players from saving.
4253     (Remember that &lt;no magic&gt; is always set for shop floors.)
4254     </attribute>
4255     </type>
4256    
4257     <!--####################################################################-->
4258     <type number="69" name="Shop Mat">
4259     <ignore>
4260     <ignore_list name="non_pickable" />
4261     </ignore>
4262     <description><![CDATA[
4263     Shop mats are used for entering/leaving shops. You should always
4264     have exactly TWO shop mats on your shop-map: One inside the
4265     "shopping-area" and one outside. Shop mats don't use exit paths/
4266     or -destinations. When stepping onto a shopmat the player gets beamed
4267     to the nearest other mat. If the player has unpaid items in his
4268     inventory, the price gets charged from his coins automatically.
4269     If the player has insufficient coins to buy his unpaid items, he
4270     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4271     </description>
4272     <use><![CDATA[
4273     As stated above, always place TWO shop mats into your shop.
4274     Not more and not less than that. ]]>
4275     </use>
4276     <attribute arch="no_pick" value="1" type="fixed" />
4277 root 1.9 &move_on;
4278 root 1.1 </type>
4279    
4280     <!--####################################################################-->
4281     <type number="98" name="Sign &amp; MagicMouth">
4282     <ignore>
4283     <ignore_list name="non_pickable" />
4284     </ignore>
4285     <description><![CDATA[
4286     The purpose of a sign or magic_mouth is to display a certain message to
4287     the player. There are three ways to have the player get this message:
4288     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4289     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4290     </description>
4291     <use><![CDATA[
4292     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4293     some true roleplay feeling to your maps, support your storyline or give
4294     hints about hidden secrets/dangers. Place signs to provide the player
4295     with all kinds of useful information for getting along in your maps. ]]>
4296     </use>
4297     <attribute arch="connected" editor="connection" type="int">
4298     When a connection value is set, the message will be printed whenever
4299     the connection is triggered. This should be used in combination with
4300     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4301     If activating your magic_mouth this way, the message will not only be
4302     printed to one player, but all players on the current map.
4303     </attribute>
4304 elmex 1.16 &activate_on;
4305 root 1.9 &move_on;
4306 root 1.1 <attribute arch="food" editor="counter" type="int">
4307     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4308     (printing the message) only that many times. For signs this really shouldn't
4309     be used, while for magic_mouths it is extremely helpful.
4310     Monsters walking over the magic_mouth do not decrease the counter.
4311 root 1.3
4312 root 1.1 Often, you might want to have a message displayed only one time. For example:
4313     The player enters your map and you put a magic_mouth to tell him about the
4314     monsters and how dangerous they look and all. Later, when all the monsters
4315     are killed and the player leaves the map, displaying the same message a
4316     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4317     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4318     </attribute>
4319     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4320     This text will be displayed to the player.
4321     </attribute>
4322     </type>
4323    
4324 elmex 1.23 <type number="150" name="Shop Inventory">
4325     <ignore>
4326     <ignore_list name="non_pickable" />
4327     </ignore>
4328     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4329     </description>
4330     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4331     </use>
4332     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4333     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4334     the map that will be searched for unpaid items.
4335     </attribute>
4336     </type>
4337    
4338 root 1.1 <!--####################################################################-->
4339     <type number="43" name="Skill">
4340     <ignore>
4341     <ignore_list name="system_object" />
4342     </ignore>
4343     <description><![CDATA[
4344     Skills are objects which exist in the player/monster inventory.
4345     Both NPC/monsters and players use the same skill archetypes. Not all skills
4346     are enabled for monster use however. ]]>
4347     </description>
4348     <use><![CDATA[
4349     For mapmaking, Skill objects serve two purposes:
4350     <p>First, the predefined skill archtypes (in the 'skills' directory)
4351     can be seen as the global skill definitions. A skill which doesn't
4352     exists as an archtype cannot be learned or used by players. When you
4353     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4354     of defined skill archtypes, because those strings are used as a reference in
4355     many skill-related objects.
4356     </p><p>
4357     Secondly, in order to enable monsters to use skills, you will need to
4358     copy default skill archtypes into the monsters' inventories.
4359     You can even customize the skills by changing stats. It is not
4360     recommended however, to use skills in your maps which are totally
4361     unrelated to any predefined skill archtype.</p> ]]>
4362     </use>
4363     <attribute arch="invisible" value="1" type="fixed" />
4364     <attribute arch="no_drop" value="1" type="fixed" />
4365     <attribute arch="skill" editor="skill name" type="string">
4366     The &lt;skill name&gt; is used for matchings. When a usable
4367     object has an identical &lt;skill name&gt;, players
4368     (or monsters) will need this skill to apply/use the object.
4369     </attribute>
4370     <attribute arch="expmul" editor="exp multiplier" type="float">
4371     This is the ratio of experience the players total should increase by
4372     when this skill is used. If this is zero, then experience only goes to
4373     to the skill. Values higher than 1 are allowed. Note that experience
4374     rewarded to the players total is in addition to that given to the
4375     skill. Eg, if player should get 500 exp for using a skill, and
4376     expmul is 1, the player will get 500 added to that skill as well as
4377     500 to their total.
4378     </attribute>
4379     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4380     The &lt;skill type&gt; defines the base functionality of the skill.
4381     Skill types are hardcoded in the Crossfire server. It isn't hard to
4382     create new skill types, but it requires a bit of server-coding.
4383     </attribute>
4384     <attribute arch="level" editor="level" type="int">
4385     </attribute>
4386     <attribute arch="exp" editor="experience" type="int">
4387     </attribute>
4388     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4389     The &lt;is native skill&gt; flag has an effect only when this
4390     skill object is placed in the inventory of a monster (or player).
4391     If it is set, the monster or player knows the skill natively, which
4392     means he does not need a skill tool to use it.
4393     </attribute>
4394     </type>
4395    
4396     <!--####################################################################-->
4397     <type number="130" name="Skill Scroll">
4398     <description><![CDATA[
4399     By reading a skill scroll, a player has a chance to learn the
4400     contained skill. ]]>
4401     </description>
4402     <use><![CDATA[
4403     Skill scrolls are very much sought for by players. Currently,
4404     all skill scrolls are sold in shops randomly, which is in fact not
4405     a good system. It would be nice to have some cool quests with
4406     skill scrolls rewarded at the end. ]]>
4407     </use>
4408     <attribute arch="race" value="scrolls" type="fixed" />
4409     <attribute arch="skill" editor="skill name" type="string">
4410     The &lt;skill name&gt; matches the skill object that can
4411     be learned from this scroll.
4412     </attribute>
4413     </type>
4414    
4415     <!--####################################################################-->
4416     <type number="21" name="Special Key">
4417     <ignore>
4418     <attribute arch="material" />
4419     </ignore>
4420     <description><![CDATA[
4421     When carrying the appropriate special key, a locked door can
4422     be opened. The key will dissapear.
4423     <br><br>
4424     This object-type can also be used for "passport"-like items:
4425     When walking onto an invetory checker, a gate for example might
4426     get opened. The "passport" will stay in the player's inventory. ]]>
4427     </description>
4428     <use><![CDATA[
4429     How to make a "passport": You take the special key arch
4430     (archetype name is "key2"), set the face to something like
4431     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4432     certainly must match with the appropiate inventory checker.
4433     <br><br>
4434     Of course you can be creative with names and faces of
4435     key-objects. A "mysterious crystal" or a "big dragon claw"
4436     (with appropriate faces) appear more interesting than just
4437     a "strange key", or "passport". ]]>
4438     </use>
4439     <attribute arch="slaying" editor="key string" type="string">
4440     This string must be identical with the &lt;key string&gt; in the
4441     locked door, then it can be unlocked. It can also be used
4442     to trigger inventory checkers.
4443     </attribute>
4444     <attribute arch="material" editor="material" type="bitmask_material">
4445     For Special Keys, material should always be unset or set
4446     to Adamantite. This prevents the key from getting
4447     burned or otherwise destroyed.
4448     </attribute>
4449     <attribute arch="unique" editor="unique item" type="bool">
4450     Unique items exist only one time on a server. If the item
4451     is taken, lost or destroyed - it's gone for good.
4452 root 1.3
4453 root 1.1 This can be used if you want to sell apartments on your
4454     map: Simply sell a unique passport/key, and place
4455     an inventory checker at the entrance of your apartment.
4456     </attribute>
4457     <attribute arch="startequip" editor="godgiven item" type="bool">
4458     A godgiven item vanishes as soon as the player
4459     drops it to the ground.
4460     </attribute>
4461     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4462     This will add a description to the object. The player can read
4463     this text by clicking on the item in his inventory. Use this
4464     message to describe what the key/passport is good for. A player
4465     might have 50 different keys on his key-ring. Don't expect
4466     players to recall their purpose just by their names.
4467     </attribute>
4468     </type>
4469    
4470     <!--####################################################################-->
4471     <type number="101" name="Spell">
4472     <ignore>
4473     <ignore_list name="system_object" />
4474     </ignore>
4475     <description><![CDATA[
4476     Spell objects define a spell. When a spell is put in a spellbook,
4477     players can learn it by reading the book. Once learned, players
4478     can use the spell as often as they like. With increasing skill level
4479     of the player, spells may gain power but also increase cost.<br>
4480     Monsters can use spells which are put in their inventory (provided
4481     that certain "enabling" settings are correct). The monster's
4482     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4483     </description>
4484     <use><![CDATA[
4485     A lot of the spells' settings can be tuned and customized.
4486     When creating new spells which are accessible to players, it is
4487     important to think about balance. A single spell which is too
4488     powerful and/or too easy to use can eventually toss the whole skill
4489     and magic school system out of whack. Testing new spells is
4490     quite important therefore. ]]>
4491     </use>
4492     <attribute arch="no_drop" value="1" type="fixed" />
4493     <attribute arch="invisible" value="1" type="fixed" />
4494     <attribute arch="skill" editor="skill name" type="string">
4495     The &lt;skill name&gt; matches the skill which is needed
4496     to cast this spell. This should be one out of "sorcery",
4497     "pyromancy", "evocation", "summoning" or "praying".
4498     If you want to fiddle with these, please take care not
4499     to upset the concept and balance of the various skills.
4500     </attribute>
4501     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4502     The &lt;spell type&gt; defines the basic type of spell.
4503     Some of these types are of a more generic nature than others.
4504     </attribute>
4505     <attribute arch="level" editor="spell level" type="int">
4506     </attribute>
4507     <attribute arch="casting_time" editor="casting time" type="int">
4508     </attribute>
4509     <attribute arch="duration" editor="duration" type="int">
4510     </attribute>
4511     <attribute arch="other_arch" editor="create object" type="string">
4512     </attribute>
4513     <attribute arch="sp" editor="cost spellpoints" type="int">
4514     </attribute>
4515     <attribute arch="grace" editor="cost grace" type="int">
4516     </attribute>
4517     <attribute arch="maxsp" editor="double cost per level" type="int">
4518     </attribute>
4519     </type>
4520    
4521     <!--####################################################################-->
4522     <type number="85" name="Spellbook">
4523     <description><![CDATA[
4524     By reading a spellbook, the player has a chance of learning the
4525     contained spell. Once learned from a book, the spell is available
4526     forever. Spellbooks with high level spells require some skill-level
4527     to read.<br><br>
4528     You can create widely customized spells only by adjusting the
4529     spell object in the spellbooks inventory. Refer to the description
4530     of spell objects for detailed information how to customize spells.<br>
4531     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4532     with a compilation of spells that the book may contain. ]]>
4533     </description>
4534     <use><![CDATA[
4535     Don't put any of the godgiven spells into a spellbook! These are
4536     reserved for the followers of the appropriate cults. Handing them
4537     out in a spellbook would violate the balance between different religions.
4538     <br><br>
4539     Note that there is no fundamental difference between the spellbooks
4540     of varying schools (pyromancy, sorcery, evocation, summoning, and
4541     even praying). The difference lies only in the spells they contain.
4542     It is up to you, the mapmaker, to pick the right type of book
4543     for your spells. ]]>
4544     </use>
4545     <attribute arch="skill" value="literacy" type="fixed" />
4546     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4547     There are two ways to put spells into a spellbook:
4548     1. Put a spell object in the books inventory. In this case,
4549     treasurelist must be set to &lt;none&gt;.
4550     2. Choose a treasurelist which contains spells.
4551     In that way, a spell will be chosen randomly from the list.
4552     </attribute>
4553     <attribute arch="startequip" editor="godgiven item" type="bool">
4554     A godgiven item vanishes as soon as the player
4555     drops it to the ground.
4556     </attribute>
4557     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4558     This text may contain a nice description
4559     of the spellbook's cover or something.
4560     </attribute>
4561     </type>
4562    
4563     <!--####################################################################-->
4564     <type number="90" name="Spinner">
4565     <ignore>
4566     <ignore_list name="non_pickable" />
4567     </ignore>
4568     <description><![CDATA[
4569     Spinners change the direction of spell objects and other projectiles
4570     that fly past. Unlike directors, it does make a difference from what
4571     angle you shoot into the spinner. The direction of objects flying past
4572     is always changed by a certain degree. ]]>
4573     </description>
4574     <use><![CDATA[
4575     Spinners are very rarely used. I believe they are quite
4576     confusing and pointless. The only use I can think of is building
4577     some puzzle about where to shoot into spinners to shoot somewhere you
4578     otherwise couldn't.
4579 root 1.3
4580 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4581     projectiles from magic walls don't get to fly in loops. ]]>
4582     </use>
4583     <attribute arch="sp" editor="direction number" type="int">
4584     The spinner will change the direction of flying objects by
4585     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4586     positive values counter clockwise.
4587 root 1.3
4588 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4589     </attribute>
4590 root 1.9 &move_on;
4591 root 1.1 </type>
4592    
4593     <!--####################################################################-->
4594     <type number="138" name="Swamp">
4595     <ignore>
4596     <ignore_list name="non_pickable" />
4597     </ignore>
4598     <description><![CDATA[
4599     Swamp areas show a special behaviour:
4600     When a player stands still on a swamp-square for too long,
4601     he will start to sink in and eventually drown and die.
4602     Items dropped on the swamp sink in and dissapear.
4603     Players with knowledge of the woodsman skill are a lot less likely
4604     to die in the swamp. ]]>
4605     </description>
4606     <attribute arch="is_floor" value="1" type="fixed" />
4607     <attribute arch="is_wooded" value="1" type="fixed" />
4608     <attribute arch="speed" editor="drowning speed" type="float">
4609     The higher the &lt;drowning speed&gt;, the faster will players and items
4610     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4611     and unexpected death-trap. Players should get a warning before such areas.
4612     </attribute>
4613 root 1.12 &speed_left;
4614 root 1.9 &move_on;
4615     &movement_types_terrain;
4616 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4617     If enabled, it is impossible for players to use (wizard-)
4618     spells on that spot.
4619     </attribute>
4620     <attribute arch="damned" editor="no prayers" type="bool">
4621     If enabled, it is impossible for players to use prayers
4622     on that spot. It also prevents players from saving.
4623     </attribute>
4624     </type>
4625    
4626     <!--####################################################################-->
4627     <type number="41" name="Teleporter">
4628     <ignore>
4629     <ignore_list name="non_pickable" />
4630     </ignore>
4631     <description><![CDATA[
4632     When the player walks into a teleporter, he is transferred to a
4633     different location. The main difference to the object-type exit
4634     is the possibility to have teleporters connected to levers/buttons/etc.
4635     Sometimes teleporters are activated even against the players will.
4636     <br><br>
4637     Unlike exits, teleporters can also transfer items and
4638     monsters to different locations on the same map. ]]>
4639     </description>
4640     <use><![CDATA[
4641     When creating maps, I guess sooner or later you'll want to have
4642     an invisible teleporter. If using "invisible 1", the teleporter
4643     can still be discovered with the show_invisible spell. And in
4644     some cases you can't place it under the floor to prevent this.
4645     <br><br>
4646     Fortunately, there is a cool trick to make a perfectly invisible
4647     teleporter: You simply add teleporter functionality to the floor
4648     itself. That means: You take the floor arch (e.g. "flagstone"),
4649     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4650     </use>
4651     <attribute arch="slaying" editor="exit path" type="string">
4652     The exit path specifies the map that the player is transferred to.
4653     &lt;exit path&gt; can be an absolute path, beginning with '/'
4654     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4655     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4656     for example I could use the relative path "Fire1"). Use relative
4657     paths whenever possible! Note that upper/lower case must always be
4658     set correctly. However, please use lower case only.
4659 root 1.3
4660 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4661     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4662     monsters and items. In this case, the destined map is automatically
4663     the same map the teleporter is on.
4664     </attribute>
4665     <attribute arch="hp" editor="destination X" type="int">
4666     The exit destinations define the (x, y)-coordinates where the exit
4667     leads to.
4668 root 1.3
4669 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4670     get teleported to another, randomly chosen teleporter on the same
4671     map (Slightly confusing for the player though). Make sure there
4672     actually *is* a second one in that case.
4673 root 1.3
4674 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4675     be transferred to the "default enter location" of the destined map.
4676     The latter can be set in the map-properties as "Enter X/Y". Though,
4677     please DO NOT use that. It turned out to be a source for numerous
4678     map-bugs.
4679     </attribute>
4680     <attribute arch="sp" editor="destination Y" type="int">
4681     The exit destinations define the (x, y)-coordinates where the exit
4682     leads to.
4683 root 1.3
4684 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4685     get teleported to another, randomly chosen teleporter on the same
4686     map (Slightly confusing for the player though). Make sure there
4687     actually *is* a second one in that case.
4688 root 1.3
4689 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4690     be transferred to the "default enter location" of the destined map.
4691     The latter can be set in the map-properties as "Enter X/Y". Though,
4692     please DO NOT use that. It turned out to be a source for numerous
4693     map-bugs.
4694     </attribute>
4695     <attribute arch="connected" editor="connection" type="int">
4696     If a connection value is set, the teleporter will be activated
4697     whenever the connection is triggered. To use this properly,
4698     &lt;activation speed&gt; must be zero.
4699     </attribute>
4700 elmex 1.16 &activate_on;
4701 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4702     If the &lt;activation speed&gt; is nonzero, the teleporter will
4703     automatically be activated in regular time-intervals. Hence, the
4704     player can just step on it and gets teleported sooner or later.
4705     The duration between two activates depends on the given value.
4706 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4707    
4708 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4709     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4710     </attribute>
4711 root 1.12 &speed_left;
4712 root 1.1 </type>
4713    
4714     <!--####################################################################-->
4715 root 1.3 <type number="26" name="Timed Gate">
4716     <ignore>
4717     <ignore_list name="non_pickable" />
4718     </ignore>
4719     <description><![CDATA[
4720     Gates play an important role in Crossfire. Gates can be opened
4721     by activating a button/trigger, by speaking passwords (-> magic_ear)
4722     or carrying special key-objects (-> inventory checker).
4723     Unlike locked doors, gates can get shut again after a player has
4724     passed, which makes them more practical in many cases. Unlike normal
4725     gates, timed gates open when triggered but automatically close again
4726     after some time.]]>
4727     </description>
4728     <use><![CDATA[
4729     Use gates to divide your maps into separated areas. After solving
4730     area A, the player gains access to area B, and so on. Make your
4731     maps more complex than "one-way". ]]>
4732     </use>
4733     <attribute arch="no_pick" value="1" type="fixed" />
4734     <attribute arch="connected" editor="connection" type="int">
4735     Whenever the inventory checker is triggered, all objects with identical
4736     &lt;connection&gt; value get activated. This only makes sense together with
4737     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4738     after some time.
4739     </attribute>
4740 elmex 1.16 &activate_on;
4741 root 1.3 <attribute arch="wc" editor="position state" type="int">
4742     The &lt;position state&gt; defines the position of the gate:
4743     Zero means completely open/down, the "number of animation-steps" (usually
4744     about 6 or 7) means completely closed/up state. I suggest you don't
4745     mess with this value - Leave the default in place.
4746     </attribute>
4747 root 1.9 &movement_types_terrain;
4748 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4749     Restricting the use of spells to pass this gate. This has
4750     an effect only if &lt;block view&gt; is disabled.
4751     </attribute>
4752     <attribute arch="damned" editor="restrict prayers" type="bool">
4753     Restricting the use of prayers to pass this door. This has
4754     an effect only if &lt;block view&gt; is disabled.
4755     </attribute>
4756     <attribute arch="hp" editor="open duration" type="int">
4757     Defines the duration the gate remains closed. This only takes effect
4758     if the gate is not connected.
4759     </attribute>
4760     </type>
4761    
4762     <!--####################################################################-->
4763 root 1.1 <type number="155" name="Trap">
4764     <ignore>
4765     <attribute arch="no_pick" />
4766     <attribute arch="title" />
4767     <attribute arch="name_pl" />
4768     <attribute arch="weight" />
4769     <attribute arch="value" />
4770     <attribute arch="material" />
4771     <attribute arch="unpaid" />
4772     </ignore>
4773     <description><![CDATA[
4774     A trap is a object that can either do damage or trigger another connected object
4775 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4776 root 1.1 and generally have either a physical attack or trigger a reaction.
4777     <br><br>
4778     Traps hit any monster or person who steps on them for 'dam' damage in
4779     'attacktype' attacktype and/or trigger a reaction.
4780     <br><br>
4781 root 1.28 Many traps are already defined in the archetypes.]]>
4782 root 1.1 </description>
4783     <use><![CDATA[
4784     Avoid monsters stepping on your traps. For example, a party of orcs setting
4785 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4786 root 1.1 </use>
4787     <attribute arch="no_pick" value="1" type="fixed" />
4788 root 1.9 &move_on;
4789 root 1.3 <attribute arch="level" editor="trap level" type="int">
4790 root 1.1 Level effects how easily a trap may be found and disarmed, and
4791     how much experience the player gets for doing so. Beware: High level
4792     traps can be quite a cheap source of experience! So either make them
4793     tough, or keep the level low.
4794     </attribute>
4795     <attribute arch="Cha" editor="visibility" type="int">
4796     This value determines what fraction of the time the trap is visible:
4797     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4798     how easily the trap may be found.
4799     </attribute>
4800     <attribute arch="hp" editor="number of charges" type="int">
4801     The trap will detonate &lt;number of charges&gt; times before disappearing.
4802     </attribute>
4803     <attribute arch="dam" editor="direct damage" type="int">
4804 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4805     This should be set in reasonable relation to the trap's level.
4806 root 1.1 </attribute>
4807     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4808     This attribute defines what attacktype to use for direct damage when
4809     the trap detonates.
4810     </attribute>
4811     <attribute arch="connected" editor="connection" type="int">
4812     When the trap is detonated, all objects with the same
4813     connection value get activated.
4814     </attribute>
4815     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4816     When the trap detonates, this text is displayed to the
4817     victim. For especially powerful or complex traps, create an appropriate
4818     and thrilling description. ;)
4819     </attribute>
4820     </type>
4821    
4822     <!--####################################################################-->
4823     <type number="95" name="Trapdoor">
4824     <ignore>
4825     <ignore_list name="non_pickable" />
4826     </ignore>
4827     <description><![CDATA[
4828     Trapdoors are very similar to pits. The difference is that they
4829     can not be closed. Instead, the weight of the object on the
4830     trapdoor determines weither it slams the trapdoor open and falls through
4831     or not.<br>
4832     Once a trapdoor has been opened (by a creature or items of sufficient
4833     weight,) it remains open, acting like an opened pit. ]]>
4834     </description>
4835     <use><![CDATA[
4836     Trapdoors should be used in the same fashion as pits:
4837     They should always drop the victims to some kind of lower level. They
4838     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4839     </use>
4840     <attribute arch="no_pick" value="1" type="fixed" />
4841 root 1.9 &move_on;
4842 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4843     This value defines how much weight the trapdoor can hold.
4844     Once items or creatures are gathered on the trapdoor, with
4845     a total weight surpassing this value, then the trapdoor will
4846     open and things start falling through.
4847     </attribute>
4848     <attribute arch="hp" editor="destination X" type="int">
4849     The trapdoor will transport creatures (and items) randomly into
4850     a two-square radius of the destination coordinates.
4851     If the destination square becomes blocked, the trapdoor will act like
4852     being filled up and not work anymore!
4853     </attribute>
4854     <attribute arch="sp" editor="destination Y" type="int">
4855     The trapdoor will transport creatures (and items) randomly into
4856     a two-square radius of the destination coordinates.
4857     If the destination square becomes blocked, the trapdoor will act like
4858     being filled up and not work anymore!
4859     </attribute>
4860     </type>
4861    
4862     <!--####################################################################-->
4863     <type number="4" name="Treasure">
4864     <ignore>
4865     <attribute arch="nrof" />
4866     <attribute arch="title" />
4867     <attribute arch="name_pl" />
4868     <attribute arch="weight" />
4869     <attribute arch="value" />
4870     <attribute arch="material" />
4871     </ignore>
4872     <description><![CDATA[
4873     A treasure-object turns into certain randomitems when the map is loaded
4874     into the game. ]]>
4875     </description>
4876     <use><![CDATA[
4877     About usage of the "random-artifact" treasurelist:
4878     This will generate powerful stuff like girdles, xray helmets, special
4879     swords etc. If you put this as reward to your quest, players might be
4880     motivated to do it more than once. BUT, by doing so they will get a huge
4881     number of different artifacts! Besides, players will always seek the place
4882     with the most easy-to-get random artifact and ignore all others.
4883     My advice: Don't use it! Attract players with good fighting experience
4884     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4885     </use>
4886     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4887     This entry determines what kind of treasure will appear. Look into
4888     /crossfire/share/crossfire/treasures for details about existing
4889     treasurelists.
4890     </attribute>
4891     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4892     "Auto-generate" must be set in order to have the treasure be created
4893     when the map is loaded.
4894     If you want to create a random treasure chest, you unset this flag.
4895     That way, the player has to apply the object (the chest), then the
4896     treasure is generated.
4897     </attribute>
4898     <attribute arch="hp" editor="create number" type="int">
4899     "Create number" specifies how many pieces of the given treasurelist
4900     will appear. Note that for every piece there is a chance that nothing is
4901     generated. Also, sometimes there can be stacks of items generated, like
4902     for gems/money.
4903     </attribute>
4904     <attribute arch="exp" editor="quality level" type="int">
4905     The &lt;quality level&gt; will be used for the quality of the generated
4906     treasure instead of the map difficulty (as was done with shops).
4907     If zero/unset, the map difficulty will instead be used.
4908     (Example for comparison: Shop floors generate treasure of
4909     &lt;quality level&gt; 5 per default).
4910     </attribute>
4911     </type>
4912    
4913     <!--####################################################################-->
4914 root 1.3 <type number="52" name="Trigger Marker">
4915     <ignore>
4916     <ignore_list name="system_object" />
4917     </ignore>
4918     <description><![CDATA[
4919     A trigger marker is an object that inserts an invisible force (a mark) into a
4920     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4921     &lt;key string&gt; which can be discovered by detectors or inventory
4922     checkers. It is also possible to use markers for removing marks again.
4923     <br><br>
4924     Note that the player has no possibility to "see" his own marks,
4925     except by the effect that they cause on the maps. ]]>
4926     </description>
4927     <use><![CDATA[
4928     Markers hold real cool possibilities for map-making. I encourage
4929     you to use them frequently. However there is one negative point
4930     about markers: Players don't "see" what's going on with them. It is
4931     your task, as map-creator, to make sure the player is always well
4932     informed and never confused.
4933     <br><br>
4934     Please avoid infinite markers when they aren't needed. They're
4935     using a little space in the player file after all, so if there
4936     is no real purpose, set an expire time. ]]>
4937     </use>
4938     <attribute arch="no_pick" value="1" type="fixed" />
4939     <attribute arch="slaying" editor="key string" type="string">
4940     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4941     If the player already has a force with that &lt;key string&gt;,
4942     there won't be inserted a second one.
4943     </attribute>
4944     <attribute arch="connected" editor="connection" type="int">
4945     Unlike a regular marker this is the connection that triggers this marker to activate.
4946     </attribute>
4947     <attribute arch="food" editor="mark duration" type="int">
4948     This value defines the duration of the force it inserts.
4949     If nonzero, the duration of the player's mark is finite:
4950     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4951     means the mark will stay on the player forever.
4952     </attribute>
4953     <attribute arch="name" editor="delete mark" type="string">
4954     When the player steps onto the marker, all existing forces in
4955     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4956     will be removed. If you don't want to remove any marks, leave
4957     this textfield empty.
4958    
4959     Note that the string &lt;delete mark&gt; is set as the name of
4960     this marker. So don't be confused, and remember changing the
4961     name will take effect on the marker's functionality.
4962     </attribute>
4963     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4964     In the moment when the player gets marked, this text is displayed
4965     to him. You should really set a message in any marker you create,
4966     because it's the only way for the player to notice what's going on.
4967     </attribute>
4968     </type>
4969    
4970     <!--####################################################################-->
4971 root 1.1 <type number="0" name="Wall">
4972     <required>
4973     <attribute arch="is_floor" value="0" />
4974     <attribute arch="alive" value="0" />
4975 root 1.14 <attribute arch="no_pass" value="1" />
4976 root 1.1 </required>
4977     <ignore>
4978     <attribute arch="nrof" />
4979     <attribute arch="title" />
4980     <attribute arch="name_pl" />
4981     <attribute arch="value" />
4982     <attribute arch="unpaid" />
4983     </ignore>
4984     <description><![CDATA[
4985     Walls usually block passage and sight. ]]>
4986     </description>
4987 root 1.9 &movement_types_terrain;
4988 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4989     If set, the object is able to "roll", so it can be pushed around.
4990     This setting is used for boulders and barrels.
4991     </attribute>
4992     <attribute arch="no_magic" editor="restrict spells" type="bool">
4993     This takes effect only with &lt;blocksview&gt; disabled.
4994     Restricting the use of spells to pass this wall.
4995     </attribute>
4996     <attribute arch="damned" editor="restrict prayers" type="bool">
4997     This takes effect only with &lt;blocksview&gt; disabled.
4998     Restricting the use of spells to pass this wall.
4999     </attribute>
5000     </type>
5001    
5002     <!--####################################################################-->
5003 root 1.3 <type number="109" name="Wand &amp; Staff">
5004     <description><![CDATA[
5005     Wands contain a certain spell. The player can apply (ready) and
5006     fire the wand. After a defined number of casts, the wand is
5007     "used up". It is possible to recharge a wand with scrolls of
5008     charging, but usually that isn't worth the cost. ]]>
5009     </description>
5010     <use><![CDATA[
5011     Wands are quite seldomly used. The reason prolly is that they're
5012     generally not cost-efficient. Handing out high-level wands with
5013     powerful special spells isn't a good idea either, because of
5014     the recharge ability.
5015     <br><br>
5016     For low levels, staffs of healing/cure and word of recall are
5017     quite desirable though. Ideal rewards for low level quests. ]]>
5018     </use>
5019     <attribute arch="sp" editor="spell" type="spell">
5020     The &lt;spell&gt; specifies the contained spell.
5021     </attribute>
5022     <attribute arch="level" editor="casting level" type="int">
5023     The &lt;casting level&gt; of the wand determines it's power.
5024     An average level for wands in shops is about 10.
5025     </attribute>
5026     <attribute arch="food" editor="number of charges" type="int">
5027     The wand can be used &lt;number of charges&gt; times before it is
5028     used up. It can be recharged with scrolls of charging.
5029     </attribute>
5030     <attribute arch="startequip" editor="godgiven item" type="bool">
5031     A godgiven item vanishes as soon as the player
5032     drops it to the ground.
5033     </attribute>
5034     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5035     This text may contain a description of the wand.
5036     </attribute>
5037     </type>
5038    
5039     <!--####################################################################-->
5040 root 1.1 <type number="0" name="Weak Wall">
5041     <required>
5042     <attribute arch="is_floor" value="0" />
5043     <attribute arch="alive" value="1" />
5044     <attribute arch="tear_down" value="1" />
5045     </required>
5046     <ignore>
5047     <ignore_list name="non_pickable" />
5048     </ignore>
5049     <description><![CDATA[
5050     A weak wall is a breakable spot amidsts a solid wall. Typically
5051     these weak walls look similar to their solid "relatives" except
5052     for a small crack or little chunks of wall on the ground. ]]>
5053     </description>
5054     <use><![CDATA[
5055     If you want to create hidden rooms, using weak walls is alot
5056     better than completely indiscernible passages in a wall.<br>
5057     Anyways, there can be a lot more to weak walls than just finding
5058     them: Rising their defensive stats, weak walls can become a
5059     serious obstacle. An ice wall might only be torn down by a fire
5060     attack for example. A granite wall for instance might be very
5061     hard to destroy. ]]>
5062     </use>
5063     <attribute arch="alive" value="1" type="fixed" />
5064     <attribute arch="no_pick" value="1" type="fixed" />
5065     <attribute arch="tear_down" value="1" type="fixed" />
5066     <attribute arch="race" editor="race" type="string">
5067     For weak walls, &lt;race&gt; should always be set to "wall",
5068     unless you create something fancy like a building which
5069     is in fact meant to be a huge animal.
5070     Note that shovels slay walls, so they do tripple damage
5071     against weak walls.
5072     </attribute>
5073     <attribute arch="level" editor="level" type="int">
5074     The &lt;level&gt; of a weak wall works similar to monster levels.
5075     Due to the fact that weak walls cannot attack, the level
5076     is much less important though.
5077     </attribute>
5078     <attribute arch="hp" editor="health points" type="int">
5079     The &lt;health points&gt; of a weak wall define how long it takes to
5080     tear it down. With every successful hit from an opponent,
5081     &lt;health points&gt; get drained.
5082     </attribute>
5083     <attribute arch="maxhp" editor="max health" type="int">
5084     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5085     weak wall can have. Since walls generally don't heal, I doubt
5086     this has much real effect.
5087     </attribute>
5088     <attribute arch="ac" editor="armour class" type="int">
5089     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5090     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5091     </attribute>
5092     <section name="resistance">
5093     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5094     </attribute>
5095     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5096     </attribute>
5097     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5098     </attribute>
5099     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5100     </attribute>
5101     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5102     </attribute>
5103     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5104     </attribute>
5105     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5106     </attribute>
5107     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5108     </attribute>
5109     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5110     </attribute>
5111     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5112     </attribute>
5113     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5114     </attribute>
5115     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5116     </attribute>
5117     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5118     </attribute>
5119     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5120     </attribute>
5121     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5122     </attribute>
5123     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5124     </attribute>
5125     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5126     </attribute>
5127     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5128     </attribute>
5129     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5130     </attribute>
5131     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5132     </attribute>
5133     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5134     </attribute>
5135     </section>
5136     </type>
5137    
5138     <!--####################################################################-->
5139     <type number="15" name="Weapon">
5140     <description><![CDATA[
5141     Wielding a weapon, the object's stats will directly be inherited to the
5142     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5143     be improved with scrolls. ]]>
5144     </description>
5145     <use><![CDATA[
5146     If you create artifacts (equipment) with stats- or resistance-bonus:
5147     Keep playbalance in mind! Such items mustn't be reachable without hard
5148     fighting AND questing. ]]>
5149     </use>
5150     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5151     This number is a bitmask, specifying the weapon's attacktypes.
5152     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5153     have no more than one or two attacktypes. Keep in mind that all weapons
5154     can be blessed by the player's diety, thus adding an additional attacktype.
5155 root 1.3
5156 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5157     then he will do as much damage as the "best" of his attacktypes does. So,
5158     the more attacktypes you've got, the better your chance to take advantage
5159     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5160     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5161     </attribute>
5162     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5163     The &lt;weapontype&gt; characterizes the weapon's type of physical
5164     attack. It could best be considered a "subclassification"
5165     of the physical attacktype. For now, this is only used for
5166     attack messages!
5167 root 1.3
5168 root 1.1 You should always set this correctly when creating new
5169     weapons for your maps.
5170     </attribute>
5171     <attribute arch="skill" editor="skill name" type="string">
5172     Matching &lt;skill name&gt; of the skill that is required
5173     to use this weapon.
5174     </attribute>
5175     <attribute arch="dam" editor="damage" type="int">
5176     The damage value is used as base value for how much damage the weapon
5177     does per hit. The actual damage involves more dependencies,
5178     like wielder's level and defender's level. Look at existing weapons
5179     to get a feel for the range of weapon damage values.
5180     </attribute>
5181     <attribute arch="slaying" editor="slaying race" type="string">
5182     Slaying means the weapon does tripple (3x) damage to monsters of the
5183     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5184     only monsters of that archtype are hit with tripple damage.
5185 root 1.3
5186 root 1.1 No god blessings are possible for weapons with a race set in this entry
5187     (That's because god blessings add tripple damage against their own
5188     enemy races). Tripple damage is very effective.
5189     </attribute>
5190     <attribute arch="last_sp" editor="weapon speed" type="int">
5191     The weapon speed determines how often the wielder can swing the weapon
5192     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5193     is best (that is lightning- fast). A typical average value is 8.
5194     Speed and damage should be kept in reasonable relation.
5195     </attribute>
5196     <attribute arch="wc" editor="weapon class" type="int">
5197     The weapon class value adds to the overall weapon class of the wielder's
5198     melee attacks. Weapon class improves the chance of hitting the opponent.
5199     </attribute>
5200     <attribute arch="magic" editor="magic bonus" type="int">
5201     For a weapon, magic bonus works just like weapon class, except that
5202     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5203     less useful than direct weapon class value on a weapon.
5204     </attribute>
5205     <attribute arch="item_power" editor="item power" type="int">
5206     The &lt;item power&gt; value measures how "powerful" an artifact is.
5207     Players will only be able to wear equipment with a certain total
5208     amount of &lt;item power&gt;, depending on their own level. This is the
5209     only way to prevent low level players to wear "undeserved" equipment
5210     (like gifts from other players or cheated items).
5211 root 1.3
5212 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5213     for every artifact you create! If zero/unset, the CF server will
5214     calculate a provisional value at runtime, but this is never
5215     going to be an accurate measurement of &lt;item power&gt;.
5216     </attribute>
5217     <attribute arch="damned" editor="damnation" type="bool">
5218     A damned weapon cannot be unwielded unless
5219     the curse is removed. Removing damnations is
5220     a tick harder than removing curses.
5221     </attribute>
5222     <attribute arch="cursed" editor="curse" type="bool">
5223     A cursed weapon cannot be unwielded unless
5224     the curse is removed.
5225     </attribute>
5226     <attribute arch="lifesave" editor="save life" type="bool">
5227     An item with this flag enabled will save the players life
5228     for one time: When the player is wearing this item and his
5229 root 1.3 health points reach zero, the item disappears, replenishing
5230 root 1.1 half of the player's health.
5231 root 1.3
5232 root 1.1 An item with &lt;save life&gt; should not have
5233     any decent additional bonuses!
5234     </attribute>
5235     <attribute arch="unique" editor="unique item" type="bool">
5236     Unique items exist only one time on a server. If the item
5237     is taken, lost or destroyed - it's gone for good.
5238     </attribute>
5239     <attribute arch="startequip" editor="godgiven item" type="bool">
5240     A godgiven item vanishes as soon as the player
5241     drops it to the ground.
5242     </attribute>
5243     <section name="resistance">
5244     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5245     This adds physical resistance to the weapon (= armour value). The number is
5246     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5247     and what they require to do for getting this-and-that artifact.
5248     </attribute>
5249     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5250     This adds magic resistance to the weapon. The number is a percent-value in
5251     the range 0-100. Treat this with CARE. Look at other maps and what they
5252     require to do for getting this-and-that artifact.
5253     </attribute>
5254     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5255     This adds fire resistance to the weapon. The number is a percent-value in
5256     the range 0-100. Treat this with CARE. Look at other maps and what they
5257     require to do for getting this-and-that artifact.
5258     </attribute>
5259     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5260     This adds electricity resistance to the weapon. The number is a percent-value in
5261     the range 0-100. Treat this with CARE. Look at other maps and what they
5262     require to do for getting this-and-that artifact.
5263     </attribute>
5264     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5265     This adds fire resistance to the weapon. The number is a percent-value in
5266     the range 0-100. Treat this with CARE. Look at other maps and what they
5267     require to do for getting this-and-that artifact.
5268     </attribute>
5269     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5270     This adds confusion resistance to the weapon. The number is a percent-value in
5271     the range 0-100. Confusion resistance is not very effective
5272     unless the value comes close to 100 (= perfect immunity).
5273     </attribute>
5274     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5275     This adds acid resistance to the weapon. The number is a percent-value in
5276     the range 0-100. Treat this with CARE. Look at other maps and what they
5277     require to do for getting this-and-that artifact.
5278     </attribute>
5279     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5280     This adds draining resistance to the weapon. The number is a percent-value
5281     in the range 0-100. Draining resistance is little effective
5282     unless the value is 100 (= perfect immunity).
5283     </attribute>
5284     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5285     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5286     the range 0-100. Weaponmagic resistance generally should not exist on
5287     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5288     are not meant to be easily resisted.
5289     </attribute>
5290     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5291     This adds ghosthit resistance to the weapon. The number is a percent-value
5292     in the range 0-100. Treat this with CARE. Look at other maps and what they
5293     require to do for getting this-and-that artifact.
5294     </attribute>
5295     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5296     This adds poison resistance to the weapon. The number is a percent-value in
5297     the range 0-100. Treat this with CARE. Look at other maps and what they
5298     require to do for getting this-and-that artifact.
5299     </attribute>
5300     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5301     This adds fear resistance to the weapon. The number is a percent-value in
5302     the range 0-100. Resistance to fear is pretty useless.
5303     </attribute>
5304     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5305     This adds paralyze resistance to the weapon. The number is a percent-value in
5306     the range 0-100. Paralyze resistance is little effective
5307     unless the value is 100 (= perfect immunity).
5308     </attribute>
5309     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5310     This adds fear resistance to the weapon. The number is a percent-value in
5311     the range 0-100. Resistance to fear is pretty useless.
5312     </attribute>
5313     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5314     This adds depletion resistance to the weapon. The number is a percent-value
5315     in the range 0-100. Depletion resistance is little effective
5316     unless the value is 100 (= perfect immunity).
5317     </attribute>
5318     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5319     This adds death-attack resistance to the weapon. The number is a
5320     percent-value in the range 0-100. Death-attack resistance is little
5321     effective unless the value is 100 (= perfect immunity).
5322     Generally, resistance to death-attack is not supposed to be
5323     available to players!
5324     </attribute>
5325     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5326     This adds chaos resistance to the weapon. The number is a percent-value in
5327     the range 0-100. Treat this with CARE. Look at other maps and what they
5328     require to do for getting this-and-that artifact.
5329     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5330     combination of other attacktypes.
5331     </attribute>
5332     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5333     This adds blinding resistance to the weapon. The number is a percent-value
5334     in the range 0-100. Treat this with CARE. Look at other maps and what they
5335     require to do for getting this-and-that artifact.
5336     </attribute>
5337     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5338     This adds holy power resistance to the weapon. The number is a percent-value
5339     in the range 0-100. Holy power is the attacktype that holyword-type spells
5340     use to hurt undead creatures. This kind of resistance is only reasonable
5341     for undead players (wraith or devourer cult).
5342     Generally, resistance to holy word should not be available for players.
5343     </attribute>
5344     </section>
5345     <section name="stats">
5346     <attribute arch="Str" editor="strength" type="int">
5347     The player's strentgh will rise/fall by the given value
5348     while wearing this weapon.
5349     </attribute>
5350     <attribute arch="Dex" editor="dexterity" type="int">
5351     The player's dexterity will rise/fall by the given value
5352     while wearing this weapon.
5353     </attribute>
5354     <attribute arch="Con" editor="constitution" type="int">
5355     The player's constitution will rise/fall by the given value
5356     while wearing this weapon.
5357     </attribute>
5358     <attribute arch="Int" editor="intelligence" type="int">
5359     The player's intelligence will rise/fall by the given value
5360     while wearing this weapon.
5361     </attribute>
5362     <attribute arch="Pow" editor="power" type="int">
5363     The player's power will rise/fall by the given value
5364     while wearing this weapon.
5365     </attribute>
5366     <attribute arch="Wis" editor="wisdom" type="int">
5367     The player's wisdom will rise/fall by the given value while
5368     wearing this weapon.
5369     </attribute>
5370     <attribute arch="Cha" editor="charisma" type="int">
5371     The player's charisma will rise/fall by the given value
5372     while wearing this weapon.
5373     </attribute>
5374     </section>
5375     <section name="misc">
5376     <attribute arch="luck" editor="luck bonus" type="int">
5377     With positive luck bonus, the player is more likely to
5378     succeed in all sorts of things (spellcasting, praying,...).
5379     Unless the &lt;luck bonus&gt; is very high, the effect will be
5380     barely visible in-game. Luck bonus on one piece of equipment
5381     should never exceed 3, and such bonus should not be too
5382     frequently available.
5383     </attribute>
5384     <attribute arch="hp" editor="health regen." type="int">
5385     Positive &lt;health regen.&gt; bonus speeds up the
5386     player's healing process. Negative values slow it down.
5387     </attribute>
5388     <attribute arch="sp" editor="mana regen." type="int">
5389     Positive &lt;mana regen.&gt; bonus speeds up the
5390     player's mana regeneration. Negative values slow it down.
5391     </attribute>
5392     <attribute arch="grace" editor="grace regen." type="int">
5393     Positive &lt;grace regen.&gt; bonus speeds up the
5394     player's grace regeneration. Negative values slow it down.
5395     Since grace can be regenerated rather easy with praying,
5396     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5397     </attribute>
5398     <attribute arch="food" editor="food bonus" type="int">
5399     Positive &lt;food bonus&gt; slows down the player's digestion,
5400     thus he consumes less food. Negative values speed it up.
5401 root 1.3
5402 root 1.1 Note that food is consumed not only for "being alive", but
5403     also for healing and mana-regeneration.
5404     &lt;food bonus&gt; only affects the amount of food consumed
5405     for "being alive". Hence, even with high &lt;food bonus&gt;,
5406     during a fight a player can run out of food quickly.
5407     </attribute>
5408     <attribute arch="xrays" editor="xray vision" type="bool">
5409     Xray vision allows the player to see through obstacles
5410     in a two-square-wide radius. This is extremely helpful and
5411 root 1.3 desirable, so don't give it away for cheap on equipment.
5412 root 1.1 </attribute>
5413     <attribute arch="stealth" editor="stealth" type="bool">
5414     Stealth allows the player to move silently.
5415     This comes to effect if a player turns himself
5416     invisible and tries to sneak around monsters.
5417     (At least that was the idea behind it)
5418     </attribute>
5419     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5420     If a player is wearing any piece of equipment with
5421     the ability to &lt;reflect spells&gt;, all kinds of
5422     spell-bullets and -beams will bounce off him.
5423     This works only about 90% of all times, to
5424     avoid players being completely immune to certain
5425     types of attacks.
5426 root 1.3
5427 root 1.1 This is a very powerful ability and it
5428     shouldn't be handed out cheap!
5429     </attribute>
5430     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5431     If a player is wearing any piece of equipment with
5432     the ability to &lt;reflect missiles&gt;, all kinds of
5433     projectiles (e.g. arrows, bolts, boulders) will
5434     bounce off him. This works only about 90% of all
5435     times, to avoid players being completely immune to
5436     certain types of attacks.
5437     </attribute>
5438     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5439     Click on the &lt;attuned paths&gt; button to select spellpaths.
5440     The player will get attuned to the specified spellpaths
5441     while wearing this weapon.
5442     </attribute>
5443     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5444     Click on the &lt;repelled paths&gt; button to select spellpaths.
5445     The player will get repelled to the specified spellpaths
5446     while wearing this weapon.
5447     </attribute>
5448     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5449     Click on the &lt;denied paths&gt; button to select spellpaths.
5450     The specified spellpaths will be denied to the player
5451     while wearing this weapon.
5452     </attribute>
5453     </section>
5454     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5455     This text describes the weapons's "story". Every decent artifact weapon
5456     should have such a description.
5457     </attribute>
5458     </type>
5459    
5460 root 1.5 <type number="116" name="Event Connector">
5461     <description><![CDATA[
5462     Event connectors link specific events that happen to objects to
5463     a crossfire plug-in. ]]>
5464     </description>
5465     <attribute arch="subtype" editor="event type" type="list_event_type">
5466     The type of event that triggers a notify to the plug-in.
5467     </attribute>
5468 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5469 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5470     for python and "perl" for the Crossfire-Perl plug-in.
5471     </attribute>
5472 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5473 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5474     for perl this is the name of a extension package without the ".ext" extension.
5475     </attribute>
5476 root 1.6 <attribute arch="name" editor="options" type="string">
5477 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5478     options to the extension that alter its behaviour.
5479     </attribute>
5480     </type>
5481    
5482 root 1.1 </types>