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Revision: 1.4
Committed: Thu Mar 16 01:26:09 2006 UTC (18 years, 2 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.3: +17 -0 lines
Log Message:
inserted event types

File Contents

# User Rev Content
1 root 1.1 <?xml version="1.0" standalone="no" ?>
2     <!--
3     ######################################################################
4 root 1.3 # types.xml - This is the definitions-file for all the different #
5 root 1.1 # Crossfire object types and their attributes. #
6     # #
7     # The server code of the Crossfire game is always changing and #
8     # evolving. From time to time, object-attributes change in purpose, #
9     # or new ones are created. #
10     # Therefore, it is important that an Editor is flexible and #
11     # easy to "upgrade" to handle such new features. That's why the #
12     # CFJavaEditor reads the type-definitions from this xml file. #
13     # #
14 root 1.3 # If you encounter bugs, typos or missing entries in the LATEST #
15 root 1.1 # VERSION of this file - Don't hesitate to improve it, contact me #
16     # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17     # I will put it into the "official version" of the CFJavaEditor #
18     # and all fellow Crossfire-Map-Makers can benefit from your work! #
19     # #
20     # IMPORTANT: Make a backup copy of this file before you start #
21     # to modify it! #
22     # #
23     # New types must be inserted maintaining the alphabetical order. #
24     # #
25     # about the 'type' elements: #
26     # #
27     # <type number="15" name="Type Name"> #
28     # <import_type name="Type Name" /> import attributes of this type #
29     # <required> #
30     # list of required attributes to identifying this type #
31     # </required> #
32     # <ignore> #
33     # list of attributes not to import from default_type #
34     # </ignore> #
35     # <description><![CDATA[ #
36     # Description of this type. ]]> #
37     # </description> #
38     # <use><![CDATA[ #
39     # How to use this type. ]]> #
40     # </use> #
41     # ... attributes ... #
42     # </type> #
43     # #
44     # about the 'attribute' type: <attribute ... type="XXX" > #
45     # #
46     # bool - This attribute can only be set to '1' or '0' #
47     # int - This attribute contains a decimal number #
48     # float - This attr. contains a floating point number #
49     # string - This attribute contains a string #
50     # text - This attribute contains a text ("text" can have #
51     # linebreaks, unlike "string") #
52     # fixed - This attribute is always set to a fixed 'value' #
53     # (There is no user-input for this attribute) #
54     # spell - This attribute contains a spell. The mapmaker can #
55     # choose spells from a combo box. #
56     # nz_spell - works just like 'spell', except that the #
57     # spell-value zero is always interpreted as <none>, #
58     # never as "magic bullet" #
59     # bool_special - Like bool, but with customized true/false values #
60     # treasurelist - CF treasure list (see "treasures" file) #
61     # list_LISTNAME - list, must be defined as a <list> element #
62     # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63     # element #
64     # #
65     # Created by Andreas Vogl. #
66     ######################################################################
67     -->
68     <!DOCTYPE types [
69     <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70 root 1.3
71 root 1.1 <!ELEMENT bitmask (entry*)>
72     <!ATTLIST bitmask name CDATA #REQUIRED>
73 root 1.3
74 root 1.1 <!ELEMENT list (entry*)>
75     <!ATTLIST list name CDATA #REQUIRED>
76 root 1.3
77 root 1.1 <!ELEMENT entry EMPTY>
78     <!ATTLIST entry bit CDATA #IMPLIED
79     value CDATA #IMPLIED
80     name CDATA #REQUIRED>
81 root 1.3
82 root 1.1 <!ELEMENT ignore_list (attribute* | EMPTY)>
83     <!ATTLIST ignore_list name CDATA #REQUIRED>
84 root 1.3
85 root 1.1 <!ELEMENT default_type (attribute*)>
86 root 1.3
87 root 1.1 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88     <!ATTLIST type name CDATA #REQUIRED
89     number CDATA #REQUIRED>
90 root 1.3
91 root 1.1 <!ELEMENT description (#PCDATA)>
92     <!ELEMENT use (#PCDATA)>
93 root 1.3
94 root 1.1 <!ELEMENT import_type EMPTY>
95     <!ATTLIST import_type name CDATA #REQUIRED>
96 root 1.3
97 root 1.1 <!ELEMENT required (attribute+)>
98     <!ELEMENT ignore (attribute*,ignore_list*)>
99 root 1.3
100 root 1.1 <!ELEMENT section (attribute+)>
101     <!ATTLIST section name CDATA #REQUIRED>
102 root 1.3
103 root 1.1 <!ELEMENT attribute (#PCDATA)>
104     <!ATTLIST attribute type CDATA #IMPLIED
105     arch CDATA #IMPLIED
106     arch_begin CDATA #IMPLIED
107     arch_end CDATA #IMPLIED
108     editor CDATA #IMPLIED
109     value CDATA #IMPLIED
110     length CDATA #IMPLIED
111     true CDATA #IMPLIED
112     false CDATA #IMPLIED>
113     ]>
114    
115     <types>
116    
117     <!--###################### bitmask definitions ######################-->
118    
119     <bitmask name="attacktype">
120     <entry bit="0" name="Physical" />
121     <entry bit="1" name="Magical" />
122     <entry bit="2" name="Fire" />
123     <entry bit="3" name="Electricity" />
124     <entry bit="4" name="Cold" />
125     <entry bit="5" name="Confusion" />
126     <entry bit="6" name="Acid" />
127     <entry bit="7" name="Drain" />
128     <entry bit="8" name="Weaponmagic" />
129     <entry bit="9" name="Ghosthit" />
130     <entry bit="10" name="Poison" />
131     <entry bit="11" name="Slow" />
132     <entry bit="12" name="Paralyze" />
133     <entry bit="13" name="Turn Undead" />
134     <entry bit="14" name="Fear" />
135     <entry bit="15" name="Cancellation" />
136     <entry bit="16" name="Depletion" />
137     <entry bit="17" name="Death" />
138     <entry bit="18" name="Chaos" />
139     <entry bit="19" name="Counterspell" />
140     <entry bit="20" name="God Power" />
141     <entry bit="21" name="Holy Power" />
142     <entry bit="22" name="Blinding" />
143     </bitmask>
144    
145     <bitmask name="material">
146     <entry bit="0" name="Paper" />
147     <entry bit="1" name="Iron" />
148     <entry bit="2" name="Glass" />
149     <entry bit="3" name="Leather" />
150     <entry bit="4" name="Wood" />
151     <entry bit="5" name="Organics" />
152     <entry bit="6" name="Stone" />
153     <entry bit="7" name="Cloth" />
154     <entry bit="8" name="Adamantite" />
155     </bitmask>
156    
157     <bitmask name="spellpath">
158     <entry bit="0" name="Protection" />
159     <entry bit="1" name="Fire" />
160     <entry bit="2" name="Frost" />
161     <entry bit="3" name="Electricity" />
162     <entry bit="4" name="Missiles" />
163     <entry bit="5" name="Self" />
164     <entry bit="6" name="Summoning" />
165     <entry bit="7" name="Abjuration" />
166     <entry bit="8" name="Restoration" />
167     <entry bit="9" name="Detonation" />
168     <entry bit="10" name="Mind" />
169     <entry bit="11" name="Creation" />
170     <entry bit="12" name="Teleportation" />
171     <entry bit="13" name="Information" />
172     <entry bit="14" name="Transmutation" />
173     <entry bit="15" name="Transferrence" />
174     <entry bit="16" name="Turning" />
175     <entry bit="17" name="Wounding" />
176     <entry bit="18" name="Death" />
177     <entry bit="19" name="Light" />
178     </bitmask>
179    
180     <bitmask name="will_apply">
181     <entry bit="0" name="Apply Handles" />
182     <entry bit="1" name="Open Chests" />
183     <entry bit="2" name="Break Walls" />
184     <entry bit="3" name="Open Doors" />
185     </bitmask>
186    
187     <bitmask name="pick_up">
188     <entry bit="0" name="Nothing" />
189     <entry bit="1" name="Wealth" />
190     <entry bit="2" name="Food" />
191     <entry bit="3" name="Weapons" />
192     <entry bit="4" name="Armour" />
193     <entry bit="5" name="Inverse" />
194     <entry bit="6" name="All" />
195     </bitmask>
196    
197     <!--###################### list definitions ######################-->
198    
199     <list name="direction">
200     <entry value="0" name="&lt;none&gt;" />
201     <entry value="1" name="north" />
202     <entry value="2" name="northeast" />
203     <entry value="3" name="east" />
204     <entry value="4" name="southeast" />
205     <entry value="5" name="south" />
206     <entry value="6" name="southwest" />
207     <entry value="7" name="west" />
208     <entry value="8" name="northwest" />
209     </list>
210    
211     <list name="mood">
212     <entry value="0" name="furious" />
213     <entry value="1" name="angry" />
214     <entry value="2" name="calm" />
215     <entry value="3" name="sleep" />
216     <entry value="4" name="charm" />
217     </list>
218    
219     <list name="potion_effect">
220     <entry value="0" name="&lt;none&gt;" />
221     <entry value="65536" name="life restoration" />
222     <entry value="1048576" name="improvement" />
223     </list>
224    
225     <list name="weapon_type">
226     <entry value="0" name="&lt;unknown&gt;" />
227     <entry value="1" name="sword" />
228     <entry value="2" name="arrows" />
229     <entry value="3" name="axe" />
230     <entry value="4" name="katana" />
231     <entry value="5" name="knife, dagger" />
232     <entry value="6" name="whip, chain" />
233     <entry value="7" name="hammer, flail" />
234     <entry value="8" name="club, stick" />
235     </list>
236    
237     <list name="skill_type">
238     <entry value="1" name="lockpicking" />
239     <entry value="2" name="hiding" />
240     <entry value="3" name="smithery" />
241     <entry value="4" name="bowyer" />
242     <entry value="5" name="jeweler" />
243     <entry value="6" name="alchemy" />
244     <entry value="7" name="stealing" />
245     <entry value="8" name="literacy" />
246     <entry value="9" name="bargaining" />
247     <entry value="10" name="jumping" />
248     <entry value="11" name="detect magic" />
249     <entry value="12" name="oratory" />
250     <entry value="13" name="singing" />
251     <entry value="14" name="detect curse" />
252     <entry value="15" name="find traps" />
253     <entry value="16" name="mediatation" />
254     <entry value="17" name="punching" />
255     <entry value="18" name="flame touch" />
256     <entry value="19" name="karate" />
257     <entry value="20" name="climbing" />
258     <entry value="21" name="woodsman" />
259     <entry value="22" name="inscription" />
260     <entry value="23" name="one handed weapons" />
261     <entry value="24" name="missile weapons" />
262     <entry value="25" name="throwing" />
263     <entry value="26" name="use magic item" />
264     <entry value="27" name="disarm traps" />
265     <entry value="28" name="set traps" />
266     <entry value="29" name="thaumaturgy" />
267     <entry value="30" name="praying" />
268     <entry value="31" name="clawing" />
269     <entry value="32" name="levitation" />
270     <entry value="33" name="summoning" />
271     <entry value="34" name="pyromancy" />
272     <entry value="35" name="evocation" />
273     <entry value="36" name="sorcery" />
274     <entry value="37" name="two handed weapons" />
275     </list>
276    
277     <list name="spell_type">
278     <entry value="1" name="raise dead" />
279     <entry value="2" name="rune" />
280     <entry value="3" name="make mark" />
281     <entry value="4" name="bolt" />
282     <entry value="5" name="bullet" />
283     <entry value="6" name="explosion" />
284     <entry value="7" name="cone" />
285     <entry value="8" name="bomb" />
286     <entry value="9" name="wonder" />
287     <entry value="10" name="smite" />
288     <entry value="11" name="magic missile" />
289     <entry value="12" name="summon golem" />
290     <entry value="13" name="dimension door" />
291     <entry value="14" name="magic mapping" />
292     <entry value="15" name="magic wall" />
293     <entry value="16" name="destruction" />
294     <entry value="17" name="perceive self" />
295     <entry value="18" name="word of recall" />
296     <entry value="19" name="invisible" />
297     <entry value="20" name="probe" />
298     <entry value="21" name="healing" />
299     <entry value="22" name="create food" />
300     <entry value="23" name="earth to dust" />
301     <entry value="24" name="change ability" />
302     <entry value="25" name="bless" />
303     <entry value="26" name="curse" />
304     <entry value="27" name="summon monster" />
305     <entry value="28" name="recharge" />
306     <entry value="29" name="polymorph" />
307     <entry value="30" name="alchemy" />
308     <entry value="31" name="remove curse" />
309     <entry value="32" name="identify" />
310     <entry value="33" name="detection" />
311     <entry value="34" name="mood change" />
312     <entry value="35" name="moving ball" />
313     <entry value="36" name="swarm" />
314     <entry value="37" name="charge mana" />
315     <entry value="38" name="dispel rune" />
316     <entry value="39" name="create missile" />
317     <entry value="40" name="consecrate" />
318     <entry value="41" name="animate weapon" />
319     <entry value="42" name="light" />
320     <entry value="43" name="change map light" />
321     <entry value="44" name="faery fire" />
322     <entry value="45" name="disease" />
323     <entry value="46" name="aura" />
324     <entry value="47" name="town portal" />
325     </list>
326    
327 elmex 1.4 <list name="event_type">
328     <entry value="0" name="none" />
329     <entry value="1" name="apply" />
330     <entry value="2" name="attack" />
331     <entry value="3" name="death" />
332     <entry value="4" name="drop" />
333     <entry value="5" name="pickup" />
334     <entry value="6" name="say" />
335     <entry value="7" name="stop" />
336     <entry value="8" name="time" />
337     <entry value="9" name="throw" />
338     <entry value="10" name="trigger" />
339     <entry value="11" name="close" />
340     <entry value="12" name="timer" />
341     <entry value="28" name="move" />
342     </list>
343    
344 root 1.1 <!--###################### default attributes ######################-->
345    
346     <!--
347     The attributes of the default_type get added to all other types by default.
348     Every type can have an 'ignore' element however, which is used to specify
349     default attributes *not* to inherit.
350     -->
351     <default_type>
352     <attribute arch="name" editor="name" type="string">
353     This is the name of the object, displayed to the player.
354     </attribute>
355     <attribute arch="name_pl" editor="plural name" type="string">
356     This is the plural name of the object. A plural name must be set for
357     all items that can be picked up and collected by the player.
358     </attribute>
359     <attribute arch="title" editor="title" type="string">
360     This is the object's title. Once an object is identified the title is
361 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
362 root 1.1 </attribute>
363     <attribute arch="face" editor="image" type="string">
364     The image-name defines what image is displayed for this object in-game.
365     </attribute>
366     <attribute arch="nrof" editor="number" type="int">
367     This value determines the number of objects in one stack (for example:
368     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
369     any pickable object - otherwise it won't be mergeable into a stack.
370     </attribute>
371     <attribute arch="weight" editor="weight" type="int">
372 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
373 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
374     for explicitly non-pickable objects (hey, this is opensource.. you
375     never know ;) ).
376     </attribute>
377     <attribute arch="value" editor="value" type="int">
378     Adds a certain value to the object: It will be worth that many times the
379     default value from it's archetype (E.g. "value = 3" means three times
380     worth the default value). Value for buying/selling will be
381     further modified by various factors. Hence, testing values in-game is
382     usually inevitable.
383     </attribute>
384     <attribute arch="glow_radius" editor="glow radius" type="int">
385     If &lt;glow radius&gt; is set to a value greater zero, the object
386     appears lit up on dark maps. &lt;glow radius&gt; can be a value
387 root 1.3 between 0 and 4, the higher, the more light does the object emit.
388 root 1.1 </attribute>
389     <attribute arch="material" editor="material" type="bitmask_material">
390     This bitmask-value informs the player of which material(s) the
391     object consists. Material does also affect how likely the object
392     can be destroyed by hazardous spell-effects.
393     </attribute>
394     <attribute arch="no_pick" editor="non-pickable" type="bool">
395     If set, the object cannot be picked up (Neither by players nor monsters).
396     </attribute>
397     <attribute arch="invisible" editor="invisible" type="bool">
398     Generally makes the object invisible. Depending on the object-type,
399     some can be made visible by the show_invisible spell. If in doubt, test it.
400     Putting an invisible object under the floor always prevents it from being
401     shown.
402     </attribute>
403     <attribute arch="blocksview" editor="block view" type="bool">
404     If an item is set to block view, players (and monsters) cannot
405     see byond it unless they cross it or manage to stand ontop.
406     </attribute>
407     <attribute arch="identified" editor="identified" type="bool">
408     If an item is identified, the player has full knowledge about it.
409     </attribute>
410     <attribute arch="unpaid" editor="unpaid" type="bool">
411     An &lt;unpaid&gt; item cannot be used unless a player carried it over
412     a shop mat, paying the demanded price. Setting this flag makes sense
413     only for pickable items inside shops.
414     </attribute>
415     </default_type>
416    
417     <!-- This ignorelist is for all system objects which are non pickable
418     and invisible. They don't interact with players at all. -->
419     <ignore_list name="system_object">
420     <attribute arch="value" />
421     <attribute arch="nrof" />
422     <attribute arch="weight" />
423     <attribute arch="name_pl" />
424     <attribute arch="material" />
425     <attribute arch="no_pick" />
426     <attribute arch="unpaid" />
427     <attribute arch="title" />
428     <attribute arch="glow_radius" />
429     <attribute arch="identified" />
430     <attribute arch="blocksview" />
431     <attribute arch="invisible" />
432     </ignore_list>
433    
434     <!-- This ignorelist is for non-pickable objects. They can be seen by
435     the player, but don't have values like material or weight. -->
436     <ignore_list name="non_pickable">
437     <attribute arch="value" />
438     <attribute arch="nrof" />
439     <attribute arch="weight" />
440     <attribute arch="name_pl" />
441     <attribute arch="material" />
442     <attribute arch="no_pick" />
443     <attribute arch="unpaid" />
444     <attribute arch="title" />
445     <attribute arch="identified" />
446     </ignore_list>
447    
448     <!--####################################################################-->
449     <type number="0" name="Misc">
450     <required>
451     <!-- this is a special case: The "misc" type with type number 0 is
452     the fallback for all types which don't match any other defined types.
453     The required attribute "misc x" prevents that it gets confused with
454     other types like "monster & npc" which also have type number 0. -->
455     <attribute arch="misc" value="x" />
456     </required>
457     <attribute arch="no_pass" editor="blocking passage" type="bool">
458     If set, the object cannot be passed by players nor monsters.
459     </attribute>
460     <attribute arch="cursed" editor="cursed" type="bool">
461     Curses can have various effects: On equipment and food,
462     they generally harm the player in some way.
463     </attribute>
464     <attribute arch="damned" editor="damned" type="bool">
465     A damned item/floor on the ground makes it impossible for players
466     to use prayers on that spot. It also prevents players from saving.
467     Damnation on equipment works similar to a curse.
468     </attribute>
469     <attribute arch="unique" editor="unique item" type="bool">
470     Unique items exist only one time on a server. If the item
471     is taken, lost or destroyed - it's gone for good.
472     </attribute>
473     <attribute arch="startequip" editor="godgiven item" type="bool">
474     A godgiven item vanishes as soon as the player
475     drops it to the ground.
476     </attribute>
477     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
478     This text may describe the object.
479     </attribute>
480     </type>
481    
482     <!--####################################################################-->
483     <type number="110" name="Ability">
484     <ignore>
485     <ignore_list name="system_object" />
486     </ignore>
487     <description><![CDATA[
488     Abilities are to be put in a monster's inventory. They grant monsters the
489     knowledge to cast spells. Spells from abilities are usually magical in
490     nature, thus adding magic attacktype to the spell-damage they produce.
491     <br><br>
492     A particularly nice feature of abilities is that they can hold two
493     spells: One for short range- and one for long range use.
494     \n\n
495     You should know that spellcasting monsters receive abilities via
496     &lt;treasurelist&gt;. ]]>
497     </description>
498     <use><![CDATA[
499     If you want to create "customized" spellcasting monsters, you
500     should use abilities (rather than spellbooks/wands or something).
501     The long/short-range spell feature can make boss-monsters more
502     interesting and challenging.
503     <br><br>
504     You should keep in mind that magic abilities allow players
505     to get better resistance. You can turn off the magic part to
506     make the spells more dangerous. However, this really shouldn't
507     be neccessary unless you work on very high level maps.
508     And what fun is a magic resistance cloak when it has no effect? ]]>
509     </use>
510     <attribute arch="invisible" value="1" type="fixed" />
511     <attribute arch="no_drop" value="1" type="fixed" />
512     <attribute arch="sp" editor="short range spell" type="spell">
513     The monster will use the specified &lt;short range spell&gt;
514     when the player is within 6-square radius (of the
515     monster's head).
516     </attribute>
517     <attribute arch="hp" editor="long range spell" type="nz_spell">
518     The monster will use the specified &lt;long range spell&gt;
519     when the player is at least 6 squares away (from the
520     monster's head).
521 root 1.3
522 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
523     &lt;short range spell&gt; gets used all the time.
524     </attribute>
525     <attribute arch="maxsp" editor="importance" type="int">
526     Sometimes you'll want a monster to use one ability more than others.
527     To achieve this, set the &lt;importance&gt; to a value greater than
528     one. Abilities with this value zero/unset are counted to be of
529     &lt;importance&gt; one.
530 root 1.3
531 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
532     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
533     times the "small fireball".
534     </attribute>
535     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
536 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
537 root 1.1 If enabled, all spells produced by this ability will have magic
538     attacktype added to the usual attacktypes.
539 root 1.3
540 root 1.1 This should always be set for spell-like abilities. "Natural"
541     abilities like a dragon's firebreath are an exception.
542     Note that non-magical abilities are more dangerous because
543     magic resistance does not protect from those.</attribute>
544     </type>
545    
546     <!--####################################################################-->
547     <type number="18" name="Altar">
548     <ignore>
549     <ignore_list name="non_pickable" />
550     </ignore>
551     <description><![CDATA[
552     When a player puts a defined number of certain items on the altar,
553     then either a spell is casted (on the player) or a connector is
554     triggered. If the latter is the case, the altar works only once.
555 root 1.3 Either way, the sacrificed item disappears. ]]>
556 root 1.1 </description>
557     <attribute arch="no_pick" value="1" type="fixed" />
558     <attribute arch="walk_on" value="1" type="fixed" />
559     <attribute arch="slaying" editor="match item name" type="string">
560     This string specifies the item that must be put on the altar to
561     activate it. It can either be the name of an archetype, or directly
562     the name of an object. Yet, titles are not recognized by altars.
563     Remember to put a note somewhere, telling the player what he is
564     expected to drop on the altar. (Often this is put in the altar's
565     name: E.g. "drop 100 platinums")
566     </attribute>
567     <attribute arch="food" editor="drop amount" type="int">
568     The drop amount specifies the amount of items (specified
569 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
570 root 1.1
571     If &lt;match item name&gt; is set to "money", then the value of the
572     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
573 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
574 root 1.1
575     Note that the maximum possible for &lt;drop amount&gt; is 32767.
576     </attribute>
577     <attribute arch="connected" editor="connection" type="int">
578     If a connection value is set, the altar will trigger all objects
579     with the same value, when activated. This will only work once.
580     </attribute>
581     <attribute arch="sp" editor="spell" type="spell">
582     When activated, the selected &lt;spell&gt; will be casted (once, on the
583     player). This should work for any given spell. The altar will work
584 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
585 root 1.1 one altar.
586     </attribute>
587     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
588     This text will be displayed to the player
589     in the exact moment when the altar is activated.
590     </attribute>
591     </type>
592    
593     <!--####################################################################-->
594     <type number="31" name="Altar Trigger">
595     <ignore>
596     <ignore_list name="non_pickable" />
597     </ignore>
598     <description><![CDATA[
599     Altar_triggers work pretty much like normal altars
600     (drop sacrifice -> connection activated), except for the fact that
601 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
602 root 1.1 </description>
603     <use><![CDATA[
604     Altar_triggers are very useful if you want to charge a price for...
605     <UL>
606     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
607 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
608 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
609     </UL>
610     The big advantage over normal altars is the infinite usability
611     of altar_triggers! If there are ten players on one server, they're
612     quite grateful if things work more than once. =) ]]>
613     </use>
614     <attribute arch="no_pick" value="1" type="fixed" />
615     <attribute arch="slaying" editor="match item name" type="string">
616     This string specifies the item that must be put on the altar to
617     activate it. It can either be the name of an archetype, or directly
618     the name of an object. Yet, titles are not recognized by altars.
619     Remember to put a note somewhere, telling the player what he is
620     expected to drop on the altar. (Often this is put in the altar's
621     name: E.g. "drop 100 platinums")
622     </attribute>
623     <attribute arch="food" editor="drop amount" type="int">
624     The drop amount specifies the amount of items (specified
625 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
626 root 1.1
627     If &lt;match item name&gt; is set to "money", then the value of the
628     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
629 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
630 root 1.1
631     Note that the maximum possible for &lt;drop amount&gt; is 32767.
632     </attribute>
633     <attribute arch="connected" editor="connection" type="int">
634     If a connection value is set, the altar will trigger all objects
635     with the same value, when activated. This will only work once.
636     </attribute>
637     <attribute arch="sp" editor="spell" type="spell">
638     When activated, this &lt;spell&gt; will be casted (once, on the player).
639 root 1.3 This should work for any given spell. The altar will work infinitely
640 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
641     </attribute>
642     <attribute arch="exp" editor="reset time" type="int">
643     Being activated, the altar will reset after &lt;reset time&gt; ticks.
644     After reset, the altar is ready to be activated once again.
645     The default &lt;reset time&gt; is 30.
646     </attribute>
647     <attribute arch="last_sp" editor="ignore reset" type="bool">
648     If this attribute is enabled, the altar_trigger won't push the
649     connected value by altar reset. Only ONCE by dropping the sacrifice.
650     This is typically used when the altar is connected to a creator,
651 root 1.3 e.g. for selling tickets.
652 root 1.1
653     If this attribute is disabled (default), the altar_trigger
654     will push the connected value TWICE per sacrifice: First by
655     dropping sacrifice, second by reset. This mode is typically
656     used for altars being connected to gates, resulting in the
657     gate being opened and closed again.
658     </attribute>
659     <attribute arch="walk_on" value="1" type="fixed">
660     </attribute>
661     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
662     This text will be displayed to the player
663     in the exact moment when the altar is activated.
664     </attribute>
665     </type>
666    
667     <!--####################################################################-->
668     <type number="39" name="Amulet">
669     <description><![CDATA[
670     Wearing an amulet, the object's stats will directly be inherited to
671     the player. Amulets are usually meant for protection and defense. ]]>
672     </description>
673     <use><![CDATA[
674     Feel free to create your own special artifacts. However, it is very
675     important that you keep your artifact in balance with existing maps. ]]>
676     </use>
677     <attribute arch="ac" editor="armour class" type="int">
678     This value defines the amount of armour-class bonus for wearing
679     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
680     values are better. It should usually be set only for armour-like equipment.
681     </attribute>
682     <attribute arch="wc" editor="weapon class" type="int">
683     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
684     melee attacks. Weapon class improves the chance of hitting the opponent.
685     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
686     be set only for weapon-like items. Lower values are better.
687     </attribute>
688     <attribute arch="item_power" editor="item power" type="int">
689     The &lt;item power&gt; value measures how "powerful" an artifact is.
690     Players will only be able to wear equipment with a certain total
691     amount of &lt;item power&gt;, depending on their own level. This is the
692     only way to prevent low level players to wear "undeserved" equipment
693     (like gifts from other players or cheated items).
694 root 1.3
695 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
696     for every artifact you create! If zero/unset, the CF server will
697     calculate a provisional value at runtime, but this is never
698     going to be an accurate measurement of &lt;item power&gt;.
699     </attribute>
700     <attribute arch="damned" editor="damnation" type="bool">
701     A damned piece of equipment cannot be unwielded unless the curse
702     is removed. Removing damnations is a tick harder than removing curses.
703     </attribute>
704     <attribute arch="cursed" editor="curse" type="bool">
705     A cursed piece of equipment cannot be unwielded
706     unless the curse is removed.
707     </attribute>
708     <attribute arch="lifesave" editor="save life" type="bool">
709     An item with this flag enabled will save the players life
710     for one time: When the player is wearing this item and his
711 root 1.3 health points reach zero, the item disappears, replenishing
712 root 1.1 half of the player's health.
713 root 1.3
714 root 1.1 An item with &lt;save life&gt; should not have
715     any decent additional bonuses!
716     </attribute>
717     <attribute arch="unique" editor="unique item" type="bool">
718     Unique items exist only one time on a server. If the item
719     is taken, lost or destroyed - it's gone for good.
720     </attribute>
721     <attribute arch="startequip" editor="godgiven item" type="bool">
722     A godgiven item vanishes as soon as the player
723     drops it to the ground.
724     </attribute>
725     <attribute arch="applied" editor="is applied" type="bool">
726     If you put this item into the inventory of a monster, and
727     you want the monster to use/wear the item - you must set
728     &lt;is applied&gt;.
729     Enabling this flag doesn't make any sense if the item
730     is NOT in a monster's inventory.
731     </attribute>
732     <section name="resistance">
733     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
734     This adds physical resistance to the item (= armour value). The number is
735     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
736     and what they require to do for getting this-and-that artifact.
737     </attribute>
738     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
739     This adds magic resistance to the item. The number is a percent-value in
740     the range 0-100. Treat this with CARE. Look at other maps and what they
741     require to do for getting this-and-that artifact.
742     </attribute>
743     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
744     This adds fire resistance to the item. The number is a percent-value in
745     the range 0-100. Treat this with CARE. Look at other maps and what they
746     require to do for getting this-and-that artifact.
747     </attribute>
748     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
749     This adds electricity resistance to the item. The number is a percent-value in
750     the range 0-100. Treat this with CARE. Look at other maps and what they
751     require to do for getting this-and-that artifact.
752     </attribute>
753     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
754     This adds fire resistance to the item. The number is a percent-value in
755     the range 0-100. Treat this with CARE. Look at other maps and what they
756     require to do for getting this-and-that artifact.
757     </attribute>
758     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
759     This adds confusion resistance to the item. The number is a percent-value in
760     the range 0-100. Confusion resistance is not very effective
761     unless the value comes close to 100 (= perfect immunity).
762     </attribute>
763     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
764     This adds acid resistance to the item. The number is a percent-value in
765     the range 0-100. Treat this with CARE. Look at other maps and what they
766     require to do for getting this-and-that artifact.
767     </attribute>
768     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
769     This adds draining resistance to the item. The number is a percent-value
770     in the range 0-100. Draining resistance is little effective
771     unless the value is 100 (= perfect immunity).
772     </attribute>
773     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
774     This adds weaponmagic resistance to the item. The number is a percent-value in
775     the range 0-100. Weaponmagic resistance generally should not exist on
776     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
777     are not meant to be easily resisted.
778     </attribute>
779     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
780     This adds ghosthit resistance to the item. The number is a percent-value
781     in the range 0-100. Treat this with CARE. Look at other maps and what they
782     require to do for getting this-and-that artifact.
783     </attribute>
784     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
785     This adds poison resistance to the item. The number is a percent-value in
786     the range 0-100. Treat this with CARE. Look at other maps and what they
787     require to do for getting this-and-that artifact.
788     </attribute>
789     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
790     This adds fear resistance to the item. The number is a percent-value in
791     the range 0-100. Resistance to fear is pretty useless.
792     </attribute>
793     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
794     This adds paralyze resistance to the item. The number is a percent-value in
795     the range 0-100. Paralyze resistance is little effective
796     unless the value is 100 (= perfect immunity).
797     </attribute>
798     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
799     This adds fear resistance to the item. The number is a percent-value in
800     the range 0-100. Resistance to fear is pretty useless.
801     </attribute>
802     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
803     This adds depletion resistance to the item. The number is a percent-value
804     in the range 0-100. Depletion resistance is little effective
805     unless the value is 100 (= perfect immunity).
806     </attribute>
807     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
808     This adds death-attack resistance to the item. The number is a
809     percent-value in the range 0-100. Death-attack resistance is little
810     effective unless the value is 100 (= perfect immunity).
811     Generally, resistance to death-attack is not supposed to be
812     available to players!
813     </attribute>
814     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
815     This adds chaos resistance to the item. The number is a percent-value in
816     the range 0-100. Treat this with CARE. Look at other maps and what they
817     require to do for getting this-and-that artifact.
818     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
819     combination of other attacktypes.
820     </attribute>
821     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
822     This adds blinding resistance to the item. The number is a percent-value
823     in the range 0-100. Treat this with CARE. Look at other maps and what they
824     require to do for getting this-and-that artifact.
825     </attribute>
826     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
827     This adds holy power resistance to the item. The number is a percent-value
828     in the range 0-100. Holy power is the attacktype that holyword-type spells
829     use to hurt undead creatures. This kind of resistance is only reasonable
830     for undead players (wraith or devourer cult).
831     Generally, resistance to holy word should not be available for players.
832     </attribute>
833     </section>
834     <section name="stats">
835     <attribute arch="Str" editor="strength" type="int">
836     The player's strentgh will rise/fall by the given value
837     while wearing this piece of equipment.
838     </attribute>
839     <attribute arch="Dex" editor="dexterity" type="int">
840     The player's dexterity will rise/fall by the given value
841     while wearing this piece of equipment.
842     </attribute>
843     <attribute arch="Con" editor="constitution" type="int">
844     The player's constitution will rise/fall by the given value
845     while wearing this piece of equipment.
846     </attribute>
847     <attribute arch="Int" editor="intelligence" type="int">
848     The player's intelligence will rise/fall by the given value
849     while wearing this piece of equipment.
850     </attribute>
851     <attribute arch="Pow" editor="power" type="int">
852     The player's power will rise/fall by the given value
853     while wearing this piece of equipment.
854     </attribute>
855     <attribute arch="Wis" editor="wisdom" type="int">
856     The player's wisdom will rise/fall by the given value while
857     wearing this piece of equipment.
858     </attribute>
859     <attribute arch="Cha" editor="charisma" type="int">
860     The player's charisma will rise/fall by the given value
861     while wearing this piece of equipment.
862     </attribute>
863     </section>
864     <section name="misc">
865     <attribute arch="luck" editor="luck bonus" type="int">
866     With positive luck bonus, the player is more likely to
867     succeed in all sorts of things (spellcasting, praying,...).
868     Unless the &lt;luck bonus&gt; is very high, the effect will be
869     barely visible in-game. Luck bonus on one piece of equipment
870     should never exceed 3, and such bonus should not be too
871     frequently available.
872     </attribute>
873     <attribute arch="hp" editor="health regen." type="int">
874     Positive &lt;health regen.&gt; bonus speeds up the
875     player's healing process. Negative values slow it down.
876     </attribute>
877     <attribute arch="sp" editor="mana regen." type="int">
878     Positive &lt;mana regen.&gt; bonus speeds up the
879     player's mana regeneration. Negative values slow it down.
880     </attribute>
881     <attribute arch="grace" editor="grace regen." type="int">
882     Positive &lt;grace regen.&gt; bonus speeds up the
883     player's grace regeneration. Negative values slow it down.
884     Since grace can be regenerated rather easy with praying,
885     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
886     </attribute>
887     <attribute arch="food" editor="food bonus" type="int">
888     Positive &lt;food bonus&gt; slows down the player's digestion,
889     thus he consumes less food. Negative values speed it up.
890 root 1.3
891 root 1.1 Note that food is consumed not only for "being alive", but
892     also for healing and mana-regeneration.
893     &lt;food bonus&gt; only affects the amount of food consumed
894     for "being alive". Hence, even with high &lt;food bonus&gt;,
895     during a fight a player can run out of food quickly.
896     </attribute>
897     <attribute arch="xrays" editor="xray vision" type="bool">
898     Xray vision allows the player to see through obstacles
899     in a two-square-wide radius. This is extremely helpful and
900 root 1.3 desirable, so don't give it away for cheap on equipment.
901 root 1.1 </attribute>
902     <attribute arch="stealth" editor="stealth" type="bool">
903     Stealth allows the player to move silently.
904     This comes to effect if a player turns himself
905     invisible and tries to sneak around monsters.
906     (At least that was the idea behind it)
907     </attribute>
908     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
909     If a player is wearing any piece of equipment with
910     the ability to &lt;reflect spells&gt;, all kinds of
911     spell-bullets and -beams will bounce off him.
912     This works only about 90% of all times, to
913     avoid players being completely immune to certain
914     types of attacks.
915 root 1.3
916 root 1.1 This is a very powerful ability and it
917     shouldn't be handed out cheap!
918     </attribute>
919     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
920     If a player is wearing any piece of equipment with
921     the ability to &lt;reflect missiles&gt;, all kinds of
922     projectiles (e.g. arrows, bolts, boulders) will
923     bounce off him. This works only about 90% of all
924     times, to avoid players being completely immune to
925     certain types of attacks.
926     </attribute>
927     <attribute arch="flying" editor="levitate" type="bool">
928     As soon as the player applies a piece of equipment with
929     &lt;levitate&gt; set, the player will start to float in the air.
930     </attribute>
931     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
932     Click on the &lt;attuned paths&gt; button to select spellpaths.
933     The player will get attuned to the specified spellpaths
934     while wearing this item.
935     </attribute>
936     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
937     Click on the &lt;repelled paths&gt; button to select spellpaths.
938     The player will get repelled to the specified spellpaths
939     while wearing this item.
940     </attribute>
941     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
942     Click on the &lt;denied paths&gt; button to select spellpaths.
943     The specified spellpaths will be denied to the player
944     while wearing this item.
945     </attribute>
946     </section>
947     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
948     This text describes the item's "story". Every decent artifact
949     should have such a description.
950     </attribute>
951     </type>
952    
953     <!--####################################################################-->
954     <type number="58" name="Battleground">
955     <ignore>
956     <ignore_list name="non_pickable" />
957     </ignore>
958     <description><![CDATA[
959     Battleground is very special: In short, players can die on battleground
960     without any death penalties. They don't loose or gain experience
961     while on battleground. Acid, draining and depletion effects don't
962     work either.
963     When a player dies on battleground, he gets teleported to an exit
964     location which is defined in the battleground object. ]]>
965     </description>
966     <use><![CDATA[
967     Battleground is only meant for player vs. player duels. You can
968     design combat arenas similiar to the one in scorn.<br>
969     What should NEVER be done is placing battleground tiles in
970     open dungeons or other free kinds of land.
971     It must not be possible to gain significant treasure for fighting
972     on battleground, because it bears no risk.<br><br>
973     (Battleground will cease to work when the image or name is changed,
974     or when it is placed beneath another floor tile.
975     This is not a bug, it is there to prevent any attempts of placing
976     "hidden" battleground tiles anywhere.) ]]>
977     </use>
978     <attribute arch="no_pick" value="1" type="fixed" />
979     <attribute arch="is_floor" value="1" type="fixed" />
980     <attribute arch="hp" editor="destination X" type="int">
981     The exit destinations define the (x, y)-coordinates where players
982     get teleported after they died on this battleground.
983     </attribute>
984     <attribute arch="sp" editor="destination Y" type="int">
985     The exit destinations define the (x, y)-coordinates where players
986     get teleported after they died on this battleground.
987     </attribute>
988     </type>
989    
990     <!--####################################################################-->
991     <type number="8" name="Book">
992     <description><![CDATA[
993     Applying a book, the containing message is displayed to the player. ]]>
994     </description>
995     <attribute arch="level" editor="literacy level" type="int">
996     If this value is set to be greater than zero, the player needs a
997     certain literacy level to succeed reading the book. The book can be
998     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
999     book can be a nice idea, personally I like it when a player needs
1000     more than his fighting skills to solve a quest. However, keep the
1001     booklevel at least below 15 because it is quite hard to gain high
1002     mental levels.
1003     </attribute>
1004     <attribute arch="startequip" editor="godgiven item" type="bool">
1005     A godgiven item vanishes as soon as the player
1006     drops it to the ground.
1007     </attribute>
1008     <attribute arch="unique" editor="unique item" type="bool">
1009     Unique items exist only one time on a server. If the item
1010     is taken, lost or destroyed - it's gone for good.
1011     </attribute>
1012     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1013     This is the text that appears "written" in the book.
1014     </attribute>
1015     </type>
1016    
1017     <!--####################################################################-->
1018     <type number="99" name="Boots">
1019     <import_type name="Amulet" />
1020     <description><![CDATA[
1021     Wearing boots, the object's stats will directly be inherited to
1022     the player. Usually enhancing his speed, or granting some minor
1023     protection bonus. ]]>
1024     </description>
1025     <use><![CDATA[
1026     Feel free to create your own special artifacts. However, it is very
1027     important that you keep your artifact in balance with existing maps. ]]>
1028     </use>
1029     <attribute arch="exp" editor="speed bonus" type="int">
1030     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1031     while worn. This kind of bonus is quite desirable for players of low-
1032     and medium level. High level players usually have fastest possible
1033     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1034     Still, this bonus is good for nice artifacts - not everything has
1035     to be for highest level.
1036     </attribute>
1037     <attribute arch="magic" editor="magic bonus" type="int">
1038     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1039     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1040     than direct armour-class bonus on the boots.
1041 root 1.3
1042 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1043     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1044     </attribute>
1045     </type>
1046    
1047     <!--####################################################################-->
1048 root 1.3 <type number="104" name="Bracers">
1049     <import_type name="Amulet" />
1050     <description><![CDATA[
1051     Bracers are armour-plates worn around the wrists.
1052     Wearing bracer, the object's stats will directly be inherited to
1053     the player. Usually enhancing his defense. ]]>
1054     </description>
1055     <use><![CDATA[
1056     Feel free to create your own special artifacts. However, it is very
1057     important that you keep your artifact in balance with existing maps. ]]>
1058     </use>
1059     <attribute arch="magic" editor="magic bonus" type="int">
1060     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1061     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1062     than direct armour-class bonus on the bracers.
1063     </attribute>
1064     </type>
1065    
1066     <!--####################################################################-->
1067     <type number="16" name="Brestplate Armour">
1068     <import_type name="Amulet" />
1069     <description><![CDATA[
1070     Wearing an armour, the object's stats will directly be inherited to
1071     the player. Usually enhancing his defense. ]]>
1072     </description>
1073     <use><![CDATA[
1074     Feel free to create your own special artifacts. However, it is very
1075     important that you keep your artifact in balance with existing maps. ]]>
1076     </use>
1077     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1078     This poses a penalty to spell regeneration speed, for wearing the armour.
1079     The bigger the spellpoint penalty, the worse.
1080     </attribute>
1081     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1082     Slowdown penalty reduces the player's walking speed when wearing the
1083     armour. Bigger values are worse - zero is best.
1084     </attribute>
1085     <attribute arch="magic" editor="magic bonus" type="int">
1086     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1087     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1088     than direct armour-class bonus on the armour.
1089     </attribute>
1090     </type>
1091    
1092     <!--####################################################################-->
1093 root 1.1 <type number="92" name="Button">
1094     <ignore>
1095     <ignore_list name="non_pickable" />
1096     </ignore>
1097     <description><![CDATA[
1098     When a predefined amount of weigh is placed on a button, the
1099     &lt;connection&gt; value is triggered. In most cases this happens when a
1100     player or monster steps on it. When the button is "released", the
1101     &lt;connection&gt; value get's triggered a second time. ]]>
1102     </description>
1103     <attribute arch="walk_on" value="1" type="fixed" />
1104     <attribute arch="walk_off" value="1" type="fixed" />
1105     <attribute arch="no_pick" value="1" type="fixed" />
1106 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1107 root 1.1 The button is pressed (triggered), as soon as
1108     &lt;press weigh&gt; gram are placed ontop of it.
1109     </attribute>
1110     <attribute arch="connected" editor="connection" type="int">
1111     Every time the button is pressed or released, all objects
1112     with the same &lt;connection&gt; value are activated.
1113     </attribute>
1114     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1115     This text may describe the item. You can use this
1116     message to explain the button's purpose to the player.
1117     </attribute>
1118     </type>
1119    
1120     <!--####################################################################-->
1121 root 1.3 <type number="30" name="Button Trigger">
1122     <import_type name="Button" />
1123     <ignore>
1124     <ignore_list name="non_pickable" />
1125     </ignore>
1126     <description><![CDATA[
1127     Handle buttons are buttons which reset after a short period
1128     of time. Every time it is either applied or reset, the
1129     &lt;connection&gt; value is triggered. ]]>
1130     </description>
1131     </type>
1132    
1133     <!--####################################################################-->
1134     <type number="37" name="Class Changer">
1135     <ignore>
1136     <ignore_list name="non_pickable" />
1137     </ignore>
1138     <description><![CDATA[
1139     Class changer are used while creating a character. ]]>
1140     </description>
1141     <attribute arch="randomitems" editor="class items" type="treasurelist">
1142     This entry determines which initial items the character receives.
1143     </attribute>
1144     <section name="stats">
1145     <attribute arch="Str" editor="strength" type="int">
1146     The player's strength will rise by the given value if he chooses this
1147     class. (Negative values make strength fall)
1148     </attribute>
1149     <attribute arch="Dex" editor="dexterity" type="int">
1150     The player's dexterity will rise by the given value if he chooses this
1151     class. (Negative values make dexterity fall)
1152     </attribute>
1153     <attribute arch="Con" editor="constitution" type="int">
1154     The player's constitution will rise by the given value if he chooses this
1155     class. (Negative values make constitution fall)
1156     </attribute>
1157     <attribute arch="Int" editor="intelligence" type="int">
1158     The player's intelligence will rise by the given value if he chooses this
1159     class. (Negative values make intelligence fall)
1160     </attribute>
1161     <attribute arch="Pow" editor="power" type="int">
1162     The player's power will rise by the given value if he chooses this
1163     class. (Negative values make power fall)
1164     </attribute>
1165     <attribute arch="Wis" editor="wisdom" type="int">
1166     The player's wisdom will rise by the given value if he chooses this
1167     class. (Negative values make wisdom fall)
1168     </attribute>
1169     <attribute arch="Cha" editor="charisma" type="int">
1170     The player's charisma will rise by the given value if he chooses this
1171     class. (Negative values make charisma fall)
1172     </attribute>
1173     </section>
1174     </type>
1175    
1176     <!--####################################################################-->
1177 root 1.1 <type number="87" name="Cloak">
1178     <import_type name="Amulet" />
1179     <description><![CDATA[
1180     Wearing a cloak, the object's stats will directly be inherited to
1181     the player. Cloaks usually add minor &lt;armour class&gt; and
1182     sometimes a bit of resistance. ]]>
1183     </description>
1184     <use><![CDATA[
1185     Feel free to create your own special artifacts. However, it is very
1186     important that you keep your artifact in balance with existing maps. ]]>
1187     </use>
1188     <attribute arch="magic" editor="magic bonus" type="int">
1189     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1190     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1191     than direct armour-class bonus on the cloak.
1192 root 1.3
1193 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1194     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1195     </attribute>
1196     </type>
1197    
1198     <!--####################################################################-->
1199     <type number="9" name="Clock">
1200     <description><![CDATA[
1201     Applying a clock, the time is displayed to the player. ]]>
1202     </description>
1203     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1204     This text may describe the item
1205     </attribute>
1206     </type>
1207    
1208     <!--####################################################################-->
1209     <type number="122" name="Container">
1210     <description><![CDATA[
1211     A player can put (certain kinds of) items in the container.
1212     The overall weight of items is reduced when put inside a
1213     container, depending on the settings.
1214     <br><br>
1215     A special feature of containers is the "cauldron",
1216     capable of mixing alchemical receipes. ]]>
1217     </description>
1218     <use><![CDATA[
1219     Note on chests - There are two types of chests:
1220     <UL>
1221     <LI> First the random treasure chests - Those are NOT containers
1222     (but object type Treasure), they create random treasures when
1223     applied. Archetype name is "chest".
1224     <LI> Second there are the permanent chests - Those are containers,
1225     they can be opened and closed again. Archetype name is "chest_2".
1226     </UL> ]]>
1227     </use>
1228     <attribute arch="race" editor="container class" type="string">
1229     If set, the container will hold only certain types of objects.
1230     Possible choices for &lt;container class&gt; are: "gold and jewels",
1231 root 1.3 "arrows" and "keys".
1232    
1233 root 1.1 Unfortunately it is not easy to create new container
1234     classes, because items need a matching counterpiece-attribute
1235     to the &lt;container class&gt; before they can be put inside a
1236     container. This attribute ("race") is set only for the existing
1237     container classes.
1238     </attribute>
1239     <attribute arch="slaying" editor="key string" type="string">
1240     If &lt;key string&gt; is set, only players with a special key
1241     of matching &lt;key string&gt; are able to open the container.
1242     </attribute>
1243     <attribute arch="container" editor="maximum weight" type="int">
1244     The container can hold a maximum total weight of the given value
1245     in gram. Note that this weight limit is calculated *after* the
1246     weight reduction (&lt;reduce weight&gt;) has been applied.
1247     </attribute>
1248     <attribute arch="Str" editor="reduce weight %" type="int">
1249     This value determines how much the weight of items is reduced in
1250     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1251     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1252     Most default values are in the range of ten.
1253     </attribute>
1254     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1255     If set, the container can be used as alchemy-cauldron.
1256     The player can put ingredients inside, close it, cast alchemy
1257     and if his formulae is true, he'll get what he longed for.
1258     </attribute>
1259     <attribute arch="unique" editor="unique item" type="bool">
1260     Unique items exist only one time on a server. If the item
1261     is taken, lost or destroyed - it's gone for good.
1262     All contents of a unique container are unique as well.
1263     </attribute>
1264     <attribute arch="startequip" editor="godgiven item" type="bool">
1265     A godgiven item vanishes as soon as the player
1266     drops it to the ground.
1267     </attribute>
1268     <attribute arch="other_arch" editor="animation arch" type="string">
1269     This is used for a certain kind of... "animation" when
1270     opening the container. Stick to the default arches here
1271     and you won't get into trouble.
1272     </attribute>
1273     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1274     This text may contain a description of the container.
1275     </attribute>
1276     </type>
1277    
1278     <!--####################################################################-->
1279     <type number="103" name="Converter">
1280     <ignore>
1281     <attribute arch="value" />
1282     <attribute arch="nrof" />
1283     <attribute arch="name_pl" />
1284     <attribute arch="no_pick" />
1285     <attribute arch="unpaid" />
1286     <attribute arch="title" />
1287     </ignore>
1288     <description><![CDATA[
1289     Converters are like "exchange tables". When the player drops a
1290     specific type of items, they get converted into other items, at a
1291     predefined exchange-ratio. ]]>
1292     </description>
1293     <use><![CDATA[
1294     Converters are better than shopping with doormats, because the
1295     converters never get sold out. For some items like food or jewels
1296     those "exchange tables" are really nice, while for the more important
1297     stuff like potions converters should not exist.
1298     <br><br>
1299     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1300     items on a converter, the stuff you get must be of equal or lesser
1301     value than before! (Except if you are using "rare" items like
1302     dragonscales for payment). The code will not check if your ratio is
1303     sane, so the player could gain infinite wealth by using your converter. ]]>
1304     </use>
1305     <attribute arch="no_pick" value="1" type="fixed" />
1306     <attribute arch="slaying" editor="cost arch" type="string">
1307     &lt;cost arch&gt; is the name of the archetype the player has to
1308     put on the converter, as payment.
1309     </attribute>
1310     <attribute arch="food" editor="cost number" type="int">
1311     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1312     on the converter, in order to get &lt;receive number&gt; items
1313     of &lt;receive arch&gt;.
1314     </attribute>
1315     <attribute arch="other_arch" editor="receive arch" type="string">
1316     &lt;receive arch&gt; is the name of the archetype to convert into.
1317 root 1.2 This field is ignored if the converter has items in inventory. In this
1318     case one of the inventory items is duplicated. The duplicated item is
1319     randomly chosen from all items present.
1320 root 1.1 </attribute>
1321     <attribute arch="sp" editor="receive number" type="int">
1322     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1323     on the converter, in order to get &lt;receive number&gt; items
1324     of &lt;receive arch&gt;.
1325     </attribute>
1326     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1327     This text may contain a description of the converter.
1328     </attribute>
1329     </type>
1330    
1331     <!--####################################################################-->
1332     <type number="42" name="Creator">
1333     <ignore>
1334     <ignore_list name="system_object" />
1335     </ignore>
1336     <description><![CDATA[
1337     A creator is an object which creates another object when it
1338     is triggered. The child object can be anything. Creators are
1339     VERY useful for all kinds of map-mechanisms. ]]>
1340     </description>
1341     <use><![CDATA[
1342     Don't hesitate to hide your creators under the floor.
1343     The created items will still always appear ontop of the floor. ]]>
1344     </use>
1345     <attribute arch="no_pick" value="1" type="fixed" />
1346     <attribute arch="other_arch" editor="create arch" type="string">
1347     This string defines the object that will be created.
1348     You can choose any of the existing arches.
1349 root 1.2 This field is ignored if the creator has items in inventory. In this case
1350     one of the inventory items is duplicated. The duplicated item is randomly
1351     chosen from all items present.
1352 root 1.1 </attribute>
1353     <attribute arch="connected" editor="connection" type="int">
1354     Whenever the connection value is activated,
1355 root 1.3 the creator gets triggered.
1356 root 1.1 </attribute>
1357     <attribute arch="lifesave" editor="infinit uses" type="bool">
1358     If &lt;infinit uses&gt; is set, the creator will work
1359 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1360 root 1.1 </attribute>
1361     <attribute arch="hp" editor="number of uses" type="int">
1362     The creator can be triggered &lt;number of uses&gt; times, thus
1363     creating that many objects, before it dissappears.
1364     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1365     </attribute>
1366     <attribute arch="slaying" editor="name of creation" type="string">
1367 root 1.2 The created object will bear the name and title specified in &lt;name of
1368     creation&gt;. If nothing is set, the standard name and title of the
1369     archetype is used.
1370 root 1.1 </attribute>
1371     <attribute arch="level" editor="level of creation" type="int">
1372     The created object will be of that level. If zero/unset,
1373     the standard level of the archetype is used.
1374     </attribute>
1375     </type>
1376    
1377     <!--####################################################################-->
1378     <type number="51" name="Detector">
1379     <ignore>
1380     <ignore_list name="system_object" />
1381     </ignore>
1382     <description><![CDATA[
1383     Detectors work quite much like inv. checkers/pedestals: If the detector
1384     finds a specific object, it toggles its connected value.
1385     <br><br>
1386     What is "unique" about them, compared to inv. checkers/ pedestals?
1387     - First, detectors check their square for a match periodically, not
1388     instantly. Second, detectors check directly for object names. Third,
1389     detectors do not check the inventory of players/monsters. ]]>
1390     </description>
1391     <use><![CDATA[
1392     There is one major speciality about detectors: You can detect spells
1393     blown over a detector! To detect a lighting bolt for example, set
1394     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1395     walls, this can be very useful for map-mechanisms. ]]>
1396     </use>
1397     <attribute arch="no_pick" value="1" type="fixed" />
1398     <attribute arch="slaying" editor="match name" type="string">
1399     &lt;match name&gt; specifies the name of the object we are looking for.
1400     Actually it does also check for the &lt;key string&gt; in key-objects,
1401     but for this case inventory checkers are often more powerful to use.
1402     </attribute>
1403     <attribute arch="connected" editor="connection" type="int">
1404     When the detector is triggered, all objects with the same
1405     connection value get activated.
1406     </attribute>
1407     <attribute arch="speed" editor="detection speed" type="float">
1408     This value defines the time between two detector-checks.
1409     If you want the detector to behave almost like pedestals/buttons,
1410     set speed rather high, like &lt;detection speed&gt; 1.0.
1411     </attribute>
1412     </type>
1413    
1414     <!--####################################################################-->
1415     <type number="112" name="Director">
1416     <ignore>
1417     <ignore_list name="non_pickable" />
1418     </ignore>
1419     <description><![CDATA[
1420     Directors change the direction of spell objects and other projectiles
1421     that fly past. Unlike spinners, directors always move objects in the
1422     same direction. It does not make a difference from what angle you
1423     shoot into it.<br>
1424     Directors are visible per default. ]]>
1425     </description>
1426     <use><![CDATA[
1427     Directors are rarely used in maps. Sometimes they are placed to
1428     change the direction of spells coming out of magic walls,
1429     "channeling" spell-projectiles in some direction. When doing this,
1430     <B>never place directors facing each other with magic walls fireing
1431     into them!</B> The spell-projectiles bouncing between the directors
1432     would accumulate to huge numbers and at some point slow down the
1433     server by eating memory- and CPU-time.
1434     <br><br>
1435     You'd better not place directors in monster vs. player combat
1436     areas too much, because that freaks out wizard-type players. ]]>
1437     </use>
1438     <attribute arch="sp" editor="direction" type="list_direction">
1439     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1440     A director with direction &lt;none&gt; simply stops projectiles.
1441     (The latter works out a bit strange for some spells).
1442     </attribute>
1443     <attribute arch="walk_on" value="1" type="fixed" />
1444     <attribute arch="fly_on" value="1" type="fixed" />
1445     </type>
1446    
1447     <!--####################################################################-->
1448     <type number="158" name="Disease">
1449     <ignore>
1450     <ignore_list name="system_object" />
1451     </ignore>
1452     <description><![CDATA[
1453     Diseases are an intersting form of spellcraft in Crossfire.
1454     Once casted, they can spread out and infect creatures in a large
1455     area. Being infected can have various effects, from amusing farts
1456     to horrible damage - almost everything is possible. ]]>
1457     </description>
1458     <use><![CDATA[
1459     Diseases are extremely flexible and usable in a many ways.
1460     So far they are mostly used for causing bad, unwanted effects.
1461     You could just as well create a disease which helps the player
1462     (recharging mana for example).
1463     Infection with a "positive disease" could even be a quest reward. ]]>
1464     </use>
1465     <attribute arch="invisible" value="1" type="fixed" />
1466     <attribute arch="level" editor="plaque level" type="int">
1467     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1468     This mainly reflects in the &lt;damage&gt;. It has no effect on
1469     most other symptoms. Neverthless, it is a very important value for
1470     all damage-inflicting diseases.
1471     </attribute>
1472     <attribute arch="race" editor="infect race" type="string">
1473     The disease will only infect creatures of the specified &lt;race&gt;.
1474     "&lt;race&gt; *" means every creature can be infected.
1475     </attribute>
1476     <attribute arch="ac" editor="progressiveness" type="int">
1477     Every time the disease "moves" the severity of the symptoms are increased
1478     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1479     </attribute>
1480     <section name="spreading">
1481     <attribute arch="wc" editor="infectiosness" type="int">
1482     The &lt;infectiosness&gt; defines the chance of new creatures getting
1483     infected. If you set this too high, the disease is very likely to
1484     be too effective.
1485 root 1.3
1486 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1487     </attribute>
1488     <attribute arch="last_grace" editor="attenuation" type="int">
1489     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1490     everytime it infects someone new. This limits how many generations
1491     a disease can propagate.
1492     </attribute>
1493     <attribute arch="magic" editor="infection range" type="int">
1494     &lt;infection range&gt; sets the range at which infection may occur.
1495     If positive, the &lt;infection range&gt; is level dependant - If negative,
1496     it is not:
1497     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1498 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1499 root 1.1 </attribute>
1500     <attribute arch="maxhp" editor="persistence" type="int">
1501     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1502     The disease can "move" &lt;persistence&gt; times outside a host before it
1503     vanishes. A negative value means the disease lasts for permanent
1504     (which is only recommended to use in maps without monsters).
1505     </attribute>
1506     <attribute arch="maxgrace" editor="curing duration" type="int">
1507     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1508     (Assuming the host survives and doesn't use a curing spell).
1509     After this period the disease is naturally cured, which provides the
1510     host with immunity from this particular disease of lower or equal level.
1511 root 1.3
1512 root 1.1 A negative value means the disease can never be cured naturally.
1513 root 1.3
1514 root 1.1 Note that this value can be further modulated by spell-parameters,
1515     if the disease is registered as spell in the code. Due to that,
1516     most default diseases take a lot longer to cure than it seems.
1517     </attribute>
1518     <attribute arch="speed" editor="moving speed" type="float">
1519     The &lt;speed&gt; of the disease determines how fast the disease will
1520     "move", thus how fast the symptoms strike the host.
1521     </attribute>
1522     </section>
1523     <section name="symptoms">
1524     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1525     The disease will attack the host with the given &lt;attacktype&gt;.
1526     Godpower attacktype is commonly used for "unresistable" diseases.
1527     </attribute>
1528     <attribute arch="dam" editor="damage" type="int">
1529     A disease with a positive &lt;damage&gt; value will strike the player for that
1530     amount of damage every time the symptoms occur.
1531     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1532     the player's health is reduced by 10% every time the symptoms strike.
1533 root 1.3
1534 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1535     for players of all levels.
1536     </attribute>
1537     <attribute arch="other_arch" editor="create arch" type="string">
1538     If set, the specified arch is created and dropped every time the
1539     symptoms strike.
1540 root 1.3
1541 root 1.1 This can be various things: farts, body pieces, eggs ...
1542     Even monsters can be created that way. You could also make a
1543     disease where some exotic stuff like money/gems is created.
1544     </attribute>
1545     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1546     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1547     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1548     </attribute>
1549     <attribute arch="exp" editor="exp. for curing" type="int">
1550     When the player manages to cure this disease (with a curing spell),
1551     he is awarded with &lt;exp. for curing&gt; experience.
1552     </attribute>
1553     <attribute arch="maxsp" editor="mana depletion" type="int">
1554     Every time the disease "moves", the player's mana is
1555     reduced by the value of &lt;mana depletion&gt;.
1556     For negative values, a %-based amount is taken.
1557     </attribute>
1558     <attribute arch="last_eat" editor="food depletion" type="int">
1559     Every time the disease "moves", the player's food is
1560     reduced by the value of &lt;food depletion&gt;.
1561     For negative values, a %-based amount is taken.
1562     </attribute>
1563     <attribute arch="hp" editor="health regen." type="int">
1564     This value increases the player's healing rate.
1565     Negative values decrease it.
1566     </attribute>
1567     <attribute arch="sp" editor="mana regen." type="int">
1568     This value increases the player's rate of mana regeneration.
1569     Negative values decrease it.
1570     </attribute>
1571     </section>
1572     <section name="disability">
1573     <attribute arch="Str" editor="strength" type="int">
1574     The player's strength will rise by the given value
1575     while being infected. (Negative values make strength fall)
1576     </attribute>
1577     <attribute arch="Dex" editor="dexterity" type="int">
1578     The player's dexterity will rise by the given value
1579     while being infected. (Negative values make dexterity fall)
1580     </attribute>
1581     <attribute arch="Con" editor="constitution" type="int">
1582     The player's constitution will rise by the given value
1583     while being infected. (Negative values make constitution fall)
1584     </attribute>
1585     <attribute arch="Int" editor="intelligence" type="int">
1586     The player's intelligence will rise by the given value
1587     while being infected. (Negative values make intelligence fall)
1588     </attribute>
1589     <attribute arch="Pow" editor="power" type="int">
1590     The player's power will rise by the given value
1591     while being infected. (Negative values make power fall)
1592     </attribute>
1593     <attribute arch="Wis" editor="wisdom" type="int">
1594     The player's wisdom will rise by the given value
1595     while being infected. (Negative values make wisdom fall)
1596     </attribute>
1597     <attribute arch="Cha" editor="charisma" type="int">
1598     The player's charisma will rise by the given value
1599     while being infected. (Negative values make charisma fall)
1600     </attribute>
1601     </section>
1602     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1603     This text is displayed to the player every time the
1604     symptoms strike.
1605     </attribute>
1606     </type>
1607    
1608     <!--####################################################################-->
1609 root 1.3 <type number="23" name="Door">
1610     <ignore>
1611     <ignore_list name="non_pickable" />
1612     </ignore>
1613     <description><![CDATA[
1614     A door can be opened with a normal key. It also can be broken by attacking
1615     it, and it can be defeated with the lockpicking skill. If a door is
1616     defeated, horizontally and vertically adjacent doors are automatically
1617     removed. ]]>
1618     </description>
1619     <attribute arch="no_pick" value="1" type="fixed" />
1620     <attribute arch="alive" value="1" type="fixed" />
1621     <attribute arch="no_pass" editor="blocking passage" type="bool">
1622     If set, a player must defeat the door to enter.
1623     </attribute>
1624     <attribute arch="hp" editor="hitpoints" type="int">
1625     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1626     </attribute>
1627     <attribute arch="ac" editor="armour class" type="int">
1628     Doors of high &lt;armour class&gt; are less likely to get hit.
1629     &lt;armour class&gt; can be considered the "counterpiece" to
1630     &lt;weapon class&gt;.
1631     </attribute>
1632     <attribute arch="other_arch" editor="drop arch" type="string">
1633     This string defines the object that will be created when the door was
1634     defeated.
1635     </attribute>
1636     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1637     This entry determines what kind of traps will appear in the door.
1638     </attribute>
1639     </type>
1640    
1641     <!--####################################################################-->
1642 root 1.1 <type number="83" name="Duplicator">
1643     <ignore>
1644     <ignore_list name="system_object" />
1645     </ignore>
1646     <description><![CDATA[
1647     When activated, a duplicator can duplicate, multiply or destroy a pile of
1648     objects which lies somewhere on top of the duplicator.
1649     The duplicator has one arch name specified as &lt;target arch&gt;,
1650     and only objects of this archetype can be affected.<br>
1651     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1652     If the latter is set to zero, it will destroy objects. ]]>
1653     </description>
1654     <use><![CDATA[
1655     I hope it is clear that one must be very cautious when inserting a duplicator
1656     anywhere with &lt;multiply factor&gt; greater than one.
1657     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1658     It is <b>not acceptable</b> to allow duplication of anything other than
1659     coins, gold and jewels. Besides, it is very important that the chance to
1660     loose the input matches the chance to earn winnings.<br>
1661     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1662     loosing rate of 2/3 = 67%. ]]>
1663     </use>
1664     <attribute arch="other_arch" editor="target arch" type="string">
1665     Only objects of matching archtype, lying ontop of the dublicator will be
1666     dublicated, multiplied or removed. All other objects will be ignored.
1667     </attribute>
1668     <attribute arch="level" editor="multiply factor" type="int">
1669     The number of items in the target pile will be multiplied by the
1670     &lt;multiply factor&gt;. If it is set to zero, all target objects
1671     will be destroyed.
1672     </attribute>
1673     <attribute arch="connected" editor="connection" type="int">
1674     An activator (lever, altar, button, etc) with matching connection value
1675     is able to trigger this duplicator. Be very careful that players cannot
1676     abuse it to create endless amounts of money or other valuable stuff!
1677     </attribute>
1678     </type>
1679    
1680     <!--####################################################################-->
1681     <type number="66" name="Exit">
1682     <ignore>
1683     <ignore_list name="non_pickable" />
1684     </ignore>
1685     <description><![CDATA[
1686     When the player applies an exit, he is transferred to a different location.
1687     (Monsters cannot use exits.) Depending on how it is set, the player applies
1688     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1689     the exit. ]]>
1690     </description>
1691     <use><![CDATA[
1692 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1693 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1694     detected with the show_invisible spell.
1695     <br><br>
1696     You can be quite creative with the outlook of secret exits (their "face").
1697     Don't forget to give the player relyable hints about them though. ]]>
1698     </use>
1699     <attribute arch="slaying" editor="exit path" type="string">
1700     The exit path defines the map that the player is transferred to.
1701     You can enter an absolute path, beginning with '/' (for example
1702     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1703     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1704     relative path "Fire1"). Use relative paths whenever possible! Note that
1705     upper/lower case must always be set correctly. However, please use lower
1706 root 1.3 case only.
1707 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1708     is on. If slaying is not set in an exit, the player will see a message like
1709     "the exit is closed".
1710     </attribute>
1711     <attribute arch="hp" editor="destination X" type="int">
1712     The exit destinations define the (x, y)-coordinates where the exit
1713     leads to.
1714     If both are set to zero, the player will be transferred to the "default
1715     enter location" of the destined map. The latter can be set in the map-
1716     properties as "Enter X/Y". Though, please DO NOT use that.
1717     It turned out to be a source for numerous map-bugs.
1718     </attribute>
1719     <attribute arch="sp" editor="destination Y" type="int">
1720     The exit destinations define the (x, y)-coordinates where the exit
1721     leads to.
1722     If both are set to zero, the player will be transferred to the "default
1723     enter location" of the destined map. The latter can be set in the map-
1724     properties as "Enter X/Y". Though, please DO NOT use that.
1725     It turned out to be a source for numerous map-bugs.
1726     </attribute>
1727     <attribute arch="walk_on" editor="apply by walking" type="bool">
1728     If set, the player will apply the exit by just walking into it. This must
1729     be set for the invisible exits for example. If unset, the player has
1730     to step onto the exit and press 'a' to get transferred.
1731     </attribute>
1732     <attribute arch="fly_on" editor="apply by flying" type="bool">
1733     If set, the player will apply the exit by "flying into it". Flying means
1734     the player is levitating. E.g. wearing levitation boots.
1735     </attribute>
1736     <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1737     If set, this message will be displayed to the player when he applies the exit.
1738     This is quite useful to throw in some "role-play feeling": "As you enter the
1739     dark cave you hear the sound of rustling dragonscales...". Well, my english
1740     is poor, but you get the point. =)
1741     </attribute>
1742     <attribute arch="unique" editor="unique destination" type="bool">
1743     This flag defines the destined map as "personal unique map". If set,
1744     there will be a seperate version of that map for every player out there.
1745     This feature is used for the permanent apartments
1746     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1747     than apartments, since Crossfire is a *multi*player game. In such a permanent
1748     apartment don't forget to set the unique-flag for all floor tiles too
1749     (see floors).
1750     An exit pointing outside of a personal unique map must have the
1751     "unique destination"-flag unset.
1752     </attribute>
1753     </type>
1754    
1755     <!--####################################################################-->
1756     <type number="72" name="Flesh">
1757     <description><![CDATA[
1758     Just like with food, the player can fill his stomache and gain a
1759     little health by eating flesh-objects. <br>
1760     For dragon players, flesh plays a very special role though: If the
1761     flesh has resistances set, a dragon player has a chance to gain resistance in
1762     those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1763     Don't forget that flesh items with resistances have to be balanced
1764     according to map/monster difficulty. ]]>
1765     </description>
1766     <use><![CDATA[
1767     For dragon players, flesh items can be highly valuable. Note that many
1768     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1769     These flesh items "inherit" resistances and level from the monster they belong to.
1770     When you add special flesh items to the inventory of a monster, this is
1771     not the case - so you have to set it manually.
1772     <br><br>
1773     Generally adding special flesh-treaties for dragon players is a great thing
1774     to do. Always consider that dragon players might really not be interested
1775     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1776     out on the reward completely. ]]>
1777     </use>
1778     <attribute arch="food" editor="foodpoints" type="int">
1779     The player's stomache will get filled with this amount of foodpoints.
1780     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1781     </attribute>
1782     <attribute arch="level" editor="flesh level" type="int">
1783     The &lt;flesh level&gt; is not visible to the players and it affects only
1784     dragon players. Normally this value reflects the level of the monster
1785     from which the flesh item originates.
1786     Dragon players always search for flesh of highest level possible,
1787     because it bears the best chance to gain high resistances.
1788     </attribute>
1789     <attribute arch="startequip" editor="godgiven item" type="bool">
1790     A godgiven item vanishes as soon as the player
1791     drops it to the ground.
1792     </attribute>
1793     <section name="resistance">
1794     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1795     Resistances on flesh items make them more durable against spellcraft
1796     of the appropriate kind. It also allows dragon players to eventually gain
1797     resistance by eating it. Usually resistance should only be set for flesh
1798     items in a monster's inventory.
1799     </attribute>
1800     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1801     Resistances on flesh items make them more durable against spellcraft
1802     of the appropriate kind. It also allows dragon players to eventually gain
1803     resistance by eating it. Usually resistance should only be set for flesh
1804     items in a monster's inventory.
1805     </attribute>
1806     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1807     Resistances on flesh items make them more durable against spellcraft
1808     of the appropriate kind. It also allows dragon players to eventually gain
1809     resistance by eating it. Usually resistance should only be set for flesh
1810     items in a monster's inventory.
1811     </attribute>
1812     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1813     Resistances on flesh items make them more durable against spellcraft
1814     of the appropriate kind. It also allows dragon players to eventually gain
1815     resistance by eating it. Usually resistance should only be set for flesh
1816     items in a monster's inventory.
1817     </attribute>
1818     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1819     Resistances on flesh items make them more durable against spellcraft
1820     of the appropriate kind. It also allows dragon players to eventually gain
1821     resistance by eating it. Usually resistance should only be set for flesh
1822     items in a monster's inventory.
1823     </attribute>
1824     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1825     Resistances on flesh items make them more durable against spellcraft
1826     of the appropriate kind. It also allows dragon players to eventually gain
1827     resistance by eating it. Usually resistance should only be set for flesh
1828     items in a monster's inventory.
1829     </attribute>
1830     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1831     Resistances on flesh items make them more durable against spellcraft
1832     of the appropriate kind. It also allows dragon players to eventually gain
1833     resistance by eating it. Usually resistance should only be set for flesh
1834     items in a monster's inventory.
1835     </attribute>
1836     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1837     Resistances on flesh items make them more durable against spellcraft
1838     of the appropriate kind. It also allows dragon players to eventually gain
1839     resistance by eating it. Usually resistance should only be set for flesh
1840     items in a monster's inventory.
1841     </attribute>
1842     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1843     Resistances on flesh items make them more durable against spellcraft
1844     of the appropriate kind. It also allows dragon players to eventually gain
1845     resistance by eating it. Usually resistance should only be set for flesh
1846     items in a monster's inventory.
1847     </attribute>
1848     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1849     Resistances on flesh items make them more durable against spellcraft
1850     of the appropriate kind. It also allows dragon players to eventually gain
1851     resistance by eating it. Usually resistance should only be set for flesh
1852     items in a monster's inventory.
1853     </attribute>
1854     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1855     Resistances on flesh items make them more durable against spellcraft
1856     of the appropriate kind. It also allows dragon players to eventually gain
1857     resistance by eating it. Usually resistance should only be set for flesh
1858     items in a monster's inventory.
1859     </attribute>
1860     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1861     Resistances on flesh items make them more durable against spellcraft
1862     of the appropriate kind. It also allows dragon players to eventually gain
1863     resistance by eating it. Usually resistance should only be set for flesh
1864     items in a monster's inventory.
1865     </attribute>
1866     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1867     Resistances on flesh items make them more durable against spellcraft
1868     of the appropriate kind. It also allows dragon players to eventually gain
1869     resistance by eating it. Usually resistance should only be set for flesh
1870     items in a monster's inventory.
1871     </attribute>
1872     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1873     Resistances on flesh items make them more durable against spellcraft
1874     of the appropriate kind. It also allows dragon players to eventually gain
1875     resistance by eating it. Usually resistance should only be set for flesh
1876     items in a monster's inventory.
1877     </attribute>
1878     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1879     Resistances on flesh items make them more durable against spellcraft
1880     of the appropriate kind. It also allows dragon players to eventually gain
1881     resistance by eating it. Usually resistance should only be set for flesh
1882     items in a monster's inventory.
1883     </attribute>
1884     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1885     RResistances on flesh items make them more durable against spellcraft
1886     of the appropriate kind. It also allows dragon players to eventually gain
1887     resistance by eating it. Usually resistance should only be set for flesh
1888     items in a monster's inventory.
1889     </attribute>
1890     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1891     Resistances on flesh items make them more durable against spellcraft
1892     of the appropriate kind. It also allows dragon players to eventually gain
1893     resistance by eating it. Usually resistance should only be set for flesh
1894     items in a monster's inventory.
1895     </attribute>
1896     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1897     Resistances on flesh items make them more durable against spellcraft
1898     of the appropriate kind. It also allows dragon players to eventually gain
1899     resistance by eating it. Usually resistance should only be set for flesh
1900     items in a monster's inventory.
1901     </attribute>
1902     </section>
1903     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1904     This text may describe the item.
1905     </attribute>
1906     </type>
1907    
1908     <!--####################################################################-->
1909     <type number="0" name="Floor">
1910     <required>
1911     <attribute arch="is_floor" value="1" />
1912     <attribute arch="alive" value="0" />
1913     </required>
1914     <ignore>
1915     <ignore_list name="non_pickable" />
1916     </ignore>
1917     <description><![CDATA[
1918     Floor is a very basic thing whithout too much
1919     functionality. It's a floor - you stand on it. ]]>
1920     </description>
1921     <attribute arch="is_floor" value="1" type="fixed" />
1922     <attribute arch="no_pick" value="1" type="fixed" />
1923     <attribute arch="no_pass" editor="blocking passage" type="bool">
1924     If set, the object cannot be passed by players nor monsters.
1925     </attribute>
1926     <section name="terrain">
1927     <attribute arch="slow_move" editor="slow movement" type="int">
1928     If &lt;slow movement&gt; is set to a value greater zero, all
1929     creatures moving over this spot will be slower than normal.
1930 root 1.3
1931 root 1.1 &lt;slow movement&gt; 1 - rough terrain
1932     &lt;slow movement&gt; 2 - very rough terrain
1933     ...
1934     &lt;slow movement&gt; 7 - spider web (sticky as hell)
1935     </attribute>
1936     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1937     This flag indicates this spot contains wood or high grass.
1938     Players with activated woodsman skill can move faster here.
1939     </attribute>
1940     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1941     This flag indicates this spot contains hills or large rocks.
1942     Players with activated mountaineer skill can move faster here.
1943     </attribute>
1944     </section>
1945     <attribute arch="no_magic" editor="no spells" type="bool">
1946     If enabled, it is impossible for players to use (wizard-)
1947     spells on that spot.
1948     </attribute>
1949     <attribute arch="damned" editor="no prayers" type="bool">
1950     If enabled, it is impossible for players to use prayers
1951     on that spot. It also prevents players from saving.
1952     </attribute>
1953     <attribute arch="unique" editor="unique map" type="bool">
1954     Unique floor means that any items dropped on that spot
1955     will be saved byond map reset. For permanent apartments,
1956     all floor tiles must be set &lt;unique map&gt;.
1957     </attribute>
1958     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1959     This text may describe the object.
1960     </attribute>
1961     </type>
1962    
1963     <!--####################################################################-->
1964     <type number="67" name="Floor (Encounter)">
1965     <ignore>
1966     <ignore_list name="non_pickable" />
1967     </ignore>
1968     <description><![CDATA[
1969     Encounter-Floor is pretty much the same as normal floor.
1970     Most outdoor floor/ground-arches are set to be "encounters".
1971     That is kind of a relict from former code: When walking over
1972     encounter-floor, players sometimes got beamed to little maps
1973     with monsters on them. Nowadays this feature is disabled -
1974     Hence encounter floor is not different from normal floor. ]]>
1975     </description>
1976     <attribute arch="is_floor" value="1" type="fixed" />
1977     <attribute arch="no_pick" value="1" type="fixed" />
1978     <attribute arch="no_pass" editor="blocking passage" type="bool">
1979     If set, the object cannot be passed by players nor monsters.
1980     </attribute>
1981     <section name="terrain">
1982     <attribute arch="slow_move" editor="slow movement" type="int">
1983     If &lt;slow movement&gt; is set to a value greater zero, all
1984     creatures moving over this spot will be slower than normal.
1985 root 1.3
1986 root 1.1 &lt;slow movement&gt; 1 - rough terrain
1987     &lt;slow movement&gt; 2 - very rough terrain
1988     ...
1989     &lt;slow movement&gt; 7 - spider web (sticky as hell)
1990     </attribute>
1991     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1992     This flag indicates this spot contains wood or high grass.
1993     Players with activated woodsman skill can move faster here.
1994     </attribute>
1995     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1996     This flag indicates this spot contains hills or large rocks.
1997     Players with activated mountaineer skill can move faster here.
1998     </attribute>
1999     </section>
2000     <attribute arch="no_magic" editor="no spells" type="bool">
2001     If enabled, it is impossible for players to use (wizard-)
2002     spells on that spot.
2003     </attribute>
2004     <attribute arch="damned" editor="no prayers" type="bool">
2005     If enabled, it is impossible for players to use prayers
2006     on that spot. It also prevents players from saving.
2007     </attribute>
2008     <attribute arch="unique" editor="unique map" type="bool">
2009     Unique floor means that any items dropped on that spot
2010     will be saved byond map reset. For permanent apartments,
2011     all floor tiles must be set &lt;unique map&gt;.
2012     </attribute>
2013     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2014     This text may describe the object.
2015     </attribute>
2016     </type>
2017    
2018     <!--####################################################################-->
2019     <type number="6" name="Food">
2020     <description><![CDATA[
2021     By eating/drinking food-objects, the player can fill his
2022     stomache and gain a little health. ]]>
2023     </description>
2024     <attribute arch="food" editor="foodpoints" type="int">
2025     The player's stomache will get filled with this amount of foodpoints.
2026     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2027     </attribute>
2028     <attribute arch="startequip" editor="godgiven item" type="bool">
2029     A godgiven item vanishes as soon as the player
2030     drops it to the ground.
2031     </attribute>
2032     </type>
2033    
2034     <!--####################################################################-->
2035     <type number="91" name="Gate">
2036     <ignore>
2037     <ignore_list name="non_pickable" />
2038     </ignore>
2039     <description><![CDATA[
2040     Gates play an important role in Crossfire. Gates can be opened
2041     by activating a button/trigger, by speaking passwords (-> magic_ear)
2042     or carrying special key-objects (-> inventory checker).
2043     Unlike locked doors, gates can get shut again after a player has
2044     passed, which makes them more practical in many cases. ]]>
2045     </description>
2046     <use><![CDATA[
2047     Use gates to divide your maps into seperated areas. After solving
2048     area A, the player gains access to area B, and so on. Make your
2049     maps more complex than "one-way". ]]>
2050     </use>
2051     <attribute arch="no_pick" value="1" type="fixed" />
2052     <attribute arch="connected" editor="connection" type="int">
2053     Whenever the inventory checker is triggered, all objects with identical
2054     &lt;connection&gt; value get activated. This only makes sense together with
2055     &lt;blocking passage&gt; disabled.
2056     </attribute>
2057     <attribute arch="wc" editor="position state" type="int">
2058     The &lt;position state&gt; defines the position of the gate:
2059     Zero means completely open/down, the "number of animation-steps" (usually
2060     about 6 or 7) means completely closed/up state. I suggest you don't
2061     mess with this value - Leave the default in place.
2062     </attribute>
2063     <attribute arch="no_pass" editor="blocking passage" type="bool">
2064     For open gates, &lt;blocking passage&gt; should be unset.
2065     For closed gates it must be set.
2066     </attribute>
2067     <attribute arch="no_magic" editor="restrict spells" type="bool">
2068     Restricting the use of spells to pass this gate. This has
2069     an effect only if &lt;block view&gt; is disabled.
2070     </attribute>
2071     <attribute arch="damned" editor="restrict prayers" type="bool">
2072     Restricting the use of prayers to pass this door. This has
2073     an effect only if &lt;block view&gt; is disabled.
2074     </attribute>
2075     </type>
2076    
2077     <!--####################################################################-->
2078     <type number="113" name="Girdle">
2079     <import_type name="Amulet" />
2080     <description><![CDATA[
2081     Wearing a girdle, the object's stats will directly be inherited to
2082     the player. Girdles usually provide stats- or damage bonuses and no
2083     defense. ]]>
2084     </description>
2085     <use><![CDATA[
2086     Feel free to create your own special artifacts. However, it is very
2087     important that you keep your artifact in balance with existing maps. ]]>
2088     </use>
2089     <attribute arch="magic" editor="magic bonus" type="int">
2090     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2091     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2092     than direct armour-class bonus on the helmet.
2093 root 1.3
2094 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2095     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2096     &lt;magic bonus&gt; is pointless here.
2097     </attribute>
2098     </type>
2099    
2100     <!--####################################################################-->
2101     <type number="100" name="Gloves">
2102     <import_type name="Amulet" />
2103     <description><![CDATA[
2104     Wearing gloves, the object's stats will directly be inherited to
2105     the player. Gloves can add defense or damage bonuses. ]]>
2106     </description>
2107     <use><![CDATA[
2108     Feel free to create your own special artifacts. However, it is very
2109     important that you keep your artifact in balance with existing maps. ]]>
2110     </use>
2111     <attribute arch="magic" editor="magic bonus" type="int">
2112     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2113     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2114     will increase that.
2115     </attribute>
2116     </type>
2117    
2118     <!--####################################################################-->
2119     <type number="93" name="Handle">
2120     <ignore>
2121     <ignore_list name="non_pickable" />
2122     </ignore>
2123     <description><![CDATA[
2124     A handle can be applied by players and (certain) monsters.
2125     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2126     </description>
2127     <use><![CDATA[
2128     Handles are commonly used to move gates. When placing your lever,
2129     don't forget that some monsters are able to apply it.
2130     The ability to apply levers is rare among monsters -
2131     but vampires can do it for example. ]]>
2132     </use>
2133     <attribute arch="no_pick" value="1" type="fixed" />
2134     <attribute arch="connected" editor="connection" type="int">
2135     Every time the handle is applied, all objects
2136     with the same &lt;connection&gt; value are activated.
2137     </attribute>
2138     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2139     This text may describe the item. You can use this
2140     message to explain the handle's purpose to the player.
2141     </attribute>
2142     </type>
2143    
2144     <!--####################################################################-->
2145     <type number="27" name="Handle Trigger">
2146     <import_type name="Handle" />
2147     <ignore>
2148     <ignore_list name="non_pickable" />
2149     </ignore>
2150     <description><![CDATA[
2151     Handle triggers are handles which reset after a short period
2152     of time. Every time it is either applied or reset, the
2153     &lt;connection&gt; value is triggered. ]]>
2154     </description>
2155     <use><![CDATA[
2156     When you connect an ordinary handle to a gate, the gate normally remains
2157     opened after the first player passed. If you want to keep the gate shut,
2158     connecting it to a handle trigger is an easy solution. ]]>
2159     </use>
2160     </type>
2161    
2162     <!--####################################################################-->
2163     <type number="88" name="Hazard Floor">
2164     <required>
2165     <attribute arch="is_floor" value="1" />
2166     </required>
2167     <ignore>
2168     <ignore_list name="non_pickable" />
2169     </ignore>
2170     <description><![CDATA[
2171     The best example for Hazard Floor is lava. It works like standard
2172     floor, but damages all creatures standing on it.
2173     Damage is taken in regular time intervals. ]]>
2174     </description>
2175     <use><![CDATA[
2176     The default lava for example does minor damage. But you can turn
2177     it up so that your hazard floor poses a real threat.<br>
2178     Like magic walls, such floors add a permanent thrill to your map.
2179     You can use that to safely chase off too-weak players, or just
2180     to have something different. ]]>
2181     </use>
2182     <attribute arch="is_floor" value="1" type="fixed" />
2183     <attribute arch="lifesave" value="1" type="fixed" />
2184     <attribute arch="walk_on" value="1" type="fixed" />
2185     <attribute arch="no_pick" value="1" type="fixed" />
2186     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2187     This attribute specifys the attacktypes that this floor uses to
2188     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2189     If you want a real tough hazard floor, add more than just one attacktype.
2190     </attribute>
2191     <attribute arch="dam" editor="base damage" type="int">
2192     The &lt;base damage&gt; defines how much damage is inflicted to the
2193     victim per hit. The final damage is influenced by several other
2194     factors like the victim's resistance and level.
2195     </attribute>
2196     <attribute arch="wc" editor="weaponclass" type="int">
2197     &lt;weapon class&gt; improves the chance of hitting the victim.
2198     Lower values are better.
2199     Usually, hazard floors like lava are supposed to hit the
2200     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2201     to something like -30.
2202     </attribute>
2203     <attribute arch="level" editor="attack level" type="int">
2204     I guess this value is supposed to work similar to monster levels.
2205     But in fact, it does not seem to have an effect. Set any non-zero
2206     value to be on the safe side.
2207     </attribute>
2208     <section name="terrain">
2209     <attribute arch="slow_move" editor="slow movement" type="int">
2210     If &lt;slow movement&gt; is set to a value greater zero, all
2211     creatures moving over this spot will be slower than normal.
2212 root 1.3
2213 root 1.1 &lt;slow movement&gt; 1 - rough terrain
2214     &lt;slow movement&gt; 2 - very rough terrain
2215     ...
2216     &lt;slow movement&gt; 7 - spider web (sticky as hell)
2217     </attribute>
2218     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2219     This flag indicates this spot contains wood or high grass.
2220     Players with activated woodsman skill can move faster here.
2221     </attribute>
2222     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2223     This flag indicates this spot contains hills or large rocks.
2224     Players with activated mountaineer skill can move faster here.
2225     </attribute>
2226     </section>
2227     <attribute arch="no_magic" editor="no spells" type="bool">
2228     If enabled, it is impossible for players to use (wizard-)
2229     spells on that spot.
2230     </attribute>
2231     <attribute arch="damned" editor="no prayers" type="bool">
2232     If enabled, it is impossible for players to use prayers
2233     on that spot. It also prevents players from saving.
2234     </attribute>
2235     <attribute arch="unique" editor="unique map" type="bool">
2236     Unique floor means that any items dropped on that spot
2237     will be saved byond map reset. For permanent apartments,
2238     all floor tiles must be set &lt;unique map&gt;.
2239     </attribute>
2240     </type>
2241    
2242     <!--####################################################################-->
2243     <type number="34" name="Helmet">
2244     <import_type name="Amulet" />
2245     <description><![CDATA[
2246     Wearing a helmet, the object's stats will directly be inherited to
2247     the player. Normal helmets usually increase defense, while crowns
2248     add more special bonuses like stats/resistances paired with
2249     low defense. ]]>
2250     </description>
2251     <use><![CDATA[
2252     Feel free to create your own special artifacts. However, it is very
2253     important that you keep your artifact in balance with existing maps. ]]>
2254     </use>
2255     <attribute arch="magic" editor="magic bonus" type="int">
2256     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2257     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2258     than direct armour-class bonus on the helmet.
2259 root 1.3
2260 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2261     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2262     Crowns for instance typically provide no &lt;amour class&gt;.
2263     </attribute>
2264     </type>
2265    
2266     <!--####################################################################-->
2267     <type number="56" name="Holy Altar">
2268     <ignore>
2269     <ignore_list name="non_pickable" />
2270     </ignore>
2271     <description><![CDATA[
2272     Holy_altars are altars for the various religions. Praying
2273     at a Holy_altar will make you a follower of that god, and
2274     if you already follow that god, you may get some extra bonus. ]]>
2275     </description>
2276     <attribute arch="no_pick" value="1" type="fixed" />
2277     <attribute arch="other_arch" editor="god name" type="string">
2278     The altar belongs to the god of the given name. Possible options for
2279     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2280 root 1.3 Gorokh, Valriel and Sorig.
2281    
2282 root 1.1 If you want to have an unconsecrated altar, set
2283     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2284     </attribute>
2285     <attribute arch="level" editor="reconsecrate level" type="int">
2286     To re-consecrate an altar, the player's wisdom level must be as
2287     high or higher than this value. In that way, some altars can not
2288 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2289    
2290 root 1.1 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2291     Some characters might need those altars, they would be very unhappy to
2292     see them re-consecrated to another cult.
2293     </attribute>
2294     </type>
2295    
2296     <!--####################################################################-->
2297     <type number="35" name="Horn">
2298     <ignore>
2299     <attribute arch="title" />
2300     </ignore>
2301     <description><![CDATA[
2302     Horns are very similar to rods. The difference is that horns regenerate
2303     spellpoints faster and thus are more valuable than rods.
2304     <br><br>
2305     A horn contains a spell. The player can use this spell by applying and
2306     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2307     used endlessly. ]]>
2308     </description>
2309     <use><![CDATA[
2310     Horns are powerful due to their fast recharge rate. They should
2311     never contain high level attacking spells. Even curing/healing spells
2312     are almost too good on a horn. ]]>
2313     </use>
2314     <attribute arch="sp" editor="spell" type="spell">
2315     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2316     horns to players, since they can be used endlessly without any mana cost!
2317     Horns with heal/ restoration/ protection spells, IF available, MUST be
2318     very very VERY hard to get!
2319     </attribute>
2320     <attribute arch="level" editor="casting level" type="int">
2321     The casting level of the &lt;spell&gt; determines it's power.
2322     For attack spells, level should not be set too high.
2323     </attribute>
2324     <attribute arch="hp" editor="initial spellpoints" type="int">
2325     This value represents the initial amount of spellpoints in the horn.
2326     Naturally, this is quite unimportant.
2327     </attribute>
2328     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2329     When the horn is fully charged up, it will hold this maximum amount of
2330     spellpoints. Make sure it is enough to cast the contained spell at least
2331     once. But don't set the value too high, as that might make the horn way
2332     too effective.
2333     </attribute>
2334     <attribute arch="startequip" editor="godgiven item" type="bool">
2335     A godgiven item vanishes as soon as the player
2336     drops it to the ground.
2337     </attribute>
2338     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2339     This text may contain a description of the horn.
2340     </attribute>
2341     </type>
2342    
2343     <!--####################################################################-->
2344     <type number="73" name="Inorganic">
2345     <description><![CDATA[
2346     Inorganic materials are generally used as ingredients for
2347     alchemical receipes. By themselves, they have no special
2348     functionalities. ]]>
2349     </description>
2350     <attribute arch="is_dust" editor="is dust" type="bool">
2351     </attribute>
2352     <section name="resistance">
2353     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2354     </attribute>
2355     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2356     </attribute>
2357     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2358     </attribute>
2359     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2360     </attribute>
2361     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2362     </attribute>
2363     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2364     </attribute>
2365     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2366     </attribute>
2367     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2368     </attribute>
2369     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2370     </attribute>
2371     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2372     </attribute>
2373     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2374     </attribute>
2375     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2376     </attribute>
2377     </section>
2378     </type>
2379    
2380     <!--####################################################################-->
2381     <type number="64" name="Inventory Checker">
2382     <ignore>
2383     <ignore_list name="system_object" />
2384     </ignore>
2385     <description><![CDATA[
2386     Inventory checkers passively check the players inventory for a
2387     specific object. You can set a connected value that is triggered
2388     either if that object is present or missing (-&gt; "last_sp") when a
2389     player walks over the inv. checker. A valid option is to remove the
2390     matching object (usually not recommended, see "last_heal").
2391     <br><br>
2392     Alternatively, you can set your inv. checker to block all players
2393     that do/don't carry the matching object (-&gt; "no_pass").
2394     <br><br>
2395     As you can see, inv. checkers are quite powerful, holding a
2396     great variety of possibilities. ]]>
2397     </description>
2398     <use><![CDATA[
2399     Putting a check_inventory space in front of a gate (one below) and
2400     one on the opposite side works reasonably well as a control mechanism.
2401     Unlike the key/door-combo, this one works infinite since it is
2402     independant from map reset. Use it to put a "structure" into your
2403     maps: Player must solve area A to gain access to area B. This concept
2404     can be found in nearly every RPG - simple but effective. ]]>
2405     </use>
2406     <attribute arch="no_pick" value="1" type="fixed" />
2407     <attribute arch="slaying" editor="match key string" type="string">
2408     This string specifies the object we are looking for: We have a match
2409     if the player does/don't carry a key object or a mark with identical
2410     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2411     this context. A typical example is the city gate mechanism of scorn.
2412     </attribute>
2413     <attribute arch="race" editor="match arch name" type="string">
2414     This string specifies the object we are looking for: We have a match
2415     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2416     </attribute>
2417     <attribute arch="hp" editor="match type" type="int">
2418     This value specifies the object we are looking for: We have a match
2419 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2420    
2421 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2422     enabled. Now you have an inv. checker blocking all players that carry any
2423     kind of melee weapon. To pass, a player is forced to leave behind all
2424     his weaponry... bad news for a warrior. ;)
2425     </attribute>
2426     <attribute arch="last_sp" editor="match = having" type="bool">
2427     Enabled means having that object is a match.
2428     Disabled means not having that object is a match.
2429     </attribute>
2430     <attribute arch="connected" editor="connection" type="int">
2431     Whenever the inventory checker is triggered, all objects with identical
2432     &lt;connection&gt; value get activated. This only makes sense together with
2433     &lt;blocking passage&gt; disabled.
2434     </attribute>
2435     <attribute arch="no_pass" editor="blocking passage" type="bool">
2436     If set, only players meeting the match criteria can pass
2437     through that space. If unset (default), the inventory
2438     checker acts like a trigger/button.
2439     </attribute>
2440     <attribute arch="last_heal" editor="remove match" type="bool">
2441     &lt;remove match&gt; means remove object if found. Setting this is usually not
2442     recommended because inv. checkers are in general invisible. So, unlike
2443     for altars/ locked doors, the player won't expect to lose an object when
2444 root 1.3 walking over that square. And he doesn't even get a message either.
2445    
2446 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2447     to inform the player what's going on!
2448     </attribute>
2449     </type>
2450    
2451     <!--####################################################################-->
2452 root 1.2 <type number="163" name="Item Transformer">
2453     <description><![CDATA[
2454     An item transformer is simply applied, after having marked a 'victim'
2455     item. If the victim is suitable, it will be transformed into something
2456     else.]]>
2457     </description>
2458     <use><![CDATA[
2459     To make an item transformable, you just have to fill the 'slaying' field.
2460     The syntax is:
2461     <br>
2462     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2463     <br>
2464     with [] denoting optional part, and * any number of preceding [].
2465     'new_item' must be the name of an existing archetype.
2466     <br><br>
2467     Example, for object apple: slaying knife:2 half_apple
2468     <br><br>
2469     This means that, when applying a knife (should be an Item Transformer),
2470     one 'apple' will be transformed into 2 'half_apple'.]]>
2471     </use>
2472     <attribute arch="food" editor="number of uses" type="int">
2473     &lt;number of uses&gt; controls how many times the item transformer can
2474     be used. The value 0 means "unlimited"
2475     </attribute>
2476     <attribute arch="slaying" editor="verb" type="string">
2477     Contains the verb that is used to construct a message to the player
2478     applying the item transformer.
2479     </attribute>
2480     <attribute arch="startequip" editor="godgiven item" type="bool">
2481     A godgiven item vanishes as soon as the player
2482     drops it to the ground.
2483     </attribute>
2484     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2485     This text may contain a description of the item transformer.
2486     </attribute>
2487     </type>
2488    
2489     <!--####################################################################-->
2490 root 1.1 <type number="60" name="Jewel">
2491     <description><![CDATA[
2492     Items of the type Gold &amp; Jewels are handled like a currency.
2493     Unlike for any other type of item, in shops, the buy- and selling
2494     prices differ only marginally. ]]>
2495     </description>
2496     <attribute arch="race" value="gold and jewels" type="fixed" />
2497     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2498     This text may describe the object.
2499     </attribute>
2500     </type>
2501    
2502     <!--####################################################################-->
2503 root 1.3 <type number="24" name="Key">
2504     <description><![CDATA[
2505     When carrying a key, a normal door can be opened. The key will
2506     disappear. ]]>
2507     </description>
2508     <attribute arch="startequip" editor="godgiven item" type="bool">
2509     A godgiven item vanishes as soon as the player
2510     drops it to the ground.
2511     </attribute>
2512     </type>
2513    
2514     <!--####################################################################-->
2515 root 1.1 <type number="20" name="Locked Door">
2516     <ignore>
2517     <ignore_list name="non_pickable" />
2518     </ignore>
2519     <description><![CDATA[
2520     A locked door can be opened only when carrying
2521     the appropriate special key. ]]>
2522     </description>
2523     <use><![CDATA[
2524     If you want to create a locked door that cannot be opened (no key),
2525     set a &lt;key string&gt; like "no_key_available". This will clearify things
2526 root 1.3 and only a fool would create a key matching that string.
2527    
2528 root 1.1 Door-objects can not only be used for "doors". In many maps these
2529     are used with all kinds of faces/names, especially often as
2530     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2531     There you have magic forces (door objects) put under certain artifact
2532     items. To get your hands on the artifacts, you need to bring up the
2533     appropriate quest items (key objects). ]]>
2534     </use>
2535     <attribute arch="no_pass" value="1" type="fixed" />
2536     <attribute arch="no_pick" value="1" type="fixed" />
2537     <attribute arch="slaying" editor="key string" type="string">
2538     The &lt;key string&gt; in the door must be identical with the
2539     &lt;key string&gt; in the special key, then the door is unlocked.
2540     It is VERY important to set the &lt;key string&gt; to something that
2541 root 1.3 is unique among the CF mapset.
2542    
2543 root 1.1 DONT EVER USE the default string "set_individual_value".
2544     </attribute>
2545     <attribute arch="no_magic" editor="restrict spells" type="bool">
2546     Restricting the use of spells to pass this door.
2547     This should be set in most cases.
2548     (Don't forget that the spell "dimension door" is easily
2549     available at about wisdom level 10).
2550     </attribute>
2551     <attribute arch="damned" editor="restrict prayers" type="bool">
2552     Restricting the use of prayers to pass this door.
2553     This should be set in most cases.
2554     </attribute>
2555     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2556     When a player is trying to open the door without carrying the
2557     appropriate key, this text is displayed to the player. This is
2558     a good opportunity to place hints about the special key needed
2559     to unlock the door.
2560     </attribute>
2561     </type>
2562    
2563     <!--####################################################################-->
2564     <type number="29" name="Magic Ear">
2565     <ignore>
2566     <ignore_list name="system_object" />
2567     </ignore>
2568     <description><![CDATA[
2569     Magic_ears trigger a connected value
2570     when the player speaks a specific keyword. ]]>
2571     </description>
2572     <use><![CDATA[
2573     Whenever you put magic_ears on your maps, make sure there are
2574     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2575     something like a gate that is opened by speaking "open" or
2576     "sesame", expecting the player to figure this out all by himself.
2577     <br><br>
2578     Magic_ears are typically used for interaction with NPCs. You
2579     can create the impression that the NPC actually *does* something
2580     according to his conversation with a player. Mostly this means
2581     opening a gate or handing out some item, but you could be quite
2582     creative here. ]]>
2583     </use>
2584     <attribute arch="no_pick" value="1" type="fixed" />
2585     <attribute arch="connected" editor="connection" type="int">
2586     The Magic_ear will trigger all objects with the
2587     same connection value, every time it is activated.
2588     </attribute>
2589     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2590     This textfield contains the keyword-matching-syntax. The text should
2591     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2592     Any number of keywords from one to infinite is allowed. Make sure
2593     they are seperated by a '|'.
2594 root 1.3
2595 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2596     value will be triggerd when the player speaks any of the given
2597     keywords within a two-square radius. IMPORTANT: Upper/lower case
2598     does not make a difference!
2599     </attribute>
2600     </type>
2601    
2602     <!--####################################################################-->
2603     <type number="62" name="Magic Wall">
2604     <ignore>
2605     <ignore_list name="non_pickable" />
2606     </ignore>
2607     <description><![CDATA[
2608     Magic walls fire spells in a given direction, in regular intervals.
2609     Magic walls can contain any spell. However, some spells do not
2610     operate very successfully in them. The only way to know is to test
2611     the spell you want to use with a wall.
2612     <br><br>
2613     Several types of magical walls are predefined for you in the
2614     archetypes, and can be found on the "connected" Pickmap. ]]>
2615     </description>
2616     <use><![CDATA[
2617     Spellcasting walls pose an interesting alternative to monsters.
2618     Usually they are set to be undestroyable. Thus, while monsters
2619     in a map can be cleared out, the magic walls remain. Low level
2620     characters for example will not be able to pass through their
2621     spell-area, hence they cannot loot a map that a high level character
2622     might have cleared out.
2623     <br><br>
2624     Another point of magic walls is that if the player dies, he has to face
2625     them all again. Magic walls can add a kind of "permanent thrill" to
2626     your maps.
2627     <br><br>
2628     Be careful that your magic walls don't kill the monsters on a map. If
2629     placing monsters, eventually take ones that are immune to the
2630     walls' spell(s).
2631     <br><br>
2632     It is possible to make walls rotate when triggered. But that is so
2633     confusing (and useless IMHO) that I did not mention it above. You
2634     can find a working example on the map
2635     "/pup_land/castle_eureca/castle_eureca8". ]]>
2636     </use>
2637     <attribute arch="dam" editor="spell" type="spell">
2638     The magic wall will cast this &lt;spell&gt;.
2639     </attribute>
2640     <attribute arch="level" editor="spell level" type="int">
2641     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2642     walls cast spells at minimal strength. "level 100" walls cast deadly
2643     spells. Arch default is level 1 - you should always set this value
2644     to meet the overall difficulty of your map.
2645     </attribute>
2646     <attribute arch="connected" editor="connection" type="int">
2647     Every time the &lt;connection&gt; value is triggered, the wall will cast
2648     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2649     have much visible effect.
2650     </attribute>
2651     <attribute arch="speed" editor="casting speed" type="float">
2652     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2653     You can fine-tune how long the duration between two casts shall
2654     be. If you want to create a wall that can be activated (cast per
2655     trigger) via connected lever/button/etc, you must set "speed 0".
2656     </attribute>
2657     <attribute arch="sp" editor="direction" type="list_direction">
2658     The magic wall will cast it's spells always in the specified
2659     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2660     always fire in a random direction.
2661     </attribute>
2662     <attribute arch="no_pass" editor="blocking passage" type="bool">
2663     If set, the object cannot be passed by players nor monsters.
2664     </attribute>
2665     <section name="destroyable">
2666     <attribute arch="alive" editor="is destroyable" type="bool">
2667     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2668     destroyed by the player. If disabled, all other attributes on
2669     this tab, as well as resistances, are meaningless.
2670     </attribute>
2671     <attribute arch="hp" editor="hitpoints" type="int">
2672     The more &lt;hitpoints&gt; the wall has, the longer
2673     it takes to be destroyed.
2674     </attribute>
2675     <attribute arch="maxhp" editor="max hitpoints" type="int">
2676     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2677     can have. This only makes sense if the wall can regain health.
2678     </attribute>
2679     <attribute arch="ac" editor="armour class" type="int">
2680     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2681     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2682     to &lt;weapon class&gt;.
2683     </attribute>
2684     </section>
2685     <section name="resistance">
2686     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2687     </attribute>
2688     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2689     </attribute>
2690     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2691     </attribute>
2692     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2693     </attribute>
2694     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2695     </attribute>
2696     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2697     </attribute>
2698     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2699     </attribute>
2700     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2701     </attribute>
2702     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2703     </attribute>
2704     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2705     </attribute>
2706     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2707     </attribute>
2708     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2709     </attribute>
2710     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2711     </attribute>
2712     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2713     </attribute>
2714     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2715     </attribute>
2716     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2717     </attribute>
2718     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2719     </attribute>
2720     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2721     </attribute>
2722     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2723     </attribute>
2724     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2725     </attribute>
2726     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2727     </attribute>
2728     </section>
2729     </type>
2730    
2731     <!--####################################################################-->
2732     <type number="55" name="Marker">
2733     <ignore>
2734     <ignore_list name="system_object" />
2735     </ignore>
2736     <description><![CDATA[
2737     A marker is an object that inserts an invisible force (a mark) into a
2738     player stepping on it. This force does nothing except containing a
2739     &lt;key string&gt; which can be discovered by detectors or inventory
2740     checkers. It is also possible to use markers for removing marks again.
2741     <br><br>
2742     Note that the player has no possibility to "see" his own marks,
2743     except by the effect that they cause on the maps. ]]>
2744     </description>
2745     <use><![CDATA[
2746     Markers hold real cool possibilities for map-making. I encourage
2747     you to use them frequently. However there is one negative point
2748     about markers: Players don't "see" what's going on with them. It is
2749     your task, as map-creator, to make sure the player is always well
2750     informed and never confused.
2751     <br><br>
2752     Please avoid infinite markers when they aren't needed. They're
2753     using a little space in the player file after all, so if there
2754     is no real purpose, set an expire time. ]]>
2755     </use>
2756     <attribute arch="no_pick" value="1" type="fixed" />
2757     <attribute arch="slaying" editor="key string" type="string">
2758     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2759     If the player already has a force with that &lt;key string&gt;,
2760     there won't be inserted a second one.
2761     </attribute>
2762     <attribute arch="connected" editor="connection" type="int">
2763     When the detector is triggered, all objects with the same
2764     connection value get activated.
2765     </attribute>
2766     <attribute arch="speed" editor="marking speed" type="float">
2767     The &lt;marking speed&gt; defines how quickly it will mark something
2768     standing on the marker. Set this value rather high to make
2769     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2770     should do fine.
2771     </attribute>
2772     <attribute arch="food" editor="mark duration" type="int">
2773     This value defines the duration of the force it inserts.
2774     If nonzero, the duration of the player's mark is finite:
2775     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2776     means the mark will stay on the player forever.
2777     </attribute>
2778     <attribute arch="name" editor="delete mark" type="string">
2779     When the player steps onto the marker, all existing forces in
2780     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2781     will be removed. If you don't want to remove any marks, leave
2782 root 1.3 this textfield empty.
2783    
2784 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2785     this marker. So don't be confused, and remember changing the
2786     name will take effect on the marker's functionality.
2787     </attribute>
2788     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2789     In the moment when the player gets marked, this text is displayed
2790     to him. You should really set a message in any marker you create,
2791     because it's the only way for the player to notice what's going on.
2792     </attribute>
2793     </type>
2794 root 1.3
2795 root 1.1 <!--####################################################################-->
2796 root 1.3 <type number="36" name="Money">
2797 root 1.2 <ignore>
2798 root 1.3 <attribute arch="unpaid" />
2799 root 1.2 </ignore>
2800     <description><![CDATA[
2801 root 1.3 Items of the type Money are handled as currency.
2802     Money cannot be sold/bought in shops. When money is dropped
2803     in a shop, it stays the same.<br>
2804     When a player picks an item from a shop and attempts to
2805     walk over the shop mat, the item's selling-price is automatically
2806     subtracted from the player's money.
2807     <br><br>
2808     For money, always use the default arches.
2809     Don't modify them. ]]>
2810 root 1.2 </description>
2811 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2812 root 1.2 </type>
2813    
2814     <!--####################################################################-->
2815 root 1.3 <type number="0" name="Monster &amp; NPC">
2816     <required>
2817     <attribute arch="is_floor" value="0" />
2818     <attribute arch="alive" value="1" />
2819     <attribute arch="tear_down" value="0" />
2820     </required>
2821 root 1.1 <ignore>
2822 root 1.3 <attribute arch="material" />
2823     <attribute arch="name_pl" />
2824 root 1.1 <attribute arch="nrof" />
2825     <attribute arch="value" />
2826     <attribute arch="unpaid" />
2827     </ignore>
2828     <description><![CDATA[
2829     Monsters can behave in various kinds of ways.
2830     They can be aggressive, attacking the player. Or peaceful,
2831     helping the player - maybe joining him as pet.
2832     The unagressive creatures who communicate with players are
2833     usually called "NPCs" (Non Player Character), a well-known
2834     term in role-play environments. ]]>
2835     </description>
2836     <use><![CDATA[
2837     Monsters play a central role in most maps. Choosing the right
2838     combination of monsters for your map is vital:
2839     <UL>
2840     <LI> Place only monsters of slightly varying (increasing) strength.
2841     It's no fun to play for two hours just to find out the last
2842     monster is unbeatable. Similar, it's not exciting to fight orcs
2843     after passing a room of dragons.<br>
2844     This rule applies only for linear maps (one room after the other),
2845     with treasure at the end. You can sprinkle the treasure around,
2846 root 1.3 or make non-linear maps - That is often more entertaining.
2847 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2848     Balrogs, Dragonmen and the likes should be at the end of a quest,
2849 root 1.3 not at the beginning.
2850 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2851     Fire- and cold dragons in one room for example is a bad idea.
2852     By weakening and killing each other they are easy prey for players,
2853     not worth the experience they hold.
2854     <LI> Create your own monsters, especially for "boss"-type monsters.
2855     Having stage-bosses guarding treasure is a lot of fun when done right.
2856     Avoid to create monsters with completely non-intuitive abilities:
2857     Don't give ice-spells to firedragons or vice versa. Don't add
2858     draining attack to trolls, etc. Additionally, you should inform the
2859     player before he bumps right into some very special/unusual monster.
2860     <LI> Last but not least: Always keep an eye on the experience your monsters
2861     hold. Design your maps in a way that high experience
2862     is always well-defended. Don't make large rooms full with only one kind
2863     of monster. Keep in mind the different abilities/techniques players
2864     can use.
2865     </UL>
2866     I know it's impossible to make the perfectly balanced map. There's always
2867     some part which is found too easy or too hard for a certain kind of player.
2868     Just give it your best shot. And listen to feedback from players if you
2869     receive some. :-) ]]>
2870     </use>
2871     <attribute arch="alive" value="1" type="fixed" />
2872     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2873     When the monster is killed, items from the treasurelist will
2874     drop to the ground. This is a common way to reward players
2875     for killing (masses of) monsters.
2876 root 1.3
2877 root 1.1 Note that you can always put items into the monster's
2878     inventory. Those will drop-at-kill just like the stuff
2879     from the &lt;treasurelist&gt;.
2880     </attribute>
2881     <attribute arch="level" editor="level" type="int">
2882     A monster's &lt;level&gt; is the most important attribute.
2883     &lt;level&gt; affects the power of a monster in various ways.
2884     </attribute>
2885     <attribute arch="race" editor="race" type="string">
2886     Every monster should have a race set to cathegorize it.
2887     The monster's &lt;race&gt; can have different effects:
2888     Slaying weapons inflict tripple damage against enemy races
2889     and holy word kills only enemy races of the god.
2890     </attribute>
2891     <attribute arch="exp" editor="experience" type="int">
2892     When a player kills this monster, he will get exactly this
2893     amount of &lt;experience&gt;. The experience will flow into
2894     the skill-cathegory the player used for the kill.
2895 root 1.3
2896 root 1.1 If you create special monsters of tweaked strenght/abilities,
2897     always make sure that the &lt;experience&gt; is set to a
2898     reasonable value. Compare with existing arches to get a feeling
2899     what reasonable means. Keep in mind that spellcasting monsters
2900     are a lot harder to kill than non-spellcasters!
2901     </attribute>
2902     <attribute arch="speed" editor="speed" type="float">
2903     The &lt;speed&gt; determines how fast a monster will both move
2904     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2905     </attribute>
2906     <attribute arch="other_arch" editor="breed monster" type="string">
2907     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2908     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2909     can be set to any valid arch-name of a monster. Multipart monster
2910     should not be used.
2911     </attribute>
2912     <attribute arch="generator" editor="multiply" type="bool">
2913     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2914     every once in a while. Mice are a good example for this effect.
2915     If enabled, you must also set &lt;breed monster&gt; or check
2916     &lt;template generation&gt; and put other monsters in the inventory.
2917     </attribute>
2918     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2919     This only takes effect if &lt;multiply&gt; is enabled. The monster
2920     will create a new monster every once in a while by duplicating it's inventory.
2921     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2922     Each time the monster need to generate an object, it will be
2923     a randomly chosen item from the inventory. When generator is destroyed,
2924 root 1.3 inventory is destroyed.
2925 root 1.1 </attribute>
2926     <attribute arch="flying" editor="flying" type="bool">
2927     Flying monsters won't get slowed down in rough terrain
2928     and they won't be affected by movers.
2929     </attribute>
2930     <attribute arch="undead" editor="undead" type="bool">
2931     Several spells only affect undead monsters:
2932     turn undead, banish undead, holy word, etc.
2933     </attribute>
2934     <attribute arch="carrying" editor="carries weight" type="int">
2935     If a monster has something in the inventory, this
2936     value can be set to reflect the slowdown due to
2937     the carried weight.
2938     </attribute>
2939 root 1.3
2940 root 1.1 <section name="melee">
2941     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2942     This number is a bitmask, specifying the monster's attacktypes
2943     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2944     Strong monsters often have more than just physical attacktype.
2945 root 1.3
2946 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2947     as much damage as the "best" of it's attacktypes does. So, the more
2948     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2949     somehow exceptions.
2950     </attribute>
2951     <attribute arch="dam" editor="damage" type="int">
2952     Among other parameters, &lt;damage&gt; affects how much melee damage
2953     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2954     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2955     take effect on the melee damage of a monster.
2956     </attribute>
2957     <attribute arch="wc" editor="weapon class" type="int">
2958     Monsters of high &lt;weapon class&gt; are more likely to really hit
2959     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2960     to &lt;armour class&gt;.
2961     </attribute>
2962     <attribute arch="hp" editor="health points" type="int">
2963     The &lt;health points&gt; of a monster define how long it takes to
2964     kill it. With every successful hit from an opponent, &lt;health points&gt;
2965     get drained - The monster dies by zero &lt;health points&gt;.
2966     </attribute>
2967     <attribute arch="maxhp" editor="max health" type="int">
2968     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2969     monster can have.
2970     </attribute>
2971     <attribute arch="ac" editor="armour class" type="int">
2972     Monsters of low &lt;armour class&gt; are less likely to get hit from
2973     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2974     to &lt;weapon class&gt;.
2975     Values typically range between +20 (very bad) to -20 (quite good).
2976     </attribute>
2977     <attribute arch="Con" editor="healing rate" type="int">
2978 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
2979     healing rate is independent of &lt;speed&gt;.
2980 root 1.1 </attribute>
2981     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2982     A monster with this flag has the ability to &lt;reflect missiles&gt;,
2983     all kinds of projectiles (e.g. arrows, bolts, boulders) will
2984     bounce off.
2985     </attribute>
2986     <attribute arch="hitback" editor="hitback" type="bool">
2987     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2988     to the amount of damage the *attacker* inflicted. This damage
2989     is additional to the regular melee damage of the monster.
2990     As far as I know, hitback uses acid attacktype, and it only takes
2991     effect if the monster actually has acid attacktype at it's disposal.
2992     Acid spheres for example use this feature.
2993     </attribute>
2994     <attribute arch="one_hit" editor="one hit only" type="bool">
2995     Monsters with &lt;one hit only&gt; dissapear after one successful hit
2996     to a player.
2997     </attribute>
2998     </section>
2999 root 1.3
3000 root 1.1 <section name="spellcraft">
3001     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3002     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3003     Only wands/rods/etc can be used, given the appropriate abilities.
3004     </attribute>
3005     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3006     A monster with this flag has the ability to &lt;reflect spells&gt;,
3007     all kinds of spell-bullets and -beams will bounce off.
3008 root 1.3
3009 root 1.1 Generally this flag should not be set because it puts
3010     wizard-type players at an unfair disadvantage.
3011     </attribute>
3012     <attribute arch="sp" editor="spellpoints" type="int">
3013     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3014     them for both wizard- and prayer-spells. However, this value defines
3015     only the amount of *initial* spellpoints the monster starts with.
3016     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3017     and &lt;spellpoint regen.&gt; are more important than just initial
3018     &lt;spellpoints&gt;.
3019     </attribute>
3020     <attribute arch="maxsp" editor="max spellpoints" type="int">
3021     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3022     can hold. Setting this to high values has little effect unless
3023     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3024     "regenerate mana" at it's disposal.
3025     </attribute>
3026     <attribute arch="Pow" editor="spellpoint regen." type="int">
3027 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3028     spellpoint regeneration rate is independent of &lt;speed&gt;.
3029 root 1.3
3030 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3031     regeneration is most important. If your monster is still not casting
3032     fast enough, give it the spell-ability of "regenerate mana".
3033     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3034     </attribute>
3035     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3036     Click on the &lt;attuned paths&gt; button to select spellpaths.
3037     The creature will get attuned to the specified spellpaths.
3038     </attribute>
3039     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3040     Click on the &lt;repelled paths&gt; button to select spellpaths.
3041     The creature will get repelled to the specified spellpaths.
3042     </attribute>
3043     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3044     Click on the &lt;denied paths&gt; button to select spellpaths.
3045     The creature won't be able to cast spells of the specified paths.
3046     </attribute>
3047     </section>
3048 root 1.3
3049 root 1.1 <section name="ability">
3050     <attribute arch="Int" editor="detect hidden" type="int">
3051     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3052     hidden/invisible creatures. Higher values make for better
3053     detection-skills. Enabling &lt;see invisible&gt; makes this value
3054     obsolete.
3055     </attribute>
3056     <attribute arch="see_invisible" editor="see invisible" type="bool">
3057     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3058     with by invisible or hiding players. This flag is a must-have
3059     for high-level monsters. When a monster is unable to detect
3060     invisible players, it can be killed without fighting back.
3061     </attribute>
3062     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3063     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3064     by spells of darkness or dark maps. This flag is a "should-have"
3065     for high-level monsters. When a monster is unable to see in
3066     darkness, players can cast darkness and sneak around it safely.
3067     </attribute>
3068     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3069     Monster is able to wield weapon type objects.
3070     </attribute>
3071     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3072     Monster is able to use missile-weapon type objects.
3073     </attribute>
3074     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3075     Monster is able to wear protective equipment like brestplate
3076     armour, shields, helmets etc.
3077     </attribute>
3078     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3079     Monster is able to wear rings.
3080     </attribute>
3081     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3082     Monster is able to use wands and staves.
3083     </attribute>
3084     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3085     Monster is able to use rods.
3086     </attribute>
3087     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3088     Monster is able to read scrolls.
3089     </attribute>
3090     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3091     Monster is able to use skills from it's inventory.
3092     For example, you can put a throwing skill object and some
3093 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3094 root 1.1 </attribute>
3095     </section>
3096 root 1.3
3097 root 1.1 <section name="behave">
3098     <attribute arch="monster" editor="monster behaviour" type="bool">
3099     When &lt;monster behaviour&gt; is enabled, this object will behave
3100     like a monster: It can move and attack enemies (which are
3101     typically players).
3102     This flag should be set for all monsters as-such.
3103     Monsters which don't move, like guards, should also have
3104     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3105 root 1.3 It should *not* be set for things like immobile generators.
3106 root 1.1 </attribute>
3107     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3108     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3109     </attribute>
3110     <attribute arch="friendly" editor="friendly" type="bool">
3111     &lt;friendly&gt; monsters help the player, attacking any
3112     non-friendly monsters in range.
3113     </attribute>
3114     <attribute arch="stand_still" editor="stand still" type="bool">
3115     Monsters which &lt;stand still&gt; won't move to leave their position.
3116     When agressive, they will attack all enemies who get close to
3117     them. This behaviour is commonly known from castle guards.
3118 root 1.3
3119 root 1.1 In older versions of Crossfire it was possible to eventually
3120     push a &lt;stand still&gt;-monster out of position by force.
3121     I believe this is no longer possible. Neverthless, you should
3122     still be cautious when lining up &lt;stand still&gt;-monster in order
3123     to "defend" something: Such monsters are rather easy to kill.
3124     It's good for low level maps, but not much more.
3125     </attribute>
3126     <attribute arch="sleep" editor="asleep" type="bool">
3127     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3128     &lt;sensing range&gt; of the monster. Usually the sensing range is
3129     larger than the players line of sight. Due to that, in most cases
3130     the player won't ever notice weither a monster was asleep or not.
3131     </attribute>
3132     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3133     This entry defines which kinds of environment actions the
3134     creature is able to perform.
3135     </attribute>
3136     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3137     Click on the &lt;pick up&gt; button and select which types of objects
3138     the creature should try to pick up.
3139 root 1.3
3140 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3141     etc are set, then the creature will pick up the matching items even
3142     if this is not set here.
3143     </attribute>
3144     <attribute arch="Wis" editor="sensing range" type="int">
3145     &lt;sensing range&gt; determines how close a player needs to be before
3146     the creature wakes up. This is done as a square, for reasons of speed.
3147     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3148     11x11 square of the monster will wake the monster up. If the player
3149     has stealth, the size of this square is reduced in half plus 1.
3150     </attribute>
3151     <attribute arch="attack_movement" editor="attack movement" type="int">
3152     </attribute>
3153     <attribute arch="run_away" editor="run at % health" type="int">
3154     This is a percentage value in the range 0-100.
3155     When the monster's health points drop below this percentage
3156     (relative to max health), it attempts to run away from the
3157     attacker.
3158     </attribute>
3159     </section>
3160 root 1.3
3161 root 1.1 <section name="resistance">
3162     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3163     </attribute>
3164     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3165     </attribute>
3166     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3167     </attribute>
3168     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3169     </attribute>
3170     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3171     </attribute>
3172     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3173     </attribute>
3174     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3175     </attribute>
3176     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3177     </attribute>
3178     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3179     </attribute>
3180     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3181     </attribute>
3182     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3183     </attribute>
3184     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3185     </attribute>
3186     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3187     </attribute>
3188     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3189     </attribute>
3190     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3191     </attribute>
3192     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3193     </attribute>
3194     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3195     </attribute>
3196     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3197     </attribute>
3198     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3199     </attribute>
3200     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3201     </attribute>
3202     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3203     </attribute>
3204     </section>
3205     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3206     </attribute>
3207     </type>
3208    
3209     <!--####################################################################-->
3210 root 1.3 <type number="28" name="Monster (Grimreaper)">
3211     <import_type name="Monster &amp; NPC" />
3212     <ignore>
3213     <attribute arch="material" />
3214     <attribute arch="name_pl" />
3215     <attribute arch="nrof" />
3216     <attribute arch="value" />
3217     <attribute arch="unpaid" />
3218     </ignore>
3219     <description><![CDATA[
3220     A grimreaper is a monster that vanishes after it did some number of
3221     draining attacks. ]]> <!-- XXX: is this ok? -->
3222     </description>
3223     <section name="grimreaper">
3224     <attribute arch="value" editor="attacks" type="int">
3225     The object vanishes after this number of draining attacks.
3226     </attribute>
3227     </section>
3228     </type>
3229    
3230     <!--####################################################################-->
3231 root 1.1 <type number="65" name="Mood Floor">
3232     <ignore>
3233     <ignore_list name="system_object" />
3234     </ignore>
3235     <description><![CDATA[
3236     As the name implies, mood floors can change the "mood" of
3237     a monsters/NPC. For example, an unagressive monster could be
3238     turned mad to start attacking. Similar, an agressive monster
3239     could be calmed. ]]>
3240     </description>
3241     <use><![CDATA[
3242     Mood floors are absolutely cool for NPC interaction. To make an
3243     unaggressive monster/NPC attack, put a creator with "other_arch
3244     furious_floor" under it. Connect the creator to a magic_ear, so the
3245     player speaks a keyword like "stupid sucker" - and the monster attacks.
3246     <br><br>
3247     To turn an NPC into a pet, put a charm_floor under it and connect
3248     it directly to a magic_ear. Then the player speaks a keyword like
3249     "help me" - and the NPC joins him as pet.
3250     <br><br>
3251     (Of course you must always give clear hints about keywords!
3252     And there is no reason why you couldn't use a button/lever/pedestal
3253     etc. instead of a magic_ear.) ]]>
3254     </use>
3255     <attribute arch="no_pick" value="1" type="fixed" />
3256     <attribute arch="last_sp" editor="mood" type="list_mood">
3257     &lt;mood&gt; is used to determine what will happen to the
3258     monster when affected by the mood floor:
3259 root 1.3
3260 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3261 root 1.3
3262 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3263 root 1.3
3264 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3265 root 1.3
3266 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3267 root 1.3
3268 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3269     who triggers the square. This setting is not
3270     enabled for continous operation, you need to
3271     insert a &lt;connection&gt; value!
3272     </attribute>
3273     <attribute arch="connected" editor="connection" type="int">
3274     This should only be set in combination with &lt;mood number&gt; 4.
3275     Normally, monsters are affected by the mood floor as soon as they
3276     step on it. But charming (monster -&gt; pet) is too powerful,
3277 root 1.3 so it needs to be activated.
3278    
3279 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3280     But a powerful pet could as well be the reward for solving a
3281     quest. Or even better: It could be *part* of a quest!
3282     </attribute>
3283     <attribute arch="no_magic" editor="no spells" type="bool">
3284     If enabled, it is impossible for players to use (wizard-)
3285     spells on that spot.
3286     </attribute>
3287     <attribute arch="damned" editor="no prayers" type="bool">
3288     If enabled, it is impossible for players to use prayers
3289     on that spot. It also prevents players from saving.
3290     </attribute>
3291     </type>
3292    
3293     <!--####################################################################-->
3294     <type number="40" name="Mover">
3295     <ignore>
3296     <ignore_list name="non_pickable" />
3297     </ignore>
3298     <description><![CDATA[
3299     Movers move the objects above them. However, only living objects
3300     are affected (monsters/NPCs always, players optional). Movers have
3301     a direction, so players can be made to move in a pattern, and so
3302     can monsters. Motion is involuntary. Additionally, players or
3303     monsters can be "frozen" while ontop of movers so that they MUST
3304     move along a chain of them.
3305     <br><br>
3306     Multisquare monsters can be moved as well, given
3307     enough space. Movers are usually invisible. ]]>
3308     </description>
3309     <use><![CDATA[
3310     NEVER EVER consider a mover being unpassable in the backwards
3311     direction. Setting "forced movement" makes it seemingly impossible
3312     but there is still a trick: One player can push a second player
3313     past the mover, in opposite to the mover's direction! The more
3314     movers, the more players needed. Hence, don't make a treasure
3315     room that is surrounded by movers instead of solid walls/gates.
3316     <br><br>
3317     Btw, it does not make a difference putting movers above or
3318     below the floor. Moreover, movers that are set to be invisible
3319     cannot be discovered with the show_invisible spell.
3320     <br><br>
3321     Note that Movers and Directors are seperate objects, even though
3322     they look and act similar. Directors only do spells/missiles,
3323     while movers only do living creatures (depending on how it
3324     is set: monsters and players). ]]>
3325     </use>
3326     <attribute arch="attacktype" editor="forced movement" type="bool">
3327     If forced movement is enabled, the mover "freezes" anyone it
3328     moves (so they are forced to move along a chain).
3329     For players there is no way to escape this forced movement,
3330     except being pushed by a second player.
3331     </attribute>
3332     <attribute arch="maxsp" editor="freeze duration" type="int">
3333     The player will be "frozen" for that many moves.
3334     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3335     enabled, then &lt;freeze duration&gt; gets assigned the
3336     "default value" 2 automatically.
3337     </attribute>
3338     <attribute arch="speed" editor="movement speed" type="float">
3339     The movement speed value determines how fast a chain of
3340     these movers will push a player along (default is -0.2).
3341     </attribute>
3342     <attribute arch="sp" editor="direction" type="list_direction">
3343     The mover will push creatures in the specified &lt;direction&gt;.
3344     A mover with direction set to &lt;none&gt; will spin clockwise,
3345     thus pushing creatures in unpredictable directions.
3346     </attribute>
3347     <attribute arch="lifesave" editor="gets used up" type="bool">
3348     If enabled, the mover gets "used up" after a certain number of moves
3349 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3350 root 1.1 </attribute>
3351     <attribute arch="hp" editor="number of uses" type="int">
3352     This value has only a meaning if &lt;gets used up&gt; is set:
3353     &lt;number of uses&gt; is the number of times minus one, that it
3354     will move a creature before disappearing. (It will move
3355 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3356 root 1.1 </attribute>
3357     <section name="targets">
3358     <attribute arch="level" editor="move players" type="bool">
3359     If &lt;move players&gt; is enabled, both players and monsters will be
3360     moved. In the arches' default it is disabled - thus ONLY monsters
3361     get moved. Remember that "monsters" includes NPCs!
3362 root 1.3
3363 root 1.1 This feature provides you with the possibility to make NPCs
3364     literally "come to life". Example: The player is talking with an
3365     NPC, speaking a certain keyword. This triggers a magic_ear and
3366     activates creators, creating (per default: monster-only) movers
3367     under the NPC's feet. The NPC starts "walking" on a predefined
3368     route! Note that it's useful to set this NPC immune to everything,
3369     preventing the player to push the NPC off his trace.
3370     </attribute>
3371     <attribute arch="walk_on" editor="move walking creatures" type="bool">
3372     This should always be set.
3373     </attribute>
3374     <attribute arch="fly_on" editor="move flying creatures" type="bool">
3375     Move flying creatures enabled means all flying (living)
3376     objects will get moved too. If disabled, only walking
3377     (non-flying) creatures will get moved.
3378     </attribute>
3379     </section>
3380     </type>
3381    
3382     <!--####################################################################-->
3383     <type number="17" name="Pedestal">
3384     <ignore>
3385     <ignore_list name="non_pickable" />
3386     </ignore>
3387     <description><![CDATA[
3388     Pedestals are designed to detect certain types of living objects.
3389     When a predefined type of living creature steps on the pedestal, the
3390     connected value is triggered. ]]>
3391     </description>
3392     <use><![CDATA[
3393     If you want to create a place where only players of a certain race
3394     can enter, put a teleporter over your pedestal. So the teleporter is
3395     only activated for players of the matching race. Do not use gates,
3396     because many other players could sneak in. If you put powerful
3397     artifacts into such places, generally set "startequip 1", so that
3398     they are preserved for that one race and can't be traded to others. ]]>
3399     </use>
3400     <attribute arch="no_pick" value="1" type="fixed" />
3401     <attribute arch="slaying" editor="match race" type="string">
3402     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3403     matches the monster's or the player's race, we have a match.
3404     Yes, pedestals can detect a player's race! E.g. you could create a
3405 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3406    
3407 root 1.1 If it is set to "player", any player stepping on the pedestal
3408     is a match. Very useful if you want to open a gate for players
3409     but not for monsters.
3410     </attribute>
3411     <attribute arch="connected" editor="connection" type="int">
3412     When the pedestal is triggered, all objects with the same
3413     connection value get activated.
3414     </attribute>
3415     <attribute arch="walk_on" value="1" type="fixed" />
3416     <attribute arch="walk_off" value="1" type="fixed" />
3417     </type>
3418    
3419     <!--####################################################################-->
3420     <type number="94" name="Pit">
3421     <ignore>
3422     <ignore_list name="non_pickable" />
3423     </ignore>
3424     <description><![CDATA[
3425     Pits are holes, transporting the player when he walks (and falls) into them.
3426     A speciality about pits is that they don't transport the player to
3427     the exact destination, but within a two-square radius of the destination
3428     (never on blocked squares).<br>
3429     Optionally, pits can get closed and opened, similar to gates.<br><br>
3430     Monsters and items are affected by pits just as well as players.
3431     Even multipart monsters can fall through them, given enough space. ]]>
3432     </description>
3433     <use><![CDATA[
3434     Pits can add interesting effects to your map. When using them, make
3435     sure to use them in a "logical way": Pits should always drop the
3436     player to some kind of lower level. They should not be used to
3437     randomly interconnect maps like teleporters do. ]]>
3438     </use>
3439     <attribute arch="no_pick" value="1" type="fixed" />
3440     <attribute arch="connected" editor="connection" type="int">
3441     When a &lt;connection&gt; value is set, the pit can be opened/closed
3442     by activating the connection.
3443     </attribute>
3444     <attribute arch="hp" editor="destination X" type="int">
3445     The pit will transport creatures (and items) randomly into a two-square
3446     radius of the destination coordinates.
3447     If the destination square becomes blocked, the pit will act like
3448     being filled up and not work anymore!
3449     </attribute>
3450     <attribute arch="sp" editor="destination Y" type="int">
3451     The pit will transport creatures (and items) randomly into a two-square
3452     radius of the destination coordinates.
3453     If the destination square becomes blocked, the pit will act like
3454     being filled up and not work anymore!
3455     </attribute>
3456     <attribute arch="wc" editor="position state" type="int">
3457     The &lt;position state&gt; defines the position of the gate:
3458     Zero means completely open/down, the "number of animation-steps" (usually
3459     about 6 or 7) means completely closed/up state. I suggest you don't
3460     mess with this value - Leave the default in place.
3461     </attribute>
3462     <attribute arch="walk_on" editor="swallow walking" type="bool">
3463     If set, all walking creatures will fall into the pit.
3464     This does NOT need to be set for closed pits!
3465     </attribute>
3466     <attribute arch="fly_on" editor="swallow flying" type="bool">
3467     If set, all flying creatures will fall into the pit as well.
3468     This is not the behaviour expected from a pit, and it should
3469     only be used for map-mechanisms (e.g. for transporting flying
3470     monsters).
3471     An interesting side-effect: If this flag is enabled, spell
3472     effects like fire/snow also make their way through the pit.
3473     </attribute>
3474     </type>
3475    
3476     <!--####################################################################-->
3477     <type number="7" name="Poison Food">
3478     <description><![CDATA[
3479     When eating, the player's stomache is drained by 1/4 of food.
3480     If his food drops to zero, the player might even die. ]]>
3481     </description>
3482     </type>
3483    
3484     <!--####################################################################-->
3485     <type number="5" name="Potion">
3486     <description><![CDATA[
3487     The player can drink these and gain various kinds of benefits
3488     (/penalties) by doing so. ]]>
3489     </description>
3490     <use><![CDATA[
3491     One potion should never give multiple benefits at once. ]]>
3492     </use>
3493     <attribute arch="level" editor="potion level" type="int">
3494     If the potion contains a spell, the spell is cast at this level.
3495     For other potions it should be set at least to 1.
3496     </attribute>
3497     <attribute arch="sp" editor="spell" type="spell">
3498     When a player drinks this potion, the selected spell
3499     will be casted (once). This should work for any given spell.
3500     E.g. heal is "sp 35", magic power is "sp 67".
3501     </attribute>
3502     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3503     There are two types of special effects for potions:
3504     'life restoration' - restore the player's stats lost by death or draining
3505     (this has nothing in common with the restoration spell!)
3506 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3507 root 1.1 by a very small amount.
3508     </attribute>
3509     <attribute arch="cursed" editor="cursed" type="bool">
3510     If a potion is cursed, benefits generally turn into penalties.
3511     Note that potions can be "uncursed" by praying over an altar,
3512     with relative ease. *But* the potion must be identified to notice
3513     that it is cursed &gt;:)
3514     </attribute>
3515     <attribute arch="startequip" editor="godgiven item" type="bool">
3516     A godgiven item vanishes as soon as the player
3517     drops it to the ground.
3518     </attribute>
3519     <section name="stats">
3520     <attribute arch="Str" editor="strength" type="int">
3521     The player's strentgh will rise/fall by the given value for permanent
3522     (of course there is an upper limit). Generally there shouldn't be stat
3523     potions granting more than one stat. Cursed potions will subtract the
3524     stats if positive.
3525     </attribute>
3526     <attribute arch="Dex" editor="dexterity" type="int">
3527     The player's dexterity will rise/fall by the given value for permanent
3528     (of course there is an upper limit). Generally there shouldn't be stat
3529     potions granting more than one stat. Cursed potions will subtract the
3530     stats if positive.
3531     </attribute>
3532     <attribute arch="Con" editor="constitution" type="int">
3533     The player's constitution will rise/fall by the given value for permanent
3534     (of course there is an upper limit). Generally there shouldn't be stat
3535     potions granting more than one stat. Cursed potions will subtract the
3536     stats if positive.
3537     </attribute>
3538     <attribute arch="Int" editor="intelligence" type="int">
3539     The player's intelligence will rise/fall by the given value for permanent
3540     (of course there is an upper limit). Generally there shouldn't be stat
3541     potions granting more than one stat. Cursed potions will subtract the
3542     stats if positive.
3543     </attribute>
3544     <attribute arch="Pow" editor="power" type="int">
3545     The player's power will rise/fall by the given value for permanent
3546     (of course there is an upper limit). Generally there shouldn't be stat
3547     potions granting more than one stat. Cursed potions will subtract the
3548     stats if positive.
3549     </attribute>
3550     <attribute arch="Wis" editor="wisdom" type="int">
3551     The player's wisdom will rise/fall by the given value for permanent
3552     (of course there is an upper limit). Generally there shouldn't be stat
3553     potions granting more than one stat. Cursed potions will subtract the
3554     stats if positive.
3555     </attribute>
3556     <attribute arch="Cha" editor="charisma" type="int">
3557     The player's charisma will rise/fall by the given value for permanent
3558     (of course there is an upper limit). Generally there shouldn't be stat
3559     potions granting more than one stat. Cursed potions will subtract the
3560     stats if positive.
3561     </attribute>
3562     </section>
3563     <section name="resistance">
3564     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3565     The player's resistance to physical will rise by this value in percent
3566     (range -100 till +100). The effect is only temporare, and it does NOT
3567     add on the values from the player's equipment.
3568     Cursed potions will make negative resistance.. very nasty in combat!
3569     </attribute>
3570     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3571     The player's resistance to magic will rise by this value in percent
3572     (range -100 till +100). The effect is only temporare, and it does NOT
3573     add on the values from the player's equipment.
3574     Cursed potions will make negative resistance.. very nasty in combat!
3575     </attribute>
3576     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3577     The player's resistance to fire will rise by this value in percent
3578     (range -100 till +100). The effect is only temporare, and it does NOT
3579     add on the values from the player's equipment.
3580     Cursed potions will make negative resistance.. very nasty in combat!
3581     </attribute>
3582     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3583     The player's resistance to electricity will rise by this value in percent
3584     (range -100 till +100). The effect is only temporare, and it does NOT
3585     add on the values from the player's equipment.
3586     Cursed potions will make negative resistance.. very nasty in combat!
3587     </attribute>
3588     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3589     The player's resistance to cold will rise by this value in percent
3590     (range -100 till +100). The effect is only temporare, and it does NOT
3591     add on the values from the player's equipment.
3592     Cursed potions will make negative resistance.. very nasty in combat!
3593     </attribute>
3594     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3595     The player's resistance to acid will rise by this value in percent
3596     (range -100 till +100). The effect is only temporare, and it does NOT
3597     add on the values from the player's equipment.
3598     Cursed potions will make negative resistance.. very nasty in combat!
3599     </attribute>
3600     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3601     The player's resistance to confusion will rise by this value in percent
3602     (range -100 till +100). The effect is only temporare, and it does NOT
3603     add on the values from the player's equipment.
3604     Cursed potions will make negative resistance.. very nasty in combat!
3605     </attribute>
3606     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3607     The player's resistance to weaponmagic will rise by this value in percent
3608     (range -100 till +100). The effect is only temporare, and it does NOT
3609     add on the values from the player's equipment.
3610     Cursed potions will make negative resistance.. very nasty in combat!
3611     </attribute>
3612     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3613     The player's resistance to paralyze will rise by this value in percent
3614     (range -100 till +100). The effect is only temporare, and it does NOT
3615     add on the values from the player's equipment.
3616     Cursed potions will make negative resistance.. very nasty in combat!
3617     </attribute>
3618     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3619     The player's resistance to draining will rise by this value in percent
3620     (range -100 till +100). The effect is only temporare, and it does NOT
3621     add on the values from the player's equipment.
3622     Cursed potions will make negative resistance.. very nasty in combat!
3623     </attribute>
3624     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3625     The player's resistance to depletion will rise by this value in percent
3626     (range -100 till +100). The effect is only temporare, and it does NOT
3627     add on the values from the player's equipment.
3628     Cursed potions will make negative resistance.. very nasty in combat!
3629     </attribute>
3630     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3631     The player's resistance to poison will rise by this value in percent
3632     (range -100 till +100). The effect is only temporare, and it does NOT
3633     add on the values from the player's equipment.
3634     Cursed potions will make negative resistance.. very nasty in combat!
3635     </attribute>
3636     </section>
3637     </type>
3638    
3639     <!--####################################################################-->
3640     <type number="156" name="Power Crystal">
3641     <description><![CDATA[
3642     Power crystals can store a player's mana:
3643     When the player applies the crystal with full mana, half of
3644     it flows into the crystal. When the player applies it with
3645     lacking mana, the crystal replenishes the player's mana. ]]>
3646     </description>
3647     <attribute arch="sp" editor="initial mana" type="int">
3648     &lt;initial mana&gt; is the amount of spellpoints that the
3649     crystal holds when the map is loaded.
3650     </attribute>
3651     <attribute arch="maxsp" editor="mana capacity" type="int">
3652     The &lt;mana capacity&gt; defines how much mana can be stored
3653     in the crystal. This is what makes the crystal interesting.
3654     Wizard-players will always seek for crystals with large
3655     capacities.
3656     </attribute>
3657     </type>
3658    
3659     <!--####################################################################-->
3660     <type number="13" name="Projectile">
3661     <description><![CDATA[
3662     Projectiles like arrows/crossbow bolts are used as ammunition
3663     for shooting weapons.
3664     <br><br>
3665     It's very easy to add new pairs of weapons &amp; projectiles.
3666     Just set matching &lt;ammunition class&gt; both for shooting
3667     weapon and projectile. ]]>
3668     </description>
3669     <use><![CDATA[
3670     If you want to create new kinds of projectiles, you could
3671     add an alchemical receipe to create these.
3672 root 1.3
3673 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3674     they really fullfill a useful purpose. In fact, even bows
3675     and crossbows are rarely ever used. ]]>
3676     </use>
3677     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3678     This number is a bitmask, specifying the projectile's attacktypes.
3679     Attacktypes are: physical, magical, fire, cold.. etc.
3680     This works identical to melee weapons. Note that shooting
3681     weapons cannot have attacktypes.
3682     </attribute>
3683     <attribute arch="race" editor="ammunition class" type="string">
3684     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3685     these projectiles. For arrows set "arrows", for crossbow bolts
3686     set "crossbow bolts" (big surprise).
3687 root 1.3
3688 root 1.1 In certain cases, the ammunition class is displayed in the game.
3689     Hence, when you create a new ammunition class, choose an
3690     intuitive name like "missiles", "spirit bolts" - whatever.
3691 root 1.3
3692 root 1.1 You can also make special containers holding these projectiles
3693     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3694     </attribute>
3695     <attribute arch="slaying" editor="slaying race" type="string">
3696     Slaying means the weapon does tripple (3x) damage to monsters
3697     of the specified race. If &lt;slaying race&gt; matches an arch name,
3698     only monsters of that archtype receive tripple damage.
3699     Tripple damage is very effective.
3700     </attribute>
3701     <attribute arch="dam" editor="damage" type="int">
3702     The projectile &lt;damage&gt; significantly affects the damage
3703     done. Damage can be further increased by the shooting
3704     weapon's attributes.
3705     </attribute>
3706     <attribute arch="wc" editor="weaponclass" type="int">
3707     This value is supposed to be the base &lt;weaponclass&gt;,
3708     but it seems to have rather little effect.
3709     High values are good here, low values bad.
3710     </attribute>
3711     <attribute arch="food" editor="chance to break" type="int">
3712     The &lt;chance to break&gt; defines the breaking probability when this
3713     projectile hits an obstacle, e.g. wall or monster.
3714     The value is the %-chance to break, ranging from 0 (never breaking)
3715     to 100 (breaking at first shot).
3716     </attribute>
3717     <attribute arch="magic" editor="magic bonus" type="int">
3718     Magic bonus increases chance to hit and damage a little bit.
3719     </attribute>
3720     <attribute arch="unique" editor="unique item" type="bool">
3721     Unique items exist only one time on a server. If the item
3722     is taken, lost or destroyed - it's gone for good.
3723     </attribute>
3724     <attribute arch="startequip" editor="godgiven item" type="bool">
3725     A godgiven item vanishes as soon as the player
3726     drops it to the ground.
3727     </attribute>
3728     <attribute arch="no_drop" editor="don't drop" type="bool">
3729     When a monster carries a projectile with &lt;don't drop&gt;,
3730     this item will never drop to the ground but
3731     vanish instead. If this object is shot, it can still drop
3732     after hitting an obstacle. You can prevent this by
3733     setting &lt;chance to break&gt; 100.
3734     </attribute>
3735     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3736     This text may describe the projectile. This
3737     could be nice for very special ones.
3738     </attribute>
3739     </type>
3740    
3741     <!--####################################################################-->
3742     <type number="70" name="Ring">
3743     <import_type name="Amulet" />
3744     <description><![CDATA[
3745     Rings are worn on the hands - one ring each.
3746     Wearing rings, the object's stats will directly be inherited to
3747     the player. Usually enhancing his spellcasting potential. ]]>
3748     </description>
3749     <use><![CDATA[
3750     When you create an artifact ring, never forget that players can
3751     wear <B>two</B> rings! Due to that it is extremely important to
3752     keep rings in balance with the game.
3753     <br><br>
3754     Also keep in mind that rings are generally the wizard's tools.
3755     They should primarily grant bonuses to spellcasting abilities
3756     and non-physical resistances. ]]>
3757     </use>
3758     </type>
3759    
3760     <!--####################################################################-->
3761     <type number="3" name="Rod">
3762     <ignore>
3763     <attribute arch="title" />
3764     </ignore>
3765     <description><![CDATA[
3766     A rod contains a spell. The player can use this spell by applying and
3767     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3768     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3769     used endlessly. ]]>
3770     </description>
3771     <use><![CDATA[
3772     Rods with healing/curing spells are extremely powerful. Usually, potions have
3773     to be used for that purpose. Though, potions are expensive and only good for
3774     one-time-use.<br> ]]>
3775     </use>
3776     <attribute arch="sp" editor="spell" type="spell">
3777     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3778     rods to players, since they can be used endlessly without any mana cost!
3779     Rods with heal/ restoration/ protection spells, IF available, MUST be
3780     very very VERY hard to get!
3781     </attribute>
3782     <attribute arch="level" editor="casting level" type="int">
3783     The casting level of the &lt;spell&gt; determines it's power.
3784     For attack spells, level should be set to something reasonable.
3785     </attribute>
3786     <attribute arch="hp" editor="initial spellpoints" type="int">
3787     This value represents the initial amount of spellpoints in the rod.
3788     Naturally, this is quite unimportant.
3789     </attribute>
3790     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3791     When the rod is fully charged up, it will hold this maximum amount of
3792     spellpoints. Make sure it is enough to cast the contained spell at least
3793     once. But don't set the value too high, as that might make the rod
3794     too effective.
3795     </attribute>
3796     <attribute arch="startequip" editor="godgiven item" type="bool">
3797     A godgiven item vanishes as soon as the player
3798     drops it to the ground.
3799     </attribute>
3800     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3801     This text may contain a description of the rod.
3802     </attribute>
3803     </type>
3804    
3805     <!--####################################################################-->
3806     <type number="154" name="Rune">
3807     <ignore>
3808     <attribute arch="no_pick" />
3809     <attribute arch="title" />
3810     <attribute arch="name_pl" />
3811     <attribute arch="weight" />
3812     <attribute arch="value" />
3813     <attribute arch="material" />
3814     <attribute arch="unpaid" />
3815     </ignore>
3816     <description><![CDATA[
3817 root 1.3 A rune is a magical enscription on the dungeon floor.
3818 root 1.1 <br><br>
3819     Runes hit any monster or person who steps on them for 'dam' damage in
3820     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3821     and will cast this spell when it detonates. Yet another kind is the
3822     "summoning rune", summoning predefined monsters of any kind, at detonation.
3823     <br><br>
3824     Many runes are already defined in the archetypes. ]]>
3825     </description>
3826     <use><![CDATA[
3827     Avoid monsters stepping on your runes. For example, summoning runes
3828     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3829     </use>
3830     <attribute arch="no_pick" value="1" type="fixed" />
3831     <attribute arch="walk_on" value="1" type="fixed" />
3832     <attribute arch="level" editor="rune level" type="int">
3833     This value sets the level the rune will cast the spell it contains at,
3834     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3835 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3836    
3837 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3838     how much experience the player gets for doing so. Beware: High level
3839     runes can be quite a cheap source of experience! So either make them
3840     tough, or keep the level low.
3841     </attribute>
3842     <attribute arch="Cha" editor="visibility" type="int">
3843     This value determines what fraction of the time the rune is visible:
3844     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3845     how easily the rune may be found.
3846     </attribute>
3847     <attribute arch="hp" editor="number of charges" type="int">
3848     The rune will detonate &lt;number of charges&gt; times before disappearing.
3849     </attribute>
3850     <attribute arch="dam" editor="direct damage" type="int">
3851     &lt;direct damage&gt; specifies how much damage is done by the rune,
3852     if it doesn't contain a spell. This should be set in reasonable
3853 root 1.3 relation to the rune's level.
3854 root 1.1 </attribute>
3855     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3856     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3857     attribute defines what attacktype to use for direct damage when
3858     the rune detonates.
3859     </attribute>
3860     <section name="spellcraft">
3861     <attribute arch="sp" editor="spell" type="spell">
3862     The selected &lt;spell&gt; defines the spell in the rune, if any.
3863     (Many runes do direct damage).
3864     </attribute>
3865     <attribute arch="slaying" editor="spell name" type="string">
3866     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3867     but if present, overrides the &lt;spell&gt; setting.
3868     </attribute>
3869     <attribute arch="other_arch" editor="spell arch" type="string">
3870     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3871     is optional, but if present, overrides the &lt;spell&gt; setting.
3872     You can choose any of the existing arches.
3873     </attribute>
3874     <attribute arch="maxsp" editor="direction" type="list_direction">
3875     If set, the rune will cast it's containing spell (if any) in
3876     this &lt;direction&gt;.In most cases this appears useless because
3877     the spell directly hits the player.
3878     </attribute>
3879     <attribute arch="race" editor="summon monster" type="string">
3880     If this is set to the arch name of any monster, together with
3881     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3882     of those on detonation. (dam and attacktype will still be ignored
3883     in this case). Runes are even capable of summoning multi-square
3884     monsters, given enough space. You'd better test it though.
3885     </attribute>
3886     <attribute arch="maxhp" editor="summon amount" type="int">
3887     This should only be set to a summoning rune. It will then summon
3888     that many creatures of the kind &lt;summon monster&gt;.
3889     </attribute>
3890     </section>
3891     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3892     When the rune detonates, this text is displayed to the
3893     victim. For especially powerful runes, create an appropriate
3894     thrilling description. ;)
3895     </attribute>
3896     </type>
3897    
3898     <!--####################################################################-->
3899     <type number="106" name="Savebed">
3900     <ignore>
3901     <ignore_list name="non_pickable" />
3902     </ignore>
3903     <description><![CDATA[
3904     When the player applies a savebed, he is not only saved. Both his
3905     respawn-after-death and his word-of-recall positions are pointing
3906     to the last-applied savebed. ]]>
3907     </description>
3908     <use><![CDATA[
3909     Put savebed locations in towns, do not put them into dungeons.
3910     It is absolutely neccessary that a place with savebeds is 100% secure.
3911     That means:
3912     <UL>
3913     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3914     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3915     <LI> Insert a relyable exit! Make sure there is no possibility that
3916     players get trapped in a savebed location.
3917     <LI> If possible, mark the whole site as no-spell area (Insert this
3918     arch called "dungeon_magic" everywhere). This is not required,
3919     but it makes the place much more safe.
3920     </UL> ]]>
3921     </use>
3922     <attribute arch="no_pick" value="1" type="fixed" />
3923     <attribute arch="no_magic" value="1" type="fixed" />
3924     <attribute arch="damned" value="1" type="fixed" />
3925     </type>
3926    
3927     <!--####################################################################-->
3928 root 1.3 <type number="111" name="Scroll">
3929     <ignore>
3930     <attribute arch="title" />
3931     </ignore>
3932     <description><![CDATA[
3933     Scrolls contain spells (similar to spell-potions). Unlike potions,
3934     scrolls require a certain literacy skill to read successfully.
3935     Accordingly, for a successful reading, a small amount of
3936     experience is gained. Scrolls allow only one time usage, but
3937     usually they are sold in bulks. ]]>
3938     </description>
3939     <use><![CDATA[
3940     For low level quests, scrolls of healing/curing-spells
3941     can be a nice reward. At higher levels, scrolls become less
3942     and less useful. ]]>
3943     </use>
3944     <attribute arch="level" editor="casting level" type="int">
3945     The spell of the scroll will be casted at this level.
3946     This value should always be set, at least to 1.
3947     </attribute>
3948     <attribute arch="sp" editor="spell" type="spell">
3949     When a player/monster applies this scroll, the selected &lt;spell&gt;
3950     will be casted (once). This should work for any given spell.
3951     </attribute>
3952     <attribute arch="startequip" editor="godgiven item" type="bool">
3953     A godgiven item vanishes as soon as the player
3954     drops it to the ground.
3955     </attribute>
3956     </type>
3957    
3958     <!--####################################################################-->
3959     <type number="33" name="Shield">
3960     <import_type name="Amulet" />
3961     <description><![CDATA[
3962     Wearing a shield, the object's stats will directly be inherited to
3963     the player. Shields usually provide good defense, only surpassed
3964     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3965     </description>
3966     <use><![CDATA[
3967     Feel free to create your own special artifacts. However, it is very
3968     important that you keep your artifact in balance with existing maps. ]]>
3969     </use>
3970     <attribute arch="magic" editor="magic bonus" type="int">
3971     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3972     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3973     than direct armour-class bonus on the shield.
3974     </attribute>
3975     </type>
3976    
3977     <!--####################################################################-->
3978 root 1.1 <type number="14" name="Shooting Weapon">
3979     <description><![CDATA[
3980     Schooting weapons like bows/crossbows are used to shoot projectiles
3981     (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3982     wielded both at the same time. Like with any other equipment,
3983     stats/bonuses from shooting weapons are directly inherited to the player.
3984     <br><br>
3985     It's very easy to add new pairs of weapons &amp; projectiles.
3986     Just set matching &lt;ammunition class&gt; both for shooting
3987     weapon and projectile. ]]>
3988     </description>
3989     <use><![CDATA[
3990     Shooting weapons should not add bonuses in general. There's already
3991     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3992     Schooting weapons should especially not add bonuses to the player
3993     that have nothing to do with schooting. A Wisdom bonus on a bow
3994     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3995     - still crap. ]]>
3996     </use>
3997     <attribute arch="race" editor="ammunition class" type="string">
3998     Only projectiles with matching &lt;ammunition class&gt; can be fired
3999     with this weapon. For normal bows set "arrows", for normal
4000     crossbows set "crossbow bolts".
4001 root 1.3
4002 root 1.1 In certain cases, the ammunition class is displayed in the game.
4003     Hence, when you create a new ammunition class, choose an
4004     intuitive name like "missiles", "spirit bolts" - whatever.
4005     </attribute>
4006     <attribute arch="sp" editor="shooting speed" type="int">
4007     After shooting a projectile, the player is frozen for a short
4008     period of time (to prevent shooting arrows machine-gun-like).
4009     The greater &lt;shooting speed&gt;, the shorter this period of time.
4010     1 is minimum (=worst) and 100 is maximum (=best) value.
4011 root 1.3
4012 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4013     SET IT TO ZERO! (That would freeze the player for eternety).
4014     </attribute>
4015     <attribute arch="dam" editor="base damage" type="int">
4016     The &lt;base damage&gt; significantly affects the damage done
4017     by using this weapon. This damage is added to the projectile
4018     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4019     according to the player's strength is added.
4020     </attribute>
4021     <attribute arch="wc" editor="weaponclass" type="int">
4022     This value is supposed to be the base &lt;weaponclass&gt;,
4023     but it seems to have rather little effect.
4024     High values are good here, low values bad.
4025     </attribute>
4026     <attribute arch="item_power" editor="item power" type="int">
4027     The &lt;item power&gt; value measures how "powerful" an artifact is.
4028     Players will only be able to wear equipment with a certain total
4029     amount of &lt;item power&gt;, depending on their own level. This is the
4030     only way to prevent low level players to wear "undeserved" equipment
4031     (like gifts from other players or cheated items).
4032 root 1.3
4033 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4034     for every artifact you create! If zero/unset, the CF server will
4035     calculate a provisional value at runtime, but this is never
4036     going to be an accurate measurement of &lt;item power&gt;.
4037     </attribute>
4038     <attribute arch="no_strength" editor="ignore strength" type="bool">
4039     Usually the player's strentgh takes effect on the damage
4040     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4041     the player's strength is ignored.
4042     </attribute>
4043     <attribute arch="damned" editor="damnation" type="bool">
4044     A damned shooting weapon cannot be unwielded unless
4045     the curse is removed. Removing damnations is
4046     a tick harder than removing curses.
4047     </attribute>
4048     <attribute arch="cursed" editor="curse" type="bool">
4049     A cursed shooting weapon cannot be unwielded unless
4050     the curse is removed.
4051     </attribute>
4052     <attribute arch="unique" editor="unique item" type="bool">
4053     Unique items exist only one time on a server. If the item
4054     is taken, lost or destroyed - it's gone for good.
4055     </attribute>
4056     <attribute arch="startequip" editor="godgiven item" type="bool">
4057     A godgiven item vanishes as soon as the player
4058     drops it to the ground.
4059     </attribute>
4060     <section name="stats">
4061     <attribute arch="Str" editor="strength" type="int">
4062     The player's strentgh will rise/fall by the given value
4063     while wearing this shooting weapon.
4064     </attribute>
4065     <attribute arch="Dex" editor="dexterity" type="int">
4066     The player's dexterity will rise/fall by the given value
4067     while wearing this shooting weapon.
4068     </attribute>
4069     <attribute arch="Con" editor="constitution" type="int">
4070     The player's constitution will rise/fall by the given value
4071     while wearing this shooting weapon.
4072     </attribute>
4073     <attribute arch="Int" editor="intelligence" type="int">
4074     The player's intelligence will rise/fall by the given value
4075     while wearing this shooting weapon.
4076     </attribute>
4077     <attribute arch="Pow" editor="power" type="int">
4078     The player's power will rise/fall by the given value
4079     while wearing this shooting weapon.
4080     </attribute>
4081     <attribute arch="Wis" editor="wisdom" type="int">
4082     The player's wisdom will rise/fall by the given value while
4083     wearing this shooting weapon.
4084     </attribute>
4085     <attribute arch="Cha" editor="charisma" type="int">
4086     The player's charisma will rise/fall by the given value
4087     while wearing this shooting weapon.
4088     </attribute>
4089     </section>
4090     <section name="bonus">
4091     <attribute arch="luck" editor="luck bonus" type="int">
4092     With positive luck bonus, the player is more likely to
4093     succeed in all sorts of things (spellcasting, praying,...).
4094     Unless the &lt;luck bonus&gt; is very high, the effect will be
4095     barely visible in-game. Luck bonus on one piece of equipment
4096     should never exceed 3, and such bonus should not be too
4097     frequently available.
4098     </attribute>
4099     <attribute arch="magic" editor="magic bonus" type="int">
4100     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4101     I'm not sure what exactly is increased - maybe weaponclass?
4102     However, &lt;magic bonus&gt; seems to have a little bit of positive
4103     influence on your chance to hit.
4104     </attribute>
4105     </section>
4106     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4107     This text describes the weapons's "story". Every decent artifact weapon
4108     should have such a description.
4109     </attribute>
4110     </type>
4111    
4112     <!--####################################################################-->
4113     <type number="68" name="Shop Floor">
4114     <ignore>
4115     <ignore_list name="non_pickable" />
4116     </ignore>
4117     <description><![CDATA[
4118     Shop floor is used for shops. It acts like a combination of the
4119     common floor- and the treasure type: When the map is loaded,
4120     randomitems (depending on the setings) are generated on it.
4121     These items are all flagged as unpaid.
4122     When a player drops an item onto shop floor, the item becomes
4123     unpaid and the player receives payment according to the item's
4124     selling-value.
4125     Shopfloor always prevents magic (To hinder players from burning
4126     or freezing the goods). ]]>
4127     </description>
4128     <use><![CDATA[
4129     Tile your whole shop-interior space which shop floor.
4130     (That assures players receive payment for dropping items).
4131     Place shop mats to enter/leave the shop, and make sure
4132     there is no other exit than the shop mat. ]]>
4133     </use>
4134     <attribute arch="is_floor" value="1" type="fixed" />
4135     <attribute arch="no_pick" value="1" type="fixed" />
4136     <attribute arch="no_magic" value="1" type="fixed" />
4137     <attribute arch="auto_apply" editor="generate goods" type="bool">
4138     If enabled, items will appear on this square when the map is loaded.
4139     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4140     are generated. The items will be unpaid.
4141     </attribute>
4142     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4143     This entry determines what kind of treasure will appear, when
4144     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4145     for details about existing treasurelists.
4146     </attribute>
4147     <attribute arch="exp" editor="quality level" type="int">
4148     The &lt;quality level&gt; will be used for the quality of the generated
4149     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4150     doesn't need to be set, unless you want extraordinarily good/bad
4151     quality. If you want to make a shop with very high quality, meaybe
4152     charge an entrance fee, or make the shop hard-to-come-by.
4153     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4154     and appearance of artifact-items.
4155     </attribute>
4156     <attribute arch="damned" editor="no prayers" type="bool">
4157     If enabled, it is impossible for players to use prayers
4158     on that spot. It also prevents players from saving.
4159     (Remember that &lt;no magic&gt; is always set for shop floors.)
4160     </attribute>
4161     </type>
4162    
4163     <!--####################################################################-->
4164     <type number="69" name="Shop Mat">
4165     <ignore>
4166     <ignore_list name="non_pickable" />
4167     </ignore>
4168     <description><![CDATA[
4169     Shop mats are used for entering/leaving shops. You should always
4170     have exactly TWO shop mats on your shop-map: One inside the
4171     "shopping-area" and one outside. Shop mats don't use exit paths/
4172     or -destinations. When stepping onto a shopmat the player gets beamed
4173     to the nearest other mat. If the player has unpaid items in his
4174     inventory, the price gets charged from his coins automatically.
4175     If the player has insufficient coins to buy his unpaid items, he
4176     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4177     </description>
4178     <use><![CDATA[
4179     As stated above, always place TWO shop mats into your shop.
4180     Not more and not less than that. ]]>
4181     </use>
4182     <attribute arch="no_pick" value="1" type="fixed" />
4183     <attribute arch="walk_on" editor="apply by walking" type="bool">
4184     If set, the player can enter/leave the
4185     shop by just walking into the shop mat.
4186     </attribute>
4187     <attribute arch="fly_on" editor="apply by flying" type="bool">
4188     If set, the player can enter/leave the
4189     shop by "flying" into the shop mat.
4190     </attribute>
4191     </type>
4192    
4193     <!--####################################################################-->
4194     <type number="98" name="Sign &amp; MagicMouth">
4195     <ignore>
4196     <ignore_list name="non_pickable" />
4197     </ignore>
4198     <description><![CDATA[
4199     The purpose of a sign or magic_mouth is to display a certain message to
4200     the player. There are three ways to have the player get this message:
4201     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4202     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4203     </description>
4204     <use><![CDATA[
4205     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4206     some true roleplay feeling to your maps, support your storyline or give
4207     hints about hidden secrets/dangers. Place signs to provide the player
4208     with all kinds of useful information for getting along in your maps. ]]>
4209     </use>
4210     <attribute arch="connected" editor="connection" type="int">
4211     When a connection value is set, the message will be printed whenever
4212     the connection is triggered. This should be used in combination with
4213     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4214     If activating your magic_mouth this way, the message will not only be
4215     printed to one player, but all players on the current map.
4216     </attribute>
4217     <attribute arch="walk_on" editor="activate by walking" type="bool">
4218     If set, the player gets the message when walking ontop of the object.
4219     "invisible 1" should be set in this case. This is the typical configuration
4220     for a "magic_mouth": The player walks through a dungeon and suddenly he
4221     gets a message. Use this to create some roleplay atmosphere, and to inform
4222     the player about possible dangers or secrets.
4223     </attribute>
4224     <attribute arch="fly_on" editor="activate by flying" type="bool">
4225     If set, the player gets the message when flying (=levitating) ontop
4226     of the object. Usually this should be set together with walk_on.
4227     </attribute>
4228     <attribute arch="food" editor="counter" type="int">
4229     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4230     (printing the message) only that many times. For signs this really shouldn't
4231     be used, while for magic_mouths it is extremely helpful.
4232     Monsters walking over the magic_mouth do not decrease the counter.
4233 root 1.3
4234 root 1.1 Often, you might want to have a message displayed only one time. For example:
4235     The player enters your map and you put a magic_mouth to tell him about the
4236     monsters and how dangerous they look and all. Later, when all the monsters
4237     are killed and the player leaves the map, displaying the same message a
4238     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4239     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4240     </attribute>
4241     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4242     This text will be displayed to the player.
4243     </attribute>
4244     </type>
4245    
4246     <!--####################################################################-->
4247     <type number="43" name="Skill">
4248     <ignore>
4249     <ignore_list name="system_object" />
4250     </ignore>
4251     <description><![CDATA[
4252     Skills are objects which exist in the player/monster inventory.
4253     Both NPC/monsters and players use the same skill archetypes. Not all skills
4254     are enabled for monster use however. ]]>
4255     </description>
4256     <use><![CDATA[
4257     For mapmaking, Skill objects serve two purposes:
4258     <p>First, the predefined skill archtypes (in the 'skills' directory)
4259     can be seen as the global skill definitions. A skill which doesn't
4260     exists as an archtype cannot be learned or used by players. When you
4261     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4262     of defined skill archtypes, because those strings are used as a reference in
4263     many skill-related objects.
4264     </p><p>
4265     Secondly, in order to enable monsters to use skills, you will need to
4266     copy default skill archtypes into the monsters' inventories.
4267     You can even customize the skills by changing stats. It is not
4268     recommended however, to use skills in your maps which are totally
4269     unrelated to any predefined skill archtype.</p> ]]>
4270     </use>
4271     <attribute arch="invisible" value="1" type="fixed" />
4272     <attribute arch="no_drop" value="1" type="fixed" />
4273     <attribute arch="skill" editor="skill name" type="string">
4274     The &lt;skill name&gt; is used for matchings. When a usable
4275     object has an identical &lt;skill name&gt;, players
4276     (or monsters) will need this skill to apply/use the object.
4277     </attribute>
4278     <attribute arch="expmul" editor="exp multiplier" type="float">
4279     This is the ratio of experience the players total should increase by
4280     when this skill is used. If this is zero, then experience only goes to
4281     to the skill. Values higher than 1 are allowed. Note that experience
4282     rewarded to the players total is in addition to that given to the
4283     skill. Eg, if player should get 500 exp for using a skill, and
4284     expmul is 1, the player will get 500 added to that skill as well as
4285     500 to their total.
4286     </attribute>
4287     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4288     The &lt;skill type&gt; defines the base functionality of the skill.
4289     Skill types are hardcoded in the Crossfire server. It isn't hard to
4290     create new skill types, but it requires a bit of server-coding.
4291     </attribute>
4292     <attribute arch="level" editor="level" type="int">
4293     </attribute>
4294     <attribute arch="exp" editor="experience" type="int">
4295     </attribute>
4296     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4297     The &lt;is native skill&gt; flag has an effect only when this
4298     skill object is placed in the inventory of a monster (or player).
4299     If it is set, the monster or player knows the skill natively, which
4300     means he does not need a skill tool to use it.
4301     </attribute>
4302     </type>
4303    
4304     <!--####################################################################-->
4305     <type number="130" name="Skill Scroll">
4306     <description><![CDATA[
4307     By reading a skill scroll, a player has a chance to learn the
4308     contained skill. ]]>
4309     </description>
4310     <use><![CDATA[
4311     Skill scrolls are very much sought for by players. Currently,
4312     all skill scrolls are sold in shops randomly, which is in fact not
4313     a good system. It would be nice to have some cool quests with
4314     skill scrolls rewarded at the end. ]]>
4315     </use>
4316     <attribute arch="race" value="scrolls" type="fixed" />
4317     <attribute arch="skill" editor="skill name" type="string">
4318     The &lt;skill name&gt; matches the skill object that can
4319     be learned from this scroll.
4320     </attribute>
4321     </type>
4322    
4323     <!--####################################################################-->
4324     <type number="21" name="Special Key">
4325     <ignore>
4326     <attribute arch="material" />
4327     </ignore>
4328     <description><![CDATA[
4329     When carrying the appropriate special key, a locked door can
4330     be opened. The key will dissapear.
4331     <br><br>
4332     This object-type can also be used for "passport"-like items:
4333     When walking onto an invetory checker, a gate for example might
4334     get opened. The "passport" will stay in the player's inventory. ]]>
4335     </description>
4336     <use><![CDATA[
4337     How to make a "passport": You take the special key arch
4338     (archetype name is "key2"), set the face to something like
4339     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4340     certainly must match with the appropiate inventory checker.
4341     <br><br>
4342     Of course you can be creative with names and faces of
4343     key-objects. A "mysterious crystal" or a "big dragon claw"
4344     (with appropriate faces) appear more interesting than just
4345     a "strange key", or "passport". ]]>
4346     </use>
4347     <attribute arch="slaying" editor="key string" type="string">
4348     This string must be identical with the &lt;key string&gt; in the
4349     locked door, then it can be unlocked. It can also be used
4350     to trigger inventory checkers.
4351     </attribute>
4352     <attribute arch="material" editor="material" type="bitmask_material">
4353     For Special Keys, material should always be unset or set
4354     to Adamantite. This prevents the key from getting
4355     burned or otherwise destroyed.
4356     </attribute>
4357     <attribute arch="unique" editor="unique item" type="bool">
4358     Unique items exist only one time on a server. If the item
4359     is taken, lost or destroyed - it's gone for good.
4360 root 1.3
4361 root 1.1 This can be used if you want to sell apartments on your
4362     map: Simply sell a unique passport/key, and place
4363     an inventory checker at the entrance of your apartment.
4364     </attribute>
4365     <attribute arch="startequip" editor="godgiven item" type="bool">
4366     A godgiven item vanishes as soon as the player
4367     drops it to the ground.
4368     </attribute>
4369     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4370     This will add a description to the object. The player can read
4371     this text by clicking on the item in his inventory. Use this
4372     message to describe what the key/passport is good for. A player
4373     might have 50 different keys on his key-ring. Don't expect
4374     players to recall their purpose just by their names.
4375     </attribute>
4376     </type>
4377    
4378     <!--####################################################################-->
4379     <type number="101" name="Spell">
4380     <ignore>
4381     <ignore_list name="system_object" />
4382     </ignore>
4383     <description><![CDATA[
4384     Spell objects define a spell. When a spell is put in a spellbook,
4385     players can learn it by reading the book. Once learned, players
4386     can use the spell as often as they like. With increasing skill level
4387     of the player, spells may gain power but also increase cost.<br>
4388     Monsters can use spells which are put in their inventory (provided
4389     that certain "enabling" settings are correct). The monster's
4390     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4391     </description>
4392     <use><![CDATA[
4393     A lot of the spells' settings can be tuned and customized.
4394     When creating new spells which are accessible to players, it is
4395     important to think about balance. A single spell which is too
4396     powerful and/or too easy to use can eventually toss the whole skill
4397     and magic school system out of whack. Testing new spells is
4398     quite important therefore. ]]>
4399     </use>
4400     <attribute arch="no_drop" value="1" type="fixed" />
4401     <attribute arch="invisible" value="1" type="fixed" />
4402     <attribute arch="skill" editor="skill name" type="string">
4403     The &lt;skill name&gt; matches the skill which is needed
4404     to cast this spell. This should be one out of "sorcery",
4405     "pyromancy", "evocation", "summoning" or "praying".
4406     If you want to fiddle with these, please take care not
4407     to upset the concept and balance of the various skills.
4408     </attribute>
4409     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4410     The &lt;spell type&gt; defines the basic type of spell.
4411     Some of these types are of a more generic nature than others.
4412     </attribute>
4413     <attribute arch="level" editor="spell level" type="int">
4414     </attribute>
4415     <attribute arch="casting_time" editor="casting time" type="int">
4416     </attribute>
4417     <attribute arch="duration" editor="duration" type="int">
4418     </attribute>
4419     <attribute arch="other_arch" editor="create object" type="string">
4420     </attribute>
4421     <attribute arch="sp" editor="cost spellpoints" type="int">
4422     </attribute>
4423     <attribute arch="grace" editor="cost grace" type="int">
4424     </attribute>
4425     <attribute arch="maxsp" editor="double cost per level" type="int">
4426     </attribute>
4427     </type>
4428    
4429     <!--####################################################################-->
4430     <type number="85" name="Spellbook">
4431     <description><![CDATA[
4432     By reading a spellbook, the player has a chance of learning the
4433     contained spell. Once learned from a book, the spell is available
4434     forever. Spellbooks with high level spells require some skill-level
4435     to read.<br><br>
4436     You can create widely customized spells only by adjusting the
4437     spell object in the spellbooks inventory. Refer to the description
4438     of spell objects for detailed information how to customize spells.<br>
4439     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4440     with a compilation of spells that the book may contain. ]]>
4441     </description>
4442     <use><![CDATA[
4443     Don't put any of the godgiven spells into a spellbook! These are
4444     reserved for the followers of the appropriate cults. Handing them
4445     out in a spellbook would violate the balance between different religions.
4446     <br><br>
4447     Note that there is no fundamental difference between the spellbooks
4448     of varying schools (pyromancy, sorcery, evocation, summoning, and
4449     even praying). The difference lies only in the spells they contain.
4450     It is up to you, the mapmaker, to pick the right type of book
4451     for your spells. ]]>
4452     </use>
4453     <attribute arch="skill" value="literacy" type="fixed" />
4454     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4455     There are two ways to put spells into a spellbook:
4456     1. Put a spell object in the books inventory. In this case,
4457     treasurelist must be set to &lt;none&gt;.
4458     2. Choose a treasurelist which contains spells.
4459     In that way, a spell will be chosen randomly from the list.
4460     </attribute>
4461     <attribute arch="startequip" editor="godgiven item" type="bool">
4462     A godgiven item vanishes as soon as the player
4463     drops it to the ground.
4464     </attribute>
4465     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4466     This text may contain a nice description
4467     of the spellbook's cover or something.
4468     </attribute>
4469     </type>
4470    
4471     <!--####################################################################-->
4472     <type number="90" name="Spinner">
4473     <ignore>
4474     <ignore_list name="non_pickable" />
4475     </ignore>
4476     <description><![CDATA[
4477     Spinners change the direction of spell objects and other projectiles
4478     that fly past. Unlike directors, it does make a difference from what
4479     angle you shoot into the spinner. The direction of objects flying past
4480     is always changed by a certain degree. ]]>
4481     </description>
4482     <use><![CDATA[
4483     Spinners are very rarely used. I believe they are quite
4484     confusing and pointless. The only use I can think of is building
4485     some puzzle about where to shoot into spinners to shoot somewhere you
4486     otherwise couldn't.
4487 root 1.3
4488 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4489     projectiles from magic walls don't get to fly in loops. ]]>
4490     </use>
4491     <attribute arch="sp" editor="direction number" type="int">
4492     The spinner will change the direction of flying objects by
4493     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4494     positive values counter clockwise.
4495 root 1.3
4496 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4497     </attribute>
4498     <attribute arch="walk_on" value="1" type="fixed" />
4499     <attribute arch="fly_on" value="1" type="fixed" />
4500     </type>
4501    
4502     <!--####################################################################-->
4503     <type number="138" name="Swamp">
4504     <ignore>
4505     <ignore_list name="non_pickable" />
4506     </ignore>
4507     <description><![CDATA[
4508     Swamp areas show a special behaviour:
4509     When a player stands still on a swamp-square for too long,
4510     he will start to sink in and eventually drown and die.
4511     Items dropped on the swamp sink in and dissapear.
4512     Players with knowledge of the woodsman skill are a lot less likely
4513     to die in the swamp. ]]>
4514     </description>
4515     <attribute arch="walk_on" value="1" type="fixed" />
4516     <attribute arch="is_floor" value="1" type="fixed" />
4517     <attribute arch="is_wooded" value="1" type="fixed" />
4518     <attribute arch="speed" editor="drowning speed" type="float">
4519     The higher the &lt;drowning speed&gt;, the faster will players and items
4520     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4521     and unexpected death-trap. Players should get a warning before such areas.
4522     </attribute>
4523     <attribute arch="slow_move" editor="slow movement" type="int">
4524     If &lt;slow movement&gt; is set to a value greater zero, all
4525     creatures moving over this spot will be slower than normal.
4526 root 1.3
4527 root 1.1 &lt;slow movement&gt; 1 - rough terrain
4528     &lt;slow movement&gt; 2 - very rough terrain
4529     ...
4530     &lt;slow movement&gt; 5 - default for deep swamp
4531     </attribute>
4532     <attribute arch="no_magic" editor="no spells" type="bool">
4533     If enabled, it is impossible for players to use (wizard-)
4534     spells on that spot.
4535     </attribute>
4536     <attribute arch="damned" editor="no prayers" type="bool">
4537     If enabled, it is impossible for players to use prayers
4538     on that spot. It also prevents players from saving.
4539     </attribute>
4540     </type>
4541    
4542     <!--####################################################################-->
4543     <type number="41" name="Teleporter">
4544     <ignore>
4545     <ignore_list name="non_pickable" />
4546     </ignore>
4547     <description><![CDATA[
4548     When the player walks into a teleporter, he is transferred to a
4549     different location. The main difference to the object-type exit
4550     is the possibility to have teleporters connected to levers/buttons/etc.
4551     Sometimes teleporters are activated even against the players will.
4552     <br><br>
4553     Unlike exits, teleporters can also transfer items and
4554     monsters to different locations on the same map. ]]>
4555     </description>
4556     <use><![CDATA[
4557     When creating maps, I guess sooner or later you'll want to have
4558     an invisible teleporter. If using "invisible 1", the teleporter
4559     can still be discovered with the show_invisible spell. And in
4560     some cases you can't place it under the floor to prevent this.
4561     <br><br>
4562     Fortunately, there is a cool trick to make a perfectly invisible
4563     teleporter: You simply add teleporter functionality to the floor
4564     itself. That means: You take the floor arch (e.g. "flagstone"),
4565     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4566     </use>
4567     <attribute arch="slaying" editor="exit path" type="string">
4568     The exit path specifies the map that the player is transferred to.
4569     &lt;exit path&gt; can be an absolute path, beginning with '/'
4570     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4571     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4572     for example I could use the relative path "Fire1"). Use relative
4573     paths whenever possible! Note that upper/lower case must always be
4574     set correctly. However, please use lower case only.
4575 root 1.3
4576 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4577     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4578     monsters and items. In this case, the destined map is automatically
4579     the same map the teleporter is on.
4580     </attribute>
4581     <attribute arch="hp" editor="destination X" type="int">
4582     The exit destinations define the (x, y)-coordinates where the exit
4583     leads to.
4584 root 1.3
4585 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4586     get teleported to another, randomly chosen teleporter on the same
4587     map (Slightly confusing for the player though). Make sure there
4588     actually *is* a second one in that case.
4589 root 1.3
4590 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4591     be transferred to the "default enter location" of the destined map.
4592     The latter can be set in the map-properties as "Enter X/Y". Though,
4593     please DO NOT use that. It turned out to be a source for numerous
4594     map-bugs.
4595     </attribute>
4596     <attribute arch="sp" editor="destination Y" type="int">
4597     The exit destinations define the (x, y)-coordinates where the exit
4598     leads to.
4599 root 1.3
4600 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4601     get teleported to another, randomly chosen teleporter on the same
4602     map (Slightly confusing for the player though). Make sure there
4603     actually *is* a second one in that case.
4604 root 1.3
4605 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4606     be transferred to the "default enter location" of the destined map.
4607     The latter can be set in the map-properties as "Enter X/Y". Though,
4608     please DO NOT use that. It turned out to be a source for numerous
4609     map-bugs.
4610     </attribute>
4611     <attribute arch="connected" editor="connection" type="int">
4612     If a connection value is set, the teleporter will be activated
4613     whenever the connection is triggered. To use this properly,
4614     &lt;activation speed&gt; must be zero.
4615     </attribute>
4616     <attribute arch="speed" editor="activation speed" type="float">
4617     If the &lt;activation speed&gt; is nonzero, the teleporter will
4618     automatically be activated in regular time-intervals. Hence, the
4619     player can just step on it and gets teleported sooner or later.
4620     The duration between two activates depends on the given value.
4621 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4622    
4623 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4624     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4625     </attribute>
4626     </type>
4627    
4628     <!--####################################################################-->
4629 root 1.3 <type number="26" name="Timed Gate">
4630     <ignore>
4631     <ignore_list name="non_pickable" />
4632     </ignore>
4633     <description><![CDATA[
4634     Gates play an important role in Crossfire. Gates can be opened
4635     by activating a button/trigger, by speaking passwords (-> magic_ear)
4636     or carrying special key-objects (-> inventory checker).
4637     Unlike locked doors, gates can get shut again after a player has
4638     passed, which makes them more practical in many cases. Unlike normal
4639     gates, timed gates open when triggered but automatically close again
4640     after some time.]]>
4641     </description>
4642     <use><![CDATA[
4643     Use gates to divide your maps into separated areas. After solving
4644     area A, the player gains access to area B, and so on. Make your
4645     maps more complex than "one-way". ]]>
4646     </use>
4647     <attribute arch="no_pick" value="1" type="fixed" />
4648     <attribute arch="connected" editor="connection" type="int">
4649     Whenever the inventory checker is triggered, all objects with identical
4650     &lt;connection&gt; value get activated. This only makes sense together with
4651     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4652     after some time.
4653     </attribute>
4654     <attribute arch="wc" editor="position state" type="int">
4655     The &lt;position state&gt; defines the position of the gate:
4656     Zero means completely open/down, the "number of animation-steps" (usually
4657     about 6 or 7) means completely closed/up state. I suggest you don't
4658     mess with this value - Leave the default in place.
4659     </attribute>
4660     <attribute arch="no_pass" editor="blocking passage" type="bool">
4661     For open gates, &lt;blocking passage&gt; should be unset.
4662     For closed gates it must be set.
4663     </attribute>
4664     <attribute arch="no_magic" editor="restrict spells" type="bool">
4665     Restricting the use of spells to pass this gate. This has
4666     an effect only if &lt;block view&gt; is disabled.
4667     </attribute>
4668     <attribute arch="damned" editor="restrict prayers" type="bool">
4669     Restricting the use of prayers to pass this door. This has
4670     an effect only if &lt;block view&gt; is disabled.
4671     </attribute>
4672     <attribute arch="hp" editor="open duration" type="int">
4673     Defines the duration the gate remains closed. This only takes effect
4674     if the gate is not connected.
4675     </attribute>
4676     </type>
4677    
4678     <!--####################################################################-->
4679 root 1.1 <type number="155" name="Trap">
4680     <ignore>
4681     <attribute arch="no_pick" />
4682     <attribute arch="title" />
4683     <attribute arch="name_pl" />
4684     <attribute arch="weight" />
4685     <attribute arch="value" />
4686     <attribute arch="material" />
4687     <attribute arch="unpaid" />
4688     </ignore>
4689     <description><![CDATA[
4690     A trap is a object that can either do damage or trigger another connected object
4691 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4692 root 1.1 and generally have either a physical attack or trigger a reaction.
4693     <br><br>
4694     Traps hit any monster or person who steps on them for 'dam' damage in
4695     'attacktype' attacktype and/or trigger a reaction.
4696     <br><br>
4697     Many traps are already defined in the archetypes. ]]>
4698     </description>
4699     <use><![CDATA[
4700     Avoid monsters stepping on your traps. For example, a party of orcs setting
4701     off your lightning wall and pit trap is usually a bad idea. ]]>
4702     </use>
4703     <attribute arch="no_pick" value="1" type="fixed" />
4704     <attribute arch="walk_on" value="1" type="fixed" />
4705 root 1.3 <attribute arch="level" editor="trap level" type="int">
4706 root 1.1 Level effects how easily a trap may be found and disarmed, and
4707     how much experience the player gets for doing so. Beware: High level
4708     traps can be quite a cheap source of experience! So either make them
4709     tough, or keep the level low.
4710     </attribute>
4711     <attribute arch="Cha" editor="visibility" type="int">
4712     This value determines what fraction of the time the trap is visible:
4713     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4714     how easily the trap may be found.
4715     </attribute>
4716     <attribute arch="hp" editor="number of charges" type="int">
4717     The trap will detonate &lt;number of charges&gt; times before disappearing.
4718     </attribute>
4719     <attribute arch="dam" editor="direct damage" type="int">
4720 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4721     This should be set in reasonable relation to the trap's level.
4722 root 1.1 </attribute>
4723     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4724     This attribute defines what attacktype to use for direct damage when
4725     the trap detonates.
4726     </attribute>
4727     <attribute arch="connected" editor="connection" type="int">
4728     When the trap is detonated, all objects with the same
4729     connection value get activated.
4730     </attribute>
4731     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4732     When the trap detonates, this text is displayed to the
4733     victim. For especially powerful or complex traps, create an appropriate
4734     and thrilling description. ;)
4735     </attribute>
4736     </type>
4737    
4738     <!--####################################################################-->
4739     <type number="95" name="Trapdoor">
4740     <ignore>
4741     <ignore_list name="non_pickable" />
4742     </ignore>
4743     <description><![CDATA[
4744     Trapdoors are very similar to pits. The difference is that they
4745     can not be closed. Instead, the weight of the object on the
4746     trapdoor determines weither it slams the trapdoor open and falls through
4747     or not.<br>
4748     Once a trapdoor has been opened (by a creature or items of sufficient
4749     weight,) it remains open, acting like an opened pit. ]]>
4750     </description>
4751     <use><![CDATA[
4752     Trapdoors should be used in the same fashion as pits:
4753     They should always drop the victims to some kind of lower level. They
4754     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4755     </use>
4756     <attribute arch="no_pick" value="1" type="fixed" />
4757     <attribute arch="walk_on" value="1" type="fixed" />
4758     <attribute arch="weight" editor="hold weight" type="int">
4759     This value defines how much weight the trapdoor can hold.
4760     Once items or creatures are gathered on the trapdoor, with
4761     a total weight surpassing this value, then the trapdoor will
4762     open and things start falling through.
4763     </attribute>
4764     <attribute arch="hp" editor="destination X" type="int">
4765     The trapdoor will transport creatures (and items) randomly into
4766     a two-square radius of the destination coordinates.
4767     If the destination square becomes blocked, the trapdoor will act like
4768     being filled up and not work anymore!
4769     </attribute>
4770     <attribute arch="sp" editor="destination Y" type="int">
4771     The trapdoor will transport creatures (and items) randomly into
4772     a two-square radius of the destination coordinates.
4773     If the destination square becomes blocked, the trapdoor will act like
4774     being filled up and not work anymore!
4775     </attribute>
4776     </type>
4777    
4778     <!--####################################################################-->
4779     <type number="4" name="Treasure">
4780     <ignore>
4781     <attribute arch="nrof" />
4782     <attribute arch="title" />
4783     <attribute arch="name_pl" />
4784     <attribute arch="weight" />
4785     <attribute arch="value" />
4786     <attribute arch="material" />
4787     </ignore>
4788     <description><![CDATA[
4789     A treasure-object turns into certain randomitems when the map is loaded
4790     into the game. ]]>
4791     </description>
4792     <use><![CDATA[
4793     About usage of the "random-artifact" treasurelist:
4794     This will generate powerful stuff like girdles, xray helmets, special
4795     swords etc. If you put this as reward to your quest, players might be
4796     motivated to do it more than once. BUT, by doing so they will get a huge
4797     number of different artifacts! Besides, players will always seek the place
4798     with the most easy-to-get random artifact and ignore all others.
4799     My advice: Don't use it! Attract players with good fighting experience
4800     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4801     </use>
4802     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4803     This entry determines what kind of treasure will appear. Look into
4804     /crossfire/share/crossfire/treasures for details about existing
4805     treasurelists.
4806     </attribute>
4807     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4808     "Auto-generate" must be set in order to have the treasure be created
4809     when the map is loaded.
4810     If you want to create a random treasure chest, you unset this flag.
4811     That way, the player has to apply the object (the chest), then the
4812     treasure is generated.
4813     </attribute>
4814     <attribute arch="hp" editor="create number" type="int">
4815     "Create number" specifies how many pieces of the given treasurelist
4816     will appear. Note that for every piece there is a chance that nothing is
4817     generated. Also, sometimes there can be stacks of items generated, like
4818     for gems/money.
4819     </attribute>
4820     <attribute arch="exp" editor="quality level" type="int">
4821     The &lt;quality level&gt; will be used for the quality of the generated
4822     treasure instead of the map difficulty (as was done with shops).
4823     If zero/unset, the map difficulty will instead be used.
4824     (Example for comparison: Shop floors generate treasure of
4825     &lt;quality level&gt; 5 per default).
4826     </attribute>
4827     </type>
4828    
4829     <!--####################################################################-->
4830 root 1.3 <type number="52" name="Trigger Marker">
4831     <ignore>
4832     <ignore_list name="system_object" />
4833     </ignore>
4834     <description><![CDATA[
4835     A trigger marker is an object that inserts an invisible force (a mark) into a
4836     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4837     &lt;key string&gt; which can be discovered by detectors or inventory
4838     checkers. It is also possible to use markers for removing marks again.
4839     <br><br>
4840     Note that the player has no possibility to "see" his own marks,
4841     except by the effect that they cause on the maps. ]]>
4842     </description>
4843     <use><![CDATA[
4844     Markers hold real cool possibilities for map-making. I encourage
4845     you to use them frequently. However there is one negative point
4846     about markers: Players don't "see" what's going on with them. It is
4847     your task, as map-creator, to make sure the player is always well
4848     informed and never confused.
4849     <br><br>
4850     Please avoid infinite markers when they aren't needed. They're
4851     using a little space in the player file after all, so if there
4852     is no real purpose, set an expire time. ]]>
4853     </use>
4854     <attribute arch="no_pick" value="1" type="fixed" />
4855     <attribute arch="slaying" editor="key string" type="string">
4856     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4857     If the player already has a force with that &lt;key string&gt;,
4858     there won't be inserted a second one.
4859     </attribute>
4860     <attribute arch="connected" editor="connection" type="int">
4861     Unlike a regular marker this is the connection that triggers this marker to activate.
4862     </attribute>
4863     <attribute arch="food" editor="mark duration" type="int">
4864     This value defines the duration of the force it inserts.
4865     If nonzero, the duration of the player's mark is finite:
4866     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4867     means the mark will stay on the player forever.
4868     </attribute>
4869     <attribute arch="name" editor="delete mark" type="string">
4870     When the player steps onto the marker, all existing forces in
4871     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4872     will be removed. If you don't want to remove any marks, leave
4873     this textfield empty.
4874    
4875     Note that the string &lt;delete mark&gt; is set as the name of
4876     this marker. So don't be confused, and remember changing the
4877     name will take effect on the marker's functionality.
4878     </attribute>
4879     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4880     In the moment when the player gets marked, this text is displayed
4881     to him. You should really set a message in any marker you create,
4882     because it's the only way for the player to notice what's going on.
4883     </attribute>
4884     </type>
4885    
4886     <!--####################################################################-->
4887 root 1.1 <type number="0" name="Wall">
4888     <required>
4889     <attribute arch="is_floor" value="0" />
4890     <attribute arch="alive" value="0" />
4891     <attribute arch="no_pass" value="1" />
4892     </required>
4893     <ignore>
4894     <attribute arch="nrof" />
4895     <attribute arch="title" />
4896     <attribute arch="name_pl" />
4897     <attribute arch="value" />
4898     <attribute arch="unpaid" />
4899     </ignore>
4900     <description><![CDATA[
4901     Walls usually block passage and sight. ]]>
4902     </description>
4903     <attribute arch="no_pass" editor="blocking passage" type="bool">
4904     If set, the object cannot be passed by players nor monsters.
4905     </attribute>
4906     <attribute arch="can_roll" editor="moveable" type="bool">
4907     If set, the object is able to "roll", so it can be pushed around.
4908     This setting is used for boulders and barrels.
4909     </attribute>
4910     <attribute arch="no_magic" editor="restrict spells" type="bool">
4911     This takes effect only with &lt;blocksview&gt; disabled.
4912     Restricting the use of spells to pass this wall.
4913     </attribute>
4914     <attribute arch="damned" editor="restrict prayers" type="bool">
4915     This takes effect only with &lt;blocksview&gt; disabled.
4916     Restricting the use of spells to pass this wall.
4917     </attribute>
4918     </type>
4919    
4920     <!--####################################################################-->
4921 root 1.3 <type number="109" name="Wand &amp; Staff">
4922     <description><![CDATA[
4923     Wands contain a certain spell. The player can apply (ready) and
4924     fire the wand. After a defined number of casts, the wand is
4925     "used up". It is possible to recharge a wand with scrolls of
4926     charging, but usually that isn't worth the cost. ]]>
4927     </description>
4928     <use><![CDATA[
4929     Wands are quite seldomly used. The reason prolly is that they're
4930     generally not cost-efficient. Handing out high-level wands with
4931     powerful special spells isn't a good idea either, because of
4932     the recharge ability.
4933     <br><br>
4934     For low levels, staffs of healing/cure and word of recall are
4935     quite desirable though. Ideal rewards for low level quests. ]]>
4936     </use>
4937     <attribute arch="sp" editor="spell" type="spell">
4938     The &lt;spell&gt; specifies the contained spell.
4939     </attribute>
4940     <attribute arch="level" editor="casting level" type="int">
4941     The &lt;casting level&gt; of the wand determines it's power.
4942     An average level for wands in shops is about 10.
4943     </attribute>
4944     <attribute arch="food" editor="number of charges" type="int">
4945     The wand can be used &lt;number of charges&gt; times before it is
4946     used up. It can be recharged with scrolls of charging.
4947     </attribute>
4948     <attribute arch="startequip" editor="godgiven item" type="bool">
4949     A godgiven item vanishes as soon as the player
4950     drops it to the ground.
4951     </attribute>
4952     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4953     This text may contain a description of the wand.
4954     </attribute>
4955     </type>
4956    
4957     <!--####################################################################-->
4958 root 1.1 <type number="0" name="Weak Wall">
4959     <required>
4960     <attribute arch="is_floor" value="0" />
4961     <attribute arch="alive" value="1" />
4962     <attribute arch="tear_down" value="1" />
4963     </required>
4964     <ignore>
4965     <ignore_list name="non_pickable" />
4966     </ignore>
4967     <description><![CDATA[
4968     A weak wall is a breakable spot amidsts a solid wall. Typically
4969     these weak walls look similar to their solid "relatives" except
4970     for a small crack or little chunks of wall on the ground. ]]>
4971     </description>
4972     <use><![CDATA[
4973     If you want to create hidden rooms, using weak walls is alot
4974     better than completely indiscernible passages in a wall.<br>
4975     Anyways, there can be a lot more to weak walls than just finding
4976     them: Rising their defensive stats, weak walls can become a
4977     serious obstacle. An ice wall might only be torn down by a fire
4978     attack for example. A granite wall for instance might be very
4979     hard to destroy. ]]>
4980     </use>
4981     <attribute arch="alive" value="1" type="fixed" />
4982     <attribute arch="no_pick" value="1" type="fixed" />
4983     <attribute arch="tear_down" value="1" type="fixed" />
4984     <attribute arch="race" editor="race" type="string">
4985     For weak walls, &lt;race&gt; should always be set to "wall",
4986     unless you create something fancy like a building which
4987     is in fact meant to be a huge animal.
4988     Note that shovels slay walls, so they do tripple damage
4989     against weak walls.
4990     </attribute>
4991     <attribute arch="level" editor="level" type="int">
4992     The &lt;level&gt; of a weak wall works similar to monster levels.
4993     Due to the fact that weak walls cannot attack, the level
4994     is much less important though.
4995     </attribute>
4996     <attribute arch="hp" editor="health points" type="int">
4997     The &lt;health points&gt; of a weak wall define how long it takes to
4998     tear it down. With every successful hit from an opponent,
4999     &lt;health points&gt; get drained.
5000     </attribute>
5001     <attribute arch="maxhp" editor="max health" type="int">
5002     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5003     weak wall can have. Since walls generally don't heal, I doubt
5004     this has much real effect.
5005     </attribute>
5006     <attribute arch="ac" editor="armour class" type="int">
5007     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5008     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5009     </attribute>
5010     <section name="resistance">
5011     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5012     </attribute>
5013     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5014     </attribute>
5015     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5016     </attribute>
5017     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5018     </attribute>
5019     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5020     </attribute>
5021     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5022     </attribute>
5023     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5024     </attribute>
5025     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5026     </attribute>
5027     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5028     </attribute>
5029     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5030     </attribute>
5031     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5032     </attribute>
5033     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5034     </attribute>
5035     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5036     </attribute>
5037     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5038     </attribute>
5039     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5040     </attribute>
5041     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5042     </attribute>
5043     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5044     </attribute>
5045     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5046     </attribute>
5047     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5048     </attribute>
5049     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5050     </attribute>
5051     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5052     </attribute>
5053     </section>
5054     </type>
5055    
5056     <!--####################################################################-->
5057     <type number="15" name="Weapon">
5058     <description><![CDATA[
5059     Wielding a weapon, the object's stats will directly be inherited to the
5060     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5061     be improved with scrolls. ]]>
5062     </description>
5063     <use><![CDATA[
5064     If you create artifacts (equipment) with stats- or resistance-bonus:
5065     Keep playbalance in mind! Such items mustn't be reachable without hard
5066     fighting AND questing. ]]>
5067     </use>
5068     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5069     This number is a bitmask, specifying the weapon's attacktypes.
5070     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5071     have no more than one or two attacktypes. Keep in mind that all weapons
5072     can be blessed by the player's diety, thus adding an additional attacktype.
5073 root 1.3
5074 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5075     then he will do as much damage as the "best" of his attacktypes does. So,
5076     the more attacktypes you've got, the better your chance to take advantage
5077     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5078     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5079     </attribute>
5080     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5081     The &lt;weapontype&gt; characterizes the weapon's type of physical
5082     attack. It could best be considered a "subclassification"
5083     of the physical attacktype. For now, this is only used for
5084     attack messages!
5085 root 1.3
5086 root 1.1 You should always set this correctly when creating new
5087     weapons for your maps.
5088     </attribute>
5089     <attribute arch="skill" editor="skill name" type="string">
5090     Matching &lt;skill name&gt; of the skill that is required
5091     to use this weapon.
5092     </attribute>
5093     <attribute arch="dam" editor="damage" type="int">
5094     The damage value is used as base value for how much damage the weapon
5095     does per hit. The actual damage involves more dependencies,
5096     like wielder's level and defender's level. Look at existing weapons
5097     to get a feel for the range of weapon damage values.
5098     </attribute>
5099     <attribute arch="slaying" editor="slaying race" type="string">
5100     Slaying means the weapon does tripple (3x) damage to monsters of the
5101     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5102     only monsters of that archtype are hit with tripple damage.
5103 root 1.3
5104 root 1.1 No god blessings are possible for weapons with a race set in this entry
5105     (That's because god blessings add tripple damage against their own
5106     enemy races). Tripple damage is very effective.
5107     </attribute>
5108     <attribute arch="last_sp" editor="weapon speed" type="int">
5109     The weapon speed determines how often the wielder can swing the weapon
5110     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5111     is best (that is lightning- fast). A typical average value is 8.
5112     Speed and damage should be kept in reasonable relation.
5113     </attribute>
5114     <attribute arch="wc" editor="weapon class" type="int">
5115     The weapon class value adds to the overall weapon class of the wielder's
5116     melee attacks. Weapon class improves the chance of hitting the opponent.
5117     </attribute>
5118     <attribute arch="magic" editor="magic bonus" type="int">
5119     For a weapon, magic bonus works just like weapon class, except that
5120     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5121     less useful than direct weapon class value on a weapon.
5122     </attribute>
5123     <attribute arch="item_power" editor="item power" type="int">
5124     The &lt;item power&gt; value measures how "powerful" an artifact is.
5125     Players will only be able to wear equipment with a certain total
5126     amount of &lt;item power&gt;, depending on their own level. This is the
5127     only way to prevent low level players to wear "undeserved" equipment
5128     (like gifts from other players or cheated items).
5129 root 1.3
5130 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5131     for every artifact you create! If zero/unset, the CF server will
5132     calculate a provisional value at runtime, but this is never
5133     going to be an accurate measurement of &lt;item power&gt;.
5134     </attribute>
5135     <attribute arch="damned" editor="damnation" type="bool">
5136     A damned weapon cannot be unwielded unless
5137     the curse is removed. Removing damnations is
5138     a tick harder than removing curses.
5139     </attribute>
5140     <attribute arch="cursed" editor="curse" type="bool">
5141     A cursed weapon cannot be unwielded unless
5142     the curse is removed.
5143     </attribute>
5144     <attribute arch="lifesave" editor="save life" type="bool">
5145     An item with this flag enabled will save the players life
5146     for one time: When the player is wearing this item and his
5147 root 1.3 health points reach zero, the item disappears, replenishing
5148 root 1.1 half of the player's health.
5149 root 1.3
5150 root 1.1 An item with &lt;save life&gt; should not have
5151     any decent additional bonuses!
5152     </attribute>
5153     <attribute arch="unique" editor="unique item" type="bool">
5154     Unique items exist only one time on a server. If the item
5155     is taken, lost or destroyed - it's gone for good.
5156     </attribute>
5157     <attribute arch="startequip" editor="godgiven item" type="bool">
5158     A godgiven item vanishes as soon as the player
5159     drops it to the ground.
5160     </attribute>
5161     <section name="resistance">
5162     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5163     This adds physical resistance to the weapon (= armour value). The number is
5164     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5165     and what they require to do for getting this-and-that artifact.
5166     </attribute>
5167     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5168     This adds magic resistance to the weapon. The number is a percent-value in
5169     the range 0-100. Treat this with CARE. Look at other maps and what they
5170     require to do for getting this-and-that artifact.
5171     </attribute>
5172     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5173     This adds fire resistance to the weapon. The number is a percent-value in
5174     the range 0-100. Treat this with CARE. Look at other maps and what they
5175     require to do for getting this-and-that artifact.
5176     </attribute>
5177     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5178     This adds electricity resistance to the weapon. The number is a percent-value in
5179     the range 0-100. Treat this with CARE. Look at other maps and what they
5180     require to do for getting this-and-that artifact.
5181     </attribute>
5182     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5183     This adds fire resistance to the weapon. The number is a percent-value in
5184     the range 0-100. Treat this with CARE. Look at other maps and what they
5185     require to do for getting this-and-that artifact.
5186     </attribute>
5187     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5188     This adds confusion resistance to the weapon. The number is a percent-value in
5189     the range 0-100. Confusion resistance is not very effective
5190     unless the value comes close to 100 (= perfect immunity).
5191     </attribute>
5192     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5193     This adds acid resistance to the weapon. The number is a percent-value in
5194     the range 0-100. Treat this with CARE. Look at other maps and what they
5195     require to do for getting this-and-that artifact.
5196     </attribute>
5197     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5198     This adds draining resistance to the weapon. The number is a percent-value
5199     in the range 0-100. Draining resistance is little effective
5200     unless the value is 100 (= perfect immunity).
5201     </attribute>
5202     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5203     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5204     the range 0-100. Weaponmagic resistance generally should not exist on
5205     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5206     are not meant to be easily resisted.
5207     </attribute>
5208     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5209     This adds ghosthit resistance to the weapon. The number is a percent-value
5210     in the range 0-100. Treat this with CARE. Look at other maps and what they
5211     require to do for getting this-and-that artifact.
5212     </attribute>
5213     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5214     This adds poison resistance to the weapon. The number is a percent-value in
5215     the range 0-100. Treat this with CARE. Look at other maps and what they
5216     require to do for getting this-and-that artifact.
5217     </attribute>
5218     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5219     This adds fear resistance to the weapon. The number is a percent-value in
5220     the range 0-100. Resistance to fear is pretty useless.
5221     </attribute>
5222     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5223     This adds paralyze resistance to the weapon. The number is a percent-value in
5224     the range 0-100. Paralyze resistance is little effective
5225     unless the value is 100 (= perfect immunity).
5226     </attribute>
5227     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5228     This adds fear resistance to the weapon. The number is a percent-value in
5229     the range 0-100. Resistance to fear is pretty useless.
5230     </attribute>
5231     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5232     This adds depletion resistance to the weapon. The number is a percent-value
5233     in the range 0-100. Depletion resistance is little effective
5234     unless the value is 100 (= perfect immunity).
5235     </attribute>
5236     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5237     This adds death-attack resistance to the weapon. The number is a
5238     percent-value in the range 0-100. Death-attack resistance is little
5239     effective unless the value is 100 (= perfect immunity).
5240     Generally, resistance to death-attack is not supposed to be
5241     available to players!
5242     </attribute>
5243     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5244     This adds chaos resistance to the weapon. The number is a percent-value in
5245     the range 0-100. Treat this with CARE. Look at other maps and what they
5246     require to do for getting this-and-that artifact.
5247     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5248     combination of other attacktypes.
5249     </attribute>
5250     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5251     This adds blinding resistance to the weapon. The number is a percent-value
5252     in the range 0-100. Treat this with CARE. Look at other maps and what they
5253     require to do for getting this-and-that artifact.
5254     </attribute>
5255     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5256     This adds holy power resistance to the weapon. The number is a percent-value
5257     in the range 0-100. Holy power is the attacktype that holyword-type spells
5258     use to hurt undead creatures. This kind of resistance is only reasonable
5259     for undead players (wraith or devourer cult).
5260     Generally, resistance to holy word should not be available for players.
5261     </attribute>
5262     </section>
5263     <section name="stats">
5264     <attribute arch="Str" editor="strength" type="int">
5265     The player's strentgh will rise/fall by the given value
5266     while wearing this weapon.
5267     </attribute>
5268     <attribute arch="Dex" editor="dexterity" type="int">
5269     The player's dexterity will rise/fall by the given value
5270     while wearing this weapon.
5271     </attribute>
5272     <attribute arch="Con" editor="constitution" type="int">
5273     The player's constitution will rise/fall by the given value
5274     while wearing this weapon.
5275     </attribute>
5276     <attribute arch="Int" editor="intelligence" type="int">
5277     The player's intelligence will rise/fall by the given value
5278     while wearing this weapon.
5279     </attribute>
5280     <attribute arch="Pow" editor="power" type="int">
5281     The player's power will rise/fall by the given value
5282     while wearing this weapon.
5283     </attribute>
5284     <attribute arch="Wis" editor="wisdom" type="int">
5285     The player's wisdom will rise/fall by the given value while
5286     wearing this weapon.
5287     </attribute>
5288     <attribute arch="Cha" editor="charisma" type="int">
5289     The player's charisma will rise/fall by the given value
5290     while wearing this weapon.
5291     </attribute>
5292     </section>
5293     <section name="misc">
5294     <attribute arch="luck" editor="luck bonus" type="int">
5295     With positive luck bonus, the player is more likely to
5296     succeed in all sorts of things (spellcasting, praying,...).
5297     Unless the &lt;luck bonus&gt; is very high, the effect will be
5298     barely visible in-game. Luck bonus on one piece of equipment
5299     should never exceed 3, and such bonus should not be too
5300     frequently available.
5301     </attribute>
5302     <attribute arch="hp" editor="health regen." type="int">
5303     Positive &lt;health regen.&gt; bonus speeds up the
5304     player's healing process. Negative values slow it down.
5305     </attribute>
5306     <attribute arch="sp" editor="mana regen." type="int">
5307     Positive &lt;mana regen.&gt; bonus speeds up the
5308     player's mana regeneration. Negative values slow it down.
5309     </attribute>
5310     <attribute arch="grace" editor="grace regen." type="int">
5311     Positive &lt;grace regen.&gt; bonus speeds up the
5312     player's grace regeneration. Negative values slow it down.
5313     Since grace can be regenerated rather easy with praying,
5314     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5315     </attribute>
5316     <attribute arch="food" editor="food bonus" type="int">
5317     Positive &lt;food bonus&gt; slows down the player's digestion,
5318     thus he consumes less food. Negative values speed it up.
5319 root 1.3
5320 root 1.1 Note that food is consumed not only for "being alive", but
5321     also for healing and mana-regeneration.
5322     &lt;food bonus&gt; only affects the amount of food consumed
5323     for "being alive". Hence, even with high &lt;food bonus&gt;,
5324     during a fight a player can run out of food quickly.
5325     </attribute>
5326     <attribute arch="xrays" editor="xray vision" type="bool">
5327     Xray vision allows the player to see through obstacles
5328     in a two-square-wide radius. This is extremely helpful and
5329 root 1.3 desirable, so don't give it away for cheap on equipment.
5330 root 1.1 </attribute>
5331     <attribute arch="stealth" editor="stealth" type="bool">
5332     Stealth allows the player to move silently.
5333     This comes to effect if a player turns himself
5334     invisible and tries to sneak around monsters.
5335     (At least that was the idea behind it)
5336     </attribute>
5337     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5338     If a player is wearing any piece of equipment with
5339     the ability to &lt;reflect spells&gt;, all kinds of
5340     spell-bullets and -beams will bounce off him.
5341     This works only about 90% of all times, to
5342     avoid players being completely immune to certain
5343     types of attacks.
5344 root 1.3
5345 root 1.1 This is a very powerful ability and it
5346     shouldn't be handed out cheap!
5347     </attribute>
5348     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5349     If a player is wearing any piece of equipment with
5350     the ability to &lt;reflect missiles&gt;, all kinds of
5351     projectiles (e.g. arrows, bolts, boulders) will
5352     bounce off him. This works only about 90% of all
5353     times, to avoid players being completely immune to
5354     certain types of attacks.
5355     </attribute>
5356     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5357     Click on the &lt;attuned paths&gt; button to select spellpaths.
5358     The player will get attuned to the specified spellpaths
5359     while wearing this weapon.
5360     </attribute>
5361     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5362     Click on the &lt;repelled paths&gt; button to select spellpaths.
5363     The player will get repelled to the specified spellpaths
5364     while wearing this weapon.
5365     </attribute>
5366     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5367     Click on the &lt;denied paths&gt; button to select spellpaths.
5368     The specified spellpaths will be denied to the player
5369     while wearing this weapon.
5370     </attribute>
5371     </section>
5372     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5373     This text describes the weapons's "story". Every decent artifact weapon
5374     should have such a description.
5375     </attribute>
5376     </type>
5377    
5378     </types>