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/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.30
Committed: Mon Sep 10 18:30:30 2007 UTC (16 years, 8 months ago) by root
Content type: text/xml
Branch: MAIN
CVS Tags: rel-2_2
Changes since 1.29: +5 -0 lines
Log Message:
- note to self: all forms of cede need PUTBACK
  as any other fucntion modifying the stack.
- the beginning of tag support
- just for fun tag soem buildings in scorn and watch the database change
- do not install world-precomposed, this saves a lot of traffic, scanning
  and other things.
- add tag field to every object in the editor.

File Contents

# User Rev Content
1 root 1.1 <?xml version="1.0" standalone="no" ?>
2     <!--
3     ######################################################################
4 root 1.3 # types.xml - This is the definitions-file for all the different #
5 root 1.1 # Crossfire object types and their attributes. #
6     # #
7     # The server code of the Crossfire game is always changing and #
8     # evolving. From time to time, object-attributes change in purpose, #
9     # or new ones are created. #
10     # Therefore, it is important that an Editor is flexible and #
11     # easy to "upgrade" to handle such new features. That's why the #
12     # CFJavaEditor reads the type-definitions from this xml file. #
13     # #
14 root 1.3 # If you encounter bugs, typos or missing entries in the LATEST #
15 root 1.1 # VERSION of this file - Don't hesitate to improve it, contact me #
16     # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17     # I will put it into the "official version" of the CFJavaEditor #
18     # and all fellow Crossfire-Map-Makers can benefit from your work! #
19     # #
20     # IMPORTANT: Make a backup copy of this file before you start #
21     # to modify it! #
22     # #
23     # New types must be inserted maintaining the alphabetical order. #
24     # #
25     # about the 'type' elements: #
26     # #
27     # <type number="15" name="Type Name"> #
28     # <import_type name="Type Name" /> import attributes of this type #
29     # <required> #
30     # list of required attributes to identifying this type #
31     # </required> #
32     # <ignore> #
33     # list of attributes not to import from default_type #
34     # </ignore> #
35     # <description><![CDATA[ #
36     # Description of this type. ]]> #
37     # </description> #
38     # <use><![CDATA[ #
39     # How to use this type. ]]> #
40     # </use> #
41     # ... attributes ... #
42     # </type> #
43     # #
44     # about the 'attribute' type: <attribute ... type="XXX" > #
45     # #
46     # bool - This attribute can only be set to '1' or '0' #
47     # int - This attribute contains a decimal number #
48     # float - This attr. contains a floating point number #
49     # string - This attribute contains a string #
50     # text - This attribute contains a text ("text" can have #
51     # linebreaks, unlike "string") #
52     # fixed - This attribute is always set to a fixed 'value' #
53     # (There is no user-input for this attribute) #
54     # spell - This attribute contains a spell. The mapmaker can #
55     # choose spells from a combo box. #
56     # nz_spell - works just like 'spell', except that the #
57     # spell-value zero is always interpreted as <none>, #
58     # never as "magic bullet" #
59     # bool_special - Like bool, but with customized true/false values #
60     # treasurelist - CF treasure list (see "treasures" file) #
61     # list_LISTNAME - list, must be defined as a <list> element #
62     # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63     # element #
64     # #
65     # Created by Andreas Vogl. #
66     ######################################################################
67     -->
68     <!DOCTYPE types [
69     <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70 root 1.3
71 root 1.1 <!ELEMENT bitmask (entry*)>
72     <!ATTLIST bitmask name CDATA #REQUIRED>
73 root 1.3
74 root 1.1 <!ELEMENT list (entry*)>
75     <!ATTLIST list name CDATA #REQUIRED>
76 root 1.3
77 root 1.1 <!ELEMENT entry EMPTY>
78     <!ATTLIST entry bit CDATA #IMPLIED
79     value CDATA #IMPLIED
80     name CDATA #REQUIRED>
81 root 1.3
82 root 1.1 <!ELEMENT ignore_list (attribute* | EMPTY)>
83     <!ATTLIST ignore_list name CDATA #REQUIRED>
84 root 1.3
85 root 1.1 <!ELEMENT default_type (attribute*)>
86 root 1.3
87 root 1.1 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88     <!ATTLIST type name CDATA #REQUIRED
89     number CDATA #REQUIRED>
90 root 1.3
91 root 1.1 <!ELEMENT description (#PCDATA)>
92     <!ELEMENT use (#PCDATA)>
93 root 1.3
94 root 1.1 <!ELEMENT import_type EMPTY>
95     <!ATTLIST import_type name CDATA #REQUIRED>
96 root 1.3
97 root 1.1 <!ELEMENT required (attribute+)>
98     <!ELEMENT ignore (attribute*,ignore_list*)>
99 root 1.3
100 root 1.1 <!ELEMENT section (attribute+)>
101     <!ATTLIST section name CDATA #REQUIRED>
102 root 1.3
103 root 1.1 <!ELEMENT attribute (#PCDATA)>
104     <!ATTLIST attribute type CDATA #IMPLIED
105     arch CDATA #IMPLIED
106     arch_begin CDATA #IMPLIED
107     arch_end CDATA #IMPLIED
108     editor CDATA #IMPLIED
109     value CDATA #IMPLIED
110     length CDATA #IMPLIED
111     true CDATA #IMPLIED
112     false CDATA #IMPLIED>
113 root 1.9
114     <!ENTITY move_on "
115 elmex 1.22 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 root 1.9 Which movement types automatically (as opposed to manually) activate this object.
117     </attribute>
118     ">
119     <!ENTITY move_off "
120 elmex 1.22 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 root 1.9 Which movement types deactivate this object (e.g. button).
122     </attribute>
123     ">
124     <!ENTITY move_type "
125 elmex 1.22 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 root 1.9 Determines which kinds of movement this object can use (e.g. for monsters)
127     or grants (e.g. for amulets).
128     </attribute>
129     ">
130     <!ENTITY movement_types_terrain "
131 elmex 1.22 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 root 1.9 Objects using these movement types cannot move over this space.
133     </attribute>
134 elmex 1.22 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 root 1.9 Objects using these movement types are allowed to move over this space. Takes
136     precedence over 'blocked movements'.
137     </attribute>
138 elmex 1.22 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 root 1.9 The types of movement that should by slowed down by the 'slow movement penalty'.
140     </attribute>
141     <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142     If &lt;slow movement&gt; is set to a value greater zero, all
143     creatures matching 'slow move' will be slower than normal on this spot.
144    
145     &lt;slow movement&gt; 1 - rough terrain
146     &lt;slow movement&gt; 2 - very rough terrain
147     ...
148     &lt;slow movement&gt; 5 - default for deep swamp
149     ...
150     &lt;slow movement&gt; 7 - spider web (sticky as hell)
151     </attribute>
152     ">
153 root 1.12 <!ENTITY speed_left "
154     <attribute arch='speed_left' editor='speed left' type='float'>
155     The speed left to the object. On every tick, if this value is higher
156     than 0, the object acts/triggers/moves etc. and the value gets
157     decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158     every tick.
159     </attribute>
160     ">
161 elmex 1.16 <!ENTITY activate_on "
162     <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163     Whether the teleporter should only be activated on push.
164     </attribute>
165     <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166     Whether the teleporter should only be activated on release.
167     </attribute>
168     ">
169 elmex 1.29
170     <!ENTITY resistances_flesh_desc "
171     Resistances on flesh items make them more durable against spellcraft
172     of the appropriate kind. It also allows dragon players to eventually gain
173     resistance by eating it. Usually resistance should only be set for flesh
174     items in a monster's inventory.
175     ">
176    
177     <!ENTITY resistances_flesh_section "
178     <section name='resistance'>
179     <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
180     &resistances_flesh_desc;
181     </attribute>
182     <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
183     &resistances_flesh_desc;
184     </attribute>
185     <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
186     &resistances_flesh_desc;
187     </attribute>
188     <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
189     &resistances_flesh_desc;
190     </attribute>
191     <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
192     &resistances_flesh_desc;
193     </attribute>
194     <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
195     &resistances_flesh_desc;
196     </attribute>
197     <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
198     &resistances_flesh_desc;
199     </attribute>
200     <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
201     &resistances_flesh_desc;
202     </attribute>
203     <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
204     &resistances_flesh_desc;
205     </attribute>
206     <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
207     &resistances_flesh_desc;
208     </attribute>
209     <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
210     &resistances_flesh_desc;
211     </attribute>
212     <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
213     &resistances_flesh_desc;
214     </attribute>
215     <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
216     &resistances_flesh_desc;
217     </attribute>
218     <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
219     &resistances_flesh_desc;
220     </attribute>
221     <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
222     &resistances_flesh_desc;
223     </attribute>
224     <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
225     &resistances_flesh_desc;
226     </attribute>
227     <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
228     &resistances_flesh_desc;
229     </attribute>
230     <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
231     &resistances_flesh_desc;
232     </attribute>
233     </section>
234     ">
235    
236     <!ENTITY resistances_basic "
237     <section name='resistance'>
238     <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
239     <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
240     <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
241     <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
242     <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
243     <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
244     <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
245     <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
246     <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
247     <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
248     <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
249     <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
250     <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
251     <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
252     <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
253     <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
254     <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
255     <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
256     <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
257     <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
258     </section>
259     ">
260    
261     <!ENTITY player_stat_desc "
262     The player's strentgh will rise/fall by the given value for permanent
263     (of course there is an upper limit). Generally there shouldn't be stat
264     potions granting more than one stat. Cursed potions will subtract the
265     stats if positive.
266     ">
267    
268     <!ENTITY player_res_desc "
269     The player's resistance to physical will rise by this value in percent
270     (range -100 till +100). The effect is only temporare, and it does NOT
271     add on the values from the player's equipment.
272     Cursed potions will make negative resistance.. very nasty in combat!
273     ">
274    
275     <!ENTITY player_stat_resist_sections "
276     <section name='stats'>
277     <attribute arch='Str' editor='strength' type='int'>
278     &player_stat_desc;
279     </attribute>
280     <attribute arch='Dex' editor='dexterity' type='int'>
281     &player_stat_desc;
282     </attribute>
283     <attribute arch='Con' editor='constitution' type='int'>
284     &player_stat_desc;
285     </attribute>
286     <attribute arch='Int' editor='intelligence' type='int'>
287     &player_stat_desc;
288     </attribute>
289     <attribute arch='Pow' editor='power' type='int'>
290     &player_stat_desc;
291     </attribute>
292     <attribute arch='Wis' editor='wisdom' type='int'>
293     &player_stat_desc;
294     </attribute>
295     <attribute arch='Cha' editor='charisma' type='int'>
296     &player_stat_desc;
297     </attribute>
298     </section>
299     <section name='resistance'>
300     <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
301     &player_res_desc;
302     </attribute>
303     <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
304     &player_res_desc;
305     </attribute>
306     <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
307     &player_res_desc;
308     </attribute>
309     <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
310     &player_res_desc;
311     </attribute>
312     <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
313     &player_res_desc;
314     </attribute>
315     <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
316     &player_res_desc;
317     </attribute>
318     <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
319     &player_res_desc;
320     </attribute>
321     <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
322     &player_res_desc;
323     </attribute>
324     <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
325     &player_res_desc;
326     </attribute>
327     <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
328     &player_res_desc;
329     </attribute>
330     <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
331     &player_res_desc;
332     </attribute>
333     <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
334     &player_res_desc;
335     </attribute>
336     <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
337     &player_res_desc;
338     </attribute>
339     <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
340     &player_res_desc;
341     </attribute>
342     <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
343     &player_res_desc;
344     </attribute>
345     <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
346     &player_res_desc;
347     </attribute>
348     <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
349     &player_res_desc;
350     </attribute>
351     <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
352     &player_res_desc;
353     </attribute>
354     <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
355     &player_res_desc;
356     </attribute>
357     <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
358     &player_res_desc;
359     </attribute>
360     </section>
361     ">
362    
363 root 1.1 ]>
364    
365     <types>
366    
367     <!--###################### bitmask definitions ######################-->
368    
369     <bitmask name="attacktype">
370     <entry bit="0" name="Physical" />
371     <entry bit="1" name="Magical" />
372     <entry bit="2" name="Fire" />
373     <entry bit="3" name="Electricity" />
374     <entry bit="4" name="Cold" />
375     <entry bit="5" name="Confusion" />
376     <entry bit="6" name="Acid" />
377     <entry bit="7" name="Drain" />
378     <entry bit="8" name="Weaponmagic" />
379     <entry bit="9" name="Ghosthit" />
380     <entry bit="10" name="Poison" />
381     <entry bit="11" name="Slow" />
382     <entry bit="12" name="Paralyze" />
383     <entry bit="13" name="Turn Undead" />
384     <entry bit="14" name="Fear" />
385     <entry bit="15" name="Cancellation" />
386     <entry bit="16" name="Depletion" />
387     <entry bit="17" name="Death" />
388     <entry bit="18" name="Chaos" />
389     <entry bit="19" name="Counterspell" />
390     <entry bit="20" name="God Power" />
391     <entry bit="21" name="Holy Power" />
392     <entry bit="22" name="Blinding" />
393     </bitmask>
394    
395     <bitmask name="material">
396     <entry bit="0" name="Paper" />
397     <entry bit="1" name="Iron" />
398     <entry bit="2" name="Glass" />
399     <entry bit="3" name="Leather" />
400     <entry bit="4" name="Wood" />
401     <entry bit="5" name="Organics" />
402     <entry bit="6" name="Stone" />
403     <entry bit="7" name="Cloth" />
404     <entry bit="8" name="Adamantite" />
405 root 1.7 <entry bit="9" name="Liquid" />
406     <entry bit="10" name="Soft Metal" />
407     <entry bit="11" name="Bone" />
408     <entry bit="12" name="Ice" />
409     <entry bit="13" name="(supress name on display)" />
410    
411 root 1.1 </bitmask>
412    
413     <bitmask name="spellpath">
414     <entry bit="0" name="Protection" />
415     <entry bit="1" name="Fire" />
416     <entry bit="2" name="Frost" />
417     <entry bit="3" name="Electricity" />
418     <entry bit="4" name="Missiles" />
419     <entry bit="5" name="Self" />
420     <entry bit="6" name="Summoning" />
421     <entry bit="7" name="Abjuration" />
422     <entry bit="8" name="Restoration" />
423     <entry bit="9" name="Detonation" />
424     <entry bit="10" name="Mind" />
425     <entry bit="11" name="Creation" />
426     <entry bit="12" name="Teleportation" />
427     <entry bit="13" name="Information" />
428     <entry bit="14" name="Transmutation" />
429     <entry bit="15" name="Transferrence" />
430     <entry bit="16" name="Turning" />
431     <entry bit="17" name="Wounding" />
432     <entry bit="18" name="Death" />
433     <entry bit="19" name="Light" />
434     </bitmask>
435    
436     <bitmask name="will_apply">
437     <entry bit="0" name="Apply Handles" />
438     <entry bit="1" name="Open Chests" />
439     <entry bit="2" name="Break Walls" />
440     <entry bit="3" name="Open Doors" />
441     </bitmask>
442    
443     <bitmask name="pick_up">
444     <entry bit="0" name="Nothing" />
445     <entry bit="1" name="Wealth" />
446     <entry bit="2" name="Food" />
447     <entry bit="3" name="Weapons" />
448     <entry bit="4" name="Armour" />
449     <entry bit="5" name="Inverse" />
450     <entry bit="6" name="All" />
451     </bitmask>
452    
453 root 1.9 <bitmask name="movement_type">
454     <entry bit="0" name="Walk" />
455     <entry bit="1" name="Fly Low" />
456     <entry bit="2" name="Fly High" />
457     <entry bit="3" name="Swim" />
458     <entry bit="4" name="Boat" />
459 root 1.11 <entry bit="16" name="Other" />
460 root 1.9 </bitmask>
461    
462 root 1.1 <!--###################### list definitions ######################-->
463    
464     <list name="direction">
465     <entry value="0" name="&lt;none&gt;" />
466     <entry value="1" name="north" />
467     <entry value="2" name="northeast" />
468     <entry value="3" name="east" />
469     <entry value="4" name="southeast" />
470     <entry value="5" name="south" />
471     <entry value="6" name="southwest" />
472     <entry value="7" name="west" />
473     <entry value="8" name="northwest" />
474     </list>
475    
476     <list name="mood">
477     <entry value="0" name="furious" />
478     <entry value="1" name="angry" />
479     <entry value="2" name="calm" />
480     <entry value="3" name="sleep" />
481     <entry value="4" name="charm" />
482     </list>
483    
484     <list name="potion_effect">
485     <entry value="0" name="&lt;none&gt;" />
486     <entry value="65536" name="life restoration" />
487     <entry value="1048576" name="improvement" />
488     </list>
489    
490     <list name="weapon_type">
491     <entry value="0" name="&lt;unknown&gt;" />
492     <entry value="1" name="sword" />
493     <entry value="2" name="arrows" />
494     <entry value="3" name="axe" />
495     <entry value="4" name="katana" />
496     <entry value="5" name="knife, dagger" />
497     <entry value="6" name="whip, chain" />
498     <entry value="7" name="hammer, flail" />
499     <entry value="8" name="club, stick" />
500     </list>
501    
502     <list name="skill_type">
503     <entry value="1" name="lockpicking" />
504     <entry value="2" name="hiding" />
505     <entry value="3" name="smithery" />
506     <entry value="4" name="bowyer" />
507     <entry value="5" name="jeweler" />
508     <entry value="6" name="alchemy" />
509     <entry value="7" name="stealing" />
510     <entry value="8" name="literacy" />
511     <entry value="9" name="bargaining" />
512     <entry value="10" name="jumping" />
513     <entry value="11" name="detect magic" />
514     <entry value="12" name="oratory" />
515     <entry value="13" name="singing" />
516     <entry value="14" name="detect curse" />
517     <entry value="15" name="find traps" />
518     <entry value="16" name="mediatation" />
519     <entry value="17" name="punching" />
520     <entry value="18" name="flame touch" />
521     <entry value="19" name="karate" />
522     <entry value="20" name="climbing" />
523     <entry value="21" name="woodsman" />
524     <entry value="22" name="inscription" />
525     <entry value="23" name="one handed weapons" />
526     <entry value="24" name="missile weapons" />
527     <entry value="25" name="throwing" />
528     <entry value="26" name="use magic item" />
529     <entry value="27" name="disarm traps" />
530     <entry value="28" name="set traps" />
531     <entry value="29" name="thaumaturgy" />
532     <entry value="30" name="praying" />
533     <entry value="31" name="clawing" />
534     <entry value="32" name="levitation" />
535     <entry value="33" name="summoning" />
536     <entry value="34" name="pyromancy" />
537     <entry value="35" name="evocation" />
538     <entry value="36" name="sorcery" />
539     <entry value="37" name="two handed weapons" />
540     </list>
541    
542     <list name="spell_type">
543     <entry value="1" name="raise dead" />
544     <entry value="2" name="rune" />
545     <entry value="3" name="make mark" />
546     <entry value="4" name="bolt" />
547     <entry value="5" name="bullet" />
548     <entry value="6" name="explosion" />
549     <entry value="7" name="cone" />
550     <entry value="8" name="bomb" />
551     <entry value="9" name="wonder" />
552     <entry value="10" name="smite" />
553     <entry value="11" name="magic missile" />
554     <entry value="12" name="summon golem" />
555     <entry value="13" name="dimension door" />
556     <entry value="14" name="magic mapping" />
557     <entry value="15" name="magic wall" />
558     <entry value="16" name="destruction" />
559     <entry value="17" name="perceive self" />
560     <entry value="18" name="word of recall" />
561     <entry value="19" name="invisible" />
562     <entry value="20" name="probe" />
563     <entry value="21" name="healing" />
564     <entry value="22" name="create food" />
565     <entry value="23" name="earth to dust" />
566     <entry value="24" name="change ability" />
567     <entry value="25" name="bless" />
568     <entry value="26" name="curse" />
569     <entry value="27" name="summon monster" />
570     <entry value="28" name="recharge" />
571     <entry value="29" name="polymorph" />
572     <entry value="30" name="alchemy" />
573     <entry value="31" name="remove curse" />
574     <entry value="32" name="identify" />
575     <entry value="33" name="detection" />
576     <entry value="34" name="mood change" />
577     <entry value="35" name="moving ball" />
578     <entry value="36" name="swarm" />
579     <entry value="37" name="charge mana" />
580     <entry value="38" name="dispel rune" />
581     <entry value="39" name="create missile" />
582     <entry value="40" name="consecrate" />
583     <entry value="41" name="animate weapon" />
584     <entry value="42" name="light" />
585     <entry value="43" name="change map light" />
586     <entry value="44" name="faery fire" />
587     <entry value="45" name="disease" />
588     <entry value="46" name="aura" />
589     <entry value="47" name="town portal" />
590     </list>
591    
592 elmex 1.4 <list name="event_type">
593     <entry value="0" name="none" />
594     <entry value="1" name="apply" />
595     <entry value="2" name="attack" />
596     <entry value="3" name="death" />
597     <entry value="4" name="drop" />
598     <entry value="5" name="pickup" />
599     <entry value="6" name="say" />
600     <entry value="7" name="stop" />
601     <entry value="8" name="time" />
602     <entry value="9" name="throw" />
603     <entry value="10" name="trigger" />
604     <entry value="11" name="close" />
605     <entry value="12" name="timer" />
606     <entry value="28" name="move" />
607 elmex 1.18 <entry value="41" name="drop_on" />
608 elmex 1.4 </list>
609    
610 root 1.10 <list name="attack_movement_bits_0_3">
611     <entry value="0" name="default" />
612     <entry value="1" name="attack from distance" />
613     <entry value="2" name="run away" />
614     <entry value="3" name="hit and run" />
615     <entry value="4" name="wait, then hit, then move" />
616     <entry value="5" name="rush blindly" />
617     <entry value="6" name="always run" />
618     <entry value="7" name="attack from distance if hit" />
619     <entry value="8" name="do not approach" />
620     </list>
621    
622     <list name="attack_movement_bits_4_7">
623     <entry value="0" name="none" />
624     <entry value="16" name="pet" />
625     <entry value="32" name="small circle" />
626     <entry value="48" name="large circle" />
627     <entry value="64" name="small horizontal" />
628     <entry value="80" name="large horizontal" />
629     <entry value="96" name="random direction" />
630     <entry value="112" name="random movement" />
631     <entry value="128" name="small vertical" />
632     <entry value="144" name="large vertical" />
633     </list>
634    
635 root 1.1 <!--###################### default attributes ######################-->
636    
637     <!--
638     The attributes of the default_type get added to all other types by default.
639     Every type can have an 'ignore' element however, which is used to specify
640     default attributes *not* to inherit.
641     -->
642     <default_type>
643     <attribute arch="name" editor="name" type="string">
644     This is the name of the object, displayed to the player.
645     </attribute>
646     <attribute arch="name_pl" editor="plural name" type="string">
647     This is the plural name of the object. A plural name must be set for
648     all items that can be picked up and collected by the player.
649     </attribute>
650     <attribute arch="title" editor="title" type="string">
651     This is the object's title. Once an object is identified the title is
652 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
653 root 1.1 </attribute>
654     <attribute arch="face" editor="image" type="string">
655     The image-name defines what image is displayed for this object in-game.
656     </attribute>
657 root 1.30 <attribute arch="tag" editor="tag" type="string">
658     You can tag objects with an identifier. Tagged objects can be found quickly
659     from their tag, which makes them useful to tag exits and refer to those by
660     their name.
661     </attribute>
662 root 1.1 <attribute arch="nrof" editor="number" type="int">
663     This value determines the number of objects in one stack (for example:
664     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
665     any pickable object - otherwise it won't be mergeable into a stack.
666     </attribute>
667     <attribute arch="weight" editor="weight" type="int">
668 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
669 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
670     for explicitly non-pickable objects (hey, this is opensource.. you
671     never know ;) ).
672     </attribute>
673     <attribute arch="value" editor="value" type="int">
674 root 1.13 Determines the value of the object, in units of silver coins (one
675     platinum coin == 50 silver coins). Value for buying/selling will be
676 root 1.1 further modified by various factors. Hence, testing values in-game is
677     usually inevitable.
678     </attribute>
679     <attribute arch="glow_radius" editor="glow radius" type="int">
680     If &lt;glow radius&gt; is set to a value greater zero, the object
681     appears lit up on dark maps. &lt;glow radius&gt; can be a value
682 root 1.3 between 0 and 4, the higher, the more light does the object emit.
683 root 1.1 </attribute>
684     <attribute arch="material" editor="material" type="bitmask_material">
685     This bitmask-value informs the player of which material(s) the
686     object consists. Material does also affect how likely the object
687     can be destroyed by hazardous spell-effects.
688     </attribute>
689     <attribute arch="no_pick" editor="non-pickable" type="bool">
690     If set, the object cannot be picked up (Neither by players nor monsters).
691     </attribute>
692     <attribute arch="invisible" editor="invisible" type="bool">
693     Generally makes the object invisible. Depending on the object-type,
694     some can be made visible by the show_invisible spell. If in doubt, test it.
695     Putting an invisible object under the floor always prevents it from being
696     shown.
697     </attribute>
698     <attribute arch="blocksview" editor="block view" type="bool">
699     If an item is set to block view, players (and monsters) cannot
700     see byond it unless they cross it or manage to stand ontop.
701     </attribute>
702     <attribute arch="identified" editor="identified" type="bool">
703     If an item is identified, the player has full knowledge about it.
704     </attribute>
705     <attribute arch="unpaid" editor="unpaid" type="bool">
706     An &lt;unpaid&gt; item cannot be used unless a player carried it over
707     a shop mat, paying the demanded price. Setting this flag makes sense
708     only for pickable items inside shops.
709     </attribute>
710 elmex 1.27 <attribute arch="sound" editor="sound" type="string">
711     The sound this objects makes on a map. Enter either a sound alias from
712     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
713     field it will point to sound/&lt;path&gt;.ext
714     </attribute>
715     <attribute arch="sound_destroy" editor="destroy sound" type="string">
716     The sound this objects makes when it is destroyed. Enter either a sound alias from
717     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
718     field it will point to sound/&lt;path&gt;.ext
719     </attribute>
720 root 1.1 </default_type>
721    
722     <!-- This ignorelist is for all system objects which are non pickable
723     and invisible. They don't interact with players at all. -->
724     <ignore_list name="system_object">
725     <attribute arch="value" />
726     <attribute arch="nrof" />
727     <attribute arch="weight" />
728     <attribute arch="name_pl" />
729     <attribute arch="material" />
730     <attribute arch="no_pick" />
731     <attribute arch="unpaid" />
732     <attribute arch="title" />
733     <attribute arch="glow_radius" />
734     <attribute arch="identified" />
735     <attribute arch="blocksview" />
736     <attribute arch="invisible" />
737     </ignore_list>
738    
739     <!-- This ignorelist is for non-pickable objects. They can be seen by
740     the player, but don't have values like material or weight. -->
741     <ignore_list name="non_pickable">
742     <attribute arch="value" />
743     <attribute arch="nrof" />
744     <attribute arch="weight" />
745     <attribute arch="name_pl" />
746     <attribute arch="material" />
747     <attribute arch="no_pick" />
748     <attribute arch="unpaid" />
749     <attribute arch="title" />
750     <attribute arch="identified" />
751     </ignore_list>
752    
753     <!--####################################################################-->
754     <type number="0" name="Misc">
755     <required>
756     <!-- this is a special case: The "misc" type with type number 0 is
757     the fallback for all types which don't match any other defined types.
758     The required attribute "misc x" prevents that it gets confused with
759     other types like "monster & npc" which also have type number 0. -->
760     <attribute arch="misc" value="x" />
761     </required>
762 root 1.9 &movement_types_terrain;
763 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
764     Curses can have various effects: On equipment and food,
765     they generally harm the player in some way.
766     </attribute>
767     <attribute arch="damned" editor="damned" type="bool">
768     A damned item/floor on the ground makes it impossible for players
769     to use prayers on that spot. It also prevents players from saving.
770     Damnation on equipment works similar to a curse.
771     </attribute>
772     <attribute arch="unique" editor="unique item" type="bool">
773     Unique items exist only one time on a server. If the item
774     is taken, lost or destroyed - it's gone for good.
775     </attribute>
776     <attribute arch="startequip" editor="godgiven item" type="bool">
777     A godgiven item vanishes as soon as the player
778     drops it to the ground.
779     </attribute>
780     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
781     This text may describe the object.
782     </attribute>
783     </type>
784    
785     <!--####################################################################-->
786     <type number="110" name="Ability">
787     <ignore>
788     <ignore_list name="system_object" />
789     </ignore>
790     <description><![CDATA[
791     Abilities are to be put in a monster's inventory. They grant monsters the
792     knowledge to cast spells. Spells from abilities are usually magical in
793     nature, thus adding magic attacktype to the spell-damage they produce.
794     <br><br>
795     A particularly nice feature of abilities is that they can hold two
796     spells: One for short range- and one for long range use.
797     \n\n
798     You should know that spellcasting monsters receive abilities via
799     &lt;treasurelist&gt;. ]]>
800     </description>
801     <use><![CDATA[
802     If you want to create "customized" spellcasting monsters, you
803     should use abilities (rather than spellbooks/wands or something).
804     The long/short-range spell feature can make boss-monsters more
805     interesting and challenging.
806     <br><br>
807     You should keep in mind that magic abilities allow players
808     to get better resistance. You can turn off the magic part to
809     make the spells more dangerous. However, this really shouldn't
810     be neccessary unless you work on very high level maps.
811     And what fun is a magic resistance cloak when it has no effect? ]]>
812     </use>
813     <attribute arch="invisible" value="1" type="fixed" />
814     <attribute arch="no_drop" value="1" type="fixed" />
815     <attribute arch="sp" editor="short range spell" type="spell">
816     The monster will use the specified &lt;short range spell&gt;
817     when the player is within 6-square radius (of the
818     monster's head).
819     </attribute>
820     <attribute arch="hp" editor="long range spell" type="nz_spell">
821     The monster will use the specified &lt;long range spell&gt;
822     when the player is at least 6 squares away (from the
823     monster's head).
824 root 1.3
825 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
826     &lt;short range spell&gt; gets used all the time.
827     </attribute>
828     <attribute arch="maxsp" editor="importance" type="int">
829     Sometimes you'll want a monster to use one ability more than others.
830     To achieve this, set the &lt;importance&gt; to a value greater than
831     one. Abilities with this value zero/unset are counted to be of
832     &lt;importance&gt; one.
833 root 1.3
834 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
835     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
836     times the "small fireball".
837     </attribute>
838     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
839 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
840 root 1.1 If enabled, all spells produced by this ability will have magic
841     attacktype added to the usual attacktypes.
842 root 1.3
843 root 1.1 This should always be set for spell-like abilities. "Natural"
844     abilities like a dragon's firebreath are an exception.
845     Note that non-magical abilities are more dangerous because
846     magic resistance does not protect from those.</attribute>
847     </type>
848    
849     <!--####################################################################-->
850     <type number="18" name="Altar">
851     <ignore>
852     <ignore_list name="non_pickable" />
853     </ignore>
854     <description><![CDATA[
855     When a player puts a defined number of certain items on the altar,
856     then either a spell is casted (on the player) or a connector is
857     triggered. If the latter is the case, the altar works only once.
858 root 1.3 Either way, the sacrificed item disappears. ]]>
859 root 1.1 </description>
860     <attribute arch="no_pick" value="1" type="fixed" />
861 root 1.9 &move_on;
862 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
863     This string specifies the item that must be put on the altar to
864     activate it. It can either be the name of an archetype, or directly
865     the name of an object. Yet, titles are not recognized by altars.
866     Remember to put a note somewhere, telling the player what he is
867     expected to drop on the altar. (Often this is put in the altar's
868     name: E.g. "drop 100 platinums")
869     </attribute>
870     <attribute arch="food" editor="drop amount" type="int">
871     The drop amount specifies the amount of items (specified
872 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
873 root 1.1
874     If &lt;match item name&gt; is set to "money", then the value of the
875     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
876 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
877 root 1.1
878     Note that the maximum possible for &lt;drop amount&gt; is 32767.
879     </attribute>
880     <attribute arch="connected" editor="connection" type="int">
881     If a connection value is set, the altar will trigger all objects
882     with the same value, when activated. This will only work once.
883     </attribute>
884     <attribute arch="sp" editor="spell" type="spell">
885     When activated, the selected &lt;spell&gt; will be casted (once, on the
886     player). This should work for any given spell. The altar will work
887 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
888 root 1.1 one altar.
889     </attribute>
890     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
891     This text will be displayed to the player
892     in the exact moment when the altar is activated.
893     </attribute>
894     </type>
895    
896     <!--####################################################################-->
897     <type number="31" name="Altar Trigger">
898     <ignore>
899     <ignore_list name="non_pickable" />
900     </ignore>
901     <description><![CDATA[
902     Altar_triggers work pretty much like normal altars
903     (drop sacrifice -> connection activated), except for the fact that
904 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
905 root 1.1 </description>
906     <use><![CDATA[
907     Altar_triggers are very useful if you want to charge a price for...
908     <UL>
909     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
910 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
911 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
912     </UL>
913     The big advantage over normal altars is the infinite usability
914     of altar_triggers! If there are ten players on one server, they're
915     quite grateful if things work more than once. =) ]]>
916     </use>
917     <attribute arch="no_pick" value="1" type="fixed" />
918     <attribute arch="slaying" editor="match item name" type="string">
919     This string specifies the item that must be put on the altar to
920     activate it. It can either be the name of an archetype, or directly
921     the name of an object. Yet, titles are not recognized by altars.
922     Remember to put a note somewhere, telling the player what he is
923     expected to drop on the altar. (Often this is put in the altar's
924     name: E.g. "drop 100 platinums")
925     </attribute>
926     <attribute arch="food" editor="drop amount" type="int">
927     The drop amount specifies the amount of items (specified
928 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
929 root 1.1
930     If &lt;match item name&gt; is set to "money", then the value of the
931     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
932 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
933 root 1.1
934     Note that the maximum possible for &lt;drop amount&gt; is 32767.
935     </attribute>
936     <attribute arch="connected" editor="connection" type="int">
937     If a connection value is set, the altar will trigger all objects
938     with the same value, when activated. This will only work once.
939     </attribute>
940     <attribute arch="sp" editor="spell" type="spell">
941     When activated, this &lt;spell&gt; will be casted (once, on the player).
942 root 1.3 This should work for any given spell. The altar will work infinitely
943 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
944     </attribute>
945     <attribute arch="exp" editor="reset time" type="int">
946     Being activated, the altar will reset after &lt;reset time&gt; ticks.
947     After reset, the altar is ready to be activated once again.
948     The default &lt;reset time&gt; is 30.
949     </attribute>
950     <attribute arch="last_sp" editor="ignore reset" type="bool">
951     If this attribute is enabled, the altar_trigger won't push the
952     connected value by altar reset. Only ONCE by dropping the sacrifice.
953     This is typically used when the altar is connected to a creator,
954 root 1.3 e.g. for selling tickets.
955 root 1.1
956     If this attribute is disabled (default), the altar_trigger
957     will push the connected value TWICE per sacrifice: First by
958     dropping sacrifice, second by reset. This mode is typically
959     used for altars being connected to gates, resulting in the
960     gate being opened and closed again.
961     </attribute>
962 root 1.9 &move_on;
963 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
964     This text will be displayed to the player
965     in the exact moment when the altar is activated.
966     </attribute>
967     </type>
968    
969     <!--####################################################################-->
970 elmex 1.29 <type number="74" name="Skill Tool">
971     <description><![CDATA[
972     Wearing a skill tool will give the player the ability to use a skill.
973     ]]>
974     </description>
975     <use><![CDATA[
976     Feel free to assign resistancies and stats to a skill tools or change
977     the skill that is given.
978     ]]>
979     </use>
980     <attribute arch="skill" editor="skill name" type="string">
981     This field describes which skill the player will be able to use wearing this item.
982     </attribute>
983     &player_stat_resist_sections;
984     </type>
985     <!--####################################################################-->
986 root 1.1 <type number="39" name="Amulet">
987     <description><![CDATA[
988     Wearing an amulet, the object's stats will directly be inherited to
989     the player. Amulets are usually meant for protection and defense. ]]>
990     </description>
991     <use><![CDATA[
992     Feel free to create your own special artifacts. However, it is very
993     important that you keep your artifact in balance with existing maps. ]]>
994     </use>
995     <attribute arch="ac" editor="armour class" type="int">
996     This value defines the amount of armour-class bonus for wearing
997     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
998     values are better. It should usually be set only for armour-like equipment.
999     </attribute>
1000     <attribute arch="wc" editor="weapon class" type="int">
1001     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1002     melee attacks. Weapon class improves the chance of hitting the opponent.
1003     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1004     be set only for weapon-like items. Lower values are better.
1005     </attribute>
1006     <attribute arch="item_power" editor="item power" type="int">
1007     The &lt;item power&gt; value measures how "powerful" an artifact is.
1008     Players will only be able to wear equipment with a certain total
1009     amount of &lt;item power&gt;, depending on their own level. This is the
1010     only way to prevent low level players to wear "undeserved" equipment
1011     (like gifts from other players or cheated items).
1012 root 1.3
1013 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
1014     for every artifact you create! If zero/unset, the CF server will
1015     calculate a provisional value at runtime, but this is never
1016     going to be an accurate measurement of &lt;item power&gt;.
1017     </attribute>
1018     <attribute arch="damned" editor="damnation" type="bool">
1019     A damned piece of equipment cannot be unwielded unless the curse
1020     is removed. Removing damnations is a tick harder than removing curses.
1021     </attribute>
1022     <attribute arch="cursed" editor="curse" type="bool">
1023     A cursed piece of equipment cannot be unwielded
1024     unless the curse is removed.
1025     </attribute>
1026     <attribute arch="lifesave" editor="save life" type="bool">
1027     An item with this flag enabled will save the players life
1028     for one time: When the player is wearing this item and his
1029 root 1.3 health points reach zero, the item disappears, replenishing
1030 root 1.1 half of the player's health.
1031 root 1.3
1032 root 1.1 An item with &lt;save life&gt; should not have
1033     any decent additional bonuses!
1034     </attribute>
1035     <attribute arch="unique" editor="unique item" type="bool">
1036     Unique items exist only one time on a server. If the item
1037     is taken, lost or destroyed - it's gone for good.
1038     </attribute>
1039     <attribute arch="startequip" editor="godgiven item" type="bool">
1040     A godgiven item vanishes as soon as the player
1041     drops it to the ground.
1042     </attribute>
1043     <attribute arch="applied" editor="is applied" type="bool">
1044     If you put this item into the inventory of a monster, and
1045     you want the monster to use/wear the item - you must set
1046     &lt;is applied&gt;.
1047     Enabling this flag doesn't make any sense if the item
1048     is NOT in a monster's inventory.
1049     </attribute>
1050 elmex 1.29 &player_stat_resist_sections;
1051 root 1.1 <section name="misc">
1052     <attribute arch="luck" editor="luck bonus" type="int">
1053     With positive luck bonus, the player is more likely to
1054     succeed in all sorts of things (spellcasting, praying,...).
1055     Unless the &lt;luck bonus&gt; is very high, the effect will be
1056     barely visible in-game. Luck bonus on one piece of equipment
1057     should never exceed 3, and such bonus should not be too
1058     frequently available.
1059     </attribute>
1060     <attribute arch="hp" editor="health regen." type="int">
1061     Positive &lt;health regen.&gt; bonus speeds up the
1062     player's healing process. Negative values slow it down.
1063     </attribute>
1064     <attribute arch="sp" editor="mana regen." type="int">
1065     Positive &lt;mana regen.&gt; bonus speeds up the
1066     player's mana regeneration. Negative values slow it down.
1067     </attribute>
1068     <attribute arch="grace" editor="grace regen." type="int">
1069     Positive &lt;grace regen.&gt; bonus speeds up the
1070     player's grace regeneration. Negative values slow it down.
1071     Since grace can be regenerated rather easy with praying,
1072     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1073     </attribute>
1074     <attribute arch="food" editor="food bonus" type="int">
1075     Positive &lt;food bonus&gt; slows down the player's digestion,
1076     thus he consumes less food. Negative values speed it up.
1077 root 1.3
1078 root 1.1 Note that food is consumed not only for "being alive", but
1079     also for healing and mana-regeneration.
1080     &lt;food bonus&gt; only affects the amount of food consumed
1081     for "being alive". Hence, even with high &lt;food bonus&gt;,
1082     during a fight a player can run out of food quickly.
1083     </attribute>
1084     <attribute arch="xrays" editor="xray vision" type="bool">
1085     Xray vision allows the player to see through obstacles
1086     in a two-square-wide radius. This is extremely helpful and
1087 root 1.3 desirable, so don't give it away for cheap on equipment.
1088 root 1.1 </attribute>
1089     <attribute arch="stealth" editor="stealth" type="bool">
1090     Stealth allows the player to move silently.
1091     This comes to effect if a player turns himself
1092     invisible and tries to sneak around monsters.
1093     (At least that was the idea behind it)
1094     </attribute>
1095     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1096     If a player is wearing any piece of equipment with
1097     the ability to &lt;reflect spells&gt;, all kinds of
1098     spell-bullets and -beams will bounce off him.
1099     This works only about 90% of all times, to
1100     avoid players being completely immune to certain
1101     types of attacks.
1102 root 1.3
1103 root 1.1 This is a very powerful ability and it
1104     shouldn't be handed out cheap!
1105     </attribute>
1106     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1107     If a player is wearing any piece of equipment with
1108     the ability to &lt;reflect missiles&gt;, all kinds of
1109     projectiles (e.g. arrows, bolts, boulders) will
1110     bounce off him. This works only about 90% of all
1111     times, to avoid players being completely immune to
1112     certain types of attacks.
1113     </attribute>
1114 root 1.9 &move_type;
1115 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1116     Click on the &lt;attuned paths&gt; button to select spellpaths.
1117     The player will get attuned to the specified spellpaths
1118     while wearing this item.
1119     </attribute>
1120     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1121     Click on the &lt;repelled paths&gt; button to select spellpaths.
1122     The player will get repelled to the specified spellpaths
1123     while wearing this item.
1124     </attribute>
1125     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1126     Click on the &lt;denied paths&gt; button to select spellpaths.
1127     The specified spellpaths will be denied to the player
1128     while wearing this item.
1129     </attribute>
1130     </section>
1131     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1132     This text describes the item's "story". Every decent artifact
1133     should have such a description.
1134     </attribute>
1135     </type>
1136    
1137     <!--####################################################################-->
1138     <type number="58" name="Battleground">
1139     <ignore>
1140     <ignore_list name="non_pickable" />
1141     </ignore>
1142     <description><![CDATA[
1143     Battleground is very special: In short, players can die on battleground
1144     without any death penalties. They don't loose or gain experience
1145     while on battleground. Acid, draining and depletion effects don't
1146     work either.
1147     When a player dies on battleground, he gets teleported to an exit
1148     location which is defined in the battleground object. ]]>
1149     </description>
1150     <use><![CDATA[
1151     Battleground is only meant for player vs. player duels. You can
1152     design combat arenas similiar to the one in scorn.<br>
1153     What should NEVER be done is placing battleground tiles in
1154     open dungeons or other free kinds of land.
1155     It must not be possible to gain significant treasure for fighting
1156     on battleground, because it bears no risk.<br><br>
1157     (Battleground will cease to work when the image or name is changed,
1158     or when it is placed beneath another floor tile.
1159     This is not a bug, it is there to prevent any attempts of placing
1160     "hidden" battleground tiles anywhere.) ]]>
1161     </use>
1162     <attribute arch="no_pick" value="1" type="fixed" />
1163     <attribute arch="is_floor" value="1" type="fixed" />
1164     <attribute arch="hp" editor="destination X" type="int">
1165     The exit destinations define the (x, y)-coordinates where players
1166     get teleported after they died on this battleground.
1167     </attribute>
1168     <attribute arch="sp" editor="destination Y" type="int">
1169     The exit destinations define the (x, y)-coordinates where players
1170     get teleported after they died on this battleground.
1171     </attribute>
1172     </type>
1173    
1174     <!--####################################################################-->
1175 elmex 1.19 <type number="165" name="Safe ground (CF+)">
1176     <ignore>
1177     <ignore_list name="non_pickable" />
1178     </ignore>
1179     <description><![CDATA[
1180     Safe ground is a special object that prevents any effects that might
1181     be harmful for the map, other players or items on the map.
1182     It blocks all magic and prayers, usage of alchemy, prevents potions
1183 elmex 1.20 from being used and blocks bombs from exploding. Note that altars that
1184     do cast spells still work.
1185 elmex 1.19 (This is a Crossfire+ feature, and might not work elsewhere)
1186     ]]>
1187     </description>
1188     <use><![CDATA[
1189 elmex 1.20 Safe ground can be used to prevents any means of burning
1190     or destroying the items in a shop. Put this object below all floor tiles
1191     in your map and your shop will be safe. It's generally useful for making
1192     areas where really no kind of spell should be invoked by a player.
1193     ]]>
1194 elmex 1.19 </use>
1195     <attribute arch="no_pick" value="1" type="fixed" />
1196     </type>
1197    
1198     <!--####################################################################-->
1199 root 1.1 <type number="8" name="Book">
1200     <description><![CDATA[
1201     Applying a book, the containing message is displayed to the player. ]]>
1202     </description>
1203     <attribute arch="level" editor="literacy level" type="int">
1204     If this value is set to be greater than zero, the player needs a
1205     certain literacy level to succeed reading the book. The book can be
1206     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1207     book can be a nice idea, personally I like it when a player needs
1208     more than his fighting skills to solve a quest. However, keep the
1209     booklevel at least below 15 because it is quite hard to gain high
1210     mental levels.
1211     </attribute>
1212     <attribute arch="startequip" editor="godgiven item" type="bool">
1213     A godgiven item vanishes as soon as the player
1214     drops it to the ground.
1215     </attribute>
1216     <attribute arch="unique" editor="unique item" type="bool">
1217     Unique items exist only one time on a server. If the item
1218     is taken, lost or destroyed - it's gone for good.
1219     </attribute>
1220     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1221     This is the text that appears "written" in the book.
1222     </attribute>
1223 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1224     This is the key string of the book. The key string is checked by an inventory checker.
1225     (This is used eg. for the gate/port passes in scorn)
1226     </attribute>
1227 root 1.1 </type>
1228    
1229     <!--####################################################################-->
1230     <type number="99" name="Boots">
1231     <import_type name="Amulet" />
1232     <description><![CDATA[
1233     Wearing boots, the object's stats will directly be inherited to
1234     the player. Usually enhancing his speed, or granting some minor
1235     protection bonus. ]]>
1236     </description>
1237     <use><![CDATA[
1238     Feel free to create your own special artifacts. However, it is very
1239     important that you keep your artifact in balance with existing maps. ]]>
1240     </use>
1241     <attribute arch="exp" editor="speed bonus" type="int">
1242     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1243     while worn. This kind of bonus is quite desirable for players of low-
1244     and medium level. High level players usually have fastest possible
1245     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1246     Still, this bonus is good for nice artifacts - not everything has
1247     to be for highest level.
1248     </attribute>
1249     <attribute arch="magic" editor="magic bonus" type="int">
1250     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1251     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1252     than direct armour-class bonus on the boots.
1253 root 1.3
1254 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1255     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1256     </attribute>
1257     </type>
1258    
1259     <!--####################################################################-->
1260 root 1.3 <type number="104" name="Bracers">
1261     <import_type name="Amulet" />
1262     <description><![CDATA[
1263     Bracers are armour-plates worn around the wrists.
1264     Wearing bracer, the object's stats will directly be inherited to
1265     the player. Usually enhancing his defense. ]]>
1266     </description>
1267     <use><![CDATA[
1268     Feel free to create your own special artifacts. However, it is very
1269     important that you keep your artifact in balance with existing maps. ]]>
1270     </use>
1271     <attribute arch="magic" editor="magic bonus" type="int">
1272     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1273     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1274     than direct armour-class bonus on the bracers.
1275     </attribute>
1276     </type>
1277    
1278     <!--####################################################################-->
1279     <type number="16" name="Brestplate Armour">
1280     <import_type name="Amulet" />
1281     <description><![CDATA[
1282     Wearing an armour, the object's stats will directly be inherited to
1283     the player. Usually enhancing his defense. ]]>
1284     </description>
1285     <use><![CDATA[
1286     Feel free to create your own special artifacts. However, it is very
1287     important that you keep your artifact in balance with existing maps. ]]>
1288     </use>
1289     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1290     This poses a penalty to spell regeneration speed, for wearing the armour.
1291     The bigger the spellpoint penalty, the worse.
1292     </attribute>
1293     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1294     Slowdown penalty reduces the player's walking speed when wearing the
1295     armour. Bigger values are worse - zero is best.
1296     </attribute>
1297     <attribute arch="magic" editor="magic bonus" type="int">
1298     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1299     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1300     than direct armour-class bonus on the armour.
1301     </attribute>
1302     </type>
1303    
1304     <!--####################################################################-->
1305 root 1.1 <type number="92" name="Button">
1306     <ignore>
1307     <ignore_list name="non_pickable" />
1308     </ignore>
1309     <description><![CDATA[
1310     When a predefined amount of weigh is placed on a button, the
1311     &lt;connection&gt; value is triggered. In most cases this happens when a
1312     player or monster steps on it. When the button is "released", the
1313     &lt;connection&gt; value get's triggered a second time. ]]>
1314     </description>
1315 root 1.9 &move_on;
1316     &move_off;
1317 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1318 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1319 root 1.1 The button is pressed (triggered), as soon as
1320     &lt;press weigh&gt; gram are placed ontop of it.
1321     </attribute>
1322     <attribute arch="connected" editor="connection" type="int">
1323     Every time the button is pressed or released, all objects
1324     with the same &lt;connection&gt; value are activated.
1325     </attribute>
1326     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1327     This text may describe the item. You can use this
1328     message to explain the button's purpose to the player.
1329     </attribute>
1330     </type>
1331    
1332     <!--####################################################################-->
1333 root 1.3 <type number="30" name="Button Trigger">
1334     <import_type name="Button" />
1335     <ignore>
1336     <ignore_list name="non_pickable" />
1337     </ignore>
1338     <description><![CDATA[
1339     Handle buttons are buttons which reset after a short period
1340     of time. Every time it is either applied or reset, the
1341     &lt;connection&gt; value is triggered. ]]>
1342     </description>
1343     </type>
1344    
1345     <!--####################################################################-->
1346     <type number="37" name="Class Changer">
1347     <ignore>
1348     <ignore_list name="non_pickable" />
1349     </ignore>
1350     <description><![CDATA[
1351     Class changer are used while creating a character. ]]>
1352     </description>
1353     <attribute arch="randomitems" editor="class items" type="treasurelist">
1354     This entry determines which initial items the character receives.
1355     </attribute>
1356     <section name="stats">
1357     <attribute arch="Str" editor="strength" type="int">
1358     The player's strength will rise by the given value if he chooses this
1359     class. (Negative values make strength fall)
1360     </attribute>
1361     <attribute arch="Dex" editor="dexterity" type="int">
1362     The player's dexterity will rise by the given value if he chooses this
1363     class. (Negative values make dexterity fall)
1364     </attribute>
1365     <attribute arch="Con" editor="constitution" type="int">
1366     The player's constitution will rise by the given value if he chooses this
1367     class. (Negative values make constitution fall)
1368     </attribute>
1369     <attribute arch="Int" editor="intelligence" type="int">
1370     The player's intelligence will rise by the given value if he chooses this
1371     class. (Negative values make intelligence fall)
1372     </attribute>
1373     <attribute arch="Pow" editor="power" type="int">
1374     The player's power will rise by the given value if he chooses this
1375     class. (Negative values make power fall)
1376     </attribute>
1377     <attribute arch="Wis" editor="wisdom" type="int">
1378     The player's wisdom will rise by the given value if he chooses this
1379     class. (Negative values make wisdom fall)
1380     </attribute>
1381     <attribute arch="Cha" editor="charisma" type="int">
1382     The player's charisma will rise by the given value if he chooses this
1383     class. (Negative values make charisma fall)
1384     </attribute>
1385     </section>
1386     </type>
1387    
1388     <!--####################################################################-->
1389 root 1.1 <type number="87" name="Cloak">
1390     <import_type name="Amulet" />
1391     <description><![CDATA[
1392     Wearing a cloak, the object's stats will directly be inherited to
1393     the player. Cloaks usually add minor &lt;armour class&gt; and
1394     sometimes a bit of resistance. ]]>
1395     </description>
1396     <use><![CDATA[
1397     Feel free to create your own special artifacts. However, it is very
1398     important that you keep your artifact in balance with existing maps. ]]>
1399     </use>
1400     <attribute arch="magic" editor="magic bonus" type="int">
1401     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1402     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1403     than direct armour-class bonus on the cloak.
1404 root 1.3
1405 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1406     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1407     </attribute>
1408     </type>
1409    
1410     <!--####################################################################-->
1411     <type number="9" name="Clock">
1412     <description><![CDATA[
1413     Applying a clock, the time is displayed to the player. ]]>
1414     </description>
1415     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1416     This text may describe the item
1417     </attribute>
1418     </type>
1419    
1420     <!--####################################################################-->
1421     <type number="122" name="Container">
1422     <description><![CDATA[
1423     A player can put (certain kinds of) items in the container.
1424     The overall weight of items is reduced when put inside a
1425     container, depending on the settings.
1426     <br><br>
1427     A special feature of containers is the "cauldron",
1428     capable of mixing alchemical receipes. ]]>
1429     </description>
1430     <use><![CDATA[
1431     Note on chests - There are two types of chests:
1432     <UL>
1433     <LI> First the random treasure chests - Those are NOT containers
1434     (but object type Treasure), they create random treasures when
1435     applied. Archetype name is "chest".
1436     <LI> Second there are the permanent chests - Those are containers,
1437     they can be opened and closed again. Archetype name is "chest_2".
1438     </UL> ]]>
1439     </use>
1440     <attribute arch="race" editor="container class" type="string">
1441     If set, the container will hold only certain types of objects.
1442     Possible choices for &lt;container class&gt; are: "gold and jewels",
1443 root 1.3 "arrows" and "keys".
1444    
1445 root 1.1 Unfortunately it is not easy to create new container
1446     classes, because items need a matching counterpiece-attribute
1447     to the &lt;container class&gt; before they can be put inside a
1448     container. This attribute ("race") is set only for the existing
1449     container classes.
1450     </attribute>
1451     <attribute arch="slaying" editor="key string" type="string">
1452     If &lt;key string&gt; is set, only players with a special key
1453     of matching &lt;key string&gt; are able to open the container.
1454     </attribute>
1455     <attribute arch="container" editor="maximum weight" type="int">
1456     The container can hold a maximum total weight of the given value
1457     in gram. Note that this weight limit is calculated *after* the
1458     weight reduction (&lt;reduce weight&gt;) has been applied.
1459     </attribute>
1460     <attribute arch="Str" editor="reduce weight %" type="int">
1461     This value determines how much the weight of items is reduced in
1462     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1463     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1464     Most default values are in the range of ten.
1465     </attribute>
1466     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1467     If set, the container can be used as alchemy-cauldron.
1468     The player can put ingredients inside, close it, cast alchemy
1469     and if his formulae is true, he'll get what he longed for.
1470     </attribute>
1471     <attribute arch="unique" editor="unique item" type="bool">
1472     Unique items exist only one time on a server. If the item
1473     is taken, lost or destroyed - it's gone for good.
1474     All contents of a unique container are unique as well.
1475     </attribute>
1476     <attribute arch="startequip" editor="godgiven item" type="bool">
1477     A godgiven item vanishes as soon as the player
1478     drops it to the ground.
1479     </attribute>
1480     <attribute arch="other_arch" editor="animation arch" type="string">
1481     This is used for a certain kind of... "animation" when
1482     opening the container. Stick to the default arches here
1483     and you won't get into trouble.
1484     </attribute>
1485     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1486     This text may contain a description of the container.
1487     </attribute>
1488     </type>
1489    
1490     <!--####################################################################-->
1491     <type number="103" name="Converter">
1492     <ignore>
1493     <attribute arch="value" />
1494     <attribute arch="nrof" />
1495     <attribute arch="name_pl" />
1496     <attribute arch="no_pick" />
1497     <attribute arch="unpaid" />
1498     <attribute arch="title" />
1499     </ignore>
1500     <description><![CDATA[
1501     Converters are like "exchange tables". When the player drops a
1502     specific type of items, they get converted into other items, at a
1503     predefined exchange-ratio. ]]>
1504     </description>
1505     <use><![CDATA[
1506     Converters are better than shopping with doormats, because the
1507     converters never get sold out. For some items like food or jewels
1508     those "exchange tables" are really nice, while for the more important
1509     stuff like potions converters should not exist.
1510     <br><br>
1511     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1512     items on a converter, the stuff you get must be of equal or lesser
1513     value than before! (Except if you are using "rare" items like
1514     dragonscales for payment). The code will not check if your ratio is
1515     sane, so the player could gain infinite wealth by using your converter. ]]>
1516     </use>
1517     <attribute arch="no_pick" value="1" type="fixed" />
1518     <attribute arch="slaying" editor="cost arch" type="string">
1519     &lt;cost arch&gt; is the name of the archetype the player has to
1520     put on the converter, as payment.
1521     </attribute>
1522     <attribute arch="food" editor="cost number" type="int">
1523     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1524     on the converter, in order to get &lt;receive number&gt; items
1525     of &lt;receive arch&gt;.
1526     </attribute>
1527     <attribute arch="other_arch" editor="receive arch" type="string">
1528     &lt;receive arch&gt; is the name of the archetype to convert into.
1529 root 1.2 This field is ignored if the converter has items in inventory. In this
1530     case one of the inventory items is duplicated. The duplicated item is
1531     randomly chosen from all items present.
1532 root 1.1 </attribute>
1533     <attribute arch="sp" editor="receive number" type="int">
1534     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1535     on the converter, in order to get &lt;receive number&gt; items
1536     of &lt;receive arch&gt;.
1537     </attribute>
1538     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1539     This text may contain a description of the converter.
1540     </attribute>
1541     </type>
1542    
1543     <!--####################################################################-->
1544     <type number="42" name="Creator">
1545     <ignore>
1546     <ignore_list name="system_object" />
1547     </ignore>
1548     <description><![CDATA[
1549     A creator is an object which creates another object when it
1550     is triggered. The child object can be anything. Creators are
1551 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1552     periodically create things. ]]>
1553 root 1.1 </description>
1554     <use><![CDATA[
1555     Don't hesitate to hide your creators under the floor.
1556     The created items will still always appear ontop of the floor. ]]>
1557     </use>
1558     <attribute arch="no_pick" value="1" type="fixed" />
1559     <attribute arch="other_arch" editor="create arch" type="string">
1560     This string defines the object that will be created.
1561     You can choose any of the existing arches.
1562 root 1.2 This field is ignored if the creator has items in inventory. In this case
1563     one of the inventory items is duplicated. The duplicated item is randomly
1564     chosen from all items present.
1565 root 1.1 </attribute>
1566     <attribute arch="connected" editor="connection" type="int">
1567     Whenever the connection value is activated,
1568 root 1.3 the creator gets triggered.
1569 root 1.1 </attribute>
1570 elmex 1.16 &activate_on;
1571 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1572     If &lt;infinit uses&gt; is set, the creator will work
1573 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1574 root 1.1 </attribute>
1575 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1576     When this field is set the creator will periodically create stuff
1577     (and will still do so when the connection is triggered).
1578     A value of 1 means roughly 8 times a second.
1579     </attribute>
1580 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1581     The creator can be triggered &lt;number of uses&gt; times, thus
1582     creating that many objects, before it dissappears.
1583     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1584     </attribute>
1585     <attribute arch="slaying" editor="name of creation" type="string">
1586 root 1.2 The created object will bear the name and title specified in &lt;name of
1587     creation&gt;. If nothing is set, the standard name and title of the
1588     archetype is used.
1589 root 1.1 </attribute>
1590     <attribute arch="level" editor="level of creation" type="int">
1591     The created object will be of that level. If zero/unset,
1592     the standard level of the archetype is used.
1593     </attribute>
1594     </type>
1595    
1596     <!--####################################################################-->
1597     <type number="51" name="Detector">
1598     <ignore>
1599     <ignore_list name="system_object" />
1600     </ignore>
1601     <description><![CDATA[
1602     Detectors work quite much like inv. checkers/pedestals: If the detector
1603     finds a specific object, it toggles its connected value.
1604     <br><br>
1605     What is "unique" about them, compared to inv. checkers/ pedestals?
1606     - First, detectors check their square for a match periodically, not
1607     instantly. Second, detectors check directly for object names. Third,
1608     detectors do not check the inventory of players/monsters. ]]>
1609     </description>
1610     <use><![CDATA[
1611     There is one major speciality about detectors: You can detect spells
1612     blown over a detector! To detect a lighting bolt for example, set
1613     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1614     walls, this can be very useful for map-mechanisms. ]]>
1615     </use>
1616     <attribute arch="no_pick" value="1" type="fixed" />
1617     <attribute arch="slaying" editor="match name" type="string">
1618     &lt;match name&gt; specifies the name of the object we are looking for.
1619     Actually it does also check for the &lt;key string&gt; in key-objects,
1620     but for this case inventory checkers are often more powerful to use.
1621     </attribute>
1622     <attribute arch="connected" editor="connection" type="int">
1623     When the detector is triggered, all objects with the same
1624     connection value get activated.
1625     </attribute>
1626     <attribute arch="speed" editor="detection speed" type="float">
1627     This value defines the time between two detector-checks.
1628     If you want the detector to behave almost like pedestals/buttons,
1629     set speed rather high, like &lt;detection speed&gt; 1.0.
1630     </attribute>
1631 root 1.12 &speed_left;
1632     <attribute arch="speed_left" editor="speed left" type="float">
1633     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1634     If it is larger than 0, the detector checks, and the speed is decremented
1635     by 1.
1636     </attribute>
1637 root 1.1 </type>
1638    
1639     <!--####################################################################-->
1640     <type number="112" name="Director">
1641     <ignore>
1642     <ignore_list name="non_pickable" />
1643     </ignore>
1644     <description><![CDATA[
1645     Directors change the direction of spell objects and other projectiles
1646     that fly past. Unlike spinners, directors always move objects in the
1647     same direction. It does not make a difference from what angle you
1648     shoot into it.<br>
1649     Directors are visible per default. ]]>
1650     </description>
1651     <use><![CDATA[
1652     Directors are rarely used in maps. Sometimes they are placed to
1653     change the direction of spells coming out of magic walls,
1654     "channeling" spell-projectiles in some direction. When doing this,
1655     <B>never place directors facing each other with magic walls fireing
1656     into them!</B> The spell-projectiles bouncing between the directors
1657     would accumulate to huge numbers and at some point slow down the
1658     server by eating memory- and CPU-time.
1659     <br><br>
1660     You'd better not place directors in monster vs. player combat
1661     areas too much, because that freaks out wizard-type players. ]]>
1662     </use>
1663     <attribute arch="sp" editor="direction" type="list_direction">
1664     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1665     A director with direction &lt;none&gt; simply stops projectiles.
1666     (The latter works out a bit strange for some spells).
1667     </attribute>
1668 root 1.9 &move_on;
1669 root 1.1 </type>
1670    
1671     <!--####################################################################-->
1672     <type number="158" name="Disease">
1673     <ignore>
1674     <ignore_list name="system_object" />
1675     </ignore>
1676     <description><![CDATA[
1677     Diseases are an intersting form of spellcraft in Crossfire.
1678     Once casted, they can spread out and infect creatures in a large
1679     area. Being infected can have various effects, from amusing farts
1680     to horrible damage - almost everything is possible. ]]>
1681     </description>
1682     <use><![CDATA[
1683     Diseases are extremely flexible and usable in a many ways.
1684     So far they are mostly used for causing bad, unwanted effects.
1685     You could just as well create a disease which helps the player
1686     (recharging mana for example).
1687     Infection with a "positive disease" could even be a quest reward. ]]>
1688     </use>
1689     <attribute arch="invisible" value="1" type="fixed" />
1690     <attribute arch="level" editor="plaque level" type="int">
1691     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1692     This mainly reflects in the &lt;damage&gt;. It has no effect on
1693     most other symptoms. Neverthless, it is a very important value for
1694     all damage-inflicting diseases.
1695     </attribute>
1696     <attribute arch="race" editor="infect race" type="string">
1697     The disease will only infect creatures of the specified &lt;race&gt;.
1698     "&lt;race&gt; *" means every creature can be infected.
1699     </attribute>
1700     <attribute arch="ac" editor="progressiveness" type="int">
1701     Every time the disease "moves" the severity of the symptoms are increased
1702     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1703     </attribute>
1704     <section name="spreading">
1705     <attribute arch="wc" editor="infectiosness" type="int">
1706     The &lt;infectiosness&gt; defines the chance of new creatures getting
1707     infected. If you set this too high, the disease is very likely to
1708     be too effective.
1709 root 1.3
1710 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1711     </attribute>
1712     <attribute arch="last_grace" editor="attenuation" type="int">
1713     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1714     everytime it infects someone new. This limits how many generations
1715     a disease can propagate.
1716     </attribute>
1717     <attribute arch="magic" editor="infection range" type="int">
1718     &lt;infection range&gt; sets the range at which infection may occur.
1719     If positive, the &lt;infection range&gt; is level dependant - If negative,
1720     it is not:
1721     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1722 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1723 root 1.1 </attribute>
1724     <attribute arch="maxhp" editor="persistence" type="int">
1725     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1726     The disease can "move" &lt;persistence&gt; times outside a host before it
1727     vanishes. A negative value means the disease lasts for permanent
1728     (which is only recommended to use in maps without monsters).
1729     </attribute>
1730     <attribute arch="maxgrace" editor="curing duration" type="int">
1731     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1732     (Assuming the host survives and doesn't use a curing spell).
1733     After this period the disease is naturally cured, which provides the
1734     host with immunity from this particular disease of lower or equal level.
1735 root 1.3
1736 root 1.1 A negative value means the disease can never be cured naturally.
1737 root 1.3
1738 root 1.1 Note that this value can be further modulated by spell-parameters,
1739     if the disease is registered as spell in the code. Due to that,
1740     most default diseases take a lot longer to cure than it seems.
1741     </attribute>
1742     <attribute arch="speed" editor="moving speed" type="float">
1743     The &lt;speed&gt; of the disease determines how fast the disease will
1744     "move", thus how fast the symptoms strike the host.
1745     </attribute>
1746 root 1.12 &speed_left;
1747 root 1.1 </section>
1748     <section name="symptoms">
1749     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1750     The disease will attack the host with the given &lt;attacktype&gt;.
1751     Godpower attacktype is commonly used for "unresistable" diseases.
1752     </attribute>
1753     <attribute arch="dam" editor="damage" type="int">
1754     A disease with a positive &lt;damage&gt; value will strike the player for that
1755     amount of damage every time the symptoms occur.
1756     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1757     the player's health is reduced by 10% every time the symptoms strike.
1758 root 1.3
1759 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1760     for players of all levels.
1761     </attribute>
1762     <attribute arch="other_arch" editor="create arch" type="string">
1763     If set, the specified arch is created and dropped every time the
1764     symptoms strike.
1765 root 1.3
1766 root 1.1 This can be various things: farts, body pieces, eggs ...
1767     Even monsters can be created that way. You could also make a
1768     disease where some exotic stuff like money/gems is created.
1769     </attribute>
1770     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1771     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1772     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1773     </attribute>
1774     <attribute arch="exp" editor="exp. for curing" type="int">
1775     When the player manages to cure this disease (with a curing spell),
1776     he is awarded with &lt;exp. for curing&gt; experience.
1777     </attribute>
1778     <attribute arch="maxsp" editor="mana depletion" type="int">
1779     Every time the disease "moves", the player's mana is
1780     reduced by the value of &lt;mana depletion&gt;.
1781     For negative values, a %-based amount is taken.
1782     </attribute>
1783     <attribute arch="last_eat" editor="food depletion" type="int">
1784     Every time the disease "moves", the player's food is
1785     reduced by the value of &lt;food depletion&gt;.
1786     For negative values, a %-based amount is taken.
1787     </attribute>
1788     <attribute arch="hp" editor="health regen." type="int">
1789     This value increases the player's healing rate.
1790     Negative values decrease it.
1791     </attribute>
1792     <attribute arch="sp" editor="mana regen." type="int">
1793     This value increases the player's rate of mana regeneration.
1794     Negative values decrease it.
1795     </attribute>
1796     </section>
1797     <section name="disability">
1798     <attribute arch="Str" editor="strength" type="int">
1799     The player's strength will rise by the given value
1800     while being infected. (Negative values make strength fall)
1801     </attribute>
1802     <attribute arch="Dex" editor="dexterity" type="int">
1803     The player's dexterity will rise by the given value
1804     while being infected. (Negative values make dexterity fall)
1805     </attribute>
1806     <attribute arch="Con" editor="constitution" type="int">
1807     The player's constitution will rise by the given value
1808     while being infected. (Negative values make constitution fall)
1809     </attribute>
1810     <attribute arch="Int" editor="intelligence" type="int">
1811     The player's intelligence will rise by the given value
1812     while being infected. (Negative values make intelligence fall)
1813     </attribute>
1814     <attribute arch="Pow" editor="power" type="int">
1815     The player's power will rise by the given value
1816     while being infected. (Negative values make power fall)
1817     </attribute>
1818     <attribute arch="Wis" editor="wisdom" type="int">
1819     The player's wisdom will rise by the given value
1820     while being infected. (Negative values make wisdom fall)
1821     </attribute>
1822     <attribute arch="Cha" editor="charisma" type="int">
1823     The player's charisma will rise by the given value
1824     while being infected. (Negative values make charisma fall)
1825     </attribute>
1826     </section>
1827     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1828     This text is displayed to the player every time the
1829     symptoms strike.
1830     </attribute>
1831     </type>
1832    
1833     <!--####################################################################-->
1834 root 1.3 <type number="23" name="Door">
1835     <ignore>
1836     <ignore_list name="non_pickable" />
1837     </ignore>
1838     <description><![CDATA[
1839     A door can be opened with a normal key. It also can be broken by attacking
1840     it, and it can be defeated with the lockpicking skill. If a door is
1841     defeated, horizontally and vertically adjacent doors are automatically
1842     removed. ]]>
1843     </description>
1844     <attribute arch="no_pick" value="1" type="fixed" />
1845     <attribute arch="alive" value="1" type="fixed" />
1846 root 1.9 &movement_types_terrain;
1847 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1848     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1849     </attribute>
1850     <attribute arch="ac" editor="armour class" type="int">
1851     Doors of high &lt;armour class&gt; are less likely to get hit.
1852     &lt;armour class&gt; can be considered the "counterpiece" to
1853     &lt;weapon class&gt;.
1854     </attribute>
1855     <attribute arch="other_arch" editor="drop arch" type="string">
1856     This string defines the object that will be created when the door was
1857     defeated.
1858     </attribute>
1859     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1860     This entry determines what kind of traps will appear in the door.
1861     </attribute>
1862 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1863     Set this flag to move treasure items created into the environment (map)
1864     instead of putting them into the object.
1865     </attribute>
1866 root 1.3 </type>
1867    
1868     <!--####################################################################-->
1869 root 1.1 <type number="83" name="Duplicator">
1870     <ignore>
1871     <ignore_list name="system_object" />
1872     </ignore>
1873     <description><![CDATA[
1874     When activated, a duplicator can duplicate, multiply or destroy a pile of
1875     objects which lies somewhere on top of the duplicator.
1876     The duplicator has one arch name specified as &lt;target arch&gt;,
1877     and only objects of this archetype can be affected.<br>
1878     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1879     If the latter is set to zero, it will destroy objects. ]]>
1880     </description>
1881     <use><![CDATA[
1882     I hope it is clear that one must be very cautious when inserting a duplicator
1883     anywhere with &lt;multiply factor&gt; greater than one.
1884     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1885     It is <b>not acceptable</b> to allow duplication of anything other than
1886     coins, gold and jewels. Besides, it is very important that the chance to
1887     loose the input matches the chance to earn winnings.<br>
1888     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1889     loosing rate of 2/3 = 67%. ]]>
1890     </use>
1891     <attribute arch="other_arch" editor="target arch" type="string">
1892 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1893     duplicated, multiplied or removed. All other objects will be ignored.
1894 root 1.1 </attribute>
1895     <attribute arch="level" editor="multiply factor" type="int">
1896     The number of items in the target pile will be multiplied by the
1897     &lt;multiply factor&gt;. If it is set to zero, all target objects
1898     will be destroyed.
1899     </attribute>
1900     <attribute arch="connected" editor="connection" type="int">
1901     An activator (lever, altar, button, etc) with matching connection value
1902     is able to trigger this duplicator. Be very careful that players cannot
1903     abuse it to create endless amounts of money or other valuable stuff!
1904     </attribute>
1905 elmex 1.16 &activate_on;
1906 root 1.1 </type>
1907    
1908     <!--####################################################################-->
1909     <type number="66" name="Exit">
1910     <ignore>
1911     <ignore_list name="non_pickable" />
1912     </ignore>
1913     <description><![CDATA[
1914     When the player applies an exit, he is transferred to a different location.
1915     (Monsters cannot use exits.) Depending on how it is set, the player applies
1916     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1917     the exit. ]]>
1918     </description>
1919     <use><![CDATA[
1920 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1921 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1922     detected with the show_invisible spell.
1923     <br><br>
1924     You can be quite creative with the outlook of secret exits (their "face").
1925     Don't forget to give the player relyable hints about them though. ]]>
1926     </use>
1927     <attribute arch="slaying" editor="exit path" type="string">
1928     The exit path defines the map that the player is transferred to.
1929     You can enter an absolute path, beginning with '/' (for example
1930     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1931     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1932     relative path "Fire1"). Use relative paths whenever possible! Note that
1933     upper/lower case must always be set correctly. However, please use lower
1934 root 1.3 case only.
1935 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1936     is on. If slaying is not set in an exit, the player will see a message like
1937     "the exit is closed".
1938     </attribute>
1939     <attribute arch="hp" editor="destination X" type="int">
1940     The exit destinations define the (x, y)-coordinates where the exit
1941     leads to.
1942     If both are set to zero, the player will be transferred to the "default
1943     enter location" of the destined map. The latter can be set in the map-
1944     properties as "Enter X/Y". Though, please DO NOT use that.
1945     It turned out to be a source for numerous map-bugs.
1946     </attribute>
1947     <attribute arch="sp" editor="destination Y" type="int">
1948     The exit destinations define the (x, y)-coordinates where the exit
1949     leads to.
1950     If both are set to zero, the player will be transferred to the "default
1951     enter location" of the destined map. The latter can be set in the map-
1952     properties as "Enter X/Y". Though, please DO NOT use that.
1953     It turned out to be a source for numerous map-bugs.
1954     </attribute>
1955 root 1.9 &move_on;
1956 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1957     If set, this message will be displayed to the player when he applies the exit.
1958     This is quite useful to throw in some "role-play feeling": "As you enter the
1959     dark cave you hear the sound of rustling dragonscales...". Well, my english
1960     is poor, but you get the point. =)
1961     </attribute>
1962 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
1963     If set, then players using this exit will have their savebed position
1964 root 1.26 set to the destination of the exit when passing through.
1965 root 1.1 </attribute>
1966     </type>
1967    
1968     <!--####################################################################-->
1969     <type number="72" name="Flesh">
1970     <description><![CDATA[
1971     Just like with food, the player can fill his stomache and gain a
1972     little health by eating flesh-objects. <br>
1973     For dragon players, flesh plays a very special role though: If the
1974     flesh has resistances set, a dragon player has a chance to gain resistance in
1975 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1976 root 1.1 Don't forget that flesh items with resistances have to be balanced
1977     according to map/monster difficulty. ]]>
1978     </description>
1979     <use><![CDATA[
1980     For dragon players, flesh items can be highly valuable. Note that many
1981     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1982     These flesh items "inherit" resistances and level from the monster they belong to.
1983     When you add special flesh items to the inventory of a monster, this is
1984     not the case - so you have to set it manually.
1985     <br><br>
1986     Generally adding special flesh-treaties for dragon players is a great thing
1987     to do. Always consider that dragon players might really not be interested
1988     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1989     out on the reward completely. ]]>
1990     </use>
1991     <attribute arch="food" editor="foodpoints" type="int">
1992     The player's stomache will get filled with this amount of foodpoints.
1993     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1994     </attribute>
1995     <attribute arch="level" editor="flesh level" type="int">
1996     The &lt;flesh level&gt; is not visible to the players and it affects only
1997     dragon players. Normally this value reflects the level of the monster
1998     from which the flesh item originates.
1999     Dragon players always search for flesh of highest level possible,
2000     because it bears the best chance to gain high resistances.
2001     </attribute>
2002     <attribute arch="startequip" editor="godgiven item" type="bool">
2003     A godgiven item vanishes as soon as the player
2004     drops it to the ground.
2005     </attribute>
2006 elmex 1.29 &resistances_flesh_section;
2007 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2008     This text may describe the item.
2009     </attribute>
2010     </type>
2011    
2012     <!--####################################################################-->
2013     <type number="0" name="Floor">
2014     <required>
2015     <attribute arch="is_floor" value="1" />
2016     <attribute arch="alive" value="0" />
2017     </required>
2018     <ignore>
2019     <ignore_list name="non_pickable" />
2020     </ignore>
2021     <description><![CDATA[
2022     Floor is a very basic thing whithout too much
2023     functionality. It's a floor - you stand on it. ]]>
2024     </description>
2025     <attribute arch="is_floor" value="1" type="fixed" />
2026     <attribute arch="no_pick" value="1" type="fixed" />
2027     <section name="terrain">
2028 root 1.9 &movement_types_terrain;
2029 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2030     This flag indicates this spot contains wood or high grass.
2031     Players with activated woodsman skill can move faster here.
2032     </attribute>
2033     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2034     This flag indicates this spot contains hills or large rocks.
2035     Players with activated mountaineer skill can move faster here.
2036     </attribute>
2037     </section>
2038     <attribute arch="no_magic" editor="no spells" type="bool">
2039     If enabled, it is impossible for players to use (wizard-)
2040     spells on that spot.
2041     </attribute>
2042     <attribute arch="damned" editor="no prayers" type="bool">
2043     If enabled, it is impossible for players to use prayers
2044     on that spot. It also prevents players from saving.
2045     </attribute>
2046     <attribute arch="unique" editor="unique map" type="bool">
2047     Unique floor means that any items dropped on that spot
2048     will be saved byond map reset. For permanent apartments,
2049     all floor tiles must be set &lt;unique map&gt;.
2050     </attribute>
2051     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2052     This text may describe the object.
2053     </attribute>
2054     </type>
2055    
2056     <!--####################################################################-->
2057     <type number="67" name="Floor (Encounter)">
2058     <ignore>
2059     <ignore_list name="non_pickable" />
2060     </ignore>
2061     <description><![CDATA[
2062     Encounter-Floor is pretty much the same as normal floor.
2063     Most outdoor floor/ground-arches are set to be "encounters".
2064     That is kind of a relict from former code: When walking over
2065     encounter-floor, players sometimes got beamed to little maps
2066     with monsters on them. Nowadays this feature is disabled -
2067     Hence encounter floor is not different from normal floor. ]]>
2068     </description>
2069     <attribute arch="is_floor" value="1" type="fixed" />
2070     <attribute arch="no_pick" value="1" type="fixed" />
2071     <section name="terrain">
2072 root 1.9 &movement_types_terrain;
2073 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2074     This flag indicates this spot contains wood or high grass.
2075     Players with activated woodsman skill can move faster here.
2076     </attribute>
2077     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2078     This flag indicates this spot contains hills or large rocks.
2079     Players with activated mountaineer skill can move faster here.
2080     </attribute>
2081     </section>
2082     <attribute arch="no_magic" editor="no spells" type="bool">
2083     If enabled, it is impossible for players to use (wizard-)
2084     spells on that spot.
2085     </attribute>
2086     <attribute arch="damned" editor="no prayers" type="bool">
2087     If enabled, it is impossible for players to use prayers
2088     on that spot. It also prevents players from saving.
2089     </attribute>
2090     <attribute arch="unique" editor="unique map" type="bool">
2091     Unique floor means that any items dropped on that spot
2092     will be saved byond map reset. For permanent apartments,
2093     all floor tiles must be set &lt;unique map&gt;.
2094     </attribute>
2095     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2096     This text may describe the object.
2097     </attribute>
2098     </type>
2099    
2100     <!--####################################################################-->
2101     <type number="6" name="Food">
2102     <description><![CDATA[
2103     By eating/drinking food-objects, the player can fill his
2104     stomache and gain a little health. ]]>
2105     </description>
2106     <attribute arch="food" editor="foodpoints" type="int">
2107     The player's stomache will get filled with this amount of foodpoints.
2108     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2109     </attribute>
2110     <attribute arch="startequip" editor="godgiven item" type="bool">
2111     A godgiven item vanishes as soon as the player
2112     drops it to the ground.
2113     </attribute>
2114     </type>
2115    
2116     <!--####################################################################-->
2117     <type number="91" name="Gate">
2118     <ignore>
2119     <ignore_list name="non_pickable" />
2120     </ignore>
2121     <description><![CDATA[
2122     Gates play an important role in Crossfire. Gates can be opened
2123     by activating a button/trigger, by speaking passwords (-> magic_ear)
2124     or carrying special key-objects (-> inventory checker).
2125     Unlike locked doors, gates can get shut again after a player has
2126     passed, which makes them more practical in many cases. ]]>
2127     </description>
2128     <use><![CDATA[
2129     Use gates to divide your maps into seperated areas. After solving
2130     area A, the player gains access to area B, and so on. Make your
2131     maps more complex than "one-way". ]]>
2132     </use>
2133     <attribute arch="no_pick" value="1" type="fixed" />
2134 elmex 1.15 <attribute arch="speed" value="1" type="float">
2135     The speed of the gate affects how fast it is closing/opening.
2136     </attribute>
2137 root 1.1 <attribute arch="connected" editor="connection" type="int">
2138     Whenever the inventory checker is triggered, all objects with identical
2139     &lt;connection&gt; value get activated. This only makes sense together with
2140     &lt;blocking passage&gt; disabled.
2141     </attribute>
2142     <attribute arch="wc" editor="position state" type="int">
2143     The &lt;position state&gt; defines the position of the gate:
2144     Zero means completely open/down, the "number of animation-steps" (usually
2145     about 6 or 7) means completely closed/up state. I suggest you don't
2146     mess with this value - Leave the default in place.
2147     </attribute>
2148 root 1.9 &movement_types_terrain;
2149 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2150     Restricting the use of spells to pass this gate. This has
2151     an effect only if &lt;block view&gt; is disabled.
2152     </attribute>
2153     <attribute arch="damned" editor="restrict prayers" type="bool">
2154     Restricting the use of prayers to pass this door. This has
2155     an effect only if &lt;block view&gt; is disabled.
2156     </attribute>
2157     </type>
2158    
2159     <!--####################################################################-->
2160     <type number="113" name="Girdle">
2161     <import_type name="Amulet" />
2162     <description><![CDATA[
2163     Wearing a girdle, the object's stats will directly be inherited to
2164     the player. Girdles usually provide stats- or damage bonuses and no
2165     defense. ]]>
2166     </description>
2167     <use><![CDATA[
2168     Feel free to create your own special artifacts. However, it is very
2169     important that you keep your artifact in balance with existing maps. ]]>
2170     </use>
2171     <attribute arch="magic" editor="magic bonus" type="int">
2172     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2173     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2174     than direct armour-class bonus on the helmet.
2175 root 1.3
2176 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2177     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2178     &lt;magic bonus&gt; is pointless here.
2179     </attribute>
2180     </type>
2181    
2182     <!--####################################################################-->
2183     <type number="100" name="Gloves">
2184     <import_type name="Amulet" />
2185     <description><![CDATA[
2186     Wearing gloves, the object's stats will directly be inherited to
2187     the player. Gloves can add defense or damage bonuses. ]]>
2188     </description>
2189     <use><![CDATA[
2190     Feel free to create your own special artifacts. However, it is very
2191     important that you keep your artifact in balance with existing maps. ]]>
2192     </use>
2193     <attribute arch="magic" editor="magic bonus" type="int">
2194     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2195     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2196     will increase that.
2197     </attribute>
2198     </type>
2199    
2200     <!--####################################################################-->
2201     <type number="93" name="Handle">
2202     <ignore>
2203     <ignore_list name="non_pickable" />
2204     </ignore>
2205     <description><![CDATA[
2206     A handle can be applied by players and (certain) monsters.
2207     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2208     </description>
2209     <use><![CDATA[
2210     Handles are commonly used to move gates. When placing your lever,
2211     don't forget that some monsters are able to apply it.
2212     The ability to apply levers is rare among monsters -
2213     but vampires can do it for example. ]]>
2214     </use>
2215     <attribute arch="no_pick" value="1" type="fixed" />
2216     <attribute arch="connected" editor="connection" type="int">
2217     Every time the handle is applied, all objects
2218     with the same &lt;connection&gt; value are activated.
2219     </attribute>
2220     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2221     This text may describe the item. You can use this
2222     message to explain the handle's purpose to the player.
2223     </attribute>
2224     </type>
2225    
2226     <!--####################################################################-->
2227     <type number="27" name="Handle Trigger">
2228     <import_type name="Handle" />
2229     <ignore>
2230     <ignore_list name="non_pickable" />
2231     </ignore>
2232     <description><![CDATA[
2233     Handle triggers are handles which reset after a short period
2234     of time. Every time it is either applied or reset, the
2235     &lt;connection&gt; value is triggered. ]]>
2236     </description>
2237     <use><![CDATA[
2238     When you connect an ordinary handle to a gate, the gate normally remains
2239     opened after the first player passed. If you want to keep the gate shut,
2240     connecting it to a handle trigger is an easy solution. ]]>
2241     </use>
2242     </type>
2243    
2244     <!--####################################################################-->
2245     <type number="88" name="Hazard Floor">
2246     <required>
2247     <attribute arch="is_floor" value="1" />
2248     </required>
2249     <ignore>
2250     <ignore_list name="non_pickable" />
2251     </ignore>
2252     <description><![CDATA[
2253     The best example for Hazard Floor is lava. It works like standard
2254     floor, but damages all creatures standing on it.
2255     Damage is taken in regular time intervals. ]]>
2256     </description>
2257     <use><![CDATA[
2258     The default lava for example does minor damage. But you can turn
2259     it up so that your hazard floor poses a real threat.<br>
2260     Like magic walls, such floors add a permanent thrill to your map.
2261     You can use that to safely chase off too-weak players, or just
2262     to have something different. ]]>
2263     </use>
2264     <attribute arch="is_floor" value="1" type="fixed" />
2265     <attribute arch="lifesave" value="1" type="fixed" />
2266 root 1.9 &move_on;
2267 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2268     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2269     This attribute specifys the attacktypes that this floor uses to
2270     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2271     If you want a real tough hazard floor, add more than just one attacktype.
2272     </attribute>
2273     <attribute arch="dam" editor="base damage" type="int">
2274     The &lt;base damage&gt; defines how much damage is inflicted to the
2275     victim per hit. The final damage is influenced by several other
2276     factors like the victim's resistance and level.
2277     </attribute>
2278     <attribute arch="wc" editor="weaponclass" type="int">
2279     &lt;weapon class&gt; improves the chance of hitting the victim.
2280     Lower values are better.
2281     Usually, hazard floors like lava are supposed to hit the
2282     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2283     to something like -30.
2284     </attribute>
2285     <attribute arch="level" editor="attack level" type="int">
2286     I guess this value is supposed to work similar to monster levels.
2287     But in fact, it does not seem to have an effect. Set any non-zero
2288     value to be on the safe side.
2289     </attribute>
2290     <section name="terrain">
2291 root 1.9 &movement_types_terrain;
2292 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2293     This flag indicates this spot contains wood or high grass.
2294     Players with activated woodsman skill can move faster here.
2295     </attribute>
2296     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2297     This flag indicates this spot contains hills or large rocks.
2298     Players with activated mountaineer skill can move faster here.
2299     </attribute>
2300     </section>
2301     <attribute arch="no_magic" editor="no spells" type="bool">
2302     If enabled, it is impossible for players to use (wizard-)
2303     spells on that spot.
2304     </attribute>
2305     <attribute arch="damned" editor="no prayers" type="bool">
2306     If enabled, it is impossible for players to use prayers
2307     on that spot. It also prevents players from saving.
2308     </attribute>
2309     <attribute arch="unique" editor="unique map" type="bool">
2310     Unique floor means that any items dropped on that spot
2311     will be saved byond map reset. For permanent apartments,
2312     all floor tiles must be set &lt;unique map&gt;.
2313     </attribute>
2314     </type>
2315    
2316     <!--####################################################################-->
2317     <type number="34" name="Helmet">
2318     <import_type name="Amulet" />
2319     <description><![CDATA[
2320     Wearing a helmet, the object's stats will directly be inherited to
2321     the player. Normal helmets usually increase defense, while crowns
2322     add more special bonuses like stats/resistances paired with
2323     low defense. ]]>
2324     </description>
2325     <use><![CDATA[
2326     Feel free to create your own special artifacts. However, it is very
2327     important that you keep your artifact in balance with existing maps. ]]>
2328     </use>
2329     <attribute arch="magic" editor="magic bonus" type="int">
2330     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2331     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2332     than direct armour-class bonus on the helmet.
2333 root 1.3
2334 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2335     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2336     Crowns for instance typically provide no &lt;amour class&gt;.
2337     </attribute>
2338     </type>
2339    
2340     <!--####################################################################-->
2341     <type number="56" name="Holy Altar">
2342     <ignore>
2343     <ignore_list name="non_pickable" />
2344     </ignore>
2345     <description><![CDATA[
2346     Holy_altars are altars for the various religions. Praying
2347     at a Holy_altar will make you a follower of that god, and
2348     if you already follow that god, you may get some extra bonus. ]]>
2349     </description>
2350     <attribute arch="no_pick" value="1" type="fixed" />
2351     <attribute arch="other_arch" editor="god name" type="string">
2352     The altar belongs to the god of the given name. Possible options for
2353     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2354 root 1.3 Gorokh, Valriel and Sorig.
2355    
2356 root 1.1 If you want to have an unconsecrated altar, set
2357     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2358     </attribute>
2359     <attribute arch="level" editor="reconsecrate level" type="int">
2360     To re-consecrate an altar, the player's wisdom level must be as
2361     high or higher than this value. In that way, some altars can not
2362 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2363    
2364 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2365 root 1.1 Some characters might need those altars, they would be very unhappy to
2366     see them re-consecrated to another cult.
2367     </attribute>
2368     </type>
2369    
2370     <!--####################################################################-->
2371     <type number="35" name="Horn">
2372     <ignore>
2373     <attribute arch="title" />
2374     </ignore>
2375     <description><![CDATA[
2376     Horns are very similar to rods. The difference is that horns regenerate
2377     spellpoints faster and thus are more valuable than rods.
2378     <br><br>
2379     A horn contains a spell. The player can use this spell by applying and
2380     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2381     used endlessly. ]]>
2382     </description>
2383     <use><![CDATA[
2384     Horns are powerful due to their fast recharge rate. They should
2385     never contain high level attacking spells. Even curing/healing spells
2386     are almost too good on a horn. ]]>
2387     </use>
2388     <attribute arch="sp" editor="spell" type="spell">
2389     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2390     horns to players, since they can be used endlessly without any mana cost!
2391     Horns with heal/ restoration/ protection spells, IF available, MUST be
2392     very very VERY hard to get!
2393     </attribute>
2394     <attribute arch="level" editor="casting level" type="int">
2395     The casting level of the &lt;spell&gt; determines it's power.
2396     For attack spells, level should not be set too high.
2397     </attribute>
2398     <attribute arch="hp" editor="initial spellpoints" type="int">
2399     This value represents the initial amount of spellpoints in the horn.
2400     Naturally, this is quite unimportant.
2401     </attribute>
2402     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2403     When the horn is fully charged up, it will hold this maximum amount of
2404     spellpoints. Make sure it is enough to cast the contained spell at least
2405     once. But don't set the value too high, as that might make the horn way
2406     too effective.
2407     </attribute>
2408     <attribute arch="startequip" editor="godgiven item" type="bool">
2409     A godgiven item vanishes as soon as the player
2410     drops it to the ground.
2411     </attribute>
2412     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2413     This text may contain a description of the horn.
2414     </attribute>
2415     </type>
2416    
2417     <!--####################################################################-->
2418     <type number="73" name="Inorganic">
2419     <description><![CDATA[
2420     Inorganic materials are generally used as ingredients for
2421     alchemical receipes. By themselves, they have no special
2422     functionalities. ]]>
2423     </description>
2424     <attribute arch="is_dust" editor="is dust" type="bool">
2425     </attribute>
2426 elmex 1.29 &resistances_basic;
2427 root 1.1 </type>
2428    
2429     <!--####################################################################-->
2430     <type number="64" name="Inventory Checker">
2431     <ignore>
2432     <ignore_list name="system_object" />
2433     </ignore>
2434     <description><![CDATA[
2435     Inventory checkers passively check the players inventory for a
2436     specific object. You can set a connected value that is triggered
2437     either if that object is present or missing (-&gt; "last_sp") when a
2438     player walks over the inv. checker. A valid option is to remove the
2439     matching object (usually not recommended, see "last_heal").
2440     <br><br>
2441     Alternatively, you can set your inv. checker to block all players
2442 root 1.9 that do/don't carry the matching object.
2443 root 1.1 <br><br>
2444     As you can see, inv. checkers are quite powerful, holding a
2445     great variety of possibilities. ]]>
2446     </description>
2447     <use><![CDATA[
2448     Putting a check_inventory space in front of a gate (one below) and
2449     one on the opposite side works reasonably well as a control mechanism.
2450     Unlike the key/door-combo, this one works infinite since it is
2451     independant from map reset. Use it to put a "structure" into your
2452     maps: Player must solve area A to gain access to area B. This concept
2453     can be found in nearly every RPG - simple but effective. ]]>
2454     </use>
2455     <attribute arch="no_pick" value="1" type="fixed" />
2456     <attribute arch="slaying" editor="match key string" type="string">
2457     This string specifies the object we are looking for: We have a match
2458     if the player does/don't carry a key object or a mark with identical
2459     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2460     this context. A typical example is the city gate mechanism of scorn.
2461     </attribute>
2462     <attribute arch="race" editor="match arch name" type="string">
2463     This string specifies the object we are looking for: We have a match
2464     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2465     </attribute>
2466     <attribute arch="hp" editor="match type" type="int">
2467     This value specifies the object we are looking for: We have a match
2468 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2469    
2470 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2471     enabled. Now you have an inv. checker blocking all players that carry any
2472     kind of melee weapon. To pass, a player is forced to leave behind all
2473     his weaponry... bad news for a warrior. ;)
2474     </attribute>
2475     <attribute arch="last_sp" editor="match = having" type="bool">
2476     Enabled means having that object is a match.
2477     Disabled means not having that object is a match.
2478     </attribute>
2479     <attribute arch="connected" editor="connection" type="int">
2480     Whenever the inventory checker is triggered, all objects with identical
2481     &lt;connection&gt; value get activated. This only makes sense together with
2482     &lt;blocking passage&gt; disabled.
2483     </attribute>
2484 root 1.9 &movement_types_terrain;
2485 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2486     &lt;remove match&gt; means remove object if found. Setting this is usually not
2487     recommended because inv. checkers are in general invisible. So, unlike
2488     for altars/ locked doors, the player won't expect to lose an object when
2489 root 1.3 walking over that square. And he doesn't even get a message either.
2490    
2491 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2492     to inform the player what's going on!
2493     </attribute>
2494     </type>
2495    
2496     <!--####################################################################-->
2497 root 1.2 <type number="163" name="Item Transformer">
2498     <description><![CDATA[
2499     An item transformer is simply applied, after having marked a 'victim'
2500     item. If the victim is suitable, it will be transformed into something
2501     else.]]>
2502     </description>
2503     <use><![CDATA[
2504     To make an item transformable, you just have to fill the 'slaying' field.
2505     The syntax is:
2506     <br>
2507     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2508     <br>
2509     with [] denoting optional part, and * any number of preceding [].
2510     'new_item' must be the name of an existing archetype.
2511     <br><br>
2512     Example, for object apple: slaying knife:2 half_apple
2513     <br><br>
2514     This means that, when applying a knife (should be an Item Transformer),
2515     one 'apple' will be transformed into 2 'half_apple'.]]>
2516     </use>
2517     <attribute arch="food" editor="number of uses" type="int">
2518     &lt;number of uses&gt; controls how many times the item transformer can
2519     be used. The value 0 means "unlimited"
2520     </attribute>
2521     <attribute arch="slaying" editor="verb" type="string">
2522     Contains the verb that is used to construct a message to the player
2523     applying the item transformer.
2524     </attribute>
2525     <attribute arch="startequip" editor="godgiven item" type="bool">
2526     A godgiven item vanishes as soon as the player
2527     drops it to the ground.
2528     </attribute>
2529     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2530     This text may contain a description of the item transformer.
2531     </attribute>
2532     </type>
2533    
2534     <!--####################################################################-->
2535 root 1.1 <type number="60" name="Jewel">
2536     <description><![CDATA[
2537     Items of the type Gold &amp; Jewels are handled like a currency.
2538     Unlike for any other type of item, in shops, the buy- and selling
2539     prices differ only marginally. ]]>
2540     </description>
2541     <attribute arch="race" value="gold and jewels" type="fixed" />
2542     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2543     This text may describe the object.
2544     </attribute>
2545     </type>
2546    
2547     <!--####################################################################-->
2548 root 1.3 <type number="24" name="Key">
2549     <description><![CDATA[
2550     When carrying a key, a normal door can be opened. The key will
2551     disappear. ]]>
2552     </description>
2553     <attribute arch="startequip" editor="godgiven item" type="bool">
2554     A godgiven item vanishes as soon as the player
2555     drops it to the ground.
2556     </attribute>
2557     </type>
2558    
2559     <!--####################################################################-->
2560 root 1.1 <type number="20" name="Locked Door">
2561     <ignore>
2562     <ignore_list name="non_pickable" />
2563     </ignore>
2564     <description><![CDATA[
2565     A locked door can be opened only when carrying
2566     the appropriate special key. ]]>
2567     </description>
2568     <use><![CDATA[
2569     If you want to create a locked door that cannot be opened (no key),
2570     set a &lt;key string&gt; like "no_key_available". This will clearify things
2571 root 1.3 and only a fool would create a key matching that string.
2572    
2573 root 1.1 Door-objects can not only be used for "doors". In many maps these
2574     are used with all kinds of faces/names, especially often as
2575     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2576     There you have magic forces (door objects) put under certain artifact
2577     items. To get your hands on the artifacts, you need to bring up the
2578     appropriate quest items (key objects). ]]>
2579     </use>
2580 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2581 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2582     <attribute arch="slaying" editor="key string" type="string">
2583     The &lt;key string&gt; in the door must be identical with the
2584     &lt;key string&gt; in the special key, then the door is unlocked.
2585     It is VERY important to set the &lt;key string&gt; to something that
2586 root 1.3 is unique among the CF mapset.
2587    
2588 root 1.1 DONT EVER USE the default string "set_individual_value".
2589     </attribute>
2590     <attribute arch="no_magic" editor="restrict spells" type="bool">
2591     Restricting the use of spells to pass this door.
2592     This should be set in most cases.
2593     (Don't forget that the spell "dimension door" is easily
2594     available at about wisdom level 10).
2595     </attribute>
2596     <attribute arch="damned" editor="restrict prayers" type="bool">
2597     Restricting the use of prayers to pass this door.
2598     This should be set in most cases.
2599     </attribute>
2600     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2601     When a player is trying to open the door without carrying the
2602     appropriate key, this text is displayed to the player. This is
2603     a good opportunity to place hints about the special key needed
2604     to unlock the door.
2605     </attribute>
2606     </type>
2607    
2608     <!--####################################################################-->
2609     <type number="29" name="Magic Ear">
2610     <ignore>
2611     <ignore_list name="system_object" />
2612     </ignore>
2613     <description><![CDATA[
2614     Magic_ears trigger a connected value
2615     when the player speaks a specific keyword. ]]>
2616     </description>
2617     <use><![CDATA[
2618     Whenever you put magic_ears on your maps, make sure there are
2619     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2620     something like a gate that is opened by speaking "open" or
2621     "sesame", expecting the player to figure this out all by himself.
2622     <br><br>
2623     Magic_ears are typically used for interaction with NPCs. You
2624     can create the impression that the NPC actually *does* something
2625     according to his conversation with a player. Mostly this means
2626     opening a gate or handing out some item, but you could be quite
2627     creative here. ]]>
2628     </use>
2629     <attribute arch="no_pick" value="1" type="fixed" />
2630     <attribute arch="connected" editor="connection" type="int">
2631     The Magic_ear will trigger all objects with the
2632     same connection value, every time it is activated.
2633     </attribute>
2634     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2635     This textfield contains the keyword-matching-syntax. The text should
2636     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2637     Any number of keywords from one to infinite is allowed. Make sure
2638     they are seperated by a '|'.
2639 root 1.3
2640 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2641     value will be triggerd when the player speaks any of the given
2642     keywords within a two-square radius. IMPORTANT: Upper/lower case
2643     does not make a difference!
2644     </attribute>
2645     </type>
2646    
2647     <!--####################################################################-->
2648     <type number="62" name="Magic Wall">
2649     <ignore>
2650     <ignore_list name="non_pickable" />
2651     </ignore>
2652     <description><![CDATA[
2653     Magic walls fire spells in a given direction, in regular intervals.
2654     Magic walls can contain any spell. However, some spells do not
2655     operate very successfully in them. The only way to know is to test
2656     the spell you want to use with a wall.
2657     <br><br>
2658     Several types of magical walls are predefined for you in the
2659     archetypes, and can be found on the "connected" Pickmap. ]]>
2660     </description>
2661     <use><![CDATA[
2662     Spellcasting walls pose an interesting alternative to monsters.
2663     Usually they are set to be undestroyable. Thus, while monsters
2664     in a map can be cleared out, the magic walls remain. Low level
2665     characters for example will not be able to pass through their
2666     spell-area, hence they cannot loot a map that a high level character
2667     might have cleared out.
2668     <br><br>
2669     Another point of magic walls is that if the player dies, he has to face
2670     them all again. Magic walls can add a kind of "permanent thrill" to
2671     your maps.
2672     <br><br>
2673     Be careful that your magic walls don't kill the monsters on a map. If
2674     placing monsters, eventually take ones that are immune to the
2675     walls' spell(s).
2676     <br><br>
2677     It is possible to make walls rotate when triggered. But that is so
2678     confusing (and useless IMHO) that I did not mention it above. You
2679     can find a working example on the map
2680     "/pup_land/castle_eureca/castle_eureca8". ]]>
2681     </use>
2682     <attribute arch="dam" editor="spell" type="spell">
2683     The magic wall will cast this &lt;spell&gt;.
2684     </attribute>
2685     <attribute arch="level" editor="spell level" type="int">
2686     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2687     walls cast spells at minimal strength. "level 100" walls cast deadly
2688     spells. Arch default is level 1 - you should always set this value
2689     to meet the overall difficulty of your map.
2690     </attribute>
2691     <attribute arch="connected" editor="connection" type="int">
2692     Every time the &lt;connection&gt; value is triggered, the wall will cast
2693     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2694     have much visible effect.
2695     </attribute>
2696 elmex 1.16 &activate_on;
2697 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2698     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2699     You can fine-tune how long the duration between two casts shall
2700     be. If you want to create a wall that can be activated (cast per
2701     trigger) via connected lever/button/etc, you must set "speed 0".
2702     </attribute>
2703 root 1.12 &speed_left;
2704 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2705     The magic wall will cast it's spells always in the specified
2706     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2707     always fire in a random direction.
2708     </attribute>
2709 root 1.9 &movement_types_terrain;
2710 root 1.1 <section name="destroyable">
2711     <attribute arch="alive" editor="is destroyable" type="bool">
2712     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2713     destroyed by the player. If disabled, all other attributes on
2714     this tab, as well as resistances, are meaningless.
2715     </attribute>
2716     <attribute arch="hp" editor="hitpoints" type="int">
2717     The more &lt;hitpoints&gt; the wall has, the longer
2718     it takes to be destroyed.
2719     </attribute>
2720     <attribute arch="maxhp" editor="max hitpoints" type="int">
2721     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2722     can have. This only makes sense if the wall can regain health.
2723     </attribute>
2724     <attribute arch="ac" editor="armour class" type="int">
2725     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2726     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2727     to &lt;weapon class&gt;.
2728     </attribute>
2729     </section>
2730 elmex 1.29 &resistances_basic;
2731 root 1.1 </type>
2732    
2733     <!--####################################################################-->
2734     <type number="55" name="Marker">
2735     <ignore>
2736     <ignore_list name="system_object" />
2737     </ignore>
2738     <description><![CDATA[
2739     A marker is an object that inserts an invisible force (a mark) into a
2740     player stepping on it. This force does nothing except containing a
2741     &lt;key string&gt; which can be discovered by detectors or inventory
2742     checkers. It is also possible to use markers for removing marks again.
2743     <br><br>
2744     Note that the player has no possibility to "see" his own marks,
2745     except by the effect that they cause on the maps. ]]>
2746     </description>
2747     <use><![CDATA[
2748     Markers hold real cool possibilities for map-making. I encourage
2749     you to use them frequently. However there is one negative point
2750     about markers: Players don't "see" what's going on with them. It is
2751     your task, as map-creator, to make sure the player is always well
2752     informed and never confused.
2753     <br><br>
2754     Please avoid infinite markers when they aren't needed. They're
2755     using a little space in the player file after all, so if there
2756     is no real purpose, set an expire time. ]]>
2757     </use>
2758     <attribute arch="no_pick" value="1" type="fixed" />
2759     <attribute arch="slaying" editor="key string" type="string">
2760     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2761     If the player already has a force with that &lt;key string&gt;,
2762     there won't be inserted a second one.
2763     </attribute>
2764     <attribute arch="connected" editor="connection" type="int">
2765     When the detector is triggered, all objects with the same
2766     connection value get activated.
2767     </attribute>
2768     <attribute arch="speed" editor="marking speed" type="float">
2769     The &lt;marking speed&gt; defines how quickly it will mark something
2770     standing on the marker. Set this value rather high to make
2771     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2772     should do fine.
2773     </attribute>
2774 root 1.12 &speed_left;
2775 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2776     This value defines the duration of the force it inserts.
2777     If nonzero, the duration of the player's mark is finite:
2778     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2779     means the mark will stay on the player forever.
2780     </attribute>
2781     <attribute arch="name" editor="delete mark" type="string">
2782     When the player steps onto the marker, all existing forces in
2783     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2784     will be removed. If you don't want to remove any marks, leave
2785 root 1.3 this textfield empty.
2786    
2787 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2788     this marker. So don't be confused, and remember changing the
2789     name will take effect on the marker's functionality.
2790     </attribute>
2791     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2792     In the moment when the player gets marked, this text is displayed
2793     to him. You should really set a message in any marker you create,
2794     because it's the only way for the player to notice what's going on.
2795     </attribute>
2796     </type>
2797 root 1.3
2798 root 1.1 <!--####################################################################-->
2799 root 1.3 <type number="36" name="Money">
2800 root 1.2 <ignore>
2801 root 1.3 <attribute arch="unpaid" />
2802 root 1.2 </ignore>
2803     <description><![CDATA[
2804 root 1.3 Items of the type Money are handled as currency.
2805     Money cannot be sold/bought in shops. When money is dropped
2806     in a shop, it stays the same.<br>
2807     When a player picks an item from a shop and attempts to
2808     walk over the shop mat, the item's selling-price is automatically
2809     subtracted from the player's money.
2810     <br><br>
2811     For money, always use the default arches.
2812     Don't modify them. ]]>
2813 root 1.2 </description>
2814 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2815 root 1.2 </type>
2816    
2817     <!--####################################################################-->
2818 root 1.3 <type number="0" name="Monster &amp; NPC">
2819     <required>
2820     <attribute arch="is_floor" value="0" />
2821     <attribute arch="alive" value="1" />
2822     <attribute arch="tear_down" value="0" />
2823     </required>
2824 root 1.1 <ignore>
2825 root 1.3 <attribute arch="material" />
2826     <attribute arch="name_pl" />
2827 root 1.1 <attribute arch="nrof" />
2828     <attribute arch="value" />
2829     <attribute arch="unpaid" />
2830     </ignore>
2831     <description><![CDATA[
2832     Monsters can behave in various kinds of ways.
2833     They can be aggressive, attacking the player. Or peaceful,
2834     helping the player - maybe joining him as pet.
2835     The unagressive creatures who communicate with players are
2836     usually called "NPCs" (Non Player Character), a well-known
2837     term in role-play environments. ]]>
2838     </description>
2839     <use><![CDATA[
2840     Monsters play a central role in most maps. Choosing the right
2841     combination of monsters for your map is vital:
2842     <UL>
2843     <LI> Place only monsters of slightly varying (increasing) strength.
2844     It's no fun to play for two hours just to find out the last
2845     monster is unbeatable. Similar, it's not exciting to fight orcs
2846     after passing a room of dragons.<br>
2847     This rule applies only for linear maps (one room after the other),
2848     with treasure at the end. You can sprinkle the treasure around,
2849 root 1.3 or make non-linear maps - That is often more entertaining.
2850 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2851     Balrogs, Dragonmen and the likes should be at the end of a quest,
2852 root 1.3 not at the beginning.
2853 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2854     Fire- and cold dragons in one room for example is a bad idea.
2855     By weakening and killing each other they are easy prey for players,
2856     not worth the experience they hold.
2857     <LI> Create your own monsters, especially for "boss"-type monsters.
2858     Having stage-bosses guarding treasure is a lot of fun when done right.
2859     Avoid to create monsters with completely non-intuitive abilities:
2860     Don't give ice-spells to firedragons or vice versa. Don't add
2861     draining attack to trolls, etc. Additionally, you should inform the
2862     player before he bumps right into some very special/unusual monster.
2863     <LI> Last but not least: Always keep an eye on the experience your monsters
2864     hold. Design your maps in a way that high experience
2865     is always well-defended. Don't make large rooms full with only one kind
2866     of monster. Keep in mind the different abilities/techniques players
2867     can use.
2868     </UL>
2869     I know it's impossible to make the perfectly balanced map. There's always
2870     some part which is found too easy or too hard for a certain kind of player.
2871     Just give it your best shot. And listen to feedback from players if you
2872     receive some. :-) ]]>
2873     </use>
2874     <attribute arch="alive" value="1" type="fixed" />
2875     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2876     When the monster is killed, items from the treasurelist will
2877     drop to the ground. This is a common way to reward players
2878     for killing (masses of) monsters.
2879 root 1.3
2880 root 1.1 Note that you can always put items into the monster's
2881     inventory. Those will drop-at-kill just like the stuff
2882     from the &lt;treasurelist&gt;.
2883     </attribute>
2884 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2885     Set this flag to move treasure items created into the environment (map)
2886     instead of putting them into the object.
2887     </attribute>
2888 root 1.1 <attribute arch="level" editor="level" type="int">
2889     A monster's &lt;level&gt; is the most important attribute.
2890     &lt;level&gt; affects the power of a monster in various ways.
2891     </attribute>
2892     <attribute arch="race" editor="race" type="string">
2893 root 1.12 Every monster should have a race set to categorize it.
2894 root 1.1 The monster's &lt;race&gt; can have different effects:
2895     Slaying weapons inflict tripple damage against enemy races
2896     and holy word kills only enemy races of the god.
2897     </attribute>
2898     <attribute arch="exp" editor="experience" type="int">
2899     When a player kills this monster, he will get exactly this
2900     amount of &lt;experience&gt;. The experience will flow into
2901 root 1.12 the skill-category the player used for the kill.
2902 root 1.3
2903 root 1.1 If you create special monsters of tweaked strenght/abilities,
2904     always make sure that the &lt;experience&gt; is set to a
2905     reasonable value. Compare with existing arches to get a feeling
2906     what reasonable means. Keep in mind that spellcasting monsters
2907     are a lot harder to kill than non-spellcasters!
2908     </attribute>
2909     <attribute arch="speed" editor="speed" type="float">
2910     The &lt;speed&gt; determines how fast a monster will both move
2911     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2912     </attribute>
2913 root 1.12 &speed_left;
2914 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2915     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2916     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2917     can be set to any valid arch-name of a monster. Multipart monster
2918     should not be used.
2919     </attribute>
2920     <attribute arch="generator" editor="multiply" type="bool">
2921     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2922     every once in a while. Mice are a good example for this effect.
2923     If enabled, you must also set &lt;breed monster&gt; or check
2924     &lt;template generation&gt; and put other monsters in the inventory.
2925     </attribute>
2926     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2927     This only takes effect if &lt;multiply&gt; is enabled. The monster
2928     will create a new monster every once in a while by duplicating it's inventory.
2929     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2930     Each time the monster need to generate an object, it will be
2931     a randomly chosen item from the inventory. When generator is destroyed,
2932 root 1.3 inventory is destroyed.
2933 root 1.1 </attribute>
2934 root 1.9 &move_type;
2935 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2936     Several spells only affect undead monsters:
2937     turn undead, banish undead, holy word, etc.
2938     </attribute>
2939     <attribute arch="carrying" editor="carries weight" type="int">
2940     If a monster has something in the inventory, this
2941     value can be set to reflect the slowdown due to
2942     the carried weight.
2943     </attribute>
2944 root 1.24 <attribute arch="precious" editor="precious" type="bool">
2945 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
2946 root 1.24 it should not be lightly destroyed. This is most useful on pets and
2947     keeps the server from destroying them on destroy_pets/monster floors
2948     and will try to save them when the player logs out.
2949     </attribute>
2950 root 1.3
2951 root 1.1 <section name="melee">
2952     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2953     This number is a bitmask, specifying the monster's attacktypes
2954     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2955     Strong monsters often have more than just physical attacktype.
2956 root 1.3
2957 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2958     as much damage as the "best" of it's attacktypes does. So, the more
2959     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2960     somehow exceptions.
2961     </attribute>
2962     <attribute arch="dam" editor="damage" type="int">
2963     Among other parameters, &lt;damage&gt; affects how much melee damage
2964     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2965     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2966     take effect on the melee damage of a monster.
2967     </attribute>
2968     <attribute arch="wc" editor="weapon class" type="int">
2969     Monsters of high &lt;weapon class&gt; are more likely to really hit
2970     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2971     to &lt;armour class&gt;.
2972     </attribute>
2973     <attribute arch="hp" editor="health points" type="int">
2974     The &lt;health points&gt; of a monster define how long it takes to
2975     kill it. With every successful hit from an opponent, &lt;health points&gt;
2976     get drained - The monster dies by zero &lt;health points&gt;.
2977     </attribute>
2978     <attribute arch="maxhp" editor="max health" type="int">
2979     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2980     monster can have.
2981     </attribute>
2982     <attribute arch="ac" editor="armour class" type="int">
2983     Monsters of low &lt;armour class&gt; are less likely to get hit from
2984     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2985     to &lt;weapon class&gt;.
2986     Values typically range between +20 (very bad) to -20 (quite good).
2987     </attribute>
2988     <attribute arch="Con" editor="healing rate" type="int">
2989 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
2990     healing rate is independent of &lt;speed&gt;.
2991 root 1.1 </attribute>
2992     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2993     A monster with this flag has the ability to &lt;reflect missiles&gt;,
2994     all kinds of projectiles (e.g. arrows, bolts, boulders) will
2995     bounce off.
2996     </attribute>
2997     <attribute arch="hitback" editor="hitback" type="bool">
2998     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2999     to the amount of damage the *attacker* inflicted. This damage
3000     is additional to the regular melee damage of the monster.
3001     As far as I know, hitback uses acid attacktype, and it only takes
3002     effect if the monster actually has acid attacktype at it's disposal.
3003     Acid spheres for example use this feature.
3004     </attribute>
3005     <attribute arch="one_hit" editor="one hit only" type="bool">
3006     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3007     to a player.
3008     </attribute>
3009     </section>
3010 root 1.3
3011 root 1.1 <section name="spellcraft">
3012     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3013     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3014     Only wands/rods/etc can be used, given the appropriate abilities.
3015     </attribute>
3016     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3017     A monster with this flag has the ability to &lt;reflect spells&gt;,
3018     all kinds of spell-bullets and -beams will bounce off.
3019 root 1.3
3020 root 1.1 Generally this flag should not be set because it puts
3021     wizard-type players at an unfair disadvantage.
3022     </attribute>
3023     <attribute arch="sp" editor="spellpoints" type="int">
3024     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3025     them for both wizard- and prayer-spells. However, this value defines
3026     only the amount of *initial* spellpoints the monster starts with.
3027     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3028     and &lt;spellpoint regen.&gt; are more important than just initial
3029     &lt;spellpoints&gt;.
3030     </attribute>
3031     <attribute arch="maxsp" editor="max spellpoints" type="int">
3032     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3033     can hold. Setting this to high values has little effect unless
3034     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3035     "regenerate mana" at it's disposal.
3036     </attribute>
3037     <attribute arch="Pow" editor="spellpoint regen." type="int">
3038 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3039     spellpoint regeneration rate is independent of &lt;speed&gt;.
3040 root 1.3
3041 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3042     regeneration is most important. If your monster is still not casting
3043     fast enough, give it the spell-ability of "regenerate mana".
3044     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3045     </attribute>
3046     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3047     Click on the &lt;attuned paths&gt; button to select spellpaths.
3048     The creature will get attuned to the specified spellpaths.
3049     </attribute>
3050     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3051     Click on the &lt;repelled paths&gt; button to select spellpaths.
3052     The creature will get repelled to the specified spellpaths.
3053     </attribute>
3054     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3055     Click on the &lt;denied paths&gt; button to select spellpaths.
3056     The creature won't be able to cast spells of the specified paths.
3057     </attribute>
3058     </section>
3059 root 1.3
3060 root 1.1 <section name="ability">
3061     <attribute arch="Int" editor="detect hidden" type="int">
3062     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3063     hidden/invisible creatures. Higher values make for better
3064     detection-skills. Enabling &lt;see invisible&gt; makes this value
3065     obsolete.
3066     </attribute>
3067     <attribute arch="see_invisible" editor="see invisible" type="bool">
3068     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3069     with by invisible or hiding players. This flag is a must-have
3070     for high-level monsters. When a monster is unable to detect
3071     invisible players, it can be killed without fighting back.
3072     </attribute>
3073     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3074     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3075     by spells of darkness or dark maps. This flag is a "should-have"
3076     for high-level monsters. When a monster is unable to see in
3077     darkness, players can cast darkness and sneak around it safely.
3078     </attribute>
3079     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3080     Monster is able to wield weapon type objects.
3081     </attribute>
3082     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3083     Monster is able to use missile-weapon type objects.
3084     </attribute>
3085     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3086     Monster is able to wear protective equipment like brestplate
3087     armour, shields, helmets etc.
3088     </attribute>
3089     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3090     Monster is able to wear rings.
3091     </attribute>
3092     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3093     Monster is able to use wands and staves.
3094     </attribute>
3095     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3096     Monster is able to use rods.
3097     </attribute>
3098     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3099     Monster is able to read scrolls.
3100     </attribute>
3101     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3102     Monster is able to use skills from it's inventory.
3103     For example, you can put a throwing skill object and some
3104 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3105 root 1.1 </attribute>
3106     </section>
3107 root 1.3
3108 root 1.1 <section name="behave">
3109     <attribute arch="monster" editor="monster behaviour" type="bool">
3110     When &lt;monster behaviour&gt; is enabled, this object will behave
3111     like a monster: It can move and attack enemies (which are
3112     typically players).
3113     This flag should be set for all monsters as-such.
3114     Monsters which don't move, like guards, should also have
3115     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3116 root 1.3 It should *not* be set for things like immobile generators.
3117 root 1.1 </attribute>
3118     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3119     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3120     </attribute>
3121     <attribute arch="friendly" editor="friendly" type="bool">
3122     &lt;friendly&gt; monsters help the player, attacking any
3123     non-friendly monsters in range.
3124     </attribute>
3125     <attribute arch="stand_still" editor="stand still" type="bool">
3126     Monsters which &lt;stand still&gt; won't move to leave their position.
3127     When agressive, they will attack all enemies who get close to
3128     them. This behaviour is commonly known from castle guards.
3129 root 1.3
3130 root 1.1 In older versions of Crossfire it was possible to eventually
3131     push a &lt;stand still&gt;-monster out of position by force.
3132     I believe this is no longer possible. Neverthless, you should
3133     still be cautious when lining up &lt;stand still&gt;-monster in order
3134     to "defend" something: Such monsters are rather easy to kill.
3135     It's good for low level maps, but not much more.
3136     </attribute>
3137     <attribute arch="sleep" editor="asleep" type="bool">
3138     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3139     &lt;sensing range&gt; of the monster. Usually the sensing range is
3140     larger than the players line of sight. Due to that, in most cases
3141     the player won't ever notice weither a monster was asleep or not.
3142     </attribute>
3143     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3144     This entry defines which kinds of environment actions the
3145     creature is able to perform.
3146     </attribute>
3147     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3148     Click on the &lt;pick up&gt; button and select which types of objects
3149     the creature should try to pick up.
3150 root 1.3
3151 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3152     etc are set, then the creature will pick up the matching items even
3153     if this is not set here.
3154     </attribute>
3155     <attribute arch="Wis" editor="sensing range" type="int">
3156     &lt;sensing range&gt; determines how close a player needs to be before
3157     the creature wakes up. This is done as a square, for reasons of speed.
3158     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3159     11x11 square of the monster will wake the monster up. If the player
3160     has stealth, the size of this square is reduced in half plus 1.
3161     </attribute>
3162 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3163     If this is set to default, the standard mode of movement will be used.
3164     </attribute>
3165     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3166     This movement is not in effect when the monster has an enemy and should
3167     only be used for non agressive monsters.
3168 root 1.1 </attribute>
3169     <attribute arch="run_away" editor="run at % health" type="int">
3170     This is a percentage value in the range 0-100.
3171     When the monster's health points drop below this percentage
3172     (relative to max health), it attempts to run away from the
3173     attacker.
3174     </attribute>
3175     </section>
3176 elmex 1.29 &resistances_basic;
3177 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3178     </attribute>
3179     </type>
3180    
3181     <!--####################################################################-->
3182 root 1.3 <type number="28" name="Monster (Grimreaper)">
3183     <import_type name="Monster &amp; NPC" />
3184     <ignore>
3185     <attribute arch="material" />
3186     <attribute arch="name_pl" />
3187     <attribute arch="nrof" />
3188     <attribute arch="value" />
3189     <attribute arch="unpaid" />
3190     </ignore>
3191 elmex 1.27 <description>
3192 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3193 elmex 1.27 draining attacks.
3194 root 1.3 </description>
3195     <section name="grimreaper">
3196     <attribute arch="value" editor="attacks" type="int">
3197     The object vanishes after this number of draining attacks.
3198     </attribute>
3199     </section>
3200     </type>
3201    
3202     <!--####################################################################-->
3203 root 1.1 <type number="65" name="Mood Floor">
3204     <ignore>
3205     <ignore_list name="system_object" />
3206     </ignore>
3207     <description><![CDATA[
3208     As the name implies, mood floors can change the "mood" of
3209     a monsters/NPC. For example, an unagressive monster could be
3210     turned mad to start attacking. Similar, an agressive monster
3211     could be calmed. ]]>
3212     </description>
3213     <use><![CDATA[
3214     Mood floors are absolutely cool for NPC interaction. To make an
3215     unaggressive monster/NPC attack, put a creator with "other_arch
3216     furious_floor" under it. Connect the creator to a magic_ear, so the
3217     player speaks a keyword like "stupid sucker" - and the monster attacks.
3218     <br><br>
3219     To turn an NPC into a pet, put a charm_floor under it and connect
3220     it directly to a magic_ear. Then the player speaks a keyword like
3221     "help me" - and the NPC joins him as pet.
3222     <br><br>
3223     (Of course you must always give clear hints about keywords!
3224     And there is no reason why you couldn't use a button/lever/pedestal
3225     etc. instead of a magic_ear.) ]]>
3226     </use>
3227     <attribute arch="no_pick" value="1" type="fixed" />
3228     <attribute arch="last_sp" editor="mood" type="list_mood">
3229     &lt;mood&gt; is used to determine what will happen to the
3230     monster when affected by the mood floor:
3231 root 1.3
3232 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3233 root 1.3
3234 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3235 root 1.3
3236 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3237 root 1.3
3238 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3239 root 1.3
3240 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3241     who triggers the square. This setting is not
3242     enabled for continous operation, you need to
3243     insert a &lt;connection&gt; value!
3244     </attribute>
3245     <attribute arch="connected" editor="connection" type="int">
3246     This should only be set in combination with &lt;mood number&gt; 4.
3247     Normally, monsters are affected by the mood floor as soon as they
3248     step on it. But charming (monster -&gt; pet) is too powerful,
3249 root 1.3 so it needs to be activated.
3250    
3251 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3252     But a powerful pet could as well be the reward for solving a
3253     quest. Or even better: It could be *part* of a quest!
3254     </attribute>
3255     <attribute arch="no_magic" editor="no spells" type="bool">
3256     If enabled, it is impossible for players to use (wizard-)
3257     spells on that spot.
3258     </attribute>
3259     <attribute arch="damned" editor="no prayers" type="bool">
3260     If enabled, it is impossible for players to use prayers
3261     on that spot. It also prevents players from saving.
3262     </attribute>
3263     </type>
3264    
3265     <!--####################################################################-->
3266     <type number="40" name="Mover">
3267     <ignore>
3268     <ignore_list name="non_pickable" />
3269     </ignore>
3270     <description><![CDATA[
3271     Movers move the objects above them. However, only living objects
3272     are affected (monsters/NPCs always, players optional). Movers have
3273     a direction, so players can be made to move in a pattern, and so
3274     can monsters. Motion is involuntary. Additionally, players or
3275     monsters can be "frozen" while ontop of movers so that they MUST
3276     move along a chain of them.
3277     <br><br>
3278     Multisquare monsters can be moved as well, given
3279     enough space. Movers are usually invisible. ]]>
3280     </description>
3281     <use><![CDATA[
3282     NEVER EVER consider a mover being unpassable in the backwards
3283     direction. Setting "forced movement" makes it seemingly impossible
3284     but there is still a trick: One player can push a second player
3285     past the mover, in opposite to the mover's direction! The more
3286     movers, the more players needed. Hence, don't make a treasure
3287     room that is surrounded by movers instead of solid walls/gates.
3288     <br><br>
3289     Btw, it does not make a difference putting movers above or
3290     below the floor. Moreover, movers that are set to be invisible
3291     cannot be discovered with the show_invisible spell.
3292     <br><br>
3293     Note that Movers and Directors are seperate objects, even though
3294     they look and act similar. Directors only do spells/missiles,
3295     while movers only do living creatures (depending on how it
3296     is set: monsters and players). ]]>
3297     </use>
3298     <attribute arch="attacktype" editor="forced movement" type="bool">
3299     If forced movement is enabled, the mover "freezes" anyone it
3300     moves (so they are forced to move along a chain).
3301     For players there is no way to escape this forced movement,
3302     except being pushed by a second player.
3303     </attribute>
3304     <attribute arch="maxsp" editor="freeze duration" type="int">
3305     The player will be "frozen" for that many moves.
3306     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3307     enabled, then &lt;freeze duration&gt; gets assigned the
3308     "default value" 2 automatically.
3309     </attribute>
3310     <attribute arch="speed" editor="movement speed" type="float">
3311     The movement speed value determines how fast a chain of
3312     these movers will push a player along (default is -0.2).
3313     </attribute>
3314 root 1.12 &speed_left;
3315 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3316     The mover will push creatures in the specified &lt;direction&gt;.
3317     A mover with direction set to &lt;none&gt; will spin clockwise,
3318     thus pushing creatures in unpredictable directions.
3319     </attribute>
3320     <attribute arch="lifesave" editor="gets used up" type="bool">
3321     If enabled, the mover gets "used up" after a certain number of moves
3322 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3323 root 1.1 </attribute>
3324     <attribute arch="hp" editor="number of uses" type="int">
3325     This value has only a meaning if &lt;gets used up&gt; is set:
3326     &lt;number of uses&gt; is the number of times minus one, that it
3327     will move a creature before disappearing. (It will move
3328 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3329 root 1.1 </attribute>
3330     <section name="targets">
3331     <attribute arch="level" editor="move players" type="bool">
3332     If &lt;move players&gt; is enabled, both players and monsters will be
3333     moved. In the arches' default it is disabled - thus ONLY monsters
3334     get moved. Remember that "monsters" includes NPCs!
3335 root 1.3
3336 root 1.1 This feature provides you with the possibility to make NPCs
3337     literally "come to life". Example: The player is talking with an
3338     NPC, speaking a certain keyword. This triggers a magic_ear and
3339     activates creators, creating (per default: monster-only) movers
3340     under the NPC's feet. The NPC starts "walking" on a predefined
3341     route! Note that it's useful to set this NPC immune to everything,
3342     preventing the player to push the NPC off his trace.
3343     </attribute>
3344 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3345     Which movement types activate the mover.
3346 root 1.1 </attribute>
3347     </section>
3348     </type>
3349    
3350     <!--####################################################################-->
3351     <type number="17" name="Pedestal">
3352     <ignore>
3353     <ignore_list name="non_pickable" />
3354     </ignore>
3355     <description><![CDATA[
3356     Pedestals are designed to detect certain types of living objects.
3357     When a predefined type of living creature steps on the pedestal, the
3358     connected value is triggered. ]]>
3359     </description>
3360     <use><![CDATA[
3361     If you want to create a place where only players of a certain race
3362     can enter, put a teleporter over your pedestal. So the teleporter is
3363     only activated for players of the matching race. Do not use gates,
3364     because many other players could sneak in. If you put powerful
3365     artifacts into such places, generally set "startequip 1", so that
3366     they are preserved for that one race and can't be traded to others. ]]>
3367     </use>
3368     <attribute arch="no_pick" value="1" type="fixed" />
3369     <attribute arch="slaying" editor="match race" type="string">
3370     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3371     matches the monster's or the player's race, we have a match.
3372     Yes, pedestals can detect a player's race! E.g. you could create a
3373 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3374    
3375 root 1.1 If it is set to "player", any player stepping on the pedestal
3376     is a match. Very useful if you want to open a gate for players
3377     but not for monsters.
3378     </attribute>
3379     <attribute arch="connected" editor="connection" type="int">
3380     When the pedestal is triggered, all objects with the same
3381     connection value get activated.
3382     </attribute>
3383 root 1.9 &move_on;
3384 root 1.1 </type>
3385    
3386     <!--####################################################################-->
3387     <type number="94" name="Pit">
3388     <ignore>
3389     <ignore_list name="non_pickable" />
3390     </ignore>
3391     <description><![CDATA[
3392     Pits are holes, transporting the player when he walks (and falls) into them.
3393     A speciality about pits is that they don't transport the player to
3394     the exact destination, but within a two-square radius of the destination
3395     (never on blocked squares).<br>
3396     Optionally, pits can get closed and opened, similar to gates.<br><br>
3397     Monsters and items are affected by pits just as well as players.
3398     Even multipart monsters can fall through them, given enough space. ]]>
3399     </description>
3400     <use><![CDATA[
3401     Pits can add interesting effects to your map. When using them, make
3402     sure to use them in a "logical way": Pits should always drop the
3403     player to some kind of lower level. They should not be used to
3404     randomly interconnect maps like teleporters do. ]]>
3405     </use>
3406     <attribute arch="no_pick" value="1" type="fixed" />
3407     <attribute arch="connected" editor="connection" type="int">
3408     When a &lt;connection&gt; value is set, the pit can be opened/closed
3409     by activating the connection.
3410     </attribute>
3411 elmex 1.16 &activate_on;
3412 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3413     The pit will transport creatures (and items) randomly into a two-square
3414     radius of the destination coordinates.
3415     If the destination square becomes blocked, the pit will act like
3416     being filled up and not work anymore!
3417     </attribute>
3418     <attribute arch="sp" editor="destination Y" type="int">
3419     The pit will transport creatures (and items) randomly into a two-square
3420     radius of the destination coordinates.
3421     If the destination square becomes blocked, the pit will act like
3422     being filled up and not work anymore!
3423     </attribute>
3424     <attribute arch="wc" editor="position state" type="int">
3425     The &lt;position state&gt; defines the position of the gate:
3426     Zero means completely open/down, the "number of animation-steps" (usually
3427     about 6 or 7) means completely closed/up state. I suggest you don't
3428     mess with this value - Leave the default in place.
3429     </attribute>
3430 root 1.9 &move_on;
3431 root 1.1 </type>
3432    
3433     <!--####################################################################-->
3434     <type number="7" name="Poison Food">
3435     <description><![CDATA[
3436     When eating, the player's stomache is drained by 1/4 of food.
3437     If his food drops to zero, the player might even die. ]]>
3438     </description>
3439     </type>
3440    
3441     <!--####################################################################-->
3442     <type number="5" name="Potion">
3443     <description><![CDATA[
3444     The player can drink these and gain various kinds of benefits
3445     (/penalties) by doing so. ]]>
3446     </description>
3447     <use><![CDATA[
3448     One potion should never give multiple benefits at once. ]]>
3449     </use>
3450     <attribute arch="level" editor="potion level" type="int">
3451     If the potion contains a spell, the spell is cast at this level.
3452     For other potions it should be set at least to 1.
3453     </attribute>
3454     <attribute arch="sp" editor="spell" type="spell">
3455     When a player drinks this potion, the selected spell
3456     will be casted (once). This should work for any given spell.
3457     E.g. heal is "sp 35", magic power is "sp 67".
3458     </attribute>
3459     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3460     There are two types of special effects for potions:
3461     'life restoration' - restore the player's stats lost by death or draining
3462     (this has nothing in common with the restoration spell!)
3463 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3464 root 1.1 by a very small amount.
3465     </attribute>
3466     <attribute arch="cursed" editor="cursed" type="bool">
3467     If a potion is cursed, benefits generally turn into penalties.
3468     Note that potions can be "uncursed" by praying over an altar,
3469     with relative ease. *But* the potion must be identified to notice
3470     that it is cursed &gt;:)
3471     </attribute>
3472     <attribute arch="startequip" editor="godgiven item" type="bool">
3473     A godgiven item vanishes as soon as the player
3474     drops it to the ground.
3475     </attribute>
3476 elmex 1.29 &player_stat_resist_sections;
3477 root 1.1 </type>
3478    
3479     <!--####################################################################-->
3480     <type number="156" name="Power Crystal">
3481     <description><![CDATA[
3482     Power crystals can store a player's mana:
3483     When the player applies the crystal with full mana, half of
3484     it flows into the crystal. When the player applies it with
3485     lacking mana, the crystal replenishes the player's mana. ]]>
3486     </description>
3487     <attribute arch="sp" editor="initial mana" type="int">
3488     &lt;initial mana&gt; is the amount of spellpoints that the
3489     crystal holds when the map is loaded.
3490     </attribute>
3491     <attribute arch="maxsp" editor="mana capacity" type="int">
3492     The &lt;mana capacity&gt; defines how much mana can be stored
3493     in the crystal. This is what makes the crystal interesting.
3494     Wizard-players will always seek for crystals with large
3495     capacities.
3496     </attribute>
3497     </type>
3498    
3499     <!--####################################################################-->
3500     <type number="13" name="Projectile">
3501     <description><![CDATA[
3502     Projectiles like arrows/crossbow bolts are used as ammunition
3503     for shooting weapons.
3504     <br><br>
3505     It's very easy to add new pairs of weapons &amp; projectiles.
3506     Just set matching &lt;ammunition class&gt; both for shooting
3507     weapon and projectile. ]]>
3508     </description>
3509     <use><![CDATA[
3510     If you want to create new kinds of projectiles, you could
3511     add an alchemical receipe to create these.
3512 root 1.3
3513 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3514     they really fullfill a useful purpose. In fact, even bows
3515     and crossbows are rarely ever used. ]]>
3516     </use>
3517     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3518     This number is a bitmask, specifying the projectile's attacktypes.
3519     Attacktypes are: physical, magical, fire, cold.. etc.
3520     This works identical to melee weapons. Note that shooting
3521     weapons cannot have attacktypes.
3522     </attribute>
3523     <attribute arch="race" editor="ammunition class" type="string">
3524     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3525     these projectiles. For arrows set "arrows", for crossbow bolts
3526     set "crossbow bolts" (big surprise).
3527 root 1.3
3528 root 1.1 In certain cases, the ammunition class is displayed in the game.
3529     Hence, when you create a new ammunition class, choose an
3530     intuitive name like "missiles", "spirit bolts" - whatever.
3531 root 1.3
3532 root 1.1 You can also make special containers holding these projectiles
3533     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3534     </attribute>
3535     <attribute arch="slaying" editor="slaying race" type="string">
3536     Slaying means the weapon does tripple (3x) damage to monsters
3537     of the specified race. If &lt;slaying race&gt; matches an arch name,
3538     only monsters of that archtype receive tripple damage.
3539     Tripple damage is very effective.
3540     </attribute>
3541     <attribute arch="dam" editor="damage" type="int">
3542     The projectile &lt;damage&gt; significantly affects the damage
3543     done. Damage can be further increased by the shooting
3544     weapon's attributes.
3545     </attribute>
3546     <attribute arch="wc" editor="weaponclass" type="int">
3547     This value is supposed to be the base &lt;weaponclass&gt;,
3548     but it seems to have rather little effect.
3549     High values are good here, low values bad.
3550     </attribute>
3551     <attribute arch="food" editor="chance to break" type="int">
3552     The &lt;chance to break&gt; defines the breaking probability when this
3553     projectile hits an obstacle, e.g. wall or monster.
3554     The value is the %-chance to break, ranging from 0 (never breaking)
3555     to 100 (breaking at first shot).
3556     </attribute>
3557     <attribute arch="magic" editor="magic bonus" type="int">
3558     Magic bonus increases chance to hit and damage a little bit.
3559     </attribute>
3560     <attribute arch="unique" editor="unique item" type="bool">
3561     Unique items exist only one time on a server. If the item
3562     is taken, lost or destroyed - it's gone for good.
3563     </attribute>
3564     <attribute arch="startequip" editor="godgiven item" type="bool">
3565     A godgiven item vanishes as soon as the player
3566     drops it to the ground.
3567     </attribute>
3568     <attribute arch="no_drop" editor="don't drop" type="bool">
3569     When a monster carries a projectile with &lt;don't drop&gt;,
3570     this item will never drop to the ground but
3571     vanish instead. If this object is shot, it can still drop
3572     after hitting an obstacle. You can prevent this by
3573     setting &lt;chance to break&gt; 100.
3574     </attribute>
3575     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3576     This text may describe the projectile. This
3577     could be nice for very special ones.
3578     </attribute>
3579     </type>
3580    
3581     <!--####################################################################-->
3582     <type number="70" name="Ring">
3583     <import_type name="Amulet" />
3584     <description><![CDATA[
3585     Rings are worn on the hands - one ring each.
3586     Wearing rings, the object's stats will directly be inherited to
3587     the player. Usually enhancing his spellcasting potential. ]]>
3588     </description>
3589     <use><![CDATA[
3590     When you create an artifact ring, never forget that players can
3591     wear <B>two</B> rings! Due to that it is extremely important to
3592     keep rings in balance with the game.
3593     <br><br>
3594     Also keep in mind that rings are generally the wizard's tools.
3595     They should primarily grant bonuses to spellcasting abilities
3596     and non-physical resistances. ]]>
3597     </use>
3598     </type>
3599    
3600     <!--####################################################################-->
3601     <type number="3" name="Rod">
3602     <ignore>
3603     <attribute arch="title" />
3604     </ignore>
3605     <description><![CDATA[
3606     A rod contains a spell. The player can use this spell by applying and
3607     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3608     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3609     used endlessly. ]]>
3610     </description>
3611     <use><![CDATA[
3612     Rods with healing/curing spells are extremely powerful. Usually, potions have
3613     to be used for that purpose. Though, potions are expensive and only good for
3614     one-time-use.<br> ]]>
3615     </use>
3616     <attribute arch="sp" editor="spell" type="spell">
3617     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3618     rods to players, since they can be used endlessly without any mana cost!
3619     Rods with heal/ restoration/ protection spells, IF available, MUST be
3620     very very VERY hard to get!
3621     </attribute>
3622     <attribute arch="level" editor="casting level" type="int">
3623     The casting level of the &lt;spell&gt; determines it's power.
3624     For attack spells, level should be set to something reasonable.
3625     </attribute>
3626     <attribute arch="hp" editor="initial spellpoints" type="int">
3627     This value represents the initial amount of spellpoints in the rod.
3628     Naturally, this is quite unimportant.
3629     </attribute>
3630     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3631     When the rod is fully charged up, it will hold this maximum amount of
3632     spellpoints. Make sure it is enough to cast the contained spell at least
3633     once. But don't set the value too high, as that might make the rod
3634     too effective.
3635     </attribute>
3636     <attribute arch="startequip" editor="godgiven item" type="bool">
3637     A godgiven item vanishes as soon as the player
3638     drops it to the ground.
3639     </attribute>
3640     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3641     This text may contain a description of the rod.
3642     </attribute>
3643     </type>
3644    
3645     <!--####################################################################-->
3646     <type number="154" name="Rune">
3647     <ignore>
3648     <attribute arch="no_pick" />
3649     <attribute arch="title" />
3650     <attribute arch="name_pl" />
3651     <attribute arch="weight" />
3652     <attribute arch="value" />
3653     <attribute arch="material" />
3654     <attribute arch="unpaid" />
3655     </ignore>
3656     <description><![CDATA[
3657 root 1.3 A rune is a magical enscription on the dungeon floor.
3658 root 1.1 <br><br>
3659     Runes hit any monster or person who steps on them for 'dam' damage in
3660     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3661     and will cast this spell when it detonates. Yet another kind is the
3662     "summoning rune", summoning predefined monsters of any kind, at detonation.
3663     <br><br>
3664     Many runes are already defined in the archetypes. ]]>
3665     </description>
3666     <use><![CDATA[
3667     Avoid monsters stepping on your runes. For example, summoning runes
3668     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3669     </use>
3670     <attribute arch="no_pick" value="1" type="fixed" />
3671 root 1.9 &move_on;
3672 root 1.1 <attribute arch="level" editor="rune level" type="int">
3673     This value sets the level the rune will cast the spell it contains at,
3674     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3675 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3676    
3677 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3678     how much experience the player gets for doing so. Beware: High level
3679     runes can be quite a cheap source of experience! So either make them
3680     tough, or keep the level low.
3681     </attribute>
3682     <attribute arch="Cha" editor="visibility" type="int">
3683     This value determines what fraction of the time the rune is visible:
3684     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3685     how easily the rune may be found.
3686     </attribute>
3687     <attribute arch="hp" editor="number of charges" type="int">
3688     The rune will detonate &lt;number of charges&gt; times before disappearing.
3689     </attribute>
3690     <attribute arch="dam" editor="direct damage" type="int">
3691     &lt;direct damage&gt; specifies how much damage is done by the rune,
3692     if it doesn't contain a spell. This should be set in reasonable
3693 root 1.3 relation to the rune's level.
3694 root 1.1 </attribute>
3695     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3696     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3697     attribute defines what attacktype to use for direct damage when
3698     the rune detonates.
3699     </attribute>
3700     <section name="spellcraft">
3701     <attribute arch="sp" editor="spell" type="spell">
3702     The selected &lt;spell&gt; defines the spell in the rune, if any.
3703     (Many runes do direct damage).
3704     </attribute>
3705     <attribute arch="slaying" editor="spell name" type="string">
3706     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3707     but if present, overrides the &lt;spell&gt; setting.
3708     </attribute>
3709     <attribute arch="other_arch" editor="spell arch" type="string">
3710     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3711     is optional, but if present, overrides the &lt;spell&gt; setting.
3712     You can choose any of the existing arches.
3713     </attribute>
3714     <attribute arch="maxsp" editor="direction" type="list_direction">
3715     If set, the rune will cast it's containing spell (if any) in
3716     this &lt;direction&gt;.In most cases this appears useless because
3717     the spell directly hits the player.
3718     </attribute>
3719     <attribute arch="race" editor="summon monster" type="string">
3720     If this is set to the arch name of any monster, together with
3721     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3722     of those on detonation. (dam and attacktype will still be ignored
3723     in this case). Runes are even capable of summoning multi-square
3724     monsters, given enough space. You'd better test it though.
3725     </attribute>
3726     <attribute arch="maxhp" editor="summon amount" type="int">
3727     This should only be set to a summoning rune. It will then summon
3728     that many creatures of the kind &lt;summon monster&gt;.
3729     </attribute>
3730     </section>
3731     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3732     When the rune detonates, this text is displayed to the
3733     victim. For especially powerful runes, create an appropriate
3734     thrilling description. ;)
3735     </attribute>
3736     </type>
3737    
3738     <!--####################################################################-->
3739     <type number="106" name="Savebed">
3740     <ignore>
3741     <ignore_list name="non_pickable" />
3742     </ignore>
3743     <description><![CDATA[
3744     When the player applies a savebed, he is not only saved. Both his
3745     respawn-after-death and his word-of-recall positions are pointing
3746     to the last-applied savebed. ]]>
3747     </description>
3748     <use><![CDATA[
3749     Put savebed locations in towns, do not put them into dungeons.
3750     It is absolutely neccessary that a place with savebeds is 100% secure.
3751     That means:
3752     <UL>
3753     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3754     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3755     <LI> Insert a relyable exit! Make sure there is no possibility that
3756     players get trapped in a savebed location.
3757     <LI> If possible, mark the whole site as no-spell area (Insert this
3758     arch called "dungeon_magic" everywhere). This is not required,
3759     but it makes the place much more safe.
3760     </UL> ]]>
3761     </use>
3762     <attribute arch="no_pick" value="1" type="fixed" />
3763     <attribute arch="no_magic" value="1" type="fixed" />
3764     <attribute arch="damned" value="1" type="fixed" />
3765     </type>
3766    
3767     <!--####################################################################-->
3768 root 1.3 <type number="111" name="Scroll">
3769     <ignore>
3770     <attribute arch="title" />
3771     </ignore>
3772     <description><![CDATA[
3773     Scrolls contain spells (similar to spell-potions). Unlike potions,
3774     scrolls require a certain literacy skill to read successfully.
3775     Accordingly, for a successful reading, a small amount of
3776     experience is gained. Scrolls allow only one time usage, but
3777     usually they are sold in bulks. ]]>
3778     </description>
3779     <use><![CDATA[
3780     For low level quests, scrolls of healing/curing-spells
3781     can be a nice reward. At higher levels, scrolls become less
3782     and less useful. ]]>
3783     </use>
3784     <attribute arch="level" editor="casting level" type="int">
3785     The spell of the scroll will be casted at this level.
3786     This value should always be set, at least to 1.
3787     </attribute>
3788     <attribute arch="sp" editor="spell" type="spell">
3789     When a player/monster applies this scroll, the selected &lt;spell&gt;
3790     will be casted (once). This should work for any given spell.
3791     </attribute>
3792     <attribute arch="startequip" editor="godgiven item" type="bool">
3793     A godgiven item vanishes as soon as the player
3794     drops it to the ground.
3795     </attribute>
3796     </type>
3797    
3798     <!--####################################################################-->
3799     <type number="33" name="Shield">
3800     <import_type name="Amulet" />
3801     <description><![CDATA[
3802     Wearing a shield, the object's stats will directly be inherited to
3803     the player. Shields usually provide good defense, only surpassed
3804     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3805     </description>
3806     <use><![CDATA[
3807     Feel free to create your own special artifacts. However, it is very
3808     important that you keep your artifact in balance with existing maps. ]]>
3809     </use>
3810     <attribute arch="magic" editor="magic bonus" type="int">
3811     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3812     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3813     than direct armour-class bonus on the shield.
3814     </attribute>
3815     </type>
3816    
3817     <!--####################################################################-->
3818 root 1.1 <type number="14" name="Shooting Weapon">
3819     <description><![CDATA[
3820 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
3821 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3822     wielded both at the same time. Like with any other equipment,
3823     stats/bonuses from shooting weapons are directly inherited to the player.
3824     <br><br>
3825     It's very easy to add new pairs of weapons &amp; projectiles.
3826     Just set matching &lt;ammunition class&gt; both for shooting
3827     weapon and projectile. ]]>
3828     </description>
3829     <use><![CDATA[
3830     Shooting weapons should not add bonuses in general. There's already
3831     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3832 elmex 1.17 Shooting weapons should especially not add bonuses to the player
3833 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
3834     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3835     - still crap. ]]>
3836     </use>
3837     <attribute arch="race" editor="ammunition class" type="string">
3838     Only projectiles with matching &lt;ammunition class&gt; can be fired
3839     with this weapon. For normal bows set "arrows", for normal
3840     crossbows set "crossbow bolts".
3841 root 1.3
3842 root 1.1 In certain cases, the ammunition class is displayed in the game.
3843     Hence, when you create a new ammunition class, choose an
3844     intuitive name like "missiles", "spirit bolts" - whatever.
3845     </attribute>
3846     <attribute arch="sp" editor="shooting speed" type="int">
3847     After shooting a projectile, the player is frozen for a short
3848     period of time (to prevent shooting arrows machine-gun-like).
3849     The greater &lt;shooting speed&gt;, the shorter this period of time.
3850     1 is minimum (=worst) and 100 is maximum (=best) value.
3851 root 1.3
3852 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3853     SET IT TO ZERO! (That would freeze the player for eternety).
3854     </attribute>
3855     <attribute arch="dam" editor="base damage" type="int">
3856     The &lt;base damage&gt; significantly affects the damage done
3857     by using this weapon. This damage is added to the projectile
3858     damage and then (if &lt;ignore strength&gt; disabled) a bonus
3859     according to the player's strength is added.
3860     </attribute>
3861     <attribute arch="wc" editor="weaponclass" type="int">
3862     This value is supposed to be the base &lt;weaponclass&gt;,
3863     but it seems to have rather little effect.
3864     High values are good here, low values bad.
3865     </attribute>
3866     <attribute arch="item_power" editor="item power" type="int">
3867     The &lt;item power&gt; value measures how "powerful" an artifact is.
3868     Players will only be able to wear equipment with a certain total
3869     amount of &lt;item power&gt;, depending on their own level. This is the
3870     only way to prevent low level players to wear "undeserved" equipment
3871     (like gifts from other players or cheated items).
3872 root 1.3
3873 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
3874     for every artifact you create! If zero/unset, the CF server will
3875     calculate a provisional value at runtime, but this is never
3876     going to be an accurate measurement of &lt;item power&gt;.
3877     </attribute>
3878     <attribute arch="no_strength" editor="ignore strength" type="bool">
3879     Usually the player's strentgh takes effect on the damage
3880     done by the shooting weapon. If &lt;ignore strength&gt; is set,
3881     the player's strength is ignored.
3882     </attribute>
3883     <attribute arch="damned" editor="damnation" type="bool">
3884     A damned shooting weapon cannot be unwielded unless
3885     the curse is removed. Removing damnations is
3886     a tick harder than removing curses.
3887     </attribute>
3888     <attribute arch="cursed" editor="curse" type="bool">
3889     A cursed shooting weapon cannot be unwielded unless
3890     the curse is removed.
3891     </attribute>
3892     <attribute arch="unique" editor="unique item" type="bool">
3893     Unique items exist only one time on a server. If the item
3894     is taken, lost or destroyed - it's gone for good.
3895     </attribute>
3896     <attribute arch="startequip" editor="godgiven item" type="bool">
3897     A godgiven item vanishes as soon as the player
3898     drops it to the ground.
3899     </attribute>
3900     <section name="stats">
3901     <attribute arch="Str" editor="strength" type="int">
3902     The player's strentgh will rise/fall by the given value
3903     while wearing this shooting weapon.
3904     </attribute>
3905     <attribute arch="Dex" editor="dexterity" type="int">
3906     The player's dexterity will rise/fall by the given value
3907     while wearing this shooting weapon.
3908     </attribute>
3909     <attribute arch="Con" editor="constitution" type="int">
3910     The player's constitution will rise/fall by the given value
3911     while wearing this shooting weapon.
3912     </attribute>
3913     <attribute arch="Int" editor="intelligence" type="int">
3914     The player's intelligence will rise/fall by the given value
3915     while wearing this shooting weapon.
3916     </attribute>
3917     <attribute arch="Pow" editor="power" type="int">
3918     The player's power will rise/fall by the given value
3919     while wearing this shooting weapon.
3920     </attribute>
3921     <attribute arch="Wis" editor="wisdom" type="int">
3922     The player's wisdom will rise/fall by the given value while
3923     wearing this shooting weapon.
3924     </attribute>
3925     <attribute arch="Cha" editor="charisma" type="int">
3926     The player's charisma will rise/fall by the given value
3927     while wearing this shooting weapon.
3928     </attribute>
3929     </section>
3930     <section name="bonus">
3931     <attribute arch="luck" editor="luck bonus" type="int">
3932     With positive luck bonus, the player is more likely to
3933     succeed in all sorts of things (spellcasting, praying,...).
3934     Unless the &lt;luck bonus&gt; is very high, the effect will be
3935     barely visible in-game. Luck bonus on one piece of equipment
3936     should never exceed 3, and such bonus should not be too
3937     frequently available.
3938     </attribute>
3939     <attribute arch="magic" editor="magic bonus" type="int">
3940     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3941     I'm not sure what exactly is increased - maybe weaponclass?
3942     However, &lt;magic bonus&gt; seems to have a little bit of positive
3943     influence on your chance to hit.
3944     </attribute>
3945     </section>
3946     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3947     This text describes the weapons's "story". Every decent artifact weapon
3948     should have such a description.
3949     </attribute>
3950     </type>
3951    
3952     <!--####################################################################-->
3953     <type number="68" name="Shop Floor">
3954     <ignore>
3955     <ignore_list name="non_pickable" />
3956     </ignore>
3957     <description><![CDATA[
3958     Shop floor is used for shops. It acts like a combination of the
3959     common floor- and the treasure type: When the map is loaded,
3960     randomitems (depending on the setings) are generated on it.
3961     These items are all flagged as unpaid.
3962     When a player drops an item onto shop floor, the item becomes
3963     unpaid and the player receives payment according to the item's
3964     selling-value.
3965     Shopfloor always prevents magic (To hinder players from burning
3966     or freezing the goods). ]]>
3967     </description>
3968     <use><![CDATA[
3969     Tile your whole shop-interior space which shop floor.
3970     (That assures players receive payment for dropping items).
3971     Place shop mats to enter/leave the shop, and make sure
3972     there is no other exit than the shop mat. ]]>
3973     </use>
3974     <attribute arch="is_floor" value="1" type="fixed" />
3975     <attribute arch="no_pick" value="1" type="fixed" />
3976     <attribute arch="no_magic" value="1" type="fixed" />
3977     <attribute arch="auto_apply" editor="generate goods" type="bool">
3978     If enabled, items will appear on this square when the map is loaded.
3979     You need to specify a &lt;treasurelist&gt; to define what kinds of items
3980     are generated. The items will be unpaid.
3981     </attribute>
3982     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3983     This entry determines what kind of treasure will appear, when
3984     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3985     for details about existing treasurelists.
3986     </attribute>
3987     <attribute arch="exp" editor="quality level" type="int">
3988     The &lt;quality level&gt; will be used for the quality of the generated
3989     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3990     doesn't need to be set, unless you want extraordinarily good/bad
3991     quality. If you want to make a shop with very high quality, meaybe
3992     charge an entrance fee, or make the shop hard-to-come-by.
3993     Note that &lt;quality level&gt; mainly affects chance of magic bonus
3994     and appearance of artifact-items.
3995     </attribute>
3996     <attribute arch="damned" editor="no prayers" type="bool">
3997     If enabled, it is impossible for players to use prayers
3998     on that spot. It also prevents players from saving.
3999     (Remember that &lt;no magic&gt; is always set for shop floors.)
4000     </attribute>
4001     </type>
4002    
4003     <!--####################################################################-->
4004     <type number="69" name="Shop Mat">
4005     <ignore>
4006     <ignore_list name="non_pickable" />
4007     </ignore>
4008     <description><![CDATA[
4009     Shop mats are used for entering/leaving shops. You should always
4010     have exactly TWO shop mats on your shop-map: One inside the
4011     "shopping-area" and one outside. Shop mats don't use exit paths/
4012     or -destinations. When stepping onto a shopmat the player gets beamed
4013     to the nearest other mat. If the player has unpaid items in his
4014     inventory, the price gets charged from his coins automatically.
4015     If the player has insufficient coins to buy his unpaid items, he
4016     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4017     </description>
4018     <use><![CDATA[
4019     As stated above, always place TWO shop mats into your shop.
4020     Not more and not less than that. ]]>
4021     </use>
4022     <attribute arch="no_pick" value="1" type="fixed" />
4023 root 1.9 &move_on;
4024 root 1.1 </type>
4025    
4026     <!--####################################################################-->
4027     <type number="98" name="Sign &amp; MagicMouth">
4028     <ignore>
4029     <ignore_list name="non_pickable" />
4030     </ignore>
4031     <description><![CDATA[
4032     The purpose of a sign or magic_mouth is to display a certain message to
4033     the player. There are three ways to have the player get this message:
4034     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4035     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4036     </description>
4037     <use><![CDATA[
4038     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4039     some true roleplay feeling to your maps, support your storyline or give
4040     hints about hidden secrets/dangers. Place signs to provide the player
4041     with all kinds of useful information for getting along in your maps. ]]>
4042     </use>
4043     <attribute arch="connected" editor="connection" type="int">
4044     When a connection value is set, the message will be printed whenever
4045     the connection is triggered. This should be used in combination with
4046     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4047     If activating your magic_mouth this way, the message will not only be
4048     printed to one player, but all players on the current map.
4049     </attribute>
4050 elmex 1.16 &activate_on;
4051 root 1.9 &move_on;
4052 root 1.1 <attribute arch="food" editor="counter" type="int">
4053     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4054     (printing the message) only that many times. For signs this really shouldn't
4055     be used, while for magic_mouths it is extremely helpful.
4056     Monsters walking over the magic_mouth do not decrease the counter.
4057 root 1.3
4058 root 1.1 Often, you might want to have a message displayed only one time. For example:
4059     The player enters your map and you put a magic_mouth to tell him about the
4060     monsters and how dangerous they look and all. Later, when all the monsters
4061     are killed and the player leaves the map, displaying the same message a
4062     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4063     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4064     </attribute>
4065     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4066     This text will be displayed to the player.
4067     </attribute>
4068     </type>
4069    
4070 elmex 1.23 <type number="150" name="Shop Inventory">
4071     <ignore>
4072     <ignore_list name="non_pickable" />
4073     </ignore>
4074     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4075     </description>
4076     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4077     </use>
4078     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4079     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4080     the map that will be searched for unpaid items.
4081     </attribute>
4082     </type>
4083    
4084 root 1.1 <!--####################################################################-->
4085     <type number="43" name="Skill">
4086     <ignore>
4087     <ignore_list name="system_object" />
4088     </ignore>
4089     <description><![CDATA[
4090     Skills are objects which exist in the player/monster inventory.
4091     Both NPC/monsters and players use the same skill archetypes. Not all skills
4092     are enabled for monster use however. ]]>
4093     </description>
4094     <use><![CDATA[
4095     For mapmaking, Skill objects serve two purposes:
4096     <p>First, the predefined skill archtypes (in the 'skills' directory)
4097     can be seen as the global skill definitions. A skill which doesn't
4098     exists as an archtype cannot be learned or used by players. When you
4099     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4100     of defined skill archtypes, because those strings are used as a reference in
4101     many skill-related objects.
4102     </p><p>
4103     Secondly, in order to enable monsters to use skills, you will need to
4104     copy default skill archtypes into the monsters' inventories.
4105     You can even customize the skills by changing stats. It is not
4106     recommended however, to use skills in your maps which are totally
4107     unrelated to any predefined skill archtype.</p> ]]>
4108     </use>
4109     <attribute arch="invisible" value="1" type="fixed" />
4110     <attribute arch="no_drop" value="1" type="fixed" />
4111     <attribute arch="skill" editor="skill name" type="string">
4112     The &lt;skill name&gt; is used for matchings. When a usable
4113     object has an identical &lt;skill name&gt;, players
4114     (or monsters) will need this skill to apply/use the object.
4115     </attribute>
4116     <attribute arch="expmul" editor="exp multiplier" type="float">
4117     This is the ratio of experience the players total should increase by
4118     when this skill is used. If this is zero, then experience only goes to
4119     to the skill. Values higher than 1 are allowed. Note that experience
4120     rewarded to the players total is in addition to that given to the
4121     skill. Eg, if player should get 500 exp for using a skill, and
4122     expmul is 1, the player will get 500 added to that skill as well as
4123     500 to their total.
4124     </attribute>
4125     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4126     The &lt;skill type&gt; defines the base functionality of the skill.
4127     Skill types are hardcoded in the Crossfire server. It isn't hard to
4128     create new skill types, but it requires a bit of server-coding.
4129     </attribute>
4130     <attribute arch="level" editor="level" type="int">
4131     </attribute>
4132     <attribute arch="exp" editor="experience" type="int">
4133     </attribute>
4134     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4135     The &lt;is native skill&gt; flag has an effect only when this
4136     skill object is placed in the inventory of a monster (or player).
4137     If it is set, the monster or player knows the skill natively, which
4138     means he does not need a skill tool to use it.
4139     </attribute>
4140     </type>
4141    
4142     <!--####################################################################-->
4143     <type number="130" name="Skill Scroll">
4144     <description><![CDATA[
4145     By reading a skill scroll, a player has a chance to learn the
4146     contained skill. ]]>
4147     </description>
4148     <use><![CDATA[
4149     Skill scrolls are very much sought for by players. Currently,
4150     all skill scrolls are sold in shops randomly, which is in fact not
4151     a good system. It would be nice to have some cool quests with
4152     skill scrolls rewarded at the end. ]]>
4153     </use>
4154     <attribute arch="race" value="scrolls" type="fixed" />
4155     <attribute arch="skill" editor="skill name" type="string">
4156     The &lt;skill name&gt; matches the skill object that can
4157     be learned from this scroll.
4158     </attribute>
4159     </type>
4160    
4161     <!--####################################################################-->
4162     <type number="21" name="Special Key">
4163     <ignore>
4164     <attribute arch="material" />
4165     </ignore>
4166     <description><![CDATA[
4167     When carrying the appropriate special key, a locked door can
4168     be opened. The key will dissapear.
4169     <br><br>
4170     This object-type can also be used for "passport"-like items:
4171     When walking onto an invetory checker, a gate for example might
4172     get opened. The "passport" will stay in the player's inventory. ]]>
4173     </description>
4174     <use><![CDATA[
4175     How to make a "passport": You take the special key arch
4176     (archetype name is "key2"), set the face to something like
4177     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4178     certainly must match with the appropiate inventory checker.
4179     <br><br>
4180     Of course you can be creative with names and faces of
4181     key-objects. A "mysterious crystal" or a "big dragon claw"
4182     (with appropriate faces) appear more interesting than just
4183     a "strange key", or "passport". ]]>
4184     </use>
4185     <attribute arch="slaying" editor="key string" type="string">
4186     This string must be identical with the &lt;key string&gt; in the
4187     locked door, then it can be unlocked. It can also be used
4188     to trigger inventory checkers.
4189     </attribute>
4190     <attribute arch="material" editor="material" type="bitmask_material">
4191     For Special Keys, material should always be unset or set
4192     to Adamantite. This prevents the key from getting
4193     burned or otherwise destroyed.
4194     </attribute>
4195     <attribute arch="unique" editor="unique item" type="bool">
4196     Unique items exist only one time on a server. If the item
4197     is taken, lost or destroyed - it's gone for good.
4198 root 1.3
4199 root 1.1 This can be used if you want to sell apartments on your
4200     map: Simply sell a unique passport/key, and place
4201     an inventory checker at the entrance of your apartment.
4202     </attribute>
4203     <attribute arch="startequip" editor="godgiven item" type="bool">
4204     A godgiven item vanishes as soon as the player
4205     drops it to the ground.
4206     </attribute>
4207     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4208     This will add a description to the object. The player can read
4209     this text by clicking on the item in his inventory. Use this
4210     message to describe what the key/passport is good for. A player
4211     might have 50 different keys on his key-ring. Don't expect
4212     players to recall their purpose just by their names.
4213     </attribute>
4214     </type>
4215    
4216     <!--####################################################################-->
4217     <type number="101" name="Spell">
4218     <ignore>
4219     <ignore_list name="system_object" />
4220     </ignore>
4221     <description><![CDATA[
4222     Spell objects define a spell. When a spell is put in a spellbook,
4223     players can learn it by reading the book. Once learned, players
4224     can use the spell as often as they like. With increasing skill level
4225     of the player, spells may gain power but also increase cost.<br>
4226     Monsters can use spells which are put in their inventory (provided
4227     that certain "enabling" settings are correct). The monster's
4228     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4229     </description>
4230     <use><![CDATA[
4231     A lot of the spells' settings can be tuned and customized.
4232     When creating new spells which are accessible to players, it is
4233     important to think about balance. A single spell which is too
4234     powerful and/or too easy to use can eventually toss the whole skill
4235     and magic school system out of whack. Testing new spells is
4236     quite important therefore. ]]>
4237     </use>
4238     <attribute arch="no_drop" value="1" type="fixed" />
4239     <attribute arch="invisible" value="1" type="fixed" />
4240     <attribute arch="skill" editor="skill name" type="string">
4241     The &lt;skill name&gt; matches the skill which is needed
4242     to cast this spell. This should be one out of "sorcery",
4243     "pyromancy", "evocation", "summoning" or "praying".
4244     If you want to fiddle with these, please take care not
4245     to upset the concept and balance of the various skills.
4246     </attribute>
4247     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4248     The &lt;spell type&gt; defines the basic type of spell.
4249     Some of these types are of a more generic nature than others.
4250     </attribute>
4251     <attribute arch="level" editor="spell level" type="int">
4252     </attribute>
4253     <attribute arch="casting_time" editor="casting time" type="int">
4254     </attribute>
4255     <attribute arch="duration" editor="duration" type="int">
4256     </attribute>
4257     <attribute arch="other_arch" editor="create object" type="string">
4258     </attribute>
4259     <attribute arch="sp" editor="cost spellpoints" type="int">
4260     </attribute>
4261     <attribute arch="grace" editor="cost grace" type="int">
4262     </attribute>
4263     <attribute arch="maxsp" editor="double cost per level" type="int">
4264     </attribute>
4265     </type>
4266    
4267     <!--####################################################################-->
4268     <type number="85" name="Spellbook">
4269     <description><![CDATA[
4270     By reading a spellbook, the player has a chance of learning the
4271     contained spell. Once learned from a book, the spell is available
4272     forever. Spellbooks with high level spells require some skill-level
4273     to read.<br><br>
4274     You can create widely customized spells only by adjusting the
4275     spell object in the spellbooks inventory. Refer to the description
4276     of spell objects for detailed information how to customize spells.<br>
4277     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4278     with a compilation of spells that the book may contain. ]]>
4279     </description>
4280     <use><![CDATA[
4281     Don't put any of the godgiven spells into a spellbook! These are
4282     reserved for the followers of the appropriate cults. Handing them
4283     out in a spellbook would violate the balance between different religions.
4284     <br><br>
4285     Note that there is no fundamental difference between the spellbooks
4286     of varying schools (pyromancy, sorcery, evocation, summoning, and
4287     even praying). The difference lies only in the spells they contain.
4288     It is up to you, the mapmaker, to pick the right type of book
4289     for your spells. ]]>
4290     </use>
4291     <attribute arch="skill" value="literacy" type="fixed" />
4292     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4293     There are two ways to put spells into a spellbook:
4294     1. Put a spell object in the books inventory. In this case,
4295     treasurelist must be set to &lt;none&gt;.
4296     2. Choose a treasurelist which contains spells.
4297     In that way, a spell will be chosen randomly from the list.
4298     </attribute>
4299     <attribute arch="startequip" editor="godgiven item" type="bool">
4300     A godgiven item vanishes as soon as the player
4301     drops it to the ground.
4302     </attribute>
4303     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4304     This text may contain a nice description
4305     of the spellbook's cover or something.
4306     </attribute>
4307     </type>
4308    
4309     <!--####################################################################-->
4310     <type number="90" name="Spinner">
4311     <ignore>
4312     <ignore_list name="non_pickable" />
4313     </ignore>
4314     <description><![CDATA[
4315     Spinners change the direction of spell objects and other projectiles
4316     that fly past. Unlike directors, it does make a difference from what
4317     angle you shoot into the spinner. The direction of objects flying past
4318     is always changed by a certain degree. ]]>
4319     </description>
4320     <use><![CDATA[
4321     Spinners are very rarely used. I believe they are quite
4322     confusing and pointless. The only use I can think of is building
4323     some puzzle about where to shoot into spinners to shoot somewhere you
4324     otherwise couldn't.
4325 root 1.3
4326 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4327     projectiles from magic walls don't get to fly in loops. ]]>
4328     </use>
4329     <attribute arch="sp" editor="direction number" type="int">
4330     The spinner will change the direction of flying objects by
4331     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4332     positive values counter clockwise.
4333 root 1.3
4334 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4335     </attribute>
4336 root 1.9 &move_on;
4337 root 1.1 </type>
4338    
4339     <!--####################################################################-->
4340     <type number="138" name="Swamp">
4341     <ignore>
4342     <ignore_list name="non_pickable" />
4343     </ignore>
4344     <description><![CDATA[
4345     Swamp areas show a special behaviour:
4346     When a player stands still on a swamp-square for too long,
4347     he will start to sink in and eventually drown and die.
4348     Items dropped on the swamp sink in and dissapear.
4349     Players with knowledge of the woodsman skill are a lot less likely
4350     to die in the swamp. ]]>
4351     </description>
4352     <attribute arch="is_floor" value="1" type="fixed" />
4353     <attribute arch="is_wooded" value="1" type="fixed" />
4354     <attribute arch="speed" editor="drowning speed" type="float">
4355     The higher the &lt;drowning speed&gt;, the faster will players and items
4356     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4357     and unexpected death-trap. Players should get a warning before such areas.
4358     </attribute>
4359 root 1.12 &speed_left;
4360 root 1.9 &move_on;
4361     &movement_types_terrain;
4362 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4363     If enabled, it is impossible for players to use (wizard-)
4364     spells on that spot.
4365     </attribute>
4366     <attribute arch="damned" editor="no prayers" type="bool">
4367     If enabled, it is impossible for players to use prayers
4368     on that spot. It also prevents players from saving.
4369     </attribute>
4370     </type>
4371    
4372     <!--####################################################################-->
4373     <type number="41" name="Teleporter">
4374     <ignore>
4375     <ignore_list name="non_pickable" />
4376     </ignore>
4377     <description><![CDATA[
4378     When the player walks into a teleporter, he is transferred to a
4379     different location. The main difference to the object-type exit
4380     is the possibility to have teleporters connected to levers/buttons/etc.
4381     Sometimes teleporters are activated even against the players will.
4382     <br><br>
4383     Unlike exits, teleporters can also transfer items and
4384     monsters to different locations on the same map. ]]>
4385     </description>
4386     <use><![CDATA[
4387     When creating maps, I guess sooner or later you'll want to have
4388     an invisible teleporter. If using "invisible 1", the teleporter
4389     can still be discovered with the show_invisible spell. And in
4390     some cases you can't place it under the floor to prevent this.
4391     <br><br>
4392     Fortunately, there is a cool trick to make a perfectly invisible
4393     teleporter: You simply add teleporter functionality to the floor
4394     itself. That means: You take the floor arch (e.g. "flagstone"),
4395     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4396     </use>
4397     <attribute arch="slaying" editor="exit path" type="string">
4398     The exit path specifies the map that the player is transferred to.
4399     &lt;exit path&gt; can be an absolute path, beginning with '/'
4400     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4401     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4402     for example I could use the relative path "Fire1"). Use relative
4403     paths whenever possible! Note that upper/lower case must always be
4404     set correctly. However, please use lower case only.
4405 root 1.3
4406 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4407     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4408     monsters and items. In this case, the destined map is automatically
4409     the same map the teleporter is on.
4410     </attribute>
4411     <attribute arch="hp" editor="destination X" type="int">
4412     The exit destinations define the (x, y)-coordinates where the exit
4413     leads to.
4414 root 1.3
4415 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4416     get teleported to another, randomly chosen teleporter on the same
4417     map (Slightly confusing for the player though). Make sure there
4418     actually *is* a second one in that case.
4419 root 1.3
4420 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4421     be transferred to the "default enter location" of the destined map.
4422     The latter can be set in the map-properties as "Enter X/Y". Though,
4423     please DO NOT use that. It turned out to be a source for numerous
4424     map-bugs.
4425     </attribute>
4426     <attribute arch="sp" editor="destination Y" type="int">
4427     The exit destinations define the (x, y)-coordinates where the exit
4428     leads to.
4429 root 1.3
4430 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4431     get teleported to another, randomly chosen teleporter on the same
4432     map (Slightly confusing for the player though). Make sure there
4433     actually *is* a second one in that case.
4434 root 1.3
4435 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4436     be transferred to the "default enter location" of the destined map.
4437     The latter can be set in the map-properties as "Enter X/Y". Though,
4438     please DO NOT use that. It turned out to be a source for numerous
4439     map-bugs.
4440     </attribute>
4441     <attribute arch="connected" editor="connection" type="int">
4442     If a connection value is set, the teleporter will be activated
4443     whenever the connection is triggered. To use this properly,
4444     &lt;activation speed&gt; must be zero.
4445     </attribute>
4446 elmex 1.16 &activate_on;
4447 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4448     If the &lt;activation speed&gt; is nonzero, the teleporter will
4449     automatically be activated in regular time-intervals. Hence, the
4450     player can just step on it and gets teleported sooner or later.
4451     The duration between two activates depends on the given value.
4452 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4453    
4454 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4455     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4456     </attribute>
4457 root 1.12 &speed_left;
4458 root 1.1 </type>
4459    
4460     <!--####################################################################-->
4461 root 1.3 <type number="26" name="Timed Gate">
4462     <ignore>
4463     <ignore_list name="non_pickable" />
4464     </ignore>
4465     <description><![CDATA[
4466     Gates play an important role in Crossfire. Gates can be opened
4467     by activating a button/trigger, by speaking passwords (-> magic_ear)
4468     or carrying special key-objects (-> inventory checker).
4469     Unlike locked doors, gates can get shut again after a player has
4470     passed, which makes them more practical in many cases. Unlike normal
4471     gates, timed gates open when triggered but automatically close again
4472     after some time.]]>
4473     </description>
4474     <use><![CDATA[
4475     Use gates to divide your maps into separated areas. After solving
4476     area A, the player gains access to area B, and so on. Make your
4477     maps more complex than "one-way". ]]>
4478     </use>
4479     <attribute arch="no_pick" value="1" type="fixed" />
4480     <attribute arch="connected" editor="connection" type="int">
4481     Whenever the inventory checker is triggered, all objects with identical
4482     &lt;connection&gt; value get activated. This only makes sense together with
4483     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4484     after some time.
4485     </attribute>
4486 elmex 1.16 &activate_on;
4487 root 1.3 <attribute arch="wc" editor="position state" type="int">
4488     The &lt;position state&gt; defines the position of the gate:
4489     Zero means completely open/down, the "number of animation-steps" (usually
4490     about 6 or 7) means completely closed/up state. I suggest you don't
4491     mess with this value - Leave the default in place.
4492     </attribute>
4493 root 1.9 &movement_types_terrain;
4494 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4495     Restricting the use of spells to pass this gate. This has
4496     an effect only if &lt;block view&gt; is disabled.
4497     </attribute>
4498     <attribute arch="damned" editor="restrict prayers" type="bool">
4499     Restricting the use of prayers to pass this door. This has
4500     an effect only if &lt;block view&gt; is disabled.
4501     </attribute>
4502     <attribute arch="hp" editor="open duration" type="int">
4503     Defines the duration the gate remains closed. This only takes effect
4504     if the gate is not connected.
4505     </attribute>
4506     </type>
4507    
4508     <!--####################################################################-->
4509 root 1.1 <type number="155" name="Trap">
4510     <ignore>
4511     <attribute arch="no_pick" />
4512     <attribute arch="title" />
4513     <attribute arch="name_pl" />
4514     <attribute arch="weight" />
4515     <attribute arch="value" />
4516     <attribute arch="material" />
4517     <attribute arch="unpaid" />
4518     </ignore>
4519     <description><![CDATA[
4520     A trap is a object that can either do damage or trigger another connected object
4521 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4522 root 1.1 and generally have either a physical attack or trigger a reaction.
4523     <br><br>
4524     Traps hit any monster or person who steps on them for 'dam' damage in
4525     'attacktype' attacktype and/or trigger a reaction.
4526     <br><br>
4527 root 1.28 Many traps are already defined in the archetypes.]]>
4528 root 1.1 </description>
4529     <use><![CDATA[
4530     Avoid monsters stepping on your traps. For example, a party of orcs setting
4531 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4532 root 1.1 </use>
4533     <attribute arch="no_pick" value="1" type="fixed" />
4534 root 1.9 &move_on;
4535 root 1.3 <attribute arch="level" editor="trap level" type="int">
4536 root 1.1 Level effects how easily a trap may be found and disarmed, and
4537     how much experience the player gets for doing so. Beware: High level
4538     traps can be quite a cheap source of experience! So either make them
4539     tough, or keep the level low.
4540     </attribute>
4541     <attribute arch="Cha" editor="visibility" type="int">
4542     This value determines what fraction of the time the trap is visible:
4543     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4544     how easily the trap may be found.
4545     </attribute>
4546     <attribute arch="hp" editor="number of charges" type="int">
4547     The trap will detonate &lt;number of charges&gt; times before disappearing.
4548     </attribute>
4549     <attribute arch="dam" editor="direct damage" type="int">
4550 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4551     This should be set in reasonable relation to the trap's level.
4552 root 1.1 </attribute>
4553     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4554     This attribute defines what attacktype to use for direct damage when
4555     the trap detonates.
4556     </attribute>
4557     <attribute arch="connected" editor="connection" type="int">
4558     When the trap is detonated, all objects with the same
4559     connection value get activated.
4560     </attribute>
4561     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4562     When the trap detonates, this text is displayed to the
4563     victim. For especially powerful or complex traps, create an appropriate
4564     and thrilling description. ;)
4565     </attribute>
4566     </type>
4567    
4568     <!--####################################################################-->
4569     <type number="95" name="Trapdoor">
4570     <ignore>
4571     <ignore_list name="non_pickable" />
4572     </ignore>
4573     <description><![CDATA[
4574     Trapdoors are very similar to pits. The difference is that they
4575     can not be closed. Instead, the weight of the object on the
4576     trapdoor determines weither it slams the trapdoor open and falls through
4577     or not.<br>
4578     Once a trapdoor has been opened (by a creature or items of sufficient
4579     weight,) it remains open, acting like an opened pit. ]]>
4580     </description>
4581     <use><![CDATA[
4582     Trapdoors should be used in the same fashion as pits:
4583     They should always drop the victims to some kind of lower level. They
4584     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4585     </use>
4586     <attribute arch="no_pick" value="1" type="fixed" />
4587 root 1.9 &move_on;
4588 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4589     This value defines how much weight the trapdoor can hold.
4590     Once items or creatures are gathered on the trapdoor, with
4591     a total weight surpassing this value, then the trapdoor will
4592     open and things start falling through.
4593     </attribute>
4594     <attribute arch="hp" editor="destination X" type="int">
4595     The trapdoor will transport creatures (and items) randomly into
4596     a two-square radius of the destination coordinates.
4597     If the destination square becomes blocked, the trapdoor will act like
4598     being filled up and not work anymore!
4599     </attribute>
4600     <attribute arch="sp" editor="destination Y" type="int">
4601     The trapdoor will transport creatures (and items) randomly into
4602     a two-square radius of the destination coordinates.
4603     If the destination square becomes blocked, the trapdoor will act like
4604     being filled up and not work anymore!
4605     </attribute>
4606     </type>
4607    
4608     <!--####################################################################-->
4609     <type number="4" name="Treasure">
4610     <ignore>
4611     <attribute arch="nrof" />
4612     <attribute arch="title" />
4613     <attribute arch="name_pl" />
4614     <attribute arch="weight" />
4615     <attribute arch="value" />
4616     <attribute arch="material" />
4617     </ignore>
4618     <description><![CDATA[
4619     A treasure-object turns into certain randomitems when the map is loaded
4620     into the game. ]]>
4621     </description>
4622     <use><![CDATA[
4623     About usage of the "random-artifact" treasurelist:
4624     This will generate powerful stuff like girdles, xray helmets, special
4625     swords etc. If you put this as reward to your quest, players might be
4626     motivated to do it more than once. BUT, by doing so they will get a huge
4627     number of different artifacts! Besides, players will always seek the place
4628     with the most easy-to-get random artifact and ignore all others.
4629     My advice: Don't use it! Attract players with good fighting experience
4630     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4631     </use>
4632     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4633     This entry determines what kind of treasure will appear. Look into
4634     /crossfire/share/crossfire/treasures for details about existing
4635     treasurelists.
4636     </attribute>
4637     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4638     "Auto-generate" must be set in order to have the treasure be created
4639     when the map is loaded.
4640     If you want to create a random treasure chest, you unset this flag.
4641     That way, the player has to apply the object (the chest), then the
4642     treasure is generated.
4643     </attribute>
4644     <attribute arch="hp" editor="create number" type="int">
4645     "Create number" specifies how many pieces of the given treasurelist
4646     will appear. Note that for every piece there is a chance that nothing is
4647     generated. Also, sometimes there can be stacks of items generated, like
4648     for gems/money.
4649     </attribute>
4650     <attribute arch="exp" editor="quality level" type="int">
4651     The &lt;quality level&gt; will be used for the quality of the generated
4652     treasure instead of the map difficulty (as was done with shops).
4653     If zero/unset, the map difficulty will instead be used.
4654     (Example for comparison: Shop floors generate treasure of
4655     &lt;quality level&gt; 5 per default).
4656     </attribute>
4657     </type>
4658    
4659     <!--####################################################################-->
4660 root 1.3 <type number="52" name="Trigger Marker">
4661     <ignore>
4662     <ignore_list name="system_object" />
4663     </ignore>
4664     <description><![CDATA[
4665     A trigger marker is an object that inserts an invisible force (a mark) into a
4666     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4667     &lt;key string&gt; which can be discovered by detectors or inventory
4668     checkers. It is also possible to use markers for removing marks again.
4669     <br><br>
4670     Note that the player has no possibility to "see" his own marks,
4671     except by the effect that they cause on the maps. ]]>
4672     </description>
4673     <use><![CDATA[
4674     Markers hold real cool possibilities for map-making. I encourage
4675     you to use them frequently. However there is one negative point
4676     about markers: Players don't "see" what's going on with them. It is
4677     your task, as map-creator, to make sure the player is always well
4678     informed and never confused.
4679     <br><br>
4680     Please avoid infinite markers when they aren't needed. They're
4681     using a little space in the player file after all, so if there
4682     is no real purpose, set an expire time. ]]>
4683     </use>
4684     <attribute arch="no_pick" value="1" type="fixed" />
4685     <attribute arch="slaying" editor="key string" type="string">
4686     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4687     If the player already has a force with that &lt;key string&gt;,
4688     there won't be inserted a second one.
4689     </attribute>
4690     <attribute arch="connected" editor="connection" type="int">
4691     Unlike a regular marker this is the connection that triggers this marker to activate.
4692     </attribute>
4693     <attribute arch="food" editor="mark duration" type="int">
4694     This value defines the duration of the force it inserts.
4695     If nonzero, the duration of the player's mark is finite:
4696     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4697     means the mark will stay on the player forever.
4698     </attribute>
4699     <attribute arch="name" editor="delete mark" type="string">
4700     When the player steps onto the marker, all existing forces in
4701     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4702     will be removed. If you don't want to remove any marks, leave
4703     this textfield empty.
4704    
4705     Note that the string &lt;delete mark&gt; is set as the name of
4706     this marker. So don't be confused, and remember changing the
4707     name will take effect on the marker's functionality.
4708     </attribute>
4709     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4710     In the moment when the player gets marked, this text is displayed
4711     to him. You should really set a message in any marker you create,
4712     because it's the only way for the player to notice what's going on.
4713     </attribute>
4714     </type>
4715    
4716     <!--####################################################################-->
4717 root 1.1 <type number="0" name="Wall">
4718     <required>
4719     <attribute arch="is_floor" value="0" />
4720     <attribute arch="alive" value="0" />
4721 root 1.14 <attribute arch="no_pass" value="1" />
4722 root 1.1 </required>
4723     <ignore>
4724     <attribute arch="nrof" />
4725     <attribute arch="title" />
4726     <attribute arch="name_pl" />
4727     <attribute arch="value" />
4728     <attribute arch="unpaid" />
4729     </ignore>
4730     <description><![CDATA[
4731     Walls usually block passage and sight. ]]>
4732     </description>
4733 root 1.9 &movement_types_terrain;
4734 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4735     If set, the object is able to "roll", so it can be pushed around.
4736     This setting is used for boulders and barrels.
4737     </attribute>
4738     <attribute arch="no_magic" editor="restrict spells" type="bool">
4739     This takes effect only with &lt;blocksview&gt; disabled.
4740     Restricting the use of spells to pass this wall.
4741     </attribute>
4742     <attribute arch="damned" editor="restrict prayers" type="bool">
4743     This takes effect only with &lt;blocksview&gt; disabled.
4744     Restricting the use of spells to pass this wall.
4745     </attribute>
4746     </type>
4747    
4748     <!--####################################################################-->
4749 root 1.3 <type number="109" name="Wand &amp; Staff">
4750     <description><![CDATA[
4751     Wands contain a certain spell. The player can apply (ready) and
4752     fire the wand. After a defined number of casts, the wand is
4753     "used up". It is possible to recharge a wand with scrolls of
4754     charging, but usually that isn't worth the cost. ]]>
4755     </description>
4756     <use><![CDATA[
4757     Wands are quite seldomly used. The reason prolly is that they're
4758     generally not cost-efficient. Handing out high-level wands with
4759     powerful special spells isn't a good idea either, because of
4760     the recharge ability.
4761     <br><br>
4762     For low levels, staffs of healing/cure and word of recall are
4763     quite desirable though. Ideal rewards for low level quests. ]]>
4764     </use>
4765     <attribute arch="sp" editor="spell" type="spell">
4766     The &lt;spell&gt; specifies the contained spell.
4767     </attribute>
4768     <attribute arch="level" editor="casting level" type="int">
4769     The &lt;casting level&gt; of the wand determines it's power.
4770     An average level for wands in shops is about 10.
4771     </attribute>
4772     <attribute arch="food" editor="number of charges" type="int">
4773     The wand can be used &lt;number of charges&gt; times before it is
4774     used up. It can be recharged with scrolls of charging.
4775     </attribute>
4776     <attribute arch="startequip" editor="godgiven item" type="bool">
4777     A godgiven item vanishes as soon as the player
4778     drops it to the ground.
4779     </attribute>
4780     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4781     This text may contain a description of the wand.
4782     </attribute>
4783     </type>
4784    
4785     <!--####################################################################-->
4786 root 1.1 <type number="0" name="Weak Wall">
4787     <required>
4788     <attribute arch="is_floor" value="0" />
4789     <attribute arch="alive" value="1" />
4790     <attribute arch="tear_down" value="1" />
4791     </required>
4792     <ignore>
4793     <ignore_list name="non_pickable" />
4794     </ignore>
4795     <description><![CDATA[
4796     A weak wall is a breakable spot amidsts a solid wall. Typically
4797     these weak walls look similar to their solid "relatives" except
4798     for a small crack or little chunks of wall on the ground. ]]>
4799     </description>
4800     <use><![CDATA[
4801     If you want to create hidden rooms, using weak walls is alot
4802     better than completely indiscernible passages in a wall.<br>
4803     Anyways, there can be a lot more to weak walls than just finding
4804     them: Rising their defensive stats, weak walls can become a
4805     serious obstacle. An ice wall might only be torn down by a fire
4806     attack for example. A granite wall for instance might be very
4807     hard to destroy. ]]>
4808     </use>
4809     <attribute arch="alive" value="1" type="fixed" />
4810     <attribute arch="no_pick" value="1" type="fixed" />
4811     <attribute arch="tear_down" value="1" type="fixed" />
4812     <attribute arch="race" editor="race" type="string">
4813     For weak walls, &lt;race&gt; should always be set to "wall",
4814     unless you create something fancy like a building which
4815     is in fact meant to be a huge animal.
4816     Note that shovels slay walls, so they do tripple damage
4817     against weak walls.
4818     </attribute>
4819     <attribute arch="level" editor="level" type="int">
4820     The &lt;level&gt; of a weak wall works similar to monster levels.
4821     Due to the fact that weak walls cannot attack, the level
4822     is much less important though.
4823     </attribute>
4824     <attribute arch="hp" editor="health points" type="int">
4825     The &lt;health points&gt; of a weak wall define how long it takes to
4826     tear it down. With every successful hit from an opponent,
4827     &lt;health points&gt; get drained.
4828     </attribute>
4829     <attribute arch="maxhp" editor="max health" type="int">
4830     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4831     weak wall can have. Since walls generally don't heal, I doubt
4832     this has much real effect.
4833     </attribute>
4834     <attribute arch="ac" editor="armour class" type="int">
4835     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4836     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4837     </attribute>
4838 elmex 1.29 &resistances_basic;
4839 root 1.1 </type>
4840    
4841     <!--####################################################################-->
4842     <type number="15" name="Weapon">
4843     <description><![CDATA[
4844     Wielding a weapon, the object's stats will directly be inherited to the
4845     player. Usually enhancing his fighting-abilities. Non-magical weapons can
4846     be improved with scrolls. ]]>
4847     </description>
4848     <use><![CDATA[
4849     If you create artifacts (equipment) with stats- or resistance-bonus:
4850     Keep playbalance in mind! Such items mustn't be reachable without hard
4851     fighting AND questing. ]]>
4852     </use>
4853     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4854     This number is a bitmask, specifying the weapon's attacktypes.
4855     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4856     have no more than one or two attacktypes. Keep in mind that all weapons
4857     can be blessed by the player's diety, thus adding an additional attacktype.
4858 root 1.3
4859 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
4860     then he will do as much damage as the "best" of his attacktypes does. So,
4861     the more attacktypes you've got, the better your chance to take advantage
4862     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4863     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4864     </attribute>
4865     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4866     The &lt;weapontype&gt; characterizes the weapon's type of physical
4867     attack. It could best be considered a "subclassification"
4868     of the physical attacktype. For now, this is only used for
4869     attack messages!
4870 root 1.3
4871 root 1.1 You should always set this correctly when creating new
4872     weapons for your maps.
4873     </attribute>
4874     <attribute arch="skill" editor="skill name" type="string">
4875     Matching &lt;skill name&gt; of the skill that is required
4876     to use this weapon.
4877     </attribute>
4878     <attribute arch="dam" editor="damage" type="int">
4879     The damage value is used as base value for how much damage the weapon
4880     does per hit. The actual damage involves more dependencies,
4881     like wielder's level and defender's level. Look at existing weapons
4882     to get a feel for the range of weapon damage values.
4883     </attribute>
4884     <attribute arch="slaying" editor="slaying race" type="string">
4885     Slaying means the weapon does tripple (3x) damage to monsters of the
4886     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4887     only monsters of that archtype are hit with tripple damage.
4888 root 1.3
4889 root 1.1 No god blessings are possible for weapons with a race set in this entry
4890     (That's because god blessings add tripple damage against their own
4891     enemy races). Tripple damage is very effective.
4892     </attribute>
4893     <attribute arch="last_sp" editor="weapon speed" type="int">
4894     The weapon speed determines how often the wielder can swing the weapon
4895     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4896     is best (that is lightning- fast). A typical average value is 8.
4897     Speed and damage should be kept in reasonable relation.
4898     </attribute>
4899     <attribute arch="wc" editor="weapon class" type="int">
4900     The weapon class value adds to the overall weapon class of the wielder's
4901     melee attacks. Weapon class improves the chance of hitting the opponent.
4902     </attribute>
4903     <attribute arch="magic" editor="magic bonus" type="int">
4904     For a weapon, magic bonus works just like weapon class, except that
4905     magic bonus can be improved by the gods or reduced by acid. Hence, it is
4906     less useful than direct weapon class value on a weapon.
4907     </attribute>
4908     <attribute arch="item_power" editor="item power" type="int">
4909     The &lt;item power&gt; value measures how "powerful" an artifact is.
4910     Players will only be able to wear equipment with a certain total
4911     amount of &lt;item power&gt;, depending on their own level. This is the
4912     only way to prevent low level players to wear "undeserved" equipment
4913     (like gifts from other players or cheated items).
4914 root 1.3
4915 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4916     for every artifact you create! If zero/unset, the CF server will
4917     calculate a provisional value at runtime, but this is never
4918     going to be an accurate measurement of &lt;item power&gt;.
4919     </attribute>
4920     <attribute arch="damned" editor="damnation" type="bool">
4921     A damned weapon cannot be unwielded unless
4922     the curse is removed. Removing damnations is
4923     a tick harder than removing curses.
4924     </attribute>
4925     <attribute arch="cursed" editor="curse" type="bool">
4926     A cursed weapon cannot be unwielded unless
4927     the curse is removed.
4928     </attribute>
4929     <attribute arch="lifesave" editor="save life" type="bool">
4930     An item with this flag enabled will save the players life
4931     for one time: When the player is wearing this item and his
4932 root 1.3 health points reach zero, the item disappears, replenishing
4933 root 1.1 half of the player's health.
4934 root 1.3
4935 root 1.1 An item with &lt;save life&gt; should not have
4936     any decent additional bonuses!
4937     </attribute>
4938     <attribute arch="unique" editor="unique item" type="bool">
4939     Unique items exist only one time on a server. If the item
4940     is taken, lost or destroyed - it's gone for good.
4941     </attribute>
4942     <attribute arch="startequip" editor="godgiven item" type="bool">
4943     A godgiven item vanishes as soon as the player
4944     drops it to the ground.
4945     </attribute>
4946 elmex 1.29 &player_stat_resist_sections;
4947 root 1.1 <section name="misc">
4948     <attribute arch="luck" editor="luck bonus" type="int">
4949     With positive luck bonus, the player is more likely to
4950     succeed in all sorts of things (spellcasting, praying,...).
4951     Unless the &lt;luck bonus&gt; is very high, the effect will be
4952     barely visible in-game. Luck bonus on one piece of equipment
4953     should never exceed 3, and such bonus should not be too
4954     frequently available.
4955     </attribute>
4956     <attribute arch="hp" editor="health regen." type="int">
4957     Positive &lt;health regen.&gt; bonus speeds up the
4958     player's healing process. Negative values slow it down.
4959     </attribute>
4960     <attribute arch="sp" editor="mana regen." type="int">
4961     Positive &lt;mana regen.&gt; bonus speeds up the
4962     player's mana regeneration. Negative values slow it down.
4963     </attribute>
4964     <attribute arch="grace" editor="grace regen." type="int">
4965     Positive &lt;grace regen.&gt; bonus speeds up the
4966     player's grace regeneration. Negative values slow it down.
4967     Since grace can be regenerated rather easy with praying,
4968     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4969     </attribute>
4970     <attribute arch="food" editor="food bonus" type="int">
4971     Positive &lt;food bonus&gt; slows down the player's digestion,
4972     thus he consumes less food. Negative values speed it up.
4973 root 1.3
4974 root 1.1 Note that food is consumed not only for "being alive", but
4975     also for healing and mana-regeneration.
4976     &lt;food bonus&gt; only affects the amount of food consumed
4977     for "being alive". Hence, even with high &lt;food bonus&gt;,
4978     during a fight a player can run out of food quickly.
4979     </attribute>
4980     <attribute arch="xrays" editor="xray vision" type="bool">
4981     Xray vision allows the player to see through obstacles
4982     in a two-square-wide radius. This is extremely helpful and
4983 root 1.3 desirable, so don't give it away for cheap on equipment.
4984 root 1.1 </attribute>
4985     <attribute arch="stealth" editor="stealth" type="bool">
4986     Stealth allows the player to move silently.
4987     This comes to effect if a player turns himself
4988     invisible and tries to sneak around monsters.
4989     (At least that was the idea behind it)
4990     </attribute>
4991     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
4992     If a player is wearing any piece of equipment with
4993     the ability to &lt;reflect spells&gt;, all kinds of
4994     spell-bullets and -beams will bounce off him.
4995     This works only about 90% of all times, to
4996     avoid players being completely immune to certain
4997     types of attacks.
4998 root 1.3
4999 root 1.1 This is a very powerful ability and it
5000     shouldn't be handed out cheap!
5001     </attribute>
5002     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5003     If a player is wearing any piece of equipment with
5004     the ability to &lt;reflect missiles&gt;, all kinds of
5005     projectiles (e.g. arrows, bolts, boulders) will
5006     bounce off him. This works only about 90% of all
5007     times, to avoid players being completely immune to
5008     certain types of attacks.
5009     </attribute>
5010     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5011     Click on the &lt;attuned paths&gt; button to select spellpaths.
5012     The player will get attuned to the specified spellpaths
5013     while wearing this weapon.
5014     </attribute>
5015     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5016     Click on the &lt;repelled paths&gt; button to select spellpaths.
5017     The player will get repelled to the specified spellpaths
5018     while wearing this weapon.
5019     </attribute>
5020     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5021     Click on the &lt;denied paths&gt; button to select spellpaths.
5022     The specified spellpaths will be denied to the player
5023     while wearing this weapon.
5024     </attribute>
5025     </section>
5026     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5027     This text describes the weapons's "story". Every decent artifact weapon
5028     should have such a description.
5029     </attribute>
5030     </type>
5031    
5032 root 1.5 <type number="116" name="Event Connector">
5033     <description><![CDATA[
5034     Event connectors link specific events that happen to objects to
5035     a crossfire plug-in. ]]>
5036     </description>
5037     <attribute arch="subtype" editor="event type" type="list_event_type">
5038     The type of event that triggers a notify to the plug-in.
5039     </attribute>
5040 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5041 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5042     for python and "perl" for the Crossfire-Perl plug-in.
5043     </attribute>
5044 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5045 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5046     for perl this is the name of a extension package without the ".ext" extension.
5047     </attribute>
5048 root 1.6 <attribute arch="name" editor="options" type="string">
5049 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5050     options to the extension that alter its behaviour.
5051     </attribute>
5052     </type>
5053    
5054 root 1.1 </types>