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Revision: 1.3
Committed: Mon Mar 13 04:38:47 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Branch point for: UPSTREAM
Changes since 1.2: +518 -394 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     ]>
114    
115     <types>
116    
117     <!--###################### bitmask definitions ######################-->
118    
119     <bitmask name="attacktype">
120     <entry bit="0" name="Physical" />
121     <entry bit="1" name="Magical" />
122     <entry bit="2" name="Fire" />
123     <entry bit="3" name="Electricity" />
124     <entry bit="4" name="Cold" />
125     <entry bit="5" name="Confusion" />
126     <entry bit="6" name="Acid" />
127     <entry bit="7" name="Drain" />
128     <entry bit="8" name="Weaponmagic" />
129     <entry bit="9" name="Ghosthit" />
130     <entry bit="10" name="Poison" />
131     <entry bit="11" name="Slow" />
132     <entry bit="12" name="Paralyze" />
133     <entry bit="13" name="Turn Undead" />
134     <entry bit="14" name="Fear" />
135     <entry bit="15" name="Cancellation" />
136     <entry bit="16" name="Depletion" />
137     <entry bit="17" name="Death" />
138     <entry bit="18" name="Chaos" />
139     <entry bit="19" name="Counterspell" />
140     <entry bit="20" name="God Power" />
141     <entry bit="21" name="Holy Power" />
142     <entry bit="22" name="Blinding" />
143     </bitmask>
144    
145     <bitmask name="material">
146     <entry bit="0" name="Paper" />
147     <entry bit="1" name="Iron" />
148     <entry bit="2" name="Glass" />
149     <entry bit="3" name="Leather" />
150     <entry bit="4" name="Wood" />
151     <entry bit="5" name="Organics" />
152     <entry bit="6" name="Stone" />
153     <entry bit="7" name="Cloth" />
154     <entry bit="8" name="Adamantite" />
155     </bitmask>
156    
157     <bitmask name="spellpath">
158     <entry bit="0" name="Protection" />
159     <entry bit="1" name="Fire" />
160     <entry bit="2" name="Frost" />
161     <entry bit="3" name="Electricity" />
162     <entry bit="4" name="Missiles" />
163     <entry bit="5" name="Self" />
164     <entry bit="6" name="Summoning" />
165     <entry bit="7" name="Abjuration" />
166     <entry bit="8" name="Restoration" />
167     <entry bit="9" name="Detonation" />
168     <entry bit="10" name="Mind" />
169     <entry bit="11" name="Creation" />
170     <entry bit="12" name="Teleportation" />
171     <entry bit="13" name="Information" />
172     <entry bit="14" name="Transmutation" />
173     <entry bit="15" name="Transferrence" />
174     <entry bit="16" name="Turning" />
175     <entry bit="17" name="Wounding" />
176     <entry bit="18" name="Death" />
177     <entry bit="19" name="Light" />
178     </bitmask>
179    
180     <bitmask name="will_apply">
181     <entry bit="0" name="Apply Handles" />
182     <entry bit="1" name="Open Chests" />
183     <entry bit="2" name="Break Walls" />
184     <entry bit="3" name="Open Doors" />
185     </bitmask>
186    
187     <bitmask name="pick_up">
188     <entry bit="0" name="Nothing" />
189     <entry bit="1" name="Wealth" />
190     <entry bit="2" name="Food" />
191     <entry bit="3" name="Weapons" />
192     <entry bit="4" name="Armour" />
193     <entry bit="5" name="Inverse" />
194     <entry bit="6" name="All" />
195     </bitmask>
196    
197     <!--###################### list definitions ######################-->
198    
199     <list name="direction">
200     <entry value="0" name="&lt;none&gt;" />
201     <entry value="1" name="north" />
202     <entry value="2" name="northeast" />
203     <entry value="3" name="east" />
204     <entry value="4" name="southeast" />
205     <entry value="5" name="south" />
206     <entry value="6" name="southwest" />
207     <entry value="7" name="west" />
208     <entry value="8" name="northwest" />
209     </list>
210    
211     <list name="mood">
212     <entry value="0" name="furious" />
213     <entry value="1" name="angry" />
214     <entry value="2" name="calm" />
215     <entry value="3" name="sleep" />
216     <entry value="4" name="charm" />
217     </list>
218    
219     <list name="potion_effect">
220     <entry value="0" name="&lt;none&gt;" />
221     <entry value="65536" name="life restoration" />
222     <entry value="1048576" name="improvement" />
223     </list>
224    
225     <list name="weapon_type">
226     <entry value="0" name="&lt;unknown&gt;" />
227     <entry value="1" name="sword" />
228     <entry value="2" name="arrows" />
229     <entry value="3" name="axe" />
230     <entry value="4" name="katana" />
231     <entry value="5" name="knife, dagger" />
232     <entry value="6" name="whip, chain" />
233     <entry value="7" name="hammer, flail" />
234     <entry value="8" name="club, stick" />
235     </list>
236    
237     <list name="skill_type">
238     <entry value="1" name="lockpicking" />
239     <entry value="2" name="hiding" />
240     <entry value="3" name="smithery" />
241     <entry value="4" name="bowyer" />
242     <entry value="5" name="jeweler" />
243     <entry value="6" name="alchemy" />
244     <entry value="7" name="stealing" />
245     <entry value="8" name="literacy" />
246     <entry value="9" name="bargaining" />
247     <entry value="10" name="jumping" />
248     <entry value="11" name="detect magic" />
249     <entry value="12" name="oratory" />
250     <entry value="13" name="singing" />
251     <entry value="14" name="detect curse" />
252     <entry value="15" name="find traps" />
253     <entry value="16" name="mediatation" />
254     <entry value="17" name="punching" />
255     <entry value="18" name="flame touch" />
256     <entry value="19" name="karate" />
257     <entry value="20" name="climbing" />
258     <entry value="21" name="woodsman" />
259     <entry value="22" name="inscription" />
260     <entry value="23" name="one handed weapons" />
261     <entry value="24" name="missile weapons" />
262     <entry value="25" name="throwing" />
263     <entry value="26" name="use magic item" />
264     <entry value="27" name="disarm traps" />
265     <entry value="28" name="set traps" />
266     <entry value="29" name="thaumaturgy" />
267     <entry value="30" name="praying" />
268     <entry value="31" name="clawing" />
269     <entry value="32" name="levitation" />
270     <entry value="33" name="summoning" />
271     <entry value="34" name="pyromancy" />
272     <entry value="35" name="evocation" />
273     <entry value="36" name="sorcery" />
274     <entry value="37" name="two handed weapons" />
275     </list>
276    
277     <list name="spell_type">
278     <entry value="1" name="raise dead" />
279     <entry value="2" name="rune" />
280     <entry value="3" name="make mark" />
281     <entry value="4" name="bolt" />
282     <entry value="5" name="bullet" />
283     <entry value="6" name="explosion" />
284     <entry value="7" name="cone" />
285     <entry value="8" name="bomb" />
286     <entry value="9" name="wonder" />
287     <entry value="10" name="smite" />
288     <entry value="11" name="magic missile" />
289     <entry value="12" name="summon golem" />
290     <entry value="13" name="dimension door" />
291     <entry value="14" name="magic mapping" />
292     <entry value="15" name="magic wall" />
293     <entry value="16" name="destruction" />
294     <entry value="17" name="perceive self" />
295     <entry value="18" name="word of recall" />
296     <entry value="19" name="invisible" />
297     <entry value="20" name="probe" />
298     <entry value="21" name="healing" />
299     <entry value="22" name="create food" />
300     <entry value="23" name="earth to dust" />
301     <entry value="24" name="change ability" />
302     <entry value="25" name="bless" />
303     <entry value="26" name="curse" />
304     <entry value="27" name="summon monster" />
305     <entry value="28" name="recharge" />
306     <entry value="29" name="polymorph" />
307     <entry value="30" name="alchemy" />
308     <entry value="31" name="remove curse" />
309     <entry value="32" name="identify" />
310     <entry value="33" name="detection" />
311     <entry value="34" name="mood change" />
312     <entry value="35" name="moving ball" />
313     <entry value="36" name="swarm" />
314     <entry value="37" name="charge mana" />
315     <entry value="38" name="dispel rune" />
316     <entry value="39" name="create missile" />
317     <entry value="40" name="consecrate" />
318     <entry value="41" name="animate weapon" />
319     <entry value="42" name="light" />
320     <entry value="43" name="change map light" />
321     <entry value="44" name="faery fire" />
322     <entry value="45" name="disease" />
323     <entry value="46" name="aura" />
324     <entry value="47" name="town portal" />
325     </list>
326    
327     <!--###################### default attributes ######################-->
328    
329     <!--
330     The attributes of the default_type get added to all other types by default.
331     Every type can have an 'ignore' element however, which is used to specify
332     default attributes *not* to inherit.
333     -->
334     <default_type>
335     <attribute arch="name" editor="name" type="string">
336     This is the name of the object, displayed to the player.
337     </attribute>
338     <attribute arch="name_pl" editor="plural name" type="string">
339     This is the plural name of the object. A plural name must be set for
340     all items that can be picked up and collected by the player.
341     </attribute>
342     <attribute arch="title" editor="title" type="string">
343     This is the object's title. Once an object is identified the title is
344 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
345 root 1.1 </attribute>
346     <attribute arch="face" editor="image" type="string">
347     The image-name defines what image is displayed for this object in-game.
348     </attribute>
349     <attribute arch="nrof" editor="number" type="int">
350     This value determines the number of objects in one stack (for example:
351     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
352     any pickable object - otherwise it won't be mergeable into a stack.
353     </attribute>
354     <attribute arch="weight" editor="weight" type="int">
355 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
356 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
357     for explicitly non-pickable objects (hey, this is opensource.. you
358     never know ;) ).
359     </attribute>
360     <attribute arch="value" editor="value" type="int">
361     Adds a certain value to the object: It will be worth that many times the
362     default value from it's archetype (E.g. "value = 3" means three times
363     worth the default value). Value for buying/selling will be
364     further modified by various factors. Hence, testing values in-game is
365     usually inevitable.
366     </attribute>
367     <attribute arch="glow_radius" editor="glow radius" type="int">
368     If &lt;glow radius&gt; is set to a value greater zero, the object
369     appears lit up on dark maps. &lt;glow radius&gt; can be a value
370 root 1.3 between 0 and 4, the higher, the more light does the object emit.
371 root 1.1 </attribute>
372     <attribute arch="material" editor="material" type="bitmask_material">
373     This bitmask-value informs the player of which material(s) the
374     object consists. Material does also affect how likely the object
375     can be destroyed by hazardous spell-effects.
376     </attribute>
377     <attribute arch="no_pick" editor="non-pickable" type="bool">
378     If set, the object cannot be picked up (Neither by players nor monsters).
379     </attribute>
380     <attribute arch="invisible" editor="invisible" type="bool">
381     Generally makes the object invisible. Depending on the object-type,
382     some can be made visible by the show_invisible spell. If in doubt, test it.
383     Putting an invisible object under the floor always prevents it from being
384     shown.
385     </attribute>
386     <attribute arch="blocksview" editor="block view" type="bool">
387     If an item is set to block view, players (and monsters) cannot
388     see byond it unless they cross it or manage to stand ontop.
389     </attribute>
390     <attribute arch="identified" editor="identified" type="bool">
391     If an item is identified, the player has full knowledge about it.
392     </attribute>
393     <attribute arch="unpaid" editor="unpaid" type="bool">
394     An &lt;unpaid&gt; item cannot be used unless a player carried it over
395     a shop mat, paying the demanded price. Setting this flag makes sense
396     only for pickable items inside shops.
397     </attribute>
398     </default_type>
399    
400     <!-- This ignorelist is for all system objects which are non pickable
401     and invisible. They don't interact with players at all. -->
402     <ignore_list name="system_object">
403     <attribute arch="value" />
404     <attribute arch="nrof" />
405     <attribute arch="weight" />
406     <attribute arch="name_pl" />
407     <attribute arch="material" />
408     <attribute arch="no_pick" />
409     <attribute arch="unpaid" />
410     <attribute arch="title" />
411     <attribute arch="glow_radius" />
412     <attribute arch="identified" />
413     <attribute arch="blocksview" />
414     <attribute arch="invisible" />
415     </ignore_list>
416    
417     <!-- This ignorelist is for non-pickable objects. They can be seen by
418     the player, but don't have values like material or weight. -->
419     <ignore_list name="non_pickable">
420     <attribute arch="value" />
421     <attribute arch="nrof" />
422     <attribute arch="weight" />
423     <attribute arch="name_pl" />
424     <attribute arch="material" />
425     <attribute arch="no_pick" />
426     <attribute arch="unpaid" />
427     <attribute arch="title" />
428     <attribute arch="identified" />
429     </ignore_list>
430    
431     <!--####################################################################-->
432     <type number="0" name="Misc">
433     <required>
434     <!-- this is a special case: The "misc" type with type number 0 is
435     the fallback for all types which don't match any other defined types.
436     The required attribute "misc x" prevents that it gets confused with
437     other types like "monster & npc" which also have type number 0. -->
438     <attribute arch="misc" value="x" />
439     </required>
440     <attribute arch="no_pass" editor="blocking passage" type="bool">
441     If set, the object cannot be passed by players nor monsters.
442     </attribute>
443     <attribute arch="cursed" editor="cursed" type="bool">
444     Curses can have various effects: On equipment and food,
445     they generally harm the player in some way.
446     </attribute>
447     <attribute arch="damned" editor="damned" type="bool">
448     A damned item/floor on the ground makes it impossible for players
449     to use prayers on that spot. It also prevents players from saving.
450     Damnation on equipment works similar to a curse.
451     </attribute>
452     <attribute arch="unique" editor="unique item" type="bool">
453     Unique items exist only one time on a server. If the item
454     is taken, lost or destroyed - it's gone for good.
455     </attribute>
456     <attribute arch="startequip" editor="godgiven item" type="bool">
457     A godgiven item vanishes as soon as the player
458     drops it to the ground.
459     </attribute>
460     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
461     This text may describe the object.
462     </attribute>
463     </type>
464    
465     <!--####################################################################-->
466     <type number="110" name="Ability">
467     <ignore>
468     <ignore_list name="system_object" />
469     </ignore>
470     <description><![CDATA[
471     Abilities are to be put in a monster's inventory. They grant monsters the
472     knowledge to cast spells. Spells from abilities are usually magical in
473     nature, thus adding magic attacktype to the spell-damage they produce.
474     <br><br>
475     A particularly nice feature of abilities is that they can hold two
476     spells: One for short range- and one for long range use.
477     \n\n
478     You should know that spellcasting monsters receive abilities via
479     &lt;treasurelist&gt;. ]]>
480     </description>
481     <use><![CDATA[
482     If you want to create "customized" spellcasting monsters, you
483     should use abilities (rather than spellbooks/wands or something).
484     The long/short-range spell feature can make boss-monsters more
485     interesting and challenging.
486     <br><br>
487     You should keep in mind that magic abilities allow players
488     to get better resistance. You can turn off the magic part to
489     make the spells more dangerous. However, this really shouldn't
490     be neccessary unless you work on very high level maps.
491     And what fun is a magic resistance cloak when it has no effect? ]]>
492     </use>
493     <attribute arch="invisible" value="1" type="fixed" />
494     <attribute arch="no_drop" value="1" type="fixed" />
495     <attribute arch="sp" editor="short range spell" type="spell">
496     The monster will use the specified &lt;short range spell&gt;
497     when the player is within 6-square radius (of the
498     monster's head).
499     </attribute>
500     <attribute arch="hp" editor="long range spell" type="nz_spell">
501     The monster will use the specified &lt;long range spell&gt;
502     when the player is at least 6 squares away (from the
503     monster's head).
504 root 1.3
505 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
506     &lt;short range spell&gt; gets used all the time.
507     </attribute>
508     <attribute arch="maxsp" editor="importance" type="int">
509     Sometimes you'll want a monster to use one ability more than others.
510     To achieve this, set the &lt;importance&gt; to a value greater than
511     one. Abilities with this value zero/unset are counted to be of
512     &lt;importance&gt; one.
513 root 1.3
514 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
515     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
516     times the "small fireball".
517     </attribute>
518     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
519 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
520 root 1.1 If enabled, all spells produced by this ability will have magic
521     attacktype added to the usual attacktypes.
522 root 1.3
523 root 1.1 This should always be set for spell-like abilities. "Natural"
524     abilities like a dragon's firebreath are an exception.
525     Note that non-magical abilities are more dangerous because
526     magic resistance does not protect from those.</attribute>
527     </type>
528    
529     <!--####################################################################-->
530     <type number="18" name="Altar">
531     <ignore>
532     <ignore_list name="non_pickable" />
533     </ignore>
534     <description><![CDATA[
535     When a player puts a defined number of certain items on the altar,
536     then either a spell is casted (on the player) or a connector is
537     triggered. If the latter is the case, the altar works only once.
538 root 1.3 Either way, the sacrificed item disappears. ]]>
539 root 1.1 </description>
540     <attribute arch="no_pick" value="1" type="fixed" />
541     <attribute arch="walk_on" value="1" type="fixed" />
542     <attribute arch="slaying" editor="match item name" type="string">
543     This string specifies the item that must be put on the altar to
544     activate it. It can either be the name of an archetype, or directly
545     the name of an object. Yet, titles are not recognized by altars.
546     Remember to put a note somewhere, telling the player what he is
547     expected to drop on the altar. (Often this is put in the altar's
548     name: E.g. "drop 100 platinums")
549     </attribute>
550     <attribute arch="food" editor="drop amount" type="int">
551     The drop amount specifies the amount of items (specified
552 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
553 root 1.1
554     If &lt;match item name&gt; is set to "money", then the value of the
555     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
556 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
557 root 1.1
558     Note that the maximum possible for &lt;drop amount&gt; is 32767.
559     </attribute>
560     <attribute arch="connected" editor="connection" type="int">
561     If a connection value is set, the altar will trigger all objects
562     with the same value, when activated. This will only work once.
563     </attribute>
564     <attribute arch="sp" editor="spell" type="spell">
565     When activated, the selected &lt;spell&gt; will be casted (once, on the
566     player). This should work for any given spell. The altar will work
567 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
568 root 1.1 one altar.
569     </attribute>
570     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
571     This text will be displayed to the player
572     in the exact moment when the altar is activated.
573     </attribute>
574     </type>
575    
576     <!--####################################################################-->
577     <type number="31" name="Altar Trigger">
578     <ignore>
579     <ignore_list name="non_pickable" />
580     </ignore>
581     <description><![CDATA[
582     Altar_triggers work pretty much like normal altars
583     (drop sacrifice -> connection activated), except for the fact that
584 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
585 root 1.1 </description>
586     <use><![CDATA[
587     Altar_triggers are very useful if you want to charge a price for...
588     <UL>
589     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
590 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
591 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
592     </UL>
593     The big advantage over normal altars is the infinite usability
594     of altar_triggers! If there are ten players on one server, they're
595     quite grateful if things work more than once. =) ]]>
596     </use>
597     <attribute arch="no_pick" value="1" type="fixed" />
598     <attribute arch="slaying" editor="match item name" type="string">
599     This string specifies the item that must be put on the altar to
600     activate it. It can either be the name of an archetype, or directly
601     the name of an object. Yet, titles are not recognized by altars.
602     Remember to put a note somewhere, telling the player what he is
603     expected to drop on the altar. (Often this is put in the altar's
604     name: E.g. "drop 100 platinums")
605     </attribute>
606     <attribute arch="food" editor="drop amount" type="int">
607     The drop amount specifies the amount of items (specified
608 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
609 root 1.1
610     If &lt;match item name&gt; is set to "money", then the value of the
611     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
612 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
613 root 1.1
614     Note that the maximum possible for &lt;drop amount&gt; is 32767.
615     </attribute>
616     <attribute arch="connected" editor="connection" type="int">
617     If a connection value is set, the altar will trigger all objects
618     with the same value, when activated. This will only work once.
619     </attribute>
620     <attribute arch="sp" editor="spell" type="spell">
621     When activated, this &lt;spell&gt; will be casted (once, on the player).
622 root 1.3 This should work for any given spell. The altar will work infinitely
623 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
624     </attribute>
625     <attribute arch="exp" editor="reset time" type="int">
626     Being activated, the altar will reset after &lt;reset time&gt; ticks.
627     After reset, the altar is ready to be activated once again.
628     The default &lt;reset time&gt; is 30.
629     </attribute>
630     <attribute arch="last_sp" editor="ignore reset" type="bool">
631     If this attribute is enabled, the altar_trigger won't push the
632     connected value by altar reset. Only ONCE by dropping the sacrifice.
633     This is typically used when the altar is connected to a creator,
634 root 1.3 e.g. for selling tickets.
635 root 1.1
636     If this attribute is disabled (default), the altar_trigger
637     will push the connected value TWICE per sacrifice: First by
638     dropping sacrifice, second by reset. This mode is typically
639     used for altars being connected to gates, resulting in the
640     gate being opened and closed again.
641     </attribute>
642     <attribute arch="walk_on" value="1" type="fixed">
643     </attribute>
644     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645     This text will be displayed to the player
646     in the exact moment when the altar is activated.
647     </attribute>
648     </type>
649    
650     <!--####################################################################-->
651     <type number="39" name="Amulet">
652     <description><![CDATA[
653     Wearing an amulet, the object's stats will directly be inherited to
654     the player. Amulets are usually meant for protection and defense. ]]>
655     </description>
656     <use><![CDATA[
657     Feel free to create your own special artifacts. However, it is very
658     important that you keep your artifact in balance with existing maps. ]]>
659     </use>
660     <attribute arch="ac" editor="armour class" type="int">
661     This value defines the amount of armour-class bonus for wearing
662     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
663     values are better. It should usually be set only for armour-like equipment.
664     </attribute>
665     <attribute arch="wc" editor="weapon class" type="int">
666     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
667     melee attacks. Weapon class improves the chance of hitting the opponent.
668     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
669     be set only for weapon-like items. Lower values are better.
670     </attribute>
671     <attribute arch="item_power" editor="item power" type="int">
672     The &lt;item power&gt; value measures how "powerful" an artifact is.
673     Players will only be able to wear equipment with a certain total
674     amount of &lt;item power&gt;, depending on their own level. This is the
675     only way to prevent low level players to wear "undeserved" equipment
676     (like gifts from other players or cheated items).
677 root 1.3
678 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
679     for every artifact you create! If zero/unset, the CF server will
680     calculate a provisional value at runtime, but this is never
681     going to be an accurate measurement of &lt;item power&gt;.
682     </attribute>
683     <attribute arch="damned" editor="damnation" type="bool">
684     A damned piece of equipment cannot be unwielded unless the curse
685     is removed. Removing damnations is a tick harder than removing curses.
686     </attribute>
687     <attribute arch="cursed" editor="curse" type="bool">
688     A cursed piece of equipment cannot be unwielded
689     unless the curse is removed.
690     </attribute>
691     <attribute arch="lifesave" editor="save life" type="bool">
692     An item with this flag enabled will save the players life
693     for one time: When the player is wearing this item and his
694 root 1.3 health points reach zero, the item disappears, replenishing
695 root 1.1 half of the player's health.
696 root 1.3
697 root 1.1 An item with &lt;save life&gt; should not have
698     any decent additional bonuses!
699     </attribute>
700     <attribute arch="unique" editor="unique item" type="bool">
701     Unique items exist only one time on a server. If the item
702     is taken, lost or destroyed - it's gone for good.
703     </attribute>
704     <attribute arch="startequip" editor="godgiven item" type="bool">
705     A godgiven item vanishes as soon as the player
706     drops it to the ground.
707     </attribute>
708     <attribute arch="applied" editor="is applied" type="bool">
709     If you put this item into the inventory of a monster, and
710     you want the monster to use/wear the item - you must set
711     &lt;is applied&gt;.
712     Enabling this flag doesn't make any sense if the item
713     is NOT in a monster's inventory.
714     </attribute>
715     <section name="resistance">
716     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
717     This adds physical resistance to the item (= armour value). The number is
718     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
719     and what they require to do for getting this-and-that artifact.
720     </attribute>
721     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
722     This adds magic resistance to the item. The number is a percent-value in
723     the range 0-100. Treat this with CARE. Look at other maps and what they
724     require to do for getting this-and-that artifact.
725     </attribute>
726     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
727     This adds fire resistance to the item. The number is a percent-value in
728     the range 0-100. Treat this with CARE. Look at other maps and what they
729     require to do for getting this-and-that artifact.
730     </attribute>
731     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
732     This adds electricity resistance to the item. The number is a percent-value in
733     the range 0-100. Treat this with CARE. Look at other maps and what they
734     require to do for getting this-and-that artifact.
735     </attribute>
736     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
737     This adds fire resistance to the item. The number is a percent-value in
738     the range 0-100. Treat this with CARE. Look at other maps and what they
739     require to do for getting this-and-that artifact.
740     </attribute>
741     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
742     This adds confusion resistance to the item. The number is a percent-value in
743     the range 0-100. Confusion resistance is not very effective
744     unless the value comes close to 100 (= perfect immunity).
745     </attribute>
746     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
747     This adds acid resistance to the item. The number is a percent-value in
748     the range 0-100. Treat this with CARE. Look at other maps and what they
749     require to do for getting this-and-that artifact.
750     </attribute>
751     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
752     This adds draining resistance to the item. The number is a percent-value
753     in the range 0-100. Draining resistance is little effective
754     unless the value is 100 (= perfect immunity).
755     </attribute>
756     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
757     This adds weaponmagic resistance to the item. The number is a percent-value in
758     the range 0-100. Weaponmagic resistance generally should not exist on
759     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
760     are not meant to be easily resisted.
761     </attribute>
762     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
763     This adds ghosthit resistance to the item. The number is a percent-value
764     in the range 0-100. Treat this with CARE. Look at other maps and what they
765     require to do for getting this-and-that artifact.
766     </attribute>
767     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
768     This adds poison resistance to the item. The number is a percent-value in
769     the range 0-100. Treat this with CARE. Look at other maps and what they
770     require to do for getting this-and-that artifact.
771     </attribute>
772     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
773     This adds fear resistance to the item. The number is a percent-value in
774     the range 0-100. Resistance to fear is pretty useless.
775     </attribute>
776     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
777     This adds paralyze resistance to the item. The number is a percent-value in
778     the range 0-100. Paralyze resistance is little effective
779     unless the value is 100 (= perfect immunity).
780     </attribute>
781     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
782     This adds fear resistance to the item. The number is a percent-value in
783     the range 0-100. Resistance to fear is pretty useless.
784     </attribute>
785     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
786     This adds depletion resistance to the item. The number is a percent-value
787     in the range 0-100. Depletion resistance is little effective
788     unless the value is 100 (= perfect immunity).
789     </attribute>
790     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
791     This adds death-attack resistance to the item. The number is a
792     percent-value in the range 0-100. Death-attack resistance is little
793     effective unless the value is 100 (= perfect immunity).
794     Generally, resistance to death-attack is not supposed to be
795     available to players!
796     </attribute>
797     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
798     This adds chaos resistance to the item. The number is a percent-value in
799     the range 0-100. Treat this with CARE. Look at other maps and what they
800     require to do for getting this-and-that artifact.
801     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
802     combination of other attacktypes.
803     </attribute>
804     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
805     This adds blinding resistance to the item. The number is a percent-value
806     in the range 0-100. Treat this with CARE. Look at other maps and what they
807     require to do for getting this-and-that artifact.
808     </attribute>
809     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
810     This adds holy power resistance to the item. The number is a percent-value
811     in the range 0-100. Holy power is the attacktype that holyword-type spells
812     use to hurt undead creatures. This kind of resistance is only reasonable
813     for undead players (wraith or devourer cult).
814     Generally, resistance to holy word should not be available for players.
815     </attribute>
816     </section>
817     <section name="stats">
818     <attribute arch="Str" editor="strength" type="int">
819     The player's strentgh will rise/fall by the given value
820     while wearing this piece of equipment.
821     </attribute>
822     <attribute arch="Dex" editor="dexterity" type="int">
823     The player's dexterity will rise/fall by the given value
824     while wearing this piece of equipment.
825     </attribute>
826     <attribute arch="Con" editor="constitution" type="int">
827     The player's constitution will rise/fall by the given value
828     while wearing this piece of equipment.
829     </attribute>
830     <attribute arch="Int" editor="intelligence" type="int">
831     The player's intelligence will rise/fall by the given value
832     while wearing this piece of equipment.
833     </attribute>
834     <attribute arch="Pow" editor="power" type="int">
835     The player's power will rise/fall by the given value
836     while wearing this piece of equipment.
837     </attribute>
838     <attribute arch="Wis" editor="wisdom" type="int">
839     The player's wisdom will rise/fall by the given value while
840     wearing this piece of equipment.
841     </attribute>
842     <attribute arch="Cha" editor="charisma" type="int">
843     The player's charisma will rise/fall by the given value
844     while wearing this piece of equipment.
845     </attribute>
846     </section>
847     <section name="misc">
848     <attribute arch="luck" editor="luck bonus" type="int">
849     With positive luck bonus, the player is more likely to
850     succeed in all sorts of things (spellcasting, praying,...).
851     Unless the &lt;luck bonus&gt; is very high, the effect will be
852     barely visible in-game. Luck bonus on one piece of equipment
853     should never exceed 3, and such bonus should not be too
854     frequently available.
855     </attribute>
856     <attribute arch="hp" editor="health regen." type="int">
857     Positive &lt;health regen.&gt; bonus speeds up the
858     player's healing process. Negative values slow it down.
859     </attribute>
860     <attribute arch="sp" editor="mana regen." type="int">
861     Positive &lt;mana regen.&gt; bonus speeds up the
862     player's mana regeneration. Negative values slow it down.
863     </attribute>
864     <attribute arch="grace" editor="grace regen." type="int">
865     Positive &lt;grace regen.&gt; bonus speeds up the
866     player's grace regeneration. Negative values slow it down.
867     Since grace can be regenerated rather easy with praying,
868     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
869     </attribute>
870     <attribute arch="food" editor="food bonus" type="int">
871     Positive &lt;food bonus&gt; slows down the player's digestion,
872     thus he consumes less food. Negative values speed it up.
873 root 1.3
874 root 1.1 Note that food is consumed not only for "being alive", but
875     also for healing and mana-regeneration.
876     &lt;food bonus&gt; only affects the amount of food consumed
877     for "being alive". Hence, even with high &lt;food bonus&gt;,
878     during a fight a player can run out of food quickly.
879     </attribute>
880     <attribute arch="xrays" editor="xray vision" type="bool">
881     Xray vision allows the player to see through obstacles
882     in a two-square-wide radius. This is extremely helpful and
883 root 1.3 desirable, so don't give it away for cheap on equipment.
884 root 1.1 </attribute>
885     <attribute arch="stealth" editor="stealth" type="bool">
886     Stealth allows the player to move silently.
887     This comes to effect if a player turns himself
888     invisible and tries to sneak around monsters.
889     (At least that was the idea behind it)
890     </attribute>
891     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
892     If a player is wearing any piece of equipment with
893     the ability to &lt;reflect spells&gt;, all kinds of
894     spell-bullets and -beams will bounce off him.
895     This works only about 90% of all times, to
896     avoid players being completely immune to certain
897     types of attacks.
898 root 1.3
899 root 1.1 This is a very powerful ability and it
900     shouldn't be handed out cheap!
901     </attribute>
902     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
903     If a player is wearing any piece of equipment with
904     the ability to &lt;reflect missiles&gt;, all kinds of
905     projectiles (e.g. arrows, bolts, boulders) will
906     bounce off him. This works only about 90% of all
907     times, to avoid players being completely immune to
908     certain types of attacks.
909     </attribute>
910     <attribute arch="flying" editor="levitate" type="bool">
911     As soon as the player applies a piece of equipment with
912     &lt;levitate&gt; set, the player will start to float in the air.
913     </attribute>
914     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915     Click on the &lt;attuned paths&gt; button to select spellpaths.
916     The player will get attuned to the specified spellpaths
917     while wearing this item.
918     </attribute>
919     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
920     Click on the &lt;repelled paths&gt; button to select spellpaths.
921     The player will get repelled to the specified spellpaths
922     while wearing this item.
923     </attribute>
924     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
925     Click on the &lt;denied paths&gt; button to select spellpaths.
926     The specified spellpaths will be denied to the player
927     while wearing this item.
928     </attribute>
929     </section>
930     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
931     This text describes the item's "story". Every decent artifact
932     should have such a description.
933     </attribute>
934     </type>
935    
936     <!--####################################################################-->
937     <type number="58" name="Battleground">
938     <ignore>
939     <ignore_list name="non_pickable" />
940     </ignore>
941     <description><![CDATA[
942     Battleground is very special: In short, players can die on battleground
943     without any death penalties. They don't loose or gain experience
944     while on battleground. Acid, draining and depletion effects don't
945     work either.
946     When a player dies on battleground, he gets teleported to an exit
947     location which is defined in the battleground object. ]]>
948     </description>
949     <use><![CDATA[
950     Battleground is only meant for player vs. player duels. You can
951     design combat arenas similiar to the one in scorn.<br>
952     What should NEVER be done is placing battleground tiles in
953     open dungeons or other free kinds of land.
954     It must not be possible to gain significant treasure for fighting
955     on battleground, because it bears no risk.<br><br>
956     (Battleground will cease to work when the image or name is changed,
957     or when it is placed beneath another floor tile.
958     This is not a bug, it is there to prevent any attempts of placing
959     "hidden" battleground tiles anywhere.) ]]>
960     </use>
961     <attribute arch="no_pick" value="1" type="fixed" />
962     <attribute arch="is_floor" value="1" type="fixed" />
963     <attribute arch="hp" editor="destination X" type="int">
964     The exit destinations define the (x, y)-coordinates where players
965     get teleported after they died on this battleground.
966     </attribute>
967     <attribute arch="sp" editor="destination Y" type="int">
968     The exit destinations define the (x, y)-coordinates where players
969     get teleported after they died on this battleground.
970     </attribute>
971     </type>
972    
973     <!--####################################################################-->
974     <type number="8" name="Book">
975     <description><![CDATA[
976     Applying a book, the containing message is displayed to the player. ]]>
977     </description>
978     <attribute arch="level" editor="literacy level" type="int">
979     If this value is set to be greater than zero, the player needs a
980     certain literacy level to succeed reading the book. The book can be
981     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
982     book can be a nice idea, personally I like it when a player needs
983     more than his fighting skills to solve a quest. However, keep the
984     booklevel at least below 15 because it is quite hard to gain high
985     mental levels.
986     </attribute>
987     <attribute arch="startequip" editor="godgiven item" type="bool">
988     A godgiven item vanishes as soon as the player
989     drops it to the ground.
990     </attribute>
991     <attribute arch="unique" editor="unique item" type="bool">
992     Unique items exist only one time on a server. If the item
993     is taken, lost or destroyed - it's gone for good.
994     </attribute>
995     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
996     This is the text that appears "written" in the book.
997     </attribute>
998     </type>
999    
1000     <!--####################################################################-->
1001     <type number="99" name="Boots">
1002     <import_type name="Amulet" />
1003     <description><![CDATA[
1004     Wearing boots, the object's stats will directly be inherited to
1005     the player. Usually enhancing his speed, or granting some minor
1006     protection bonus. ]]>
1007     </description>
1008     <use><![CDATA[
1009     Feel free to create your own special artifacts. However, it is very
1010     important that you keep your artifact in balance with existing maps. ]]>
1011     </use>
1012     <attribute arch="exp" editor="speed bonus" type="int">
1013     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1014     while worn. This kind of bonus is quite desirable for players of low-
1015     and medium level. High level players usually have fastest possible
1016     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1017     Still, this bonus is good for nice artifacts - not everything has
1018     to be for highest level.
1019     </attribute>
1020     <attribute arch="magic" editor="magic bonus" type="int">
1021     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1022     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1023     than direct armour-class bonus on the boots.
1024 root 1.3
1025 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1026     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1027     </attribute>
1028     </type>
1029    
1030     <!--####################################################################-->
1031 root 1.3 <type number="104" name="Bracers">
1032     <import_type name="Amulet" />
1033     <description><![CDATA[
1034     Bracers are armour-plates worn around the wrists.
1035     Wearing bracer, the object's stats will directly be inherited to
1036     the player. Usually enhancing his defense. ]]>
1037     </description>
1038     <use><![CDATA[
1039     Feel free to create your own special artifacts. However, it is very
1040     important that you keep your artifact in balance with existing maps. ]]>
1041     </use>
1042     <attribute arch="magic" editor="magic bonus" type="int">
1043     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1044     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1045     than direct armour-class bonus on the bracers.
1046     </attribute>
1047     </type>
1048    
1049     <!--####################################################################-->
1050     <type number="16" name="Brestplate Armour">
1051     <import_type name="Amulet" />
1052     <description><![CDATA[
1053     Wearing an armour, the object's stats will directly be inherited to
1054     the player. Usually enhancing his defense. ]]>
1055     </description>
1056     <use><![CDATA[
1057     Feel free to create your own special artifacts. However, it is very
1058     important that you keep your artifact in balance with existing maps. ]]>
1059     </use>
1060     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1061     This poses a penalty to spell regeneration speed, for wearing the armour.
1062     The bigger the spellpoint penalty, the worse.
1063     </attribute>
1064     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1065     Slowdown penalty reduces the player's walking speed when wearing the
1066     armour. Bigger values are worse - zero is best.
1067     </attribute>
1068     <attribute arch="magic" editor="magic bonus" type="int">
1069     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1070     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1071     than direct armour-class bonus on the armour.
1072     </attribute>
1073     </type>
1074    
1075     <!--####################################################################-->
1076 root 1.1 <type number="92" name="Button">
1077     <ignore>
1078     <ignore_list name="non_pickable" />
1079     </ignore>
1080     <description><![CDATA[
1081     When a predefined amount of weigh is placed on a button, the
1082     &lt;connection&gt; value is triggered. In most cases this happens when a
1083     player or monster steps on it. When the button is "released", the
1084     &lt;connection&gt; value get's triggered a second time. ]]>
1085     </description>
1086     <attribute arch="walk_on" value="1" type="fixed" />
1087     <attribute arch="walk_off" value="1" type="fixed" />
1088     <attribute arch="no_pick" value="1" type="fixed" />
1089 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1090 root 1.1 The button is pressed (triggered), as soon as
1091     &lt;press weigh&gt; gram are placed ontop of it.
1092     </attribute>
1093     <attribute arch="connected" editor="connection" type="int">
1094     Every time the button is pressed or released, all objects
1095     with the same &lt;connection&gt; value are activated.
1096     </attribute>
1097     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1098     This text may describe the item. You can use this
1099     message to explain the button's purpose to the player.
1100     </attribute>
1101     </type>
1102    
1103     <!--####################################################################-->
1104 root 1.3 <type number="30" name="Button Trigger">
1105     <import_type name="Button" />
1106     <ignore>
1107     <ignore_list name="non_pickable" />
1108     </ignore>
1109     <description><![CDATA[
1110     Handle buttons are buttons which reset after a short period
1111     of time. Every time it is either applied or reset, the
1112     &lt;connection&gt; value is triggered. ]]>
1113     </description>
1114     </type>
1115    
1116     <!--####################################################################-->
1117     <type number="37" name="Class Changer">
1118     <ignore>
1119     <ignore_list name="non_pickable" />
1120     </ignore>
1121     <description><![CDATA[
1122     Class changer are used while creating a character. ]]>
1123     </description>
1124     <attribute arch="randomitems" editor="class items" type="treasurelist">
1125     This entry determines which initial items the character receives.
1126     </attribute>
1127     <section name="stats">
1128     <attribute arch="Str" editor="strength" type="int">
1129     The player's strength will rise by the given value if he chooses this
1130     class. (Negative values make strength fall)
1131     </attribute>
1132     <attribute arch="Dex" editor="dexterity" type="int">
1133     The player's dexterity will rise by the given value if he chooses this
1134     class. (Negative values make dexterity fall)
1135     </attribute>
1136     <attribute arch="Con" editor="constitution" type="int">
1137     The player's constitution will rise by the given value if he chooses this
1138     class. (Negative values make constitution fall)
1139     </attribute>
1140     <attribute arch="Int" editor="intelligence" type="int">
1141     The player's intelligence will rise by the given value if he chooses this
1142     class. (Negative values make intelligence fall)
1143     </attribute>
1144     <attribute arch="Pow" editor="power" type="int">
1145     The player's power will rise by the given value if he chooses this
1146     class. (Negative values make power fall)
1147     </attribute>
1148     <attribute arch="Wis" editor="wisdom" type="int">
1149     The player's wisdom will rise by the given value if he chooses this
1150     class. (Negative values make wisdom fall)
1151     </attribute>
1152     <attribute arch="Cha" editor="charisma" type="int">
1153     The player's charisma will rise by the given value if he chooses this
1154     class. (Negative values make charisma fall)
1155     </attribute>
1156     </section>
1157     </type>
1158    
1159     <!--####################################################################-->
1160 root 1.1 <type number="87" name="Cloak">
1161     <import_type name="Amulet" />
1162     <description><![CDATA[
1163     Wearing a cloak, the object's stats will directly be inherited to
1164     the player. Cloaks usually add minor &lt;armour class&gt; and
1165     sometimes a bit of resistance. ]]>
1166     </description>
1167     <use><![CDATA[
1168     Feel free to create your own special artifacts. However, it is very
1169     important that you keep your artifact in balance with existing maps. ]]>
1170     </use>
1171     <attribute arch="magic" editor="magic bonus" type="int">
1172     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1173     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1174     than direct armour-class bonus on the cloak.
1175 root 1.3
1176 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1177     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1178     </attribute>
1179     </type>
1180    
1181     <!--####################################################################-->
1182     <type number="9" name="Clock">
1183     <description><![CDATA[
1184     Applying a clock, the time is displayed to the player. ]]>
1185     </description>
1186     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1187     This text may describe the item
1188     </attribute>
1189     </type>
1190    
1191     <!--####################################################################-->
1192     <type number="122" name="Container">
1193     <description><![CDATA[
1194     A player can put (certain kinds of) items in the container.
1195     The overall weight of items is reduced when put inside a
1196     container, depending on the settings.
1197     <br><br>
1198     A special feature of containers is the "cauldron",
1199     capable of mixing alchemical receipes. ]]>
1200     </description>
1201     <use><![CDATA[
1202     Note on chests - There are two types of chests:
1203     <UL>
1204     <LI> First the random treasure chests - Those are NOT containers
1205     (but object type Treasure), they create random treasures when
1206     applied. Archetype name is "chest".
1207     <LI> Second there are the permanent chests - Those are containers,
1208     they can be opened and closed again. Archetype name is "chest_2".
1209     </UL> ]]>
1210     </use>
1211     <attribute arch="race" editor="container class" type="string">
1212     If set, the container will hold only certain types of objects.
1213     Possible choices for &lt;container class&gt; are: "gold and jewels",
1214 root 1.3 "arrows" and "keys".
1215    
1216 root 1.1 Unfortunately it is not easy to create new container
1217     classes, because items need a matching counterpiece-attribute
1218     to the &lt;container class&gt; before they can be put inside a
1219     container. This attribute ("race") is set only for the existing
1220     container classes.
1221     </attribute>
1222     <attribute arch="slaying" editor="key string" type="string">
1223     If &lt;key string&gt; is set, only players with a special key
1224     of matching &lt;key string&gt; are able to open the container.
1225     </attribute>
1226     <attribute arch="container" editor="maximum weight" type="int">
1227     The container can hold a maximum total weight of the given value
1228     in gram. Note that this weight limit is calculated *after* the
1229     weight reduction (&lt;reduce weight&gt;) has been applied.
1230     </attribute>
1231     <attribute arch="Str" editor="reduce weight %" type="int">
1232     This value determines how much the weight of items is reduced in
1233     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1234     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1235     Most default values are in the range of ten.
1236     </attribute>
1237     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1238     If set, the container can be used as alchemy-cauldron.
1239     The player can put ingredients inside, close it, cast alchemy
1240     and if his formulae is true, he'll get what he longed for.
1241     </attribute>
1242     <attribute arch="unique" editor="unique item" type="bool">
1243     Unique items exist only one time on a server. If the item
1244     is taken, lost or destroyed - it's gone for good.
1245     All contents of a unique container are unique as well.
1246     </attribute>
1247     <attribute arch="startequip" editor="godgiven item" type="bool">
1248     A godgiven item vanishes as soon as the player
1249     drops it to the ground.
1250     </attribute>
1251     <attribute arch="other_arch" editor="animation arch" type="string">
1252     This is used for a certain kind of... "animation" when
1253     opening the container. Stick to the default arches here
1254     and you won't get into trouble.
1255     </attribute>
1256     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1257     This text may contain a description of the container.
1258     </attribute>
1259     </type>
1260    
1261     <!--####################################################################-->
1262     <type number="103" name="Converter">
1263     <ignore>
1264     <attribute arch="value" />
1265     <attribute arch="nrof" />
1266     <attribute arch="name_pl" />
1267     <attribute arch="no_pick" />
1268     <attribute arch="unpaid" />
1269     <attribute arch="title" />
1270     </ignore>
1271     <description><![CDATA[
1272     Converters are like "exchange tables". When the player drops a
1273     specific type of items, they get converted into other items, at a
1274     predefined exchange-ratio. ]]>
1275     </description>
1276     <use><![CDATA[
1277     Converters are better than shopping with doormats, because the
1278     converters never get sold out. For some items like food or jewels
1279     those "exchange tables" are really nice, while for the more important
1280     stuff like potions converters should not exist.
1281     <br><br>
1282     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1283     items on a converter, the stuff you get must be of equal or lesser
1284     value than before! (Except if you are using "rare" items like
1285     dragonscales for payment). The code will not check if your ratio is
1286     sane, so the player could gain infinite wealth by using your converter. ]]>
1287     </use>
1288     <attribute arch="no_pick" value="1" type="fixed" />
1289     <attribute arch="slaying" editor="cost arch" type="string">
1290     &lt;cost arch&gt; is the name of the archetype the player has to
1291     put on the converter, as payment.
1292     </attribute>
1293     <attribute arch="food" editor="cost number" type="int">
1294     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1295     on the converter, in order to get &lt;receive number&gt; items
1296     of &lt;receive arch&gt;.
1297     </attribute>
1298     <attribute arch="other_arch" editor="receive arch" type="string">
1299     &lt;receive arch&gt; is the name of the archetype to convert into.
1300 root 1.2 This field is ignored if the converter has items in inventory. In this
1301     case one of the inventory items is duplicated. The duplicated item is
1302     randomly chosen from all items present.
1303 root 1.1 </attribute>
1304     <attribute arch="sp" editor="receive number" type="int">
1305     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1306     on the converter, in order to get &lt;receive number&gt; items
1307     of &lt;receive arch&gt;.
1308     </attribute>
1309     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1310     This text may contain a description of the converter.
1311     </attribute>
1312     </type>
1313    
1314     <!--####################################################################-->
1315     <type number="42" name="Creator">
1316     <ignore>
1317     <ignore_list name="system_object" />
1318     </ignore>
1319     <description><![CDATA[
1320     A creator is an object which creates another object when it
1321     is triggered. The child object can be anything. Creators are
1322     VERY useful for all kinds of map-mechanisms. ]]>
1323     </description>
1324     <use><![CDATA[
1325     Don't hesitate to hide your creators under the floor.
1326     The created items will still always appear ontop of the floor. ]]>
1327     </use>
1328     <attribute arch="no_pick" value="1" type="fixed" />
1329     <attribute arch="other_arch" editor="create arch" type="string">
1330     This string defines the object that will be created.
1331     You can choose any of the existing arches.
1332 root 1.2 This field is ignored if the creator has items in inventory. In this case
1333     one of the inventory items is duplicated. The duplicated item is randomly
1334     chosen from all items present.
1335 root 1.1 </attribute>
1336     <attribute arch="connected" editor="connection" type="int">
1337     Whenever the connection value is activated,
1338 root 1.3 the creator gets triggered.
1339 root 1.1 </attribute>
1340     <attribute arch="lifesave" editor="infinit uses" type="bool">
1341     If &lt;infinit uses&gt; is set, the creator will work
1342 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1343 root 1.1 </attribute>
1344     <attribute arch="hp" editor="number of uses" type="int">
1345     The creator can be triggered &lt;number of uses&gt; times, thus
1346     creating that many objects, before it dissappears.
1347     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1348     </attribute>
1349     <attribute arch="slaying" editor="name of creation" type="string">
1350 root 1.2 The created object will bear the name and title specified in &lt;name of
1351     creation&gt;. If nothing is set, the standard name and title of the
1352     archetype is used.
1353 root 1.1 </attribute>
1354     <attribute arch="level" editor="level of creation" type="int">
1355     The created object will be of that level. If zero/unset,
1356     the standard level of the archetype is used.
1357     </attribute>
1358     </type>
1359    
1360     <!--####################################################################-->
1361     <type number="51" name="Detector">
1362     <ignore>
1363     <ignore_list name="system_object" />
1364     </ignore>
1365     <description><![CDATA[
1366     Detectors work quite much like inv. checkers/pedestals: If the detector
1367     finds a specific object, it toggles its connected value.
1368     <br><br>
1369     What is "unique" about them, compared to inv. checkers/ pedestals?
1370     - First, detectors check their square for a match periodically, not
1371     instantly. Second, detectors check directly for object names. Third,
1372     detectors do not check the inventory of players/monsters. ]]>
1373     </description>
1374     <use><![CDATA[
1375     There is one major speciality about detectors: You can detect spells
1376     blown over a detector! To detect a lighting bolt for example, set
1377     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1378     walls, this can be very useful for map-mechanisms. ]]>
1379     </use>
1380     <attribute arch="no_pick" value="1" type="fixed" />
1381     <attribute arch="slaying" editor="match name" type="string">
1382     &lt;match name&gt; specifies the name of the object we are looking for.
1383     Actually it does also check for the &lt;key string&gt; in key-objects,
1384     but for this case inventory checkers are often more powerful to use.
1385     </attribute>
1386     <attribute arch="connected" editor="connection" type="int">
1387     When the detector is triggered, all objects with the same
1388     connection value get activated.
1389     </attribute>
1390     <attribute arch="speed" editor="detection speed" type="float">
1391     This value defines the time between two detector-checks.
1392     If you want the detector to behave almost like pedestals/buttons,
1393     set speed rather high, like &lt;detection speed&gt; 1.0.
1394     </attribute>
1395     </type>
1396    
1397     <!--####################################################################-->
1398     <type number="112" name="Director">
1399     <ignore>
1400     <ignore_list name="non_pickable" />
1401     </ignore>
1402     <description><![CDATA[
1403     Directors change the direction of spell objects and other projectiles
1404     that fly past. Unlike spinners, directors always move objects in the
1405     same direction. It does not make a difference from what angle you
1406     shoot into it.<br>
1407     Directors are visible per default. ]]>
1408     </description>
1409     <use><![CDATA[
1410     Directors are rarely used in maps. Sometimes they are placed to
1411     change the direction of spells coming out of magic walls,
1412     "channeling" spell-projectiles in some direction. When doing this,
1413     <B>never place directors facing each other with magic walls fireing
1414     into them!</B> The spell-projectiles bouncing between the directors
1415     would accumulate to huge numbers and at some point slow down the
1416     server by eating memory- and CPU-time.
1417     <br><br>
1418     You'd better not place directors in monster vs. player combat
1419     areas too much, because that freaks out wizard-type players. ]]>
1420     </use>
1421     <attribute arch="sp" editor="direction" type="list_direction">
1422     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1423     A director with direction &lt;none&gt; simply stops projectiles.
1424     (The latter works out a bit strange for some spells).
1425     </attribute>
1426     <attribute arch="walk_on" value="1" type="fixed" />
1427     <attribute arch="fly_on" value="1" type="fixed" />
1428     </type>
1429    
1430     <!--####################################################################-->
1431     <type number="158" name="Disease">
1432     <ignore>
1433     <ignore_list name="system_object" />
1434     </ignore>
1435     <description><![CDATA[
1436     Diseases are an intersting form of spellcraft in Crossfire.
1437     Once casted, they can spread out and infect creatures in a large
1438     area. Being infected can have various effects, from amusing farts
1439     to horrible damage - almost everything is possible. ]]>
1440     </description>
1441     <use><![CDATA[
1442     Diseases are extremely flexible and usable in a many ways.
1443     So far they are mostly used for causing bad, unwanted effects.
1444     You could just as well create a disease which helps the player
1445     (recharging mana for example).
1446     Infection with a "positive disease" could even be a quest reward. ]]>
1447     </use>
1448     <attribute arch="invisible" value="1" type="fixed" />
1449     <attribute arch="level" editor="plaque level" type="int">
1450     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1451     This mainly reflects in the &lt;damage&gt;. It has no effect on
1452     most other symptoms. Neverthless, it is a very important value for
1453     all damage-inflicting diseases.
1454     </attribute>
1455     <attribute arch="race" editor="infect race" type="string">
1456     The disease will only infect creatures of the specified &lt;race&gt;.
1457     "&lt;race&gt; *" means every creature can be infected.
1458     </attribute>
1459     <attribute arch="ac" editor="progressiveness" type="int">
1460     Every time the disease "moves" the severity of the symptoms are increased
1461     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1462     </attribute>
1463     <section name="spreading">
1464     <attribute arch="wc" editor="infectiosness" type="int">
1465     The &lt;infectiosness&gt; defines the chance of new creatures getting
1466     infected. If you set this too high, the disease is very likely to
1467     be too effective.
1468 root 1.3
1469 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1470     </attribute>
1471     <attribute arch="last_grace" editor="attenuation" type="int">
1472     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1473     everytime it infects someone new. This limits how many generations
1474     a disease can propagate.
1475     </attribute>
1476     <attribute arch="magic" editor="infection range" type="int">
1477     &lt;infection range&gt; sets the range at which infection may occur.
1478     If positive, the &lt;infection range&gt; is level dependant - If negative,
1479     it is not:
1480     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1481 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1482 root 1.1 </attribute>
1483     <attribute arch="maxhp" editor="persistence" type="int">
1484     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1485     The disease can "move" &lt;persistence&gt; times outside a host before it
1486     vanishes. A negative value means the disease lasts for permanent
1487     (which is only recommended to use in maps without monsters).
1488     </attribute>
1489     <attribute arch="maxgrace" editor="curing duration" type="int">
1490     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1491     (Assuming the host survives and doesn't use a curing spell).
1492     After this period the disease is naturally cured, which provides the
1493     host with immunity from this particular disease of lower or equal level.
1494 root 1.3
1495 root 1.1 A negative value means the disease can never be cured naturally.
1496 root 1.3
1497 root 1.1 Note that this value can be further modulated by spell-parameters,
1498     if the disease is registered as spell in the code. Due to that,
1499     most default diseases take a lot longer to cure than it seems.
1500     </attribute>
1501     <attribute arch="speed" editor="moving speed" type="float">
1502     The &lt;speed&gt; of the disease determines how fast the disease will
1503     "move", thus how fast the symptoms strike the host.
1504     </attribute>
1505     </section>
1506     <section name="symptoms">
1507     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1508     The disease will attack the host with the given &lt;attacktype&gt;.
1509     Godpower attacktype is commonly used for "unresistable" diseases.
1510     </attribute>
1511     <attribute arch="dam" editor="damage" type="int">
1512     A disease with a positive &lt;damage&gt; value will strike the player for that
1513     amount of damage every time the symptoms occur.
1514     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1515     the player's health is reduced by 10% every time the symptoms strike.
1516 root 1.3
1517 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1518     for players of all levels.
1519     </attribute>
1520     <attribute arch="other_arch" editor="create arch" type="string">
1521     If set, the specified arch is created and dropped every time the
1522     symptoms strike.
1523 root 1.3
1524 root 1.1 This can be various things: farts, body pieces, eggs ...
1525     Even monsters can be created that way. You could also make a
1526     disease where some exotic stuff like money/gems is created.
1527     </attribute>
1528     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1529     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1530     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1531     </attribute>
1532     <attribute arch="exp" editor="exp. for curing" type="int">
1533     When the player manages to cure this disease (with a curing spell),
1534     he is awarded with &lt;exp. for curing&gt; experience.
1535     </attribute>
1536     <attribute arch="maxsp" editor="mana depletion" type="int">
1537     Every time the disease "moves", the player's mana is
1538     reduced by the value of &lt;mana depletion&gt;.
1539     For negative values, a %-based amount is taken.
1540     </attribute>
1541     <attribute arch="last_eat" editor="food depletion" type="int">
1542     Every time the disease "moves", the player's food is
1543     reduced by the value of &lt;food depletion&gt;.
1544     For negative values, a %-based amount is taken.
1545     </attribute>
1546     <attribute arch="hp" editor="health regen." type="int">
1547     This value increases the player's healing rate.
1548     Negative values decrease it.
1549     </attribute>
1550     <attribute arch="sp" editor="mana regen." type="int">
1551     This value increases the player's rate of mana regeneration.
1552     Negative values decrease it.
1553     </attribute>
1554     </section>
1555     <section name="disability">
1556     <attribute arch="Str" editor="strength" type="int">
1557     The player's strength will rise by the given value
1558     while being infected. (Negative values make strength fall)
1559     </attribute>
1560     <attribute arch="Dex" editor="dexterity" type="int">
1561     The player's dexterity will rise by the given value
1562     while being infected. (Negative values make dexterity fall)
1563     </attribute>
1564     <attribute arch="Con" editor="constitution" type="int">
1565     The player's constitution will rise by the given value
1566     while being infected. (Negative values make constitution fall)
1567     </attribute>
1568     <attribute arch="Int" editor="intelligence" type="int">
1569     The player's intelligence will rise by the given value
1570     while being infected. (Negative values make intelligence fall)
1571     </attribute>
1572     <attribute arch="Pow" editor="power" type="int">
1573     The player's power will rise by the given value
1574     while being infected. (Negative values make power fall)
1575     </attribute>
1576     <attribute arch="Wis" editor="wisdom" type="int">
1577     The player's wisdom will rise by the given value
1578     while being infected. (Negative values make wisdom fall)
1579     </attribute>
1580     <attribute arch="Cha" editor="charisma" type="int">
1581     The player's charisma will rise by the given value
1582     while being infected. (Negative values make charisma fall)
1583     </attribute>
1584     </section>
1585     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1586     This text is displayed to the player every time the
1587     symptoms strike.
1588     </attribute>
1589     </type>
1590    
1591     <!--####################################################################-->
1592 root 1.3 <type number="23" name="Door">
1593     <ignore>
1594     <ignore_list name="non_pickable" />
1595     </ignore>
1596     <description><![CDATA[
1597     A door can be opened with a normal key. It also can be broken by attacking
1598     it, and it can be defeated with the lockpicking skill. If a door is
1599     defeated, horizontally and vertically adjacent doors are automatically
1600     removed. ]]>
1601     </description>
1602     <attribute arch="no_pick" value="1" type="fixed" />
1603     <attribute arch="alive" value="1" type="fixed" />
1604     <attribute arch="no_pass" editor="blocking passage" type="bool">
1605     If set, a player must defeat the door to enter.
1606     </attribute>
1607     <attribute arch="hp" editor="hitpoints" type="int">
1608     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1609     </attribute>
1610     <attribute arch="ac" editor="armour class" type="int">
1611     Doors of high &lt;armour class&gt; are less likely to get hit.
1612     &lt;armour class&gt; can be considered the "counterpiece" to
1613     &lt;weapon class&gt;.
1614     </attribute>
1615     <attribute arch="other_arch" editor="drop arch" type="string">
1616     This string defines the object that will be created when the door was
1617     defeated.
1618     </attribute>
1619     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1620     This entry determines what kind of traps will appear in the door.
1621     </attribute>
1622     </type>
1623    
1624     <!--####################################################################-->
1625 root 1.1 <type number="83" name="Duplicator">
1626     <ignore>
1627     <ignore_list name="system_object" />
1628     </ignore>
1629     <description><![CDATA[
1630     When activated, a duplicator can duplicate, multiply or destroy a pile of
1631     objects which lies somewhere on top of the duplicator.
1632     The duplicator has one arch name specified as &lt;target arch&gt;,
1633     and only objects of this archetype can be affected.<br>
1634     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1635     If the latter is set to zero, it will destroy objects. ]]>
1636     </description>
1637     <use><![CDATA[
1638     I hope it is clear that one must be very cautious when inserting a duplicator
1639     anywhere with &lt;multiply factor&gt; greater than one.
1640     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1641     It is <b>not acceptable</b> to allow duplication of anything other than
1642     coins, gold and jewels. Besides, it is very important that the chance to
1643     loose the input matches the chance to earn winnings.<br>
1644     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1645     loosing rate of 2/3 = 67%. ]]>
1646     </use>
1647     <attribute arch="other_arch" editor="target arch" type="string">
1648     Only objects of matching archtype, lying ontop of the dublicator will be
1649     dublicated, multiplied or removed. All other objects will be ignored.
1650     </attribute>
1651     <attribute arch="level" editor="multiply factor" type="int">
1652     The number of items in the target pile will be multiplied by the
1653     &lt;multiply factor&gt;. If it is set to zero, all target objects
1654     will be destroyed.
1655     </attribute>
1656     <attribute arch="connected" editor="connection" type="int">
1657     An activator (lever, altar, button, etc) with matching connection value
1658     is able to trigger this duplicator. Be very careful that players cannot
1659     abuse it to create endless amounts of money or other valuable stuff!
1660     </attribute>
1661     </type>
1662    
1663     <!--####################################################################-->
1664     <type number="66" name="Exit">
1665     <ignore>
1666     <ignore_list name="non_pickable" />
1667     </ignore>
1668     <description><![CDATA[
1669     When the player applies an exit, he is transferred to a different location.
1670     (Monsters cannot use exits.) Depending on how it is set, the player applies
1671     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1672     the exit. ]]>
1673     </description>
1674     <use><![CDATA[
1675 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1676 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1677     detected with the show_invisible spell.
1678     <br><br>
1679     You can be quite creative with the outlook of secret exits (their "face").
1680     Don't forget to give the player relyable hints about them though. ]]>
1681     </use>
1682     <attribute arch="slaying" editor="exit path" type="string">
1683     The exit path defines the map that the player is transferred to.
1684     You can enter an absolute path, beginning with '/' (for example
1685     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1686     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1687     relative path "Fire1"). Use relative paths whenever possible! Note that
1688     upper/lower case must always be set correctly. However, please use lower
1689 root 1.3 case only.
1690 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1691     is on. If slaying is not set in an exit, the player will see a message like
1692     "the exit is closed".
1693     </attribute>
1694     <attribute arch="hp" editor="destination X" type="int">
1695     The exit destinations define the (x, y)-coordinates where the exit
1696     leads to.
1697     If both are set to zero, the player will be transferred to the "default
1698     enter location" of the destined map. The latter can be set in the map-
1699     properties as "Enter X/Y". Though, please DO NOT use that.
1700     It turned out to be a source for numerous map-bugs.
1701     </attribute>
1702     <attribute arch="sp" editor="destination Y" type="int">
1703     The exit destinations define the (x, y)-coordinates where the exit
1704     leads to.
1705     If both are set to zero, the player will be transferred to the "default
1706     enter location" of the destined map. The latter can be set in the map-
1707     properties as "Enter X/Y". Though, please DO NOT use that.
1708     It turned out to be a source for numerous map-bugs.
1709     </attribute>
1710     <attribute arch="walk_on" editor="apply by walking" type="bool">
1711     If set, the player will apply the exit by just walking into it. This must
1712     be set for the invisible exits for example. If unset, the player has
1713     to step onto the exit and press 'a' to get transferred.
1714     </attribute>
1715     <attribute arch="fly_on" editor="apply by flying" type="bool">
1716     If set, the player will apply the exit by "flying into it". Flying means
1717     the player is levitating. E.g. wearing levitation boots.
1718     </attribute>
1719     <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1720     If set, this message will be displayed to the player when he applies the exit.
1721     This is quite useful to throw in some "role-play feeling": "As you enter the
1722     dark cave you hear the sound of rustling dragonscales...". Well, my english
1723     is poor, but you get the point. =)
1724     </attribute>
1725     <attribute arch="unique" editor="unique destination" type="bool">
1726     This flag defines the destined map as "personal unique map". If set,
1727     there will be a seperate version of that map for every player out there.
1728     This feature is used for the permanent apartments
1729     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1730     than apartments, since Crossfire is a *multi*player game. In such a permanent
1731     apartment don't forget to set the unique-flag for all floor tiles too
1732     (see floors).
1733     An exit pointing outside of a personal unique map must have the
1734     "unique destination"-flag unset.
1735     </attribute>
1736     </type>
1737    
1738     <!--####################################################################-->
1739     <type number="72" name="Flesh">
1740     <description><![CDATA[
1741     Just like with food, the player can fill his stomache and gain a
1742     little health by eating flesh-objects. <br>
1743     For dragon players, flesh plays a very special role though: If the
1744     flesh has resistances set, a dragon player has a chance to gain resistance in
1745     those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1746     Don't forget that flesh items with resistances have to be balanced
1747     according to map/monster difficulty. ]]>
1748     </description>
1749     <use><![CDATA[
1750     For dragon players, flesh items can be highly valuable. Note that many
1751     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1752     These flesh items "inherit" resistances and level from the monster they belong to.
1753     When you add special flesh items to the inventory of a monster, this is
1754     not the case - so you have to set it manually.
1755     <br><br>
1756     Generally adding special flesh-treaties for dragon players is a great thing
1757     to do. Always consider that dragon players might really not be interested
1758     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1759     out on the reward completely. ]]>
1760     </use>
1761     <attribute arch="food" editor="foodpoints" type="int">
1762     The player's stomache will get filled with this amount of foodpoints.
1763     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1764     </attribute>
1765     <attribute arch="level" editor="flesh level" type="int">
1766     The &lt;flesh level&gt; is not visible to the players and it affects only
1767     dragon players. Normally this value reflects the level of the monster
1768     from which the flesh item originates.
1769     Dragon players always search for flesh of highest level possible,
1770     because it bears the best chance to gain high resistances.
1771     </attribute>
1772     <attribute arch="startequip" editor="godgiven item" type="bool">
1773     A godgiven item vanishes as soon as the player
1774     drops it to the ground.
1775     </attribute>
1776     <section name="resistance">
1777     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1778     Resistances on flesh items make them more durable against spellcraft
1779     of the appropriate kind. It also allows dragon players to eventually gain
1780     resistance by eating it. Usually resistance should only be set for flesh
1781     items in a monster's inventory.
1782     </attribute>
1783     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1784     Resistances on flesh items make them more durable against spellcraft
1785     of the appropriate kind. It also allows dragon players to eventually gain
1786     resistance by eating it. Usually resistance should only be set for flesh
1787     items in a monster's inventory.
1788     </attribute>
1789     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1790     Resistances on flesh items make them more durable against spellcraft
1791     of the appropriate kind. It also allows dragon players to eventually gain
1792     resistance by eating it. Usually resistance should only be set for flesh
1793     items in a monster's inventory.
1794     </attribute>
1795     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1796     Resistances on flesh items make them more durable against spellcraft
1797     of the appropriate kind. It also allows dragon players to eventually gain
1798     resistance by eating it. Usually resistance should only be set for flesh
1799     items in a monster's inventory.
1800     </attribute>
1801     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1802     Resistances on flesh items make them more durable against spellcraft
1803     of the appropriate kind. It also allows dragon players to eventually gain
1804     resistance by eating it. Usually resistance should only be set for flesh
1805     items in a monster's inventory.
1806     </attribute>
1807     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1808     Resistances on flesh items make them more durable against spellcraft
1809     of the appropriate kind. It also allows dragon players to eventually gain
1810     resistance by eating it. Usually resistance should only be set for flesh
1811     items in a monster's inventory.
1812     </attribute>
1813     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1814     Resistances on flesh items make them more durable against spellcraft
1815     of the appropriate kind. It also allows dragon players to eventually gain
1816     resistance by eating it. Usually resistance should only be set for flesh
1817     items in a monster's inventory.
1818     </attribute>
1819     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1820     Resistances on flesh items make them more durable against spellcraft
1821     of the appropriate kind. It also allows dragon players to eventually gain
1822     resistance by eating it. Usually resistance should only be set for flesh
1823     items in a monster's inventory.
1824     </attribute>
1825     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1826     Resistances on flesh items make them more durable against spellcraft
1827     of the appropriate kind. It also allows dragon players to eventually gain
1828     resistance by eating it. Usually resistance should only be set for flesh
1829     items in a monster's inventory.
1830     </attribute>
1831     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1832     Resistances on flesh items make them more durable against spellcraft
1833     of the appropriate kind. It also allows dragon players to eventually gain
1834     resistance by eating it. Usually resistance should only be set for flesh
1835     items in a monster's inventory.
1836     </attribute>
1837     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1838     Resistances on flesh items make them more durable against spellcraft
1839     of the appropriate kind. It also allows dragon players to eventually gain
1840     resistance by eating it. Usually resistance should only be set for flesh
1841     items in a monster's inventory.
1842     </attribute>
1843     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1844     Resistances on flesh items make them more durable against spellcraft
1845     of the appropriate kind. It also allows dragon players to eventually gain
1846     resistance by eating it. Usually resistance should only be set for flesh
1847     items in a monster's inventory.
1848     </attribute>
1849     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1850     Resistances on flesh items make them more durable against spellcraft
1851     of the appropriate kind. It also allows dragon players to eventually gain
1852     resistance by eating it. Usually resistance should only be set for flesh
1853     items in a monster's inventory.
1854     </attribute>
1855     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1856     Resistances on flesh items make them more durable against spellcraft
1857     of the appropriate kind. It also allows dragon players to eventually gain
1858     resistance by eating it. Usually resistance should only be set for flesh
1859     items in a monster's inventory.
1860     </attribute>
1861     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1862     Resistances on flesh items make them more durable against spellcraft
1863     of the appropriate kind. It also allows dragon players to eventually gain
1864     resistance by eating it. Usually resistance should only be set for flesh
1865     items in a monster's inventory.
1866     </attribute>
1867     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1868     RResistances on flesh items make them more durable against spellcraft
1869     of the appropriate kind. It also allows dragon players to eventually gain
1870     resistance by eating it. Usually resistance should only be set for flesh
1871     items in a monster's inventory.
1872     </attribute>
1873     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1874     Resistances on flesh items make them more durable against spellcraft
1875     of the appropriate kind. It also allows dragon players to eventually gain
1876     resistance by eating it. Usually resistance should only be set for flesh
1877     items in a monster's inventory.
1878     </attribute>
1879     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1880     Resistances on flesh items make them more durable against spellcraft
1881     of the appropriate kind. It also allows dragon players to eventually gain
1882     resistance by eating it. Usually resistance should only be set for flesh
1883     items in a monster's inventory.
1884     </attribute>
1885     </section>
1886     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1887     This text may describe the item.
1888     </attribute>
1889     </type>
1890    
1891     <!--####################################################################-->
1892     <type number="0" name="Floor">
1893     <required>
1894     <attribute arch="is_floor" value="1" />
1895     <attribute arch="alive" value="0" />
1896     </required>
1897     <ignore>
1898     <ignore_list name="non_pickable" />
1899     </ignore>
1900     <description><![CDATA[
1901     Floor is a very basic thing whithout too much
1902     functionality. It's a floor - you stand on it. ]]>
1903     </description>
1904     <attribute arch="is_floor" value="1" type="fixed" />
1905     <attribute arch="no_pick" value="1" type="fixed" />
1906     <attribute arch="no_pass" editor="blocking passage" type="bool">
1907     If set, the object cannot be passed by players nor monsters.
1908     </attribute>
1909     <section name="terrain">
1910     <attribute arch="slow_move" editor="slow movement" type="int">
1911     If &lt;slow movement&gt; is set to a value greater zero, all
1912     creatures moving over this spot will be slower than normal.
1913 root 1.3
1914 root 1.1 &lt;slow movement&gt; 1 - rough terrain
1915     &lt;slow movement&gt; 2 - very rough terrain
1916     ...
1917     &lt;slow movement&gt; 7 - spider web (sticky as hell)
1918     </attribute>
1919     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1920     This flag indicates this spot contains wood or high grass.
1921     Players with activated woodsman skill can move faster here.
1922     </attribute>
1923     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1924     This flag indicates this spot contains hills or large rocks.
1925     Players with activated mountaineer skill can move faster here.
1926     </attribute>
1927     </section>
1928     <attribute arch="no_magic" editor="no spells" type="bool">
1929     If enabled, it is impossible for players to use (wizard-)
1930     spells on that spot.
1931     </attribute>
1932     <attribute arch="damned" editor="no prayers" type="bool">
1933     If enabled, it is impossible for players to use prayers
1934     on that spot. It also prevents players from saving.
1935     </attribute>
1936     <attribute arch="unique" editor="unique map" type="bool">
1937     Unique floor means that any items dropped on that spot
1938     will be saved byond map reset. For permanent apartments,
1939     all floor tiles must be set &lt;unique map&gt;.
1940     </attribute>
1941     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1942     This text may describe the object.
1943     </attribute>
1944     </type>
1945    
1946     <!--####################################################################-->
1947     <type number="67" name="Floor (Encounter)">
1948     <ignore>
1949     <ignore_list name="non_pickable" />
1950     </ignore>
1951     <description><![CDATA[
1952     Encounter-Floor is pretty much the same as normal floor.
1953     Most outdoor floor/ground-arches are set to be "encounters".
1954     That is kind of a relict from former code: When walking over
1955     encounter-floor, players sometimes got beamed to little maps
1956     with monsters on them. Nowadays this feature is disabled -
1957     Hence encounter floor is not different from normal floor. ]]>
1958     </description>
1959     <attribute arch="is_floor" value="1" type="fixed" />
1960     <attribute arch="no_pick" value="1" type="fixed" />
1961     <attribute arch="no_pass" editor="blocking passage" type="bool">
1962     If set, the object cannot be passed by players nor monsters.
1963     </attribute>
1964     <section name="terrain">
1965     <attribute arch="slow_move" editor="slow movement" type="int">
1966     If &lt;slow movement&gt; is set to a value greater zero, all
1967     creatures moving over this spot will be slower than normal.
1968 root 1.3
1969 root 1.1 &lt;slow movement&gt; 1 - rough terrain
1970     &lt;slow movement&gt; 2 - very rough terrain
1971     ...
1972     &lt;slow movement&gt; 7 - spider web (sticky as hell)
1973     </attribute>
1974     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1975     This flag indicates this spot contains wood or high grass.
1976     Players with activated woodsman skill can move faster here.
1977     </attribute>
1978     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1979     This flag indicates this spot contains hills or large rocks.
1980     Players with activated mountaineer skill can move faster here.
1981     </attribute>
1982     </section>
1983     <attribute arch="no_magic" editor="no spells" type="bool">
1984     If enabled, it is impossible for players to use (wizard-)
1985     spells on that spot.
1986     </attribute>
1987     <attribute arch="damned" editor="no prayers" type="bool">
1988     If enabled, it is impossible for players to use prayers
1989     on that spot. It also prevents players from saving.
1990     </attribute>
1991     <attribute arch="unique" editor="unique map" type="bool">
1992     Unique floor means that any items dropped on that spot
1993     will be saved byond map reset. For permanent apartments,
1994     all floor tiles must be set &lt;unique map&gt;.
1995     </attribute>
1996     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1997     This text may describe the object.
1998     </attribute>
1999     </type>
2000    
2001     <!--####################################################################-->
2002     <type number="6" name="Food">
2003     <description><![CDATA[
2004     By eating/drinking food-objects, the player can fill his
2005     stomache and gain a little health. ]]>
2006     </description>
2007     <attribute arch="food" editor="foodpoints" type="int">
2008     The player's stomache will get filled with this amount of foodpoints.
2009     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2010     </attribute>
2011     <attribute arch="startequip" editor="godgiven item" type="bool">
2012     A godgiven item vanishes as soon as the player
2013     drops it to the ground.
2014     </attribute>
2015     </type>
2016    
2017     <!--####################################################################-->
2018     <type number="91" name="Gate">
2019     <ignore>
2020     <ignore_list name="non_pickable" />
2021     </ignore>
2022     <description><![CDATA[
2023     Gates play an important role in Crossfire. Gates can be opened
2024     by activating a button/trigger, by speaking passwords (-> magic_ear)
2025     or carrying special key-objects (-> inventory checker).
2026     Unlike locked doors, gates can get shut again after a player has
2027     passed, which makes them more practical in many cases. ]]>
2028     </description>
2029     <use><![CDATA[
2030     Use gates to divide your maps into seperated areas. After solving
2031     area A, the player gains access to area B, and so on. Make your
2032     maps more complex than "one-way". ]]>
2033     </use>
2034     <attribute arch="no_pick" value="1" type="fixed" />
2035     <attribute arch="connected" editor="connection" type="int">
2036     Whenever the inventory checker is triggered, all objects with identical
2037     &lt;connection&gt; value get activated. This only makes sense together with
2038     &lt;blocking passage&gt; disabled.
2039     </attribute>
2040     <attribute arch="wc" editor="position state" type="int">
2041     The &lt;position state&gt; defines the position of the gate:
2042     Zero means completely open/down, the "number of animation-steps" (usually
2043     about 6 or 7) means completely closed/up state. I suggest you don't
2044     mess with this value - Leave the default in place.
2045     </attribute>
2046     <attribute arch="no_pass" editor="blocking passage" type="bool">
2047     For open gates, &lt;blocking passage&gt; should be unset.
2048     For closed gates it must be set.
2049     </attribute>
2050     <attribute arch="no_magic" editor="restrict spells" type="bool">
2051     Restricting the use of spells to pass this gate. This has
2052     an effect only if &lt;block view&gt; is disabled.
2053     </attribute>
2054     <attribute arch="damned" editor="restrict prayers" type="bool">
2055     Restricting the use of prayers to pass this door. This has
2056     an effect only if &lt;block view&gt; is disabled.
2057     </attribute>
2058     </type>
2059    
2060     <!--####################################################################-->
2061     <type number="113" name="Girdle">
2062     <import_type name="Amulet" />
2063     <description><![CDATA[
2064     Wearing a girdle, the object's stats will directly be inherited to
2065     the player. Girdles usually provide stats- or damage bonuses and no
2066     defense. ]]>
2067     </description>
2068     <use><![CDATA[
2069     Feel free to create your own special artifacts. However, it is very
2070     important that you keep your artifact in balance with existing maps. ]]>
2071     </use>
2072     <attribute arch="magic" editor="magic bonus" type="int">
2073     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2074     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2075     than direct armour-class bonus on the helmet.
2076 root 1.3
2077 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2078     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2079     &lt;magic bonus&gt; is pointless here.
2080     </attribute>
2081     </type>
2082    
2083     <!--####################################################################-->
2084     <type number="100" name="Gloves">
2085     <import_type name="Amulet" />
2086     <description><![CDATA[
2087     Wearing gloves, the object's stats will directly be inherited to
2088     the player. Gloves can add defense or damage bonuses. ]]>
2089     </description>
2090     <use><![CDATA[
2091     Feel free to create your own special artifacts. However, it is very
2092     important that you keep your artifact in balance with existing maps. ]]>
2093     </use>
2094     <attribute arch="magic" editor="magic bonus" type="int">
2095     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2096     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2097     will increase that.
2098     </attribute>
2099     </type>
2100    
2101     <!--####################################################################-->
2102     <type number="93" name="Handle">
2103     <ignore>
2104     <ignore_list name="non_pickable" />
2105     </ignore>
2106     <description><![CDATA[
2107     A handle can be applied by players and (certain) monsters.
2108     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2109     </description>
2110     <use><![CDATA[
2111     Handles are commonly used to move gates. When placing your lever,
2112     don't forget that some monsters are able to apply it.
2113     The ability to apply levers is rare among monsters -
2114     but vampires can do it for example. ]]>
2115     </use>
2116     <attribute arch="no_pick" value="1" type="fixed" />
2117     <attribute arch="connected" editor="connection" type="int">
2118     Every time the handle is applied, all objects
2119     with the same &lt;connection&gt; value are activated.
2120     </attribute>
2121     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2122     This text may describe the item. You can use this
2123     message to explain the handle's purpose to the player.
2124     </attribute>
2125     </type>
2126    
2127     <!--####################################################################-->
2128     <type number="27" name="Handle Trigger">
2129     <import_type name="Handle" />
2130     <ignore>
2131     <ignore_list name="non_pickable" />
2132     </ignore>
2133     <description><![CDATA[
2134     Handle triggers are handles which reset after a short period
2135     of time. Every time it is either applied or reset, the
2136     &lt;connection&gt; value is triggered. ]]>
2137     </description>
2138     <use><![CDATA[
2139     When you connect an ordinary handle to a gate, the gate normally remains
2140     opened after the first player passed. If you want to keep the gate shut,
2141     connecting it to a handle trigger is an easy solution. ]]>
2142     </use>
2143     </type>
2144    
2145     <!--####################################################################-->
2146     <type number="88" name="Hazard Floor">
2147     <required>
2148     <attribute arch="is_floor" value="1" />
2149     </required>
2150     <ignore>
2151     <ignore_list name="non_pickable" />
2152     </ignore>
2153     <description><![CDATA[
2154     The best example for Hazard Floor is lava. It works like standard
2155     floor, but damages all creatures standing on it.
2156     Damage is taken in regular time intervals. ]]>
2157     </description>
2158     <use><![CDATA[
2159     The default lava for example does minor damage. But you can turn
2160     it up so that your hazard floor poses a real threat.<br>
2161     Like magic walls, such floors add a permanent thrill to your map.
2162     You can use that to safely chase off too-weak players, or just
2163     to have something different. ]]>
2164     </use>
2165     <attribute arch="is_floor" value="1" type="fixed" />
2166     <attribute arch="lifesave" value="1" type="fixed" />
2167     <attribute arch="walk_on" value="1" type="fixed" />
2168     <attribute arch="no_pick" value="1" type="fixed" />
2169     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2170     This attribute specifys the attacktypes that this floor uses to
2171     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2172     If you want a real tough hazard floor, add more than just one attacktype.
2173     </attribute>
2174     <attribute arch="dam" editor="base damage" type="int">
2175     The &lt;base damage&gt; defines how much damage is inflicted to the
2176     victim per hit. The final damage is influenced by several other
2177     factors like the victim's resistance and level.
2178     </attribute>
2179     <attribute arch="wc" editor="weaponclass" type="int">
2180     &lt;weapon class&gt; improves the chance of hitting the victim.
2181     Lower values are better.
2182     Usually, hazard floors like lava are supposed to hit the
2183     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2184     to something like -30.
2185     </attribute>
2186     <attribute arch="level" editor="attack level" type="int">
2187     I guess this value is supposed to work similar to monster levels.
2188     But in fact, it does not seem to have an effect. Set any non-zero
2189     value to be on the safe side.
2190     </attribute>
2191     <section name="terrain">
2192     <attribute arch="slow_move" editor="slow movement" type="int">
2193     If &lt;slow movement&gt; is set to a value greater zero, all
2194     creatures moving over this spot will be slower than normal.
2195 root 1.3
2196 root 1.1 &lt;slow movement&gt; 1 - rough terrain
2197     &lt;slow movement&gt; 2 - very rough terrain
2198     ...
2199     &lt;slow movement&gt; 7 - spider web (sticky as hell)
2200     </attribute>
2201     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2202     This flag indicates this spot contains wood or high grass.
2203     Players with activated woodsman skill can move faster here.
2204     </attribute>
2205     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2206     This flag indicates this spot contains hills or large rocks.
2207     Players with activated mountaineer skill can move faster here.
2208     </attribute>
2209     </section>
2210     <attribute arch="no_magic" editor="no spells" type="bool">
2211     If enabled, it is impossible for players to use (wizard-)
2212     spells on that spot.
2213     </attribute>
2214     <attribute arch="damned" editor="no prayers" type="bool">
2215     If enabled, it is impossible for players to use prayers
2216     on that spot. It also prevents players from saving.
2217     </attribute>
2218     <attribute arch="unique" editor="unique map" type="bool">
2219     Unique floor means that any items dropped on that spot
2220     will be saved byond map reset. For permanent apartments,
2221     all floor tiles must be set &lt;unique map&gt;.
2222     </attribute>
2223     </type>
2224    
2225     <!--####################################################################-->
2226     <type number="34" name="Helmet">
2227     <import_type name="Amulet" />
2228     <description><![CDATA[
2229     Wearing a helmet, the object's stats will directly be inherited to
2230     the player. Normal helmets usually increase defense, while crowns
2231     add more special bonuses like stats/resistances paired with
2232     low defense. ]]>
2233     </description>
2234     <use><![CDATA[
2235     Feel free to create your own special artifacts. However, it is very
2236     important that you keep your artifact in balance with existing maps. ]]>
2237     </use>
2238     <attribute arch="magic" editor="magic bonus" type="int">
2239     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2240     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2241     than direct armour-class bonus on the helmet.
2242 root 1.3
2243 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2244     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2245     Crowns for instance typically provide no &lt;amour class&gt;.
2246     </attribute>
2247     </type>
2248    
2249     <!--####################################################################-->
2250     <type number="56" name="Holy Altar">
2251     <ignore>
2252     <ignore_list name="non_pickable" />
2253     </ignore>
2254     <description><![CDATA[
2255     Holy_altars are altars for the various religions. Praying
2256     at a Holy_altar will make you a follower of that god, and
2257     if you already follow that god, you may get some extra bonus. ]]>
2258     </description>
2259     <attribute arch="no_pick" value="1" type="fixed" />
2260     <attribute arch="other_arch" editor="god name" type="string">
2261     The altar belongs to the god of the given name. Possible options for
2262     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2263 root 1.3 Gorokh, Valriel and Sorig.
2264    
2265 root 1.1 If you want to have an unconsecrated altar, set
2266     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2267     </attribute>
2268     <attribute arch="level" editor="reconsecrate level" type="int">
2269     To re-consecrate an altar, the player's wisdom level must be as
2270     high or higher than this value. In that way, some altars can not
2271 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2272    
2273 root 1.1 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2274     Some characters might need those altars, they would be very unhappy to
2275     see them re-consecrated to another cult.
2276     </attribute>
2277     </type>
2278    
2279     <!--####################################################################-->
2280     <type number="35" name="Horn">
2281     <ignore>
2282     <attribute arch="title" />
2283     </ignore>
2284     <description><![CDATA[
2285     Horns are very similar to rods. The difference is that horns regenerate
2286     spellpoints faster and thus are more valuable than rods.
2287     <br><br>
2288     A horn contains a spell. The player can use this spell by applying and
2289     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2290     used endlessly. ]]>
2291     </description>
2292     <use><![CDATA[
2293     Horns are powerful due to their fast recharge rate. They should
2294     never contain high level attacking spells. Even curing/healing spells
2295     are almost too good on a horn. ]]>
2296     </use>
2297     <attribute arch="sp" editor="spell" type="spell">
2298     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2299     horns to players, since they can be used endlessly without any mana cost!
2300     Horns with heal/ restoration/ protection spells, IF available, MUST be
2301     very very VERY hard to get!
2302     </attribute>
2303     <attribute arch="level" editor="casting level" type="int">
2304     The casting level of the &lt;spell&gt; determines it's power.
2305     For attack spells, level should not be set too high.
2306     </attribute>
2307     <attribute arch="hp" editor="initial spellpoints" type="int">
2308     This value represents the initial amount of spellpoints in the horn.
2309     Naturally, this is quite unimportant.
2310     </attribute>
2311     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2312     When the horn is fully charged up, it will hold this maximum amount of
2313     spellpoints. Make sure it is enough to cast the contained spell at least
2314     once. But don't set the value too high, as that might make the horn way
2315     too effective.
2316     </attribute>
2317     <attribute arch="startequip" editor="godgiven item" type="bool">
2318     A godgiven item vanishes as soon as the player
2319     drops it to the ground.
2320     </attribute>
2321     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2322     This text may contain a description of the horn.
2323     </attribute>
2324     </type>
2325    
2326     <!--####################################################################-->
2327     <type number="73" name="Inorganic">
2328     <description><![CDATA[
2329     Inorganic materials are generally used as ingredients for
2330     alchemical receipes. By themselves, they have no special
2331     functionalities. ]]>
2332     </description>
2333     <attribute arch="is_dust" editor="is dust" type="bool">
2334     </attribute>
2335     <section name="resistance">
2336     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2337     </attribute>
2338     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2339     </attribute>
2340     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2341     </attribute>
2342     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2343     </attribute>
2344     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2345     </attribute>
2346     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2347     </attribute>
2348     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2349     </attribute>
2350     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2351     </attribute>
2352     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2353     </attribute>
2354     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2355     </attribute>
2356     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2357     </attribute>
2358     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2359     </attribute>
2360     </section>
2361     </type>
2362    
2363     <!--####################################################################-->
2364     <type number="64" name="Inventory Checker">
2365     <ignore>
2366     <ignore_list name="system_object" />
2367     </ignore>
2368     <description><![CDATA[
2369     Inventory checkers passively check the players inventory for a
2370     specific object. You can set a connected value that is triggered
2371     either if that object is present or missing (-&gt; "last_sp") when a
2372     player walks over the inv. checker. A valid option is to remove the
2373     matching object (usually not recommended, see "last_heal").
2374     <br><br>
2375     Alternatively, you can set your inv. checker to block all players
2376     that do/don't carry the matching object (-&gt; "no_pass").
2377     <br><br>
2378     As you can see, inv. checkers are quite powerful, holding a
2379     great variety of possibilities. ]]>
2380     </description>
2381     <use><![CDATA[
2382     Putting a check_inventory space in front of a gate (one below) and
2383     one on the opposite side works reasonably well as a control mechanism.
2384     Unlike the key/door-combo, this one works infinite since it is
2385     independant from map reset. Use it to put a "structure" into your
2386     maps: Player must solve area A to gain access to area B. This concept
2387     can be found in nearly every RPG - simple but effective. ]]>
2388     </use>
2389     <attribute arch="no_pick" value="1" type="fixed" />
2390     <attribute arch="slaying" editor="match key string" type="string">
2391     This string specifies the object we are looking for: We have a match
2392     if the player does/don't carry a key object or a mark with identical
2393     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2394     this context. A typical example is the city gate mechanism of scorn.
2395     </attribute>
2396     <attribute arch="race" editor="match arch name" type="string">
2397     This string specifies the object we are looking for: We have a match
2398     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2399     </attribute>
2400     <attribute arch="hp" editor="match type" type="int">
2401     This value specifies the object we are looking for: We have a match
2402 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2403    
2404 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2405     enabled. Now you have an inv. checker blocking all players that carry any
2406     kind of melee weapon. To pass, a player is forced to leave behind all
2407     his weaponry... bad news for a warrior. ;)
2408     </attribute>
2409     <attribute arch="last_sp" editor="match = having" type="bool">
2410     Enabled means having that object is a match.
2411     Disabled means not having that object is a match.
2412     </attribute>
2413     <attribute arch="connected" editor="connection" type="int">
2414     Whenever the inventory checker is triggered, all objects with identical
2415     &lt;connection&gt; value get activated. This only makes sense together with
2416     &lt;blocking passage&gt; disabled.
2417     </attribute>
2418     <attribute arch="no_pass" editor="blocking passage" type="bool">
2419     If set, only players meeting the match criteria can pass
2420     through that space. If unset (default), the inventory
2421     checker acts like a trigger/button.
2422     </attribute>
2423     <attribute arch="last_heal" editor="remove match" type="bool">
2424     &lt;remove match&gt; means remove object if found. Setting this is usually not
2425     recommended because inv. checkers are in general invisible. So, unlike
2426     for altars/ locked doors, the player won't expect to lose an object when
2427 root 1.3 walking over that square. And he doesn't even get a message either.
2428    
2429 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2430     to inform the player what's going on!
2431     </attribute>
2432     </type>
2433    
2434     <!--####################################################################-->
2435 root 1.2 <type number="163" name="Item Transformer">
2436     <description><![CDATA[
2437     An item transformer is simply applied, after having marked a 'victim'
2438     item. If the victim is suitable, it will be transformed into something
2439     else.]]>
2440     </description>
2441     <use><![CDATA[
2442     To make an item transformable, you just have to fill the 'slaying' field.
2443     The syntax is:
2444     <br>
2445     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2446     <br>
2447     with [] denoting optional part, and * any number of preceding [].
2448     'new_item' must be the name of an existing archetype.
2449     <br><br>
2450     Example, for object apple: slaying knife:2 half_apple
2451     <br><br>
2452     This means that, when applying a knife (should be an Item Transformer),
2453     one 'apple' will be transformed into 2 'half_apple'.]]>
2454     </use>
2455     <attribute arch="food" editor="number of uses" type="int">
2456     &lt;number of uses&gt; controls how many times the item transformer can
2457     be used. The value 0 means "unlimited"
2458     </attribute>
2459     <attribute arch="slaying" editor="verb" type="string">
2460     Contains the verb that is used to construct a message to the player
2461     applying the item transformer.
2462     </attribute>
2463     <attribute arch="startequip" editor="godgiven item" type="bool">
2464     A godgiven item vanishes as soon as the player
2465     drops it to the ground.
2466     </attribute>
2467     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2468     This text may contain a description of the item transformer.
2469     </attribute>
2470     </type>
2471    
2472     <!--####################################################################-->
2473 root 1.1 <type number="60" name="Jewel">
2474     <description><![CDATA[
2475     Items of the type Gold &amp; Jewels are handled like a currency.
2476     Unlike for any other type of item, in shops, the buy- and selling
2477     prices differ only marginally. ]]>
2478     </description>
2479     <attribute arch="race" value="gold and jewels" type="fixed" />
2480     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2481     This text may describe the object.
2482     </attribute>
2483     </type>
2484    
2485     <!--####################################################################-->
2486 root 1.3 <type number="24" name="Key">
2487     <description><![CDATA[
2488     When carrying a key, a normal door can be opened. The key will
2489     disappear. ]]>
2490     </description>
2491     <attribute arch="startequip" editor="godgiven item" type="bool">
2492     A godgiven item vanishes as soon as the player
2493     drops it to the ground.
2494     </attribute>
2495     </type>
2496    
2497     <!--####################################################################-->
2498 root 1.1 <type number="20" name="Locked Door">
2499     <ignore>
2500     <ignore_list name="non_pickable" />
2501     </ignore>
2502     <description><![CDATA[
2503     A locked door can be opened only when carrying
2504     the appropriate special key. ]]>
2505     </description>
2506     <use><![CDATA[
2507     If you want to create a locked door that cannot be opened (no key),
2508     set a &lt;key string&gt; like "no_key_available". This will clearify things
2509 root 1.3 and only a fool would create a key matching that string.
2510    
2511 root 1.1 Door-objects can not only be used for "doors". In many maps these
2512     are used with all kinds of faces/names, especially often as
2513     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2514     There you have magic forces (door objects) put under certain artifact
2515     items. To get your hands on the artifacts, you need to bring up the
2516     appropriate quest items (key objects). ]]>
2517     </use>
2518     <attribute arch="no_pass" value="1" type="fixed" />
2519     <attribute arch="no_pick" value="1" type="fixed" />
2520     <attribute arch="slaying" editor="key string" type="string">
2521     The &lt;key string&gt; in the door must be identical with the
2522     &lt;key string&gt; in the special key, then the door is unlocked.
2523     It is VERY important to set the &lt;key string&gt; to something that
2524 root 1.3 is unique among the CF mapset.
2525    
2526 root 1.1 DONT EVER USE the default string "set_individual_value".
2527     </attribute>
2528     <attribute arch="no_magic" editor="restrict spells" type="bool">
2529     Restricting the use of spells to pass this door.
2530     This should be set in most cases.
2531     (Don't forget that the spell "dimension door" is easily
2532     available at about wisdom level 10).
2533     </attribute>
2534     <attribute arch="damned" editor="restrict prayers" type="bool">
2535     Restricting the use of prayers to pass this door.
2536     This should be set in most cases.
2537     </attribute>
2538     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2539     When a player is trying to open the door without carrying the
2540     appropriate key, this text is displayed to the player. This is
2541     a good opportunity to place hints about the special key needed
2542     to unlock the door.
2543     </attribute>
2544     </type>
2545    
2546     <!--####################################################################-->
2547     <type number="29" name="Magic Ear">
2548     <ignore>
2549     <ignore_list name="system_object" />
2550     </ignore>
2551     <description><![CDATA[
2552     Magic_ears trigger a connected value
2553     when the player speaks a specific keyword. ]]>
2554     </description>
2555     <use><![CDATA[
2556     Whenever you put magic_ears on your maps, make sure there are
2557     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2558     something like a gate that is opened by speaking "open" or
2559     "sesame", expecting the player to figure this out all by himself.
2560     <br><br>
2561     Magic_ears are typically used for interaction with NPCs. You
2562     can create the impression that the NPC actually *does* something
2563     according to his conversation with a player. Mostly this means
2564     opening a gate or handing out some item, but you could be quite
2565     creative here. ]]>
2566     </use>
2567     <attribute arch="no_pick" value="1" type="fixed" />
2568     <attribute arch="connected" editor="connection" type="int">
2569     The Magic_ear will trigger all objects with the
2570     same connection value, every time it is activated.
2571     </attribute>
2572     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2573     This textfield contains the keyword-matching-syntax. The text should
2574     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2575     Any number of keywords from one to infinite is allowed. Make sure
2576     they are seperated by a '|'.
2577 root 1.3
2578 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2579     value will be triggerd when the player speaks any of the given
2580     keywords within a two-square radius. IMPORTANT: Upper/lower case
2581     does not make a difference!
2582     </attribute>
2583     </type>
2584    
2585     <!--####################################################################-->
2586     <type number="62" name="Magic Wall">
2587     <ignore>
2588     <ignore_list name="non_pickable" />
2589     </ignore>
2590     <description><![CDATA[
2591     Magic walls fire spells in a given direction, in regular intervals.
2592     Magic walls can contain any spell. However, some spells do not
2593     operate very successfully in them. The only way to know is to test
2594     the spell you want to use with a wall.
2595     <br><br>
2596     Several types of magical walls are predefined for you in the
2597     archetypes, and can be found on the "connected" Pickmap. ]]>
2598     </description>
2599     <use><![CDATA[
2600     Spellcasting walls pose an interesting alternative to monsters.
2601     Usually they are set to be undestroyable. Thus, while monsters
2602     in a map can be cleared out, the magic walls remain. Low level
2603     characters for example will not be able to pass through their
2604     spell-area, hence they cannot loot a map that a high level character
2605     might have cleared out.
2606     <br><br>
2607     Another point of magic walls is that if the player dies, he has to face
2608     them all again. Magic walls can add a kind of "permanent thrill" to
2609     your maps.
2610     <br><br>
2611     Be careful that your magic walls don't kill the monsters on a map. If
2612     placing monsters, eventually take ones that are immune to the
2613     walls' spell(s).
2614     <br><br>
2615     It is possible to make walls rotate when triggered. But that is so
2616     confusing (and useless IMHO) that I did not mention it above. You
2617     can find a working example on the map
2618     "/pup_land/castle_eureca/castle_eureca8". ]]>
2619     </use>
2620     <attribute arch="dam" editor="spell" type="spell">
2621     The magic wall will cast this &lt;spell&gt;.
2622     </attribute>
2623     <attribute arch="level" editor="spell level" type="int">
2624     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2625     walls cast spells at minimal strength. "level 100" walls cast deadly
2626     spells. Arch default is level 1 - you should always set this value
2627     to meet the overall difficulty of your map.
2628     </attribute>
2629     <attribute arch="connected" editor="connection" type="int">
2630     Every time the &lt;connection&gt; value is triggered, the wall will cast
2631     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2632     have much visible effect.
2633     </attribute>
2634     <attribute arch="speed" editor="casting speed" type="float">
2635     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2636     You can fine-tune how long the duration between two casts shall
2637     be. If you want to create a wall that can be activated (cast per
2638     trigger) via connected lever/button/etc, you must set "speed 0".
2639     </attribute>
2640     <attribute arch="sp" editor="direction" type="list_direction">
2641     The magic wall will cast it's spells always in the specified
2642     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2643     always fire in a random direction.
2644     </attribute>
2645     <attribute arch="no_pass" editor="blocking passage" type="bool">
2646     If set, the object cannot be passed by players nor monsters.
2647     </attribute>
2648     <section name="destroyable">
2649     <attribute arch="alive" editor="is destroyable" type="bool">
2650     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2651     destroyed by the player. If disabled, all other attributes on
2652     this tab, as well as resistances, are meaningless.
2653     </attribute>
2654     <attribute arch="hp" editor="hitpoints" type="int">
2655     The more &lt;hitpoints&gt; the wall has, the longer
2656     it takes to be destroyed.
2657     </attribute>
2658     <attribute arch="maxhp" editor="max hitpoints" type="int">
2659     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2660     can have. This only makes sense if the wall can regain health.
2661     </attribute>
2662     <attribute arch="ac" editor="armour class" type="int">
2663     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2664     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2665     to &lt;weapon class&gt;.
2666     </attribute>
2667     </section>
2668     <section name="resistance">
2669     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2670     </attribute>
2671     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2672     </attribute>
2673     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2674     </attribute>
2675     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2676     </attribute>
2677     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2678     </attribute>
2679     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2680     </attribute>
2681     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2682     </attribute>
2683     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2684     </attribute>
2685     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2686     </attribute>
2687     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2688     </attribute>
2689     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2690     </attribute>
2691     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2692     </attribute>
2693     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2694     </attribute>
2695     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2696     </attribute>
2697     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2698     </attribute>
2699     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2700     </attribute>
2701     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2702     </attribute>
2703     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2704     </attribute>
2705     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2706     </attribute>
2707     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2708     </attribute>
2709     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2710     </attribute>
2711     </section>
2712     </type>
2713    
2714     <!--####################################################################-->
2715     <type number="55" name="Marker">
2716     <ignore>
2717     <ignore_list name="system_object" />
2718     </ignore>
2719     <description><![CDATA[
2720     A marker is an object that inserts an invisible force (a mark) into a
2721     player stepping on it. This force does nothing except containing a
2722     &lt;key string&gt; which can be discovered by detectors or inventory
2723     checkers. It is also possible to use markers for removing marks again.
2724     <br><br>
2725     Note that the player has no possibility to "see" his own marks,
2726     except by the effect that they cause on the maps. ]]>
2727     </description>
2728     <use><![CDATA[
2729     Markers hold real cool possibilities for map-making. I encourage
2730     you to use them frequently. However there is one negative point
2731     about markers: Players don't "see" what's going on with them. It is
2732     your task, as map-creator, to make sure the player is always well
2733     informed and never confused.
2734     <br><br>
2735     Please avoid infinite markers when they aren't needed. They're
2736     using a little space in the player file after all, so if there
2737     is no real purpose, set an expire time. ]]>
2738     </use>
2739     <attribute arch="no_pick" value="1" type="fixed" />
2740     <attribute arch="slaying" editor="key string" type="string">
2741     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2742     If the player already has a force with that &lt;key string&gt;,
2743     there won't be inserted a second one.
2744     </attribute>
2745     <attribute arch="connected" editor="connection" type="int">
2746     When the detector is triggered, all objects with the same
2747     connection value get activated.
2748     </attribute>
2749     <attribute arch="speed" editor="marking speed" type="float">
2750     The &lt;marking speed&gt; defines how quickly it will mark something
2751     standing on the marker. Set this value rather high to make
2752     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2753     should do fine.
2754     </attribute>
2755     <attribute arch="food" editor="mark duration" type="int">
2756     This value defines the duration of the force it inserts.
2757     If nonzero, the duration of the player's mark is finite:
2758     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2759     means the mark will stay on the player forever.
2760     </attribute>
2761     <attribute arch="name" editor="delete mark" type="string">
2762     When the player steps onto the marker, all existing forces in
2763     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2764     will be removed. If you don't want to remove any marks, leave
2765 root 1.3 this textfield empty.
2766    
2767 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2768     this marker. So don't be confused, and remember changing the
2769     name will take effect on the marker's functionality.
2770     </attribute>
2771     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2772     In the moment when the player gets marked, this text is displayed
2773     to him. You should really set a message in any marker you create,
2774     because it's the only way for the player to notice what's going on.
2775     </attribute>
2776     </type>
2777 root 1.3
2778 root 1.1 <!--####################################################################-->
2779 root 1.3 <type number="36" name="Money">
2780 root 1.2 <ignore>
2781 root 1.3 <attribute arch="unpaid" />
2782 root 1.2 </ignore>
2783     <description><![CDATA[
2784 root 1.3 Items of the type Money are handled as currency.
2785     Money cannot be sold/bought in shops. When money is dropped
2786     in a shop, it stays the same.<br>
2787     When a player picks an item from a shop and attempts to
2788     walk over the shop mat, the item's selling-price is automatically
2789     subtracted from the player's money.
2790     <br><br>
2791     For money, always use the default arches.
2792     Don't modify them. ]]>
2793 root 1.2 </description>
2794 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2795 root 1.2 </type>
2796    
2797     <!--####################################################################-->
2798 root 1.3 <type number="0" name="Monster &amp; NPC">
2799     <required>
2800     <attribute arch="is_floor" value="0" />
2801     <attribute arch="alive" value="1" />
2802     <attribute arch="tear_down" value="0" />
2803     </required>
2804 root 1.1 <ignore>
2805 root 1.3 <attribute arch="material" />
2806     <attribute arch="name_pl" />
2807 root 1.1 <attribute arch="nrof" />
2808     <attribute arch="value" />
2809     <attribute arch="unpaid" />
2810     </ignore>
2811     <description><![CDATA[
2812     Monsters can behave in various kinds of ways.
2813     They can be aggressive, attacking the player. Or peaceful,
2814     helping the player - maybe joining him as pet.
2815     The unagressive creatures who communicate with players are
2816     usually called "NPCs" (Non Player Character), a well-known
2817     term in role-play environments. ]]>
2818     </description>
2819     <use><![CDATA[
2820     Monsters play a central role in most maps. Choosing the right
2821     combination of monsters for your map is vital:
2822     <UL>
2823     <LI> Place only monsters of slightly varying (increasing) strength.
2824     It's no fun to play for two hours just to find out the last
2825     monster is unbeatable. Similar, it's not exciting to fight orcs
2826     after passing a room of dragons.<br>
2827     This rule applies only for linear maps (one room after the other),
2828     with treasure at the end. You can sprinkle the treasure around,
2829 root 1.3 or make non-linear maps - That is often more entertaining.
2830 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2831     Balrogs, Dragonmen and the likes should be at the end of a quest,
2832 root 1.3 not at the beginning.
2833 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2834     Fire- and cold dragons in one room for example is a bad idea.
2835     By weakening and killing each other they are easy prey for players,
2836     not worth the experience they hold.
2837     <LI> Create your own monsters, especially for "boss"-type monsters.
2838     Having stage-bosses guarding treasure is a lot of fun when done right.
2839     Avoid to create monsters with completely non-intuitive abilities:
2840     Don't give ice-spells to firedragons or vice versa. Don't add
2841     draining attack to trolls, etc. Additionally, you should inform the
2842     player before he bumps right into some very special/unusual monster.
2843     <LI> Last but not least: Always keep an eye on the experience your monsters
2844     hold. Design your maps in a way that high experience
2845     is always well-defended. Don't make large rooms full with only one kind
2846     of monster. Keep in mind the different abilities/techniques players
2847     can use.
2848     </UL>
2849     I know it's impossible to make the perfectly balanced map. There's always
2850     some part which is found too easy or too hard for a certain kind of player.
2851     Just give it your best shot. And listen to feedback from players if you
2852     receive some. :-) ]]>
2853     </use>
2854     <attribute arch="alive" value="1" type="fixed" />
2855     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2856     When the monster is killed, items from the treasurelist will
2857     drop to the ground. This is a common way to reward players
2858     for killing (masses of) monsters.
2859 root 1.3
2860 root 1.1 Note that you can always put items into the monster's
2861     inventory. Those will drop-at-kill just like the stuff
2862     from the &lt;treasurelist&gt;.
2863     </attribute>
2864     <attribute arch="level" editor="level" type="int">
2865     A monster's &lt;level&gt; is the most important attribute.
2866     &lt;level&gt; affects the power of a monster in various ways.
2867     </attribute>
2868     <attribute arch="race" editor="race" type="string">
2869     Every monster should have a race set to cathegorize it.
2870     The monster's &lt;race&gt; can have different effects:
2871     Slaying weapons inflict tripple damage against enemy races
2872     and holy word kills only enemy races of the god.
2873     </attribute>
2874     <attribute arch="exp" editor="experience" type="int">
2875     When a player kills this monster, he will get exactly this
2876     amount of &lt;experience&gt;. The experience will flow into
2877     the skill-cathegory the player used for the kill.
2878 root 1.3
2879 root 1.1 If you create special monsters of tweaked strenght/abilities,
2880     always make sure that the &lt;experience&gt; is set to a
2881     reasonable value. Compare with existing arches to get a feeling
2882     what reasonable means. Keep in mind that spellcasting monsters
2883     are a lot harder to kill than non-spellcasters!
2884     </attribute>
2885     <attribute arch="speed" editor="speed" type="float">
2886     The &lt;speed&gt; determines how fast a monster will both move
2887     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2888     </attribute>
2889     <attribute arch="other_arch" editor="breed monster" type="string">
2890     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2891     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2892     can be set to any valid arch-name of a monster. Multipart monster
2893     should not be used.
2894     </attribute>
2895     <attribute arch="generator" editor="multiply" type="bool">
2896     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2897     every once in a while. Mice are a good example for this effect.
2898     If enabled, you must also set &lt;breed monster&gt; or check
2899     &lt;template generation&gt; and put other monsters in the inventory.
2900     </attribute>
2901     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2902     This only takes effect if &lt;multiply&gt; is enabled. The monster
2903     will create a new monster every once in a while by duplicating it's inventory.
2904     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2905     Each time the monster need to generate an object, it will be
2906     a randomly chosen item from the inventory. When generator is destroyed,
2907 root 1.3 inventory is destroyed.
2908 root 1.1 </attribute>
2909     <attribute arch="flying" editor="flying" type="bool">
2910     Flying monsters won't get slowed down in rough terrain
2911     and they won't be affected by movers.
2912     </attribute>
2913     <attribute arch="undead" editor="undead" type="bool">
2914     Several spells only affect undead monsters:
2915     turn undead, banish undead, holy word, etc.
2916     </attribute>
2917     <attribute arch="carrying" editor="carries weight" type="int">
2918     If a monster has something in the inventory, this
2919     value can be set to reflect the slowdown due to
2920     the carried weight.
2921     </attribute>
2922 root 1.3
2923 root 1.1 <section name="melee">
2924     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2925     This number is a bitmask, specifying the monster's attacktypes
2926     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2927     Strong monsters often have more than just physical attacktype.
2928 root 1.3
2929 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2930     as much damage as the "best" of it's attacktypes does. So, the more
2931     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2932     somehow exceptions.
2933     </attribute>
2934     <attribute arch="dam" editor="damage" type="int">
2935     Among other parameters, &lt;damage&gt; affects how much melee damage
2936     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2937     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2938     take effect on the melee damage of a monster.
2939     </attribute>
2940     <attribute arch="wc" editor="weapon class" type="int">
2941     Monsters of high &lt;weapon class&gt; are more likely to really hit
2942     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2943     to &lt;armour class&gt;.
2944     </attribute>
2945     <attribute arch="hp" editor="health points" type="int">
2946     The &lt;health points&gt; of a monster define how long it takes to
2947     kill it. With every successful hit from an opponent, &lt;health points&gt;
2948     get drained - The monster dies by zero &lt;health points&gt;.
2949     </attribute>
2950     <attribute arch="maxhp" editor="max health" type="int">
2951     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2952     monster can have.
2953     </attribute>
2954     <attribute arch="ac" editor="armour class" type="int">
2955     Monsters of low &lt;armour class&gt; are less likely to get hit from
2956     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2957     to &lt;weapon class&gt;.
2958     Values typically range between +20 (very bad) to -20 (quite good).
2959     </attribute>
2960     <attribute arch="Con" editor="healing rate" type="int">
2961 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
2962     healing rate is independent of &lt;speed&gt;.
2963 root 1.1 </attribute>
2964     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2965     A monster with this flag has the ability to &lt;reflect missiles&gt;,
2966     all kinds of projectiles (e.g. arrows, bolts, boulders) will
2967     bounce off.
2968     </attribute>
2969     <attribute arch="hitback" editor="hitback" type="bool">
2970     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2971     to the amount of damage the *attacker* inflicted. This damage
2972     is additional to the regular melee damage of the monster.
2973     As far as I know, hitback uses acid attacktype, and it only takes
2974     effect if the monster actually has acid attacktype at it's disposal.
2975     Acid spheres for example use this feature.
2976     </attribute>
2977     <attribute arch="one_hit" editor="one hit only" type="bool">
2978     Monsters with &lt;one hit only&gt; dissapear after one successful hit
2979     to a player.
2980     </attribute>
2981     </section>
2982 root 1.3
2983 root 1.1 <section name="spellcraft">
2984     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
2985     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
2986     Only wands/rods/etc can be used, given the appropriate abilities.
2987     </attribute>
2988     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
2989     A monster with this flag has the ability to &lt;reflect spells&gt;,
2990     all kinds of spell-bullets and -beams will bounce off.
2991 root 1.3
2992 root 1.1 Generally this flag should not be set because it puts
2993     wizard-type players at an unfair disadvantage.
2994     </attribute>
2995     <attribute arch="sp" editor="spellpoints" type="int">
2996     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
2997     them for both wizard- and prayer-spells. However, this value defines
2998     only the amount of *initial* spellpoints the monster starts with.
2999     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3000     and &lt;spellpoint regen.&gt; are more important than just initial
3001     &lt;spellpoints&gt;.
3002     </attribute>
3003     <attribute arch="maxsp" editor="max spellpoints" type="int">
3004     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3005     can hold. Setting this to high values has little effect unless
3006     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3007     "regenerate mana" at it's disposal.
3008     </attribute>
3009     <attribute arch="Pow" editor="spellpoint regen." type="int">
3010 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3011     spellpoint regeneration rate is independent of &lt;speed&gt;.
3012 root 1.3
3013 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3014     regeneration is most important. If your monster is still not casting
3015     fast enough, give it the spell-ability of "regenerate mana".
3016     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3017     </attribute>
3018     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3019     Click on the &lt;attuned paths&gt; button to select spellpaths.
3020     The creature will get attuned to the specified spellpaths.
3021     </attribute>
3022     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3023     Click on the &lt;repelled paths&gt; button to select spellpaths.
3024     The creature will get repelled to the specified spellpaths.
3025     </attribute>
3026     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3027     Click on the &lt;denied paths&gt; button to select spellpaths.
3028     The creature won't be able to cast spells of the specified paths.
3029     </attribute>
3030     </section>
3031 root 1.3
3032 root 1.1 <section name="ability">
3033     <attribute arch="Int" editor="detect hidden" type="int">
3034     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3035     hidden/invisible creatures. Higher values make for better
3036     detection-skills. Enabling &lt;see invisible&gt; makes this value
3037     obsolete.
3038     </attribute>
3039     <attribute arch="see_invisible" editor="see invisible" type="bool">
3040     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3041     with by invisible or hiding players. This flag is a must-have
3042     for high-level monsters. When a monster is unable to detect
3043     invisible players, it can be killed without fighting back.
3044     </attribute>
3045     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3046     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3047     by spells of darkness or dark maps. This flag is a "should-have"
3048     for high-level monsters. When a monster is unable to see in
3049     darkness, players can cast darkness and sneak around it safely.
3050     </attribute>
3051     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3052     Monster is able to wield weapon type objects.
3053     </attribute>
3054     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3055     Monster is able to use missile-weapon type objects.
3056     </attribute>
3057     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3058     Monster is able to wear protective equipment like brestplate
3059     armour, shields, helmets etc.
3060     </attribute>
3061     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3062     Monster is able to wear rings.
3063     </attribute>
3064     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3065     Monster is able to use wands and staves.
3066     </attribute>
3067     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3068     Monster is able to use rods.
3069     </attribute>
3070     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3071     Monster is able to read scrolls.
3072     </attribute>
3073     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3074     Monster is able to use skills from it's inventory.
3075     For example, you can put a throwing skill object and some
3076 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3077 root 1.1 </attribute>
3078     </section>
3079 root 1.3
3080 root 1.1 <section name="behave">
3081     <attribute arch="monster" editor="monster behaviour" type="bool">
3082     When &lt;monster behaviour&gt; is enabled, this object will behave
3083     like a monster: It can move and attack enemies (which are
3084     typically players).
3085     This flag should be set for all monsters as-such.
3086     Monsters which don't move, like guards, should also have
3087     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3088 root 1.3 It should *not* be set for things like immobile generators.
3089 root 1.1 </attribute>
3090     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3091     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3092     </attribute>
3093     <attribute arch="friendly" editor="friendly" type="bool">
3094     &lt;friendly&gt; monsters help the player, attacking any
3095     non-friendly monsters in range.
3096     </attribute>
3097     <attribute arch="stand_still" editor="stand still" type="bool">
3098     Monsters which &lt;stand still&gt; won't move to leave their position.
3099     When agressive, they will attack all enemies who get close to
3100     them. This behaviour is commonly known from castle guards.
3101 root 1.3
3102 root 1.1 In older versions of Crossfire it was possible to eventually
3103     push a &lt;stand still&gt;-monster out of position by force.
3104     I believe this is no longer possible. Neverthless, you should
3105     still be cautious when lining up &lt;stand still&gt;-monster in order
3106     to "defend" something: Such monsters are rather easy to kill.
3107     It's good for low level maps, but not much more.
3108     </attribute>
3109     <attribute arch="sleep" editor="asleep" type="bool">
3110     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3111     &lt;sensing range&gt; of the monster. Usually the sensing range is
3112     larger than the players line of sight. Due to that, in most cases
3113     the player won't ever notice weither a monster was asleep or not.
3114     </attribute>
3115     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3116     This entry defines which kinds of environment actions the
3117     creature is able to perform.
3118     </attribute>
3119     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3120     Click on the &lt;pick up&gt; button and select which types of objects
3121     the creature should try to pick up.
3122 root 1.3
3123 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3124     etc are set, then the creature will pick up the matching items even
3125     if this is not set here.
3126     </attribute>
3127     <attribute arch="Wis" editor="sensing range" type="int">
3128     &lt;sensing range&gt; determines how close a player needs to be before
3129     the creature wakes up. This is done as a square, for reasons of speed.
3130     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3131     11x11 square of the monster will wake the monster up. If the player
3132     has stealth, the size of this square is reduced in half plus 1.
3133     </attribute>
3134     <attribute arch="attack_movement" editor="attack movement" type="int">
3135     </attribute>
3136     <attribute arch="run_away" editor="run at % health" type="int">
3137     This is a percentage value in the range 0-100.
3138     When the monster's health points drop below this percentage
3139     (relative to max health), it attempts to run away from the
3140     attacker.
3141     </attribute>
3142     </section>
3143 root 1.3
3144 root 1.1 <section name="resistance">
3145     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3146     </attribute>
3147     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3148     </attribute>
3149     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3150     </attribute>
3151     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3152     </attribute>
3153     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3154     </attribute>
3155     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3156     </attribute>
3157     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3158     </attribute>
3159     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3160     </attribute>
3161     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3162     </attribute>
3163     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3164     </attribute>
3165     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3166     </attribute>
3167     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3168     </attribute>
3169     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3170     </attribute>
3171     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3172     </attribute>
3173     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3174     </attribute>
3175     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3176     </attribute>
3177     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3178     </attribute>
3179     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3180     </attribute>
3181     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3182     </attribute>
3183     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3184     </attribute>
3185     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3186     </attribute>
3187     </section>
3188     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3189     </attribute>
3190     </type>
3191    
3192     <!--####################################################################-->
3193 root 1.3 <type number="28" name="Monster (Grimreaper)">
3194     <import_type name="Monster &amp; NPC" />
3195     <ignore>
3196     <attribute arch="material" />
3197     <attribute arch="name_pl" />
3198     <attribute arch="nrof" />
3199     <attribute arch="value" />
3200     <attribute arch="unpaid" />
3201     </ignore>
3202     <description><![CDATA[
3203     A grimreaper is a monster that vanishes after it did some number of
3204     draining attacks. ]]> <!-- XXX: is this ok? -->
3205     </description>
3206     <section name="grimreaper">
3207     <attribute arch="value" editor="attacks" type="int">
3208     The object vanishes after this number of draining attacks.
3209     </attribute>
3210     </section>
3211     </type>
3212    
3213     <!--####################################################################-->
3214 root 1.1 <type number="65" name="Mood Floor">
3215     <ignore>
3216     <ignore_list name="system_object" />
3217     </ignore>
3218     <description><![CDATA[
3219     As the name implies, mood floors can change the "mood" of
3220     a monsters/NPC. For example, an unagressive monster could be
3221     turned mad to start attacking. Similar, an agressive monster
3222     could be calmed. ]]>
3223     </description>
3224     <use><![CDATA[
3225     Mood floors are absolutely cool for NPC interaction. To make an
3226     unaggressive monster/NPC attack, put a creator with "other_arch
3227     furious_floor" under it. Connect the creator to a magic_ear, so the
3228     player speaks a keyword like "stupid sucker" - and the monster attacks.
3229     <br><br>
3230     To turn an NPC into a pet, put a charm_floor under it and connect
3231     it directly to a magic_ear. Then the player speaks a keyword like
3232     "help me" - and the NPC joins him as pet.
3233     <br><br>
3234     (Of course you must always give clear hints about keywords!
3235     And there is no reason why you couldn't use a button/lever/pedestal
3236     etc. instead of a magic_ear.) ]]>
3237     </use>
3238     <attribute arch="no_pick" value="1" type="fixed" />
3239     <attribute arch="last_sp" editor="mood" type="list_mood">
3240     &lt;mood&gt; is used to determine what will happen to the
3241     monster when affected by the mood floor:
3242 root 1.3
3243 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3244 root 1.3
3245 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3246 root 1.3
3247 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3248 root 1.3
3249 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3250 root 1.3
3251 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3252     who triggers the square. This setting is not
3253     enabled for continous operation, you need to
3254     insert a &lt;connection&gt; value!
3255     </attribute>
3256     <attribute arch="connected" editor="connection" type="int">
3257     This should only be set in combination with &lt;mood number&gt; 4.
3258     Normally, monsters are affected by the mood floor as soon as they
3259     step on it. But charming (monster -&gt; pet) is too powerful,
3260 root 1.3 so it needs to be activated.
3261    
3262 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3263     But a powerful pet could as well be the reward for solving a
3264     quest. Or even better: It could be *part* of a quest!
3265     </attribute>
3266     <attribute arch="no_magic" editor="no spells" type="bool">
3267     If enabled, it is impossible for players to use (wizard-)
3268     spells on that spot.
3269     </attribute>
3270     <attribute arch="damned" editor="no prayers" type="bool">
3271     If enabled, it is impossible for players to use prayers
3272     on that spot. It also prevents players from saving.
3273     </attribute>
3274     </type>
3275    
3276     <!--####################################################################-->
3277     <type number="40" name="Mover">
3278     <ignore>
3279     <ignore_list name="non_pickable" />
3280     </ignore>
3281     <description><![CDATA[
3282     Movers move the objects above them. However, only living objects
3283     are affected (monsters/NPCs always, players optional). Movers have
3284     a direction, so players can be made to move in a pattern, and so
3285     can monsters. Motion is involuntary. Additionally, players or
3286     monsters can be "frozen" while ontop of movers so that they MUST
3287     move along a chain of them.
3288     <br><br>
3289     Multisquare monsters can be moved as well, given
3290     enough space. Movers are usually invisible. ]]>
3291     </description>
3292     <use><![CDATA[
3293     NEVER EVER consider a mover being unpassable in the backwards
3294     direction. Setting "forced movement" makes it seemingly impossible
3295     but there is still a trick: One player can push a second player
3296     past the mover, in opposite to the mover's direction! The more
3297     movers, the more players needed. Hence, don't make a treasure
3298     room that is surrounded by movers instead of solid walls/gates.
3299     <br><br>
3300     Btw, it does not make a difference putting movers above or
3301     below the floor. Moreover, movers that are set to be invisible
3302     cannot be discovered with the show_invisible spell.
3303     <br><br>
3304     Note that Movers and Directors are seperate objects, even though
3305     they look and act similar. Directors only do spells/missiles,
3306     while movers only do living creatures (depending on how it
3307     is set: monsters and players). ]]>
3308     </use>
3309     <attribute arch="attacktype" editor="forced movement" type="bool">
3310     If forced movement is enabled, the mover "freezes" anyone it
3311     moves (so they are forced to move along a chain).
3312     For players there is no way to escape this forced movement,
3313     except being pushed by a second player.
3314     </attribute>
3315     <attribute arch="maxsp" editor="freeze duration" type="int">
3316     The player will be "frozen" for that many moves.
3317     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3318     enabled, then &lt;freeze duration&gt; gets assigned the
3319     "default value" 2 automatically.
3320     </attribute>
3321     <attribute arch="speed" editor="movement speed" type="float">
3322     The movement speed value determines how fast a chain of
3323     these movers will push a player along (default is -0.2).
3324     </attribute>
3325     <attribute arch="sp" editor="direction" type="list_direction">
3326     The mover will push creatures in the specified &lt;direction&gt;.
3327     A mover with direction set to &lt;none&gt; will spin clockwise,
3328     thus pushing creatures in unpredictable directions.
3329     </attribute>
3330     <attribute arch="lifesave" editor="gets used up" type="bool">
3331     If enabled, the mover gets "used up" after a certain number of moves
3332 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3333 root 1.1 </attribute>
3334     <attribute arch="hp" editor="number of uses" type="int">
3335     This value has only a meaning if &lt;gets used up&gt; is set:
3336     &lt;number of uses&gt; is the number of times minus one, that it
3337     will move a creature before disappearing. (It will move
3338 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3339 root 1.1 </attribute>
3340     <section name="targets">
3341     <attribute arch="level" editor="move players" type="bool">
3342     If &lt;move players&gt; is enabled, both players and monsters will be
3343     moved. In the arches' default it is disabled - thus ONLY monsters
3344     get moved. Remember that "monsters" includes NPCs!
3345 root 1.3
3346 root 1.1 This feature provides you with the possibility to make NPCs
3347     literally "come to life". Example: The player is talking with an
3348     NPC, speaking a certain keyword. This triggers a magic_ear and
3349     activates creators, creating (per default: monster-only) movers
3350     under the NPC's feet. The NPC starts "walking" on a predefined
3351     route! Note that it's useful to set this NPC immune to everything,
3352     preventing the player to push the NPC off his trace.
3353     </attribute>
3354     <attribute arch="walk_on" editor="move walking creatures" type="bool">
3355     This should always be set.
3356     </attribute>
3357     <attribute arch="fly_on" editor="move flying creatures" type="bool">
3358     Move flying creatures enabled means all flying (living)
3359     objects will get moved too. If disabled, only walking
3360     (non-flying) creatures will get moved.
3361     </attribute>
3362     </section>
3363     </type>
3364    
3365     <!--####################################################################-->
3366     <type number="17" name="Pedestal">
3367     <ignore>
3368     <ignore_list name="non_pickable" />
3369     </ignore>
3370     <description><![CDATA[
3371     Pedestals are designed to detect certain types of living objects.
3372     When a predefined type of living creature steps on the pedestal, the
3373     connected value is triggered. ]]>
3374     </description>
3375     <use><![CDATA[
3376     If you want to create a place where only players of a certain race
3377     can enter, put a teleporter over your pedestal. So the teleporter is
3378     only activated for players of the matching race. Do not use gates,
3379     because many other players could sneak in. If you put powerful
3380     artifacts into such places, generally set "startequip 1", so that
3381     they are preserved for that one race and can't be traded to others. ]]>
3382     </use>
3383     <attribute arch="no_pick" value="1" type="fixed" />
3384     <attribute arch="slaying" editor="match race" type="string">
3385     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3386     matches the monster's or the player's race, we have a match.
3387     Yes, pedestals can detect a player's race! E.g. you could create a
3388 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3389    
3390 root 1.1 If it is set to "player", any player stepping on the pedestal
3391     is a match. Very useful if you want to open a gate for players
3392     but not for monsters.
3393     </attribute>
3394     <attribute arch="connected" editor="connection" type="int">
3395     When the pedestal is triggered, all objects with the same
3396     connection value get activated.
3397     </attribute>
3398     <attribute arch="walk_on" value="1" type="fixed" />
3399     <attribute arch="walk_off" value="1" type="fixed" />
3400     </type>
3401    
3402     <!--####################################################################-->
3403     <type number="94" name="Pit">
3404     <ignore>
3405     <ignore_list name="non_pickable" />
3406     </ignore>
3407     <description><![CDATA[
3408     Pits are holes, transporting the player when he walks (and falls) into them.
3409     A speciality about pits is that they don't transport the player to
3410     the exact destination, but within a two-square radius of the destination
3411     (never on blocked squares).<br>
3412     Optionally, pits can get closed and opened, similar to gates.<br><br>
3413     Monsters and items are affected by pits just as well as players.
3414     Even multipart monsters can fall through them, given enough space. ]]>
3415     </description>
3416     <use><![CDATA[
3417     Pits can add interesting effects to your map. When using them, make
3418     sure to use them in a "logical way": Pits should always drop the
3419     player to some kind of lower level. They should not be used to
3420     randomly interconnect maps like teleporters do. ]]>
3421     </use>
3422     <attribute arch="no_pick" value="1" type="fixed" />
3423     <attribute arch="connected" editor="connection" type="int">
3424     When a &lt;connection&gt; value is set, the pit can be opened/closed
3425     by activating the connection.
3426     </attribute>
3427     <attribute arch="hp" editor="destination X" type="int">
3428     The pit will transport creatures (and items) randomly into a two-square
3429     radius of the destination coordinates.
3430     If the destination square becomes blocked, the pit will act like
3431     being filled up and not work anymore!
3432     </attribute>
3433     <attribute arch="sp" editor="destination Y" type="int">
3434     The pit will transport creatures (and items) randomly into a two-square
3435     radius of the destination coordinates.
3436     If the destination square becomes blocked, the pit will act like
3437     being filled up and not work anymore!
3438     </attribute>
3439     <attribute arch="wc" editor="position state" type="int">
3440     The &lt;position state&gt; defines the position of the gate:
3441     Zero means completely open/down, the "number of animation-steps" (usually
3442     about 6 or 7) means completely closed/up state. I suggest you don't
3443     mess with this value - Leave the default in place.
3444     </attribute>
3445     <attribute arch="walk_on" editor="swallow walking" type="bool">
3446     If set, all walking creatures will fall into the pit.
3447     This does NOT need to be set for closed pits!
3448     </attribute>
3449     <attribute arch="fly_on" editor="swallow flying" type="bool">
3450     If set, all flying creatures will fall into the pit as well.
3451     This is not the behaviour expected from a pit, and it should
3452     only be used for map-mechanisms (e.g. for transporting flying
3453     monsters).
3454     An interesting side-effect: If this flag is enabled, spell
3455     effects like fire/snow also make their way through the pit.
3456     </attribute>
3457     </type>
3458    
3459     <!--####################################################################-->
3460     <type number="7" name="Poison Food">
3461     <description><![CDATA[
3462     When eating, the player's stomache is drained by 1/4 of food.
3463     If his food drops to zero, the player might even die. ]]>
3464     </description>
3465     </type>
3466    
3467     <!--####################################################################-->
3468     <type number="5" name="Potion">
3469     <description><![CDATA[
3470     The player can drink these and gain various kinds of benefits
3471     (/penalties) by doing so. ]]>
3472     </description>
3473     <use><![CDATA[
3474     One potion should never give multiple benefits at once. ]]>
3475     </use>
3476     <attribute arch="level" editor="potion level" type="int">
3477     If the potion contains a spell, the spell is cast at this level.
3478     For other potions it should be set at least to 1.
3479     </attribute>
3480     <attribute arch="sp" editor="spell" type="spell">
3481     When a player drinks this potion, the selected spell
3482     will be casted (once). This should work for any given spell.
3483     E.g. heal is "sp 35", magic power is "sp 67".
3484     </attribute>
3485     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3486     There are two types of special effects for potions:
3487     'life restoration' - restore the player's stats lost by death or draining
3488     (this has nothing in common with the restoration spell!)
3489 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3490 root 1.1 by a very small amount.
3491     </attribute>
3492     <attribute arch="cursed" editor="cursed" type="bool">
3493     If a potion is cursed, benefits generally turn into penalties.
3494     Note that potions can be "uncursed" by praying over an altar,
3495     with relative ease. *But* the potion must be identified to notice
3496     that it is cursed &gt;:)
3497     </attribute>
3498     <attribute arch="startequip" editor="godgiven item" type="bool">
3499     A godgiven item vanishes as soon as the player
3500     drops it to the ground.
3501     </attribute>
3502     <section name="stats">
3503     <attribute arch="Str" editor="strength" type="int">
3504     The player's strentgh will rise/fall by the given value for permanent
3505     (of course there is an upper limit). Generally there shouldn't be stat
3506     potions granting more than one stat. Cursed potions will subtract the
3507     stats if positive.
3508     </attribute>
3509     <attribute arch="Dex" editor="dexterity" type="int">
3510     The player's dexterity will rise/fall by the given value for permanent
3511     (of course there is an upper limit). Generally there shouldn't be stat
3512     potions granting more than one stat. Cursed potions will subtract the
3513     stats if positive.
3514     </attribute>
3515     <attribute arch="Con" editor="constitution" type="int">
3516     The player's constitution will rise/fall by the given value for permanent
3517     (of course there is an upper limit). Generally there shouldn't be stat
3518     potions granting more than one stat. Cursed potions will subtract the
3519     stats if positive.
3520     </attribute>
3521     <attribute arch="Int" editor="intelligence" type="int">
3522     The player's intelligence will rise/fall by the given value for permanent
3523     (of course there is an upper limit). Generally there shouldn't be stat
3524     potions granting more than one stat. Cursed potions will subtract the
3525     stats if positive.
3526     </attribute>
3527     <attribute arch="Pow" editor="power" type="int">
3528     The player's power will rise/fall by the given value for permanent
3529     (of course there is an upper limit). Generally there shouldn't be stat
3530     potions granting more than one stat. Cursed potions will subtract the
3531     stats if positive.
3532     </attribute>
3533     <attribute arch="Wis" editor="wisdom" type="int">
3534     The player's wisdom will rise/fall by the given value for permanent
3535     (of course there is an upper limit). Generally there shouldn't be stat
3536     potions granting more than one stat. Cursed potions will subtract the
3537     stats if positive.
3538     </attribute>
3539     <attribute arch="Cha" editor="charisma" type="int">
3540     The player's charisma will rise/fall by the given value for permanent
3541     (of course there is an upper limit). Generally there shouldn't be stat
3542     potions granting more than one stat. Cursed potions will subtract the
3543     stats if positive.
3544     </attribute>
3545     </section>
3546     <section name="resistance">
3547     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3548     The player's resistance to physical will rise by this value in percent
3549     (range -100 till +100). The effect is only temporare, and it does NOT
3550     add on the values from the player's equipment.
3551     Cursed potions will make negative resistance.. very nasty in combat!
3552     </attribute>
3553     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3554     The player's resistance to magic will rise by this value in percent
3555     (range -100 till +100). The effect is only temporare, and it does NOT
3556     add on the values from the player's equipment.
3557     Cursed potions will make negative resistance.. very nasty in combat!
3558     </attribute>
3559     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3560     The player's resistance to fire will rise by this value in percent
3561     (range -100 till +100). The effect is only temporare, and it does NOT
3562     add on the values from the player's equipment.
3563     Cursed potions will make negative resistance.. very nasty in combat!
3564     </attribute>
3565     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3566     The player's resistance to electricity will rise by this value in percent
3567     (range -100 till +100). The effect is only temporare, and it does NOT
3568     add on the values from the player's equipment.
3569     Cursed potions will make negative resistance.. very nasty in combat!
3570     </attribute>
3571     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3572     The player's resistance to cold will rise by this value in percent
3573     (range -100 till +100). The effect is only temporare, and it does NOT
3574     add on the values from the player's equipment.
3575     Cursed potions will make negative resistance.. very nasty in combat!
3576     </attribute>
3577     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3578     The player's resistance to acid will rise by this value in percent
3579     (range -100 till +100). The effect is only temporare, and it does NOT
3580     add on the values from the player's equipment.
3581     Cursed potions will make negative resistance.. very nasty in combat!
3582     </attribute>
3583     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3584     The player's resistance to confusion will rise by this value in percent
3585     (range -100 till +100). The effect is only temporare, and it does NOT
3586     add on the values from the player's equipment.
3587     Cursed potions will make negative resistance.. very nasty in combat!
3588     </attribute>
3589     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3590     The player's resistance to weaponmagic will rise by this value in percent
3591     (range -100 till +100). The effect is only temporare, and it does NOT
3592     add on the values from the player's equipment.
3593     Cursed potions will make negative resistance.. very nasty in combat!
3594     </attribute>
3595     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3596     The player's resistance to paralyze will rise by this value in percent
3597     (range -100 till +100). The effect is only temporare, and it does NOT
3598     add on the values from the player's equipment.
3599     Cursed potions will make negative resistance.. very nasty in combat!
3600     </attribute>
3601     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3602     The player's resistance to draining will rise by this value in percent
3603     (range -100 till +100). The effect is only temporare, and it does NOT
3604     add on the values from the player's equipment.
3605     Cursed potions will make negative resistance.. very nasty in combat!
3606     </attribute>
3607     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3608     The player's resistance to depletion will rise by this value in percent
3609     (range -100 till +100). The effect is only temporare, and it does NOT
3610     add on the values from the player's equipment.
3611     Cursed potions will make negative resistance.. very nasty in combat!
3612     </attribute>
3613     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3614     The player's resistance to poison will rise by this value in percent
3615     (range -100 till +100). The effect is only temporare, and it does NOT
3616     add on the values from the player's equipment.
3617     Cursed potions will make negative resistance.. very nasty in combat!
3618     </attribute>
3619     </section>
3620     </type>
3621    
3622     <!--####################################################################-->
3623     <type number="156" name="Power Crystal">
3624     <description><![CDATA[
3625     Power crystals can store a player's mana:
3626     When the player applies the crystal with full mana, half of
3627     it flows into the crystal. When the player applies it with
3628     lacking mana, the crystal replenishes the player's mana. ]]>
3629     </description>
3630     <attribute arch="sp" editor="initial mana" type="int">
3631     &lt;initial mana&gt; is the amount of spellpoints that the
3632     crystal holds when the map is loaded.
3633     </attribute>
3634     <attribute arch="maxsp" editor="mana capacity" type="int">
3635     The &lt;mana capacity&gt; defines how much mana can be stored
3636     in the crystal. This is what makes the crystal interesting.
3637     Wizard-players will always seek for crystals with large
3638     capacities.
3639     </attribute>
3640     </type>
3641    
3642     <!--####################################################################-->
3643     <type number="13" name="Projectile">
3644     <description><![CDATA[
3645     Projectiles like arrows/crossbow bolts are used as ammunition
3646     for shooting weapons.
3647     <br><br>
3648     It's very easy to add new pairs of weapons &amp; projectiles.
3649     Just set matching &lt;ammunition class&gt; both for shooting
3650     weapon and projectile. ]]>
3651     </description>
3652     <use><![CDATA[
3653     If you want to create new kinds of projectiles, you could
3654     add an alchemical receipe to create these.
3655 root 1.3
3656 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3657     they really fullfill a useful purpose. In fact, even bows
3658     and crossbows are rarely ever used. ]]>
3659     </use>
3660     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3661     This number is a bitmask, specifying the projectile's attacktypes.
3662     Attacktypes are: physical, magical, fire, cold.. etc.
3663     This works identical to melee weapons. Note that shooting
3664     weapons cannot have attacktypes.
3665     </attribute>
3666     <attribute arch="race" editor="ammunition class" type="string">
3667     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3668     these projectiles. For arrows set "arrows", for crossbow bolts
3669     set "crossbow bolts" (big surprise).
3670 root 1.3
3671 root 1.1 In certain cases, the ammunition class is displayed in the game.
3672     Hence, when you create a new ammunition class, choose an
3673     intuitive name like "missiles", "spirit bolts" - whatever.
3674 root 1.3
3675 root 1.1 You can also make special containers holding these projectiles
3676     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3677     </attribute>
3678     <attribute arch="slaying" editor="slaying race" type="string">
3679     Slaying means the weapon does tripple (3x) damage to monsters
3680     of the specified race. If &lt;slaying race&gt; matches an arch name,
3681     only monsters of that archtype receive tripple damage.
3682     Tripple damage is very effective.
3683     </attribute>
3684     <attribute arch="dam" editor="damage" type="int">
3685     The projectile &lt;damage&gt; significantly affects the damage
3686     done. Damage can be further increased by the shooting
3687     weapon's attributes.
3688     </attribute>
3689     <attribute arch="wc" editor="weaponclass" type="int">
3690     This value is supposed to be the base &lt;weaponclass&gt;,
3691     but it seems to have rather little effect.
3692     High values are good here, low values bad.
3693     </attribute>
3694     <attribute arch="food" editor="chance to break" type="int">
3695     The &lt;chance to break&gt; defines the breaking probability when this
3696     projectile hits an obstacle, e.g. wall or monster.
3697     The value is the %-chance to break, ranging from 0 (never breaking)
3698     to 100 (breaking at first shot).
3699     </attribute>
3700     <attribute arch="magic" editor="magic bonus" type="int">
3701     Magic bonus increases chance to hit and damage a little bit.
3702     </attribute>
3703     <attribute arch="unique" editor="unique item" type="bool">
3704     Unique items exist only one time on a server. If the item
3705     is taken, lost or destroyed - it's gone for good.
3706     </attribute>
3707     <attribute arch="startequip" editor="godgiven item" type="bool">
3708     A godgiven item vanishes as soon as the player
3709     drops it to the ground.
3710     </attribute>
3711     <attribute arch="no_drop" editor="don't drop" type="bool">
3712     When a monster carries a projectile with &lt;don't drop&gt;,
3713     this item will never drop to the ground but
3714     vanish instead. If this object is shot, it can still drop
3715     after hitting an obstacle. You can prevent this by
3716     setting &lt;chance to break&gt; 100.
3717     </attribute>
3718     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3719     This text may describe the projectile. This
3720     could be nice for very special ones.
3721     </attribute>
3722     </type>
3723    
3724     <!--####################################################################-->
3725     <type number="70" name="Ring">
3726     <import_type name="Amulet" />
3727     <description><![CDATA[
3728     Rings are worn on the hands - one ring each.
3729     Wearing rings, the object's stats will directly be inherited to
3730     the player. Usually enhancing his spellcasting potential. ]]>
3731     </description>
3732     <use><![CDATA[
3733     When you create an artifact ring, never forget that players can
3734     wear <B>two</B> rings! Due to that it is extremely important to
3735     keep rings in balance with the game.
3736     <br><br>
3737     Also keep in mind that rings are generally the wizard's tools.
3738     They should primarily grant bonuses to spellcasting abilities
3739     and non-physical resistances. ]]>
3740     </use>
3741     </type>
3742    
3743     <!--####################################################################-->
3744     <type number="3" name="Rod">
3745     <ignore>
3746     <attribute arch="title" />
3747     </ignore>
3748     <description><![CDATA[
3749     A rod contains a spell. The player can use this spell by applying and
3750     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3751     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3752     used endlessly. ]]>
3753     </description>
3754     <use><![CDATA[
3755     Rods with healing/curing spells are extremely powerful. Usually, potions have
3756     to be used for that purpose. Though, potions are expensive and only good for
3757     one-time-use.<br> ]]>
3758     </use>
3759     <attribute arch="sp" editor="spell" type="spell">
3760     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3761     rods to players, since they can be used endlessly without any mana cost!
3762     Rods with heal/ restoration/ protection spells, IF available, MUST be
3763     very very VERY hard to get!
3764     </attribute>
3765     <attribute arch="level" editor="casting level" type="int">
3766     The casting level of the &lt;spell&gt; determines it's power.
3767     For attack spells, level should be set to something reasonable.
3768     </attribute>
3769     <attribute arch="hp" editor="initial spellpoints" type="int">
3770     This value represents the initial amount of spellpoints in the rod.
3771     Naturally, this is quite unimportant.
3772     </attribute>
3773     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3774     When the rod is fully charged up, it will hold this maximum amount of
3775     spellpoints. Make sure it is enough to cast the contained spell at least
3776     once. But don't set the value too high, as that might make the rod
3777     too effective.
3778     </attribute>
3779     <attribute arch="startequip" editor="godgiven item" type="bool">
3780     A godgiven item vanishes as soon as the player
3781     drops it to the ground.
3782     </attribute>
3783     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3784     This text may contain a description of the rod.
3785     </attribute>
3786     </type>
3787    
3788     <!--####################################################################-->
3789     <type number="154" name="Rune">
3790     <ignore>
3791     <attribute arch="no_pick" />
3792     <attribute arch="title" />
3793     <attribute arch="name_pl" />
3794     <attribute arch="weight" />
3795     <attribute arch="value" />
3796     <attribute arch="material" />
3797     <attribute arch="unpaid" />
3798     </ignore>
3799     <description><![CDATA[
3800 root 1.3 A rune is a magical enscription on the dungeon floor.
3801 root 1.1 <br><br>
3802     Runes hit any monster or person who steps on them for 'dam' damage in
3803     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3804     and will cast this spell when it detonates. Yet another kind is the
3805     "summoning rune", summoning predefined monsters of any kind, at detonation.
3806     <br><br>
3807     Many runes are already defined in the archetypes. ]]>
3808     </description>
3809     <use><![CDATA[
3810     Avoid monsters stepping on your runes. For example, summoning runes
3811     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3812     </use>
3813     <attribute arch="no_pick" value="1" type="fixed" />
3814     <attribute arch="walk_on" value="1" type="fixed" />
3815     <attribute arch="level" editor="rune level" type="int">
3816     This value sets the level the rune will cast the spell it contains at,
3817     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3818 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3819    
3820 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3821     how much experience the player gets for doing so. Beware: High level
3822     runes can be quite a cheap source of experience! So either make them
3823     tough, or keep the level low.
3824     </attribute>
3825     <attribute arch="Cha" editor="visibility" type="int">
3826     This value determines what fraction of the time the rune is visible:
3827     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3828     how easily the rune may be found.
3829     </attribute>
3830     <attribute arch="hp" editor="number of charges" type="int">
3831     The rune will detonate &lt;number of charges&gt; times before disappearing.
3832     </attribute>
3833     <attribute arch="dam" editor="direct damage" type="int">
3834     &lt;direct damage&gt; specifies how much damage is done by the rune,
3835     if it doesn't contain a spell. This should be set in reasonable
3836 root 1.3 relation to the rune's level.
3837 root 1.1 </attribute>
3838     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3839     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3840     attribute defines what attacktype to use for direct damage when
3841     the rune detonates.
3842     </attribute>
3843     <section name="spellcraft">
3844     <attribute arch="sp" editor="spell" type="spell">
3845     The selected &lt;spell&gt; defines the spell in the rune, if any.
3846     (Many runes do direct damage).
3847     </attribute>
3848     <attribute arch="slaying" editor="spell name" type="string">
3849     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3850     but if present, overrides the &lt;spell&gt; setting.
3851     </attribute>
3852     <attribute arch="other_arch" editor="spell arch" type="string">
3853     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3854     is optional, but if present, overrides the &lt;spell&gt; setting.
3855     You can choose any of the existing arches.
3856     </attribute>
3857     <attribute arch="maxsp" editor="direction" type="list_direction">
3858     If set, the rune will cast it's containing spell (if any) in
3859     this &lt;direction&gt;.In most cases this appears useless because
3860     the spell directly hits the player.
3861     </attribute>
3862     <attribute arch="race" editor="summon monster" type="string">
3863     If this is set to the arch name of any monster, together with
3864     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3865     of those on detonation. (dam and attacktype will still be ignored
3866     in this case). Runes are even capable of summoning multi-square
3867     monsters, given enough space. You'd better test it though.
3868     </attribute>
3869     <attribute arch="maxhp" editor="summon amount" type="int">
3870     This should only be set to a summoning rune. It will then summon
3871     that many creatures of the kind &lt;summon monster&gt;.
3872     </attribute>
3873     </section>
3874     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3875     When the rune detonates, this text is displayed to the
3876     victim. For especially powerful runes, create an appropriate
3877     thrilling description. ;)
3878     </attribute>
3879     </type>
3880    
3881     <!--####################################################################-->
3882     <type number="106" name="Savebed">
3883     <ignore>
3884     <ignore_list name="non_pickable" />
3885     </ignore>
3886     <description><![CDATA[
3887     When the player applies a savebed, he is not only saved. Both his
3888     respawn-after-death and his word-of-recall positions are pointing
3889     to the last-applied savebed. ]]>
3890     </description>
3891     <use><![CDATA[
3892     Put savebed locations in towns, do not put them into dungeons.
3893     It is absolutely neccessary that a place with savebeds is 100% secure.
3894     That means:
3895     <UL>
3896     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3897     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3898     <LI> Insert a relyable exit! Make sure there is no possibility that
3899     players get trapped in a savebed location.
3900     <LI> If possible, mark the whole site as no-spell area (Insert this
3901     arch called "dungeon_magic" everywhere). This is not required,
3902     but it makes the place much more safe.
3903     </UL> ]]>
3904     </use>
3905     <attribute arch="no_pick" value="1" type="fixed" />
3906     <attribute arch="no_magic" value="1" type="fixed" />
3907     <attribute arch="damned" value="1" type="fixed" />
3908     </type>
3909    
3910     <!--####################################################################-->
3911 root 1.3 <type number="111" name="Scroll">
3912     <ignore>
3913     <attribute arch="title" />
3914     </ignore>
3915     <description><![CDATA[
3916     Scrolls contain spells (similar to spell-potions). Unlike potions,
3917     scrolls require a certain literacy skill to read successfully.
3918     Accordingly, for a successful reading, a small amount of
3919     experience is gained. Scrolls allow only one time usage, but
3920     usually they are sold in bulks. ]]>
3921     </description>
3922     <use><![CDATA[
3923     For low level quests, scrolls of healing/curing-spells
3924     can be a nice reward. At higher levels, scrolls become less
3925     and less useful. ]]>
3926     </use>
3927     <attribute arch="level" editor="casting level" type="int">
3928     The spell of the scroll will be casted at this level.
3929     This value should always be set, at least to 1.
3930     </attribute>
3931     <attribute arch="sp" editor="spell" type="spell">
3932     When a player/monster applies this scroll, the selected &lt;spell&gt;
3933     will be casted (once). This should work for any given spell.
3934     </attribute>
3935     <attribute arch="startequip" editor="godgiven item" type="bool">
3936     A godgiven item vanishes as soon as the player
3937     drops it to the ground.
3938     </attribute>
3939     </type>
3940    
3941     <!--####################################################################-->
3942     <type number="33" name="Shield">
3943     <import_type name="Amulet" />
3944     <description><![CDATA[
3945     Wearing a shield, the object's stats will directly be inherited to
3946     the player. Shields usually provide good defense, only surpassed
3947     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3948     </description>
3949     <use><![CDATA[
3950     Feel free to create your own special artifacts. However, it is very
3951     important that you keep your artifact in balance with existing maps. ]]>
3952     </use>
3953     <attribute arch="magic" editor="magic bonus" type="int">
3954     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3955     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3956     than direct armour-class bonus on the shield.
3957     </attribute>
3958     </type>
3959    
3960     <!--####################################################################-->
3961 root 1.1 <type number="14" name="Shooting Weapon">
3962     <description><![CDATA[
3963     Schooting weapons like bows/crossbows are used to shoot projectiles
3964     (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3965     wielded both at the same time. Like with any other equipment,
3966     stats/bonuses from shooting weapons are directly inherited to the player.
3967     <br><br>
3968     It's very easy to add new pairs of weapons &amp; projectiles.
3969     Just set matching &lt;ammunition class&gt; both for shooting
3970     weapon and projectile. ]]>
3971     </description>
3972     <use><![CDATA[
3973     Shooting weapons should not add bonuses in general. There's already
3974     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3975     Schooting weapons should especially not add bonuses to the player
3976     that have nothing to do with schooting. A Wisdom bonus on a bow
3977     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3978     - still crap. ]]>
3979     </use>
3980     <attribute arch="race" editor="ammunition class" type="string">
3981     Only projectiles with matching &lt;ammunition class&gt; can be fired
3982     with this weapon. For normal bows set "arrows", for normal
3983     crossbows set "crossbow bolts".
3984 root 1.3
3985 root 1.1 In certain cases, the ammunition class is displayed in the game.
3986     Hence, when you create a new ammunition class, choose an
3987     intuitive name like "missiles", "spirit bolts" - whatever.
3988     </attribute>
3989     <attribute arch="sp" editor="shooting speed" type="int">
3990     After shooting a projectile, the player is frozen for a short
3991     period of time (to prevent shooting arrows machine-gun-like).
3992     The greater &lt;shooting speed&gt;, the shorter this period of time.
3993     1 is minimum (=worst) and 100 is maximum (=best) value.
3994 root 1.3
3995 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3996     SET IT TO ZERO! (That would freeze the player for eternety).
3997     </attribute>
3998     <attribute arch="dam" editor="base damage" type="int">
3999     The &lt;base damage&gt; significantly affects the damage done
4000     by using this weapon. This damage is added to the projectile
4001     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4002     according to the player's strength is added.
4003     </attribute>
4004     <attribute arch="wc" editor="weaponclass" type="int">
4005     This value is supposed to be the base &lt;weaponclass&gt;,
4006     but it seems to have rather little effect.
4007     High values are good here, low values bad.
4008     </attribute>
4009     <attribute arch="item_power" editor="item power" type="int">
4010     The &lt;item power&gt; value measures how "powerful" an artifact is.
4011     Players will only be able to wear equipment with a certain total
4012     amount of &lt;item power&gt;, depending on their own level. This is the
4013     only way to prevent low level players to wear "undeserved" equipment
4014     (like gifts from other players or cheated items).
4015 root 1.3
4016 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4017     for every artifact you create! If zero/unset, the CF server will
4018     calculate a provisional value at runtime, but this is never
4019     going to be an accurate measurement of &lt;item power&gt;.
4020     </attribute>
4021     <attribute arch="no_strength" editor="ignore strength" type="bool">
4022     Usually the player's strentgh takes effect on the damage
4023     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4024     the player's strength is ignored.
4025     </attribute>
4026     <attribute arch="damned" editor="damnation" type="bool">
4027     A damned shooting weapon cannot be unwielded unless
4028     the curse is removed. Removing damnations is
4029     a tick harder than removing curses.
4030     </attribute>
4031     <attribute arch="cursed" editor="curse" type="bool">
4032     A cursed shooting weapon cannot be unwielded unless
4033     the curse is removed.
4034     </attribute>
4035     <attribute arch="unique" editor="unique item" type="bool">
4036     Unique items exist only one time on a server. If the item
4037     is taken, lost or destroyed - it's gone for good.
4038     </attribute>
4039     <attribute arch="startequip" editor="godgiven item" type="bool">
4040     A godgiven item vanishes as soon as the player
4041     drops it to the ground.
4042     </attribute>
4043     <section name="stats">
4044     <attribute arch="Str" editor="strength" type="int">
4045     The player's strentgh will rise/fall by the given value
4046     while wearing this shooting weapon.
4047     </attribute>
4048     <attribute arch="Dex" editor="dexterity" type="int">
4049     The player's dexterity will rise/fall by the given value
4050     while wearing this shooting weapon.
4051     </attribute>
4052     <attribute arch="Con" editor="constitution" type="int">
4053     The player's constitution will rise/fall by the given value
4054     while wearing this shooting weapon.
4055     </attribute>
4056     <attribute arch="Int" editor="intelligence" type="int">
4057     The player's intelligence will rise/fall by the given value
4058     while wearing this shooting weapon.
4059     </attribute>
4060     <attribute arch="Pow" editor="power" type="int">
4061     The player's power will rise/fall by the given value
4062     while wearing this shooting weapon.
4063     </attribute>
4064     <attribute arch="Wis" editor="wisdom" type="int">
4065     The player's wisdom will rise/fall by the given value while
4066     wearing this shooting weapon.
4067     </attribute>
4068     <attribute arch="Cha" editor="charisma" type="int">
4069     The player's charisma will rise/fall by the given value
4070     while wearing this shooting weapon.
4071     </attribute>
4072     </section>
4073     <section name="bonus">
4074     <attribute arch="luck" editor="luck bonus" type="int">
4075     With positive luck bonus, the player is more likely to
4076     succeed in all sorts of things (spellcasting, praying,...).
4077     Unless the &lt;luck bonus&gt; is very high, the effect will be
4078     barely visible in-game. Luck bonus on one piece of equipment
4079     should never exceed 3, and such bonus should not be too
4080     frequently available.
4081     </attribute>
4082     <attribute arch="magic" editor="magic bonus" type="int">
4083     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4084     I'm not sure what exactly is increased - maybe weaponclass?
4085     However, &lt;magic bonus&gt; seems to have a little bit of positive
4086     influence on your chance to hit.
4087     </attribute>
4088     </section>
4089     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4090     This text describes the weapons's "story". Every decent artifact weapon
4091     should have such a description.
4092     </attribute>
4093     </type>
4094    
4095     <!--####################################################################-->
4096     <type number="68" name="Shop Floor">
4097     <ignore>
4098     <ignore_list name="non_pickable" />
4099     </ignore>
4100     <description><![CDATA[
4101     Shop floor is used for shops. It acts like a combination of the
4102     common floor- and the treasure type: When the map is loaded,
4103     randomitems (depending on the setings) are generated on it.
4104     These items are all flagged as unpaid.
4105     When a player drops an item onto shop floor, the item becomes
4106     unpaid and the player receives payment according to the item's
4107     selling-value.
4108     Shopfloor always prevents magic (To hinder players from burning
4109     or freezing the goods). ]]>
4110     </description>
4111     <use><![CDATA[
4112     Tile your whole shop-interior space which shop floor.
4113     (That assures players receive payment for dropping items).
4114     Place shop mats to enter/leave the shop, and make sure
4115     there is no other exit than the shop mat. ]]>
4116     </use>
4117     <attribute arch="is_floor" value="1" type="fixed" />
4118     <attribute arch="no_pick" value="1" type="fixed" />
4119     <attribute arch="no_magic" value="1" type="fixed" />
4120     <attribute arch="auto_apply" editor="generate goods" type="bool">
4121     If enabled, items will appear on this square when the map is loaded.
4122     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4123     are generated. The items will be unpaid.
4124     </attribute>
4125     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4126     This entry determines what kind of treasure will appear, when
4127     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4128     for details about existing treasurelists.
4129     </attribute>
4130     <attribute arch="exp" editor="quality level" type="int">
4131     The &lt;quality level&gt; will be used for the quality of the generated
4132     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4133     doesn't need to be set, unless you want extraordinarily good/bad
4134     quality. If you want to make a shop with very high quality, meaybe
4135     charge an entrance fee, or make the shop hard-to-come-by.
4136     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4137     and appearance of artifact-items.
4138     </attribute>
4139     <attribute arch="damned" editor="no prayers" type="bool">
4140     If enabled, it is impossible for players to use prayers
4141     on that spot. It also prevents players from saving.
4142     (Remember that &lt;no magic&gt; is always set for shop floors.)
4143     </attribute>
4144     </type>
4145    
4146     <!--####################################################################-->
4147     <type number="69" name="Shop Mat">
4148     <ignore>
4149     <ignore_list name="non_pickable" />
4150     </ignore>
4151     <description><![CDATA[
4152     Shop mats are used for entering/leaving shops. You should always
4153     have exactly TWO shop mats on your shop-map: One inside the
4154     "shopping-area" and one outside. Shop mats don't use exit paths/
4155     or -destinations. When stepping onto a shopmat the player gets beamed
4156     to the nearest other mat. If the player has unpaid items in his
4157     inventory, the price gets charged from his coins automatically.
4158     If the player has insufficient coins to buy his unpaid items, he
4159     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4160     </description>
4161     <use><![CDATA[
4162     As stated above, always place TWO shop mats into your shop.
4163     Not more and not less than that. ]]>
4164     </use>
4165     <attribute arch="no_pick" value="1" type="fixed" />
4166     <attribute arch="walk_on" editor="apply by walking" type="bool">
4167     If set, the player can enter/leave the
4168     shop by just walking into the shop mat.
4169     </attribute>
4170     <attribute arch="fly_on" editor="apply by flying" type="bool">
4171     If set, the player can enter/leave the
4172     shop by "flying" into the shop mat.
4173     </attribute>
4174     </type>
4175    
4176     <!--####################################################################-->
4177     <type number="98" name="Sign &amp; MagicMouth">
4178     <ignore>
4179     <ignore_list name="non_pickable" />
4180     </ignore>
4181     <description><![CDATA[
4182     The purpose of a sign or magic_mouth is to display a certain message to
4183     the player. There are three ways to have the player get this message:
4184     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4185     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4186     </description>
4187     <use><![CDATA[
4188     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4189     some true roleplay feeling to your maps, support your storyline or give
4190     hints about hidden secrets/dangers. Place signs to provide the player
4191     with all kinds of useful information for getting along in your maps. ]]>
4192     </use>
4193     <attribute arch="connected" editor="connection" type="int">
4194     When a connection value is set, the message will be printed whenever
4195     the connection is triggered. This should be used in combination with
4196     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4197     If activating your magic_mouth this way, the message will not only be
4198     printed to one player, but all players on the current map.
4199     </attribute>
4200     <attribute arch="walk_on" editor="activate by walking" type="bool">
4201     If set, the player gets the message when walking ontop of the object.
4202     "invisible 1" should be set in this case. This is the typical configuration
4203     for a "magic_mouth": The player walks through a dungeon and suddenly he
4204     gets a message. Use this to create some roleplay atmosphere, and to inform
4205     the player about possible dangers or secrets.
4206     </attribute>
4207     <attribute arch="fly_on" editor="activate by flying" type="bool">
4208     If set, the player gets the message when flying (=levitating) ontop
4209     of the object. Usually this should be set together with walk_on.
4210     </attribute>
4211     <attribute arch="food" editor="counter" type="int">
4212     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4213     (printing the message) only that many times. For signs this really shouldn't
4214     be used, while for magic_mouths it is extremely helpful.
4215     Monsters walking over the magic_mouth do not decrease the counter.
4216 root 1.3
4217 root 1.1 Often, you might want to have a message displayed only one time. For example:
4218     The player enters your map and you put a magic_mouth to tell him about the
4219     monsters and how dangerous they look and all. Later, when all the monsters
4220     are killed and the player leaves the map, displaying the same message a
4221     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4222     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4223     </attribute>
4224     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4225     This text will be displayed to the player.
4226     </attribute>
4227     </type>
4228    
4229     <!--####################################################################-->
4230     <type number="43" name="Skill">
4231     <ignore>
4232     <ignore_list name="system_object" />
4233     </ignore>
4234     <description><![CDATA[
4235     Skills are objects which exist in the player/monster inventory.
4236     Both NPC/monsters and players use the same skill archetypes. Not all skills
4237     are enabled for monster use however. ]]>
4238     </description>
4239     <use><![CDATA[
4240     For mapmaking, Skill objects serve two purposes:
4241     <p>First, the predefined skill archtypes (in the 'skills' directory)
4242     can be seen as the global skill definitions. A skill which doesn't
4243     exists as an archtype cannot be learned or used by players. When you
4244     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4245     of defined skill archtypes, because those strings are used as a reference in
4246     many skill-related objects.
4247     </p><p>
4248     Secondly, in order to enable monsters to use skills, you will need to
4249     copy default skill archtypes into the monsters' inventories.
4250     You can even customize the skills by changing stats. It is not
4251     recommended however, to use skills in your maps which are totally
4252     unrelated to any predefined skill archtype.</p> ]]>
4253     </use>
4254     <attribute arch="invisible" value="1" type="fixed" />
4255     <attribute arch="no_drop" value="1" type="fixed" />
4256     <attribute arch="skill" editor="skill name" type="string">
4257     The &lt;skill name&gt; is used for matchings. When a usable
4258     object has an identical &lt;skill name&gt;, players
4259     (or monsters) will need this skill to apply/use the object.
4260     </attribute>
4261     <attribute arch="expmul" editor="exp multiplier" type="float">
4262     This is the ratio of experience the players total should increase by
4263     when this skill is used. If this is zero, then experience only goes to
4264     to the skill. Values higher than 1 are allowed. Note that experience
4265     rewarded to the players total is in addition to that given to the
4266     skill. Eg, if player should get 500 exp for using a skill, and
4267     expmul is 1, the player will get 500 added to that skill as well as
4268     500 to their total.
4269     </attribute>
4270     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4271     The &lt;skill type&gt; defines the base functionality of the skill.
4272     Skill types are hardcoded in the Crossfire server. It isn't hard to
4273     create new skill types, but it requires a bit of server-coding.
4274     </attribute>
4275     <attribute arch="level" editor="level" type="int">
4276     </attribute>
4277     <attribute arch="exp" editor="experience" type="int">
4278     </attribute>
4279     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4280     The &lt;is native skill&gt; flag has an effect only when this
4281     skill object is placed in the inventory of a monster (or player).
4282     If it is set, the monster or player knows the skill natively, which
4283     means he does not need a skill tool to use it.
4284     </attribute>
4285     </type>
4286    
4287     <!--####################################################################-->
4288     <type number="130" name="Skill Scroll">
4289     <description><![CDATA[
4290     By reading a skill scroll, a player has a chance to learn the
4291     contained skill. ]]>
4292     </description>
4293     <use><![CDATA[
4294     Skill scrolls are very much sought for by players. Currently,
4295     all skill scrolls are sold in shops randomly, which is in fact not
4296     a good system. It would be nice to have some cool quests with
4297     skill scrolls rewarded at the end. ]]>
4298     </use>
4299     <attribute arch="race" value="scrolls" type="fixed" />
4300     <attribute arch="skill" editor="skill name" type="string">
4301     The &lt;skill name&gt; matches the skill object that can
4302     be learned from this scroll.
4303     </attribute>
4304     </type>
4305    
4306     <!--####################################################################-->
4307     <type number="21" name="Special Key">
4308     <ignore>
4309     <attribute arch="material" />
4310     </ignore>
4311     <description><![CDATA[
4312     When carrying the appropriate special key, a locked door can
4313     be opened. The key will dissapear.
4314     <br><br>
4315     This object-type can also be used for "passport"-like items:
4316     When walking onto an invetory checker, a gate for example might
4317     get opened. The "passport" will stay in the player's inventory. ]]>
4318     </description>
4319     <use><![CDATA[
4320     How to make a "passport": You take the special key arch
4321     (archetype name is "key2"), set the face to something like
4322     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4323     certainly must match with the appropiate inventory checker.
4324     <br><br>
4325     Of course you can be creative with names and faces of
4326     key-objects. A "mysterious crystal" or a "big dragon claw"
4327     (with appropriate faces) appear more interesting than just
4328     a "strange key", or "passport". ]]>
4329     </use>
4330     <attribute arch="slaying" editor="key string" type="string">
4331     This string must be identical with the &lt;key string&gt; in the
4332     locked door, then it can be unlocked. It can also be used
4333     to trigger inventory checkers.
4334     </attribute>
4335     <attribute arch="material" editor="material" type="bitmask_material">
4336     For Special Keys, material should always be unset or set
4337     to Adamantite. This prevents the key from getting
4338     burned or otherwise destroyed.
4339     </attribute>
4340     <attribute arch="unique" editor="unique item" type="bool">
4341     Unique items exist only one time on a server. If the item
4342     is taken, lost or destroyed - it's gone for good.
4343 root 1.3
4344 root 1.1 This can be used if you want to sell apartments on your
4345     map: Simply sell a unique passport/key, and place
4346     an inventory checker at the entrance of your apartment.
4347     </attribute>
4348     <attribute arch="startequip" editor="godgiven item" type="bool">
4349     A godgiven item vanishes as soon as the player
4350     drops it to the ground.
4351     </attribute>
4352     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4353     This will add a description to the object. The player can read
4354     this text by clicking on the item in his inventory. Use this
4355     message to describe what the key/passport is good for. A player
4356     might have 50 different keys on his key-ring. Don't expect
4357     players to recall their purpose just by their names.
4358     </attribute>
4359     </type>
4360    
4361     <!--####################################################################-->
4362     <type number="101" name="Spell">
4363     <ignore>
4364     <ignore_list name="system_object" />
4365     </ignore>
4366     <description><![CDATA[
4367     Spell objects define a spell. When a spell is put in a spellbook,
4368     players can learn it by reading the book. Once learned, players
4369     can use the spell as often as they like. With increasing skill level
4370     of the player, spells may gain power but also increase cost.<br>
4371     Monsters can use spells which are put in their inventory (provided
4372     that certain "enabling" settings are correct). The monster's
4373     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4374     </description>
4375     <use><![CDATA[
4376     A lot of the spells' settings can be tuned and customized.
4377     When creating new spells which are accessible to players, it is
4378     important to think about balance. A single spell which is too
4379     powerful and/or too easy to use can eventually toss the whole skill
4380     and magic school system out of whack. Testing new spells is
4381     quite important therefore. ]]>
4382     </use>
4383     <attribute arch="no_drop" value="1" type="fixed" />
4384     <attribute arch="invisible" value="1" type="fixed" />
4385     <attribute arch="skill" editor="skill name" type="string">
4386     The &lt;skill name&gt; matches the skill which is needed
4387     to cast this spell. This should be one out of "sorcery",
4388     "pyromancy", "evocation", "summoning" or "praying".
4389     If you want to fiddle with these, please take care not
4390     to upset the concept and balance of the various skills.
4391     </attribute>
4392     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4393     The &lt;spell type&gt; defines the basic type of spell.
4394     Some of these types are of a more generic nature than others.
4395     </attribute>
4396     <attribute arch="level" editor="spell level" type="int">
4397     </attribute>
4398     <attribute arch="casting_time" editor="casting time" type="int">
4399     </attribute>
4400     <attribute arch="duration" editor="duration" type="int">
4401     </attribute>
4402     <attribute arch="other_arch" editor="create object" type="string">
4403     </attribute>
4404     <attribute arch="sp" editor="cost spellpoints" type="int">
4405     </attribute>
4406     <attribute arch="grace" editor="cost grace" type="int">
4407     </attribute>
4408     <attribute arch="maxsp" editor="double cost per level" type="int">
4409     </attribute>
4410     </type>
4411    
4412     <!--####################################################################-->
4413     <type number="85" name="Spellbook">
4414     <description><![CDATA[
4415     By reading a spellbook, the player has a chance of learning the
4416     contained spell. Once learned from a book, the spell is available
4417     forever. Spellbooks with high level spells require some skill-level
4418     to read.<br><br>
4419     You can create widely customized spells only by adjusting the
4420     spell object in the spellbooks inventory. Refer to the description
4421     of spell objects for detailed information how to customize spells.<br>
4422     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4423     with a compilation of spells that the book may contain. ]]>
4424     </description>
4425     <use><![CDATA[
4426     Don't put any of the godgiven spells into a spellbook! These are
4427     reserved for the followers of the appropriate cults. Handing them
4428     out in a spellbook would violate the balance between different religions.
4429     <br><br>
4430     Note that there is no fundamental difference between the spellbooks
4431     of varying schools (pyromancy, sorcery, evocation, summoning, and
4432     even praying). The difference lies only in the spells they contain.
4433     It is up to you, the mapmaker, to pick the right type of book
4434     for your spells. ]]>
4435     </use>
4436     <attribute arch="skill" value="literacy" type="fixed" />
4437     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4438     There are two ways to put spells into a spellbook:
4439     1. Put a spell object in the books inventory. In this case,
4440     treasurelist must be set to &lt;none&gt;.
4441     2. Choose a treasurelist which contains spells.
4442     In that way, a spell will be chosen randomly from the list.
4443     </attribute>
4444     <attribute arch="startequip" editor="godgiven item" type="bool">
4445     A godgiven item vanishes as soon as the player
4446     drops it to the ground.
4447     </attribute>
4448     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4449     This text may contain a nice description
4450     of the spellbook's cover or something.
4451     </attribute>
4452     </type>
4453    
4454     <!--####################################################################-->
4455     <type number="90" name="Spinner">
4456     <ignore>
4457     <ignore_list name="non_pickable" />
4458     </ignore>
4459     <description><![CDATA[
4460     Spinners change the direction of spell objects and other projectiles
4461     that fly past. Unlike directors, it does make a difference from what
4462     angle you shoot into the spinner. The direction of objects flying past
4463     is always changed by a certain degree. ]]>
4464     </description>
4465     <use><![CDATA[
4466     Spinners are very rarely used. I believe they are quite
4467     confusing and pointless. The only use I can think of is building
4468     some puzzle about where to shoot into spinners to shoot somewhere you
4469     otherwise couldn't.
4470 root 1.3
4471 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4472     projectiles from magic walls don't get to fly in loops. ]]>
4473     </use>
4474     <attribute arch="sp" editor="direction number" type="int">
4475     The spinner will change the direction of flying objects by
4476     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4477     positive values counter clockwise.
4478 root 1.3
4479 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4480     </attribute>
4481     <attribute arch="walk_on" value="1" type="fixed" />
4482     <attribute arch="fly_on" value="1" type="fixed" />
4483     </type>
4484    
4485     <!--####################################################################-->
4486     <type number="138" name="Swamp">
4487     <ignore>
4488     <ignore_list name="non_pickable" />
4489     </ignore>
4490     <description><![CDATA[
4491     Swamp areas show a special behaviour:
4492     When a player stands still on a swamp-square for too long,
4493     he will start to sink in and eventually drown and die.
4494     Items dropped on the swamp sink in and dissapear.
4495     Players with knowledge of the woodsman skill are a lot less likely
4496     to die in the swamp. ]]>
4497     </description>
4498     <attribute arch="walk_on" value="1" type="fixed" />
4499     <attribute arch="is_floor" value="1" type="fixed" />
4500     <attribute arch="is_wooded" value="1" type="fixed" />
4501     <attribute arch="speed" editor="drowning speed" type="float">
4502     The higher the &lt;drowning speed&gt;, the faster will players and items
4503     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4504     and unexpected death-trap. Players should get a warning before such areas.
4505     </attribute>
4506     <attribute arch="slow_move" editor="slow movement" type="int">
4507     If &lt;slow movement&gt; is set to a value greater zero, all
4508     creatures moving over this spot will be slower than normal.
4509 root 1.3
4510 root 1.1 &lt;slow movement&gt; 1 - rough terrain
4511     &lt;slow movement&gt; 2 - very rough terrain
4512     ...
4513     &lt;slow movement&gt; 5 - default for deep swamp
4514     </attribute>
4515     <attribute arch="no_magic" editor="no spells" type="bool">
4516     If enabled, it is impossible for players to use (wizard-)
4517     spells on that spot.
4518     </attribute>
4519     <attribute arch="damned" editor="no prayers" type="bool">
4520     If enabled, it is impossible for players to use prayers
4521     on that spot. It also prevents players from saving.
4522     </attribute>
4523     </type>
4524    
4525     <!--####################################################################-->
4526     <type number="41" name="Teleporter">
4527     <ignore>
4528     <ignore_list name="non_pickable" />
4529     </ignore>
4530     <description><![CDATA[
4531     When the player walks into a teleporter, he is transferred to a
4532     different location. The main difference to the object-type exit
4533     is the possibility to have teleporters connected to levers/buttons/etc.
4534     Sometimes teleporters are activated even against the players will.
4535     <br><br>
4536     Unlike exits, teleporters can also transfer items and
4537     monsters to different locations on the same map. ]]>
4538     </description>
4539     <use><![CDATA[
4540     When creating maps, I guess sooner or later you'll want to have
4541     an invisible teleporter. If using "invisible 1", the teleporter
4542     can still be discovered with the show_invisible spell. And in
4543     some cases you can't place it under the floor to prevent this.
4544     <br><br>
4545     Fortunately, there is a cool trick to make a perfectly invisible
4546     teleporter: You simply add teleporter functionality to the floor
4547     itself. That means: You take the floor arch (e.g. "flagstone"),
4548     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4549     </use>
4550     <attribute arch="slaying" editor="exit path" type="string">
4551     The exit path specifies the map that the player is transferred to.
4552     &lt;exit path&gt; can be an absolute path, beginning with '/'
4553     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4554     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4555     for example I could use the relative path "Fire1"). Use relative
4556     paths whenever possible! Note that upper/lower case must always be
4557     set correctly. However, please use lower case only.
4558 root 1.3
4559 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4560     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4561     monsters and items. In this case, the destined map is automatically
4562     the same map the teleporter is on.
4563     </attribute>
4564     <attribute arch="hp" editor="destination X" type="int">
4565     The exit destinations define the (x, y)-coordinates where the exit
4566     leads to.
4567 root 1.3
4568 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4569     get teleported to another, randomly chosen teleporter on the same
4570     map (Slightly confusing for the player though). Make sure there
4571     actually *is* a second one in that case.
4572 root 1.3
4573 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4574     be transferred to the "default enter location" of the destined map.
4575     The latter can be set in the map-properties as "Enter X/Y". Though,
4576     please DO NOT use that. It turned out to be a source for numerous
4577     map-bugs.
4578     </attribute>
4579     <attribute arch="sp" editor="destination Y" type="int">
4580     The exit destinations define the (x, y)-coordinates where the exit
4581     leads to.
4582 root 1.3
4583 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4584     get teleported to another, randomly chosen teleporter on the same
4585     map (Slightly confusing for the player though). Make sure there
4586     actually *is* a second one in that case.
4587 root 1.3
4588 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4589     be transferred to the "default enter location" of the destined map.
4590     The latter can be set in the map-properties as "Enter X/Y". Though,
4591     please DO NOT use that. It turned out to be a source for numerous
4592     map-bugs.
4593     </attribute>
4594     <attribute arch="connected" editor="connection" type="int">
4595     If a connection value is set, the teleporter will be activated
4596     whenever the connection is triggered. To use this properly,
4597     &lt;activation speed&gt; must be zero.
4598     </attribute>
4599     <attribute arch="speed" editor="activation speed" type="float">
4600     If the &lt;activation speed&gt; is nonzero, the teleporter will
4601     automatically be activated in regular time-intervals. Hence, the
4602     player can just step on it and gets teleported sooner or later.
4603     The duration between two activates depends on the given value.
4604 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4605    
4606 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4607     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4608     </attribute>
4609     </type>
4610    
4611     <!--####################################################################-->
4612 root 1.3 <type number="26" name="Timed Gate">
4613     <ignore>
4614     <ignore_list name="non_pickable" />
4615     </ignore>
4616     <description><![CDATA[
4617     Gates play an important role in Crossfire. Gates can be opened
4618     by activating a button/trigger, by speaking passwords (-> magic_ear)
4619     or carrying special key-objects (-> inventory checker).
4620     Unlike locked doors, gates can get shut again after a player has
4621     passed, which makes them more practical in many cases. Unlike normal
4622     gates, timed gates open when triggered but automatically close again
4623     after some time.]]>
4624     </description>
4625     <use><![CDATA[
4626     Use gates to divide your maps into separated areas. After solving
4627     area A, the player gains access to area B, and so on. Make your
4628     maps more complex than "one-way". ]]>
4629     </use>
4630     <attribute arch="no_pick" value="1" type="fixed" />
4631     <attribute arch="connected" editor="connection" type="int">
4632     Whenever the inventory checker is triggered, all objects with identical
4633     &lt;connection&gt; value get activated. This only makes sense together with
4634     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4635     after some time.
4636     </attribute>
4637     <attribute arch="wc" editor="position state" type="int">
4638     The &lt;position state&gt; defines the position of the gate:
4639     Zero means completely open/down, the "number of animation-steps" (usually
4640     about 6 or 7) means completely closed/up state. I suggest you don't
4641     mess with this value - Leave the default in place.
4642     </attribute>
4643     <attribute arch="no_pass" editor="blocking passage" type="bool">
4644     For open gates, &lt;blocking passage&gt; should be unset.
4645     For closed gates it must be set.
4646     </attribute>
4647     <attribute arch="no_magic" editor="restrict spells" type="bool">
4648     Restricting the use of spells to pass this gate. This has
4649     an effect only if &lt;block view&gt; is disabled.
4650     </attribute>
4651     <attribute arch="damned" editor="restrict prayers" type="bool">
4652     Restricting the use of prayers to pass this door. This has
4653     an effect only if &lt;block view&gt; is disabled.
4654     </attribute>
4655     <attribute arch="hp" editor="open duration" type="int">
4656     Defines the duration the gate remains closed. This only takes effect
4657     if the gate is not connected.
4658     </attribute>
4659     </type>
4660    
4661     <!--####################################################################-->
4662 root 1.1 <type number="155" name="Trap">
4663     <ignore>
4664     <attribute arch="no_pick" />
4665     <attribute arch="title" />
4666     <attribute arch="name_pl" />
4667     <attribute arch="weight" />
4668     <attribute arch="value" />
4669     <attribute arch="material" />
4670     <attribute arch="unpaid" />
4671     </ignore>
4672     <description><![CDATA[
4673     A trap is a object that can either do damage or trigger another connected object
4674 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4675 root 1.1 and generally have either a physical attack or trigger a reaction.
4676     <br><br>
4677     Traps hit any monster or person who steps on them for 'dam' damage in
4678     'attacktype' attacktype and/or trigger a reaction.
4679     <br><br>
4680     Many traps are already defined in the archetypes. ]]>
4681     </description>
4682     <use><![CDATA[
4683     Avoid monsters stepping on your traps. For example, a party of orcs setting
4684     off your lightning wall and pit trap is usually a bad idea. ]]>
4685     </use>
4686     <attribute arch="no_pick" value="1" type="fixed" />
4687     <attribute arch="walk_on" value="1" type="fixed" />
4688 root 1.3 <attribute arch="level" editor="trap level" type="int">
4689 root 1.1 Level effects how easily a trap may be found and disarmed, and
4690     how much experience the player gets for doing so. Beware: High level
4691     traps can be quite a cheap source of experience! So either make them
4692     tough, or keep the level low.
4693     </attribute>
4694     <attribute arch="Cha" editor="visibility" type="int">
4695     This value determines what fraction of the time the trap is visible:
4696     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4697     how easily the trap may be found.
4698     </attribute>
4699     <attribute arch="hp" editor="number of charges" type="int">
4700     The trap will detonate &lt;number of charges&gt; times before disappearing.
4701     </attribute>
4702     <attribute arch="dam" editor="direct damage" type="int">
4703 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4704     This should be set in reasonable relation to the trap's level.
4705 root 1.1 </attribute>
4706     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4707     This attribute defines what attacktype to use for direct damage when
4708     the trap detonates.
4709     </attribute>
4710     <attribute arch="connected" editor="connection" type="int">
4711     When the trap is detonated, all objects with the same
4712     connection value get activated.
4713     </attribute>
4714     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4715     When the trap detonates, this text is displayed to the
4716     victim. For especially powerful or complex traps, create an appropriate
4717     and thrilling description. ;)
4718     </attribute>
4719     </type>
4720    
4721     <!--####################################################################-->
4722     <type number="95" name="Trapdoor">
4723     <ignore>
4724     <ignore_list name="non_pickable" />
4725     </ignore>
4726     <description><![CDATA[
4727     Trapdoors are very similar to pits. The difference is that they
4728     can not be closed. Instead, the weight of the object on the
4729     trapdoor determines weither it slams the trapdoor open and falls through
4730     or not.<br>
4731     Once a trapdoor has been opened (by a creature or items of sufficient
4732     weight,) it remains open, acting like an opened pit. ]]>
4733     </description>
4734     <use><![CDATA[
4735     Trapdoors should be used in the same fashion as pits:
4736     They should always drop the victims to some kind of lower level. They
4737     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4738     </use>
4739     <attribute arch="no_pick" value="1" type="fixed" />
4740     <attribute arch="walk_on" value="1" type="fixed" />
4741     <attribute arch="weight" editor="hold weight" type="int">
4742     This value defines how much weight the trapdoor can hold.
4743     Once items or creatures are gathered on the trapdoor, with
4744     a total weight surpassing this value, then the trapdoor will
4745     open and things start falling through.
4746     </attribute>
4747     <attribute arch="hp" editor="destination X" type="int">
4748     The trapdoor will transport creatures (and items) randomly into
4749     a two-square radius of the destination coordinates.
4750     If the destination square becomes blocked, the trapdoor will act like
4751     being filled up and not work anymore!
4752     </attribute>
4753     <attribute arch="sp" editor="destination Y" type="int">
4754     The trapdoor will transport creatures (and items) randomly into
4755     a two-square radius of the destination coordinates.
4756     If the destination square becomes blocked, the trapdoor will act like
4757     being filled up and not work anymore!
4758     </attribute>
4759     </type>
4760    
4761     <!--####################################################################-->
4762     <type number="4" name="Treasure">
4763     <ignore>
4764     <attribute arch="nrof" />
4765     <attribute arch="title" />
4766     <attribute arch="name_pl" />
4767     <attribute arch="weight" />
4768     <attribute arch="value" />
4769     <attribute arch="material" />
4770     </ignore>
4771     <description><![CDATA[
4772     A treasure-object turns into certain randomitems when the map is loaded
4773     into the game. ]]>
4774     </description>
4775     <use><![CDATA[
4776     About usage of the "random-artifact" treasurelist:
4777     This will generate powerful stuff like girdles, xray helmets, special
4778     swords etc. If you put this as reward to your quest, players might be
4779     motivated to do it more than once. BUT, by doing so they will get a huge
4780     number of different artifacts! Besides, players will always seek the place
4781     with the most easy-to-get random artifact and ignore all others.
4782     My advice: Don't use it! Attract players with good fighting experience
4783     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4784     </use>
4785     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4786     This entry determines what kind of treasure will appear. Look into
4787     /crossfire/share/crossfire/treasures for details about existing
4788     treasurelists.
4789     </attribute>
4790     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4791     "Auto-generate" must be set in order to have the treasure be created
4792     when the map is loaded.
4793     If you want to create a random treasure chest, you unset this flag.
4794     That way, the player has to apply the object (the chest), then the
4795     treasure is generated.
4796     </attribute>
4797     <attribute arch="hp" editor="create number" type="int">
4798     "Create number" specifies how many pieces of the given treasurelist
4799     will appear. Note that for every piece there is a chance that nothing is
4800     generated. Also, sometimes there can be stacks of items generated, like
4801     for gems/money.
4802     </attribute>
4803     <attribute arch="exp" editor="quality level" type="int">
4804     The &lt;quality level&gt; will be used for the quality of the generated
4805     treasure instead of the map difficulty (as was done with shops).
4806     If zero/unset, the map difficulty will instead be used.
4807     (Example for comparison: Shop floors generate treasure of
4808     &lt;quality level&gt; 5 per default).
4809     </attribute>
4810     </type>
4811    
4812     <!--####################################################################-->
4813 root 1.3 <type number="52" name="Trigger Marker">
4814     <ignore>
4815     <ignore_list name="system_object" />
4816     </ignore>
4817     <description><![CDATA[
4818     A trigger marker is an object that inserts an invisible force (a mark) into a
4819     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4820     &lt;key string&gt; which can be discovered by detectors or inventory
4821     checkers. It is also possible to use markers for removing marks again.
4822     <br><br>
4823     Note that the player has no possibility to "see" his own marks,
4824     except by the effect that they cause on the maps. ]]>
4825     </description>
4826     <use><![CDATA[
4827     Markers hold real cool possibilities for map-making. I encourage
4828     you to use them frequently. However there is one negative point
4829     about markers: Players don't "see" what's going on with them. It is
4830     your task, as map-creator, to make sure the player is always well
4831     informed and never confused.
4832     <br><br>
4833     Please avoid infinite markers when they aren't needed. They're
4834     using a little space in the player file after all, so if there
4835     is no real purpose, set an expire time. ]]>
4836     </use>
4837     <attribute arch="no_pick" value="1" type="fixed" />
4838     <attribute arch="slaying" editor="key string" type="string">
4839     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4840     If the player already has a force with that &lt;key string&gt;,
4841     there won't be inserted a second one.
4842     </attribute>
4843     <attribute arch="connected" editor="connection" type="int">
4844     Unlike a regular marker this is the connection that triggers this marker to activate.
4845     </attribute>
4846     <attribute arch="food" editor="mark duration" type="int">
4847     This value defines the duration of the force it inserts.
4848     If nonzero, the duration of the player's mark is finite:
4849     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4850     means the mark will stay on the player forever.
4851     </attribute>
4852     <attribute arch="name" editor="delete mark" type="string">
4853     When the player steps onto the marker, all existing forces in
4854     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4855     will be removed. If you don't want to remove any marks, leave
4856     this textfield empty.
4857    
4858     Note that the string &lt;delete mark&gt; is set as the name of
4859     this marker. So don't be confused, and remember changing the
4860     name will take effect on the marker's functionality.
4861     </attribute>
4862     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4863     In the moment when the player gets marked, this text is displayed
4864     to him. You should really set a message in any marker you create,
4865     because it's the only way for the player to notice what's going on.
4866     </attribute>
4867     </type>
4868    
4869     <!--####################################################################-->
4870 root 1.1 <type number="0" name="Wall">
4871     <required>
4872     <attribute arch="is_floor" value="0" />
4873     <attribute arch="alive" value="0" />
4874     <attribute arch="no_pass" value="1" />
4875     </required>
4876     <ignore>
4877     <attribute arch="nrof" />
4878     <attribute arch="title" />
4879     <attribute arch="name_pl" />
4880     <attribute arch="value" />
4881     <attribute arch="unpaid" />
4882     </ignore>
4883     <description><![CDATA[
4884     Walls usually block passage and sight. ]]>
4885     </description>
4886     <attribute arch="no_pass" editor="blocking passage" type="bool">
4887     If set, the object cannot be passed by players nor monsters.
4888     </attribute>
4889     <attribute arch="can_roll" editor="moveable" type="bool">
4890     If set, the object is able to "roll", so it can be pushed around.
4891     This setting is used for boulders and barrels.
4892     </attribute>
4893     <attribute arch="no_magic" editor="restrict spells" type="bool">
4894     This takes effect only with &lt;blocksview&gt; disabled.
4895     Restricting the use of spells to pass this wall.
4896     </attribute>
4897     <attribute arch="damned" editor="restrict prayers" type="bool">
4898     This takes effect only with &lt;blocksview&gt; disabled.
4899     Restricting the use of spells to pass this wall.
4900     </attribute>
4901     </type>
4902    
4903     <!--####################################################################-->
4904 root 1.3 <type number="109" name="Wand &amp; Staff">
4905     <description><![CDATA[
4906     Wands contain a certain spell. The player can apply (ready) and
4907     fire the wand. After a defined number of casts, the wand is
4908     "used up". It is possible to recharge a wand with scrolls of
4909     charging, but usually that isn't worth the cost. ]]>
4910     </description>
4911     <use><![CDATA[
4912     Wands are quite seldomly used. The reason prolly is that they're
4913     generally not cost-efficient. Handing out high-level wands with
4914     powerful special spells isn't a good idea either, because of
4915     the recharge ability.
4916     <br><br>
4917     For low levels, staffs of healing/cure and word of recall are
4918     quite desirable though. Ideal rewards for low level quests. ]]>
4919     </use>
4920     <attribute arch="sp" editor="spell" type="spell">
4921     The &lt;spell&gt; specifies the contained spell.
4922     </attribute>
4923     <attribute arch="level" editor="casting level" type="int">
4924     The &lt;casting level&gt; of the wand determines it's power.
4925     An average level for wands in shops is about 10.
4926     </attribute>
4927     <attribute arch="food" editor="number of charges" type="int">
4928     The wand can be used &lt;number of charges&gt; times before it is
4929     used up. It can be recharged with scrolls of charging.
4930     </attribute>
4931     <attribute arch="startequip" editor="godgiven item" type="bool">
4932     A godgiven item vanishes as soon as the player
4933     drops it to the ground.
4934     </attribute>
4935     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4936     This text may contain a description of the wand.
4937     </attribute>
4938     </type>
4939    
4940     <!--####################################################################-->
4941 root 1.1 <type number="0" name="Weak Wall">
4942     <required>
4943     <attribute arch="is_floor" value="0" />
4944     <attribute arch="alive" value="1" />
4945     <attribute arch="tear_down" value="1" />
4946     </required>
4947     <ignore>
4948     <ignore_list name="non_pickable" />
4949     </ignore>
4950     <description><![CDATA[
4951     A weak wall is a breakable spot amidsts a solid wall. Typically
4952     these weak walls look similar to their solid "relatives" except
4953     for a small crack or little chunks of wall on the ground. ]]>
4954     </description>
4955     <use><![CDATA[
4956     If you want to create hidden rooms, using weak walls is alot
4957     better than completely indiscernible passages in a wall.<br>
4958     Anyways, there can be a lot more to weak walls than just finding
4959     them: Rising their defensive stats, weak walls can become a
4960     serious obstacle. An ice wall might only be torn down by a fire
4961     attack for example. A granite wall for instance might be very
4962     hard to destroy. ]]>
4963     </use>
4964     <attribute arch="alive" value="1" type="fixed" />
4965     <attribute arch="no_pick" value="1" type="fixed" />
4966     <attribute arch="tear_down" value="1" type="fixed" />
4967     <attribute arch="race" editor="race" type="string">
4968     For weak walls, &lt;race&gt; should always be set to "wall",
4969     unless you create something fancy like a building which
4970     is in fact meant to be a huge animal.
4971     Note that shovels slay walls, so they do tripple damage
4972     against weak walls.
4973     </attribute>
4974     <attribute arch="level" editor="level" type="int">
4975     The &lt;level&gt; of a weak wall works similar to monster levels.
4976     Due to the fact that weak walls cannot attack, the level
4977     is much less important though.
4978     </attribute>
4979     <attribute arch="hp" editor="health points" type="int">
4980     The &lt;health points&gt; of a weak wall define how long it takes to
4981     tear it down. With every successful hit from an opponent,
4982     &lt;health points&gt; get drained.
4983     </attribute>
4984     <attribute arch="maxhp" editor="max health" type="int">
4985     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4986     weak wall can have. Since walls generally don't heal, I doubt
4987     this has much real effect.
4988     </attribute>
4989     <attribute arch="ac" editor="armour class" type="int">
4990     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4991     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4992     </attribute>
4993     <section name="resistance">
4994     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4995     </attribute>
4996     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4997     </attribute>
4998     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4999     </attribute>
5000     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5001     </attribute>
5002     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5003     </attribute>
5004     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5005     </attribute>
5006     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5007     </attribute>
5008     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5009     </attribute>
5010     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5011     </attribute>
5012     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5013     </attribute>
5014     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5015     </attribute>
5016     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5017     </attribute>
5018     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5019     </attribute>
5020     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5021     </attribute>
5022     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5023     </attribute>
5024     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5025     </attribute>
5026     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5027     </attribute>
5028     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5029     </attribute>
5030     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5031     </attribute>
5032     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5033     </attribute>
5034     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5035     </attribute>
5036     </section>
5037     </type>
5038    
5039     <!--####################################################################-->
5040     <type number="15" name="Weapon">
5041     <description><![CDATA[
5042     Wielding a weapon, the object's stats will directly be inherited to the
5043     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5044     be improved with scrolls. ]]>
5045     </description>
5046     <use><![CDATA[
5047     If you create artifacts (equipment) with stats- or resistance-bonus:
5048     Keep playbalance in mind! Such items mustn't be reachable without hard
5049     fighting AND questing. ]]>
5050     </use>
5051     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5052     This number is a bitmask, specifying the weapon's attacktypes.
5053     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5054     have no more than one or two attacktypes. Keep in mind that all weapons
5055     can be blessed by the player's diety, thus adding an additional attacktype.
5056 root 1.3
5057 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5058     then he will do as much damage as the "best" of his attacktypes does. So,
5059     the more attacktypes you've got, the better your chance to take advantage
5060     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5061     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5062     </attribute>
5063     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5064     The &lt;weapontype&gt; characterizes the weapon's type of physical
5065     attack. It could best be considered a "subclassification"
5066     of the physical attacktype. For now, this is only used for
5067     attack messages!
5068 root 1.3
5069 root 1.1 You should always set this correctly when creating new
5070     weapons for your maps.
5071     </attribute>
5072     <attribute arch="skill" editor="skill name" type="string">
5073     Matching &lt;skill name&gt; of the skill that is required
5074     to use this weapon.
5075     </attribute>
5076     <attribute arch="dam" editor="damage" type="int">
5077     The damage value is used as base value for how much damage the weapon
5078     does per hit. The actual damage involves more dependencies,
5079     like wielder's level and defender's level. Look at existing weapons
5080     to get a feel for the range of weapon damage values.
5081     </attribute>
5082     <attribute arch="slaying" editor="slaying race" type="string">
5083     Slaying means the weapon does tripple (3x) damage to monsters of the
5084     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5085     only monsters of that archtype are hit with tripple damage.
5086 root 1.3
5087 root 1.1 No god blessings are possible for weapons with a race set in this entry
5088     (That's because god blessings add tripple damage against their own
5089     enemy races). Tripple damage is very effective.
5090     </attribute>
5091     <attribute arch="last_sp" editor="weapon speed" type="int">
5092     The weapon speed determines how often the wielder can swing the weapon
5093     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5094     is best (that is lightning- fast). A typical average value is 8.
5095     Speed and damage should be kept in reasonable relation.
5096     </attribute>
5097     <attribute arch="wc" editor="weapon class" type="int">
5098     The weapon class value adds to the overall weapon class of the wielder's
5099     melee attacks. Weapon class improves the chance of hitting the opponent.
5100     </attribute>
5101     <attribute arch="magic" editor="magic bonus" type="int">
5102     For a weapon, magic bonus works just like weapon class, except that
5103     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5104     less useful than direct weapon class value on a weapon.
5105     </attribute>
5106     <attribute arch="item_power" editor="item power" type="int">
5107     The &lt;item power&gt; value measures how "powerful" an artifact is.
5108     Players will only be able to wear equipment with a certain total
5109     amount of &lt;item power&gt;, depending on their own level. This is the
5110     only way to prevent low level players to wear "undeserved" equipment
5111     (like gifts from other players or cheated items).
5112 root 1.3
5113 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5114     for every artifact you create! If zero/unset, the CF server will
5115     calculate a provisional value at runtime, but this is never
5116     going to be an accurate measurement of &lt;item power&gt;.
5117     </attribute>
5118     <attribute arch="damned" editor="damnation" type="bool">
5119     A damned weapon cannot be unwielded unless
5120     the curse is removed. Removing damnations is
5121     a tick harder than removing curses.
5122     </attribute>
5123     <attribute arch="cursed" editor="curse" type="bool">
5124     A cursed weapon cannot be unwielded unless
5125     the curse is removed.
5126     </attribute>
5127     <attribute arch="lifesave" editor="save life" type="bool">
5128     An item with this flag enabled will save the players life
5129     for one time: When the player is wearing this item and his
5130 root 1.3 health points reach zero, the item disappears, replenishing
5131 root 1.1 half of the player's health.
5132 root 1.3
5133 root 1.1 An item with &lt;save life&gt; should not have
5134     any decent additional bonuses!
5135     </attribute>
5136     <attribute arch="unique" editor="unique item" type="bool">
5137     Unique items exist only one time on a server. If the item
5138     is taken, lost or destroyed - it's gone for good.
5139     </attribute>
5140     <attribute arch="startequip" editor="godgiven item" type="bool">
5141     A godgiven item vanishes as soon as the player
5142     drops it to the ground.
5143     </attribute>
5144     <section name="resistance">
5145     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5146     This adds physical resistance to the weapon (= armour value). The number is
5147     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5148     and what they require to do for getting this-and-that artifact.
5149     </attribute>
5150     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5151     This adds magic resistance to the weapon. The number is a percent-value in
5152     the range 0-100. Treat this with CARE. Look at other maps and what they
5153     require to do for getting this-and-that artifact.
5154     </attribute>
5155     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5156     This adds fire resistance to the weapon. The number is a percent-value in
5157     the range 0-100. Treat this with CARE. Look at other maps and what they
5158     require to do for getting this-and-that artifact.
5159     </attribute>
5160     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5161     This adds electricity resistance to the weapon. The number is a percent-value in
5162     the range 0-100. Treat this with CARE. Look at other maps and what they
5163     require to do for getting this-and-that artifact.
5164     </attribute>
5165     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5166     This adds fire resistance to the weapon. The number is a percent-value in
5167     the range 0-100. Treat this with CARE. Look at other maps and what they
5168     require to do for getting this-and-that artifact.
5169     </attribute>
5170     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5171     This adds confusion resistance to the weapon. The number is a percent-value in
5172     the range 0-100. Confusion resistance is not very effective
5173     unless the value comes close to 100 (= perfect immunity).
5174     </attribute>
5175     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5176     This adds acid resistance to the weapon. The number is a percent-value in
5177     the range 0-100. Treat this with CARE. Look at other maps and what they
5178     require to do for getting this-and-that artifact.
5179     </attribute>
5180     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5181     This adds draining resistance to the weapon. The number is a percent-value
5182     in the range 0-100. Draining resistance is little effective
5183     unless the value is 100 (= perfect immunity).
5184     </attribute>
5185     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5186     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5187     the range 0-100. Weaponmagic resistance generally should not exist on
5188     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5189     are not meant to be easily resisted.
5190     </attribute>
5191     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5192     This adds ghosthit resistance to the weapon. The number is a percent-value
5193     in the range 0-100. Treat this with CARE. Look at other maps and what they
5194     require to do for getting this-and-that artifact.
5195     </attribute>
5196     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5197     This adds poison resistance to the weapon. The number is a percent-value in
5198     the range 0-100. Treat this with CARE. Look at other maps and what they
5199     require to do for getting this-and-that artifact.
5200     </attribute>
5201     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5202     This adds fear resistance to the weapon. The number is a percent-value in
5203     the range 0-100. Resistance to fear is pretty useless.
5204     </attribute>
5205     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5206     This adds paralyze resistance to the weapon. The number is a percent-value in
5207     the range 0-100. Paralyze resistance is little effective
5208     unless the value is 100 (= perfect immunity).
5209     </attribute>
5210     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5211     This adds fear resistance to the weapon. The number is a percent-value in
5212     the range 0-100. Resistance to fear is pretty useless.
5213     </attribute>
5214     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5215     This adds depletion resistance to the weapon. The number is a percent-value
5216     in the range 0-100. Depletion resistance is little effective
5217     unless the value is 100 (= perfect immunity).
5218     </attribute>
5219     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5220     This adds death-attack resistance to the weapon. The number is a
5221     percent-value in the range 0-100. Death-attack resistance is little
5222     effective unless the value is 100 (= perfect immunity).
5223     Generally, resistance to death-attack is not supposed to be
5224     available to players!
5225     </attribute>
5226     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5227     This adds chaos resistance to the weapon. The number is a percent-value in
5228     the range 0-100. Treat this with CARE. Look at other maps and what they
5229     require to do for getting this-and-that artifact.
5230     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5231     combination of other attacktypes.
5232     </attribute>
5233     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5234     This adds blinding resistance to the weapon. The number is a percent-value
5235     in the range 0-100. Treat this with CARE. Look at other maps and what they
5236     require to do for getting this-and-that artifact.
5237     </attribute>
5238     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5239     This adds holy power resistance to the weapon. The number is a percent-value
5240     in the range 0-100. Holy power is the attacktype that holyword-type spells
5241     use to hurt undead creatures. This kind of resistance is only reasonable
5242     for undead players (wraith or devourer cult).
5243     Generally, resistance to holy word should not be available for players.
5244     </attribute>
5245     </section>
5246     <section name="stats">
5247     <attribute arch="Str" editor="strength" type="int">
5248     The player's strentgh will rise/fall by the given value
5249     while wearing this weapon.
5250     </attribute>
5251     <attribute arch="Dex" editor="dexterity" type="int">
5252     The player's dexterity will rise/fall by the given value
5253     while wearing this weapon.
5254     </attribute>
5255     <attribute arch="Con" editor="constitution" type="int">
5256     The player's constitution will rise/fall by the given value
5257     while wearing this weapon.
5258     </attribute>
5259     <attribute arch="Int" editor="intelligence" type="int">
5260     The player's intelligence will rise/fall by the given value
5261     while wearing this weapon.
5262     </attribute>
5263     <attribute arch="Pow" editor="power" type="int">
5264     The player's power will rise/fall by the given value
5265     while wearing this weapon.
5266     </attribute>
5267     <attribute arch="Wis" editor="wisdom" type="int">
5268     The player's wisdom will rise/fall by the given value while
5269     wearing this weapon.
5270     </attribute>
5271     <attribute arch="Cha" editor="charisma" type="int">
5272     The player's charisma will rise/fall by the given value
5273     while wearing this weapon.
5274     </attribute>
5275     </section>
5276     <section name="misc">
5277     <attribute arch="luck" editor="luck bonus" type="int">
5278     With positive luck bonus, the player is more likely to
5279     succeed in all sorts of things (spellcasting, praying,...).
5280     Unless the &lt;luck bonus&gt; is very high, the effect will be
5281     barely visible in-game. Luck bonus on one piece of equipment
5282     should never exceed 3, and such bonus should not be too
5283     frequently available.
5284     </attribute>
5285     <attribute arch="hp" editor="health regen." type="int">
5286     Positive &lt;health regen.&gt; bonus speeds up the
5287     player's healing process. Negative values slow it down.
5288     </attribute>
5289     <attribute arch="sp" editor="mana regen." type="int">
5290     Positive &lt;mana regen.&gt; bonus speeds up the
5291     player's mana regeneration. Negative values slow it down.
5292     </attribute>
5293     <attribute arch="grace" editor="grace regen." type="int">
5294     Positive &lt;grace regen.&gt; bonus speeds up the
5295     player's grace regeneration. Negative values slow it down.
5296     Since grace can be regenerated rather easy with praying,
5297     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5298     </attribute>
5299     <attribute arch="food" editor="food bonus" type="int">
5300     Positive &lt;food bonus&gt; slows down the player's digestion,
5301     thus he consumes less food. Negative values speed it up.
5302 root 1.3
5303 root 1.1 Note that food is consumed not only for "being alive", but
5304     also for healing and mana-regeneration.
5305     &lt;food bonus&gt; only affects the amount of food consumed
5306     for "being alive". Hence, even with high &lt;food bonus&gt;,
5307     during a fight a player can run out of food quickly.
5308     </attribute>
5309     <attribute arch="xrays" editor="xray vision" type="bool">
5310     Xray vision allows the player to see through obstacles
5311     in a two-square-wide radius. This is extremely helpful and
5312 root 1.3 desirable, so don't give it away for cheap on equipment.
5313 root 1.1 </attribute>
5314     <attribute arch="stealth" editor="stealth" type="bool">
5315     Stealth allows the player to move silently.
5316     This comes to effect if a player turns himself
5317     invisible and tries to sneak around monsters.
5318     (At least that was the idea behind it)
5319     </attribute>
5320     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5321     If a player is wearing any piece of equipment with
5322     the ability to &lt;reflect spells&gt;, all kinds of
5323     spell-bullets and -beams will bounce off him.
5324     This works only about 90% of all times, to
5325     avoid players being completely immune to certain
5326     types of attacks.
5327 root 1.3
5328 root 1.1 This is a very powerful ability and it
5329     shouldn't be handed out cheap!
5330     </attribute>
5331     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5332     If a player is wearing any piece of equipment with
5333     the ability to &lt;reflect missiles&gt;, all kinds of
5334     projectiles (e.g. arrows, bolts, boulders) will
5335     bounce off him. This works only about 90% of all
5336     times, to avoid players being completely immune to
5337     certain types of attacks.
5338     </attribute>
5339     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5340     Click on the &lt;attuned paths&gt; button to select spellpaths.
5341     The player will get attuned to the specified spellpaths
5342     while wearing this weapon.
5343     </attribute>
5344     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5345     Click on the &lt;repelled paths&gt; button to select spellpaths.
5346     The player will get repelled to the specified spellpaths
5347     while wearing this weapon.
5348     </attribute>
5349     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5350     Click on the &lt;denied paths&gt; button to select spellpaths.
5351     The specified spellpaths will be denied to the player
5352     while wearing this weapon.
5353     </attribute>
5354     </section>
5355     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5356     This text describes the weapons's "story". Every decent artifact weapon
5357     should have such a description.
5358     </attribute>
5359     </type>
5360    
5361     </types>