ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.31
Committed: Mon Sep 17 17:23:16 2007 UTC (16 years, 8 months ago) by root
Content type: text/xml
Branch: MAIN
CVS Tags: rel-1_11, rel-1_13, rel-1_12, rel-1_1
Changes since 1.30: +2 -1 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 root 1.1 <?xml version="1.0" standalone="no" ?>
2     <!--
3     ######################################################################
4 root 1.3 # types.xml - This is the definitions-file for all the different #
5 root 1.1 # Crossfire object types and their attributes. #
6     # #
7     # The server code of the Crossfire game is always changing and #
8     # evolving. From time to time, object-attributes change in purpose, #
9     # or new ones are created. #
10     # Therefore, it is important that an Editor is flexible and #
11     # easy to "upgrade" to handle such new features. That's why the #
12     # CFJavaEditor reads the type-definitions from this xml file. #
13     # #
14 root 1.3 # If you encounter bugs, typos or missing entries in the LATEST #
15 root 1.1 # VERSION of this file - Don't hesitate to improve it, contact me #
16     # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17     # I will put it into the "official version" of the CFJavaEditor #
18     # and all fellow Crossfire-Map-Makers can benefit from your work! #
19     # #
20     # IMPORTANT: Make a backup copy of this file before you start #
21     # to modify it! #
22     # #
23     # New types must be inserted maintaining the alphabetical order. #
24     # #
25     # about the 'type' elements: #
26     # #
27     # <type number="15" name="Type Name"> #
28     # <import_type name="Type Name" /> import attributes of this type #
29     # <required> #
30     # list of required attributes to identifying this type #
31     # </required> #
32     # <ignore> #
33     # list of attributes not to import from default_type #
34     # </ignore> #
35     # <description><![CDATA[ #
36     # Description of this type. ]]> #
37     # </description> #
38     # <use><![CDATA[ #
39     # How to use this type. ]]> #
40     # </use> #
41     # ... attributes ... #
42     # </type> #
43     # #
44     # about the 'attribute' type: <attribute ... type="XXX" > #
45     # #
46     # bool - This attribute can only be set to '1' or '0' #
47     # int - This attribute contains a decimal number #
48     # float - This attr. contains a floating point number #
49     # string - This attribute contains a string #
50     # text - This attribute contains a text ("text" can have #
51     # linebreaks, unlike "string") #
52     # fixed - This attribute is always set to a fixed 'value' #
53     # (There is no user-input for this attribute) #
54     # spell - This attribute contains a spell. The mapmaker can #
55     # choose spells from a combo box. #
56     # nz_spell - works just like 'spell', except that the #
57     # spell-value zero is always interpreted as <none>, #
58     # never as "magic bullet" #
59     # bool_special - Like bool, but with customized true/false values #
60     # treasurelist - CF treasure list (see "treasures" file) #
61     # list_LISTNAME - list, must be defined as a <list> element #
62     # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63     # element #
64     # #
65     # Created by Andreas Vogl. #
66     ######################################################################
67     -->
68     <!DOCTYPE types [
69     <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70 root 1.3
71 root 1.1 <!ELEMENT bitmask (entry*)>
72     <!ATTLIST bitmask name CDATA #REQUIRED>
73 root 1.3
74 root 1.1 <!ELEMENT list (entry*)>
75     <!ATTLIST list name CDATA #REQUIRED>
76 root 1.3
77 root 1.1 <!ELEMENT entry EMPTY>
78     <!ATTLIST entry bit CDATA #IMPLIED
79     value CDATA #IMPLIED
80     name CDATA #REQUIRED>
81 root 1.3
82 root 1.1 <!ELEMENT ignore_list (attribute* | EMPTY)>
83     <!ATTLIST ignore_list name CDATA #REQUIRED>
84 root 1.3
85 root 1.1 <!ELEMENT default_type (attribute*)>
86 root 1.3
87 root 1.1 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88     <!ATTLIST type name CDATA #REQUIRED
89     number CDATA #REQUIRED>
90 root 1.3
91 root 1.1 <!ELEMENT description (#PCDATA)>
92     <!ELEMENT use (#PCDATA)>
93 root 1.3
94 root 1.1 <!ELEMENT import_type EMPTY>
95     <!ATTLIST import_type name CDATA #REQUIRED>
96 root 1.3
97 root 1.1 <!ELEMENT required (attribute+)>
98     <!ELEMENT ignore (attribute*,ignore_list*)>
99 root 1.3
100 root 1.1 <!ELEMENT section (attribute+)>
101     <!ATTLIST section name CDATA #REQUIRED>
102 root 1.3
103 root 1.1 <!ELEMENT attribute (#PCDATA)>
104     <!ATTLIST attribute type CDATA #IMPLIED
105     arch CDATA #IMPLIED
106     arch_begin CDATA #IMPLIED
107     arch_end CDATA #IMPLIED
108     editor CDATA #IMPLIED
109     value CDATA #IMPLIED
110     length CDATA #IMPLIED
111     true CDATA #IMPLIED
112     false CDATA #IMPLIED>
113 root 1.9
114     <!ENTITY move_on "
115 elmex 1.22 <attribute arch='move_on' editor='movement type' type='movement_type'>
116 root 1.9 Which movement types automatically (as opposed to manually) activate this object.
117     </attribute>
118     ">
119     <!ENTITY move_off "
120 elmex 1.22 <attribute arch='move_off' editor='movement type' type='movement_type'>
121 root 1.9 Which movement types deactivate this object (e.g. button).
122     </attribute>
123     ">
124     <!ENTITY move_type "
125 elmex 1.22 <attribute arch='move_type' editor='movement type' type='movement_type'>
126 root 1.9 Determines which kinds of movement this object can use (e.g. for monsters)
127     or grants (e.g. for amulets).
128     </attribute>
129     ">
130     <!ENTITY movement_types_terrain "
131 elmex 1.22 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
132 root 1.9 Objects using these movement types cannot move over this space.
133     </attribute>
134 elmex 1.22 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
135 root 1.9 Objects using these movement types are allowed to move over this space. Takes
136     precedence over 'blocked movements'.
137     </attribute>
138 elmex 1.22 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
139 root 1.9 The types of movement that should by slowed down by the 'slow movement penalty'.
140     </attribute>
141     <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142     If &lt;slow movement&gt; is set to a value greater zero, all
143     creatures matching 'slow move' will be slower than normal on this spot.
144    
145     &lt;slow movement&gt; 1 - rough terrain
146     &lt;slow movement&gt; 2 - very rough terrain
147     ...
148     &lt;slow movement&gt; 5 - default for deep swamp
149     ...
150     &lt;slow movement&gt; 7 - spider web (sticky as hell)
151     </attribute>
152     ">
153 root 1.12 <!ENTITY speed_left "
154     <attribute arch='speed_left' editor='speed left' type='float'>
155     The speed left to the object. On every tick, if this value is higher
156     than 0, the object acts/triggers/moves etc. and the value gets
157     decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158     every tick.
159     </attribute>
160     ">
161 elmex 1.16 <!ENTITY activate_on "
162     <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163     Whether the teleporter should only be activated on push.
164     </attribute>
165     <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166     Whether the teleporter should only be activated on release.
167     </attribute>
168     ">
169 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 root 1.31 &movement_types_terrain;
1196 elmex 1.19 <attribute arch="no_pick" value="1" type="fixed" />
1197     </type>
1198    
1199     <!--####################################################################-->
1200 root 1.1 <type number="8" name="Book">
1201     <description><![CDATA[
1202     Applying a book, the containing message is displayed to the player. ]]>
1203     </description>
1204     <attribute arch="level" editor="literacy level" type="int">
1205     If this value is set to be greater than zero, the player needs a
1206     certain literacy level to succeed reading the book. The book can be
1207     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1208     book can be a nice idea, personally I like it when a player needs
1209     more than his fighting skills to solve a quest. However, keep the
1210     booklevel at least below 15 because it is quite hard to gain high
1211     mental levels.
1212     </attribute>
1213     <attribute arch="startequip" editor="godgiven item" type="bool">
1214     A godgiven item vanishes as soon as the player
1215     drops it to the ground.
1216     </attribute>
1217     <attribute arch="unique" editor="unique item" type="bool">
1218     Unique items exist only one time on a server. If the item
1219     is taken, lost or destroyed - it's gone for good.
1220     </attribute>
1221     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1222     This is the text that appears "written" in the book.
1223     </attribute>
1224 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1225     This is the key string of the book. The key string is checked by an inventory checker.
1226     (This is used eg. for the gate/port passes in scorn)
1227     </attribute>
1228 root 1.1 </type>
1229    
1230     <!--####################################################################-->
1231     <type number="99" name="Boots">
1232     <import_type name="Amulet" />
1233     <description><![CDATA[
1234     Wearing boots, the object's stats will directly be inherited to
1235     the player. Usually enhancing his speed, or granting some minor
1236     protection bonus. ]]>
1237     </description>
1238     <use><![CDATA[
1239     Feel free to create your own special artifacts. However, it is very
1240     important that you keep your artifact in balance with existing maps. ]]>
1241     </use>
1242     <attribute arch="exp" editor="speed bonus" type="int">
1243     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1244     while worn. This kind of bonus is quite desirable for players of low-
1245     and medium level. High level players usually have fastest possible
1246     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1247     Still, this bonus is good for nice artifacts - not everything has
1248     to be for highest level.
1249     </attribute>
1250     <attribute arch="magic" editor="magic bonus" type="int">
1251     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1252     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1253     than direct armour-class bonus on the boots.
1254 root 1.3
1255 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1256     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1257     </attribute>
1258     </type>
1259    
1260     <!--####################################################################-->
1261 root 1.3 <type number="104" name="Bracers">
1262     <import_type name="Amulet" />
1263     <description><![CDATA[
1264     Bracers are armour-plates worn around the wrists.
1265     Wearing bracer, the object's stats will directly be inherited to
1266     the player. Usually enhancing his defense. ]]>
1267     </description>
1268     <use><![CDATA[
1269     Feel free to create your own special artifacts. However, it is very
1270     important that you keep your artifact in balance with existing maps. ]]>
1271     </use>
1272     <attribute arch="magic" editor="magic bonus" type="int">
1273     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1274     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1275     than direct armour-class bonus on the bracers.
1276     </attribute>
1277     </type>
1278    
1279     <!--####################################################################-->
1280     <type number="16" name="Brestplate Armour">
1281     <import_type name="Amulet" />
1282     <description><![CDATA[
1283     Wearing an armour, the object's stats will directly be inherited to
1284     the player. Usually enhancing his defense. ]]>
1285     </description>
1286     <use><![CDATA[
1287     Feel free to create your own special artifacts. However, it is very
1288     important that you keep your artifact in balance with existing maps. ]]>
1289     </use>
1290     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1291     This poses a penalty to spell regeneration speed, for wearing the armour.
1292     The bigger the spellpoint penalty, the worse.
1293     </attribute>
1294     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1295     Slowdown penalty reduces the player's walking speed when wearing the
1296     armour. Bigger values are worse - zero is best.
1297     </attribute>
1298     <attribute arch="magic" editor="magic bonus" type="int">
1299     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1300     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1301     than direct armour-class bonus on the armour.
1302     </attribute>
1303     </type>
1304    
1305     <!--####################################################################-->
1306 root 1.1 <type number="92" name="Button">
1307     <ignore>
1308     <ignore_list name="non_pickable" />
1309     </ignore>
1310     <description><![CDATA[
1311     When a predefined amount of weigh is placed on a button, the
1312     &lt;connection&gt; value is triggered. In most cases this happens when a
1313     player or monster steps on it. When the button is "released", the
1314     &lt;connection&gt; value get's triggered a second time. ]]>
1315     </description>
1316 root 1.9 &move_on;
1317     &move_off;
1318 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1319 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1320 root 1.1 The button is pressed (triggered), as soon as
1321     &lt;press weigh&gt; gram are placed ontop of it.
1322     </attribute>
1323     <attribute arch="connected" editor="connection" type="int">
1324     Every time the button is pressed or released, all objects
1325     with the same &lt;connection&gt; value are activated.
1326     </attribute>
1327     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1328     This text may describe the item. You can use this
1329     message to explain the button's purpose to the player.
1330     </attribute>
1331     </type>
1332    
1333     <!--####################################################################-->
1334 root 1.3 <type number="30" name="Button Trigger">
1335     <import_type name="Button" />
1336     <ignore>
1337     <ignore_list name="non_pickable" />
1338     </ignore>
1339     <description><![CDATA[
1340     Handle buttons are buttons which reset after a short period
1341     of time. Every time it is either applied or reset, the
1342     &lt;connection&gt; value is triggered. ]]>
1343     </description>
1344     </type>
1345    
1346     <!--####################################################################-->
1347     <type number="37" name="Class Changer">
1348     <ignore>
1349     <ignore_list name="non_pickable" />
1350     </ignore>
1351     <description><![CDATA[
1352     Class changer are used while creating a character. ]]>
1353     </description>
1354     <attribute arch="randomitems" editor="class items" type="treasurelist">
1355     This entry determines which initial items the character receives.
1356     </attribute>
1357     <section name="stats">
1358     <attribute arch="Str" editor="strength" type="int">
1359     The player's strength will rise by the given value if he chooses this
1360     class. (Negative values make strength fall)
1361     </attribute>
1362     <attribute arch="Dex" editor="dexterity" type="int">
1363     The player's dexterity will rise by the given value if he chooses this
1364     class. (Negative values make dexterity fall)
1365     </attribute>
1366     <attribute arch="Con" editor="constitution" type="int">
1367     The player's constitution will rise by the given value if he chooses this
1368     class. (Negative values make constitution fall)
1369     </attribute>
1370     <attribute arch="Int" editor="intelligence" type="int">
1371     The player's intelligence will rise by the given value if he chooses this
1372     class. (Negative values make intelligence fall)
1373     </attribute>
1374     <attribute arch="Pow" editor="power" type="int">
1375     The player's power will rise by the given value if he chooses this
1376     class. (Negative values make power fall)
1377     </attribute>
1378     <attribute arch="Wis" editor="wisdom" type="int">
1379     The player's wisdom will rise by the given value if he chooses this
1380     class. (Negative values make wisdom fall)
1381     </attribute>
1382     <attribute arch="Cha" editor="charisma" type="int">
1383     The player's charisma will rise by the given value if he chooses this
1384     class. (Negative values make charisma fall)
1385     </attribute>
1386     </section>
1387     </type>
1388    
1389     <!--####################################################################-->
1390 root 1.1 <type number="87" name="Cloak">
1391     <import_type name="Amulet" />
1392     <description><![CDATA[
1393     Wearing a cloak, the object's stats will directly be inherited to
1394     the player. Cloaks usually add minor &lt;armour class&gt; and
1395     sometimes a bit of resistance. ]]>
1396     </description>
1397     <use><![CDATA[
1398     Feel free to create your own special artifacts. However, it is very
1399     important that you keep your artifact in balance with existing maps. ]]>
1400     </use>
1401     <attribute arch="magic" editor="magic bonus" type="int">
1402     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1403     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1404     than direct armour-class bonus on the cloak.
1405 root 1.3
1406 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1407     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1408     </attribute>
1409     </type>
1410    
1411     <!--####################################################################-->
1412     <type number="9" name="Clock">
1413     <description><![CDATA[
1414     Applying a clock, the time is displayed to the player. ]]>
1415     </description>
1416     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1417     This text may describe the item
1418     </attribute>
1419     </type>
1420    
1421     <!--####################################################################-->
1422     <type number="122" name="Container">
1423     <description><![CDATA[
1424     A player can put (certain kinds of) items in the container.
1425     The overall weight of items is reduced when put inside a
1426     container, depending on the settings.
1427     <br><br>
1428     A special feature of containers is the "cauldron",
1429     capable of mixing alchemical receipes. ]]>
1430     </description>
1431     <use><![CDATA[
1432     Note on chests - There are two types of chests:
1433     <UL>
1434     <LI> First the random treasure chests - Those are NOT containers
1435     (but object type Treasure), they create random treasures when
1436     applied. Archetype name is "chest".
1437     <LI> Second there are the permanent chests - Those are containers,
1438     they can be opened and closed again. Archetype name is "chest_2".
1439     </UL> ]]>
1440     </use>
1441     <attribute arch="race" editor="container class" type="string">
1442     If set, the container will hold only certain types of objects.
1443     Possible choices for &lt;container class&gt; are: "gold and jewels",
1444 root 1.3 "arrows" and "keys".
1445    
1446 root 1.1 Unfortunately it is not easy to create new container
1447     classes, because items need a matching counterpiece-attribute
1448     to the &lt;container class&gt; before they can be put inside a
1449     container. This attribute ("race") is set only for the existing
1450     container classes.
1451     </attribute>
1452     <attribute arch="slaying" editor="key string" type="string">
1453     If &lt;key string&gt; is set, only players with a special key
1454     of matching &lt;key string&gt; are able to open the container.
1455     </attribute>
1456     <attribute arch="container" editor="maximum weight" type="int">
1457     The container can hold a maximum total weight of the given value
1458     in gram. Note that this weight limit is calculated *after* the
1459     weight reduction (&lt;reduce weight&gt;) has been applied.
1460     </attribute>
1461     <attribute arch="Str" editor="reduce weight %" type="int">
1462     This value determines how much the weight of items is reduced in
1463     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1464     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1465     Most default values are in the range of ten.
1466     </attribute>
1467     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1468     If set, the container can be used as alchemy-cauldron.
1469     The player can put ingredients inside, close it, cast alchemy
1470     and if his formulae is true, he'll get what he longed for.
1471     </attribute>
1472     <attribute arch="unique" editor="unique item" type="bool">
1473     Unique items exist only one time on a server. If the item
1474     is taken, lost or destroyed - it's gone for good.
1475     All contents of a unique container are unique as well.
1476     </attribute>
1477     <attribute arch="startequip" editor="godgiven item" type="bool">
1478     A godgiven item vanishes as soon as the player
1479     drops it to the ground.
1480     </attribute>
1481     <attribute arch="other_arch" editor="animation arch" type="string">
1482     This is used for a certain kind of... "animation" when
1483     opening the container. Stick to the default arches here
1484     and you won't get into trouble.
1485     </attribute>
1486     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1487     This text may contain a description of the container.
1488     </attribute>
1489     </type>
1490    
1491     <!--####################################################################-->
1492     <type number="103" name="Converter">
1493     <ignore>
1494     <attribute arch="value" />
1495     <attribute arch="nrof" />
1496     <attribute arch="name_pl" />
1497     <attribute arch="no_pick" />
1498     <attribute arch="unpaid" />
1499     <attribute arch="title" />
1500     </ignore>
1501     <description><![CDATA[
1502     Converters are like "exchange tables". When the player drops a
1503     specific type of items, they get converted into other items, at a
1504     predefined exchange-ratio. ]]>
1505     </description>
1506     <use><![CDATA[
1507     Converters are better than shopping with doormats, because the
1508     converters never get sold out. For some items like food or jewels
1509     those "exchange tables" are really nice, while for the more important
1510     stuff like potions converters should not exist.
1511     <br><br>
1512     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1513     items on a converter, the stuff you get must be of equal or lesser
1514     value than before! (Except if you are using "rare" items like
1515     dragonscales for payment). The code will not check if your ratio is
1516     sane, so the player could gain infinite wealth by using your converter. ]]>
1517     </use>
1518     <attribute arch="no_pick" value="1" type="fixed" />
1519     <attribute arch="slaying" editor="cost arch" type="string">
1520     &lt;cost arch&gt; is the name of the archetype the player has to
1521     put on the converter, as payment.
1522     </attribute>
1523     <attribute arch="food" editor="cost number" type="int">
1524     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1525     on the converter, in order to get &lt;receive number&gt; items
1526     of &lt;receive arch&gt;.
1527     </attribute>
1528     <attribute arch="other_arch" editor="receive arch" type="string">
1529     &lt;receive arch&gt; is the name of the archetype to convert into.
1530 root 1.2 This field is ignored if the converter has items in inventory. In this
1531     case one of the inventory items is duplicated. The duplicated item is
1532     randomly chosen from all items present.
1533 root 1.1 </attribute>
1534     <attribute arch="sp" editor="receive number" type="int">
1535     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1536     on the converter, in order to get &lt;receive number&gt; items
1537     of &lt;receive arch&gt;.
1538     </attribute>
1539     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1540     This text may contain a description of the converter.
1541     </attribute>
1542     </type>
1543    
1544     <!--####################################################################-->
1545     <type number="42" name="Creator">
1546     <ignore>
1547     <ignore_list name="system_object" />
1548     </ignore>
1549     <description><![CDATA[
1550     A creator is an object which creates another object when it
1551     is triggered. The child object can be anything. Creators are
1552 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1553     periodically create things. ]]>
1554 root 1.1 </description>
1555     <use><![CDATA[
1556     Don't hesitate to hide your creators under the floor.
1557     The created items will still always appear ontop of the floor. ]]>
1558     </use>
1559     <attribute arch="no_pick" value="1" type="fixed" />
1560     <attribute arch="other_arch" editor="create arch" type="string">
1561     This string defines the object that will be created.
1562     You can choose any of the existing arches.
1563 root 1.2 This field is ignored if the creator has items in inventory. In this case
1564     one of the inventory items is duplicated. The duplicated item is randomly
1565     chosen from all items present.
1566 root 1.1 </attribute>
1567     <attribute arch="connected" editor="connection" type="int">
1568     Whenever the connection value is activated,
1569 root 1.3 the creator gets triggered.
1570 root 1.1 </attribute>
1571 elmex 1.16 &activate_on;
1572 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1573     If &lt;infinit uses&gt; is set, the creator will work
1574 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1575 root 1.1 </attribute>
1576 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1577     When this field is set the creator will periodically create stuff
1578     (and will still do so when the connection is triggered).
1579     A value of 1 means roughly 8 times a second.
1580     </attribute>
1581 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1582     The creator can be triggered &lt;number of uses&gt; times, thus
1583     creating that many objects, before it dissappears.
1584     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1585     </attribute>
1586     <attribute arch="slaying" editor="name of creation" type="string">
1587 root 1.2 The created object will bear the name and title specified in &lt;name of
1588     creation&gt;. If nothing is set, the standard name and title of the
1589     archetype is used.
1590 root 1.1 </attribute>
1591     <attribute arch="level" editor="level of creation" type="int">
1592     The created object will be of that level. If zero/unset,
1593     the standard level of the archetype is used.
1594     </attribute>
1595     </type>
1596    
1597     <!--####################################################################-->
1598     <type number="51" name="Detector">
1599     <ignore>
1600     <ignore_list name="system_object" />
1601     </ignore>
1602     <description><![CDATA[
1603     Detectors work quite much like inv. checkers/pedestals: If the detector
1604     finds a specific object, it toggles its connected value.
1605     <br><br>
1606     What is "unique" about them, compared to inv. checkers/ pedestals?
1607     - First, detectors check their square for a match periodically, not
1608     instantly. Second, detectors check directly for object names. Third,
1609     detectors do not check the inventory of players/monsters. ]]>
1610     </description>
1611     <use><![CDATA[
1612     There is one major speciality about detectors: You can detect spells
1613     blown over a detector! To detect a lighting bolt for example, set
1614     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1615     walls, this can be very useful for map-mechanisms. ]]>
1616     </use>
1617     <attribute arch="no_pick" value="1" type="fixed" />
1618     <attribute arch="slaying" editor="match name" type="string">
1619     &lt;match name&gt; specifies the name of the object we are looking for.
1620     Actually it does also check for the &lt;key string&gt; in key-objects,
1621     but for this case inventory checkers are often more powerful to use.
1622     </attribute>
1623     <attribute arch="connected" editor="connection" type="int">
1624     When the detector is triggered, all objects with the same
1625     connection value get activated.
1626     </attribute>
1627     <attribute arch="speed" editor="detection speed" type="float">
1628     This value defines the time between two detector-checks.
1629     If you want the detector to behave almost like pedestals/buttons,
1630     set speed rather high, like &lt;detection speed&gt; 1.0.
1631     </attribute>
1632 root 1.12 &speed_left;
1633     <attribute arch="speed_left" editor="speed left" type="float">
1634     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1635     If it is larger than 0, the detector checks, and the speed is decremented
1636     by 1.
1637     </attribute>
1638 root 1.1 </type>
1639    
1640     <!--####################################################################-->
1641     <type number="112" name="Director">
1642     <ignore>
1643     <ignore_list name="non_pickable" />
1644     </ignore>
1645     <description><![CDATA[
1646     Directors change the direction of spell objects and other projectiles
1647     that fly past. Unlike spinners, directors always move objects in the
1648     same direction. It does not make a difference from what angle you
1649     shoot into it.<br>
1650     Directors are visible per default. ]]>
1651     </description>
1652     <use><![CDATA[
1653     Directors are rarely used in maps. Sometimes they are placed to
1654     change the direction of spells coming out of magic walls,
1655     "channeling" spell-projectiles in some direction. When doing this,
1656     <B>never place directors facing each other with magic walls fireing
1657     into them!</B> The spell-projectiles bouncing between the directors
1658     would accumulate to huge numbers and at some point slow down the
1659     server by eating memory- and CPU-time.
1660     <br><br>
1661     You'd better not place directors in monster vs. player combat
1662     areas too much, because that freaks out wizard-type players. ]]>
1663     </use>
1664     <attribute arch="sp" editor="direction" type="list_direction">
1665     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1666     A director with direction &lt;none&gt; simply stops projectiles.
1667     (The latter works out a bit strange for some spells).
1668     </attribute>
1669 root 1.9 &move_on;
1670 root 1.1 </type>
1671    
1672     <!--####################################################################-->
1673     <type number="158" name="Disease">
1674     <ignore>
1675     <ignore_list name="system_object" />
1676     </ignore>
1677     <description><![CDATA[
1678     Diseases are an intersting form of spellcraft in Crossfire.
1679     Once casted, they can spread out and infect creatures in a large
1680     area. Being infected can have various effects, from amusing farts
1681     to horrible damage - almost everything is possible. ]]>
1682     </description>
1683     <use><![CDATA[
1684     Diseases are extremely flexible and usable in a many ways.
1685     So far they are mostly used for causing bad, unwanted effects.
1686     You could just as well create a disease which helps the player
1687     (recharging mana for example).
1688     Infection with a "positive disease" could even be a quest reward. ]]>
1689     </use>
1690     <attribute arch="invisible" value="1" type="fixed" />
1691     <attribute arch="level" editor="plaque level" type="int">
1692     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1693     This mainly reflects in the &lt;damage&gt;. It has no effect on
1694     most other symptoms. Neverthless, it is a very important value for
1695     all damage-inflicting diseases.
1696     </attribute>
1697     <attribute arch="race" editor="infect race" type="string">
1698     The disease will only infect creatures of the specified &lt;race&gt;.
1699     "&lt;race&gt; *" means every creature can be infected.
1700     </attribute>
1701     <attribute arch="ac" editor="progressiveness" type="int">
1702     Every time the disease "moves" the severity of the symptoms are increased
1703     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1704     </attribute>
1705     <section name="spreading">
1706     <attribute arch="wc" editor="infectiosness" type="int">
1707     The &lt;infectiosness&gt; defines the chance of new creatures getting
1708     infected. If you set this too high, the disease is very likely to
1709     be too effective.
1710 root 1.3
1711 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1712     </attribute>
1713     <attribute arch="last_grace" editor="attenuation" type="int">
1714     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1715     everytime it infects someone new. This limits how many generations
1716     a disease can propagate.
1717     </attribute>
1718     <attribute arch="magic" editor="infection range" type="int">
1719     &lt;infection range&gt; sets the range at which infection may occur.
1720     If positive, the &lt;infection range&gt; is level dependant - If negative,
1721     it is not:
1722     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1723 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1724 root 1.1 </attribute>
1725     <attribute arch="maxhp" editor="persistence" type="int">
1726     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1727     The disease can "move" &lt;persistence&gt; times outside a host before it
1728     vanishes. A negative value means the disease lasts for permanent
1729     (which is only recommended to use in maps without monsters).
1730     </attribute>
1731     <attribute arch="maxgrace" editor="curing duration" type="int">
1732     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1733     (Assuming the host survives and doesn't use a curing spell).
1734     After this period the disease is naturally cured, which provides the
1735     host with immunity from this particular disease of lower or equal level.
1736 root 1.3
1737 root 1.1 A negative value means the disease can never be cured naturally.
1738 root 1.3
1739 root 1.1 Note that this value can be further modulated by spell-parameters,
1740     if the disease is registered as spell in the code. Due to that,
1741     most default diseases take a lot longer to cure than it seems.
1742     </attribute>
1743     <attribute arch="speed" editor="moving speed" type="float">
1744     The &lt;speed&gt; of the disease determines how fast the disease will
1745     "move", thus how fast the symptoms strike the host.
1746     </attribute>
1747 root 1.12 &speed_left;
1748 root 1.1 </section>
1749     <section name="symptoms">
1750     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1751     The disease will attack the host with the given &lt;attacktype&gt;.
1752     Godpower attacktype is commonly used for "unresistable" diseases.
1753     </attribute>
1754     <attribute arch="dam" editor="damage" type="int">
1755     A disease with a positive &lt;damage&gt; value will strike the player for that
1756     amount of damage every time the symptoms occur.
1757     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1758     the player's health is reduced by 10% every time the symptoms strike.
1759 root 1.3
1760 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1761     for players of all levels.
1762     </attribute>
1763     <attribute arch="other_arch" editor="create arch" type="string">
1764     If set, the specified arch is created and dropped every time the
1765     symptoms strike.
1766 root 1.3
1767 root 1.1 This can be various things: farts, body pieces, eggs ...
1768     Even monsters can be created that way. You could also make a
1769     disease where some exotic stuff like money/gems is created.
1770     </attribute>
1771     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1772     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1773     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1774     </attribute>
1775     <attribute arch="exp" editor="exp. for curing" type="int">
1776     When the player manages to cure this disease (with a curing spell),
1777     he is awarded with &lt;exp. for curing&gt; experience.
1778     </attribute>
1779     <attribute arch="maxsp" editor="mana depletion" type="int">
1780     Every time the disease "moves", the player's mana is
1781     reduced by the value of &lt;mana depletion&gt;.
1782     For negative values, a %-based amount is taken.
1783     </attribute>
1784     <attribute arch="last_eat" editor="food depletion" type="int">
1785     Every time the disease "moves", the player's food is
1786     reduced by the value of &lt;food depletion&gt;.
1787     For negative values, a %-based amount is taken.
1788     </attribute>
1789     <attribute arch="hp" editor="health regen." type="int">
1790     This value increases the player's healing rate.
1791     Negative values decrease it.
1792     </attribute>
1793     <attribute arch="sp" editor="mana regen." type="int">
1794     This value increases the player's rate of mana regeneration.
1795     Negative values decrease it.
1796     </attribute>
1797     </section>
1798     <section name="disability">
1799     <attribute arch="Str" editor="strength" type="int">
1800     The player's strength will rise by the given value
1801     while being infected. (Negative values make strength fall)
1802     </attribute>
1803     <attribute arch="Dex" editor="dexterity" type="int">
1804     The player's dexterity will rise by the given value
1805     while being infected. (Negative values make dexterity fall)
1806     </attribute>
1807     <attribute arch="Con" editor="constitution" type="int">
1808     The player's constitution will rise by the given value
1809     while being infected. (Negative values make constitution fall)
1810     </attribute>
1811     <attribute arch="Int" editor="intelligence" type="int">
1812     The player's intelligence will rise by the given value
1813     while being infected. (Negative values make intelligence fall)
1814     </attribute>
1815     <attribute arch="Pow" editor="power" type="int">
1816     The player's power will rise by the given value
1817     while being infected. (Negative values make power fall)
1818     </attribute>
1819     <attribute arch="Wis" editor="wisdom" type="int">
1820     The player's wisdom will rise by the given value
1821     while being infected. (Negative values make wisdom fall)
1822     </attribute>
1823     <attribute arch="Cha" editor="charisma" type="int">
1824     The player's charisma will rise by the given value
1825     while being infected. (Negative values make charisma fall)
1826     </attribute>
1827     </section>
1828     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1829     This text is displayed to the player every time the
1830     symptoms strike.
1831     </attribute>
1832     </type>
1833    
1834     <!--####################################################################-->
1835 root 1.3 <type number="23" name="Door">
1836     <ignore>
1837     <ignore_list name="non_pickable" />
1838     </ignore>
1839     <description><![CDATA[
1840     A door can be opened with a normal key. It also can be broken by attacking
1841     it, and it can be defeated with the lockpicking skill. If a door is
1842     defeated, horizontally and vertically adjacent doors are automatically
1843     removed. ]]>
1844     </description>
1845     <attribute arch="no_pick" value="1" type="fixed" />
1846     <attribute arch="alive" value="1" type="fixed" />
1847 root 1.9 &movement_types_terrain;
1848 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1849     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1850     </attribute>
1851     <attribute arch="ac" editor="armour class" type="int">
1852     Doors of high &lt;armour class&gt; are less likely to get hit.
1853     &lt;armour class&gt; can be considered the "counterpiece" to
1854     &lt;weapon class&gt;.
1855     </attribute>
1856     <attribute arch="other_arch" editor="drop arch" type="string">
1857     This string defines the object that will be created when the door was
1858     defeated.
1859     </attribute>
1860     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1861     This entry determines what kind of traps will appear in the door.
1862     </attribute>
1863 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1864     Set this flag to move treasure items created into the environment (map)
1865     instead of putting them into the object.
1866     </attribute>
1867 root 1.3 </type>
1868    
1869     <!--####################################################################-->
1870 root 1.1 <type number="83" name="Duplicator">
1871     <ignore>
1872     <ignore_list name="system_object" />
1873     </ignore>
1874     <description><![CDATA[
1875     When activated, a duplicator can duplicate, multiply or destroy a pile of
1876     objects which lies somewhere on top of the duplicator.
1877     The duplicator has one arch name specified as &lt;target arch&gt;,
1878     and only objects of this archetype can be affected.<br>
1879     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1880     If the latter is set to zero, it will destroy objects. ]]>
1881     </description>
1882     <use><![CDATA[
1883     I hope it is clear that one must be very cautious when inserting a duplicator
1884     anywhere with &lt;multiply factor&gt; greater than one.
1885     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1886     It is <b>not acceptable</b> to allow duplication of anything other than
1887     coins, gold and jewels. Besides, it is very important that the chance to
1888     loose the input matches the chance to earn winnings.<br>
1889     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1890     loosing rate of 2/3 = 67%. ]]>
1891     </use>
1892     <attribute arch="other_arch" editor="target arch" type="string">
1893 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1894     duplicated, multiplied or removed. All other objects will be ignored.
1895 root 1.1 </attribute>
1896     <attribute arch="level" editor="multiply factor" type="int">
1897     The number of items in the target pile will be multiplied by the
1898     &lt;multiply factor&gt;. If it is set to zero, all target objects
1899     will be destroyed.
1900     </attribute>
1901     <attribute arch="connected" editor="connection" type="int">
1902     An activator (lever, altar, button, etc) with matching connection value
1903     is able to trigger this duplicator. Be very careful that players cannot
1904     abuse it to create endless amounts of money or other valuable stuff!
1905     </attribute>
1906 elmex 1.16 &activate_on;
1907 root 1.1 </type>
1908    
1909     <!--####################################################################-->
1910     <type number="66" name="Exit">
1911     <ignore>
1912     <ignore_list name="non_pickable" />
1913     </ignore>
1914     <description><![CDATA[
1915     When the player applies an exit, he is transferred to a different location.
1916     (Monsters cannot use exits.) Depending on how it is set, the player applies
1917     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1918     the exit. ]]>
1919     </description>
1920     <use><![CDATA[
1921 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1922 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1923     detected with the show_invisible spell.
1924     <br><br>
1925     You can be quite creative with the outlook of secret exits (their "face").
1926     Don't forget to give the player relyable hints about them though. ]]>
1927     </use>
1928     <attribute arch="slaying" editor="exit path" type="string">
1929     The exit path defines the map that the player is transferred to.
1930     You can enter an absolute path, beginning with '/' (for example
1931     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1932     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1933     relative path "Fire1"). Use relative paths whenever possible! Note that
1934     upper/lower case must always be set correctly. However, please use lower
1935 root 1.3 case only.
1936 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1937     is on. If slaying is not set in an exit, the player will see a message like
1938     "the exit is closed".
1939     </attribute>
1940     <attribute arch="hp" editor="destination X" type="int">
1941     The exit destinations define the (x, y)-coordinates where the exit
1942     leads to.
1943     If both are set to zero, the player will be transferred to the "default
1944     enter location" of the destined map. The latter can be set in the map-
1945     properties as "Enter X/Y". Though, please DO NOT use that.
1946     It turned out to be a source for numerous map-bugs.
1947     </attribute>
1948     <attribute arch="sp" editor="destination Y" type="int">
1949     The exit destinations define the (x, y)-coordinates where the exit
1950     leads to.
1951     If both are set to zero, the player will be transferred to the "default
1952     enter location" of the destined map. The latter can be set in the map-
1953     properties as "Enter X/Y". Though, please DO NOT use that.
1954     It turned out to be a source for numerous map-bugs.
1955     </attribute>
1956 root 1.9 &move_on;
1957 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1958     If set, this message will be displayed to the player when he applies the exit.
1959     This is quite useful to throw in some "role-play feeling": "As you enter the
1960     dark cave you hear the sound of rustling dragonscales...". Well, my english
1961     is poor, but you get the point. =)
1962     </attribute>
1963 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
1964     If set, then players using this exit will have their savebed position
1965 root 1.26 set to the destination of the exit when passing through.
1966 root 1.1 </attribute>
1967     </type>
1968    
1969     <!--####################################################################-->
1970     <type number="72" name="Flesh">
1971     <description><![CDATA[
1972     Just like with food, the player can fill his stomache and gain a
1973     little health by eating flesh-objects. <br>
1974     For dragon players, flesh plays a very special role though: If the
1975     flesh has resistances set, a dragon player has a chance to gain resistance in
1976 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1977 root 1.1 Don't forget that flesh items with resistances have to be balanced
1978     according to map/monster difficulty. ]]>
1979     </description>
1980     <use><![CDATA[
1981     For dragon players, flesh items can be highly valuable. Note that many
1982     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1983     These flesh items "inherit" resistances and level from the monster they belong to.
1984     When you add special flesh items to the inventory of a monster, this is
1985     not the case - so you have to set it manually.
1986     <br><br>
1987     Generally adding special flesh-treaties for dragon players is a great thing
1988     to do. Always consider that dragon players might really not be interested
1989     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1990     out on the reward completely. ]]>
1991     </use>
1992     <attribute arch="food" editor="foodpoints" type="int">
1993     The player's stomache will get filled with this amount of foodpoints.
1994     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1995     </attribute>
1996     <attribute arch="level" editor="flesh level" type="int">
1997     The &lt;flesh level&gt; is not visible to the players and it affects only
1998     dragon players. Normally this value reflects the level of the monster
1999     from which the flesh item originates.
2000     Dragon players always search for flesh of highest level possible,
2001     because it bears the best chance to gain high resistances.
2002     </attribute>
2003     <attribute arch="startequip" editor="godgiven item" type="bool">
2004     A godgiven item vanishes as soon as the player
2005     drops it to the ground.
2006     </attribute>
2007 elmex 1.29 &resistances_flesh_section;
2008 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2009     This text may describe the item.
2010     </attribute>
2011     </type>
2012    
2013     <!--####################################################################-->
2014     <type number="0" name="Floor">
2015     <required>
2016     <attribute arch="is_floor" value="1" />
2017     <attribute arch="alive" value="0" />
2018     </required>
2019     <ignore>
2020     <ignore_list name="non_pickable" />
2021     </ignore>
2022     <description><![CDATA[
2023     Floor is a very basic thing whithout too much
2024     functionality. It's a floor - you stand on it. ]]>
2025     </description>
2026     <attribute arch="is_floor" value="1" type="fixed" />
2027     <attribute arch="no_pick" value="1" type="fixed" />
2028     <section name="terrain">
2029 root 1.9 &movement_types_terrain;
2030 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2031     This flag indicates this spot contains wood or high grass.
2032     Players with activated woodsman skill can move faster here.
2033     </attribute>
2034     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2035     This flag indicates this spot contains hills or large rocks.
2036     Players with activated mountaineer skill can move faster here.
2037     </attribute>
2038     </section>
2039     <attribute arch="no_magic" editor="no spells" type="bool">
2040     If enabled, it is impossible for players to use (wizard-)
2041     spells on that spot.
2042     </attribute>
2043     <attribute arch="damned" editor="no prayers" type="bool">
2044     If enabled, it is impossible for players to use prayers
2045     on that spot. It also prevents players from saving.
2046     </attribute>
2047     <attribute arch="unique" editor="unique map" type="bool">
2048     Unique floor means that any items dropped on that spot
2049     will be saved byond map reset. For permanent apartments,
2050     all floor tiles must be set &lt;unique map&gt;.
2051     </attribute>
2052     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2053     This text may describe the object.
2054     </attribute>
2055     </type>
2056    
2057     <!--####################################################################-->
2058     <type number="67" name="Floor (Encounter)">
2059     <ignore>
2060     <ignore_list name="non_pickable" />
2061     </ignore>
2062     <description><![CDATA[
2063     Encounter-Floor is pretty much the same as normal floor.
2064     Most outdoor floor/ground-arches are set to be "encounters".
2065     That is kind of a relict from former code: When walking over
2066     encounter-floor, players sometimes got beamed to little maps
2067     with monsters on them. Nowadays this feature is disabled -
2068     Hence encounter floor is not different from normal floor. ]]>
2069     </description>
2070     <attribute arch="is_floor" value="1" type="fixed" />
2071     <attribute arch="no_pick" value="1" type="fixed" />
2072     <section name="terrain">
2073 root 1.9 &movement_types_terrain;
2074 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2075     This flag indicates this spot contains wood or high grass.
2076     Players with activated woodsman skill can move faster here.
2077     </attribute>
2078     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2079     This flag indicates this spot contains hills or large rocks.
2080     Players with activated mountaineer skill can move faster here.
2081     </attribute>
2082     </section>
2083     <attribute arch="no_magic" editor="no spells" type="bool">
2084     If enabled, it is impossible for players to use (wizard-)
2085     spells on that spot.
2086     </attribute>
2087     <attribute arch="damned" editor="no prayers" type="bool">
2088     If enabled, it is impossible for players to use prayers
2089     on that spot. It also prevents players from saving.
2090     </attribute>
2091     <attribute arch="unique" editor="unique map" type="bool">
2092     Unique floor means that any items dropped on that spot
2093     will be saved byond map reset. For permanent apartments,
2094     all floor tiles must be set &lt;unique map&gt;.
2095     </attribute>
2096     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2097     This text may describe the object.
2098     </attribute>
2099     </type>
2100    
2101     <!--####################################################################-->
2102     <type number="6" name="Food">
2103     <description><![CDATA[
2104     By eating/drinking food-objects, the player can fill his
2105     stomache and gain a little health. ]]>
2106     </description>
2107     <attribute arch="food" editor="foodpoints" type="int">
2108     The player's stomache will get filled with this amount of foodpoints.
2109     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2110     </attribute>
2111     <attribute arch="startequip" editor="godgiven item" type="bool">
2112     A godgiven item vanishes as soon as the player
2113     drops it to the ground.
2114     </attribute>
2115     </type>
2116    
2117     <!--####################################################################-->
2118     <type number="91" name="Gate">
2119     <ignore>
2120     <ignore_list name="non_pickable" />
2121     </ignore>
2122     <description><![CDATA[
2123     Gates play an important role in Crossfire. Gates can be opened
2124     by activating a button/trigger, by speaking passwords (-> magic_ear)
2125     or carrying special key-objects (-> inventory checker).
2126     Unlike locked doors, gates can get shut again after a player has
2127     passed, which makes them more practical in many cases. ]]>
2128     </description>
2129     <use><![CDATA[
2130     Use gates to divide your maps into seperated areas. After solving
2131     area A, the player gains access to area B, and so on. Make your
2132     maps more complex than "one-way". ]]>
2133     </use>
2134     <attribute arch="no_pick" value="1" type="fixed" />
2135 elmex 1.15 <attribute arch="speed" value="1" type="float">
2136     The speed of the gate affects how fast it is closing/opening.
2137     </attribute>
2138 root 1.1 <attribute arch="connected" editor="connection" type="int">
2139     Whenever the inventory checker is triggered, all objects with identical
2140     &lt;connection&gt; value get activated. This only makes sense together with
2141     &lt;blocking passage&gt; disabled.
2142     </attribute>
2143     <attribute arch="wc" editor="position state" type="int">
2144     The &lt;position state&gt; defines the position of the gate:
2145     Zero means completely open/down, the "number of animation-steps" (usually
2146     about 6 or 7) means completely closed/up state. I suggest you don't
2147     mess with this value - Leave the default in place.
2148     </attribute>
2149 root 1.9 &movement_types_terrain;
2150 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2151     Restricting the use of spells to pass this gate. This has
2152     an effect only if &lt;block view&gt; is disabled.
2153     </attribute>
2154     <attribute arch="damned" editor="restrict prayers" type="bool">
2155     Restricting the use of prayers to pass this door. This has
2156     an effect only if &lt;block view&gt; is disabled.
2157     </attribute>
2158     </type>
2159    
2160     <!--####################################################################-->
2161     <type number="113" name="Girdle">
2162     <import_type name="Amulet" />
2163     <description><![CDATA[
2164     Wearing a girdle, the object's stats will directly be inherited to
2165     the player. Girdles usually provide stats- or damage bonuses and no
2166     defense. ]]>
2167     </description>
2168     <use><![CDATA[
2169     Feel free to create your own special artifacts. However, it is very
2170     important that you keep your artifact in balance with existing maps. ]]>
2171     </use>
2172     <attribute arch="magic" editor="magic bonus" type="int">
2173     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2174     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2175     than direct armour-class bonus on the helmet.
2176 root 1.3
2177 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2178     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2179     &lt;magic bonus&gt; is pointless here.
2180     </attribute>
2181     </type>
2182    
2183     <!--####################################################################-->
2184     <type number="100" name="Gloves">
2185     <import_type name="Amulet" />
2186     <description><![CDATA[
2187     Wearing gloves, the object's stats will directly be inherited to
2188     the player. Gloves can add defense or damage bonuses. ]]>
2189     </description>
2190     <use><![CDATA[
2191     Feel free to create your own special artifacts. However, it is very
2192     important that you keep your artifact in balance with existing maps. ]]>
2193     </use>
2194     <attribute arch="magic" editor="magic bonus" type="int">
2195     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2196     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2197     will increase that.
2198     </attribute>
2199     </type>
2200    
2201     <!--####################################################################-->
2202     <type number="93" name="Handle">
2203     <ignore>
2204     <ignore_list name="non_pickable" />
2205     </ignore>
2206     <description><![CDATA[
2207     A handle can be applied by players and (certain) monsters.
2208     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2209     </description>
2210     <use><![CDATA[
2211     Handles are commonly used to move gates. When placing your lever,
2212     don't forget that some monsters are able to apply it.
2213     The ability to apply levers is rare among monsters -
2214     but vampires can do it for example. ]]>
2215     </use>
2216     <attribute arch="no_pick" value="1" type="fixed" />
2217     <attribute arch="connected" editor="connection" type="int">
2218     Every time the handle is applied, all objects
2219     with the same &lt;connection&gt; value are activated.
2220     </attribute>
2221     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2222     This text may describe the item. You can use this
2223     message to explain the handle's purpose to the player.
2224     </attribute>
2225     </type>
2226    
2227     <!--####################################################################-->
2228     <type number="27" name="Handle Trigger">
2229     <import_type name="Handle" />
2230     <ignore>
2231     <ignore_list name="non_pickable" />
2232     </ignore>
2233     <description><![CDATA[
2234     Handle triggers are handles which reset after a short period
2235     of time. Every time it is either applied or reset, the
2236     &lt;connection&gt; value is triggered. ]]>
2237     </description>
2238     <use><![CDATA[
2239     When you connect an ordinary handle to a gate, the gate normally remains
2240     opened after the first player passed. If you want to keep the gate shut,
2241     connecting it to a handle trigger is an easy solution. ]]>
2242     </use>
2243     </type>
2244    
2245     <!--####################################################################-->
2246     <type number="88" name="Hazard Floor">
2247     <required>
2248     <attribute arch="is_floor" value="1" />
2249     </required>
2250     <ignore>
2251     <ignore_list name="non_pickable" />
2252     </ignore>
2253     <description><![CDATA[
2254     The best example for Hazard Floor is lava. It works like standard
2255     floor, but damages all creatures standing on it.
2256     Damage is taken in regular time intervals. ]]>
2257     </description>
2258     <use><![CDATA[
2259     The default lava for example does minor damage. But you can turn
2260     it up so that your hazard floor poses a real threat.<br>
2261     Like magic walls, such floors add a permanent thrill to your map.
2262     You can use that to safely chase off too-weak players, or just
2263     to have something different. ]]>
2264     </use>
2265     <attribute arch="is_floor" value="1" type="fixed" />
2266     <attribute arch="lifesave" value="1" type="fixed" />
2267 root 1.9 &move_on;
2268 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2269     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2270     This attribute specifys the attacktypes that this floor uses to
2271     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2272     If you want a real tough hazard floor, add more than just one attacktype.
2273     </attribute>
2274     <attribute arch="dam" editor="base damage" type="int">
2275     The &lt;base damage&gt; defines how much damage is inflicted to the
2276     victim per hit. The final damage is influenced by several other
2277     factors like the victim's resistance and level.
2278     </attribute>
2279     <attribute arch="wc" editor="weaponclass" type="int">
2280     &lt;weapon class&gt; improves the chance of hitting the victim.
2281     Lower values are better.
2282     Usually, hazard floors like lava are supposed to hit the
2283     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2284     to something like -30.
2285     </attribute>
2286     <attribute arch="level" editor="attack level" type="int">
2287     I guess this value is supposed to work similar to monster levels.
2288     But in fact, it does not seem to have an effect. Set any non-zero
2289     value to be on the safe side.
2290     </attribute>
2291     <section name="terrain">
2292 root 1.9 &movement_types_terrain;
2293 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2294     This flag indicates this spot contains wood or high grass.
2295     Players with activated woodsman skill can move faster here.
2296     </attribute>
2297     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2298     This flag indicates this spot contains hills or large rocks.
2299     Players with activated mountaineer skill can move faster here.
2300     </attribute>
2301     </section>
2302     <attribute arch="no_magic" editor="no spells" type="bool">
2303     If enabled, it is impossible for players to use (wizard-)
2304     spells on that spot.
2305     </attribute>
2306     <attribute arch="damned" editor="no prayers" type="bool">
2307     If enabled, it is impossible for players to use prayers
2308     on that spot. It also prevents players from saving.
2309     </attribute>
2310     <attribute arch="unique" editor="unique map" type="bool">
2311     Unique floor means that any items dropped on that spot
2312     will be saved byond map reset. For permanent apartments,
2313     all floor tiles must be set &lt;unique map&gt;.
2314     </attribute>
2315     </type>
2316    
2317     <!--####################################################################-->
2318     <type number="34" name="Helmet">
2319     <import_type name="Amulet" />
2320     <description><![CDATA[
2321     Wearing a helmet, the object's stats will directly be inherited to
2322     the player. Normal helmets usually increase defense, while crowns
2323     add more special bonuses like stats/resistances paired with
2324     low defense. ]]>
2325     </description>
2326     <use><![CDATA[
2327     Feel free to create your own special artifacts. However, it is very
2328     important that you keep your artifact in balance with existing maps. ]]>
2329     </use>
2330     <attribute arch="magic" editor="magic bonus" type="int">
2331     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2332     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2333     than direct armour-class bonus on the helmet.
2334 root 1.3
2335 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2336     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2337     Crowns for instance typically provide no &lt;amour class&gt;.
2338     </attribute>
2339     </type>
2340    
2341     <!--####################################################################-->
2342     <type number="56" name="Holy Altar">
2343     <ignore>
2344     <ignore_list name="non_pickable" />
2345     </ignore>
2346     <description><![CDATA[
2347     Holy_altars are altars for the various religions. Praying
2348     at a Holy_altar will make you a follower of that god, and
2349     if you already follow that god, you may get some extra bonus. ]]>
2350     </description>
2351     <attribute arch="no_pick" value="1" type="fixed" />
2352     <attribute arch="other_arch" editor="god name" type="string">
2353     The altar belongs to the god of the given name. Possible options for
2354     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2355 root 1.3 Gorokh, Valriel and Sorig.
2356    
2357 root 1.1 If you want to have an unconsecrated altar, set
2358     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2359     </attribute>
2360     <attribute arch="level" editor="reconsecrate level" type="int">
2361     To re-consecrate an altar, the player's wisdom level must be as
2362     high or higher than this value. In that way, some altars can not
2363 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2364    
2365 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2366 root 1.1 Some characters might need those altars, they would be very unhappy to
2367     see them re-consecrated to another cult.
2368     </attribute>
2369     </type>
2370    
2371     <!--####################################################################-->
2372     <type number="35" name="Horn">
2373     <ignore>
2374     <attribute arch="title" />
2375     </ignore>
2376     <description><![CDATA[
2377     Horns are very similar to rods. The difference is that horns regenerate
2378     spellpoints faster and thus are more valuable than rods.
2379     <br><br>
2380     A horn contains a spell. The player can use this spell by applying and
2381     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2382     used endlessly. ]]>
2383     </description>
2384     <use><![CDATA[
2385     Horns are powerful due to their fast recharge rate. They should
2386     never contain high level attacking spells. Even curing/healing spells
2387     are almost too good on a horn. ]]>
2388     </use>
2389     <attribute arch="sp" editor="spell" type="spell">
2390     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2391     horns to players, since they can be used endlessly without any mana cost!
2392     Horns with heal/ restoration/ protection spells, IF available, MUST be
2393     very very VERY hard to get!
2394     </attribute>
2395     <attribute arch="level" editor="casting level" type="int">
2396     The casting level of the &lt;spell&gt; determines it's power.
2397     For attack spells, level should not be set too high.
2398     </attribute>
2399     <attribute arch="hp" editor="initial spellpoints" type="int">
2400     This value represents the initial amount of spellpoints in the horn.
2401     Naturally, this is quite unimportant.
2402     </attribute>
2403     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2404     When the horn is fully charged up, it will hold this maximum amount of
2405     spellpoints. Make sure it is enough to cast the contained spell at least
2406     once. But don't set the value too high, as that might make the horn way
2407     too effective.
2408     </attribute>
2409     <attribute arch="startequip" editor="godgiven item" type="bool">
2410     A godgiven item vanishes as soon as the player
2411     drops it to the ground.
2412     </attribute>
2413     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2414     This text may contain a description of the horn.
2415     </attribute>
2416     </type>
2417    
2418     <!--####################################################################-->
2419     <type number="73" name="Inorganic">
2420     <description><![CDATA[
2421     Inorganic materials are generally used as ingredients for
2422     alchemical receipes. By themselves, they have no special
2423     functionalities. ]]>
2424     </description>
2425     <attribute arch="is_dust" editor="is dust" type="bool">
2426     </attribute>
2427 elmex 1.29 &resistances_basic;
2428 root 1.1 </type>
2429    
2430     <!--####################################################################-->
2431     <type number="64" name="Inventory Checker">
2432     <ignore>
2433     <ignore_list name="system_object" />
2434     </ignore>
2435     <description><![CDATA[
2436     Inventory checkers passively check the players inventory for a
2437     specific object. You can set a connected value that is triggered
2438     either if that object is present or missing (-&gt; "last_sp") when a
2439     player walks over the inv. checker. A valid option is to remove the
2440     matching object (usually not recommended, see "last_heal").
2441     <br><br>
2442     Alternatively, you can set your inv. checker to block all players
2443 root 1.9 that do/don't carry the matching object.
2444 root 1.1 <br><br>
2445     As you can see, inv. checkers are quite powerful, holding a
2446     great variety of possibilities. ]]>
2447     </description>
2448     <use><![CDATA[
2449     Putting a check_inventory space in front of a gate (one below) and
2450     one on the opposite side works reasonably well as a control mechanism.
2451     Unlike the key/door-combo, this one works infinite since it is
2452     independant from map reset. Use it to put a "structure" into your
2453     maps: Player must solve area A to gain access to area B. This concept
2454     can be found in nearly every RPG - simple but effective. ]]>
2455     </use>
2456     <attribute arch="no_pick" value="1" type="fixed" />
2457     <attribute arch="slaying" editor="match key string" type="string">
2458     This string specifies the object we are looking for: We have a match
2459     if the player does/don't carry a key object or a mark with identical
2460     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2461     this context. A typical example is the city gate mechanism of scorn.
2462     </attribute>
2463     <attribute arch="race" editor="match arch name" type="string">
2464     This string specifies the object we are looking for: We have a match
2465     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2466     </attribute>
2467     <attribute arch="hp" editor="match type" type="int">
2468     This value specifies the object we are looking for: We have a match
2469 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2470    
2471 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2472     enabled. Now you have an inv. checker blocking all players that carry any
2473     kind of melee weapon. To pass, a player is forced to leave behind all
2474     his weaponry... bad news for a warrior. ;)
2475     </attribute>
2476     <attribute arch="last_sp" editor="match = having" type="bool">
2477     Enabled means having that object is a match.
2478     Disabled means not having that object is a match.
2479     </attribute>
2480     <attribute arch="connected" editor="connection" type="int">
2481     Whenever the inventory checker is triggered, all objects with identical
2482     &lt;connection&gt; value get activated. This only makes sense together with
2483     &lt;blocking passage&gt; disabled.
2484     </attribute>
2485 root 1.9 &movement_types_terrain;
2486 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2487     &lt;remove match&gt; means remove object if found. Setting this is usually not
2488     recommended because inv. checkers are in general invisible. So, unlike
2489     for altars/ locked doors, the player won't expect to lose an object when
2490 root 1.3 walking over that square. And he doesn't even get a message either.
2491    
2492 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2493     to inform the player what's going on!
2494     </attribute>
2495     </type>
2496    
2497     <!--####################################################################-->
2498 root 1.2 <type number="163" name="Item Transformer">
2499     <description><![CDATA[
2500     An item transformer is simply applied, after having marked a 'victim'
2501     item. If the victim is suitable, it will be transformed into something
2502     else.]]>
2503     </description>
2504     <use><![CDATA[
2505     To make an item transformable, you just have to fill the 'slaying' field.
2506     The syntax is:
2507     <br>
2508     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2509     <br>
2510     with [] denoting optional part, and * any number of preceding [].
2511     'new_item' must be the name of an existing archetype.
2512     <br><br>
2513     Example, for object apple: slaying knife:2 half_apple
2514     <br><br>
2515     This means that, when applying a knife (should be an Item Transformer),
2516     one 'apple' will be transformed into 2 'half_apple'.]]>
2517     </use>
2518     <attribute arch="food" editor="number of uses" type="int">
2519     &lt;number of uses&gt; controls how many times the item transformer can
2520     be used. The value 0 means "unlimited"
2521     </attribute>
2522     <attribute arch="slaying" editor="verb" type="string">
2523     Contains the verb that is used to construct a message to the player
2524     applying the item transformer.
2525     </attribute>
2526     <attribute arch="startequip" editor="godgiven item" type="bool">
2527     A godgiven item vanishes as soon as the player
2528     drops it to the ground.
2529     </attribute>
2530     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2531     This text may contain a description of the item transformer.
2532     </attribute>
2533     </type>
2534    
2535     <!--####################################################################-->
2536 root 1.1 <type number="60" name="Jewel">
2537     <description><![CDATA[
2538     Items of the type Gold &amp; Jewels are handled like a currency.
2539     Unlike for any other type of item, in shops, the buy- and selling
2540     prices differ only marginally. ]]>
2541     </description>
2542     <attribute arch="race" value="gold and jewels" type="fixed" />
2543     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2544     This text may describe the object.
2545     </attribute>
2546     </type>
2547    
2548     <!--####################################################################-->
2549 root 1.3 <type number="24" name="Key">
2550     <description><![CDATA[
2551     When carrying a key, a normal door can be opened. The key will
2552     disappear. ]]>
2553     </description>
2554     <attribute arch="startequip" editor="godgiven item" type="bool">
2555     A godgiven item vanishes as soon as the player
2556     drops it to the ground.
2557     </attribute>
2558     </type>
2559    
2560     <!--####################################################################-->
2561 root 1.1 <type number="20" name="Locked Door">
2562     <ignore>
2563     <ignore_list name="non_pickable" />
2564     </ignore>
2565     <description><![CDATA[
2566     A locked door can be opened only when carrying
2567     the appropriate special key. ]]>
2568     </description>
2569     <use><![CDATA[
2570     If you want to create a locked door that cannot be opened (no key),
2571     set a &lt;key string&gt; like "no_key_available". This will clearify things
2572 root 1.3 and only a fool would create a key matching that string.
2573    
2574 root 1.1 Door-objects can not only be used for "doors". In many maps these
2575     are used with all kinds of faces/names, especially often as
2576     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2577     There you have magic forces (door objects) put under certain artifact
2578     items. To get your hands on the artifacts, you need to bring up the
2579     appropriate quest items (key objects). ]]>
2580     </use>
2581 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2582 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2583     <attribute arch="slaying" editor="key string" type="string">
2584     The &lt;key string&gt; in the door must be identical with the
2585     &lt;key string&gt; in the special key, then the door is unlocked.
2586     It is VERY important to set the &lt;key string&gt; to something that
2587 root 1.3 is unique among the CF mapset.
2588    
2589 root 1.1 DONT EVER USE the default string "set_individual_value".
2590     </attribute>
2591     <attribute arch="no_magic" editor="restrict spells" type="bool">
2592     Restricting the use of spells to pass this door.
2593     This should be set in most cases.
2594     (Don't forget that the spell "dimension door" is easily
2595     available at about wisdom level 10).
2596     </attribute>
2597     <attribute arch="damned" editor="restrict prayers" type="bool">
2598     Restricting the use of prayers to pass this door.
2599     This should be set in most cases.
2600     </attribute>
2601     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2602     When a player is trying to open the door without carrying the
2603     appropriate key, this text is displayed to the player. This is
2604     a good opportunity to place hints about the special key needed
2605     to unlock the door.
2606     </attribute>
2607     </type>
2608    
2609     <!--####################################################################-->
2610     <type number="29" name="Magic Ear">
2611     <ignore>
2612     <ignore_list name="system_object" />
2613     </ignore>
2614     <description><![CDATA[
2615     Magic_ears trigger a connected value
2616     when the player speaks a specific keyword. ]]>
2617     </description>
2618     <use><![CDATA[
2619     Whenever you put magic_ears on your maps, make sure there are
2620     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2621     something like a gate that is opened by speaking "open" or
2622     "sesame", expecting the player to figure this out all by himself.
2623     <br><br>
2624     Magic_ears are typically used for interaction with NPCs. You
2625     can create the impression that the NPC actually *does* something
2626     according to his conversation with a player. Mostly this means
2627     opening a gate or handing out some item, but you could be quite
2628     creative here. ]]>
2629     </use>
2630     <attribute arch="no_pick" value="1" type="fixed" />
2631     <attribute arch="connected" editor="connection" type="int">
2632     The Magic_ear will trigger all objects with the
2633     same connection value, every time it is activated.
2634     </attribute>
2635     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2636     This textfield contains the keyword-matching-syntax. The text should
2637     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2638     Any number of keywords from one to infinite is allowed. Make sure
2639     they are seperated by a '|'.
2640 root 1.3
2641 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2642     value will be triggerd when the player speaks any of the given
2643     keywords within a two-square radius. IMPORTANT: Upper/lower case
2644     does not make a difference!
2645     </attribute>
2646     </type>
2647    
2648     <!--####################################################################-->
2649     <type number="62" name="Magic Wall">
2650     <ignore>
2651     <ignore_list name="non_pickable" />
2652     </ignore>
2653     <description><![CDATA[
2654     Magic walls fire spells in a given direction, in regular intervals.
2655     Magic walls can contain any spell. However, some spells do not
2656     operate very successfully in them. The only way to know is to test
2657     the spell you want to use with a wall.
2658     <br><br>
2659     Several types of magical walls are predefined for you in the
2660     archetypes, and can be found on the "connected" Pickmap. ]]>
2661     </description>
2662     <use><![CDATA[
2663     Spellcasting walls pose an interesting alternative to monsters.
2664     Usually they are set to be undestroyable. Thus, while monsters
2665     in a map can be cleared out, the magic walls remain. Low level
2666     characters for example will not be able to pass through their
2667     spell-area, hence they cannot loot a map that a high level character
2668     might have cleared out.
2669     <br><br>
2670     Another point of magic walls is that if the player dies, he has to face
2671     them all again. Magic walls can add a kind of "permanent thrill" to
2672     your maps.
2673     <br><br>
2674     Be careful that your magic walls don't kill the monsters on a map. If
2675     placing monsters, eventually take ones that are immune to the
2676     walls' spell(s).
2677     <br><br>
2678     It is possible to make walls rotate when triggered. But that is so
2679     confusing (and useless IMHO) that I did not mention it above. You
2680     can find a working example on the map
2681     "/pup_land/castle_eureca/castle_eureca8". ]]>
2682     </use>
2683     <attribute arch="dam" editor="spell" type="spell">
2684     The magic wall will cast this &lt;spell&gt;.
2685     </attribute>
2686     <attribute arch="level" editor="spell level" type="int">
2687     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2688     walls cast spells at minimal strength. "level 100" walls cast deadly
2689     spells. Arch default is level 1 - you should always set this value
2690     to meet the overall difficulty of your map.
2691     </attribute>
2692     <attribute arch="connected" editor="connection" type="int">
2693     Every time the &lt;connection&gt; value is triggered, the wall will cast
2694     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2695     have much visible effect.
2696     </attribute>
2697 elmex 1.16 &activate_on;
2698 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2699     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2700     You can fine-tune how long the duration between two casts shall
2701     be. If you want to create a wall that can be activated (cast per
2702     trigger) via connected lever/button/etc, you must set "speed 0".
2703     </attribute>
2704 root 1.12 &speed_left;
2705 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2706     The magic wall will cast it's spells always in the specified
2707     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2708     always fire in a random direction.
2709     </attribute>
2710 root 1.9 &movement_types_terrain;
2711 root 1.1 <section name="destroyable">
2712     <attribute arch="alive" editor="is destroyable" type="bool">
2713     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2714     destroyed by the player. If disabled, all other attributes on
2715     this tab, as well as resistances, are meaningless.
2716     </attribute>
2717     <attribute arch="hp" editor="hitpoints" type="int">
2718     The more &lt;hitpoints&gt; the wall has, the longer
2719     it takes to be destroyed.
2720     </attribute>
2721     <attribute arch="maxhp" editor="max hitpoints" type="int">
2722     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2723     can have. This only makes sense if the wall can regain health.
2724     </attribute>
2725     <attribute arch="ac" editor="armour class" type="int">
2726     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2727     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2728     to &lt;weapon class&gt;.
2729     </attribute>
2730     </section>
2731 elmex 1.29 &resistances_basic;
2732 root 1.1 </type>
2733    
2734     <!--####################################################################-->
2735     <type number="55" name="Marker">
2736     <ignore>
2737     <ignore_list name="system_object" />
2738     </ignore>
2739     <description><![CDATA[
2740     A marker is an object that inserts an invisible force (a mark) into a
2741     player stepping on it. This force does nothing except containing a
2742     &lt;key string&gt; which can be discovered by detectors or inventory
2743     checkers. It is also possible to use markers for removing marks again.
2744     <br><br>
2745     Note that the player has no possibility to "see" his own marks,
2746     except by the effect that they cause on the maps. ]]>
2747     </description>
2748     <use><![CDATA[
2749     Markers hold real cool possibilities for map-making. I encourage
2750     you to use them frequently. However there is one negative point
2751     about markers: Players don't "see" what's going on with them. It is
2752     your task, as map-creator, to make sure the player is always well
2753     informed and never confused.
2754     <br><br>
2755     Please avoid infinite markers when they aren't needed. They're
2756     using a little space in the player file after all, so if there
2757     is no real purpose, set an expire time. ]]>
2758     </use>
2759     <attribute arch="no_pick" value="1" type="fixed" />
2760     <attribute arch="slaying" editor="key string" type="string">
2761     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2762     If the player already has a force with that &lt;key string&gt;,
2763     there won't be inserted a second one.
2764     </attribute>
2765     <attribute arch="connected" editor="connection" type="int">
2766     When the detector is triggered, all objects with the same
2767     connection value get activated.
2768     </attribute>
2769     <attribute arch="speed" editor="marking speed" type="float">
2770     The &lt;marking speed&gt; defines how quickly it will mark something
2771     standing on the marker. Set this value rather high to make
2772     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2773     should do fine.
2774     </attribute>
2775 root 1.12 &speed_left;
2776 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2777     This value defines the duration of the force it inserts.
2778     If nonzero, the duration of the player's mark is finite:
2779     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2780     means the mark will stay on the player forever.
2781     </attribute>
2782     <attribute arch="name" editor="delete mark" type="string">
2783     When the player steps onto the marker, all existing forces in
2784     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2785     will be removed. If you don't want to remove any marks, leave
2786 root 1.3 this textfield empty.
2787    
2788 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2789     this marker. So don't be confused, and remember changing the
2790     name will take effect on the marker's functionality.
2791     </attribute>
2792     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2793     In the moment when the player gets marked, this text is displayed
2794     to him. You should really set a message in any marker you create,
2795     because it's the only way for the player to notice what's going on.
2796     </attribute>
2797     </type>
2798 root 1.3
2799 root 1.1 <!--####################################################################-->
2800 root 1.3 <type number="36" name="Money">
2801 root 1.2 <ignore>
2802 root 1.3 <attribute arch="unpaid" />
2803 root 1.2 </ignore>
2804     <description><![CDATA[
2805 root 1.3 Items of the type Money are handled as currency.
2806     Money cannot be sold/bought in shops. When money is dropped
2807     in a shop, it stays the same.<br>
2808     When a player picks an item from a shop and attempts to
2809     walk over the shop mat, the item's selling-price is automatically
2810     subtracted from the player's money.
2811     <br><br>
2812     For money, always use the default arches.
2813     Don't modify them. ]]>
2814 root 1.2 </description>
2815 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2816 root 1.2 </type>
2817    
2818     <!--####################################################################-->
2819 root 1.3 <type number="0" name="Monster &amp; NPC">
2820     <required>
2821     <attribute arch="is_floor" value="0" />
2822     <attribute arch="alive" value="1" />
2823     <attribute arch="tear_down" value="0" />
2824     </required>
2825 root 1.1 <ignore>
2826 root 1.3 <attribute arch="material" />
2827     <attribute arch="name_pl" />
2828 root 1.1 <attribute arch="nrof" />
2829     <attribute arch="value" />
2830     <attribute arch="unpaid" />
2831     </ignore>
2832     <description><![CDATA[
2833     Monsters can behave in various kinds of ways.
2834     They can be aggressive, attacking the player. Or peaceful,
2835     helping the player - maybe joining him as pet.
2836     The unagressive creatures who communicate with players are
2837     usually called "NPCs" (Non Player Character), a well-known
2838     term in role-play environments. ]]>
2839     </description>
2840     <use><![CDATA[
2841     Monsters play a central role in most maps. Choosing the right
2842     combination of monsters for your map is vital:
2843     <UL>
2844     <LI> Place only monsters of slightly varying (increasing) strength.
2845     It's no fun to play for two hours just to find out the last
2846     monster is unbeatable. Similar, it's not exciting to fight orcs
2847     after passing a room of dragons.<br>
2848     This rule applies only for linear maps (one room after the other),
2849     with treasure at the end. You can sprinkle the treasure around,
2850 root 1.3 or make non-linear maps - That is often more entertaining.
2851 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2852     Balrogs, Dragonmen and the likes should be at the end of a quest,
2853 root 1.3 not at the beginning.
2854 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2855     Fire- and cold dragons in one room for example is a bad idea.
2856     By weakening and killing each other they are easy prey for players,
2857     not worth the experience they hold.
2858     <LI> Create your own monsters, especially for "boss"-type monsters.
2859     Having stage-bosses guarding treasure is a lot of fun when done right.
2860     Avoid to create monsters with completely non-intuitive abilities:
2861     Don't give ice-spells to firedragons or vice versa. Don't add
2862     draining attack to trolls, etc. Additionally, you should inform the
2863     player before he bumps right into some very special/unusual monster.
2864     <LI> Last but not least: Always keep an eye on the experience your monsters
2865     hold. Design your maps in a way that high experience
2866     is always well-defended. Don't make large rooms full with only one kind
2867     of monster. Keep in mind the different abilities/techniques players
2868     can use.
2869     </UL>
2870     I know it's impossible to make the perfectly balanced map. There's always
2871     some part which is found too easy or too hard for a certain kind of player.
2872     Just give it your best shot. And listen to feedback from players if you
2873     receive some. :-) ]]>
2874     </use>
2875     <attribute arch="alive" value="1" type="fixed" />
2876     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2877     When the monster is killed, items from the treasurelist will
2878     drop to the ground. This is a common way to reward players
2879     for killing (masses of) monsters.
2880 root 1.3
2881 root 1.1 Note that you can always put items into the monster's
2882     inventory. Those will drop-at-kill just like the stuff
2883     from the &lt;treasurelist&gt;.
2884     </attribute>
2885 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2886     Set this flag to move treasure items created into the environment (map)
2887     instead of putting them into the object.
2888     </attribute>
2889 root 1.1 <attribute arch="level" editor="level" type="int">
2890     A monster's &lt;level&gt; is the most important attribute.
2891     &lt;level&gt; affects the power of a monster in various ways.
2892     </attribute>
2893     <attribute arch="race" editor="race" type="string">
2894 root 1.12 Every monster should have a race set to categorize it.
2895 root 1.1 The monster's &lt;race&gt; can have different effects:
2896     Slaying weapons inflict tripple damage against enemy races
2897     and holy word kills only enemy races of the god.
2898     </attribute>
2899     <attribute arch="exp" editor="experience" type="int">
2900     When a player kills this monster, he will get exactly this
2901     amount of &lt;experience&gt;. The experience will flow into
2902 root 1.12 the skill-category the player used for the kill.
2903 root 1.3
2904 root 1.1 If you create special monsters of tweaked strenght/abilities,
2905     always make sure that the &lt;experience&gt; is set to a
2906     reasonable value. Compare with existing arches to get a feeling
2907     what reasonable means. Keep in mind that spellcasting monsters
2908     are a lot harder to kill than non-spellcasters!
2909     </attribute>
2910     <attribute arch="speed" editor="speed" type="float">
2911     The &lt;speed&gt; determines how fast a monster will both move
2912     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2913     </attribute>
2914 root 1.12 &speed_left;
2915 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2916     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2917     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2918     can be set to any valid arch-name of a monster. Multipart monster
2919     should not be used.
2920     </attribute>
2921     <attribute arch="generator" editor="multiply" type="bool">
2922     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2923     every once in a while. Mice are a good example for this effect.
2924     If enabled, you must also set &lt;breed monster&gt; or check
2925     &lt;template generation&gt; and put other monsters in the inventory.
2926     </attribute>
2927     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2928     This only takes effect if &lt;multiply&gt; is enabled. The monster
2929     will create a new monster every once in a while by duplicating it's inventory.
2930     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2931     Each time the monster need to generate an object, it will be
2932     a randomly chosen item from the inventory. When generator is destroyed,
2933 root 1.3 inventory is destroyed.
2934 root 1.1 </attribute>
2935 root 1.9 &move_type;
2936 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2937     Several spells only affect undead monsters:
2938     turn undead, banish undead, holy word, etc.
2939     </attribute>
2940     <attribute arch="carrying" editor="carries weight" type="int">
2941     If a monster has something in the inventory, this
2942     value can be set to reflect the slowdown due to
2943     the carried weight.
2944     </attribute>
2945 root 1.24 <attribute arch="precious" editor="precious" type="bool">
2946 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
2947 root 1.24 it should not be lightly destroyed. This is most useful on pets and
2948     keeps the server from destroying them on destroy_pets/monster floors
2949     and will try to save them when the player logs out.
2950     </attribute>
2951 root 1.3
2952 root 1.1 <section name="melee">
2953     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2954     This number is a bitmask, specifying the monster's attacktypes
2955     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2956     Strong monsters often have more than just physical attacktype.
2957 root 1.3
2958 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2959     as much damage as the "best" of it's attacktypes does. So, the more
2960     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2961     somehow exceptions.
2962     </attribute>
2963     <attribute arch="dam" editor="damage" type="int">
2964     Among other parameters, &lt;damage&gt; affects how much melee damage
2965     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2966     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2967     take effect on the melee damage of a monster.
2968     </attribute>
2969     <attribute arch="wc" editor="weapon class" type="int">
2970     Monsters of high &lt;weapon class&gt; are more likely to really hit
2971     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2972     to &lt;armour class&gt;.
2973     </attribute>
2974     <attribute arch="hp" editor="health points" type="int">
2975     The &lt;health points&gt; of a monster define how long it takes to
2976     kill it. With every successful hit from an opponent, &lt;health points&gt;
2977     get drained - The monster dies by zero &lt;health points&gt;.
2978     </attribute>
2979     <attribute arch="maxhp" editor="max health" type="int">
2980     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2981     monster can have.
2982     </attribute>
2983     <attribute arch="ac" editor="armour class" type="int">
2984     Monsters of low &lt;armour class&gt; are less likely to get hit from
2985     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2986     to &lt;weapon class&gt;.
2987     Values typically range between +20 (very bad) to -20 (quite good).
2988     </attribute>
2989     <attribute arch="Con" editor="healing rate" type="int">
2990 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
2991     healing rate is independent of &lt;speed&gt;.
2992 root 1.1 </attribute>
2993     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2994     A monster with this flag has the ability to &lt;reflect missiles&gt;,
2995     all kinds of projectiles (e.g. arrows, bolts, boulders) will
2996     bounce off.
2997     </attribute>
2998     <attribute arch="hitback" editor="hitback" type="bool">
2999     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3000     to the amount of damage the *attacker* inflicted. This damage
3001     is additional to the regular melee damage of the monster.
3002     As far as I know, hitback uses acid attacktype, and it only takes
3003     effect if the monster actually has acid attacktype at it's disposal.
3004     Acid spheres for example use this feature.
3005     </attribute>
3006     <attribute arch="one_hit" editor="one hit only" type="bool">
3007     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3008     to a player.
3009     </attribute>
3010     </section>
3011 root 1.3
3012 root 1.1 <section name="spellcraft">
3013     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3014     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3015     Only wands/rods/etc can be used, given the appropriate abilities.
3016     </attribute>
3017     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3018     A monster with this flag has the ability to &lt;reflect spells&gt;,
3019     all kinds of spell-bullets and -beams will bounce off.
3020 root 1.3
3021 root 1.1 Generally this flag should not be set because it puts
3022     wizard-type players at an unfair disadvantage.
3023     </attribute>
3024     <attribute arch="sp" editor="spellpoints" type="int">
3025     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3026     them for both wizard- and prayer-spells. However, this value defines
3027     only the amount of *initial* spellpoints the monster starts with.
3028     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3029     and &lt;spellpoint regen.&gt; are more important than just initial
3030     &lt;spellpoints&gt;.
3031     </attribute>
3032     <attribute arch="maxsp" editor="max spellpoints" type="int">
3033     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3034     can hold. Setting this to high values has little effect unless
3035     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3036     "regenerate mana" at it's disposal.
3037     </attribute>
3038     <attribute arch="Pow" editor="spellpoint regen." type="int">
3039 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3040     spellpoint regeneration rate is independent of &lt;speed&gt;.
3041 root 1.3
3042 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3043     regeneration is most important. If your monster is still not casting
3044     fast enough, give it the spell-ability of "regenerate mana".
3045     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3046     </attribute>
3047     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3048     Click on the &lt;attuned paths&gt; button to select spellpaths.
3049     The creature will get attuned to the specified spellpaths.
3050     </attribute>
3051     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3052     Click on the &lt;repelled paths&gt; button to select spellpaths.
3053     The creature will get repelled to the specified spellpaths.
3054     </attribute>
3055     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3056     Click on the &lt;denied paths&gt; button to select spellpaths.
3057     The creature won't be able to cast spells of the specified paths.
3058     </attribute>
3059     </section>
3060 root 1.3
3061 root 1.1 <section name="ability">
3062     <attribute arch="Int" editor="detect hidden" type="int">
3063     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3064     hidden/invisible creatures. Higher values make for better
3065     detection-skills. Enabling &lt;see invisible&gt; makes this value
3066     obsolete.
3067     </attribute>
3068     <attribute arch="see_invisible" editor="see invisible" type="bool">
3069     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3070     with by invisible or hiding players. This flag is a must-have
3071     for high-level monsters. When a monster is unable to detect
3072     invisible players, it can be killed without fighting back.
3073     </attribute>
3074     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3075     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3076     by spells of darkness or dark maps. This flag is a "should-have"
3077     for high-level monsters. When a monster is unable to see in
3078     darkness, players can cast darkness and sneak around it safely.
3079     </attribute>
3080     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3081     Monster is able to wield weapon type objects.
3082     </attribute>
3083     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3084     Monster is able to use missile-weapon type objects.
3085     </attribute>
3086     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3087     Monster is able to wear protective equipment like brestplate
3088     armour, shields, helmets etc.
3089     </attribute>
3090     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3091     Monster is able to wear rings.
3092     </attribute>
3093     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3094     Monster is able to use wands and staves.
3095     </attribute>
3096     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3097     Monster is able to use rods.
3098     </attribute>
3099     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3100     Monster is able to read scrolls.
3101     </attribute>
3102     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3103     Monster is able to use skills from it's inventory.
3104     For example, you can put a throwing skill object and some
3105 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3106 root 1.1 </attribute>
3107     </section>
3108 root 1.3
3109 root 1.1 <section name="behave">
3110     <attribute arch="monster" editor="monster behaviour" type="bool">
3111     When &lt;monster behaviour&gt; is enabled, this object will behave
3112     like a monster: It can move and attack enemies (which are
3113     typically players).
3114     This flag should be set for all monsters as-such.
3115     Monsters which don't move, like guards, should also have
3116     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3117 root 1.3 It should *not* be set for things like immobile generators.
3118 root 1.1 </attribute>
3119     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3120     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3121     </attribute>
3122     <attribute arch="friendly" editor="friendly" type="bool">
3123     &lt;friendly&gt; monsters help the player, attacking any
3124     non-friendly monsters in range.
3125     </attribute>
3126     <attribute arch="stand_still" editor="stand still" type="bool">
3127     Monsters which &lt;stand still&gt; won't move to leave their position.
3128     When agressive, they will attack all enemies who get close to
3129     them. This behaviour is commonly known from castle guards.
3130 root 1.3
3131 root 1.1 In older versions of Crossfire it was possible to eventually
3132     push a &lt;stand still&gt;-monster out of position by force.
3133     I believe this is no longer possible. Neverthless, you should
3134     still be cautious when lining up &lt;stand still&gt;-monster in order
3135     to "defend" something: Such monsters are rather easy to kill.
3136     It's good for low level maps, but not much more.
3137     </attribute>
3138     <attribute arch="sleep" editor="asleep" type="bool">
3139     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3140     &lt;sensing range&gt; of the monster. Usually the sensing range is
3141     larger than the players line of sight. Due to that, in most cases
3142     the player won't ever notice weither a monster was asleep or not.
3143     </attribute>
3144     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3145     This entry defines which kinds of environment actions the
3146     creature is able to perform.
3147     </attribute>
3148     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3149     Click on the &lt;pick up&gt; button and select which types of objects
3150     the creature should try to pick up.
3151 root 1.3
3152 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3153     etc are set, then the creature will pick up the matching items even
3154     if this is not set here.
3155     </attribute>
3156     <attribute arch="Wis" editor="sensing range" type="int">
3157     &lt;sensing range&gt; determines how close a player needs to be before
3158     the creature wakes up. This is done as a square, for reasons of speed.
3159     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3160     11x11 square of the monster will wake the monster up. If the player
3161     has stealth, the size of this square is reduced in half plus 1.
3162     </attribute>
3163 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3164     If this is set to default, the standard mode of movement will be used.
3165     </attribute>
3166     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3167     This movement is not in effect when the monster has an enemy and should
3168     only be used for non agressive monsters.
3169 root 1.1 </attribute>
3170     <attribute arch="run_away" editor="run at % health" type="int">
3171     This is a percentage value in the range 0-100.
3172     When the monster's health points drop below this percentage
3173     (relative to max health), it attempts to run away from the
3174     attacker.
3175     </attribute>
3176     </section>
3177 elmex 1.29 &resistances_basic;
3178 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3179     </attribute>
3180     </type>
3181    
3182     <!--####################################################################-->
3183 root 1.3 <type number="28" name="Monster (Grimreaper)">
3184     <import_type name="Monster &amp; NPC" />
3185     <ignore>
3186     <attribute arch="material" />
3187     <attribute arch="name_pl" />
3188     <attribute arch="nrof" />
3189     <attribute arch="value" />
3190     <attribute arch="unpaid" />
3191     </ignore>
3192 elmex 1.27 <description>
3193 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3194 elmex 1.27 draining attacks.
3195 root 1.3 </description>
3196     <section name="grimreaper">
3197     <attribute arch="value" editor="attacks" type="int">
3198     The object vanishes after this number of draining attacks.
3199     </attribute>
3200     </section>
3201     </type>
3202    
3203     <!--####################################################################-->
3204 root 1.1 <type number="65" name="Mood Floor">
3205     <ignore>
3206     <ignore_list name="system_object" />
3207     </ignore>
3208     <description><![CDATA[
3209     As the name implies, mood floors can change the "mood" of
3210     a monsters/NPC. For example, an unagressive monster could be
3211     turned mad to start attacking. Similar, an agressive monster
3212     could be calmed. ]]>
3213     </description>
3214     <use><![CDATA[
3215     Mood floors are absolutely cool for NPC interaction. To make an
3216     unaggressive monster/NPC attack, put a creator with "other_arch
3217     furious_floor" under it. Connect the creator to a magic_ear, so the
3218     player speaks a keyword like "stupid sucker" - and the monster attacks.
3219     <br><br>
3220     To turn an NPC into a pet, put a charm_floor under it and connect
3221     it directly to a magic_ear. Then the player speaks a keyword like
3222     "help me" - and the NPC joins him as pet.
3223     <br><br>
3224     (Of course you must always give clear hints about keywords!
3225     And there is no reason why you couldn't use a button/lever/pedestal
3226     etc. instead of a magic_ear.) ]]>
3227     </use>
3228     <attribute arch="no_pick" value="1" type="fixed" />
3229     <attribute arch="last_sp" editor="mood" type="list_mood">
3230     &lt;mood&gt; is used to determine what will happen to the
3231     monster when affected by the mood floor:
3232 root 1.3
3233 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3234 root 1.3
3235 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3236 root 1.3
3237 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3238 root 1.3
3239 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3240 root 1.3
3241 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3242     who triggers the square. This setting is not
3243     enabled for continous operation, you need to
3244     insert a &lt;connection&gt; value!
3245     </attribute>
3246     <attribute arch="connected" editor="connection" type="int">
3247     This should only be set in combination with &lt;mood number&gt; 4.
3248     Normally, monsters are affected by the mood floor as soon as they
3249     step on it. But charming (monster -&gt; pet) is too powerful,
3250 root 1.3 so it needs to be activated.
3251    
3252 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3253     But a powerful pet could as well be the reward for solving a
3254     quest. Or even better: It could be *part* of a quest!
3255     </attribute>
3256     <attribute arch="no_magic" editor="no spells" type="bool">
3257     If enabled, it is impossible for players to use (wizard-)
3258     spells on that spot.
3259     </attribute>
3260     <attribute arch="damned" editor="no prayers" type="bool">
3261     If enabled, it is impossible for players to use prayers
3262     on that spot. It also prevents players from saving.
3263     </attribute>
3264     </type>
3265    
3266     <!--####################################################################-->
3267     <type number="40" name="Mover">
3268     <ignore>
3269     <ignore_list name="non_pickable" />
3270     </ignore>
3271     <description><![CDATA[
3272     Movers move the objects above them. However, only living objects
3273     are affected (monsters/NPCs always, players optional). Movers have
3274     a direction, so players can be made to move in a pattern, and so
3275     can monsters. Motion is involuntary. Additionally, players or
3276     monsters can be "frozen" while ontop of movers so that they MUST
3277     move along a chain of them.
3278     <br><br>
3279     Multisquare monsters can be moved as well, given
3280     enough space. Movers are usually invisible. ]]>
3281     </description>
3282     <use><![CDATA[
3283     NEVER EVER consider a mover being unpassable in the backwards
3284     direction. Setting "forced movement" makes it seemingly impossible
3285     but there is still a trick: One player can push a second player
3286     past the mover, in opposite to the mover's direction! The more
3287     movers, the more players needed. Hence, don't make a treasure
3288     room that is surrounded by movers instead of solid walls/gates.
3289     <br><br>
3290     Btw, it does not make a difference putting movers above or
3291     below the floor. Moreover, movers that are set to be invisible
3292     cannot be discovered with the show_invisible spell.
3293     <br><br>
3294     Note that Movers and Directors are seperate objects, even though
3295     they look and act similar. Directors only do spells/missiles,
3296     while movers only do living creatures (depending on how it
3297     is set: monsters and players). ]]>
3298     </use>
3299     <attribute arch="attacktype" editor="forced movement" type="bool">
3300     If forced movement is enabled, the mover "freezes" anyone it
3301     moves (so they are forced to move along a chain).
3302     For players there is no way to escape this forced movement,
3303     except being pushed by a second player.
3304     </attribute>
3305     <attribute arch="maxsp" editor="freeze duration" type="int">
3306     The player will be "frozen" for that many moves.
3307     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3308     enabled, then &lt;freeze duration&gt; gets assigned the
3309     "default value" 2 automatically.
3310     </attribute>
3311     <attribute arch="speed" editor="movement speed" type="float">
3312     The movement speed value determines how fast a chain of
3313     these movers will push a player along (default is -0.2).
3314     </attribute>
3315 root 1.12 &speed_left;
3316 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3317     The mover will push creatures in the specified &lt;direction&gt;.
3318     A mover with direction set to &lt;none&gt; will spin clockwise,
3319     thus pushing creatures in unpredictable directions.
3320     </attribute>
3321     <attribute arch="lifesave" editor="gets used up" type="bool">
3322     If enabled, the mover gets "used up" after a certain number of moves
3323 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3324 root 1.1 </attribute>
3325     <attribute arch="hp" editor="number of uses" type="int">
3326     This value has only a meaning if &lt;gets used up&gt; is set:
3327     &lt;number of uses&gt; is the number of times minus one, that it
3328     will move a creature before disappearing. (It will move
3329 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3330 root 1.1 </attribute>
3331     <section name="targets">
3332     <attribute arch="level" editor="move players" type="bool">
3333     If &lt;move players&gt; is enabled, both players and monsters will be
3334     moved. In the arches' default it is disabled - thus ONLY monsters
3335     get moved. Remember that "monsters" includes NPCs!
3336 root 1.3
3337 root 1.1 This feature provides you with the possibility to make NPCs
3338     literally "come to life". Example: The player is talking with an
3339     NPC, speaking a certain keyword. This triggers a magic_ear and
3340     activates creators, creating (per default: monster-only) movers
3341     under the NPC's feet. The NPC starts "walking" on a predefined
3342     route! Note that it's useful to set this NPC immune to everything,
3343     preventing the player to push the NPC off his trace.
3344     </attribute>
3345 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3346     Which movement types activate the mover.
3347 root 1.1 </attribute>
3348     </section>
3349     </type>
3350    
3351     <!--####################################################################-->
3352     <type number="17" name="Pedestal">
3353     <ignore>
3354     <ignore_list name="non_pickable" />
3355     </ignore>
3356     <description><![CDATA[
3357     Pedestals are designed to detect certain types of living objects.
3358     When a predefined type of living creature steps on the pedestal, the
3359     connected value is triggered. ]]>
3360     </description>
3361     <use><![CDATA[
3362     If you want to create a place where only players of a certain race
3363     can enter, put a teleporter over your pedestal. So the teleporter is
3364     only activated for players of the matching race. Do not use gates,
3365     because many other players could sneak in. If you put powerful
3366     artifacts into such places, generally set "startequip 1", so that
3367     they are preserved for that one race and can't be traded to others. ]]>
3368     </use>
3369     <attribute arch="no_pick" value="1" type="fixed" />
3370     <attribute arch="slaying" editor="match race" type="string">
3371     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3372     matches the monster's or the player's race, we have a match.
3373     Yes, pedestals can detect a player's race! E.g. you could create a
3374 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3375    
3376 root 1.1 If it is set to "player", any player stepping on the pedestal
3377     is a match. Very useful if you want to open a gate for players
3378     but not for monsters.
3379     </attribute>
3380     <attribute arch="connected" editor="connection" type="int">
3381     When the pedestal is triggered, all objects with the same
3382     connection value get activated.
3383     </attribute>
3384 root 1.9 &move_on;
3385 root 1.1 </type>
3386    
3387     <!--####################################################################-->
3388     <type number="94" name="Pit">
3389     <ignore>
3390     <ignore_list name="non_pickable" />
3391     </ignore>
3392     <description><![CDATA[
3393     Pits are holes, transporting the player when he walks (and falls) into them.
3394     A speciality about pits is that they don't transport the player to
3395     the exact destination, but within a two-square radius of the destination
3396     (never on blocked squares).<br>
3397     Optionally, pits can get closed and opened, similar to gates.<br><br>
3398     Monsters and items are affected by pits just as well as players.
3399     Even multipart monsters can fall through them, given enough space. ]]>
3400     </description>
3401     <use><![CDATA[
3402     Pits can add interesting effects to your map. When using them, make
3403     sure to use them in a "logical way": Pits should always drop the
3404     player to some kind of lower level. They should not be used to
3405     randomly interconnect maps like teleporters do. ]]>
3406     </use>
3407     <attribute arch="no_pick" value="1" type="fixed" />
3408     <attribute arch="connected" editor="connection" type="int">
3409     When a &lt;connection&gt; value is set, the pit can be opened/closed
3410     by activating the connection.
3411     </attribute>
3412 elmex 1.16 &activate_on;
3413 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3414     The pit will transport creatures (and items) randomly into a two-square
3415     radius of the destination coordinates.
3416     If the destination square becomes blocked, the pit will act like
3417     being filled up and not work anymore!
3418     </attribute>
3419     <attribute arch="sp" editor="destination Y" type="int">
3420     The pit will transport creatures (and items) randomly into a two-square
3421     radius of the destination coordinates.
3422     If the destination square becomes blocked, the pit will act like
3423     being filled up and not work anymore!
3424     </attribute>
3425     <attribute arch="wc" editor="position state" type="int">
3426     The &lt;position state&gt; defines the position of the gate:
3427     Zero means completely open/down, the "number of animation-steps" (usually
3428     about 6 or 7) means completely closed/up state. I suggest you don't
3429     mess with this value - Leave the default in place.
3430     </attribute>
3431 root 1.9 &move_on;
3432 root 1.1 </type>
3433    
3434     <!--####################################################################-->
3435     <type number="7" name="Poison Food">
3436     <description><![CDATA[
3437     When eating, the player's stomache is drained by 1/4 of food.
3438     If his food drops to zero, the player might even die. ]]>
3439     </description>
3440     </type>
3441    
3442     <!--####################################################################-->
3443     <type number="5" name="Potion">
3444     <description><![CDATA[
3445     The player can drink these and gain various kinds of benefits
3446     (/penalties) by doing so. ]]>
3447     </description>
3448     <use><![CDATA[
3449     One potion should never give multiple benefits at once. ]]>
3450     </use>
3451     <attribute arch="level" editor="potion level" type="int">
3452     If the potion contains a spell, the spell is cast at this level.
3453     For other potions it should be set at least to 1.
3454     </attribute>
3455     <attribute arch="sp" editor="spell" type="spell">
3456     When a player drinks this potion, the selected spell
3457     will be casted (once). This should work for any given spell.
3458     E.g. heal is "sp 35", magic power is "sp 67".
3459     </attribute>
3460     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3461     There are two types of special effects for potions:
3462     'life restoration' - restore the player's stats lost by death or draining
3463     (this has nothing in common with the restoration spell!)
3464 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3465 root 1.1 by a very small amount.
3466     </attribute>
3467     <attribute arch="cursed" editor="cursed" type="bool">
3468     If a potion is cursed, benefits generally turn into penalties.
3469     Note that potions can be "uncursed" by praying over an altar,
3470     with relative ease. *But* the potion must be identified to notice
3471     that it is cursed &gt;:)
3472     </attribute>
3473     <attribute arch="startequip" editor="godgiven item" type="bool">
3474     A godgiven item vanishes as soon as the player
3475     drops it to the ground.
3476     </attribute>
3477 elmex 1.29 &player_stat_resist_sections;
3478 root 1.1 </type>
3479    
3480     <!--####################################################################-->
3481     <type number="156" name="Power Crystal">
3482     <description><![CDATA[
3483     Power crystals can store a player's mana:
3484     When the player applies the crystal with full mana, half of
3485     it flows into the crystal. When the player applies it with
3486     lacking mana, the crystal replenishes the player's mana. ]]>
3487     </description>
3488     <attribute arch="sp" editor="initial mana" type="int">
3489     &lt;initial mana&gt; is the amount of spellpoints that the
3490     crystal holds when the map is loaded.
3491     </attribute>
3492     <attribute arch="maxsp" editor="mana capacity" type="int">
3493     The &lt;mana capacity&gt; defines how much mana can be stored
3494     in the crystal. This is what makes the crystal interesting.
3495     Wizard-players will always seek for crystals with large
3496     capacities.
3497     </attribute>
3498     </type>
3499    
3500     <!--####################################################################-->
3501     <type number="13" name="Projectile">
3502     <description><![CDATA[
3503     Projectiles like arrows/crossbow bolts are used as ammunition
3504     for shooting weapons.
3505     <br><br>
3506     It's very easy to add new pairs of weapons &amp; projectiles.
3507     Just set matching &lt;ammunition class&gt; both for shooting
3508     weapon and projectile. ]]>
3509     </description>
3510     <use><![CDATA[
3511     If you want to create new kinds of projectiles, you could
3512     add an alchemical receipe to create these.
3513 root 1.3
3514 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3515     they really fullfill a useful purpose. In fact, even bows
3516     and crossbows are rarely ever used. ]]>
3517     </use>
3518     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3519     This number is a bitmask, specifying the projectile's attacktypes.
3520     Attacktypes are: physical, magical, fire, cold.. etc.
3521     This works identical to melee weapons. Note that shooting
3522     weapons cannot have attacktypes.
3523     </attribute>
3524     <attribute arch="race" editor="ammunition class" type="string">
3525     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3526     these projectiles. For arrows set "arrows", for crossbow bolts
3527     set "crossbow bolts" (big surprise).
3528 root 1.3
3529 root 1.1 In certain cases, the ammunition class is displayed in the game.
3530     Hence, when you create a new ammunition class, choose an
3531     intuitive name like "missiles", "spirit bolts" - whatever.
3532 root 1.3
3533 root 1.1 You can also make special containers holding these projectiles
3534     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3535     </attribute>
3536     <attribute arch="slaying" editor="slaying race" type="string">
3537     Slaying means the weapon does tripple (3x) damage to monsters
3538     of the specified race. If &lt;slaying race&gt; matches an arch name,
3539     only monsters of that archtype receive tripple damage.
3540     Tripple damage is very effective.
3541     </attribute>
3542     <attribute arch="dam" editor="damage" type="int">
3543     The projectile &lt;damage&gt; significantly affects the damage
3544     done. Damage can be further increased by the shooting
3545     weapon's attributes.
3546     </attribute>
3547     <attribute arch="wc" editor="weaponclass" type="int">
3548     This value is supposed to be the base &lt;weaponclass&gt;,
3549     but it seems to have rather little effect.
3550     High values are good here, low values bad.
3551     </attribute>
3552     <attribute arch="food" editor="chance to break" type="int">
3553     The &lt;chance to break&gt; defines the breaking probability when this
3554     projectile hits an obstacle, e.g. wall or monster.
3555     The value is the %-chance to break, ranging from 0 (never breaking)
3556     to 100 (breaking at first shot).
3557     </attribute>
3558     <attribute arch="magic" editor="magic bonus" type="int">
3559     Magic bonus increases chance to hit and damage a little bit.
3560     </attribute>
3561     <attribute arch="unique" editor="unique item" type="bool">
3562     Unique items exist only one time on a server. If the item
3563     is taken, lost or destroyed - it's gone for good.
3564     </attribute>
3565     <attribute arch="startequip" editor="godgiven item" type="bool">
3566     A godgiven item vanishes as soon as the player
3567     drops it to the ground.
3568     </attribute>
3569     <attribute arch="no_drop" editor="don't drop" type="bool">
3570     When a monster carries a projectile with &lt;don't drop&gt;,
3571     this item will never drop to the ground but
3572     vanish instead. If this object is shot, it can still drop
3573     after hitting an obstacle. You can prevent this by
3574     setting &lt;chance to break&gt; 100.
3575     </attribute>
3576     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3577     This text may describe the projectile. This
3578     could be nice for very special ones.
3579     </attribute>
3580     </type>
3581    
3582     <!--####################################################################-->
3583     <type number="70" name="Ring">
3584     <import_type name="Amulet" />
3585     <description><![CDATA[
3586     Rings are worn on the hands - one ring each.
3587     Wearing rings, the object's stats will directly be inherited to
3588     the player. Usually enhancing his spellcasting potential. ]]>
3589     </description>
3590     <use><![CDATA[
3591     When you create an artifact ring, never forget that players can
3592     wear <B>two</B> rings! Due to that it is extremely important to
3593     keep rings in balance with the game.
3594     <br><br>
3595     Also keep in mind that rings are generally the wizard's tools.
3596     They should primarily grant bonuses to spellcasting abilities
3597     and non-physical resistances. ]]>
3598     </use>
3599     </type>
3600    
3601     <!--####################################################################-->
3602     <type number="3" name="Rod">
3603     <ignore>
3604     <attribute arch="title" />
3605     </ignore>
3606     <description><![CDATA[
3607     A rod contains a spell. The player can use this spell by applying and
3608     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3609     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3610     used endlessly. ]]>
3611     </description>
3612     <use><![CDATA[
3613     Rods with healing/curing spells are extremely powerful. Usually, potions have
3614     to be used for that purpose. Though, potions are expensive and only good for
3615     one-time-use.<br> ]]>
3616     </use>
3617     <attribute arch="sp" editor="spell" type="spell">
3618     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3619     rods to players, since they can be used endlessly without any mana cost!
3620     Rods with heal/ restoration/ protection spells, IF available, MUST be
3621     very very VERY hard to get!
3622     </attribute>
3623     <attribute arch="level" editor="casting level" type="int">
3624     The casting level of the &lt;spell&gt; determines it's power.
3625     For attack spells, level should be set to something reasonable.
3626     </attribute>
3627     <attribute arch="hp" editor="initial spellpoints" type="int">
3628     This value represents the initial amount of spellpoints in the rod.
3629     Naturally, this is quite unimportant.
3630     </attribute>
3631     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3632     When the rod is fully charged up, it will hold this maximum amount of
3633     spellpoints. Make sure it is enough to cast the contained spell at least
3634     once. But don't set the value too high, as that might make the rod
3635     too effective.
3636     </attribute>
3637     <attribute arch="startequip" editor="godgiven item" type="bool">
3638     A godgiven item vanishes as soon as the player
3639     drops it to the ground.
3640     </attribute>
3641     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3642     This text may contain a description of the rod.
3643     </attribute>
3644     </type>
3645    
3646     <!--####################################################################-->
3647     <type number="154" name="Rune">
3648     <ignore>
3649     <attribute arch="no_pick" />
3650     <attribute arch="title" />
3651     <attribute arch="name_pl" />
3652     <attribute arch="weight" />
3653     <attribute arch="value" />
3654     <attribute arch="material" />
3655     <attribute arch="unpaid" />
3656     </ignore>
3657     <description><![CDATA[
3658 root 1.3 A rune is a magical enscription on the dungeon floor.
3659 root 1.1 <br><br>
3660     Runes hit any monster or person who steps on them for 'dam' damage in
3661     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3662     and will cast this spell when it detonates. Yet another kind is the
3663     "summoning rune", summoning predefined monsters of any kind, at detonation.
3664     <br><br>
3665     Many runes are already defined in the archetypes. ]]>
3666     </description>
3667     <use><![CDATA[
3668     Avoid monsters stepping on your runes. For example, summoning runes
3669     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3670     </use>
3671     <attribute arch="no_pick" value="1" type="fixed" />
3672 root 1.9 &move_on;
3673 root 1.1 <attribute arch="level" editor="rune level" type="int">
3674     This value sets the level the rune will cast the spell it contains at,
3675     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3676 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3677    
3678 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3679     how much experience the player gets for doing so. Beware: High level
3680     runes can be quite a cheap source of experience! So either make them
3681     tough, or keep the level low.
3682     </attribute>
3683     <attribute arch="Cha" editor="visibility" type="int">
3684     This value determines what fraction of the time the rune is visible:
3685     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3686     how easily the rune may be found.
3687     </attribute>
3688     <attribute arch="hp" editor="number of charges" type="int">
3689     The rune will detonate &lt;number of charges&gt; times before disappearing.
3690     </attribute>
3691     <attribute arch="dam" editor="direct damage" type="int">
3692     &lt;direct damage&gt; specifies how much damage is done by the rune,
3693     if it doesn't contain a spell. This should be set in reasonable
3694 root 1.3 relation to the rune's level.
3695 root 1.1 </attribute>
3696     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3697     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3698     attribute defines what attacktype to use for direct damage when
3699     the rune detonates.
3700     </attribute>
3701     <section name="spellcraft">
3702     <attribute arch="sp" editor="spell" type="spell">
3703     The selected &lt;spell&gt; defines the spell in the rune, if any.
3704     (Many runes do direct damage).
3705     </attribute>
3706     <attribute arch="slaying" editor="spell name" type="string">
3707     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3708     but if present, overrides the &lt;spell&gt; setting.
3709     </attribute>
3710     <attribute arch="other_arch" editor="spell arch" type="string">
3711     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3712     is optional, but if present, overrides the &lt;spell&gt; setting.
3713     You can choose any of the existing arches.
3714     </attribute>
3715     <attribute arch="maxsp" editor="direction" type="list_direction">
3716     If set, the rune will cast it's containing spell (if any) in
3717     this &lt;direction&gt;.In most cases this appears useless because
3718     the spell directly hits the player.
3719     </attribute>
3720     <attribute arch="race" editor="summon monster" type="string">
3721     If this is set to the arch name of any monster, together with
3722     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3723     of those on detonation. (dam and attacktype will still be ignored
3724     in this case). Runes are even capable of summoning multi-square
3725     monsters, given enough space. You'd better test it though.
3726     </attribute>
3727     <attribute arch="maxhp" editor="summon amount" type="int">
3728     This should only be set to a summoning rune. It will then summon
3729     that many creatures of the kind &lt;summon monster&gt;.
3730     </attribute>
3731     </section>
3732     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3733     When the rune detonates, this text is displayed to the
3734     victim. For especially powerful runes, create an appropriate
3735     thrilling description. ;)
3736     </attribute>
3737     </type>
3738    
3739     <!--####################################################################-->
3740     <type number="106" name="Savebed">
3741     <ignore>
3742     <ignore_list name="non_pickable" />
3743     </ignore>
3744     <description><![CDATA[
3745     When the player applies a savebed, he is not only saved. Both his
3746     respawn-after-death and his word-of-recall positions are pointing
3747     to the last-applied savebed. ]]>
3748     </description>
3749     <use><![CDATA[
3750     Put savebed locations in towns, do not put them into dungeons.
3751     It is absolutely neccessary that a place with savebeds is 100% secure.
3752     That means:
3753     <UL>
3754     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3755     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3756 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3757 root 1.1 players get trapped in a savebed location.
3758     <LI> If possible, mark the whole site as no-spell area (Insert this
3759     arch called "dungeon_magic" everywhere). This is not required,
3760     but it makes the place much more safe.
3761     </UL> ]]>
3762     </use>
3763     <attribute arch="no_pick" value="1" type="fixed" />
3764     <attribute arch="no_magic" value="1" type="fixed" />
3765     <attribute arch="damned" value="1" type="fixed" />
3766     </type>
3767    
3768     <!--####################################################################-->
3769 root 1.3 <type number="111" name="Scroll">
3770     <ignore>
3771     <attribute arch="title" />
3772     </ignore>
3773     <description><![CDATA[
3774     Scrolls contain spells (similar to spell-potions). Unlike potions,
3775     scrolls require a certain literacy skill to read successfully.
3776     Accordingly, for a successful reading, a small amount of
3777     experience is gained. Scrolls allow only one time usage, but
3778     usually they are sold in bulks. ]]>
3779     </description>
3780     <use><![CDATA[
3781     For low level quests, scrolls of healing/curing-spells
3782     can be a nice reward. At higher levels, scrolls become less
3783     and less useful. ]]>
3784     </use>
3785     <attribute arch="level" editor="casting level" type="int">
3786     The spell of the scroll will be casted at this level.
3787     This value should always be set, at least to 1.
3788     </attribute>
3789     <attribute arch="sp" editor="spell" type="spell">
3790     When a player/monster applies this scroll, the selected &lt;spell&gt;
3791     will be casted (once). This should work for any given spell.
3792     </attribute>
3793     <attribute arch="startequip" editor="godgiven item" type="bool">
3794     A godgiven item vanishes as soon as the player
3795     drops it to the ground.
3796     </attribute>
3797     </type>
3798    
3799     <!--####################################################################-->
3800     <type number="33" name="Shield">
3801     <import_type name="Amulet" />
3802     <description><![CDATA[
3803     Wearing a shield, the object's stats will directly be inherited to
3804     the player. Shields usually provide good defense, only surpassed
3805     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3806     </description>
3807     <use><![CDATA[
3808     Feel free to create your own special artifacts. However, it is very
3809     important that you keep your artifact in balance with existing maps. ]]>
3810     </use>
3811     <attribute arch="magic" editor="magic bonus" type="int">
3812     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3813     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3814     than direct armour-class bonus on the shield.
3815     </attribute>
3816     </type>
3817    
3818     <!--####################################################################-->
3819 root 1.1 <type number="14" name="Shooting Weapon">
3820     <description><![CDATA[
3821 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
3822 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3823     wielded both at the same time. Like with any other equipment,
3824     stats/bonuses from shooting weapons are directly inherited to the player.
3825     <br><br>
3826     It's very easy to add new pairs of weapons &amp; projectiles.
3827     Just set matching &lt;ammunition class&gt; both for shooting
3828     weapon and projectile. ]]>
3829     </description>
3830     <use><![CDATA[
3831     Shooting weapons should not add bonuses in general. There's already
3832     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3833 elmex 1.17 Shooting weapons should especially not add bonuses to the player
3834 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
3835     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3836     - still crap. ]]>
3837     </use>
3838     <attribute arch="race" editor="ammunition class" type="string">
3839     Only projectiles with matching &lt;ammunition class&gt; can be fired
3840     with this weapon. For normal bows set "arrows", for normal
3841     crossbows set "crossbow bolts".
3842 root 1.3
3843 root 1.1 In certain cases, the ammunition class is displayed in the game.
3844     Hence, when you create a new ammunition class, choose an
3845     intuitive name like "missiles", "spirit bolts" - whatever.
3846     </attribute>
3847     <attribute arch="sp" editor="shooting speed" type="int">
3848     After shooting a projectile, the player is frozen for a short
3849     period of time (to prevent shooting arrows machine-gun-like).
3850     The greater &lt;shooting speed&gt;, the shorter this period of time.
3851     1 is minimum (=worst) and 100 is maximum (=best) value.
3852 root 1.3
3853 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3854     SET IT TO ZERO! (That would freeze the player for eternety).
3855     </attribute>
3856     <attribute arch="dam" editor="base damage" type="int">
3857     The &lt;base damage&gt; significantly affects the damage done
3858     by using this weapon. This damage is added to the projectile
3859     damage and then (if &lt;ignore strength&gt; disabled) a bonus
3860     according to the player's strength is added.
3861     </attribute>
3862     <attribute arch="wc" editor="weaponclass" type="int">
3863     This value is supposed to be the base &lt;weaponclass&gt;,
3864     but it seems to have rather little effect.
3865     High values are good here, low values bad.
3866     </attribute>
3867     <attribute arch="item_power" editor="item power" type="int">
3868     The &lt;item power&gt; value measures how "powerful" an artifact is.
3869     Players will only be able to wear equipment with a certain total
3870     amount of &lt;item power&gt;, depending on their own level. This is the
3871     only way to prevent low level players to wear "undeserved" equipment
3872     (like gifts from other players or cheated items).
3873 root 1.3
3874 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
3875     for every artifact you create! If zero/unset, the CF server will
3876     calculate a provisional value at runtime, but this is never
3877     going to be an accurate measurement of &lt;item power&gt;.
3878     </attribute>
3879     <attribute arch="no_strength" editor="ignore strength" type="bool">
3880     Usually the player's strentgh takes effect on the damage
3881     done by the shooting weapon. If &lt;ignore strength&gt; is set,
3882     the player's strength is ignored.
3883     </attribute>
3884     <attribute arch="damned" editor="damnation" type="bool">
3885     A damned shooting weapon cannot be unwielded unless
3886     the curse is removed. Removing damnations is
3887     a tick harder than removing curses.
3888     </attribute>
3889     <attribute arch="cursed" editor="curse" type="bool">
3890     A cursed shooting weapon cannot be unwielded unless
3891     the curse is removed.
3892     </attribute>
3893     <attribute arch="unique" editor="unique item" type="bool">
3894     Unique items exist only one time on a server. If the item
3895     is taken, lost or destroyed - it's gone for good.
3896     </attribute>
3897     <attribute arch="startequip" editor="godgiven item" type="bool">
3898     A godgiven item vanishes as soon as the player
3899     drops it to the ground.
3900     </attribute>
3901     <section name="stats">
3902     <attribute arch="Str" editor="strength" type="int">
3903     The player's strentgh will rise/fall by the given value
3904     while wearing this shooting weapon.
3905     </attribute>
3906     <attribute arch="Dex" editor="dexterity" type="int">
3907     The player's dexterity will rise/fall by the given value
3908     while wearing this shooting weapon.
3909     </attribute>
3910     <attribute arch="Con" editor="constitution" type="int">
3911     The player's constitution will rise/fall by the given value
3912     while wearing this shooting weapon.
3913     </attribute>
3914     <attribute arch="Int" editor="intelligence" type="int">
3915     The player's intelligence will rise/fall by the given value
3916     while wearing this shooting weapon.
3917     </attribute>
3918     <attribute arch="Pow" editor="power" type="int">
3919     The player's power will rise/fall by the given value
3920     while wearing this shooting weapon.
3921     </attribute>
3922     <attribute arch="Wis" editor="wisdom" type="int">
3923     The player's wisdom will rise/fall by the given value while
3924     wearing this shooting weapon.
3925     </attribute>
3926     <attribute arch="Cha" editor="charisma" type="int">
3927     The player's charisma will rise/fall by the given value
3928     while wearing this shooting weapon.
3929     </attribute>
3930     </section>
3931     <section name="bonus">
3932     <attribute arch="luck" editor="luck bonus" type="int">
3933     With positive luck bonus, the player is more likely to
3934     succeed in all sorts of things (spellcasting, praying,...).
3935     Unless the &lt;luck bonus&gt; is very high, the effect will be
3936     barely visible in-game. Luck bonus on one piece of equipment
3937     should never exceed 3, and such bonus should not be too
3938     frequently available.
3939     </attribute>
3940     <attribute arch="magic" editor="magic bonus" type="int">
3941     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3942     I'm not sure what exactly is increased - maybe weaponclass?
3943     However, &lt;magic bonus&gt; seems to have a little bit of positive
3944     influence on your chance to hit.
3945     </attribute>
3946     </section>
3947     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3948     This text describes the weapons's "story". Every decent artifact weapon
3949     should have such a description.
3950     </attribute>
3951     </type>
3952    
3953     <!--####################################################################-->
3954     <type number="68" name="Shop Floor">
3955     <ignore>
3956     <ignore_list name="non_pickable" />
3957     </ignore>
3958     <description><![CDATA[
3959     Shop floor is used for shops. It acts like a combination of the
3960     common floor- and the treasure type: When the map is loaded,
3961     randomitems (depending on the setings) are generated on it.
3962     These items are all flagged as unpaid.
3963     When a player drops an item onto shop floor, the item becomes
3964     unpaid and the player receives payment according to the item's
3965     selling-value.
3966     Shopfloor always prevents magic (To hinder players from burning
3967     or freezing the goods). ]]>
3968     </description>
3969     <use><![CDATA[
3970     Tile your whole shop-interior space which shop floor.
3971     (That assures players receive payment for dropping items).
3972     Place shop mats to enter/leave the shop, and make sure
3973     there is no other exit than the shop mat. ]]>
3974     </use>
3975     <attribute arch="is_floor" value="1" type="fixed" />
3976     <attribute arch="no_pick" value="1" type="fixed" />
3977     <attribute arch="no_magic" value="1" type="fixed" />
3978     <attribute arch="auto_apply" editor="generate goods" type="bool">
3979     If enabled, items will appear on this square when the map is loaded.
3980     You need to specify a &lt;treasurelist&gt; to define what kinds of items
3981     are generated. The items will be unpaid.
3982     </attribute>
3983     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3984     This entry determines what kind of treasure will appear, when
3985     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3986     for details about existing treasurelists.
3987     </attribute>
3988     <attribute arch="exp" editor="quality level" type="int">
3989     The &lt;quality level&gt; will be used for the quality of the generated
3990     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3991     doesn't need to be set, unless you want extraordinarily good/bad
3992     quality. If you want to make a shop with very high quality, meaybe
3993     charge an entrance fee, or make the shop hard-to-come-by.
3994     Note that &lt;quality level&gt; mainly affects chance of magic bonus
3995     and appearance of artifact-items.
3996     </attribute>
3997     <attribute arch="damned" editor="no prayers" type="bool">
3998     If enabled, it is impossible for players to use prayers
3999     on that spot. It also prevents players from saving.
4000     (Remember that &lt;no magic&gt; is always set for shop floors.)
4001     </attribute>
4002     </type>
4003    
4004     <!--####################################################################-->
4005     <type number="69" name="Shop Mat">
4006     <ignore>
4007     <ignore_list name="non_pickable" />
4008     </ignore>
4009     <description><![CDATA[
4010     Shop mats are used for entering/leaving shops. You should always
4011     have exactly TWO shop mats on your shop-map: One inside the
4012     "shopping-area" and one outside. Shop mats don't use exit paths/
4013     or -destinations. When stepping onto a shopmat the player gets beamed
4014     to the nearest other mat. If the player has unpaid items in his
4015     inventory, the price gets charged from his coins automatically.
4016     If the player has insufficient coins to buy his unpaid items, he
4017     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4018     </description>
4019     <use><![CDATA[
4020     As stated above, always place TWO shop mats into your shop.
4021     Not more and not less than that. ]]>
4022     </use>
4023     <attribute arch="no_pick" value="1" type="fixed" />
4024 root 1.9 &move_on;
4025 root 1.1 </type>
4026    
4027     <!--####################################################################-->
4028     <type number="98" name="Sign &amp; MagicMouth">
4029     <ignore>
4030     <ignore_list name="non_pickable" />
4031     </ignore>
4032     <description><![CDATA[
4033     The purpose of a sign or magic_mouth is to display a certain message to
4034     the player. There are three ways to have the player get this message:
4035     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4036     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4037     </description>
4038     <use><![CDATA[
4039     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4040     some true roleplay feeling to your maps, support your storyline or give
4041     hints about hidden secrets/dangers. Place signs to provide the player
4042     with all kinds of useful information for getting along in your maps. ]]>
4043     </use>
4044     <attribute arch="connected" editor="connection" type="int">
4045     When a connection value is set, the message will be printed whenever
4046     the connection is triggered. This should be used in combination with
4047     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4048     If activating your magic_mouth this way, the message will not only be
4049     printed to one player, but all players on the current map.
4050     </attribute>
4051 elmex 1.16 &activate_on;
4052 root 1.9 &move_on;
4053 root 1.1 <attribute arch="food" editor="counter" type="int">
4054     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4055     (printing the message) only that many times. For signs this really shouldn't
4056     be used, while for magic_mouths it is extremely helpful.
4057     Monsters walking over the magic_mouth do not decrease the counter.
4058 root 1.3
4059 root 1.1 Often, you might want to have a message displayed only one time. For example:
4060     The player enters your map and you put a magic_mouth to tell him about the
4061     monsters and how dangerous they look and all. Later, when all the monsters
4062     are killed and the player leaves the map, displaying the same message a
4063     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4064     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4065     </attribute>
4066     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4067     This text will be displayed to the player.
4068     </attribute>
4069     </type>
4070    
4071 elmex 1.23 <type number="150" name="Shop Inventory">
4072     <ignore>
4073     <ignore_list name="non_pickable" />
4074     </ignore>
4075     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4076     </description>
4077     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4078     </use>
4079     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4080     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4081     the map that will be searched for unpaid items.
4082     </attribute>
4083     </type>
4084    
4085 root 1.1 <!--####################################################################-->
4086     <type number="43" name="Skill">
4087     <ignore>
4088     <ignore_list name="system_object" />
4089     </ignore>
4090     <description><![CDATA[
4091     Skills are objects which exist in the player/monster inventory.
4092     Both NPC/monsters and players use the same skill archetypes. Not all skills
4093     are enabled for monster use however. ]]>
4094     </description>
4095     <use><![CDATA[
4096     For mapmaking, Skill objects serve two purposes:
4097     <p>First, the predefined skill archtypes (in the 'skills' directory)
4098     can be seen as the global skill definitions. A skill which doesn't
4099     exists as an archtype cannot be learned or used by players. When you
4100     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4101     of defined skill archtypes, because those strings are used as a reference in
4102     many skill-related objects.
4103     </p><p>
4104     Secondly, in order to enable monsters to use skills, you will need to
4105     copy default skill archtypes into the monsters' inventories.
4106     You can even customize the skills by changing stats. It is not
4107     recommended however, to use skills in your maps which are totally
4108     unrelated to any predefined skill archtype.</p> ]]>
4109     </use>
4110     <attribute arch="invisible" value="1" type="fixed" />
4111     <attribute arch="no_drop" value="1" type="fixed" />
4112     <attribute arch="skill" editor="skill name" type="string">
4113     The &lt;skill name&gt; is used for matchings. When a usable
4114     object has an identical &lt;skill name&gt;, players
4115     (or monsters) will need this skill to apply/use the object.
4116     </attribute>
4117     <attribute arch="expmul" editor="exp multiplier" type="float">
4118     This is the ratio of experience the players total should increase by
4119     when this skill is used. If this is zero, then experience only goes to
4120     to the skill. Values higher than 1 are allowed. Note that experience
4121     rewarded to the players total is in addition to that given to the
4122     skill. Eg, if player should get 500 exp for using a skill, and
4123     expmul is 1, the player will get 500 added to that skill as well as
4124     500 to their total.
4125     </attribute>
4126     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4127     The &lt;skill type&gt; defines the base functionality of the skill.
4128     Skill types are hardcoded in the Crossfire server. It isn't hard to
4129     create new skill types, but it requires a bit of server-coding.
4130     </attribute>
4131     <attribute arch="level" editor="level" type="int">
4132     </attribute>
4133     <attribute arch="exp" editor="experience" type="int">
4134     </attribute>
4135     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4136     The &lt;is native skill&gt; flag has an effect only when this
4137     skill object is placed in the inventory of a monster (or player).
4138     If it is set, the monster or player knows the skill natively, which
4139     means he does not need a skill tool to use it.
4140     </attribute>
4141     </type>
4142    
4143     <!--####################################################################-->
4144     <type number="130" name="Skill Scroll">
4145     <description><![CDATA[
4146     By reading a skill scroll, a player has a chance to learn the
4147     contained skill. ]]>
4148     </description>
4149     <use><![CDATA[
4150     Skill scrolls are very much sought for by players. Currently,
4151     all skill scrolls are sold in shops randomly, which is in fact not
4152     a good system. It would be nice to have some cool quests with
4153     skill scrolls rewarded at the end. ]]>
4154     </use>
4155     <attribute arch="race" value="scrolls" type="fixed" />
4156     <attribute arch="skill" editor="skill name" type="string">
4157     The &lt;skill name&gt; matches the skill object that can
4158     be learned from this scroll.
4159     </attribute>
4160     </type>
4161    
4162     <!--####################################################################-->
4163     <type number="21" name="Special Key">
4164     <ignore>
4165     <attribute arch="material" />
4166     </ignore>
4167     <description><![CDATA[
4168     When carrying the appropriate special key, a locked door can
4169     be opened. The key will dissapear.
4170     <br><br>
4171     This object-type can also be used for "passport"-like items:
4172     When walking onto an invetory checker, a gate for example might
4173     get opened. The "passport" will stay in the player's inventory. ]]>
4174     </description>
4175     <use><![CDATA[
4176     How to make a "passport": You take the special key arch
4177     (archetype name is "key2"), set the face to something like
4178     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4179     certainly must match with the appropiate inventory checker.
4180     <br><br>
4181     Of course you can be creative with names and faces of
4182     key-objects. A "mysterious crystal" or a "big dragon claw"
4183     (with appropriate faces) appear more interesting than just
4184     a "strange key", or "passport". ]]>
4185     </use>
4186     <attribute arch="slaying" editor="key string" type="string">
4187     This string must be identical with the &lt;key string&gt; in the
4188     locked door, then it can be unlocked. It can also be used
4189     to trigger inventory checkers.
4190     </attribute>
4191     <attribute arch="material" editor="material" type="bitmask_material">
4192     For Special Keys, material should always be unset or set
4193     to Adamantite. This prevents the key from getting
4194     burned or otherwise destroyed.
4195     </attribute>
4196     <attribute arch="unique" editor="unique item" type="bool">
4197     Unique items exist only one time on a server. If the item
4198     is taken, lost or destroyed - it's gone for good.
4199 root 1.3
4200 root 1.1 This can be used if you want to sell apartments on your
4201     map: Simply sell a unique passport/key, and place
4202     an inventory checker at the entrance of your apartment.
4203     </attribute>
4204     <attribute arch="startequip" editor="godgiven item" type="bool">
4205     A godgiven item vanishes as soon as the player
4206     drops it to the ground.
4207     </attribute>
4208     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4209     This will add a description to the object. The player can read
4210     this text by clicking on the item in his inventory. Use this
4211     message to describe what the key/passport is good for. A player
4212     might have 50 different keys on his key-ring. Don't expect
4213     players to recall their purpose just by their names.
4214     </attribute>
4215     </type>
4216    
4217     <!--####################################################################-->
4218     <type number="101" name="Spell">
4219     <ignore>
4220     <ignore_list name="system_object" />
4221     </ignore>
4222     <description><![CDATA[
4223     Spell objects define a spell. When a spell is put in a spellbook,
4224     players can learn it by reading the book. Once learned, players
4225     can use the spell as often as they like. With increasing skill level
4226     of the player, spells may gain power but also increase cost.<br>
4227     Monsters can use spells which are put in their inventory (provided
4228     that certain "enabling" settings are correct). The monster's
4229     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4230     </description>
4231     <use><![CDATA[
4232     A lot of the spells' settings can be tuned and customized.
4233     When creating new spells which are accessible to players, it is
4234     important to think about balance. A single spell which is too
4235     powerful and/or too easy to use can eventually toss the whole skill
4236     and magic school system out of whack. Testing new spells is
4237     quite important therefore. ]]>
4238     </use>
4239     <attribute arch="no_drop" value="1" type="fixed" />
4240     <attribute arch="invisible" value="1" type="fixed" />
4241     <attribute arch="skill" editor="skill name" type="string">
4242     The &lt;skill name&gt; matches the skill which is needed
4243     to cast this spell. This should be one out of "sorcery",
4244     "pyromancy", "evocation", "summoning" or "praying".
4245     If you want to fiddle with these, please take care not
4246     to upset the concept and balance of the various skills.
4247     </attribute>
4248     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4249     The &lt;spell type&gt; defines the basic type of spell.
4250     Some of these types are of a more generic nature than others.
4251     </attribute>
4252     <attribute arch="level" editor="spell level" type="int">
4253     </attribute>
4254     <attribute arch="casting_time" editor="casting time" type="int">
4255     </attribute>
4256     <attribute arch="duration" editor="duration" type="int">
4257     </attribute>
4258     <attribute arch="other_arch" editor="create object" type="string">
4259     </attribute>
4260     <attribute arch="sp" editor="cost spellpoints" type="int">
4261     </attribute>
4262     <attribute arch="grace" editor="cost grace" type="int">
4263     </attribute>
4264     <attribute arch="maxsp" editor="double cost per level" type="int">
4265     </attribute>
4266     </type>
4267    
4268     <!--####################################################################-->
4269     <type number="85" name="Spellbook">
4270     <description><![CDATA[
4271     By reading a spellbook, the player has a chance of learning the
4272     contained spell. Once learned from a book, the spell is available
4273     forever. Spellbooks with high level spells require some skill-level
4274     to read.<br><br>
4275     You can create widely customized spells only by adjusting the
4276     spell object in the spellbooks inventory. Refer to the description
4277     of spell objects for detailed information how to customize spells.<br>
4278     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4279     with a compilation of spells that the book may contain. ]]>
4280     </description>
4281     <use><![CDATA[
4282     Don't put any of the godgiven spells into a spellbook! These are
4283     reserved for the followers of the appropriate cults. Handing them
4284     out in a spellbook would violate the balance between different religions.
4285     <br><br>
4286     Note that there is no fundamental difference between the spellbooks
4287     of varying schools (pyromancy, sorcery, evocation, summoning, and
4288     even praying). The difference lies only in the spells they contain.
4289     It is up to you, the mapmaker, to pick the right type of book
4290     for your spells. ]]>
4291     </use>
4292     <attribute arch="skill" value="literacy" type="fixed" />
4293     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4294     There are two ways to put spells into a spellbook:
4295     1. Put a spell object in the books inventory. In this case,
4296     treasurelist must be set to &lt;none&gt;.
4297     2. Choose a treasurelist which contains spells.
4298     In that way, a spell will be chosen randomly from the list.
4299     </attribute>
4300     <attribute arch="startequip" editor="godgiven item" type="bool">
4301     A godgiven item vanishes as soon as the player
4302     drops it to the ground.
4303     </attribute>
4304     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4305     This text may contain a nice description
4306     of the spellbook's cover or something.
4307     </attribute>
4308     </type>
4309    
4310     <!--####################################################################-->
4311     <type number="90" name="Spinner">
4312     <ignore>
4313     <ignore_list name="non_pickable" />
4314     </ignore>
4315     <description><![CDATA[
4316     Spinners change the direction of spell objects and other projectiles
4317     that fly past. Unlike directors, it does make a difference from what
4318     angle you shoot into the spinner. The direction of objects flying past
4319     is always changed by a certain degree. ]]>
4320     </description>
4321     <use><![CDATA[
4322     Spinners are very rarely used. I believe they are quite
4323     confusing and pointless. The only use I can think of is building
4324     some puzzle about where to shoot into spinners to shoot somewhere you
4325     otherwise couldn't.
4326 root 1.3
4327 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4328     projectiles from magic walls don't get to fly in loops. ]]>
4329     </use>
4330     <attribute arch="sp" editor="direction number" type="int">
4331     The spinner will change the direction of flying objects by
4332     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4333     positive values counter clockwise.
4334 root 1.3
4335 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4336     </attribute>
4337 root 1.9 &move_on;
4338 root 1.1 </type>
4339    
4340     <!--####################################################################-->
4341     <type number="138" name="Swamp">
4342     <ignore>
4343     <ignore_list name="non_pickable" />
4344     </ignore>
4345     <description><![CDATA[
4346     Swamp areas show a special behaviour:
4347     When a player stands still on a swamp-square for too long,
4348     he will start to sink in and eventually drown and die.
4349     Items dropped on the swamp sink in and dissapear.
4350     Players with knowledge of the woodsman skill are a lot less likely
4351     to die in the swamp. ]]>
4352     </description>
4353     <attribute arch="is_floor" value="1" type="fixed" />
4354     <attribute arch="is_wooded" value="1" type="fixed" />
4355     <attribute arch="speed" editor="drowning speed" type="float">
4356     The higher the &lt;drowning speed&gt;, the faster will players and items
4357     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4358     and unexpected death-trap. Players should get a warning before such areas.
4359     </attribute>
4360 root 1.12 &speed_left;
4361 root 1.9 &move_on;
4362     &movement_types_terrain;
4363 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4364     If enabled, it is impossible for players to use (wizard-)
4365     spells on that spot.
4366     </attribute>
4367     <attribute arch="damned" editor="no prayers" type="bool">
4368     If enabled, it is impossible for players to use prayers
4369     on that spot. It also prevents players from saving.
4370     </attribute>
4371     </type>
4372    
4373     <!--####################################################################-->
4374     <type number="41" name="Teleporter">
4375     <ignore>
4376     <ignore_list name="non_pickable" />
4377     </ignore>
4378     <description><![CDATA[
4379     When the player walks into a teleporter, he is transferred to a
4380     different location. The main difference to the object-type exit
4381     is the possibility to have teleporters connected to levers/buttons/etc.
4382     Sometimes teleporters are activated even against the players will.
4383     <br><br>
4384     Unlike exits, teleporters can also transfer items and
4385     monsters to different locations on the same map. ]]>
4386     </description>
4387     <use><![CDATA[
4388     When creating maps, I guess sooner or later you'll want to have
4389     an invisible teleporter. If using "invisible 1", the teleporter
4390     can still be discovered with the show_invisible spell. And in
4391     some cases you can't place it under the floor to prevent this.
4392     <br><br>
4393     Fortunately, there is a cool trick to make a perfectly invisible
4394     teleporter: You simply add teleporter functionality to the floor
4395     itself. That means: You take the floor arch (e.g. "flagstone"),
4396     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4397     </use>
4398     <attribute arch="slaying" editor="exit path" type="string">
4399     The exit path specifies the map that the player is transferred to.
4400     &lt;exit path&gt; can be an absolute path, beginning with '/'
4401     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4402     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4403     for example I could use the relative path "Fire1"). Use relative
4404     paths whenever possible! Note that upper/lower case must always be
4405     set correctly. However, please use lower case only.
4406 root 1.3
4407 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4408     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4409     monsters and items. In this case, the destined map is automatically
4410     the same map the teleporter is on.
4411     </attribute>
4412     <attribute arch="hp" editor="destination X" type="int">
4413     The exit destinations define the (x, y)-coordinates where the exit
4414     leads to.
4415 root 1.3
4416 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4417     get teleported to another, randomly chosen teleporter on the same
4418     map (Slightly confusing for the player though). Make sure there
4419     actually *is* a second one in that case.
4420 root 1.3
4421 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4422     be transferred to the "default enter location" of the destined map.
4423     The latter can be set in the map-properties as "Enter X/Y". Though,
4424     please DO NOT use that. It turned out to be a source for numerous
4425     map-bugs.
4426     </attribute>
4427     <attribute arch="sp" editor="destination Y" type="int">
4428     The exit destinations define the (x, y)-coordinates where the exit
4429     leads to.
4430 root 1.3
4431 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4432     get teleported to another, randomly chosen teleporter on the same
4433     map (Slightly confusing for the player though). Make sure there
4434     actually *is* a second one in that case.
4435 root 1.3
4436 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4437     be transferred to the "default enter location" of the destined map.
4438     The latter can be set in the map-properties as "Enter X/Y". Though,
4439     please DO NOT use that. It turned out to be a source for numerous
4440     map-bugs.
4441     </attribute>
4442     <attribute arch="connected" editor="connection" type="int">
4443     If a connection value is set, the teleporter will be activated
4444     whenever the connection is triggered. To use this properly,
4445     &lt;activation speed&gt; must be zero.
4446     </attribute>
4447 elmex 1.16 &activate_on;
4448 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4449     If the &lt;activation speed&gt; is nonzero, the teleporter will
4450     automatically be activated in regular time-intervals. Hence, the
4451     player can just step on it and gets teleported sooner or later.
4452     The duration between two activates depends on the given value.
4453 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4454    
4455 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4456     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4457     </attribute>
4458 root 1.12 &speed_left;
4459 root 1.1 </type>
4460    
4461     <!--####################################################################-->
4462 root 1.3 <type number="26" name="Timed Gate">
4463     <ignore>
4464     <ignore_list name="non_pickable" />
4465     </ignore>
4466     <description><![CDATA[
4467     Gates play an important role in Crossfire. Gates can be opened
4468     by activating a button/trigger, by speaking passwords (-> magic_ear)
4469     or carrying special key-objects (-> inventory checker).
4470     Unlike locked doors, gates can get shut again after a player has
4471     passed, which makes them more practical in many cases. Unlike normal
4472     gates, timed gates open when triggered but automatically close again
4473     after some time.]]>
4474     </description>
4475     <use><![CDATA[
4476     Use gates to divide your maps into separated areas. After solving
4477     area A, the player gains access to area B, and so on. Make your
4478     maps more complex than "one-way". ]]>
4479     </use>
4480     <attribute arch="no_pick" value="1" type="fixed" />
4481     <attribute arch="connected" editor="connection" type="int">
4482     Whenever the inventory checker is triggered, all objects with identical
4483     &lt;connection&gt; value get activated. This only makes sense together with
4484     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4485     after some time.
4486     </attribute>
4487 elmex 1.16 &activate_on;
4488 root 1.3 <attribute arch="wc" editor="position state" type="int">
4489     The &lt;position state&gt; defines the position of the gate:
4490     Zero means completely open/down, the "number of animation-steps" (usually
4491     about 6 or 7) means completely closed/up state. I suggest you don't
4492     mess with this value - Leave the default in place.
4493     </attribute>
4494 root 1.9 &movement_types_terrain;
4495 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4496     Restricting the use of spells to pass this gate. This has
4497     an effect only if &lt;block view&gt; is disabled.
4498     </attribute>
4499     <attribute arch="damned" editor="restrict prayers" type="bool">
4500     Restricting the use of prayers to pass this door. This has
4501     an effect only if &lt;block view&gt; is disabled.
4502     </attribute>
4503     <attribute arch="hp" editor="open duration" type="int">
4504     Defines the duration the gate remains closed. This only takes effect
4505     if the gate is not connected.
4506     </attribute>
4507     </type>
4508    
4509     <!--####################################################################-->
4510 root 1.1 <type number="155" name="Trap">
4511     <ignore>
4512     <attribute arch="no_pick" />
4513     <attribute arch="title" />
4514     <attribute arch="name_pl" />
4515     <attribute arch="weight" />
4516     <attribute arch="value" />
4517     <attribute arch="material" />
4518     <attribute arch="unpaid" />
4519     </ignore>
4520     <description><![CDATA[
4521     A trap is a object that can either do damage or trigger another connected object
4522 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4523 root 1.1 and generally have either a physical attack or trigger a reaction.
4524     <br><br>
4525     Traps hit any monster or person who steps on them for 'dam' damage in
4526     'attacktype' attacktype and/or trigger a reaction.
4527     <br><br>
4528 root 1.28 Many traps are already defined in the archetypes.]]>
4529 root 1.1 </description>
4530     <use><![CDATA[
4531     Avoid monsters stepping on your traps. For example, a party of orcs setting
4532 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4533 root 1.1 </use>
4534     <attribute arch="no_pick" value="1" type="fixed" />
4535 root 1.9 &move_on;
4536 root 1.3 <attribute arch="level" editor="trap level" type="int">
4537 root 1.1 Level effects how easily a trap may be found and disarmed, and
4538     how much experience the player gets for doing so. Beware: High level
4539     traps can be quite a cheap source of experience! So either make them
4540     tough, or keep the level low.
4541     </attribute>
4542     <attribute arch="Cha" editor="visibility" type="int">
4543     This value determines what fraction of the time the trap is visible:
4544     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4545     how easily the trap may be found.
4546     </attribute>
4547     <attribute arch="hp" editor="number of charges" type="int">
4548     The trap will detonate &lt;number of charges&gt; times before disappearing.
4549     </attribute>
4550     <attribute arch="dam" editor="direct damage" type="int">
4551 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4552     This should be set in reasonable relation to the trap's level.
4553 root 1.1 </attribute>
4554     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4555     This attribute defines what attacktype to use for direct damage when
4556     the trap detonates.
4557     </attribute>
4558     <attribute arch="connected" editor="connection" type="int">
4559     When the trap is detonated, all objects with the same
4560     connection value get activated.
4561     </attribute>
4562     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4563     When the trap detonates, this text is displayed to the
4564     victim. For especially powerful or complex traps, create an appropriate
4565     and thrilling description. ;)
4566     </attribute>
4567     </type>
4568    
4569     <!--####################################################################-->
4570     <type number="95" name="Trapdoor">
4571     <ignore>
4572     <ignore_list name="non_pickable" />
4573     </ignore>
4574     <description><![CDATA[
4575     Trapdoors are very similar to pits. The difference is that they
4576     can not be closed. Instead, the weight of the object on the
4577     trapdoor determines weither it slams the trapdoor open and falls through
4578     or not.<br>
4579     Once a trapdoor has been opened (by a creature or items of sufficient
4580     weight,) it remains open, acting like an opened pit. ]]>
4581     </description>
4582     <use><![CDATA[
4583     Trapdoors should be used in the same fashion as pits:
4584     They should always drop the victims to some kind of lower level. They
4585     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4586     </use>
4587     <attribute arch="no_pick" value="1" type="fixed" />
4588 root 1.9 &move_on;
4589 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4590     This value defines how much weight the trapdoor can hold.
4591     Once items or creatures are gathered on the trapdoor, with
4592     a total weight surpassing this value, then the trapdoor will
4593     open and things start falling through.
4594     </attribute>
4595     <attribute arch="hp" editor="destination X" type="int">
4596     The trapdoor will transport creatures (and items) randomly into
4597     a two-square radius of the destination coordinates.
4598     If the destination square becomes blocked, the trapdoor will act like
4599     being filled up and not work anymore!
4600     </attribute>
4601     <attribute arch="sp" editor="destination Y" type="int">
4602     The trapdoor will transport creatures (and items) randomly into
4603     a two-square radius of the destination coordinates.
4604     If the destination square becomes blocked, the trapdoor will act like
4605     being filled up and not work anymore!
4606     </attribute>
4607     </type>
4608    
4609     <!--####################################################################-->
4610     <type number="4" name="Treasure">
4611     <ignore>
4612     <attribute arch="nrof" />
4613     <attribute arch="title" />
4614     <attribute arch="name_pl" />
4615     <attribute arch="weight" />
4616     <attribute arch="value" />
4617     <attribute arch="material" />
4618     </ignore>
4619     <description><![CDATA[
4620     A treasure-object turns into certain randomitems when the map is loaded
4621     into the game. ]]>
4622     </description>
4623     <use><![CDATA[
4624     About usage of the "random-artifact" treasurelist:
4625     This will generate powerful stuff like girdles, xray helmets, special
4626     swords etc. If you put this as reward to your quest, players might be
4627     motivated to do it more than once. BUT, by doing so they will get a huge
4628     number of different artifacts! Besides, players will always seek the place
4629     with the most easy-to-get random artifact and ignore all others.
4630     My advice: Don't use it! Attract players with good fighting experience
4631     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4632     </use>
4633     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4634     This entry determines what kind of treasure will appear. Look into
4635     /crossfire/share/crossfire/treasures for details about existing
4636     treasurelists.
4637     </attribute>
4638     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4639     "Auto-generate" must be set in order to have the treasure be created
4640     when the map is loaded.
4641     If you want to create a random treasure chest, you unset this flag.
4642     That way, the player has to apply the object (the chest), then the
4643     treasure is generated.
4644     </attribute>
4645     <attribute arch="hp" editor="create number" type="int">
4646     "Create number" specifies how many pieces of the given treasurelist
4647     will appear. Note that for every piece there is a chance that nothing is
4648     generated. Also, sometimes there can be stacks of items generated, like
4649     for gems/money.
4650     </attribute>
4651     <attribute arch="exp" editor="quality level" type="int">
4652     The &lt;quality level&gt; will be used for the quality of the generated
4653     treasure instead of the map difficulty (as was done with shops).
4654     If zero/unset, the map difficulty will instead be used.
4655     (Example for comparison: Shop floors generate treasure of
4656     &lt;quality level&gt; 5 per default).
4657     </attribute>
4658     </type>
4659    
4660     <!--####################################################################-->
4661 root 1.3 <type number="52" name="Trigger Marker">
4662     <ignore>
4663     <ignore_list name="system_object" />
4664     </ignore>
4665     <description><![CDATA[
4666     A trigger marker is an object that inserts an invisible force (a mark) into a
4667     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4668     &lt;key string&gt; which can be discovered by detectors or inventory
4669     checkers. It is also possible to use markers for removing marks again.
4670     <br><br>
4671     Note that the player has no possibility to "see" his own marks,
4672     except by the effect that they cause on the maps. ]]>
4673     </description>
4674     <use><![CDATA[
4675     Markers hold real cool possibilities for map-making. I encourage
4676     you to use them frequently. However there is one negative point
4677     about markers: Players don't "see" what's going on with them. It is
4678     your task, as map-creator, to make sure the player is always well
4679     informed and never confused.
4680     <br><br>
4681     Please avoid infinite markers when they aren't needed. They're
4682     using a little space in the player file after all, so if there
4683     is no real purpose, set an expire time. ]]>
4684     </use>
4685     <attribute arch="no_pick" value="1" type="fixed" />
4686     <attribute arch="slaying" editor="key string" type="string">
4687     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4688     If the player already has a force with that &lt;key string&gt;,
4689     there won't be inserted a second one.
4690     </attribute>
4691     <attribute arch="connected" editor="connection" type="int">
4692     Unlike a regular marker this is the connection that triggers this marker to activate.
4693     </attribute>
4694     <attribute arch="food" editor="mark duration" type="int">
4695     This value defines the duration of the force it inserts.
4696     If nonzero, the duration of the player's mark is finite:
4697     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4698     means the mark will stay on the player forever.
4699     </attribute>
4700     <attribute arch="name" editor="delete mark" type="string">
4701     When the player steps onto the marker, all existing forces in
4702     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4703     will be removed. If you don't want to remove any marks, leave
4704     this textfield empty.
4705    
4706     Note that the string &lt;delete mark&gt; is set as the name of
4707     this marker. So don't be confused, and remember changing the
4708     name will take effect on the marker's functionality.
4709     </attribute>
4710     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4711     In the moment when the player gets marked, this text is displayed
4712     to him. You should really set a message in any marker you create,
4713     because it's the only way for the player to notice what's going on.
4714     </attribute>
4715     </type>
4716    
4717     <!--####################################################################-->
4718 root 1.1 <type number="0" name="Wall">
4719     <required>
4720     <attribute arch="is_floor" value="0" />
4721     <attribute arch="alive" value="0" />
4722 root 1.14 <attribute arch="no_pass" value="1" />
4723 root 1.1 </required>
4724     <ignore>
4725     <attribute arch="nrof" />
4726     <attribute arch="title" />
4727     <attribute arch="name_pl" />
4728     <attribute arch="value" />
4729     <attribute arch="unpaid" />
4730     </ignore>
4731     <description><![CDATA[
4732     Walls usually block passage and sight. ]]>
4733     </description>
4734 root 1.9 &movement_types_terrain;
4735 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4736     If set, the object is able to "roll", so it can be pushed around.
4737     This setting is used for boulders and barrels.
4738     </attribute>
4739     <attribute arch="no_magic" editor="restrict spells" type="bool">
4740     This takes effect only with &lt;blocksview&gt; disabled.
4741     Restricting the use of spells to pass this wall.
4742     </attribute>
4743     <attribute arch="damned" editor="restrict prayers" type="bool">
4744     This takes effect only with &lt;blocksview&gt; disabled.
4745     Restricting the use of spells to pass this wall.
4746     </attribute>
4747     </type>
4748    
4749     <!--####################################################################-->
4750 root 1.3 <type number="109" name="Wand &amp; Staff">
4751     <description><![CDATA[
4752     Wands contain a certain spell. The player can apply (ready) and
4753     fire the wand. After a defined number of casts, the wand is
4754     "used up". It is possible to recharge a wand with scrolls of
4755     charging, but usually that isn't worth the cost. ]]>
4756     </description>
4757     <use><![CDATA[
4758     Wands are quite seldomly used. The reason prolly is that they're
4759     generally not cost-efficient. Handing out high-level wands with
4760     powerful special spells isn't a good idea either, because of
4761     the recharge ability.
4762     <br><br>
4763     For low levels, staffs of healing/cure and word of recall are
4764     quite desirable though. Ideal rewards for low level quests. ]]>
4765     </use>
4766     <attribute arch="sp" editor="spell" type="spell">
4767     The &lt;spell&gt; specifies the contained spell.
4768     </attribute>
4769     <attribute arch="level" editor="casting level" type="int">
4770     The &lt;casting level&gt; of the wand determines it's power.
4771     An average level for wands in shops is about 10.
4772     </attribute>
4773     <attribute arch="food" editor="number of charges" type="int">
4774     The wand can be used &lt;number of charges&gt; times before it is
4775     used up. It can be recharged with scrolls of charging.
4776     </attribute>
4777     <attribute arch="startequip" editor="godgiven item" type="bool">
4778     A godgiven item vanishes as soon as the player
4779     drops it to the ground.
4780     </attribute>
4781     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4782     This text may contain a description of the wand.
4783     </attribute>
4784     </type>
4785    
4786     <!--####################################################################-->
4787 root 1.1 <type number="0" name="Weak Wall">
4788     <required>
4789     <attribute arch="is_floor" value="0" />
4790     <attribute arch="alive" value="1" />
4791     <attribute arch="tear_down" value="1" />
4792     </required>
4793     <ignore>
4794     <ignore_list name="non_pickable" />
4795     </ignore>
4796     <description><![CDATA[
4797     A weak wall is a breakable spot amidsts a solid wall. Typically
4798     these weak walls look similar to their solid "relatives" except
4799     for a small crack or little chunks of wall on the ground. ]]>
4800     </description>
4801     <use><![CDATA[
4802     If you want to create hidden rooms, using weak walls is alot
4803     better than completely indiscernible passages in a wall.<br>
4804     Anyways, there can be a lot more to weak walls than just finding
4805     them: Rising their defensive stats, weak walls can become a
4806     serious obstacle. An ice wall might only be torn down by a fire
4807     attack for example. A granite wall for instance might be very
4808     hard to destroy. ]]>
4809     </use>
4810     <attribute arch="alive" value="1" type="fixed" />
4811     <attribute arch="no_pick" value="1" type="fixed" />
4812     <attribute arch="tear_down" value="1" type="fixed" />
4813     <attribute arch="race" editor="race" type="string">
4814     For weak walls, &lt;race&gt; should always be set to "wall",
4815     unless you create something fancy like a building which
4816     is in fact meant to be a huge animal.
4817     Note that shovels slay walls, so they do tripple damage
4818     against weak walls.
4819     </attribute>
4820     <attribute arch="level" editor="level" type="int">
4821     The &lt;level&gt; of a weak wall works similar to monster levels.
4822     Due to the fact that weak walls cannot attack, the level
4823     is much less important though.
4824     </attribute>
4825     <attribute arch="hp" editor="health points" type="int">
4826     The &lt;health points&gt; of a weak wall define how long it takes to
4827     tear it down. With every successful hit from an opponent,
4828     &lt;health points&gt; get drained.
4829     </attribute>
4830     <attribute arch="maxhp" editor="max health" type="int">
4831     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4832     weak wall can have. Since walls generally don't heal, I doubt
4833     this has much real effect.
4834     </attribute>
4835     <attribute arch="ac" editor="armour class" type="int">
4836     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4837     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4838     </attribute>
4839 elmex 1.29 &resistances_basic;
4840 root 1.1 </type>
4841    
4842     <!--####################################################################-->
4843     <type number="15" name="Weapon">
4844     <description><![CDATA[
4845     Wielding a weapon, the object's stats will directly be inherited to the
4846     player. Usually enhancing his fighting-abilities. Non-magical weapons can
4847     be improved with scrolls. ]]>
4848     </description>
4849     <use><![CDATA[
4850     If you create artifacts (equipment) with stats- or resistance-bonus:
4851     Keep playbalance in mind! Such items mustn't be reachable without hard
4852     fighting AND questing. ]]>
4853     </use>
4854     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4855     This number is a bitmask, specifying the weapon's attacktypes.
4856     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4857     have no more than one or two attacktypes. Keep in mind that all weapons
4858     can be blessed by the player's diety, thus adding an additional attacktype.
4859 root 1.3
4860 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
4861     then he will do as much damage as the "best" of his attacktypes does. So,
4862     the more attacktypes you've got, the better your chance to take advantage
4863     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4864     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4865     </attribute>
4866     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4867     The &lt;weapontype&gt; characterizes the weapon's type of physical
4868     attack. It could best be considered a "subclassification"
4869     of the physical attacktype. For now, this is only used for
4870     attack messages!
4871 root 1.3
4872 root 1.1 You should always set this correctly when creating new
4873     weapons for your maps.
4874     </attribute>
4875     <attribute arch="skill" editor="skill name" type="string">
4876     Matching &lt;skill name&gt; of the skill that is required
4877     to use this weapon.
4878     </attribute>
4879     <attribute arch="dam" editor="damage" type="int">
4880     The damage value is used as base value for how much damage the weapon
4881     does per hit. The actual damage involves more dependencies,
4882     like wielder's level and defender's level. Look at existing weapons
4883     to get a feel for the range of weapon damage values.
4884     </attribute>
4885     <attribute arch="slaying" editor="slaying race" type="string">
4886     Slaying means the weapon does tripple (3x) damage to monsters of the
4887     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4888     only monsters of that archtype are hit with tripple damage.
4889 root 1.3
4890 root 1.1 No god blessings are possible for weapons with a race set in this entry
4891     (That's because god blessings add tripple damage against their own
4892     enemy races). Tripple damage is very effective.
4893     </attribute>
4894     <attribute arch="last_sp" editor="weapon speed" type="int">
4895     The weapon speed determines how often the wielder can swing the weapon
4896     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4897     is best (that is lightning- fast). A typical average value is 8.
4898     Speed and damage should be kept in reasonable relation.
4899     </attribute>
4900     <attribute arch="wc" editor="weapon class" type="int">
4901     The weapon class value adds to the overall weapon class of the wielder's
4902     melee attacks. Weapon class improves the chance of hitting the opponent.
4903     </attribute>
4904     <attribute arch="magic" editor="magic bonus" type="int">
4905     For a weapon, magic bonus works just like weapon class, except that
4906     magic bonus can be improved by the gods or reduced by acid. Hence, it is
4907     less useful than direct weapon class value on a weapon.
4908     </attribute>
4909     <attribute arch="item_power" editor="item power" type="int">
4910     The &lt;item power&gt; value measures how "powerful" an artifact is.
4911     Players will only be able to wear equipment with a certain total
4912     amount of &lt;item power&gt;, depending on their own level. This is the
4913     only way to prevent low level players to wear "undeserved" equipment
4914     (like gifts from other players or cheated items).
4915 root 1.3
4916 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4917     for every artifact you create! If zero/unset, the CF server will
4918     calculate a provisional value at runtime, but this is never
4919     going to be an accurate measurement of &lt;item power&gt;.
4920     </attribute>
4921     <attribute arch="damned" editor="damnation" type="bool">
4922     A damned weapon cannot be unwielded unless
4923     the curse is removed. Removing damnations is
4924     a tick harder than removing curses.
4925     </attribute>
4926     <attribute arch="cursed" editor="curse" type="bool">
4927     A cursed weapon cannot be unwielded unless
4928     the curse is removed.
4929     </attribute>
4930     <attribute arch="lifesave" editor="save life" type="bool">
4931     An item with this flag enabled will save the players life
4932     for one time: When the player is wearing this item and his
4933 root 1.3 health points reach zero, the item disappears, replenishing
4934 root 1.1 half of the player's health.
4935 root 1.3
4936 root 1.1 An item with &lt;save life&gt; should not have
4937     any decent additional bonuses!
4938     </attribute>
4939     <attribute arch="unique" editor="unique item" type="bool">
4940     Unique items exist only one time on a server. If the item
4941     is taken, lost or destroyed - it's gone for good.
4942     </attribute>
4943     <attribute arch="startequip" editor="godgiven item" type="bool">
4944     A godgiven item vanishes as soon as the player
4945     drops it to the ground.
4946     </attribute>
4947 elmex 1.29 &player_stat_resist_sections;
4948 root 1.1 <section name="misc">
4949     <attribute arch="luck" editor="luck bonus" type="int">
4950     With positive luck bonus, the player is more likely to
4951     succeed in all sorts of things (spellcasting, praying,...).
4952     Unless the &lt;luck bonus&gt; is very high, the effect will be
4953     barely visible in-game. Luck bonus on one piece of equipment
4954     should never exceed 3, and such bonus should not be too
4955     frequently available.
4956     </attribute>
4957     <attribute arch="hp" editor="health regen." type="int">
4958     Positive &lt;health regen.&gt; bonus speeds up the
4959     player's healing process. Negative values slow it down.
4960     </attribute>
4961     <attribute arch="sp" editor="mana regen." type="int">
4962     Positive &lt;mana regen.&gt; bonus speeds up the
4963     player's mana regeneration. Negative values slow it down.
4964     </attribute>
4965     <attribute arch="grace" editor="grace regen." type="int">
4966     Positive &lt;grace regen.&gt; bonus speeds up the
4967     player's grace regeneration. Negative values slow it down.
4968     Since grace can be regenerated rather easy with praying,
4969     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4970     </attribute>
4971     <attribute arch="food" editor="food bonus" type="int">
4972     Positive &lt;food bonus&gt; slows down the player's digestion,
4973     thus he consumes less food. Negative values speed it up.
4974 root 1.3
4975 root 1.1 Note that food is consumed not only for "being alive", but
4976     also for healing and mana-regeneration.
4977     &lt;food bonus&gt; only affects the amount of food consumed
4978     for "being alive". Hence, even with high &lt;food bonus&gt;,
4979     during a fight a player can run out of food quickly.
4980     </attribute>
4981     <attribute arch="xrays" editor="xray vision" type="bool">
4982     Xray vision allows the player to see through obstacles
4983     in a two-square-wide radius. This is extremely helpful and
4984 root 1.3 desirable, so don't give it away for cheap on equipment.
4985 root 1.1 </attribute>
4986     <attribute arch="stealth" editor="stealth" type="bool">
4987     Stealth allows the player to move silently.
4988     This comes to effect if a player turns himself
4989     invisible and tries to sneak around monsters.
4990     (At least that was the idea behind it)
4991     </attribute>
4992     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
4993     If a player is wearing any piece of equipment with
4994     the ability to &lt;reflect spells&gt;, all kinds of
4995     spell-bullets and -beams will bounce off him.
4996     This works only about 90% of all times, to
4997     avoid players being completely immune to certain
4998     types of attacks.
4999 root 1.3
5000 root 1.1 This is a very powerful ability and it
5001     shouldn't be handed out cheap!
5002     </attribute>
5003     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5004     If a player is wearing any piece of equipment with
5005     the ability to &lt;reflect missiles&gt;, all kinds of
5006     projectiles (e.g. arrows, bolts, boulders) will
5007     bounce off him. This works only about 90% of all
5008     times, to avoid players being completely immune to
5009     certain types of attacks.
5010     </attribute>
5011     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5012     Click on the &lt;attuned paths&gt; button to select spellpaths.
5013     The player will get attuned to the specified spellpaths
5014     while wearing this weapon.
5015     </attribute>
5016     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5017     Click on the &lt;repelled paths&gt; button to select spellpaths.
5018     The player will get repelled to the specified spellpaths
5019     while wearing this weapon.
5020     </attribute>
5021     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5022     Click on the &lt;denied paths&gt; button to select spellpaths.
5023     The specified spellpaths will be denied to the player
5024     while wearing this weapon.
5025     </attribute>
5026     </section>
5027     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5028     This text describes the weapons's "story". Every decent artifact weapon
5029     should have such a description.
5030     </attribute>
5031     </type>
5032    
5033 root 1.5 <type number="116" name="Event Connector">
5034     <description><![CDATA[
5035     Event connectors link specific events that happen to objects to
5036     a crossfire plug-in. ]]>
5037     </description>
5038     <attribute arch="subtype" editor="event type" type="list_event_type">
5039     The type of event that triggers a notify to the plug-in.
5040     </attribute>
5041 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5042 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5043     for python and "perl" for the Crossfire-Perl plug-in.
5044     </attribute>
5045 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5046 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5047     for perl this is the name of a extension package without the ".ext" extension.
5048     </attribute>
5049 root 1.6 <attribute arch="name" editor="options" type="string">
5050 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5051     options to the extension that alter its behaviour.
5052     </attribute>
5053     </type>
5054    
5055 root 1.1 </types>