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Revision: 1.7
Committed: Thu Mar 16 22:16:06 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.6: +6 -0 lines
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File Contents

# User Rev Content
1 root 1.1 <?xml version="1.0" standalone="no" ?>
2     <!--
3     ######################################################################
4 root 1.3 # types.xml - This is the definitions-file for all the different #
5 root 1.1 # Crossfire object types and their attributes. #
6     # #
7     # The server code of the Crossfire game is always changing and #
8     # evolving. From time to time, object-attributes change in purpose, #
9     # or new ones are created. #
10     # Therefore, it is important that an Editor is flexible and #
11     # easy to "upgrade" to handle such new features. That's why the #
12     # CFJavaEditor reads the type-definitions from this xml file. #
13     # #
14 root 1.3 # If you encounter bugs, typos or missing entries in the LATEST #
15 root 1.1 # VERSION of this file - Don't hesitate to improve it, contact me #
16     # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17     # I will put it into the "official version" of the CFJavaEditor #
18     # and all fellow Crossfire-Map-Makers can benefit from your work! #
19     # #
20     # IMPORTANT: Make a backup copy of this file before you start #
21     # to modify it! #
22     # #
23     # New types must be inserted maintaining the alphabetical order. #
24     # #
25     # about the 'type' elements: #
26     # #
27     # <type number="15" name="Type Name"> #
28     # <import_type name="Type Name" /> import attributes of this type #
29     # <required> #
30     # list of required attributes to identifying this type #
31     # </required> #
32     # <ignore> #
33     # list of attributes not to import from default_type #
34     # </ignore> #
35     # <description><![CDATA[ #
36     # Description of this type. ]]> #
37     # </description> #
38     # <use><![CDATA[ #
39     # How to use this type. ]]> #
40     # </use> #
41     # ... attributes ... #
42     # </type> #
43     # #
44     # about the 'attribute' type: <attribute ... type="XXX" > #
45     # #
46     # bool - This attribute can only be set to '1' or '0' #
47     # int - This attribute contains a decimal number #
48     # float - This attr. contains a floating point number #
49     # string - This attribute contains a string #
50     # text - This attribute contains a text ("text" can have #
51     # linebreaks, unlike "string") #
52     # fixed - This attribute is always set to a fixed 'value' #
53     # (There is no user-input for this attribute) #
54     # spell - This attribute contains a spell. The mapmaker can #
55     # choose spells from a combo box. #
56     # nz_spell - works just like 'spell', except that the #
57     # spell-value zero is always interpreted as <none>, #
58     # never as "magic bullet" #
59     # bool_special - Like bool, but with customized true/false values #
60     # treasurelist - CF treasure list (see "treasures" file) #
61     # list_LISTNAME - list, must be defined as a <list> element #
62     # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63     # element #
64     # #
65     # Created by Andreas Vogl. #
66     ######################################################################
67     -->
68     <!DOCTYPE types [
69     <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70 root 1.3
71 root 1.1 <!ELEMENT bitmask (entry*)>
72     <!ATTLIST bitmask name CDATA #REQUIRED>
73 root 1.3
74 root 1.1 <!ELEMENT list (entry*)>
75     <!ATTLIST list name CDATA #REQUIRED>
76 root 1.3
77 root 1.1 <!ELEMENT entry EMPTY>
78     <!ATTLIST entry bit CDATA #IMPLIED
79     value CDATA #IMPLIED
80     name CDATA #REQUIRED>
81 root 1.3
82 root 1.1 <!ELEMENT ignore_list (attribute* | EMPTY)>
83     <!ATTLIST ignore_list name CDATA #REQUIRED>
84 root 1.3
85 root 1.1 <!ELEMENT default_type (attribute*)>
86 root 1.3
87 root 1.1 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88     <!ATTLIST type name CDATA #REQUIRED
89     number CDATA #REQUIRED>
90 root 1.3
91 root 1.1 <!ELEMENT description (#PCDATA)>
92     <!ELEMENT use (#PCDATA)>
93 root 1.3
94 root 1.1 <!ELEMENT import_type EMPTY>
95     <!ATTLIST import_type name CDATA #REQUIRED>
96 root 1.3
97 root 1.1 <!ELEMENT required (attribute+)>
98     <!ELEMENT ignore (attribute*,ignore_list*)>
99 root 1.3
100 root 1.1 <!ELEMENT section (attribute+)>
101     <!ATTLIST section name CDATA #REQUIRED>
102 root 1.3
103 root 1.1 <!ELEMENT attribute (#PCDATA)>
104     <!ATTLIST attribute type CDATA #IMPLIED
105     arch CDATA #IMPLIED
106     arch_begin CDATA #IMPLIED
107     arch_end CDATA #IMPLIED
108     editor CDATA #IMPLIED
109     value CDATA #IMPLIED
110     length CDATA #IMPLIED
111     true CDATA #IMPLIED
112     false CDATA #IMPLIED>
113     ]>
114    
115     <types>
116    
117     <!--###################### bitmask definitions ######################-->
118    
119     <bitmask name="attacktype">
120     <entry bit="0" name="Physical" />
121     <entry bit="1" name="Magical" />
122     <entry bit="2" name="Fire" />
123     <entry bit="3" name="Electricity" />
124     <entry bit="4" name="Cold" />
125     <entry bit="5" name="Confusion" />
126     <entry bit="6" name="Acid" />
127     <entry bit="7" name="Drain" />
128     <entry bit="8" name="Weaponmagic" />
129     <entry bit="9" name="Ghosthit" />
130     <entry bit="10" name="Poison" />
131     <entry bit="11" name="Slow" />
132     <entry bit="12" name="Paralyze" />
133     <entry bit="13" name="Turn Undead" />
134     <entry bit="14" name="Fear" />
135     <entry bit="15" name="Cancellation" />
136     <entry bit="16" name="Depletion" />
137     <entry bit="17" name="Death" />
138     <entry bit="18" name="Chaos" />
139     <entry bit="19" name="Counterspell" />
140     <entry bit="20" name="God Power" />
141     <entry bit="21" name="Holy Power" />
142     <entry bit="22" name="Blinding" />
143     </bitmask>
144    
145     <bitmask name="material">
146     <entry bit="0" name="Paper" />
147     <entry bit="1" name="Iron" />
148     <entry bit="2" name="Glass" />
149     <entry bit="3" name="Leather" />
150     <entry bit="4" name="Wood" />
151     <entry bit="5" name="Organics" />
152     <entry bit="6" name="Stone" />
153     <entry bit="7" name="Cloth" />
154     <entry bit="8" name="Adamantite" />
155 root 1.7 <entry bit="9" name="Liquid" />
156     <entry bit="10" name="Soft Metal" />
157     <entry bit="11" name="Bone" />
158     <entry bit="12" name="Ice" />
159     <entry bit="13" name="(supress name on display)" />
160    
161 root 1.1 </bitmask>
162    
163     <bitmask name="spellpath">
164     <entry bit="0" name="Protection" />
165     <entry bit="1" name="Fire" />
166     <entry bit="2" name="Frost" />
167     <entry bit="3" name="Electricity" />
168     <entry bit="4" name="Missiles" />
169     <entry bit="5" name="Self" />
170     <entry bit="6" name="Summoning" />
171     <entry bit="7" name="Abjuration" />
172     <entry bit="8" name="Restoration" />
173     <entry bit="9" name="Detonation" />
174     <entry bit="10" name="Mind" />
175     <entry bit="11" name="Creation" />
176     <entry bit="12" name="Teleportation" />
177     <entry bit="13" name="Information" />
178     <entry bit="14" name="Transmutation" />
179     <entry bit="15" name="Transferrence" />
180     <entry bit="16" name="Turning" />
181     <entry bit="17" name="Wounding" />
182     <entry bit="18" name="Death" />
183     <entry bit="19" name="Light" />
184     </bitmask>
185    
186     <bitmask name="will_apply">
187     <entry bit="0" name="Apply Handles" />
188     <entry bit="1" name="Open Chests" />
189     <entry bit="2" name="Break Walls" />
190     <entry bit="3" name="Open Doors" />
191     </bitmask>
192    
193     <bitmask name="pick_up">
194     <entry bit="0" name="Nothing" />
195     <entry bit="1" name="Wealth" />
196     <entry bit="2" name="Food" />
197     <entry bit="3" name="Weapons" />
198     <entry bit="4" name="Armour" />
199     <entry bit="5" name="Inverse" />
200     <entry bit="6" name="All" />
201     </bitmask>
202    
203     <!--###################### list definitions ######################-->
204    
205     <list name="direction">
206     <entry value="0" name="&lt;none&gt;" />
207     <entry value="1" name="north" />
208     <entry value="2" name="northeast" />
209     <entry value="3" name="east" />
210     <entry value="4" name="southeast" />
211     <entry value="5" name="south" />
212     <entry value="6" name="southwest" />
213     <entry value="7" name="west" />
214     <entry value="8" name="northwest" />
215     </list>
216    
217     <list name="mood">
218     <entry value="0" name="furious" />
219     <entry value="1" name="angry" />
220     <entry value="2" name="calm" />
221     <entry value="3" name="sleep" />
222     <entry value="4" name="charm" />
223     </list>
224    
225     <list name="potion_effect">
226     <entry value="0" name="&lt;none&gt;" />
227     <entry value="65536" name="life restoration" />
228     <entry value="1048576" name="improvement" />
229     </list>
230    
231     <list name="weapon_type">
232     <entry value="0" name="&lt;unknown&gt;" />
233     <entry value="1" name="sword" />
234     <entry value="2" name="arrows" />
235     <entry value="3" name="axe" />
236     <entry value="4" name="katana" />
237     <entry value="5" name="knife, dagger" />
238     <entry value="6" name="whip, chain" />
239     <entry value="7" name="hammer, flail" />
240     <entry value="8" name="club, stick" />
241     </list>
242    
243     <list name="skill_type">
244     <entry value="1" name="lockpicking" />
245     <entry value="2" name="hiding" />
246     <entry value="3" name="smithery" />
247     <entry value="4" name="bowyer" />
248     <entry value="5" name="jeweler" />
249     <entry value="6" name="alchemy" />
250     <entry value="7" name="stealing" />
251     <entry value="8" name="literacy" />
252     <entry value="9" name="bargaining" />
253     <entry value="10" name="jumping" />
254     <entry value="11" name="detect magic" />
255     <entry value="12" name="oratory" />
256     <entry value="13" name="singing" />
257     <entry value="14" name="detect curse" />
258     <entry value="15" name="find traps" />
259     <entry value="16" name="mediatation" />
260     <entry value="17" name="punching" />
261     <entry value="18" name="flame touch" />
262     <entry value="19" name="karate" />
263     <entry value="20" name="climbing" />
264     <entry value="21" name="woodsman" />
265     <entry value="22" name="inscription" />
266     <entry value="23" name="one handed weapons" />
267     <entry value="24" name="missile weapons" />
268     <entry value="25" name="throwing" />
269     <entry value="26" name="use magic item" />
270     <entry value="27" name="disarm traps" />
271     <entry value="28" name="set traps" />
272     <entry value="29" name="thaumaturgy" />
273     <entry value="30" name="praying" />
274     <entry value="31" name="clawing" />
275     <entry value="32" name="levitation" />
276     <entry value="33" name="summoning" />
277     <entry value="34" name="pyromancy" />
278     <entry value="35" name="evocation" />
279     <entry value="36" name="sorcery" />
280     <entry value="37" name="two handed weapons" />
281     </list>
282    
283     <list name="spell_type">
284     <entry value="1" name="raise dead" />
285     <entry value="2" name="rune" />
286     <entry value="3" name="make mark" />
287     <entry value="4" name="bolt" />
288     <entry value="5" name="bullet" />
289     <entry value="6" name="explosion" />
290     <entry value="7" name="cone" />
291     <entry value="8" name="bomb" />
292     <entry value="9" name="wonder" />
293     <entry value="10" name="smite" />
294     <entry value="11" name="magic missile" />
295     <entry value="12" name="summon golem" />
296     <entry value="13" name="dimension door" />
297     <entry value="14" name="magic mapping" />
298     <entry value="15" name="magic wall" />
299     <entry value="16" name="destruction" />
300     <entry value="17" name="perceive self" />
301     <entry value="18" name="word of recall" />
302     <entry value="19" name="invisible" />
303     <entry value="20" name="probe" />
304     <entry value="21" name="healing" />
305     <entry value="22" name="create food" />
306     <entry value="23" name="earth to dust" />
307     <entry value="24" name="change ability" />
308     <entry value="25" name="bless" />
309     <entry value="26" name="curse" />
310     <entry value="27" name="summon monster" />
311     <entry value="28" name="recharge" />
312     <entry value="29" name="polymorph" />
313     <entry value="30" name="alchemy" />
314     <entry value="31" name="remove curse" />
315     <entry value="32" name="identify" />
316     <entry value="33" name="detection" />
317     <entry value="34" name="mood change" />
318     <entry value="35" name="moving ball" />
319     <entry value="36" name="swarm" />
320     <entry value="37" name="charge mana" />
321     <entry value="38" name="dispel rune" />
322     <entry value="39" name="create missile" />
323     <entry value="40" name="consecrate" />
324     <entry value="41" name="animate weapon" />
325     <entry value="42" name="light" />
326     <entry value="43" name="change map light" />
327     <entry value="44" name="faery fire" />
328     <entry value="45" name="disease" />
329     <entry value="46" name="aura" />
330     <entry value="47" name="town portal" />
331     </list>
332    
333 elmex 1.4 <list name="event_type">
334     <entry value="0" name="none" />
335     <entry value="1" name="apply" />
336     <entry value="2" name="attack" />
337     <entry value="3" name="death" />
338     <entry value="4" name="drop" />
339     <entry value="5" name="pickup" />
340     <entry value="6" name="say" />
341     <entry value="7" name="stop" />
342     <entry value="8" name="time" />
343     <entry value="9" name="throw" />
344     <entry value="10" name="trigger" />
345     <entry value="11" name="close" />
346     <entry value="12" name="timer" />
347     <entry value="28" name="move" />
348     </list>
349    
350 root 1.1 <!--###################### default attributes ######################-->
351    
352     <!--
353     The attributes of the default_type get added to all other types by default.
354     Every type can have an 'ignore' element however, which is used to specify
355     default attributes *not* to inherit.
356     -->
357     <default_type>
358     <attribute arch="name" editor="name" type="string">
359     This is the name of the object, displayed to the player.
360     </attribute>
361     <attribute arch="name_pl" editor="plural name" type="string">
362     This is the plural name of the object. A plural name must be set for
363     all items that can be picked up and collected by the player.
364     </attribute>
365     <attribute arch="title" editor="title" type="string">
366     This is the object's title. Once an object is identified the title is
367 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
368 root 1.1 </attribute>
369     <attribute arch="face" editor="image" type="string">
370     The image-name defines what image is displayed for this object in-game.
371     </attribute>
372     <attribute arch="nrof" editor="number" type="int">
373     This value determines the number of objects in one stack (for example:
374     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
375     any pickable object - otherwise it won't be mergeable into a stack.
376     </attribute>
377     <attribute arch="weight" editor="weight" type="int">
378 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
379 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
380     for explicitly non-pickable objects (hey, this is opensource.. you
381     never know ;) ).
382     </attribute>
383     <attribute arch="value" editor="value" type="int">
384     Adds a certain value to the object: It will be worth that many times the
385     default value from it's archetype (E.g. "value = 3" means three times
386     worth the default value). Value for buying/selling will be
387     further modified by various factors. Hence, testing values in-game is
388     usually inevitable.
389     </attribute>
390     <attribute arch="glow_radius" editor="glow radius" type="int">
391     If &lt;glow radius&gt; is set to a value greater zero, the object
392     appears lit up on dark maps. &lt;glow radius&gt; can be a value
393 root 1.3 between 0 and 4, the higher, the more light does the object emit.
394 root 1.1 </attribute>
395     <attribute arch="material" editor="material" type="bitmask_material">
396     This bitmask-value informs the player of which material(s) the
397     object consists. Material does also affect how likely the object
398     can be destroyed by hazardous spell-effects.
399     </attribute>
400     <attribute arch="no_pick" editor="non-pickable" type="bool">
401     If set, the object cannot be picked up (Neither by players nor monsters).
402     </attribute>
403     <attribute arch="invisible" editor="invisible" type="bool">
404     Generally makes the object invisible. Depending on the object-type,
405     some can be made visible by the show_invisible spell. If in doubt, test it.
406     Putting an invisible object under the floor always prevents it from being
407     shown.
408     </attribute>
409     <attribute arch="blocksview" editor="block view" type="bool">
410     If an item is set to block view, players (and monsters) cannot
411     see byond it unless they cross it or manage to stand ontop.
412     </attribute>
413     <attribute arch="identified" editor="identified" type="bool">
414     If an item is identified, the player has full knowledge about it.
415     </attribute>
416     <attribute arch="unpaid" editor="unpaid" type="bool">
417     An &lt;unpaid&gt; item cannot be used unless a player carried it over
418     a shop mat, paying the demanded price. Setting this flag makes sense
419     only for pickable items inside shops.
420     </attribute>
421     </default_type>
422    
423     <!-- This ignorelist is for all system objects which are non pickable
424     and invisible. They don't interact with players at all. -->
425     <ignore_list name="system_object">
426     <attribute arch="value" />
427     <attribute arch="nrof" />
428     <attribute arch="weight" />
429     <attribute arch="name_pl" />
430     <attribute arch="material" />
431     <attribute arch="no_pick" />
432     <attribute arch="unpaid" />
433     <attribute arch="title" />
434     <attribute arch="glow_radius" />
435     <attribute arch="identified" />
436     <attribute arch="blocksview" />
437     <attribute arch="invisible" />
438     </ignore_list>
439    
440     <!-- This ignorelist is for non-pickable objects. They can be seen by
441     the player, but don't have values like material or weight. -->
442     <ignore_list name="non_pickable">
443     <attribute arch="value" />
444     <attribute arch="nrof" />
445     <attribute arch="weight" />
446     <attribute arch="name_pl" />
447     <attribute arch="material" />
448     <attribute arch="no_pick" />
449     <attribute arch="unpaid" />
450     <attribute arch="title" />
451     <attribute arch="identified" />
452     </ignore_list>
453    
454     <!--####################################################################-->
455     <type number="0" name="Misc">
456     <required>
457     <!-- this is a special case: The "misc" type with type number 0 is
458     the fallback for all types which don't match any other defined types.
459     The required attribute "misc x" prevents that it gets confused with
460     other types like "monster & npc" which also have type number 0. -->
461     <attribute arch="misc" value="x" />
462     </required>
463     <attribute arch="no_pass" editor="blocking passage" type="bool">
464     If set, the object cannot be passed by players nor monsters.
465     </attribute>
466     <attribute arch="cursed" editor="cursed" type="bool">
467     Curses can have various effects: On equipment and food,
468     they generally harm the player in some way.
469     </attribute>
470     <attribute arch="damned" editor="damned" type="bool">
471     A damned item/floor on the ground makes it impossible for players
472     to use prayers on that spot. It also prevents players from saving.
473     Damnation on equipment works similar to a curse.
474     </attribute>
475     <attribute arch="unique" editor="unique item" type="bool">
476     Unique items exist only one time on a server. If the item
477     is taken, lost or destroyed - it's gone for good.
478     </attribute>
479     <attribute arch="startequip" editor="godgiven item" type="bool">
480     A godgiven item vanishes as soon as the player
481     drops it to the ground.
482     </attribute>
483     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
484     This text may describe the object.
485     </attribute>
486     </type>
487    
488     <!--####################################################################-->
489     <type number="110" name="Ability">
490     <ignore>
491     <ignore_list name="system_object" />
492     </ignore>
493     <description><![CDATA[
494     Abilities are to be put in a monster's inventory. They grant monsters the
495     knowledge to cast spells. Spells from abilities are usually magical in
496     nature, thus adding magic attacktype to the spell-damage they produce.
497     <br><br>
498     A particularly nice feature of abilities is that they can hold two
499     spells: One for short range- and one for long range use.
500     \n\n
501     You should know that spellcasting monsters receive abilities via
502     &lt;treasurelist&gt;. ]]>
503     </description>
504     <use><![CDATA[
505     If you want to create "customized" spellcasting monsters, you
506     should use abilities (rather than spellbooks/wands or something).
507     The long/short-range spell feature can make boss-monsters more
508     interesting and challenging.
509     <br><br>
510     You should keep in mind that magic abilities allow players
511     to get better resistance. You can turn off the magic part to
512     make the spells more dangerous. However, this really shouldn't
513     be neccessary unless you work on very high level maps.
514     And what fun is a magic resistance cloak when it has no effect? ]]>
515     </use>
516     <attribute arch="invisible" value="1" type="fixed" />
517     <attribute arch="no_drop" value="1" type="fixed" />
518     <attribute arch="sp" editor="short range spell" type="spell">
519     The monster will use the specified &lt;short range spell&gt;
520     when the player is within 6-square radius (of the
521     monster's head).
522     </attribute>
523     <attribute arch="hp" editor="long range spell" type="nz_spell">
524     The monster will use the specified &lt;long range spell&gt;
525     when the player is at least 6 squares away (from the
526     monster's head).
527 root 1.3
528 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
529     &lt;short range spell&gt; gets used all the time.
530     </attribute>
531     <attribute arch="maxsp" editor="importance" type="int">
532     Sometimes you'll want a monster to use one ability more than others.
533     To achieve this, set the &lt;importance&gt; to a value greater than
534     one. Abilities with this value zero/unset are counted to be of
535     &lt;importance&gt; one.
536 root 1.3
537 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
538     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
539     times the "small fireball".
540     </attribute>
541     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
542 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
543 root 1.1 If enabled, all spells produced by this ability will have magic
544     attacktype added to the usual attacktypes.
545 root 1.3
546 root 1.1 This should always be set for spell-like abilities. "Natural"
547     abilities like a dragon's firebreath are an exception.
548     Note that non-magical abilities are more dangerous because
549     magic resistance does not protect from those.</attribute>
550     </type>
551    
552     <!--####################################################################-->
553     <type number="18" name="Altar">
554     <ignore>
555     <ignore_list name="non_pickable" />
556     </ignore>
557     <description><![CDATA[
558     When a player puts a defined number of certain items on the altar,
559     then either a spell is casted (on the player) or a connector is
560     triggered. If the latter is the case, the altar works only once.
561 root 1.3 Either way, the sacrificed item disappears. ]]>
562 root 1.1 </description>
563     <attribute arch="no_pick" value="1" type="fixed" />
564     <attribute arch="walk_on" value="1" type="fixed" />
565     <attribute arch="slaying" editor="match item name" type="string">
566     This string specifies the item that must be put on the altar to
567     activate it. It can either be the name of an archetype, or directly
568     the name of an object. Yet, titles are not recognized by altars.
569     Remember to put a note somewhere, telling the player what he is
570     expected to drop on the altar. (Often this is put in the altar's
571     name: E.g. "drop 100 platinums")
572     </attribute>
573     <attribute arch="food" editor="drop amount" type="int">
574     The drop amount specifies the amount of items (specified
575 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
576 root 1.1
577     If &lt;match item name&gt; is set to "money", then the value of the
578     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
579 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
580 root 1.1
581     Note that the maximum possible for &lt;drop amount&gt; is 32767.
582     </attribute>
583     <attribute arch="connected" editor="connection" type="int">
584     If a connection value is set, the altar will trigger all objects
585     with the same value, when activated. This will only work once.
586     </attribute>
587     <attribute arch="sp" editor="spell" type="spell">
588     When activated, the selected &lt;spell&gt; will be casted (once, on the
589     player). This should work for any given spell. The altar will work
590 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
591 root 1.1 one altar.
592     </attribute>
593     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
594     This text will be displayed to the player
595     in the exact moment when the altar is activated.
596     </attribute>
597     </type>
598    
599     <!--####################################################################-->
600     <type number="31" name="Altar Trigger">
601     <ignore>
602     <ignore_list name="non_pickable" />
603     </ignore>
604     <description><![CDATA[
605     Altar_triggers work pretty much like normal altars
606     (drop sacrifice -> connection activated), except for the fact that
607 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
608 root 1.1 </description>
609     <use><![CDATA[
610     Altar_triggers are very useful if you want to charge a price for...
611     <UL>
612     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
613 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
614 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
615     </UL>
616     The big advantage over normal altars is the infinite usability
617     of altar_triggers! If there are ten players on one server, they're
618     quite grateful if things work more than once. =) ]]>
619     </use>
620     <attribute arch="no_pick" value="1" type="fixed" />
621     <attribute arch="slaying" editor="match item name" type="string">
622     This string specifies the item that must be put on the altar to
623     activate it. It can either be the name of an archetype, or directly
624     the name of an object. Yet, titles are not recognized by altars.
625     Remember to put a note somewhere, telling the player what he is
626     expected to drop on the altar. (Often this is put in the altar's
627     name: E.g. "drop 100 platinums")
628     </attribute>
629     <attribute arch="food" editor="drop amount" type="int">
630     The drop amount specifies the amount of items (specified
631 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
632 root 1.1
633     If &lt;match item name&gt; is set to "money", then the value of the
634     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
635 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
636 root 1.1
637     Note that the maximum possible for &lt;drop amount&gt; is 32767.
638     </attribute>
639     <attribute arch="connected" editor="connection" type="int">
640     If a connection value is set, the altar will trigger all objects
641     with the same value, when activated. This will only work once.
642     </attribute>
643     <attribute arch="sp" editor="spell" type="spell">
644     When activated, this &lt;spell&gt; will be casted (once, on the player).
645 root 1.3 This should work for any given spell. The altar will work infinitely
646 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
647     </attribute>
648     <attribute arch="exp" editor="reset time" type="int">
649     Being activated, the altar will reset after &lt;reset time&gt; ticks.
650     After reset, the altar is ready to be activated once again.
651     The default &lt;reset time&gt; is 30.
652     </attribute>
653     <attribute arch="last_sp" editor="ignore reset" type="bool">
654     If this attribute is enabled, the altar_trigger won't push the
655     connected value by altar reset. Only ONCE by dropping the sacrifice.
656     This is typically used when the altar is connected to a creator,
657 root 1.3 e.g. for selling tickets.
658 root 1.1
659     If this attribute is disabled (default), the altar_trigger
660     will push the connected value TWICE per sacrifice: First by
661     dropping sacrifice, second by reset. This mode is typically
662     used for altars being connected to gates, resulting in the
663     gate being opened and closed again.
664     </attribute>
665     <attribute arch="walk_on" value="1" type="fixed">
666     </attribute>
667     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
668     This text will be displayed to the player
669     in the exact moment when the altar is activated.
670     </attribute>
671     </type>
672    
673     <!--####################################################################-->
674     <type number="39" name="Amulet">
675     <description><![CDATA[
676     Wearing an amulet, the object's stats will directly be inherited to
677     the player. Amulets are usually meant for protection and defense. ]]>
678     </description>
679     <use><![CDATA[
680     Feel free to create your own special artifacts. However, it is very
681     important that you keep your artifact in balance with existing maps. ]]>
682     </use>
683     <attribute arch="ac" editor="armour class" type="int">
684     This value defines the amount of armour-class bonus for wearing
685     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
686     values are better. It should usually be set only for armour-like equipment.
687     </attribute>
688     <attribute arch="wc" editor="weapon class" type="int">
689     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
690     melee attacks. Weapon class improves the chance of hitting the opponent.
691     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
692     be set only for weapon-like items. Lower values are better.
693     </attribute>
694     <attribute arch="item_power" editor="item power" type="int">
695     The &lt;item power&gt; value measures how "powerful" an artifact is.
696     Players will only be able to wear equipment with a certain total
697     amount of &lt;item power&gt;, depending on their own level. This is the
698     only way to prevent low level players to wear "undeserved" equipment
699     (like gifts from other players or cheated items).
700 root 1.3
701 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
702     for every artifact you create! If zero/unset, the CF server will
703     calculate a provisional value at runtime, but this is never
704     going to be an accurate measurement of &lt;item power&gt;.
705     </attribute>
706     <attribute arch="damned" editor="damnation" type="bool">
707     A damned piece of equipment cannot be unwielded unless the curse
708     is removed. Removing damnations is a tick harder than removing curses.
709     </attribute>
710     <attribute arch="cursed" editor="curse" type="bool">
711     A cursed piece of equipment cannot be unwielded
712     unless the curse is removed.
713     </attribute>
714     <attribute arch="lifesave" editor="save life" type="bool">
715     An item with this flag enabled will save the players life
716     for one time: When the player is wearing this item and his
717 root 1.3 health points reach zero, the item disappears, replenishing
718 root 1.1 half of the player's health.
719 root 1.3
720 root 1.1 An item with &lt;save life&gt; should not have
721     any decent additional bonuses!
722     </attribute>
723     <attribute arch="unique" editor="unique item" type="bool">
724     Unique items exist only one time on a server. If the item
725     is taken, lost or destroyed - it's gone for good.
726     </attribute>
727     <attribute arch="startequip" editor="godgiven item" type="bool">
728     A godgiven item vanishes as soon as the player
729     drops it to the ground.
730     </attribute>
731     <attribute arch="applied" editor="is applied" type="bool">
732     If you put this item into the inventory of a monster, and
733     you want the monster to use/wear the item - you must set
734     &lt;is applied&gt;.
735     Enabling this flag doesn't make any sense if the item
736     is NOT in a monster's inventory.
737     </attribute>
738     <section name="resistance">
739     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
740     This adds physical resistance to the item (= armour value). The number is
741     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
742     and what they require to do for getting this-and-that artifact.
743     </attribute>
744     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
745     This adds magic resistance to the item. The number is a percent-value in
746     the range 0-100. Treat this with CARE. Look at other maps and what they
747     require to do for getting this-and-that artifact.
748     </attribute>
749     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
750     This adds fire resistance to the item. The number is a percent-value in
751     the range 0-100. Treat this with CARE. Look at other maps and what they
752     require to do for getting this-and-that artifact.
753     </attribute>
754     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
755     This adds electricity resistance to the item. The number is a percent-value in
756     the range 0-100. Treat this with CARE. Look at other maps and what they
757     require to do for getting this-and-that artifact.
758     </attribute>
759     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
760     This adds fire resistance to the item. The number is a percent-value in
761     the range 0-100. Treat this with CARE. Look at other maps and what they
762     require to do for getting this-and-that artifact.
763     </attribute>
764     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
765     This adds confusion resistance to the item. The number is a percent-value in
766     the range 0-100. Confusion resistance is not very effective
767     unless the value comes close to 100 (= perfect immunity).
768     </attribute>
769     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
770     This adds acid resistance to the item. The number is a percent-value in
771     the range 0-100. Treat this with CARE. Look at other maps and what they
772     require to do for getting this-and-that artifact.
773     </attribute>
774     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
775     This adds draining resistance to the item. The number is a percent-value
776     in the range 0-100. Draining resistance is little effective
777     unless the value is 100 (= perfect immunity).
778     </attribute>
779     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
780     This adds weaponmagic resistance to the item. The number is a percent-value in
781     the range 0-100. Weaponmagic resistance generally should not exist on
782     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
783     are not meant to be easily resisted.
784     </attribute>
785     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
786     This adds ghosthit resistance to the item. The number is a percent-value
787     in the range 0-100. Treat this with CARE. Look at other maps and what they
788     require to do for getting this-and-that artifact.
789     </attribute>
790     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
791     This adds poison resistance to the item. The number is a percent-value in
792     the range 0-100. Treat this with CARE. Look at other maps and what they
793     require to do for getting this-and-that artifact.
794     </attribute>
795     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
796     This adds fear resistance to the item. The number is a percent-value in
797     the range 0-100. Resistance to fear is pretty useless.
798     </attribute>
799     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
800     This adds paralyze resistance to the item. The number is a percent-value in
801     the range 0-100. Paralyze resistance is little effective
802     unless the value is 100 (= perfect immunity).
803     </attribute>
804     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
805     This adds fear resistance to the item. The number is a percent-value in
806     the range 0-100. Resistance to fear is pretty useless.
807     </attribute>
808     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
809     This adds depletion resistance to the item. The number is a percent-value
810     in the range 0-100. Depletion resistance is little effective
811     unless the value is 100 (= perfect immunity).
812     </attribute>
813     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
814     This adds death-attack resistance to the item. The number is a
815     percent-value in the range 0-100. Death-attack resistance is little
816     effective unless the value is 100 (= perfect immunity).
817     Generally, resistance to death-attack is not supposed to be
818     available to players!
819     </attribute>
820     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
821     This adds chaos resistance to the item. The number is a percent-value in
822     the range 0-100. Treat this with CARE. Look at other maps and what they
823     require to do for getting this-and-that artifact.
824     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
825     combination of other attacktypes.
826     </attribute>
827     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
828     This adds blinding resistance to the item. The number is a percent-value
829     in the range 0-100. Treat this with CARE. Look at other maps and what they
830     require to do for getting this-and-that artifact.
831     </attribute>
832     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
833     This adds holy power resistance to the item. The number is a percent-value
834     in the range 0-100. Holy power is the attacktype that holyword-type spells
835     use to hurt undead creatures. This kind of resistance is only reasonable
836     for undead players (wraith or devourer cult).
837     Generally, resistance to holy word should not be available for players.
838     </attribute>
839     </section>
840     <section name="stats">
841     <attribute arch="Str" editor="strength" type="int">
842     The player's strentgh will rise/fall by the given value
843     while wearing this piece of equipment.
844     </attribute>
845     <attribute arch="Dex" editor="dexterity" type="int">
846     The player's dexterity will rise/fall by the given value
847     while wearing this piece of equipment.
848     </attribute>
849     <attribute arch="Con" editor="constitution" type="int">
850     The player's constitution will rise/fall by the given value
851     while wearing this piece of equipment.
852     </attribute>
853     <attribute arch="Int" editor="intelligence" type="int">
854     The player's intelligence will rise/fall by the given value
855     while wearing this piece of equipment.
856     </attribute>
857     <attribute arch="Pow" editor="power" type="int">
858     The player's power will rise/fall by the given value
859     while wearing this piece of equipment.
860     </attribute>
861     <attribute arch="Wis" editor="wisdom" type="int">
862     The player's wisdom will rise/fall by the given value while
863     wearing this piece of equipment.
864     </attribute>
865     <attribute arch="Cha" editor="charisma" type="int">
866     The player's charisma will rise/fall by the given value
867     while wearing this piece of equipment.
868     </attribute>
869     </section>
870     <section name="misc">
871     <attribute arch="luck" editor="luck bonus" type="int">
872     With positive luck bonus, the player is more likely to
873     succeed in all sorts of things (spellcasting, praying,...).
874     Unless the &lt;luck bonus&gt; is very high, the effect will be
875     barely visible in-game. Luck bonus on one piece of equipment
876     should never exceed 3, and such bonus should not be too
877     frequently available.
878     </attribute>
879     <attribute arch="hp" editor="health regen." type="int">
880     Positive &lt;health regen.&gt; bonus speeds up the
881     player's healing process. Negative values slow it down.
882     </attribute>
883     <attribute arch="sp" editor="mana regen." type="int">
884     Positive &lt;mana regen.&gt; bonus speeds up the
885     player's mana regeneration. Negative values slow it down.
886     </attribute>
887     <attribute arch="grace" editor="grace regen." type="int">
888     Positive &lt;grace regen.&gt; bonus speeds up the
889     player's grace regeneration. Negative values slow it down.
890     Since grace can be regenerated rather easy with praying,
891     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
892     </attribute>
893     <attribute arch="food" editor="food bonus" type="int">
894     Positive &lt;food bonus&gt; slows down the player's digestion,
895     thus he consumes less food. Negative values speed it up.
896 root 1.3
897 root 1.1 Note that food is consumed not only for "being alive", but
898     also for healing and mana-regeneration.
899     &lt;food bonus&gt; only affects the amount of food consumed
900     for "being alive". Hence, even with high &lt;food bonus&gt;,
901     during a fight a player can run out of food quickly.
902     </attribute>
903     <attribute arch="xrays" editor="xray vision" type="bool">
904     Xray vision allows the player to see through obstacles
905     in a two-square-wide radius. This is extremely helpful and
906 root 1.3 desirable, so don't give it away for cheap on equipment.
907 root 1.1 </attribute>
908     <attribute arch="stealth" editor="stealth" type="bool">
909     Stealth allows the player to move silently.
910     This comes to effect if a player turns himself
911     invisible and tries to sneak around monsters.
912     (At least that was the idea behind it)
913     </attribute>
914     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
915     If a player is wearing any piece of equipment with
916     the ability to &lt;reflect spells&gt;, all kinds of
917     spell-bullets and -beams will bounce off him.
918     This works only about 90% of all times, to
919     avoid players being completely immune to certain
920     types of attacks.
921 root 1.3
922 root 1.1 This is a very powerful ability and it
923     shouldn't be handed out cheap!
924     </attribute>
925     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
926     If a player is wearing any piece of equipment with
927     the ability to &lt;reflect missiles&gt;, all kinds of
928     projectiles (e.g. arrows, bolts, boulders) will
929     bounce off him. This works only about 90% of all
930     times, to avoid players being completely immune to
931     certain types of attacks.
932     </attribute>
933     <attribute arch="flying" editor="levitate" type="bool">
934     As soon as the player applies a piece of equipment with
935     &lt;levitate&gt; set, the player will start to float in the air.
936     </attribute>
937     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
938     Click on the &lt;attuned paths&gt; button to select spellpaths.
939     The player will get attuned to the specified spellpaths
940     while wearing this item.
941     </attribute>
942     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
943     Click on the &lt;repelled paths&gt; button to select spellpaths.
944     The player will get repelled to the specified spellpaths
945     while wearing this item.
946     </attribute>
947     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
948     Click on the &lt;denied paths&gt; button to select spellpaths.
949     The specified spellpaths will be denied to the player
950     while wearing this item.
951     </attribute>
952     </section>
953     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
954     This text describes the item's "story". Every decent artifact
955     should have such a description.
956     </attribute>
957     </type>
958    
959     <!--####################################################################-->
960     <type number="58" name="Battleground">
961     <ignore>
962     <ignore_list name="non_pickable" />
963     </ignore>
964     <description><![CDATA[
965     Battleground is very special: In short, players can die on battleground
966     without any death penalties. They don't loose or gain experience
967     while on battleground. Acid, draining and depletion effects don't
968     work either.
969     When a player dies on battleground, he gets teleported to an exit
970     location which is defined in the battleground object. ]]>
971     </description>
972     <use><![CDATA[
973     Battleground is only meant for player vs. player duels. You can
974     design combat arenas similiar to the one in scorn.<br>
975     What should NEVER be done is placing battleground tiles in
976     open dungeons or other free kinds of land.
977     It must not be possible to gain significant treasure for fighting
978     on battleground, because it bears no risk.<br><br>
979     (Battleground will cease to work when the image or name is changed,
980     or when it is placed beneath another floor tile.
981     This is not a bug, it is there to prevent any attempts of placing
982     "hidden" battleground tiles anywhere.) ]]>
983     </use>
984     <attribute arch="no_pick" value="1" type="fixed" />
985     <attribute arch="is_floor" value="1" type="fixed" />
986     <attribute arch="hp" editor="destination X" type="int">
987     The exit destinations define the (x, y)-coordinates where players
988     get teleported after they died on this battleground.
989     </attribute>
990     <attribute arch="sp" editor="destination Y" type="int">
991     The exit destinations define the (x, y)-coordinates where players
992     get teleported after they died on this battleground.
993     </attribute>
994     </type>
995    
996     <!--####################################################################-->
997     <type number="8" name="Book">
998     <description><![CDATA[
999     Applying a book, the containing message is displayed to the player. ]]>
1000     </description>
1001     <attribute arch="level" editor="literacy level" type="int">
1002     If this value is set to be greater than zero, the player needs a
1003     certain literacy level to succeed reading the book. The book can be
1004     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1005     book can be a nice idea, personally I like it when a player needs
1006     more than his fighting skills to solve a quest. However, keep the
1007     booklevel at least below 15 because it is quite hard to gain high
1008     mental levels.
1009     </attribute>
1010     <attribute arch="startequip" editor="godgiven item" type="bool">
1011     A godgiven item vanishes as soon as the player
1012     drops it to the ground.
1013     </attribute>
1014     <attribute arch="unique" editor="unique item" type="bool">
1015     Unique items exist only one time on a server. If the item
1016     is taken, lost or destroyed - it's gone for good.
1017     </attribute>
1018     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1019     This is the text that appears "written" in the book.
1020     </attribute>
1021     </type>
1022    
1023     <!--####################################################################-->
1024     <type number="99" name="Boots">
1025     <import_type name="Amulet" />
1026     <description><![CDATA[
1027     Wearing boots, the object's stats will directly be inherited to
1028     the player. Usually enhancing his speed, or granting some minor
1029     protection bonus. ]]>
1030     </description>
1031     <use><![CDATA[
1032     Feel free to create your own special artifacts. However, it is very
1033     important that you keep your artifact in balance with existing maps. ]]>
1034     </use>
1035     <attribute arch="exp" editor="speed bonus" type="int">
1036     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1037     while worn. This kind of bonus is quite desirable for players of low-
1038     and medium level. High level players usually have fastest possible
1039     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1040     Still, this bonus is good for nice artifacts - not everything has
1041     to be for highest level.
1042     </attribute>
1043     <attribute arch="magic" editor="magic bonus" type="int">
1044     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1045     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1046     than direct armour-class bonus on the boots.
1047 root 1.3
1048 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1049     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1050     </attribute>
1051     </type>
1052    
1053     <!--####################################################################-->
1054 root 1.3 <type number="104" name="Bracers">
1055     <import_type name="Amulet" />
1056     <description><![CDATA[
1057     Bracers are armour-plates worn around the wrists.
1058     Wearing bracer, the object's stats will directly be inherited to
1059     the player. Usually enhancing his defense. ]]>
1060     </description>
1061     <use><![CDATA[
1062     Feel free to create your own special artifacts. However, it is very
1063     important that you keep your artifact in balance with existing maps. ]]>
1064     </use>
1065     <attribute arch="magic" editor="magic bonus" type="int">
1066     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1067     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1068     than direct armour-class bonus on the bracers.
1069     </attribute>
1070     </type>
1071    
1072     <!--####################################################################-->
1073     <type number="16" name="Brestplate Armour">
1074     <import_type name="Amulet" />
1075     <description><![CDATA[
1076     Wearing an armour, the object's stats will directly be inherited to
1077     the player. Usually enhancing his defense. ]]>
1078     </description>
1079     <use><![CDATA[
1080     Feel free to create your own special artifacts. However, it is very
1081     important that you keep your artifact in balance with existing maps. ]]>
1082     </use>
1083     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1084     This poses a penalty to spell regeneration speed, for wearing the armour.
1085     The bigger the spellpoint penalty, the worse.
1086     </attribute>
1087     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1088     Slowdown penalty reduces the player's walking speed when wearing the
1089     armour. Bigger values are worse - zero is best.
1090     </attribute>
1091     <attribute arch="magic" editor="magic bonus" type="int">
1092     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1093     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1094     than direct armour-class bonus on the armour.
1095     </attribute>
1096     </type>
1097    
1098     <!--####################################################################-->
1099 root 1.1 <type number="92" name="Button">
1100     <ignore>
1101     <ignore_list name="non_pickable" />
1102     </ignore>
1103     <description><![CDATA[
1104     When a predefined amount of weigh is placed on a button, the
1105     &lt;connection&gt; value is triggered. In most cases this happens when a
1106     player or monster steps on it. When the button is "released", the
1107     &lt;connection&gt; value get's triggered a second time. ]]>
1108     </description>
1109     <attribute arch="walk_on" value="1" type="fixed" />
1110     <attribute arch="walk_off" value="1" type="fixed" />
1111     <attribute arch="no_pick" value="1" type="fixed" />
1112 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1113 root 1.1 The button is pressed (triggered), as soon as
1114     &lt;press weigh&gt; gram are placed ontop of it.
1115     </attribute>
1116     <attribute arch="connected" editor="connection" type="int">
1117     Every time the button is pressed or released, all objects
1118     with the same &lt;connection&gt; value are activated.
1119     </attribute>
1120     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1121     This text may describe the item. You can use this
1122     message to explain the button's purpose to the player.
1123     </attribute>
1124     </type>
1125    
1126     <!--####################################################################-->
1127 root 1.3 <type number="30" name="Button Trigger">
1128     <import_type name="Button" />
1129     <ignore>
1130     <ignore_list name="non_pickable" />
1131     </ignore>
1132     <description><![CDATA[
1133     Handle buttons are buttons which reset after a short period
1134     of time. Every time it is either applied or reset, the
1135     &lt;connection&gt; value is triggered. ]]>
1136     </description>
1137     </type>
1138    
1139     <!--####################################################################-->
1140     <type number="37" name="Class Changer">
1141     <ignore>
1142     <ignore_list name="non_pickable" />
1143     </ignore>
1144     <description><![CDATA[
1145     Class changer are used while creating a character. ]]>
1146     </description>
1147     <attribute arch="randomitems" editor="class items" type="treasurelist">
1148     This entry determines which initial items the character receives.
1149     </attribute>
1150     <section name="stats">
1151     <attribute arch="Str" editor="strength" type="int">
1152     The player's strength will rise by the given value if he chooses this
1153     class. (Negative values make strength fall)
1154     </attribute>
1155     <attribute arch="Dex" editor="dexterity" type="int">
1156     The player's dexterity will rise by the given value if he chooses this
1157     class. (Negative values make dexterity fall)
1158     </attribute>
1159     <attribute arch="Con" editor="constitution" type="int">
1160     The player's constitution will rise by the given value if he chooses this
1161     class. (Negative values make constitution fall)
1162     </attribute>
1163     <attribute arch="Int" editor="intelligence" type="int">
1164     The player's intelligence will rise by the given value if he chooses this
1165     class. (Negative values make intelligence fall)
1166     </attribute>
1167     <attribute arch="Pow" editor="power" type="int">
1168     The player's power will rise by the given value if he chooses this
1169     class. (Negative values make power fall)
1170     </attribute>
1171     <attribute arch="Wis" editor="wisdom" type="int">
1172     The player's wisdom will rise by the given value if he chooses this
1173     class. (Negative values make wisdom fall)
1174     </attribute>
1175     <attribute arch="Cha" editor="charisma" type="int">
1176     The player's charisma will rise by the given value if he chooses this
1177     class. (Negative values make charisma fall)
1178     </attribute>
1179     </section>
1180     </type>
1181    
1182     <!--####################################################################-->
1183 root 1.1 <type number="87" name="Cloak">
1184     <import_type name="Amulet" />
1185     <description><![CDATA[
1186     Wearing a cloak, the object's stats will directly be inherited to
1187     the player. Cloaks usually add minor &lt;armour class&gt; and
1188     sometimes a bit of resistance. ]]>
1189     </description>
1190     <use><![CDATA[
1191     Feel free to create your own special artifacts. However, it is very
1192     important that you keep your artifact in balance with existing maps. ]]>
1193     </use>
1194     <attribute arch="magic" editor="magic bonus" type="int">
1195     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1196     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1197     than direct armour-class bonus on the cloak.
1198 root 1.3
1199 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1200     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1201     </attribute>
1202     </type>
1203    
1204     <!--####################################################################-->
1205     <type number="9" name="Clock">
1206     <description><![CDATA[
1207     Applying a clock, the time is displayed to the player. ]]>
1208     </description>
1209     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1210     This text may describe the item
1211     </attribute>
1212     </type>
1213    
1214     <!--####################################################################-->
1215     <type number="122" name="Container">
1216     <description><![CDATA[
1217     A player can put (certain kinds of) items in the container.
1218     The overall weight of items is reduced when put inside a
1219     container, depending on the settings.
1220     <br><br>
1221     A special feature of containers is the "cauldron",
1222     capable of mixing alchemical receipes. ]]>
1223     </description>
1224     <use><![CDATA[
1225     Note on chests - There are two types of chests:
1226     <UL>
1227     <LI> First the random treasure chests - Those are NOT containers
1228     (but object type Treasure), they create random treasures when
1229     applied. Archetype name is "chest".
1230     <LI> Second there are the permanent chests - Those are containers,
1231     they can be opened and closed again. Archetype name is "chest_2".
1232     </UL> ]]>
1233     </use>
1234     <attribute arch="race" editor="container class" type="string">
1235     If set, the container will hold only certain types of objects.
1236     Possible choices for &lt;container class&gt; are: "gold and jewels",
1237 root 1.3 "arrows" and "keys".
1238    
1239 root 1.1 Unfortunately it is not easy to create new container
1240     classes, because items need a matching counterpiece-attribute
1241     to the &lt;container class&gt; before they can be put inside a
1242     container. This attribute ("race") is set only for the existing
1243     container classes.
1244     </attribute>
1245     <attribute arch="slaying" editor="key string" type="string">
1246     If &lt;key string&gt; is set, only players with a special key
1247     of matching &lt;key string&gt; are able to open the container.
1248     </attribute>
1249     <attribute arch="container" editor="maximum weight" type="int">
1250     The container can hold a maximum total weight of the given value
1251     in gram. Note that this weight limit is calculated *after* the
1252     weight reduction (&lt;reduce weight&gt;) has been applied.
1253     </attribute>
1254     <attribute arch="Str" editor="reduce weight %" type="int">
1255     This value determines how much the weight of items is reduced in
1256     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1257     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1258     Most default values are in the range of ten.
1259     </attribute>
1260     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1261     If set, the container can be used as alchemy-cauldron.
1262     The player can put ingredients inside, close it, cast alchemy
1263     and if his formulae is true, he'll get what he longed for.
1264     </attribute>
1265     <attribute arch="unique" editor="unique item" type="bool">
1266     Unique items exist only one time on a server. If the item
1267     is taken, lost or destroyed - it's gone for good.
1268     All contents of a unique container are unique as well.
1269     </attribute>
1270     <attribute arch="startequip" editor="godgiven item" type="bool">
1271     A godgiven item vanishes as soon as the player
1272     drops it to the ground.
1273     </attribute>
1274     <attribute arch="other_arch" editor="animation arch" type="string">
1275     This is used for a certain kind of... "animation" when
1276     opening the container. Stick to the default arches here
1277     and you won't get into trouble.
1278     </attribute>
1279     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1280     This text may contain a description of the container.
1281     </attribute>
1282     </type>
1283    
1284     <!--####################################################################-->
1285     <type number="103" name="Converter">
1286     <ignore>
1287     <attribute arch="value" />
1288     <attribute arch="nrof" />
1289     <attribute arch="name_pl" />
1290     <attribute arch="no_pick" />
1291     <attribute arch="unpaid" />
1292     <attribute arch="title" />
1293     </ignore>
1294     <description><![CDATA[
1295     Converters are like "exchange tables". When the player drops a
1296     specific type of items, they get converted into other items, at a
1297     predefined exchange-ratio. ]]>
1298     </description>
1299     <use><![CDATA[
1300     Converters are better than shopping with doormats, because the
1301     converters never get sold out. For some items like food or jewels
1302     those "exchange tables" are really nice, while for the more important
1303     stuff like potions converters should not exist.
1304     <br><br>
1305     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1306     items on a converter, the stuff you get must be of equal or lesser
1307     value than before! (Except if you are using "rare" items like
1308     dragonscales for payment). The code will not check if your ratio is
1309     sane, so the player could gain infinite wealth by using your converter. ]]>
1310     </use>
1311     <attribute arch="no_pick" value="1" type="fixed" />
1312     <attribute arch="slaying" editor="cost arch" type="string">
1313     &lt;cost arch&gt; is the name of the archetype the player has to
1314     put on the converter, as payment.
1315     </attribute>
1316     <attribute arch="food" editor="cost number" type="int">
1317     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1318     on the converter, in order to get &lt;receive number&gt; items
1319     of &lt;receive arch&gt;.
1320     </attribute>
1321     <attribute arch="other_arch" editor="receive arch" type="string">
1322     &lt;receive arch&gt; is the name of the archetype to convert into.
1323 root 1.2 This field is ignored if the converter has items in inventory. In this
1324     case one of the inventory items is duplicated. The duplicated item is
1325     randomly chosen from all items present.
1326 root 1.1 </attribute>
1327     <attribute arch="sp" editor="receive number" type="int">
1328     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1329     on the converter, in order to get &lt;receive number&gt; items
1330     of &lt;receive arch&gt;.
1331     </attribute>
1332     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1333     This text may contain a description of the converter.
1334     </attribute>
1335     </type>
1336    
1337     <!--####################################################################-->
1338     <type number="42" name="Creator">
1339     <ignore>
1340     <ignore_list name="system_object" />
1341     </ignore>
1342     <description><![CDATA[
1343     A creator is an object which creates another object when it
1344     is triggered. The child object can be anything. Creators are
1345     VERY useful for all kinds of map-mechanisms. ]]>
1346     </description>
1347     <use><![CDATA[
1348     Don't hesitate to hide your creators under the floor.
1349     The created items will still always appear ontop of the floor. ]]>
1350     </use>
1351     <attribute arch="no_pick" value="1" type="fixed" />
1352     <attribute arch="other_arch" editor="create arch" type="string">
1353     This string defines the object that will be created.
1354     You can choose any of the existing arches.
1355 root 1.2 This field is ignored if the creator has items in inventory. In this case
1356     one of the inventory items is duplicated. The duplicated item is randomly
1357     chosen from all items present.
1358 root 1.1 </attribute>
1359     <attribute arch="connected" editor="connection" type="int">
1360     Whenever the connection value is activated,
1361 root 1.3 the creator gets triggered.
1362 root 1.1 </attribute>
1363     <attribute arch="lifesave" editor="infinit uses" type="bool">
1364     If &lt;infinit uses&gt; is set, the creator will work
1365 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1366 root 1.1 </attribute>
1367     <attribute arch="hp" editor="number of uses" type="int">
1368     The creator can be triggered &lt;number of uses&gt; times, thus
1369     creating that many objects, before it dissappears.
1370     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1371     </attribute>
1372     <attribute arch="slaying" editor="name of creation" type="string">
1373 root 1.2 The created object will bear the name and title specified in &lt;name of
1374     creation&gt;. If nothing is set, the standard name and title of the
1375     archetype is used.
1376 root 1.1 </attribute>
1377     <attribute arch="level" editor="level of creation" type="int">
1378     The created object will be of that level. If zero/unset,
1379     the standard level of the archetype is used.
1380     </attribute>
1381     </type>
1382    
1383     <!--####################################################################-->
1384     <type number="51" name="Detector">
1385     <ignore>
1386     <ignore_list name="system_object" />
1387     </ignore>
1388     <description><![CDATA[
1389     Detectors work quite much like inv. checkers/pedestals: If the detector
1390     finds a specific object, it toggles its connected value.
1391     <br><br>
1392     What is "unique" about them, compared to inv. checkers/ pedestals?
1393     - First, detectors check their square for a match periodically, not
1394     instantly. Second, detectors check directly for object names. Third,
1395     detectors do not check the inventory of players/monsters. ]]>
1396     </description>
1397     <use><![CDATA[
1398     There is one major speciality about detectors: You can detect spells
1399     blown over a detector! To detect a lighting bolt for example, set
1400     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1401     walls, this can be very useful for map-mechanisms. ]]>
1402     </use>
1403     <attribute arch="no_pick" value="1" type="fixed" />
1404     <attribute arch="slaying" editor="match name" type="string">
1405     &lt;match name&gt; specifies the name of the object we are looking for.
1406     Actually it does also check for the &lt;key string&gt; in key-objects,
1407     but for this case inventory checkers are often more powerful to use.
1408     </attribute>
1409     <attribute arch="connected" editor="connection" type="int">
1410     When the detector is triggered, all objects with the same
1411     connection value get activated.
1412     </attribute>
1413     <attribute arch="speed" editor="detection speed" type="float">
1414     This value defines the time between two detector-checks.
1415     If you want the detector to behave almost like pedestals/buttons,
1416     set speed rather high, like &lt;detection speed&gt; 1.0.
1417     </attribute>
1418     </type>
1419    
1420     <!--####################################################################-->
1421     <type number="112" name="Director">
1422     <ignore>
1423     <ignore_list name="non_pickable" />
1424     </ignore>
1425     <description><![CDATA[
1426     Directors change the direction of spell objects and other projectiles
1427     that fly past. Unlike spinners, directors always move objects in the
1428     same direction. It does not make a difference from what angle you
1429     shoot into it.<br>
1430     Directors are visible per default. ]]>
1431     </description>
1432     <use><![CDATA[
1433     Directors are rarely used in maps. Sometimes they are placed to
1434     change the direction of spells coming out of magic walls,
1435     "channeling" spell-projectiles in some direction. When doing this,
1436     <B>never place directors facing each other with magic walls fireing
1437     into them!</B> The spell-projectiles bouncing between the directors
1438     would accumulate to huge numbers and at some point slow down the
1439     server by eating memory- and CPU-time.
1440     <br><br>
1441     You'd better not place directors in monster vs. player combat
1442     areas too much, because that freaks out wizard-type players. ]]>
1443     </use>
1444     <attribute arch="sp" editor="direction" type="list_direction">
1445     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1446     A director with direction &lt;none&gt; simply stops projectiles.
1447     (The latter works out a bit strange for some spells).
1448     </attribute>
1449     <attribute arch="walk_on" value="1" type="fixed" />
1450     <attribute arch="fly_on" value="1" type="fixed" />
1451     </type>
1452    
1453     <!--####################################################################-->
1454     <type number="158" name="Disease">
1455     <ignore>
1456     <ignore_list name="system_object" />
1457     </ignore>
1458     <description><![CDATA[
1459     Diseases are an intersting form of spellcraft in Crossfire.
1460     Once casted, they can spread out and infect creatures in a large
1461     area. Being infected can have various effects, from amusing farts
1462     to horrible damage - almost everything is possible. ]]>
1463     </description>
1464     <use><![CDATA[
1465     Diseases are extremely flexible and usable in a many ways.
1466     So far they are mostly used for causing bad, unwanted effects.
1467     You could just as well create a disease which helps the player
1468     (recharging mana for example).
1469     Infection with a "positive disease" could even be a quest reward. ]]>
1470     </use>
1471     <attribute arch="invisible" value="1" type="fixed" />
1472     <attribute arch="level" editor="plaque level" type="int">
1473     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1474     This mainly reflects in the &lt;damage&gt;. It has no effect on
1475     most other symptoms. Neverthless, it is a very important value for
1476     all damage-inflicting diseases.
1477     </attribute>
1478     <attribute arch="race" editor="infect race" type="string">
1479     The disease will only infect creatures of the specified &lt;race&gt;.
1480     "&lt;race&gt; *" means every creature can be infected.
1481     </attribute>
1482     <attribute arch="ac" editor="progressiveness" type="int">
1483     Every time the disease "moves" the severity of the symptoms are increased
1484     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1485     </attribute>
1486     <section name="spreading">
1487     <attribute arch="wc" editor="infectiosness" type="int">
1488     The &lt;infectiosness&gt; defines the chance of new creatures getting
1489     infected. If you set this too high, the disease is very likely to
1490     be too effective.
1491 root 1.3
1492 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1493     </attribute>
1494     <attribute arch="last_grace" editor="attenuation" type="int">
1495     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1496     everytime it infects someone new. This limits how many generations
1497     a disease can propagate.
1498     </attribute>
1499     <attribute arch="magic" editor="infection range" type="int">
1500     &lt;infection range&gt; sets the range at which infection may occur.
1501     If positive, the &lt;infection range&gt; is level dependant - If negative,
1502     it is not:
1503     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1504 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1505 root 1.1 </attribute>
1506     <attribute arch="maxhp" editor="persistence" type="int">
1507     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1508     The disease can "move" &lt;persistence&gt; times outside a host before it
1509     vanishes. A negative value means the disease lasts for permanent
1510     (which is only recommended to use in maps without monsters).
1511     </attribute>
1512     <attribute arch="maxgrace" editor="curing duration" type="int">
1513     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1514     (Assuming the host survives and doesn't use a curing spell).
1515     After this period the disease is naturally cured, which provides the
1516     host with immunity from this particular disease of lower or equal level.
1517 root 1.3
1518 root 1.1 A negative value means the disease can never be cured naturally.
1519 root 1.3
1520 root 1.1 Note that this value can be further modulated by spell-parameters,
1521     if the disease is registered as spell in the code. Due to that,
1522     most default diseases take a lot longer to cure than it seems.
1523     </attribute>
1524     <attribute arch="speed" editor="moving speed" type="float">
1525     The &lt;speed&gt; of the disease determines how fast the disease will
1526     "move", thus how fast the symptoms strike the host.
1527     </attribute>
1528     </section>
1529     <section name="symptoms">
1530     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1531     The disease will attack the host with the given &lt;attacktype&gt;.
1532     Godpower attacktype is commonly used for "unresistable" diseases.
1533     </attribute>
1534     <attribute arch="dam" editor="damage" type="int">
1535     A disease with a positive &lt;damage&gt; value will strike the player for that
1536     amount of damage every time the symptoms occur.
1537     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1538     the player's health is reduced by 10% every time the symptoms strike.
1539 root 1.3
1540 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1541     for players of all levels.
1542     </attribute>
1543     <attribute arch="other_arch" editor="create arch" type="string">
1544     If set, the specified arch is created and dropped every time the
1545     symptoms strike.
1546 root 1.3
1547 root 1.1 This can be various things: farts, body pieces, eggs ...
1548     Even monsters can be created that way. You could also make a
1549     disease where some exotic stuff like money/gems is created.
1550     </attribute>
1551     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1552     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1553     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1554     </attribute>
1555     <attribute arch="exp" editor="exp. for curing" type="int">
1556     When the player manages to cure this disease (with a curing spell),
1557     he is awarded with &lt;exp. for curing&gt; experience.
1558     </attribute>
1559     <attribute arch="maxsp" editor="mana depletion" type="int">
1560     Every time the disease "moves", the player's mana is
1561     reduced by the value of &lt;mana depletion&gt;.
1562     For negative values, a %-based amount is taken.
1563     </attribute>
1564     <attribute arch="last_eat" editor="food depletion" type="int">
1565     Every time the disease "moves", the player's food is
1566     reduced by the value of &lt;food depletion&gt;.
1567     For negative values, a %-based amount is taken.
1568     </attribute>
1569     <attribute arch="hp" editor="health regen." type="int">
1570     This value increases the player's healing rate.
1571     Negative values decrease it.
1572     </attribute>
1573     <attribute arch="sp" editor="mana regen." type="int">
1574     This value increases the player's rate of mana regeneration.
1575     Negative values decrease it.
1576     </attribute>
1577     </section>
1578     <section name="disability">
1579     <attribute arch="Str" editor="strength" type="int">
1580     The player's strength will rise by the given value
1581     while being infected. (Negative values make strength fall)
1582     </attribute>
1583     <attribute arch="Dex" editor="dexterity" type="int">
1584     The player's dexterity will rise by the given value
1585     while being infected. (Negative values make dexterity fall)
1586     </attribute>
1587     <attribute arch="Con" editor="constitution" type="int">
1588     The player's constitution will rise by the given value
1589     while being infected. (Negative values make constitution fall)
1590     </attribute>
1591     <attribute arch="Int" editor="intelligence" type="int">
1592     The player's intelligence will rise by the given value
1593     while being infected. (Negative values make intelligence fall)
1594     </attribute>
1595     <attribute arch="Pow" editor="power" type="int">
1596     The player's power will rise by the given value
1597     while being infected. (Negative values make power fall)
1598     </attribute>
1599     <attribute arch="Wis" editor="wisdom" type="int">
1600     The player's wisdom will rise by the given value
1601     while being infected. (Negative values make wisdom fall)
1602     </attribute>
1603     <attribute arch="Cha" editor="charisma" type="int">
1604     The player's charisma will rise by the given value
1605     while being infected. (Negative values make charisma fall)
1606     </attribute>
1607     </section>
1608     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1609     This text is displayed to the player every time the
1610     symptoms strike.
1611     </attribute>
1612     </type>
1613    
1614     <!--####################################################################-->
1615 root 1.3 <type number="23" name="Door">
1616     <ignore>
1617     <ignore_list name="non_pickable" />
1618     </ignore>
1619     <description><![CDATA[
1620     A door can be opened with a normal key. It also can be broken by attacking
1621     it, and it can be defeated with the lockpicking skill. If a door is
1622     defeated, horizontally and vertically adjacent doors are automatically
1623     removed. ]]>
1624     </description>
1625     <attribute arch="no_pick" value="1" type="fixed" />
1626     <attribute arch="alive" value="1" type="fixed" />
1627     <attribute arch="no_pass" editor="blocking passage" type="bool">
1628     If set, a player must defeat the door to enter.
1629     </attribute>
1630     <attribute arch="hp" editor="hitpoints" type="int">
1631     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1632     </attribute>
1633     <attribute arch="ac" editor="armour class" type="int">
1634     Doors of high &lt;armour class&gt; are less likely to get hit.
1635     &lt;armour class&gt; can be considered the "counterpiece" to
1636     &lt;weapon class&gt;.
1637     </attribute>
1638     <attribute arch="other_arch" editor="drop arch" type="string">
1639     This string defines the object that will be created when the door was
1640     defeated.
1641     </attribute>
1642     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1643     This entry determines what kind of traps will appear in the door.
1644     </attribute>
1645     </type>
1646    
1647     <!--####################################################################-->
1648 root 1.1 <type number="83" name="Duplicator">
1649     <ignore>
1650     <ignore_list name="system_object" />
1651     </ignore>
1652     <description><![CDATA[
1653     When activated, a duplicator can duplicate, multiply or destroy a pile of
1654     objects which lies somewhere on top of the duplicator.
1655     The duplicator has one arch name specified as &lt;target arch&gt;,
1656     and only objects of this archetype can be affected.<br>
1657     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1658     If the latter is set to zero, it will destroy objects. ]]>
1659     </description>
1660     <use><![CDATA[
1661     I hope it is clear that one must be very cautious when inserting a duplicator
1662     anywhere with &lt;multiply factor&gt; greater than one.
1663     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1664     It is <b>not acceptable</b> to allow duplication of anything other than
1665     coins, gold and jewels. Besides, it is very important that the chance to
1666     loose the input matches the chance to earn winnings.<br>
1667     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1668     loosing rate of 2/3 = 67%. ]]>
1669     </use>
1670     <attribute arch="other_arch" editor="target arch" type="string">
1671     Only objects of matching archtype, lying ontop of the dublicator will be
1672     dublicated, multiplied or removed. All other objects will be ignored.
1673     </attribute>
1674     <attribute arch="level" editor="multiply factor" type="int">
1675     The number of items in the target pile will be multiplied by the
1676     &lt;multiply factor&gt;. If it is set to zero, all target objects
1677     will be destroyed.
1678     </attribute>
1679     <attribute arch="connected" editor="connection" type="int">
1680     An activator (lever, altar, button, etc) with matching connection value
1681     is able to trigger this duplicator. Be very careful that players cannot
1682     abuse it to create endless amounts of money or other valuable stuff!
1683     </attribute>
1684     </type>
1685    
1686     <!--####################################################################-->
1687     <type number="66" name="Exit">
1688     <ignore>
1689     <ignore_list name="non_pickable" />
1690     </ignore>
1691     <description><![CDATA[
1692     When the player applies an exit, he is transferred to a different location.
1693     (Monsters cannot use exits.) Depending on how it is set, the player applies
1694     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1695     the exit. ]]>
1696     </description>
1697     <use><![CDATA[
1698 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1699 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1700     detected with the show_invisible spell.
1701     <br><br>
1702     You can be quite creative with the outlook of secret exits (their "face").
1703     Don't forget to give the player relyable hints about them though. ]]>
1704     </use>
1705     <attribute arch="slaying" editor="exit path" type="string">
1706     The exit path defines the map that the player is transferred to.
1707     You can enter an absolute path, beginning with '/' (for example
1708     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1709     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1710     relative path "Fire1"). Use relative paths whenever possible! Note that
1711     upper/lower case must always be set correctly. However, please use lower
1712 root 1.3 case only.
1713 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1714     is on. If slaying is not set in an exit, the player will see a message like
1715     "the exit is closed".
1716     </attribute>
1717     <attribute arch="hp" editor="destination X" type="int">
1718     The exit destinations define the (x, y)-coordinates where the exit
1719     leads to.
1720     If both are set to zero, the player will be transferred to the "default
1721     enter location" of the destined map. The latter can be set in the map-
1722     properties as "Enter X/Y". Though, please DO NOT use that.
1723     It turned out to be a source for numerous map-bugs.
1724     </attribute>
1725     <attribute arch="sp" editor="destination Y" type="int">
1726     The exit destinations define the (x, y)-coordinates where the exit
1727     leads to.
1728     If both are set to zero, the player will be transferred to the "default
1729     enter location" of the destined map. The latter can be set in the map-
1730     properties as "Enter X/Y". Though, please DO NOT use that.
1731     It turned out to be a source for numerous map-bugs.
1732     </attribute>
1733     <attribute arch="walk_on" editor="apply by walking" type="bool">
1734     If set, the player will apply the exit by just walking into it. This must
1735     be set for the invisible exits for example. If unset, the player has
1736     to step onto the exit and press 'a' to get transferred.
1737     </attribute>
1738     <attribute arch="fly_on" editor="apply by flying" type="bool">
1739     If set, the player will apply the exit by "flying into it". Flying means
1740     the player is levitating. E.g. wearing levitation boots.
1741     </attribute>
1742     <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1743     If set, this message will be displayed to the player when he applies the exit.
1744     This is quite useful to throw in some "role-play feeling": "As you enter the
1745     dark cave you hear the sound of rustling dragonscales...". Well, my english
1746     is poor, but you get the point. =)
1747     </attribute>
1748     <attribute arch="unique" editor="unique destination" type="bool">
1749     This flag defines the destined map as "personal unique map". If set,
1750     there will be a seperate version of that map for every player out there.
1751     This feature is used for the permanent apartments
1752     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1753     than apartments, since Crossfire is a *multi*player game. In such a permanent
1754     apartment don't forget to set the unique-flag for all floor tiles too
1755     (see floors).
1756     An exit pointing outside of a personal unique map must have the
1757     "unique destination"-flag unset.
1758     </attribute>
1759     </type>
1760    
1761     <!--####################################################################-->
1762     <type number="72" name="Flesh">
1763     <description><![CDATA[
1764     Just like with food, the player can fill his stomache and gain a
1765     little health by eating flesh-objects. <br>
1766     For dragon players, flesh plays a very special role though: If the
1767     flesh has resistances set, a dragon player has a chance to gain resistance in
1768     those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1769     Don't forget that flesh items with resistances have to be balanced
1770     according to map/monster difficulty. ]]>
1771     </description>
1772     <use><![CDATA[
1773     For dragon players, flesh items can be highly valuable. Note that many
1774     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1775     These flesh items "inherit" resistances and level from the monster they belong to.
1776     When you add special flesh items to the inventory of a monster, this is
1777     not the case - so you have to set it manually.
1778     <br><br>
1779     Generally adding special flesh-treaties for dragon players is a great thing
1780     to do. Always consider that dragon players might really not be interested
1781     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1782     out on the reward completely. ]]>
1783     </use>
1784     <attribute arch="food" editor="foodpoints" type="int">
1785     The player's stomache will get filled with this amount of foodpoints.
1786     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1787     </attribute>
1788     <attribute arch="level" editor="flesh level" type="int">
1789     The &lt;flesh level&gt; is not visible to the players and it affects only
1790     dragon players. Normally this value reflects the level of the monster
1791     from which the flesh item originates.
1792     Dragon players always search for flesh of highest level possible,
1793     because it bears the best chance to gain high resistances.
1794     </attribute>
1795     <attribute arch="startequip" editor="godgiven item" type="bool">
1796     A godgiven item vanishes as soon as the player
1797     drops it to the ground.
1798     </attribute>
1799     <section name="resistance">
1800     <attribute arch="resist_physical" editor="resist physical %" 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_magic" editor="resist magic %" 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_fire" editor="resist fire %" 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_electricity" editor="resist electricity %" 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_cold" editor="resist cold %" 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_confusion" editor="resist confusion %" 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_acid" editor="resist acid %" 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_drain" editor="resist draining %" 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_weaponmagic" editor="resist weaponmagic %" 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_ghosthit" editor="resist ghosthit %" 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_poison" editor="resist poison %" 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_slow" editor="resist slow %" 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_paralyze" editor="resist paralyze %" 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_fear" editor="resist fear %" 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_deplete" editor="resist depletion %" length="15" type="int">
1885     Resistances 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_death" editor="resist death-attack %" length="15" type="int">
1891     RResistances 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_chaos" editor="resist chaos %" 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     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1903     Resistances on flesh items make them more durable against spellcraft
1904     of the appropriate kind. It also allows dragon players to eventually gain
1905     resistance by eating it. Usually resistance should only be set for flesh
1906     items in a monster's inventory.
1907     </attribute>
1908     </section>
1909     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1910     This text may describe the item.
1911     </attribute>
1912     </type>
1913    
1914     <!--####################################################################-->
1915     <type number="0" name="Floor">
1916     <required>
1917     <attribute arch="is_floor" value="1" />
1918     <attribute arch="alive" value="0" />
1919     </required>
1920     <ignore>
1921     <ignore_list name="non_pickable" />
1922     </ignore>
1923     <description><![CDATA[
1924     Floor is a very basic thing whithout too much
1925     functionality. It's a floor - you stand on it. ]]>
1926     </description>
1927     <attribute arch="is_floor" value="1" type="fixed" />
1928     <attribute arch="no_pick" value="1" type="fixed" />
1929     <attribute arch="no_pass" editor="blocking passage" type="bool">
1930     If set, the object cannot be passed by players nor monsters.
1931     </attribute>
1932     <section name="terrain">
1933     <attribute arch="slow_move" editor="slow movement" type="int">
1934     If &lt;slow movement&gt; is set to a value greater zero, all
1935     creatures moving over this spot will be slower than normal.
1936 root 1.3
1937 root 1.1 &lt;slow movement&gt; 1 - rough terrain
1938     &lt;slow movement&gt; 2 - very rough terrain
1939     ...
1940     &lt;slow movement&gt; 7 - spider web (sticky as hell)
1941     </attribute>
1942     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1943     This flag indicates this spot contains wood or high grass.
1944     Players with activated woodsman skill can move faster here.
1945     </attribute>
1946     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1947     This flag indicates this spot contains hills or large rocks.
1948     Players with activated mountaineer skill can move faster here.
1949     </attribute>
1950     </section>
1951     <attribute arch="no_magic" editor="no spells" type="bool">
1952     If enabled, it is impossible for players to use (wizard-)
1953     spells on that spot.
1954     </attribute>
1955     <attribute arch="damned" editor="no prayers" type="bool">
1956     If enabled, it is impossible for players to use prayers
1957     on that spot. It also prevents players from saving.
1958     </attribute>
1959     <attribute arch="unique" editor="unique map" type="bool">
1960     Unique floor means that any items dropped on that spot
1961     will be saved byond map reset. For permanent apartments,
1962     all floor tiles must be set &lt;unique map&gt;.
1963     </attribute>
1964     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1965     This text may describe the object.
1966     </attribute>
1967     </type>
1968    
1969     <!--####################################################################-->
1970     <type number="67" name="Floor (Encounter)">
1971     <ignore>
1972     <ignore_list name="non_pickable" />
1973     </ignore>
1974     <description><![CDATA[
1975     Encounter-Floor is pretty much the same as normal floor.
1976     Most outdoor floor/ground-arches are set to be "encounters".
1977     That is kind of a relict from former code: When walking over
1978     encounter-floor, players sometimes got beamed to little maps
1979     with monsters on them. Nowadays this feature is disabled -
1980     Hence encounter floor is not different from normal floor. ]]>
1981     </description>
1982     <attribute arch="is_floor" value="1" type="fixed" />
1983     <attribute arch="no_pick" value="1" type="fixed" />
1984     <attribute arch="no_pass" editor="blocking passage" type="bool">
1985     If set, the object cannot be passed by players nor monsters.
1986     </attribute>
1987     <section name="terrain">
1988     <attribute arch="slow_move" editor="slow movement" type="int">
1989     If &lt;slow movement&gt; is set to a value greater zero, all
1990     creatures moving over this spot will be slower than normal.
1991 root 1.3
1992 root 1.1 &lt;slow movement&gt; 1 - rough terrain
1993     &lt;slow movement&gt; 2 - very rough terrain
1994     ...
1995     &lt;slow movement&gt; 7 - spider web (sticky as hell)
1996     </attribute>
1997     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1998     This flag indicates this spot contains wood or high grass.
1999     Players with activated woodsman skill can move faster here.
2000     </attribute>
2001     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2002     This flag indicates this spot contains hills or large rocks.
2003     Players with activated mountaineer skill can move faster here.
2004     </attribute>
2005     </section>
2006     <attribute arch="no_magic" editor="no spells" type="bool">
2007     If enabled, it is impossible for players to use (wizard-)
2008     spells on that spot.
2009     </attribute>
2010     <attribute arch="damned" editor="no prayers" type="bool">
2011     If enabled, it is impossible for players to use prayers
2012     on that spot. It also prevents players from saving.
2013     </attribute>
2014     <attribute arch="unique" editor="unique map" type="bool">
2015     Unique floor means that any items dropped on that spot
2016     will be saved byond map reset. For permanent apartments,
2017     all floor tiles must be set &lt;unique map&gt;.
2018     </attribute>
2019     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2020     This text may describe the object.
2021     </attribute>
2022     </type>
2023    
2024     <!--####################################################################-->
2025     <type number="6" name="Food">
2026     <description><![CDATA[
2027     By eating/drinking food-objects, the player can fill his
2028     stomache and gain a little health. ]]>
2029     </description>
2030     <attribute arch="food" editor="foodpoints" type="int">
2031     The player's stomache will get filled with this amount of foodpoints.
2032     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2033     </attribute>
2034     <attribute arch="startequip" editor="godgiven item" type="bool">
2035     A godgiven item vanishes as soon as the player
2036     drops it to the ground.
2037     </attribute>
2038     </type>
2039    
2040     <!--####################################################################-->
2041     <type number="91" name="Gate">
2042     <ignore>
2043     <ignore_list name="non_pickable" />
2044     </ignore>
2045     <description><![CDATA[
2046     Gates play an important role in Crossfire. Gates can be opened
2047     by activating a button/trigger, by speaking passwords (-> magic_ear)
2048     or carrying special key-objects (-> inventory checker).
2049     Unlike locked doors, gates can get shut again after a player has
2050     passed, which makes them more practical in many cases. ]]>
2051     </description>
2052     <use><![CDATA[
2053     Use gates to divide your maps into seperated areas. After solving
2054     area A, the player gains access to area B, and so on. Make your
2055     maps more complex than "one-way". ]]>
2056     </use>
2057     <attribute arch="no_pick" value="1" type="fixed" />
2058     <attribute arch="connected" editor="connection" type="int">
2059     Whenever the inventory checker is triggered, all objects with identical
2060     &lt;connection&gt; value get activated. This only makes sense together with
2061     &lt;blocking passage&gt; disabled.
2062     </attribute>
2063     <attribute arch="wc" editor="position state" type="int">
2064     The &lt;position state&gt; defines the position of the gate:
2065     Zero means completely open/down, the "number of animation-steps" (usually
2066     about 6 or 7) means completely closed/up state. I suggest you don't
2067     mess with this value - Leave the default in place.
2068     </attribute>
2069     <attribute arch="no_pass" editor="blocking passage" type="bool">
2070     For open gates, &lt;blocking passage&gt; should be unset.
2071     For closed gates it must be set.
2072     </attribute>
2073     <attribute arch="no_magic" editor="restrict spells" type="bool">
2074     Restricting the use of spells to pass this gate. This has
2075     an effect only if &lt;block view&gt; is disabled.
2076     </attribute>
2077     <attribute arch="damned" editor="restrict prayers" type="bool">
2078     Restricting the use of prayers to pass this door. This has
2079     an effect only if &lt;block view&gt; is disabled.
2080     </attribute>
2081     </type>
2082    
2083     <!--####################################################################-->
2084     <type number="113" name="Girdle">
2085     <import_type name="Amulet" />
2086     <description><![CDATA[
2087     Wearing a girdle, the object's stats will directly be inherited to
2088     the player. Girdles usually provide stats- or damage bonuses and no
2089     defense. ]]>
2090     </description>
2091     <use><![CDATA[
2092     Feel free to create your own special artifacts. However, it is very
2093     important that you keep your artifact in balance with existing maps. ]]>
2094     </use>
2095     <attribute arch="magic" editor="magic bonus" type="int">
2096     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2097     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2098     than direct armour-class bonus on the helmet.
2099 root 1.3
2100 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2101     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2102     &lt;magic bonus&gt; is pointless here.
2103     </attribute>
2104     </type>
2105    
2106     <!--####################################################################-->
2107     <type number="100" name="Gloves">
2108     <import_type name="Amulet" />
2109     <description><![CDATA[
2110     Wearing gloves, the object's stats will directly be inherited to
2111     the player. Gloves can add defense or damage bonuses. ]]>
2112     </description>
2113     <use><![CDATA[
2114     Feel free to create your own special artifacts. However, it is very
2115     important that you keep your artifact in balance with existing maps. ]]>
2116     </use>
2117     <attribute arch="magic" editor="magic bonus" type="int">
2118     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2119     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2120     will increase that.
2121     </attribute>
2122     </type>
2123    
2124     <!--####################################################################-->
2125     <type number="93" name="Handle">
2126     <ignore>
2127     <ignore_list name="non_pickable" />
2128     </ignore>
2129     <description><![CDATA[
2130     A handle can be applied by players and (certain) monsters.
2131     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2132     </description>
2133     <use><![CDATA[
2134     Handles are commonly used to move gates. When placing your lever,
2135     don't forget that some monsters are able to apply it.
2136     The ability to apply levers is rare among monsters -
2137     but vampires can do it for example. ]]>
2138     </use>
2139     <attribute arch="no_pick" value="1" type="fixed" />
2140     <attribute arch="connected" editor="connection" type="int">
2141     Every time the handle is applied, all objects
2142     with the same &lt;connection&gt; value are activated.
2143     </attribute>
2144     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2145     This text may describe the item. You can use this
2146     message to explain the handle's purpose to the player.
2147     </attribute>
2148     </type>
2149    
2150     <!--####################################################################-->
2151     <type number="27" name="Handle Trigger">
2152     <import_type name="Handle" />
2153     <ignore>
2154     <ignore_list name="non_pickable" />
2155     </ignore>
2156     <description><![CDATA[
2157     Handle triggers are handles which reset after a short period
2158     of time. Every time it is either applied or reset, the
2159     &lt;connection&gt; value is triggered. ]]>
2160     </description>
2161     <use><![CDATA[
2162     When you connect an ordinary handle to a gate, the gate normally remains
2163     opened after the first player passed. If you want to keep the gate shut,
2164     connecting it to a handle trigger is an easy solution. ]]>
2165     </use>
2166     </type>
2167    
2168     <!--####################################################################-->
2169     <type number="88" name="Hazard Floor">
2170     <required>
2171     <attribute arch="is_floor" value="1" />
2172     </required>
2173     <ignore>
2174     <ignore_list name="non_pickable" />
2175     </ignore>
2176     <description><![CDATA[
2177     The best example for Hazard Floor is lava. It works like standard
2178     floor, but damages all creatures standing on it.
2179     Damage is taken in regular time intervals. ]]>
2180     </description>
2181     <use><![CDATA[
2182     The default lava for example does minor damage. But you can turn
2183     it up so that your hazard floor poses a real threat.<br>
2184     Like magic walls, such floors add a permanent thrill to your map.
2185     You can use that to safely chase off too-weak players, or just
2186     to have something different. ]]>
2187     </use>
2188     <attribute arch="is_floor" value="1" type="fixed" />
2189     <attribute arch="lifesave" value="1" type="fixed" />
2190     <attribute arch="walk_on" value="1" type="fixed" />
2191     <attribute arch="no_pick" value="1" type="fixed" />
2192     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2193     This attribute specifys the attacktypes that this floor uses to
2194     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2195     If you want a real tough hazard floor, add more than just one attacktype.
2196     </attribute>
2197     <attribute arch="dam" editor="base damage" type="int">
2198     The &lt;base damage&gt; defines how much damage is inflicted to the
2199     victim per hit. The final damage is influenced by several other
2200     factors like the victim's resistance and level.
2201     </attribute>
2202     <attribute arch="wc" editor="weaponclass" type="int">
2203     &lt;weapon class&gt; improves the chance of hitting the victim.
2204     Lower values are better.
2205     Usually, hazard floors like lava are supposed to hit the
2206     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2207     to something like -30.
2208     </attribute>
2209     <attribute arch="level" editor="attack level" type="int">
2210     I guess this value is supposed to work similar to monster levels.
2211     But in fact, it does not seem to have an effect. Set any non-zero
2212     value to be on the safe side.
2213     </attribute>
2214     <section name="terrain">
2215     <attribute arch="slow_move" editor="slow movement" type="int">
2216     If &lt;slow movement&gt; is set to a value greater zero, all
2217     creatures moving over this spot will be slower than normal.
2218 root 1.3
2219 root 1.1 &lt;slow movement&gt; 1 - rough terrain
2220     &lt;slow movement&gt; 2 - very rough terrain
2221     ...
2222     &lt;slow movement&gt; 7 - spider web (sticky as hell)
2223     </attribute>
2224     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2225     This flag indicates this spot contains wood or high grass.
2226     Players with activated woodsman skill can move faster here.
2227     </attribute>
2228     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2229     This flag indicates this spot contains hills or large rocks.
2230     Players with activated mountaineer skill can move faster here.
2231     </attribute>
2232     </section>
2233     <attribute arch="no_magic" editor="no spells" type="bool">
2234     If enabled, it is impossible for players to use (wizard-)
2235     spells on that spot.
2236     </attribute>
2237     <attribute arch="damned" editor="no prayers" type="bool">
2238     If enabled, it is impossible for players to use prayers
2239     on that spot. It also prevents players from saving.
2240     </attribute>
2241     <attribute arch="unique" editor="unique map" type="bool">
2242     Unique floor means that any items dropped on that spot
2243     will be saved byond map reset. For permanent apartments,
2244     all floor tiles must be set &lt;unique map&gt;.
2245     </attribute>
2246     </type>
2247    
2248     <!--####################################################################-->
2249     <type number="34" name="Helmet">
2250     <import_type name="Amulet" />
2251     <description><![CDATA[
2252     Wearing a helmet, the object's stats will directly be inherited to
2253     the player. Normal helmets usually increase defense, while crowns
2254     add more special bonuses like stats/resistances paired with
2255     low defense. ]]>
2256     </description>
2257     <use><![CDATA[
2258     Feel free to create your own special artifacts. However, it is very
2259     important that you keep your artifact in balance with existing maps. ]]>
2260     </use>
2261     <attribute arch="magic" editor="magic bonus" type="int">
2262     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2263     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2264     than direct armour-class bonus on the helmet.
2265 root 1.3
2266 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2267     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2268     Crowns for instance typically provide no &lt;amour class&gt;.
2269     </attribute>
2270     </type>
2271    
2272     <!--####################################################################-->
2273     <type number="56" name="Holy Altar">
2274     <ignore>
2275     <ignore_list name="non_pickable" />
2276     </ignore>
2277     <description><![CDATA[
2278     Holy_altars are altars for the various religions. Praying
2279     at a Holy_altar will make you a follower of that god, and
2280     if you already follow that god, you may get some extra bonus. ]]>
2281     </description>
2282     <attribute arch="no_pick" value="1" type="fixed" />
2283     <attribute arch="other_arch" editor="god name" type="string">
2284     The altar belongs to the god of the given name. Possible options for
2285     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2286 root 1.3 Gorokh, Valriel and Sorig.
2287    
2288 root 1.1 If you want to have an unconsecrated altar, set
2289     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2290     </attribute>
2291     <attribute arch="level" editor="reconsecrate level" type="int">
2292     To re-consecrate an altar, the player's wisdom level must be as
2293     high or higher than this value. In that way, some altars can not
2294 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2295    
2296 root 1.1 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2297     Some characters might need those altars, they would be very unhappy to
2298     see them re-consecrated to another cult.
2299     </attribute>
2300     </type>
2301    
2302     <!--####################################################################-->
2303     <type number="35" name="Horn">
2304     <ignore>
2305     <attribute arch="title" />
2306     </ignore>
2307     <description><![CDATA[
2308     Horns are very similar to rods. The difference is that horns regenerate
2309     spellpoints faster and thus are more valuable than rods.
2310     <br><br>
2311     A horn contains a spell. The player can use this spell by applying and
2312     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2313     used endlessly. ]]>
2314     </description>
2315     <use><![CDATA[
2316     Horns are powerful due to their fast recharge rate. They should
2317     never contain high level attacking spells. Even curing/healing spells
2318     are almost too good on a horn. ]]>
2319     </use>
2320     <attribute arch="sp" editor="spell" type="spell">
2321     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2322     horns to players, since they can be used endlessly without any mana cost!
2323     Horns with heal/ restoration/ protection spells, IF available, MUST be
2324     very very VERY hard to get!
2325     </attribute>
2326     <attribute arch="level" editor="casting level" type="int">
2327     The casting level of the &lt;spell&gt; determines it's power.
2328     For attack spells, level should not be set too high.
2329     </attribute>
2330     <attribute arch="hp" editor="initial spellpoints" type="int">
2331     This value represents the initial amount of spellpoints in the horn.
2332     Naturally, this is quite unimportant.
2333     </attribute>
2334     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2335     When the horn is fully charged up, it will hold this maximum amount of
2336     spellpoints. Make sure it is enough to cast the contained spell at least
2337     once. But don't set the value too high, as that might make the horn way
2338     too effective.
2339     </attribute>
2340     <attribute arch="startequip" editor="godgiven item" type="bool">
2341     A godgiven item vanishes as soon as the player
2342     drops it to the ground.
2343     </attribute>
2344     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2345     This text may contain a description of the horn.
2346     </attribute>
2347     </type>
2348    
2349     <!--####################################################################-->
2350     <type number="73" name="Inorganic">
2351     <description><![CDATA[
2352     Inorganic materials are generally used as ingredients for
2353     alchemical receipes. By themselves, they have no special
2354     functionalities. ]]>
2355     </description>
2356     <attribute arch="is_dust" editor="is dust" type="bool">
2357     </attribute>
2358     <section name="resistance">
2359     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2360     </attribute>
2361     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2362     </attribute>
2363     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2364     </attribute>
2365     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2366     </attribute>
2367     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2368     </attribute>
2369     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2370     </attribute>
2371     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2372     </attribute>
2373     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2374     </attribute>
2375     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2376     </attribute>
2377     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2378     </attribute>
2379     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2380     </attribute>
2381     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2382     </attribute>
2383     </section>
2384     </type>
2385    
2386     <!--####################################################################-->
2387     <type number="64" name="Inventory Checker">
2388     <ignore>
2389     <ignore_list name="system_object" />
2390     </ignore>
2391     <description><![CDATA[
2392     Inventory checkers passively check the players inventory for a
2393     specific object. You can set a connected value that is triggered
2394     either if that object is present or missing (-&gt; "last_sp") when a
2395     player walks over the inv. checker. A valid option is to remove the
2396     matching object (usually not recommended, see "last_heal").
2397     <br><br>
2398     Alternatively, you can set your inv. checker to block all players
2399     that do/don't carry the matching object (-&gt; "no_pass").
2400     <br><br>
2401     As you can see, inv. checkers are quite powerful, holding a
2402     great variety of possibilities. ]]>
2403     </description>
2404     <use><![CDATA[
2405     Putting a check_inventory space in front of a gate (one below) and
2406     one on the opposite side works reasonably well as a control mechanism.
2407     Unlike the key/door-combo, this one works infinite since it is
2408     independant from map reset. Use it to put a "structure" into your
2409     maps: Player must solve area A to gain access to area B. This concept
2410     can be found in nearly every RPG - simple but effective. ]]>
2411     </use>
2412     <attribute arch="no_pick" value="1" type="fixed" />
2413     <attribute arch="slaying" editor="match key string" type="string">
2414     This string specifies the object we are looking for: We have a match
2415     if the player does/don't carry a key object or a mark with identical
2416     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2417     this context. A typical example is the city gate mechanism of scorn.
2418     </attribute>
2419     <attribute arch="race" editor="match arch name" type="string">
2420     This string specifies the object we are looking for: We have a match
2421     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2422     </attribute>
2423     <attribute arch="hp" editor="match type" type="int">
2424     This value specifies the object we are looking for: We have a match
2425 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2426    
2427 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2428     enabled. Now you have an inv. checker blocking all players that carry any
2429     kind of melee weapon. To pass, a player is forced to leave behind all
2430     his weaponry... bad news for a warrior. ;)
2431     </attribute>
2432     <attribute arch="last_sp" editor="match = having" type="bool">
2433     Enabled means having that object is a match.
2434     Disabled means not having that object is a match.
2435     </attribute>
2436     <attribute arch="connected" editor="connection" type="int">
2437     Whenever the inventory checker is triggered, all objects with identical
2438     &lt;connection&gt; value get activated. This only makes sense together with
2439     &lt;blocking passage&gt; disabled.
2440     </attribute>
2441     <attribute arch="no_pass" editor="blocking passage" type="bool">
2442     If set, only players meeting the match criteria can pass
2443     through that space. If unset (default), the inventory
2444     checker acts like a trigger/button.
2445     </attribute>
2446     <attribute arch="last_heal" editor="remove match" type="bool">
2447     &lt;remove match&gt; means remove object if found. Setting this is usually not
2448     recommended because inv. checkers are in general invisible. So, unlike
2449     for altars/ locked doors, the player won't expect to lose an object when
2450 root 1.3 walking over that square. And he doesn't even get a message either.
2451    
2452 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2453     to inform the player what's going on!
2454     </attribute>
2455     </type>
2456    
2457     <!--####################################################################-->
2458 root 1.2 <type number="163" name="Item Transformer">
2459     <description><![CDATA[
2460     An item transformer is simply applied, after having marked a 'victim'
2461     item. If the victim is suitable, it will be transformed into something
2462     else.]]>
2463     </description>
2464     <use><![CDATA[
2465     To make an item transformable, you just have to fill the 'slaying' field.
2466     The syntax is:
2467     <br>
2468     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2469     <br>
2470     with [] denoting optional part, and * any number of preceding [].
2471     'new_item' must be the name of an existing archetype.
2472     <br><br>
2473     Example, for object apple: slaying knife:2 half_apple
2474     <br><br>
2475     This means that, when applying a knife (should be an Item Transformer),
2476     one 'apple' will be transformed into 2 'half_apple'.]]>
2477     </use>
2478     <attribute arch="food" editor="number of uses" type="int">
2479     &lt;number of uses&gt; controls how many times the item transformer can
2480     be used. The value 0 means "unlimited"
2481     </attribute>
2482     <attribute arch="slaying" editor="verb" type="string">
2483     Contains the verb that is used to construct a message to the player
2484     applying the item transformer.
2485     </attribute>
2486     <attribute arch="startequip" editor="godgiven item" type="bool">
2487     A godgiven item vanishes as soon as the player
2488     drops it to the ground.
2489     </attribute>
2490     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2491     This text may contain a description of the item transformer.
2492     </attribute>
2493     </type>
2494    
2495     <!--####################################################################-->
2496 root 1.1 <type number="60" name="Jewel">
2497     <description><![CDATA[
2498     Items of the type Gold &amp; Jewels are handled like a currency.
2499     Unlike for any other type of item, in shops, the buy- and selling
2500     prices differ only marginally. ]]>
2501     </description>
2502     <attribute arch="race" value="gold and jewels" type="fixed" />
2503     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2504     This text may describe the object.
2505     </attribute>
2506     </type>
2507    
2508     <!--####################################################################-->
2509 root 1.3 <type number="24" name="Key">
2510     <description><![CDATA[
2511     When carrying a key, a normal door can be opened. The key will
2512     disappear. ]]>
2513     </description>
2514     <attribute arch="startequip" editor="godgiven item" type="bool">
2515     A godgiven item vanishes as soon as the player
2516     drops it to the ground.
2517     </attribute>
2518     </type>
2519    
2520     <!--####################################################################-->
2521 root 1.1 <type number="20" name="Locked Door">
2522     <ignore>
2523     <ignore_list name="non_pickable" />
2524     </ignore>
2525     <description><![CDATA[
2526     A locked door can be opened only when carrying
2527     the appropriate special key. ]]>
2528     </description>
2529     <use><![CDATA[
2530     If you want to create a locked door that cannot be opened (no key),
2531     set a &lt;key string&gt; like "no_key_available". This will clearify things
2532 root 1.3 and only a fool would create a key matching that string.
2533    
2534 root 1.1 Door-objects can not only be used for "doors". In many maps these
2535     are used with all kinds of faces/names, especially often as
2536     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2537     There you have magic forces (door objects) put under certain artifact
2538     items. To get your hands on the artifacts, you need to bring up the
2539     appropriate quest items (key objects). ]]>
2540     </use>
2541     <attribute arch="no_pass" value="1" type="fixed" />
2542     <attribute arch="no_pick" value="1" type="fixed" />
2543     <attribute arch="slaying" editor="key string" type="string">
2544     The &lt;key string&gt; in the door must be identical with the
2545     &lt;key string&gt; in the special key, then the door is unlocked.
2546     It is VERY important to set the &lt;key string&gt; to something that
2547 root 1.3 is unique among the CF mapset.
2548    
2549 root 1.1 DONT EVER USE the default string "set_individual_value".
2550     </attribute>
2551     <attribute arch="no_magic" editor="restrict spells" type="bool">
2552     Restricting the use of spells to pass this door.
2553     This should be set in most cases.
2554     (Don't forget that the spell "dimension door" is easily
2555     available at about wisdom level 10).
2556     </attribute>
2557     <attribute arch="damned" editor="restrict prayers" type="bool">
2558     Restricting the use of prayers to pass this door.
2559     This should be set in most cases.
2560     </attribute>
2561     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2562     When a player is trying to open the door without carrying the
2563     appropriate key, this text is displayed to the player. This is
2564     a good opportunity to place hints about the special key needed
2565     to unlock the door.
2566     </attribute>
2567     </type>
2568    
2569     <!--####################################################################-->
2570     <type number="29" name="Magic Ear">
2571     <ignore>
2572     <ignore_list name="system_object" />
2573     </ignore>
2574     <description><![CDATA[
2575     Magic_ears trigger a connected value
2576     when the player speaks a specific keyword. ]]>
2577     </description>
2578     <use><![CDATA[
2579     Whenever you put magic_ears on your maps, make sure there are
2580     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2581     something like a gate that is opened by speaking "open" or
2582     "sesame", expecting the player to figure this out all by himself.
2583     <br><br>
2584     Magic_ears are typically used for interaction with NPCs. You
2585     can create the impression that the NPC actually *does* something
2586     according to his conversation with a player. Mostly this means
2587     opening a gate or handing out some item, but you could be quite
2588     creative here. ]]>
2589     </use>
2590     <attribute arch="no_pick" value="1" type="fixed" />
2591     <attribute arch="connected" editor="connection" type="int">
2592     The Magic_ear will trigger all objects with the
2593     same connection value, every time it is activated.
2594     </attribute>
2595     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2596     This textfield contains the keyword-matching-syntax. The text should
2597     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2598     Any number of keywords from one to infinite is allowed. Make sure
2599     they are seperated by a '|'.
2600 root 1.3
2601 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2602     value will be triggerd when the player speaks any of the given
2603     keywords within a two-square radius. IMPORTANT: Upper/lower case
2604     does not make a difference!
2605     </attribute>
2606     </type>
2607    
2608     <!--####################################################################-->
2609     <type number="62" name="Magic Wall">
2610     <ignore>
2611     <ignore_list name="non_pickable" />
2612     </ignore>
2613     <description><![CDATA[
2614     Magic walls fire spells in a given direction, in regular intervals.
2615     Magic walls can contain any spell. However, some spells do not
2616     operate very successfully in them. The only way to know is to test
2617     the spell you want to use with a wall.
2618     <br><br>
2619     Several types of magical walls are predefined for you in the
2620     archetypes, and can be found on the "connected" Pickmap. ]]>
2621     </description>
2622     <use><![CDATA[
2623     Spellcasting walls pose an interesting alternative to monsters.
2624     Usually they are set to be undestroyable. Thus, while monsters
2625     in a map can be cleared out, the magic walls remain. Low level
2626     characters for example will not be able to pass through their
2627     spell-area, hence they cannot loot a map that a high level character
2628     might have cleared out.
2629     <br><br>
2630     Another point of magic walls is that if the player dies, he has to face
2631     them all again. Magic walls can add a kind of "permanent thrill" to
2632     your maps.
2633     <br><br>
2634     Be careful that your magic walls don't kill the monsters on a map. If
2635     placing monsters, eventually take ones that are immune to the
2636     walls' spell(s).
2637     <br><br>
2638     It is possible to make walls rotate when triggered. But that is so
2639     confusing (and useless IMHO) that I did not mention it above. You
2640     can find a working example on the map
2641     "/pup_land/castle_eureca/castle_eureca8". ]]>
2642     </use>
2643     <attribute arch="dam" editor="spell" type="spell">
2644     The magic wall will cast this &lt;spell&gt;.
2645     </attribute>
2646     <attribute arch="level" editor="spell level" type="int">
2647     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2648     walls cast spells at minimal strength. "level 100" walls cast deadly
2649     spells. Arch default is level 1 - you should always set this value
2650     to meet the overall difficulty of your map.
2651     </attribute>
2652     <attribute arch="connected" editor="connection" type="int">
2653     Every time the &lt;connection&gt; value is triggered, the wall will cast
2654     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2655     have much visible effect.
2656     </attribute>
2657     <attribute arch="speed" editor="casting speed" type="float">
2658     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2659     You can fine-tune how long the duration between two casts shall
2660     be. If you want to create a wall that can be activated (cast per
2661     trigger) via connected lever/button/etc, you must set "speed 0".
2662     </attribute>
2663     <attribute arch="sp" editor="direction" type="list_direction">
2664     The magic wall will cast it's spells always in the specified
2665     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2666     always fire in a random direction.
2667     </attribute>
2668     <attribute arch="no_pass" editor="blocking passage" type="bool">
2669     If set, the object cannot be passed by players nor monsters.
2670     </attribute>
2671     <section name="destroyable">
2672     <attribute arch="alive" editor="is destroyable" type="bool">
2673     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2674     destroyed by the player. If disabled, all other attributes on
2675     this tab, as well as resistances, are meaningless.
2676     </attribute>
2677     <attribute arch="hp" editor="hitpoints" type="int">
2678     The more &lt;hitpoints&gt; the wall has, the longer
2679     it takes to be destroyed.
2680     </attribute>
2681     <attribute arch="maxhp" editor="max hitpoints" type="int">
2682     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2683     can have. This only makes sense if the wall can regain health.
2684     </attribute>
2685     <attribute arch="ac" editor="armour class" type="int">
2686     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2687     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2688     to &lt;weapon class&gt;.
2689     </attribute>
2690     </section>
2691     <section name="resistance">
2692     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2693     </attribute>
2694     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2695     </attribute>
2696     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2697     </attribute>
2698     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2699     </attribute>
2700     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2701     </attribute>
2702     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2703     </attribute>
2704     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2705     </attribute>
2706     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2707     </attribute>
2708     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2709     </attribute>
2710     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2711     </attribute>
2712     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2713     </attribute>
2714     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2715     </attribute>
2716     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2717     </attribute>
2718     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2719     </attribute>
2720     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2721     </attribute>
2722     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2723     </attribute>
2724     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2725     </attribute>
2726     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2727     </attribute>
2728     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2729     </attribute>
2730     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2731     </attribute>
2732     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2733     </attribute>
2734     </section>
2735     </type>
2736    
2737     <!--####################################################################-->
2738     <type number="55" name="Marker">
2739     <ignore>
2740     <ignore_list name="system_object" />
2741     </ignore>
2742     <description><![CDATA[
2743     A marker is an object that inserts an invisible force (a mark) into a
2744     player stepping on it. This force does nothing except containing a
2745     &lt;key string&gt; which can be discovered by detectors or inventory
2746     checkers. It is also possible to use markers for removing marks again.
2747     <br><br>
2748     Note that the player has no possibility to "see" his own marks,
2749     except by the effect that they cause on the maps. ]]>
2750     </description>
2751     <use><![CDATA[
2752     Markers hold real cool possibilities for map-making. I encourage
2753     you to use them frequently. However there is one negative point
2754     about markers: Players don't "see" what's going on with them. It is
2755     your task, as map-creator, to make sure the player is always well
2756     informed and never confused.
2757     <br><br>
2758     Please avoid infinite markers when they aren't needed. They're
2759     using a little space in the player file after all, so if there
2760     is no real purpose, set an expire time. ]]>
2761     </use>
2762     <attribute arch="no_pick" value="1" type="fixed" />
2763     <attribute arch="slaying" editor="key string" type="string">
2764     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2765     If the player already has a force with that &lt;key string&gt;,
2766     there won't be inserted a second one.
2767     </attribute>
2768     <attribute arch="connected" editor="connection" type="int">
2769     When the detector is triggered, all objects with the same
2770     connection value get activated.
2771     </attribute>
2772     <attribute arch="speed" editor="marking speed" type="float">
2773     The &lt;marking speed&gt; defines how quickly it will mark something
2774     standing on the marker. Set this value rather high to make
2775     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2776     should do fine.
2777     </attribute>
2778     <attribute arch="food" editor="mark duration" type="int">
2779     This value defines the duration of the force it inserts.
2780     If nonzero, the duration of the player's mark is finite:
2781     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2782     means the mark will stay on the player forever.
2783     </attribute>
2784     <attribute arch="name" editor="delete mark" type="string">
2785     When the player steps onto the marker, all existing forces in
2786     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2787     will be removed. If you don't want to remove any marks, leave
2788 root 1.3 this textfield empty.
2789    
2790 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2791     this marker. So don't be confused, and remember changing the
2792     name will take effect on the marker's functionality.
2793     </attribute>
2794     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2795     In the moment when the player gets marked, this text is displayed
2796     to him. You should really set a message in any marker you create,
2797     because it's the only way for the player to notice what's going on.
2798     </attribute>
2799     </type>
2800 root 1.3
2801 root 1.1 <!--####################################################################-->
2802 root 1.3 <type number="36" name="Money">
2803 root 1.2 <ignore>
2804 root 1.3 <attribute arch="unpaid" />
2805 root 1.2 </ignore>
2806     <description><![CDATA[
2807 root 1.3 Items of the type Money are handled as currency.
2808     Money cannot be sold/bought in shops. When money is dropped
2809     in a shop, it stays the same.<br>
2810     When a player picks an item from a shop and attempts to
2811     walk over the shop mat, the item's selling-price is automatically
2812     subtracted from the player's money.
2813     <br><br>
2814     For money, always use the default arches.
2815     Don't modify them. ]]>
2816 root 1.2 </description>
2817 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2818 root 1.2 </type>
2819    
2820     <!--####################################################################-->
2821 root 1.3 <type number="0" name="Monster &amp; NPC">
2822     <required>
2823     <attribute arch="is_floor" value="0" />
2824     <attribute arch="alive" value="1" />
2825     <attribute arch="tear_down" value="0" />
2826     </required>
2827 root 1.1 <ignore>
2828 root 1.3 <attribute arch="material" />
2829     <attribute arch="name_pl" />
2830 root 1.1 <attribute arch="nrof" />
2831     <attribute arch="value" />
2832     <attribute arch="unpaid" />
2833     </ignore>
2834     <description><![CDATA[
2835     Monsters can behave in various kinds of ways.
2836     They can be aggressive, attacking the player. Or peaceful,
2837     helping the player - maybe joining him as pet.
2838     The unagressive creatures who communicate with players are
2839     usually called "NPCs" (Non Player Character), a well-known
2840     term in role-play environments. ]]>
2841     </description>
2842     <use><![CDATA[
2843     Monsters play a central role in most maps. Choosing the right
2844     combination of monsters for your map is vital:
2845     <UL>
2846     <LI> Place only monsters of slightly varying (increasing) strength.
2847     It's no fun to play for two hours just to find out the last
2848     monster is unbeatable. Similar, it's not exciting to fight orcs
2849     after passing a room of dragons.<br>
2850     This rule applies only for linear maps (one room after the other),
2851     with treasure at the end. You can sprinkle the treasure around,
2852 root 1.3 or make non-linear maps - That is often more entertaining.
2853 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2854     Balrogs, Dragonmen and the likes should be at the end of a quest,
2855 root 1.3 not at the beginning.
2856 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2857     Fire- and cold dragons in one room for example is a bad idea.
2858     By weakening and killing each other they are easy prey for players,
2859     not worth the experience they hold.
2860     <LI> Create your own monsters, especially for "boss"-type monsters.
2861     Having stage-bosses guarding treasure is a lot of fun when done right.
2862     Avoid to create monsters with completely non-intuitive abilities:
2863     Don't give ice-spells to firedragons or vice versa. Don't add
2864     draining attack to trolls, etc. Additionally, you should inform the
2865     player before he bumps right into some very special/unusual monster.
2866     <LI> Last but not least: Always keep an eye on the experience your monsters
2867     hold. Design your maps in a way that high experience
2868     is always well-defended. Don't make large rooms full with only one kind
2869     of monster. Keep in mind the different abilities/techniques players
2870     can use.
2871     </UL>
2872     I know it's impossible to make the perfectly balanced map. There's always
2873     some part which is found too easy or too hard for a certain kind of player.
2874     Just give it your best shot. And listen to feedback from players if you
2875     receive some. :-) ]]>
2876     </use>
2877     <attribute arch="alive" value="1" type="fixed" />
2878     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2879     When the monster is killed, items from the treasurelist will
2880     drop to the ground. This is a common way to reward players
2881     for killing (masses of) monsters.
2882 root 1.3
2883 root 1.1 Note that you can always put items into the monster's
2884     inventory. Those will drop-at-kill just like the stuff
2885     from the &lt;treasurelist&gt;.
2886     </attribute>
2887     <attribute arch="level" editor="level" type="int">
2888     A monster's &lt;level&gt; is the most important attribute.
2889     &lt;level&gt; affects the power of a monster in various ways.
2890     </attribute>
2891     <attribute arch="race" editor="race" type="string">
2892     Every monster should have a race set to cathegorize it.
2893     The monster's &lt;race&gt; can have different effects:
2894     Slaying weapons inflict tripple damage against enemy races
2895     and holy word kills only enemy races of the god.
2896     </attribute>
2897     <attribute arch="exp" editor="experience" type="int">
2898     When a player kills this monster, he will get exactly this
2899     amount of &lt;experience&gt;. The experience will flow into
2900     the skill-cathegory the player used for the kill.
2901 root 1.3
2902 root 1.1 If you create special monsters of tweaked strenght/abilities,
2903     always make sure that the &lt;experience&gt; is set to a
2904     reasonable value. Compare with existing arches to get a feeling
2905     what reasonable means. Keep in mind that spellcasting monsters
2906     are a lot harder to kill than non-spellcasters!
2907     </attribute>
2908     <attribute arch="speed" editor="speed" type="float">
2909     The &lt;speed&gt; determines how fast a monster will both move
2910     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2911     </attribute>
2912     <attribute arch="other_arch" editor="breed monster" type="string">
2913     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2914     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2915     can be set to any valid arch-name of a monster. Multipart monster
2916     should not be used.
2917     </attribute>
2918     <attribute arch="generator" editor="multiply" type="bool">
2919     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2920     every once in a while. Mice are a good example for this effect.
2921     If enabled, you must also set &lt;breed monster&gt; or check
2922     &lt;template generation&gt; and put other monsters in the inventory.
2923     </attribute>
2924     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2925     This only takes effect if &lt;multiply&gt; is enabled. The monster
2926     will create a new monster every once in a while by duplicating it's inventory.
2927     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2928     Each time the monster need to generate an object, it will be
2929     a randomly chosen item from the inventory. When generator is destroyed,
2930 root 1.3 inventory is destroyed.
2931 root 1.1 </attribute>
2932     <attribute arch="flying" editor="flying" type="bool">
2933     Flying monsters won't get slowed down in rough terrain
2934     and they won't be affected by movers.
2935     </attribute>
2936     <attribute arch="undead" editor="undead" type="bool">
2937     Several spells only affect undead monsters:
2938     turn undead, banish undead, holy word, etc.
2939     </attribute>
2940     <attribute arch="carrying" editor="carries weight" type="int">
2941     If a monster has something in the inventory, this
2942     value can be set to reflect the slowdown due to
2943     the carried weight.
2944     </attribute>
2945 root 1.3
2946 root 1.1 <section name="melee">
2947     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2948     This number is a bitmask, specifying the monster's attacktypes
2949     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2950     Strong monsters often have more than just physical attacktype.
2951 root 1.3
2952 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2953     as much damage as the "best" of it's attacktypes does. So, the more
2954     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2955     somehow exceptions.
2956     </attribute>
2957     <attribute arch="dam" editor="damage" type="int">
2958     Among other parameters, &lt;damage&gt; affects how much melee damage
2959     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2960     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2961     take effect on the melee damage of a monster.
2962     </attribute>
2963     <attribute arch="wc" editor="weapon class" type="int">
2964     Monsters of high &lt;weapon class&gt; are more likely to really hit
2965     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2966     to &lt;armour class&gt;.
2967     </attribute>
2968     <attribute arch="hp" editor="health points" type="int">
2969     The &lt;health points&gt; of a monster define how long it takes to
2970     kill it. With every successful hit from an opponent, &lt;health points&gt;
2971     get drained - The monster dies by zero &lt;health points&gt;.
2972     </attribute>
2973     <attribute arch="maxhp" editor="max health" type="int">
2974     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2975     monster can have.
2976     </attribute>
2977     <attribute arch="ac" editor="armour class" type="int">
2978     Monsters of low &lt;armour class&gt; are less likely to get hit from
2979     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2980     to &lt;weapon class&gt;.
2981     Values typically range between +20 (very bad) to -20 (quite good).
2982     </attribute>
2983     <attribute arch="Con" editor="healing rate" type="int">
2984 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
2985     healing rate is independent of &lt;speed&gt;.
2986 root 1.1 </attribute>
2987     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2988     A monster with this flag has the ability to &lt;reflect missiles&gt;,
2989     all kinds of projectiles (e.g. arrows, bolts, boulders) will
2990     bounce off.
2991     </attribute>
2992     <attribute arch="hitback" editor="hitback" type="bool">
2993     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2994     to the amount of damage the *attacker* inflicted. This damage
2995     is additional to the regular melee damage of the monster.
2996     As far as I know, hitback uses acid attacktype, and it only takes
2997     effect if the monster actually has acid attacktype at it's disposal.
2998     Acid spheres for example use this feature.
2999     </attribute>
3000     <attribute arch="one_hit" editor="one hit only" type="bool">
3001     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3002     to a player.
3003     </attribute>
3004     </section>
3005 root 1.3
3006 root 1.1 <section name="spellcraft">
3007     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3008     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3009     Only wands/rods/etc can be used, given the appropriate abilities.
3010     </attribute>
3011     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3012     A monster with this flag has the ability to &lt;reflect spells&gt;,
3013     all kinds of spell-bullets and -beams will bounce off.
3014 root 1.3
3015 root 1.1 Generally this flag should not be set because it puts
3016     wizard-type players at an unfair disadvantage.
3017     </attribute>
3018     <attribute arch="sp" editor="spellpoints" type="int">
3019     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3020     them for both wizard- and prayer-spells. However, this value defines
3021     only the amount of *initial* spellpoints the monster starts with.
3022     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3023     and &lt;spellpoint regen.&gt; are more important than just initial
3024     &lt;spellpoints&gt;.
3025     </attribute>
3026     <attribute arch="maxsp" editor="max spellpoints" type="int">
3027     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3028     can hold. Setting this to high values has little effect unless
3029     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3030     "regenerate mana" at it's disposal.
3031     </attribute>
3032     <attribute arch="Pow" editor="spellpoint regen." type="int">
3033 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3034     spellpoint regeneration rate is independent of &lt;speed&gt;.
3035 root 1.3
3036 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3037     regeneration is most important. If your monster is still not casting
3038     fast enough, give it the spell-ability of "regenerate mana".
3039     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3040     </attribute>
3041     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3042     Click on the &lt;attuned paths&gt; button to select spellpaths.
3043     The creature will get attuned to the specified spellpaths.
3044     </attribute>
3045     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3046     Click on the &lt;repelled paths&gt; button to select spellpaths.
3047     The creature will get repelled to the specified spellpaths.
3048     </attribute>
3049     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3050     Click on the &lt;denied paths&gt; button to select spellpaths.
3051     The creature won't be able to cast spells of the specified paths.
3052     </attribute>
3053     </section>
3054 root 1.3
3055 root 1.1 <section name="ability">
3056     <attribute arch="Int" editor="detect hidden" type="int">
3057     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3058     hidden/invisible creatures. Higher values make for better
3059     detection-skills. Enabling &lt;see invisible&gt; makes this value
3060     obsolete.
3061     </attribute>
3062     <attribute arch="see_invisible" editor="see invisible" type="bool">
3063     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3064     with by invisible or hiding players. This flag is a must-have
3065     for high-level monsters. When a monster is unable to detect
3066     invisible players, it can be killed without fighting back.
3067     </attribute>
3068     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3069     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3070     by spells of darkness or dark maps. This flag is a "should-have"
3071     for high-level monsters. When a monster is unable to see in
3072     darkness, players can cast darkness and sneak around it safely.
3073     </attribute>
3074     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3075     Monster is able to wield weapon type objects.
3076     </attribute>
3077     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3078     Monster is able to use missile-weapon type objects.
3079     </attribute>
3080     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3081     Monster is able to wear protective equipment like brestplate
3082     armour, shields, helmets etc.
3083     </attribute>
3084     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3085     Monster is able to wear rings.
3086     </attribute>
3087     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3088     Monster is able to use wands and staves.
3089     </attribute>
3090     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3091     Monster is able to use rods.
3092     </attribute>
3093     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3094     Monster is able to read scrolls.
3095     </attribute>
3096     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3097     Monster is able to use skills from it's inventory.
3098     For example, you can put a throwing skill object and some
3099 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3100 root 1.1 </attribute>
3101     </section>
3102 root 1.3
3103 root 1.1 <section name="behave">
3104     <attribute arch="monster" editor="monster behaviour" type="bool">
3105     When &lt;monster behaviour&gt; is enabled, this object will behave
3106     like a monster: It can move and attack enemies (which are
3107     typically players).
3108     This flag should be set for all monsters as-such.
3109     Monsters which don't move, like guards, should also have
3110     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3111 root 1.3 It should *not* be set for things like immobile generators.
3112 root 1.1 </attribute>
3113     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3114     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3115     </attribute>
3116     <attribute arch="friendly" editor="friendly" type="bool">
3117     &lt;friendly&gt; monsters help the player, attacking any
3118     non-friendly monsters in range.
3119     </attribute>
3120     <attribute arch="stand_still" editor="stand still" type="bool">
3121     Monsters which &lt;stand still&gt; won't move to leave their position.
3122     When agressive, they will attack all enemies who get close to
3123     them. This behaviour is commonly known from castle guards.
3124 root 1.3
3125 root 1.1 In older versions of Crossfire it was possible to eventually
3126     push a &lt;stand still&gt;-monster out of position by force.
3127     I believe this is no longer possible. Neverthless, you should
3128     still be cautious when lining up &lt;stand still&gt;-monster in order
3129     to "defend" something: Such monsters are rather easy to kill.
3130     It's good for low level maps, but not much more.
3131     </attribute>
3132     <attribute arch="sleep" editor="asleep" type="bool">
3133     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3134     &lt;sensing range&gt; of the monster. Usually the sensing range is
3135     larger than the players line of sight. Due to that, in most cases
3136     the player won't ever notice weither a monster was asleep or not.
3137     </attribute>
3138     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3139     This entry defines which kinds of environment actions the
3140     creature is able to perform.
3141     </attribute>
3142     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3143     Click on the &lt;pick up&gt; button and select which types of objects
3144     the creature should try to pick up.
3145 root 1.3
3146 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3147     etc are set, then the creature will pick up the matching items even
3148     if this is not set here.
3149     </attribute>
3150     <attribute arch="Wis" editor="sensing range" type="int">
3151     &lt;sensing range&gt; determines how close a player needs to be before
3152     the creature wakes up. This is done as a square, for reasons of speed.
3153     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3154     11x11 square of the monster will wake the monster up. If the player
3155     has stealth, the size of this square is reduced in half plus 1.
3156     </attribute>
3157     <attribute arch="attack_movement" editor="attack movement" type="int">
3158     </attribute>
3159     <attribute arch="run_away" editor="run at % health" type="int">
3160     This is a percentage value in the range 0-100.
3161     When the monster's health points drop below this percentage
3162     (relative to max health), it attempts to run away from the
3163     attacker.
3164     </attribute>
3165     </section>
3166 root 1.3
3167 root 1.1 <section name="resistance">
3168     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3169     </attribute>
3170     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3171     </attribute>
3172     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3173     </attribute>
3174     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3175     </attribute>
3176     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3177     </attribute>
3178     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3179     </attribute>
3180     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3181     </attribute>
3182     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3183     </attribute>
3184     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3185     </attribute>
3186     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3187     </attribute>
3188     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3189     </attribute>
3190     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3191     </attribute>
3192     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3193     </attribute>
3194     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3195     </attribute>
3196     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3197     </attribute>
3198     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3199     </attribute>
3200     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3201     </attribute>
3202     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3203     </attribute>
3204     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3205     </attribute>
3206     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3207     </attribute>
3208     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3209     </attribute>
3210     </section>
3211     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3212     </attribute>
3213     </type>
3214    
3215     <!--####################################################################-->
3216 root 1.3 <type number="28" name="Monster (Grimreaper)">
3217     <import_type name="Monster &amp; NPC" />
3218     <ignore>
3219     <attribute arch="material" />
3220     <attribute arch="name_pl" />
3221     <attribute arch="nrof" />
3222     <attribute arch="value" />
3223     <attribute arch="unpaid" />
3224     </ignore>
3225     <description><![CDATA[
3226     A grimreaper is a monster that vanishes after it did some number of
3227     draining attacks. ]]> <!-- XXX: is this ok? -->
3228     </description>
3229     <section name="grimreaper">
3230     <attribute arch="value" editor="attacks" type="int">
3231     The object vanishes after this number of draining attacks.
3232     </attribute>
3233     </section>
3234     </type>
3235    
3236     <!--####################################################################-->
3237 root 1.1 <type number="65" name="Mood Floor">
3238     <ignore>
3239     <ignore_list name="system_object" />
3240     </ignore>
3241     <description><![CDATA[
3242     As the name implies, mood floors can change the "mood" of
3243     a monsters/NPC. For example, an unagressive monster could be
3244     turned mad to start attacking. Similar, an agressive monster
3245     could be calmed. ]]>
3246     </description>
3247     <use><![CDATA[
3248     Mood floors are absolutely cool for NPC interaction. To make an
3249     unaggressive monster/NPC attack, put a creator with "other_arch
3250     furious_floor" under it. Connect the creator to a magic_ear, so the
3251     player speaks a keyword like "stupid sucker" - and the monster attacks.
3252     <br><br>
3253     To turn an NPC into a pet, put a charm_floor under it and connect
3254     it directly to a magic_ear. Then the player speaks a keyword like
3255     "help me" - and the NPC joins him as pet.
3256     <br><br>
3257     (Of course you must always give clear hints about keywords!
3258     And there is no reason why you couldn't use a button/lever/pedestal
3259     etc. instead of a magic_ear.) ]]>
3260     </use>
3261     <attribute arch="no_pick" value="1" type="fixed" />
3262     <attribute arch="last_sp" editor="mood" type="list_mood">
3263     &lt;mood&gt; is used to determine what will happen to the
3264     monster when affected by the mood floor:
3265 root 1.3
3266 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3267 root 1.3
3268 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3269 root 1.3
3270 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3271 root 1.3
3272 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3273 root 1.3
3274 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3275     who triggers the square. This setting is not
3276     enabled for continous operation, you need to
3277     insert a &lt;connection&gt; value!
3278     </attribute>
3279     <attribute arch="connected" editor="connection" type="int">
3280     This should only be set in combination with &lt;mood number&gt; 4.
3281     Normally, monsters are affected by the mood floor as soon as they
3282     step on it. But charming (monster -&gt; pet) is too powerful,
3283 root 1.3 so it needs to be activated.
3284    
3285 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3286     But a powerful pet could as well be the reward for solving a
3287     quest. Or even better: It could be *part* of a quest!
3288     </attribute>
3289     <attribute arch="no_magic" editor="no spells" type="bool">
3290     If enabled, it is impossible for players to use (wizard-)
3291     spells on that spot.
3292     </attribute>
3293     <attribute arch="damned" editor="no prayers" type="bool">
3294     If enabled, it is impossible for players to use prayers
3295     on that spot. It also prevents players from saving.
3296     </attribute>
3297     </type>
3298    
3299     <!--####################################################################-->
3300     <type number="40" name="Mover">
3301     <ignore>
3302     <ignore_list name="non_pickable" />
3303     </ignore>
3304     <description><![CDATA[
3305     Movers move the objects above them. However, only living objects
3306     are affected (monsters/NPCs always, players optional). Movers have
3307     a direction, so players can be made to move in a pattern, and so
3308     can monsters. Motion is involuntary. Additionally, players or
3309     monsters can be "frozen" while ontop of movers so that they MUST
3310     move along a chain of them.
3311     <br><br>
3312     Multisquare monsters can be moved as well, given
3313     enough space. Movers are usually invisible. ]]>
3314     </description>
3315     <use><![CDATA[
3316     NEVER EVER consider a mover being unpassable in the backwards
3317     direction. Setting "forced movement" makes it seemingly impossible
3318     but there is still a trick: One player can push a second player
3319     past the mover, in opposite to the mover's direction! The more
3320     movers, the more players needed. Hence, don't make a treasure
3321     room that is surrounded by movers instead of solid walls/gates.
3322     <br><br>
3323     Btw, it does not make a difference putting movers above or
3324     below the floor. Moreover, movers that are set to be invisible
3325     cannot be discovered with the show_invisible spell.
3326     <br><br>
3327     Note that Movers and Directors are seperate objects, even though
3328     they look and act similar. Directors only do spells/missiles,
3329     while movers only do living creatures (depending on how it
3330     is set: monsters and players). ]]>
3331     </use>
3332     <attribute arch="attacktype" editor="forced movement" type="bool">
3333     If forced movement is enabled, the mover "freezes" anyone it
3334     moves (so they are forced to move along a chain).
3335     For players there is no way to escape this forced movement,
3336     except being pushed by a second player.
3337     </attribute>
3338     <attribute arch="maxsp" editor="freeze duration" type="int">
3339     The player will be "frozen" for that many moves.
3340     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3341     enabled, then &lt;freeze duration&gt; gets assigned the
3342     "default value" 2 automatically.
3343     </attribute>
3344     <attribute arch="speed" editor="movement speed" type="float">
3345     The movement speed value determines how fast a chain of
3346     these movers will push a player along (default is -0.2).
3347     </attribute>
3348     <attribute arch="sp" editor="direction" type="list_direction">
3349     The mover will push creatures in the specified &lt;direction&gt;.
3350     A mover with direction set to &lt;none&gt; will spin clockwise,
3351     thus pushing creatures in unpredictable directions.
3352     </attribute>
3353     <attribute arch="lifesave" editor="gets used up" type="bool">
3354     If enabled, the mover gets "used up" after a certain number of moves
3355 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3356 root 1.1 </attribute>
3357     <attribute arch="hp" editor="number of uses" type="int">
3358     This value has only a meaning if &lt;gets used up&gt; is set:
3359     &lt;number of uses&gt; is the number of times minus one, that it
3360     will move a creature before disappearing. (It will move
3361 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3362 root 1.1 </attribute>
3363     <section name="targets">
3364     <attribute arch="level" editor="move players" type="bool">
3365     If &lt;move players&gt; is enabled, both players and monsters will be
3366     moved. In the arches' default it is disabled - thus ONLY monsters
3367     get moved. Remember that "monsters" includes NPCs!
3368 root 1.3
3369 root 1.1 This feature provides you with the possibility to make NPCs
3370     literally "come to life". Example: The player is talking with an
3371     NPC, speaking a certain keyword. This triggers a magic_ear and
3372     activates creators, creating (per default: monster-only) movers
3373     under the NPC's feet. The NPC starts "walking" on a predefined
3374     route! Note that it's useful to set this NPC immune to everything,
3375     preventing the player to push the NPC off his trace.
3376     </attribute>
3377     <attribute arch="walk_on" editor="move walking creatures" type="bool">
3378     This should always be set.
3379     </attribute>
3380     <attribute arch="fly_on" editor="move flying creatures" type="bool">
3381     Move flying creatures enabled means all flying (living)
3382     objects will get moved too. If disabled, only walking
3383     (non-flying) creatures will get moved.
3384     </attribute>
3385     </section>
3386     </type>
3387    
3388     <!--####################################################################-->
3389     <type number="17" name="Pedestal">
3390     <ignore>
3391     <ignore_list name="non_pickable" />
3392     </ignore>
3393     <description><![CDATA[
3394     Pedestals are designed to detect certain types of living objects.
3395     When a predefined type of living creature steps on the pedestal, the
3396     connected value is triggered. ]]>
3397     </description>
3398     <use><![CDATA[
3399     If you want to create a place where only players of a certain race
3400     can enter, put a teleporter over your pedestal. So the teleporter is
3401     only activated for players of the matching race. Do not use gates,
3402     because many other players could sneak in. If you put powerful
3403     artifacts into such places, generally set "startequip 1", so that
3404     they are preserved for that one race and can't be traded to others. ]]>
3405     </use>
3406     <attribute arch="no_pick" value="1" type="fixed" />
3407     <attribute arch="slaying" editor="match race" type="string">
3408     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3409     matches the monster's or the player's race, we have a match.
3410     Yes, pedestals can detect a player's race! E.g. you could create a
3411 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3412    
3413 root 1.1 If it is set to "player", any player stepping on the pedestal
3414     is a match. Very useful if you want to open a gate for players
3415     but not for monsters.
3416     </attribute>
3417     <attribute arch="connected" editor="connection" type="int">
3418     When the pedestal is triggered, all objects with the same
3419     connection value get activated.
3420     </attribute>
3421     <attribute arch="walk_on" value="1" type="fixed" />
3422     <attribute arch="walk_off" value="1" type="fixed" />
3423     </type>
3424    
3425     <!--####################################################################-->
3426     <type number="94" name="Pit">
3427     <ignore>
3428     <ignore_list name="non_pickable" />
3429     </ignore>
3430     <description><![CDATA[
3431     Pits are holes, transporting the player when he walks (and falls) into them.
3432     A speciality about pits is that they don't transport the player to
3433     the exact destination, but within a two-square radius of the destination
3434     (never on blocked squares).<br>
3435     Optionally, pits can get closed and opened, similar to gates.<br><br>
3436     Monsters and items are affected by pits just as well as players.
3437     Even multipart monsters can fall through them, given enough space. ]]>
3438     </description>
3439     <use><![CDATA[
3440     Pits can add interesting effects to your map. When using them, make
3441     sure to use them in a "logical way": Pits should always drop the
3442     player to some kind of lower level. They should not be used to
3443     randomly interconnect maps like teleporters do. ]]>
3444     </use>
3445     <attribute arch="no_pick" value="1" type="fixed" />
3446     <attribute arch="connected" editor="connection" type="int">
3447     When a &lt;connection&gt; value is set, the pit can be opened/closed
3448     by activating the connection.
3449     </attribute>
3450     <attribute arch="hp" editor="destination X" 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="sp" editor="destination Y" type="int">
3457     The pit will transport creatures (and items) randomly into a two-square
3458     radius of the destination coordinates.
3459     If the destination square becomes blocked, the pit will act like
3460     being filled up and not work anymore!
3461     </attribute>
3462     <attribute arch="wc" editor="position state" type="int">
3463     The &lt;position state&gt; defines the position of the gate:
3464     Zero means completely open/down, the "number of animation-steps" (usually
3465     about 6 or 7) means completely closed/up state. I suggest you don't
3466     mess with this value - Leave the default in place.
3467     </attribute>
3468     <attribute arch="walk_on" editor="swallow walking" type="bool">
3469     If set, all walking creatures will fall into the pit.
3470     This does NOT need to be set for closed pits!
3471     </attribute>
3472     <attribute arch="fly_on" editor="swallow flying" type="bool">
3473     If set, all flying creatures will fall into the pit as well.
3474     This is not the behaviour expected from a pit, and it should
3475     only be used for map-mechanisms (e.g. for transporting flying
3476     monsters).
3477     An interesting side-effect: If this flag is enabled, spell
3478     effects like fire/snow also make their way through the pit.
3479     </attribute>
3480     </type>
3481    
3482     <!--####################################################################-->
3483     <type number="7" name="Poison Food">
3484     <description><![CDATA[
3485     When eating, the player's stomache is drained by 1/4 of food.
3486     If his food drops to zero, the player might even die. ]]>
3487     </description>
3488     </type>
3489    
3490     <!--####################################################################-->
3491     <type number="5" name="Potion">
3492     <description><![CDATA[
3493     The player can drink these and gain various kinds of benefits
3494     (/penalties) by doing so. ]]>
3495     </description>
3496     <use><![CDATA[
3497     One potion should never give multiple benefits at once. ]]>
3498     </use>
3499     <attribute arch="level" editor="potion level" type="int">
3500     If the potion contains a spell, the spell is cast at this level.
3501     For other potions it should be set at least to 1.
3502     </attribute>
3503     <attribute arch="sp" editor="spell" type="spell">
3504     When a player drinks this potion, the selected spell
3505     will be casted (once). This should work for any given spell.
3506     E.g. heal is "sp 35", magic power is "sp 67".
3507     </attribute>
3508     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3509     There are two types of special effects for potions:
3510     'life restoration' - restore the player's stats lost by death or draining
3511     (this has nothing in common with the restoration spell!)
3512 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3513 root 1.1 by a very small amount.
3514     </attribute>
3515     <attribute arch="cursed" editor="cursed" type="bool">
3516     If a potion is cursed, benefits generally turn into penalties.
3517     Note that potions can be "uncursed" by praying over an altar,
3518     with relative ease. *But* the potion must be identified to notice
3519     that it is cursed &gt;:)
3520     </attribute>
3521     <attribute arch="startequip" editor="godgiven item" type="bool">
3522     A godgiven item vanishes as soon as the player
3523     drops it to the ground.
3524     </attribute>
3525     <section name="stats">
3526     <attribute arch="Str" editor="strength" type="int">
3527     The player's strentgh 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="Dex" editor="dexterity" type="int">
3533     The player's dexterity 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="Con" editor="constitution" type="int">
3539     The player's constitution 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="Int" editor="intelligence" type="int">
3545     The player's intelligence 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="Pow" editor="power" type="int">
3551     The player's power 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="Wis" editor="wisdom" type="int">
3557     The player's wisdom 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     <attribute arch="Cha" editor="charisma" type="int">
3563     The player's charisma will rise/fall by the given value for permanent
3564     (of course there is an upper limit). Generally there shouldn't be stat
3565     potions granting more than one stat. Cursed potions will subtract the
3566     stats if positive.
3567     </attribute>
3568     </section>
3569     <section name="resistance">
3570     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3571     The player's resistance to physical 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_magic" editor="resist magic %" length="15" type="int">
3577     The player's resistance to magic 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_fire" editor="resist fire %" length="15" type="int">
3583     The player's resistance to fire 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_electricity" editor="resist electricity %" length="15" type="int">
3589     The player's resistance to electricity 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_cold" editor="resist cold %" length="15" type="int">
3595     The player's resistance to cold 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_acid" editor="resist acid %" length="15" type="int">
3601     The player's resistance to acid 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_confusion" editor="resist confusion %" length="15" type="int">
3607     The player's resistance to confusion 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_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3613     The player's resistance to weaponmagic 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_paralyze" editor="resist paralyze %" length="15" type="int">
3619     The player's resistance to paralyze 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_drain" editor="resist draining %" length="15" type="int">
3625     The player's resistance to draining 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_deplete" editor="resist depletion %" length="15" type="int">
3631     The player's resistance to depletion 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     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3637     The player's resistance to poison will rise by this value in percent
3638     (range -100 till +100). The effect is only temporare, and it does NOT
3639     add on the values from the player's equipment.
3640     Cursed potions will make negative resistance.. very nasty in combat!
3641     </attribute>
3642     </section>
3643     </type>
3644    
3645     <!--####################################################################-->
3646     <type number="156" name="Power Crystal">
3647     <description><![CDATA[
3648     Power crystals can store a player's mana:
3649     When the player applies the crystal with full mana, half of
3650     it flows into the crystal. When the player applies it with
3651     lacking mana, the crystal replenishes the player's mana. ]]>
3652     </description>
3653     <attribute arch="sp" editor="initial mana" type="int">
3654     &lt;initial mana&gt; is the amount of spellpoints that the
3655     crystal holds when the map is loaded.
3656     </attribute>
3657     <attribute arch="maxsp" editor="mana capacity" type="int">
3658     The &lt;mana capacity&gt; defines how much mana can be stored
3659     in the crystal. This is what makes the crystal interesting.
3660     Wizard-players will always seek for crystals with large
3661     capacities.
3662     </attribute>
3663     </type>
3664    
3665     <!--####################################################################-->
3666     <type number="13" name="Projectile">
3667     <description><![CDATA[
3668     Projectiles like arrows/crossbow bolts are used as ammunition
3669     for shooting weapons.
3670     <br><br>
3671     It's very easy to add new pairs of weapons &amp; projectiles.
3672     Just set matching &lt;ammunition class&gt; both for shooting
3673     weapon and projectile. ]]>
3674     </description>
3675     <use><![CDATA[
3676     If you want to create new kinds of projectiles, you could
3677     add an alchemical receipe to create these.
3678 root 1.3
3679 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3680     they really fullfill a useful purpose. In fact, even bows
3681     and crossbows are rarely ever used. ]]>
3682     </use>
3683     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3684     This number is a bitmask, specifying the projectile's attacktypes.
3685     Attacktypes are: physical, magical, fire, cold.. etc.
3686     This works identical to melee weapons. Note that shooting
3687     weapons cannot have attacktypes.
3688     </attribute>
3689     <attribute arch="race" editor="ammunition class" type="string">
3690     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3691     these projectiles. For arrows set "arrows", for crossbow bolts
3692     set "crossbow bolts" (big surprise).
3693 root 1.3
3694 root 1.1 In certain cases, the ammunition class is displayed in the game.
3695     Hence, when you create a new ammunition class, choose an
3696     intuitive name like "missiles", "spirit bolts" - whatever.
3697 root 1.3
3698 root 1.1 You can also make special containers holding these projectiles
3699     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3700     </attribute>
3701     <attribute arch="slaying" editor="slaying race" type="string">
3702     Slaying means the weapon does tripple (3x) damage to monsters
3703     of the specified race. If &lt;slaying race&gt; matches an arch name,
3704     only monsters of that archtype receive tripple damage.
3705     Tripple damage is very effective.
3706     </attribute>
3707     <attribute arch="dam" editor="damage" type="int">
3708     The projectile &lt;damage&gt; significantly affects the damage
3709     done. Damage can be further increased by the shooting
3710     weapon's attributes.
3711     </attribute>
3712     <attribute arch="wc" editor="weaponclass" type="int">
3713     This value is supposed to be the base &lt;weaponclass&gt;,
3714     but it seems to have rather little effect.
3715     High values are good here, low values bad.
3716     </attribute>
3717     <attribute arch="food" editor="chance to break" type="int">
3718     The &lt;chance to break&gt; defines the breaking probability when this
3719     projectile hits an obstacle, e.g. wall or monster.
3720     The value is the %-chance to break, ranging from 0 (never breaking)
3721     to 100 (breaking at first shot).
3722     </attribute>
3723     <attribute arch="magic" editor="magic bonus" type="int">
3724     Magic bonus increases chance to hit and damage a little bit.
3725     </attribute>
3726     <attribute arch="unique" editor="unique item" type="bool">
3727     Unique items exist only one time on a server. If the item
3728     is taken, lost or destroyed - it's gone for good.
3729     </attribute>
3730     <attribute arch="startequip" editor="godgiven item" type="bool">
3731     A godgiven item vanishes as soon as the player
3732     drops it to the ground.
3733     </attribute>
3734     <attribute arch="no_drop" editor="don't drop" type="bool">
3735     When a monster carries a projectile with &lt;don't drop&gt;,
3736     this item will never drop to the ground but
3737     vanish instead. If this object is shot, it can still drop
3738     after hitting an obstacle. You can prevent this by
3739     setting &lt;chance to break&gt; 100.
3740     </attribute>
3741     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3742     This text may describe the projectile. This
3743     could be nice for very special ones.
3744     </attribute>
3745     </type>
3746    
3747     <!--####################################################################-->
3748     <type number="70" name="Ring">
3749     <import_type name="Amulet" />
3750     <description><![CDATA[
3751     Rings are worn on the hands - one ring each.
3752     Wearing rings, the object's stats will directly be inherited to
3753     the player. Usually enhancing his spellcasting potential. ]]>
3754     </description>
3755     <use><![CDATA[
3756     When you create an artifact ring, never forget that players can
3757     wear <B>two</B> rings! Due to that it is extremely important to
3758     keep rings in balance with the game.
3759     <br><br>
3760     Also keep in mind that rings are generally the wizard's tools.
3761     They should primarily grant bonuses to spellcasting abilities
3762     and non-physical resistances. ]]>
3763     </use>
3764     </type>
3765    
3766     <!--####################################################################-->
3767     <type number="3" name="Rod">
3768     <ignore>
3769     <attribute arch="title" />
3770     </ignore>
3771     <description><![CDATA[
3772     A rod contains a spell. The player can use this spell by applying and
3773     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3774     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3775     used endlessly. ]]>
3776     </description>
3777     <use><![CDATA[
3778     Rods with healing/curing spells are extremely powerful. Usually, potions have
3779     to be used for that purpose. Though, potions are expensive and only good for
3780     one-time-use.<br> ]]>
3781     </use>
3782     <attribute arch="sp" editor="spell" type="spell">
3783     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3784     rods to players, since they can be used endlessly without any mana cost!
3785     Rods with heal/ restoration/ protection spells, IF available, MUST be
3786     very very VERY hard to get!
3787     </attribute>
3788     <attribute arch="level" editor="casting level" type="int">
3789     The casting level of the &lt;spell&gt; determines it's power.
3790     For attack spells, level should be set to something reasonable.
3791     </attribute>
3792     <attribute arch="hp" editor="initial spellpoints" type="int">
3793     This value represents the initial amount of spellpoints in the rod.
3794     Naturally, this is quite unimportant.
3795     </attribute>
3796     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3797     When the rod is fully charged up, it will hold this maximum amount of
3798     spellpoints. Make sure it is enough to cast the contained spell at least
3799     once. But don't set the value too high, as that might make the rod
3800     too effective.
3801     </attribute>
3802     <attribute arch="startequip" editor="godgiven item" type="bool">
3803     A godgiven item vanishes as soon as the player
3804     drops it to the ground.
3805     </attribute>
3806     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3807     This text may contain a description of the rod.
3808     </attribute>
3809     </type>
3810    
3811     <!--####################################################################-->
3812     <type number="154" name="Rune">
3813     <ignore>
3814     <attribute arch="no_pick" />
3815     <attribute arch="title" />
3816     <attribute arch="name_pl" />
3817     <attribute arch="weight" />
3818     <attribute arch="value" />
3819     <attribute arch="material" />
3820     <attribute arch="unpaid" />
3821     </ignore>
3822     <description><![CDATA[
3823 root 1.3 A rune is a magical enscription on the dungeon floor.
3824 root 1.1 <br><br>
3825     Runes hit any monster or person who steps on them for 'dam' damage in
3826     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3827     and will cast this spell when it detonates. Yet another kind is the
3828     "summoning rune", summoning predefined monsters of any kind, at detonation.
3829     <br><br>
3830     Many runes are already defined in the archetypes. ]]>
3831     </description>
3832     <use><![CDATA[
3833     Avoid monsters stepping on your runes. For example, summoning runes
3834     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3835     </use>
3836     <attribute arch="no_pick" value="1" type="fixed" />
3837     <attribute arch="walk_on" value="1" type="fixed" />
3838     <attribute arch="level" editor="rune level" type="int">
3839     This value sets the level the rune will cast the spell it contains at,
3840     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3841 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3842    
3843 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3844     how much experience the player gets for doing so. Beware: High level
3845     runes can be quite a cheap source of experience! So either make them
3846     tough, or keep the level low.
3847     </attribute>
3848     <attribute arch="Cha" editor="visibility" type="int">
3849     This value determines what fraction of the time the rune is visible:
3850     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3851     how easily the rune may be found.
3852     </attribute>
3853     <attribute arch="hp" editor="number of charges" type="int">
3854     The rune will detonate &lt;number of charges&gt; times before disappearing.
3855     </attribute>
3856     <attribute arch="dam" editor="direct damage" type="int">
3857     &lt;direct damage&gt; specifies how much damage is done by the rune,
3858     if it doesn't contain a spell. This should be set in reasonable
3859 root 1.3 relation to the rune's level.
3860 root 1.1 </attribute>
3861     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3862     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3863     attribute defines what attacktype to use for direct damage when
3864     the rune detonates.
3865     </attribute>
3866     <section name="spellcraft">
3867     <attribute arch="sp" editor="spell" type="spell">
3868     The selected &lt;spell&gt; defines the spell in the rune, if any.
3869     (Many runes do direct damage).
3870     </attribute>
3871     <attribute arch="slaying" editor="spell name" type="string">
3872     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3873     but if present, overrides the &lt;spell&gt; setting.
3874     </attribute>
3875     <attribute arch="other_arch" editor="spell arch" type="string">
3876     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3877     is optional, but if present, overrides the &lt;spell&gt; setting.
3878     You can choose any of the existing arches.
3879     </attribute>
3880     <attribute arch="maxsp" editor="direction" type="list_direction">
3881     If set, the rune will cast it's containing spell (if any) in
3882     this &lt;direction&gt;.In most cases this appears useless because
3883     the spell directly hits the player.
3884     </attribute>
3885     <attribute arch="race" editor="summon monster" type="string">
3886     If this is set to the arch name of any monster, together with
3887     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3888     of those on detonation. (dam and attacktype will still be ignored
3889     in this case). Runes are even capable of summoning multi-square
3890     monsters, given enough space. You'd better test it though.
3891     </attribute>
3892     <attribute arch="maxhp" editor="summon amount" type="int">
3893     This should only be set to a summoning rune. It will then summon
3894     that many creatures of the kind &lt;summon monster&gt;.
3895     </attribute>
3896     </section>
3897     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3898     When the rune detonates, this text is displayed to the
3899     victim. For especially powerful runes, create an appropriate
3900     thrilling description. ;)
3901     </attribute>
3902     </type>
3903    
3904     <!--####################################################################-->
3905     <type number="106" name="Savebed">
3906     <ignore>
3907     <ignore_list name="non_pickable" />
3908     </ignore>
3909     <description><![CDATA[
3910     When the player applies a savebed, he is not only saved. Both his
3911     respawn-after-death and his word-of-recall positions are pointing
3912     to the last-applied savebed. ]]>
3913     </description>
3914     <use><![CDATA[
3915     Put savebed locations in towns, do not put them into dungeons.
3916     It is absolutely neccessary that a place with savebeds is 100% secure.
3917     That means:
3918     <UL>
3919     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3920     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3921     <LI> Insert a relyable exit! Make sure there is no possibility that
3922     players get trapped in a savebed location.
3923     <LI> If possible, mark the whole site as no-spell area (Insert this
3924     arch called "dungeon_magic" everywhere). This is not required,
3925     but it makes the place much more safe.
3926     </UL> ]]>
3927     </use>
3928     <attribute arch="no_pick" value="1" type="fixed" />
3929     <attribute arch="no_magic" value="1" type="fixed" />
3930     <attribute arch="damned" value="1" type="fixed" />
3931     </type>
3932    
3933     <!--####################################################################-->
3934 root 1.3 <type number="111" name="Scroll">
3935     <ignore>
3936     <attribute arch="title" />
3937     </ignore>
3938     <description><![CDATA[
3939     Scrolls contain spells (similar to spell-potions). Unlike potions,
3940     scrolls require a certain literacy skill to read successfully.
3941     Accordingly, for a successful reading, a small amount of
3942     experience is gained. Scrolls allow only one time usage, but
3943     usually they are sold in bulks. ]]>
3944     </description>
3945     <use><![CDATA[
3946     For low level quests, scrolls of healing/curing-spells
3947     can be a nice reward. At higher levels, scrolls become less
3948     and less useful. ]]>
3949     </use>
3950     <attribute arch="level" editor="casting level" type="int">
3951     The spell of the scroll will be casted at this level.
3952     This value should always be set, at least to 1.
3953     </attribute>
3954     <attribute arch="sp" editor="spell" type="spell">
3955     When a player/monster applies this scroll, the selected &lt;spell&gt;
3956     will be casted (once). This should work for any given spell.
3957     </attribute>
3958     <attribute arch="startequip" editor="godgiven item" type="bool">
3959     A godgiven item vanishes as soon as the player
3960     drops it to the ground.
3961     </attribute>
3962     </type>
3963    
3964     <!--####################################################################-->
3965     <type number="33" name="Shield">
3966     <import_type name="Amulet" />
3967     <description><![CDATA[
3968     Wearing a shield, the object's stats will directly be inherited to
3969     the player. Shields usually provide good defense, only surpassed
3970     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3971     </description>
3972     <use><![CDATA[
3973     Feel free to create your own special artifacts. However, it is very
3974     important that you keep your artifact in balance with existing maps. ]]>
3975     </use>
3976     <attribute arch="magic" editor="magic bonus" type="int">
3977     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3978     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3979     than direct armour-class bonus on the shield.
3980     </attribute>
3981     </type>
3982    
3983     <!--####################################################################-->
3984 root 1.1 <type number="14" name="Shooting Weapon">
3985     <description><![CDATA[
3986     Schooting weapons like bows/crossbows are used to shoot projectiles
3987     (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3988     wielded both at the same time. Like with any other equipment,
3989     stats/bonuses from shooting weapons are directly inherited to the player.
3990     <br><br>
3991     It's very easy to add new pairs of weapons &amp; projectiles.
3992     Just set matching &lt;ammunition class&gt; both for shooting
3993     weapon and projectile. ]]>
3994     </description>
3995     <use><![CDATA[
3996     Shooting weapons should not add bonuses in general. There's already
3997     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3998     Schooting weapons should especially not add bonuses to the player
3999     that have nothing to do with schooting. A Wisdom bonus on a bow
4000     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4001     - still crap. ]]>
4002     </use>
4003     <attribute arch="race" editor="ammunition class" type="string">
4004     Only projectiles with matching &lt;ammunition class&gt; can be fired
4005     with this weapon. For normal bows set "arrows", for normal
4006     crossbows set "crossbow bolts".
4007 root 1.3
4008 root 1.1 In certain cases, the ammunition class is displayed in the game.
4009     Hence, when you create a new ammunition class, choose an
4010     intuitive name like "missiles", "spirit bolts" - whatever.
4011     </attribute>
4012     <attribute arch="sp" editor="shooting speed" type="int">
4013     After shooting a projectile, the player is frozen for a short
4014     period of time (to prevent shooting arrows machine-gun-like).
4015     The greater &lt;shooting speed&gt;, the shorter this period of time.
4016     1 is minimum (=worst) and 100 is maximum (=best) value.
4017 root 1.3
4018 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4019     SET IT TO ZERO! (That would freeze the player for eternety).
4020     </attribute>
4021     <attribute arch="dam" editor="base damage" type="int">
4022     The &lt;base damage&gt; significantly affects the damage done
4023     by using this weapon. This damage is added to the projectile
4024     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4025     according to the player's strength is added.
4026     </attribute>
4027     <attribute arch="wc" editor="weaponclass" type="int">
4028     This value is supposed to be the base &lt;weaponclass&gt;,
4029     but it seems to have rather little effect.
4030     High values are good here, low values bad.
4031     </attribute>
4032     <attribute arch="item_power" editor="item power" type="int">
4033     The &lt;item power&gt; value measures how "powerful" an artifact is.
4034     Players will only be able to wear equipment with a certain total
4035     amount of &lt;item power&gt;, depending on their own level. This is the
4036     only way to prevent low level players to wear "undeserved" equipment
4037     (like gifts from other players or cheated items).
4038 root 1.3
4039 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4040     for every artifact you create! If zero/unset, the CF server will
4041     calculate a provisional value at runtime, but this is never
4042     going to be an accurate measurement of &lt;item power&gt;.
4043     </attribute>
4044     <attribute arch="no_strength" editor="ignore strength" type="bool">
4045     Usually the player's strentgh takes effect on the damage
4046     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4047     the player's strength is ignored.
4048     </attribute>
4049     <attribute arch="damned" editor="damnation" type="bool">
4050     A damned shooting weapon cannot be unwielded unless
4051     the curse is removed. Removing damnations is
4052     a tick harder than removing curses.
4053     </attribute>
4054     <attribute arch="cursed" editor="curse" type="bool">
4055     A cursed shooting weapon cannot be unwielded unless
4056     the curse is removed.
4057     </attribute>
4058     <attribute arch="unique" editor="unique item" type="bool">
4059     Unique items exist only one time on a server. If the item
4060     is taken, lost or destroyed - it's gone for good.
4061     </attribute>
4062     <attribute arch="startequip" editor="godgiven item" type="bool">
4063     A godgiven item vanishes as soon as the player
4064     drops it to the ground.
4065     </attribute>
4066     <section name="stats">
4067     <attribute arch="Str" editor="strength" type="int">
4068     The player's strentgh will rise/fall by the given value
4069     while wearing this shooting weapon.
4070     </attribute>
4071     <attribute arch="Dex" editor="dexterity" type="int">
4072     The player's dexterity will rise/fall by the given value
4073     while wearing this shooting weapon.
4074     </attribute>
4075     <attribute arch="Con" editor="constitution" type="int">
4076     The player's constitution will rise/fall by the given value
4077     while wearing this shooting weapon.
4078     </attribute>
4079     <attribute arch="Int" editor="intelligence" type="int">
4080     The player's intelligence will rise/fall by the given value
4081     while wearing this shooting weapon.
4082     </attribute>
4083     <attribute arch="Pow" editor="power" type="int">
4084     The player's power will rise/fall by the given value
4085     while wearing this shooting weapon.
4086     </attribute>
4087     <attribute arch="Wis" editor="wisdom" type="int">
4088     The player's wisdom will rise/fall by the given value while
4089     wearing this shooting weapon.
4090     </attribute>
4091     <attribute arch="Cha" editor="charisma" type="int">
4092     The player's charisma will rise/fall by the given value
4093     while wearing this shooting weapon.
4094     </attribute>
4095     </section>
4096     <section name="bonus">
4097     <attribute arch="luck" editor="luck bonus" type="int">
4098     With positive luck bonus, the player is more likely to
4099     succeed in all sorts of things (spellcasting, praying,...).
4100     Unless the &lt;luck bonus&gt; is very high, the effect will be
4101     barely visible in-game. Luck bonus on one piece of equipment
4102     should never exceed 3, and such bonus should not be too
4103     frequently available.
4104     </attribute>
4105     <attribute arch="magic" editor="magic bonus" type="int">
4106     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4107     I'm not sure what exactly is increased - maybe weaponclass?
4108     However, &lt;magic bonus&gt; seems to have a little bit of positive
4109     influence on your chance to hit.
4110     </attribute>
4111     </section>
4112     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4113     This text describes the weapons's "story". Every decent artifact weapon
4114     should have such a description.
4115     </attribute>
4116     </type>
4117    
4118     <!--####################################################################-->
4119     <type number="68" name="Shop Floor">
4120     <ignore>
4121     <ignore_list name="non_pickable" />
4122     </ignore>
4123     <description><![CDATA[
4124     Shop floor is used for shops. It acts like a combination of the
4125     common floor- and the treasure type: When the map is loaded,
4126     randomitems (depending on the setings) are generated on it.
4127     These items are all flagged as unpaid.
4128     When a player drops an item onto shop floor, the item becomes
4129     unpaid and the player receives payment according to the item's
4130     selling-value.
4131     Shopfloor always prevents magic (To hinder players from burning
4132     or freezing the goods). ]]>
4133     </description>
4134     <use><![CDATA[
4135     Tile your whole shop-interior space which shop floor.
4136     (That assures players receive payment for dropping items).
4137     Place shop mats to enter/leave the shop, and make sure
4138     there is no other exit than the shop mat. ]]>
4139     </use>
4140     <attribute arch="is_floor" value="1" type="fixed" />
4141     <attribute arch="no_pick" value="1" type="fixed" />
4142     <attribute arch="no_magic" value="1" type="fixed" />
4143     <attribute arch="auto_apply" editor="generate goods" type="bool">
4144     If enabled, items will appear on this square when the map is loaded.
4145     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4146     are generated. The items will be unpaid.
4147     </attribute>
4148     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4149     This entry determines what kind of treasure will appear, when
4150     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4151     for details about existing treasurelists.
4152     </attribute>
4153     <attribute arch="exp" editor="quality level" type="int">
4154     The &lt;quality level&gt; will be used for the quality of the generated
4155     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4156     doesn't need to be set, unless you want extraordinarily good/bad
4157     quality. If you want to make a shop with very high quality, meaybe
4158     charge an entrance fee, or make the shop hard-to-come-by.
4159     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4160     and appearance of artifact-items.
4161     </attribute>
4162     <attribute arch="damned" editor="no prayers" type="bool">
4163     If enabled, it is impossible for players to use prayers
4164     on that spot. It also prevents players from saving.
4165     (Remember that &lt;no magic&gt; is always set for shop floors.)
4166     </attribute>
4167     </type>
4168    
4169     <!--####################################################################-->
4170     <type number="69" name="Shop Mat">
4171     <ignore>
4172     <ignore_list name="non_pickable" />
4173     </ignore>
4174     <description><![CDATA[
4175     Shop mats are used for entering/leaving shops. You should always
4176     have exactly TWO shop mats on your shop-map: One inside the
4177     "shopping-area" and one outside. Shop mats don't use exit paths/
4178     or -destinations. When stepping onto a shopmat the player gets beamed
4179     to the nearest other mat. If the player has unpaid items in his
4180     inventory, the price gets charged from his coins automatically.
4181     If the player has insufficient coins to buy his unpaid items, he
4182     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4183     </description>
4184     <use><![CDATA[
4185     As stated above, always place TWO shop mats into your shop.
4186     Not more and not less than that. ]]>
4187     </use>
4188     <attribute arch="no_pick" value="1" type="fixed" />
4189     <attribute arch="walk_on" editor="apply by walking" type="bool">
4190     If set, the player can enter/leave the
4191     shop by just walking into the shop mat.
4192     </attribute>
4193     <attribute arch="fly_on" editor="apply by flying" type="bool">
4194     If set, the player can enter/leave the
4195     shop by "flying" into the shop mat.
4196     </attribute>
4197     </type>
4198    
4199     <!--####################################################################-->
4200     <type number="98" name="Sign &amp; MagicMouth">
4201     <ignore>
4202     <ignore_list name="non_pickable" />
4203     </ignore>
4204     <description><![CDATA[
4205     The purpose of a sign or magic_mouth is to display a certain message to
4206     the player. There are three ways to have the player get this message:
4207     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4208     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4209     </description>
4210     <use><![CDATA[
4211     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4212     some true roleplay feeling to your maps, support your storyline or give
4213     hints about hidden secrets/dangers. Place signs to provide the player
4214     with all kinds of useful information for getting along in your maps. ]]>
4215     </use>
4216     <attribute arch="connected" editor="connection" type="int">
4217     When a connection value is set, the message will be printed whenever
4218     the connection is triggered. This should be used in combination with
4219     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4220     If activating your magic_mouth this way, the message will not only be
4221     printed to one player, but all players on the current map.
4222     </attribute>
4223     <attribute arch="walk_on" editor="activate by walking" type="bool">
4224     If set, the player gets the message when walking ontop of the object.
4225     "invisible 1" should be set in this case. This is the typical configuration
4226     for a "magic_mouth": The player walks through a dungeon and suddenly he
4227     gets a message. Use this to create some roleplay atmosphere, and to inform
4228     the player about possible dangers or secrets.
4229     </attribute>
4230     <attribute arch="fly_on" editor="activate by flying" type="bool">
4231     If set, the player gets the message when flying (=levitating) ontop
4232     of the object. Usually this should be set together with walk_on.
4233     </attribute>
4234     <attribute arch="food" editor="counter" type="int">
4235     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4236     (printing the message) only that many times. For signs this really shouldn't
4237     be used, while for magic_mouths it is extremely helpful.
4238     Monsters walking over the magic_mouth do not decrease the counter.
4239 root 1.3
4240 root 1.1 Often, you might want to have a message displayed only one time. For example:
4241     The player enters your map and you put a magic_mouth to tell him about the
4242     monsters and how dangerous they look and all. Later, when all the monsters
4243     are killed and the player leaves the map, displaying the same message a
4244     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4245     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4246     </attribute>
4247     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4248     This text will be displayed to the player.
4249     </attribute>
4250     </type>
4251    
4252     <!--####################################################################-->
4253     <type number="43" name="Skill">
4254     <ignore>
4255     <ignore_list name="system_object" />
4256     </ignore>
4257     <description><![CDATA[
4258     Skills are objects which exist in the player/monster inventory.
4259     Both NPC/monsters and players use the same skill archetypes. Not all skills
4260     are enabled for monster use however. ]]>
4261     </description>
4262     <use><![CDATA[
4263     For mapmaking, Skill objects serve two purposes:
4264     <p>First, the predefined skill archtypes (in the 'skills' directory)
4265     can be seen as the global skill definitions. A skill which doesn't
4266     exists as an archtype cannot be learned or used by players. When you
4267     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4268     of defined skill archtypes, because those strings are used as a reference in
4269     many skill-related objects.
4270     </p><p>
4271     Secondly, in order to enable monsters to use skills, you will need to
4272     copy default skill archtypes into the monsters' inventories.
4273     You can even customize the skills by changing stats. It is not
4274     recommended however, to use skills in your maps which are totally
4275     unrelated to any predefined skill archtype.</p> ]]>
4276     </use>
4277     <attribute arch="invisible" value="1" type="fixed" />
4278     <attribute arch="no_drop" value="1" type="fixed" />
4279     <attribute arch="skill" editor="skill name" type="string">
4280     The &lt;skill name&gt; is used for matchings. When a usable
4281     object has an identical &lt;skill name&gt;, players
4282     (or monsters) will need this skill to apply/use the object.
4283     </attribute>
4284     <attribute arch="expmul" editor="exp multiplier" type="float">
4285     This is the ratio of experience the players total should increase by
4286     when this skill is used. If this is zero, then experience only goes to
4287     to the skill. Values higher than 1 are allowed. Note that experience
4288     rewarded to the players total is in addition to that given to the
4289     skill. Eg, if player should get 500 exp for using a skill, and
4290     expmul is 1, the player will get 500 added to that skill as well as
4291     500 to their total.
4292     </attribute>
4293     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4294     The &lt;skill type&gt; defines the base functionality of the skill.
4295     Skill types are hardcoded in the Crossfire server. It isn't hard to
4296     create new skill types, but it requires a bit of server-coding.
4297     </attribute>
4298     <attribute arch="level" editor="level" type="int">
4299     </attribute>
4300     <attribute arch="exp" editor="experience" type="int">
4301     </attribute>
4302     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4303     The &lt;is native skill&gt; flag has an effect only when this
4304     skill object is placed in the inventory of a monster (or player).
4305     If it is set, the monster or player knows the skill natively, which
4306     means he does not need a skill tool to use it.
4307     </attribute>
4308     </type>
4309    
4310     <!--####################################################################-->
4311     <type number="130" name="Skill Scroll">
4312     <description><![CDATA[
4313     By reading a skill scroll, a player has a chance to learn the
4314     contained skill. ]]>
4315     </description>
4316     <use><![CDATA[
4317     Skill scrolls are very much sought for by players. Currently,
4318     all skill scrolls are sold in shops randomly, which is in fact not
4319     a good system. It would be nice to have some cool quests with
4320     skill scrolls rewarded at the end. ]]>
4321     </use>
4322     <attribute arch="race" value="scrolls" type="fixed" />
4323     <attribute arch="skill" editor="skill name" type="string">
4324     The &lt;skill name&gt; matches the skill object that can
4325     be learned from this scroll.
4326     </attribute>
4327     </type>
4328    
4329     <!--####################################################################-->
4330     <type number="21" name="Special Key">
4331     <ignore>
4332     <attribute arch="material" />
4333     </ignore>
4334     <description><![CDATA[
4335     When carrying the appropriate special key, a locked door can
4336     be opened. The key will dissapear.
4337     <br><br>
4338     This object-type can also be used for "passport"-like items:
4339     When walking onto an invetory checker, a gate for example might
4340     get opened. The "passport" will stay in the player's inventory. ]]>
4341     </description>
4342     <use><![CDATA[
4343     How to make a "passport": You take the special key arch
4344     (archetype name is "key2"), set the face to something like
4345     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4346     certainly must match with the appropiate inventory checker.
4347     <br><br>
4348     Of course you can be creative with names and faces of
4349     key-objects. A "mysterious crystal" or a "big dragon claw"
4350     (with appropriate faces) appear more interesting than just
4351     a "strange key", or "passport". ]]>
4352     </use>
4353     <attribute arch="slaying" editor="key string" type="string">
4354     This string must be identical with the &lt;key string&gt; in the
4355     locked door, then it can be unlocked. It can also be used
4356     to trigger inventory checkers.
4357     </attribute>
4358     <attribute arch="material" editor="material" type="bitmask_material">
4359     For Special Keys, material should always be unset or set
4360     to Adamantite. This prevents the key from getting
4361     burned or otherwise destroyed.
4362     </attribute>
4363     <attribute arch="unique" editor="unique item" type="bool">
4364     Unique items exist only one time on a server. If the item
4365     is taken, lost or destroyed - it's gone for good.
4366 root 1.3
4367 root 1.1 This can be used if you want to sell apartments on your
4368     map: Simply sell a unique passport/key, and place
4369     an inventory checker at the entrance of your apartment.
4370     </attribute>
4371     <attribute arch="startequip" editor="godgiven item" type="bool">
4372     A godgiven item vanishes as soon as the player
4373     drops it to the ground.
4374     </attribute>
4375     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4376     This will add a description to the object. The player can read
4377     this text by clicking on the item in his inventory. Use this
4378     message to describe what the key/passport is good for. A player
4379     might have 50 different keys on his key-ring. Don't expect
4380     players to recall their purpose just by their names.
4381     </attribute>
4382     </type>
4383    
4384     <!--####################################################################-->
4385     <type number="101" name="Spell">
4386     <ignore>
4387     <ignore_list name="system_object" />
4388     </ignore>
4389     <description><![CDATA[
4390     Spell objects define a spell. When a spell is put in a spellbook,
4391     players can learn it by reading the book. Once learned, players
4392     can use the spell as often as they like. With increasing skill level
4393     of the player, spells may gain power but also increase cost.<br>
4394     Monsters can use spells which are put in their inventory (provided
4395     that certain "enabling" settings are correct). The monster's
4396     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4397     </description>
4398     <use><![CDATA[
4399     A lot of the spells' settings can be tuned and customized.
4400     When creating new spells which are accessible to players, it is
4401     important to think about balance. A single spell which is too
4402     powerful and/or too easy to use can eventually toss the whole skill
4403     and magic school system out of whack. Testing new spells is
4404     quite important therefore. ]]>
4405     </use>
4406     <attribute arch="no_drop" value="1" type="fixed" />
4407     <attribute arch="invisible" value="1" type="fixed" />
4408     <attribute arch="skill" editor="skill name" type="string">
4409     The &lt;skill name&gt; matches the skill which is needed
4410     to cast this spell. This should be one out of "sorcery",
4411     "pyromancy", "evocation", "summoning" or "praying".
4412     If you want to fiddle with these, please take care not
4413     to upset the concept and balance of the various skills.
4414     </attribute>
4415     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4416     The &lt;spell type&gt; defines the basic type of spell.
4417     Some of these types are of a more generic nature than others.
4418     </attribute>
4419     <attribute arch="level" editor="spell level" type="int">
4420     </attribute>
4421     <attribute arch="casting_time" editor="casting time" type="int">
4422     </attribute>
4423     <attribute arch="duration" editor="duration" type="int">
4424     </attribute>
4425     <attribute arch="other_arch" editor="create object" type="string">
4426     </attribute>
4427     <attribute arch="sp" editor="cost spellpoints" type="int">
4428     </attribute>
4429     <attribute arch="grace" editor="cost grace" type="int">
4430     </attribute>
4431     <attribute arch="maxsp" editor="double cost per level" type="int">
4432     </attribute>
4433     </type>
4434    
4435     <!--####################################################################-->
4436     <type number="85" name="Spellbook">
4437     <description><![CDATA[
4438     By reading a spellbook, the player has a chance of learning the
4439     contained spell. Once learned from a book, the spell is available
4440     forever. Spellbooks with high level spells require some skill-level
4441     to read.<br><br>
4442     You can create widely customized spells only by adjusting the
4443     spell object in the spellbooks inventory. Refer to the description
4444     of spell objects for detailed information how to customize spells.<br>
4445     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4446     with a compilation of spells that the book may contain. ]]>
4447     </description>
4448     <use><![CDATA[
4449     Don't put any of the godgiven spells into a spellbook! These are
4450     reserved for the followers of the appropriate cults. Handing them
4451     out in a spellbook would violate the balance between different religions.
4452     <br><br>
4453     Note that there is no fundamental difference between the spellbooks
4454     of varying schools (pyromancy, sorcery, evocation, summoning, and
4455     even praying). The difference lies only in the spells they contain.
4456     It is up to you, the mapmaker, to pick the right type of book
4457     for your spells. ]]>
4458     </use>
4459     <attribute arch="skill" value="literacy" type="fixed" />
4460     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4461     There are two ways to put spells into a spellbook:
4462     1. Put a spell object in the books inventory. In this case,
4463     treasurelist must be set to &lt;none&gt;.
4464     2. Choose a treasurelist which contains spells.
4465     In that way, a spell will be chosen randomly from the list.
4466     </attribute>
4467     <attribute arch="startequip" editor="godgiven item" type="bool">
4468     A godgiven item vanishes as soon as the player
4469     drops it to the ground.
4470     </attribute>
4471     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4472     This text may contain a nice description
4473     of the spellbook's cover or something.
4474     </attribute>
4475     </type>
4476    
4477     <!--####################################################################-->
4478     <type number="90" name="Spinner">
4479     <ignore>
4480     <ignore_list name="non_pickable" />
4481     </ignore>
4482     <description><![CDATA[
4483     Spinners change the direction of spell objects and other projectiles
4484     that fly past. Unlike directors, it does make a difference from what
4485     angle you shoot into the spinner. The direction of objects flying past
4486     is always changed by a certain degree. ]]>
4487     </description>
4488     <use><![CDATA[
4489     Spinners are very rarely used. I believe they are quite
4490     confusing and pointless. The only use I can think of is building
4491     some puzzle about where to shoot into spinners to shoot somewhere you
4492     otherwise couldn't.
4493 root 1.3
4494 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4495     projectiles from magic walls don't get to fly in loops. ]]>
4496     </use>
4497     <attribute arch="sp" editor="direction number" type="int">
4498     The spinner will change the direction of flying objects by
4499     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4500     positive values counter clockwise.
4501 root 1.3
4502 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4503     </attribute>
4504     <attribute arch="walk_on" value="1" type="fixed" />
4505     <attribute arch="fly_on" value="1" type="fixed" />
4506     </type>
4507    
4508     <!--####################################################################-->
4509     <type number="138" name="Swamp">
4510     <ignore>
4511     <ignore_list name="non_pickable" />
4512     </ignore>
4513     <description><![CDATA[
4514     Swamp areas show a special behaviour:
4515     When a player stands still on a swamp-square for too long,
4516     he will start to sink in and eventually drown and die.
4517     Items dropped on the swamp sink in and dissapear.
4518     Players with knowledge of the woodsman skill are a lot less likely
4519     to die in the swamp. ]]>
4520     </description>
4521     <attribute arch="walk_on" value="1" type="fixed" />
4522     <attribute arch="is_floor" value="1" type="fixed" />
4523     <attribute arch="is_wooded" value="1" type="fixed" />
4524     <attribute arch="speed" editor="drowning speed" type="float">
4525     The higher the &lt;drowning speed&gt;, the faster will players and items
4526     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4527     and unexpected death-trap. Players should get a warning before such areas.
4528     </attribute>
4529     <attribute arch="slow_move" editor="slow movement" type="int">
4530     If &lt;slow movement&gt; is set to a value greater zero, all
4531     creatures moving over this spot will be slower than normal.
4532 root 1.3
4533 root 1.1 &lt;slow movement&gt; 1 - rough terrain
4534     &lt;slow movement&gt; 2 - very rough terrain
4535     ...
4536     &lt;slow movement&gt; 5 - default for deep swamp
4537     </attribute>
4538     <attribute arch="no_magic" editor="no spells" type="bool">
4539     If enabled, it is impossible for players to use (wizard-)
4540     spells on that spot.
4541     </attribute>
4542     <attribute arch="damned" editor="no prayers" type="bool">
4543     If enabled, it is impossible for players to use prayers
4544     on that spot. It also prevents players from saving.
4545     </attribute>
4546     </type>
4547    
4548     <!--####################################################################-->
4549     <type number="41" name="Teleporter">
4550     <ignore>
4551     <ignore_list name="non_pickable" />
4552     </ignore>
4553     <description><![CDATA[
4554     When the player walks into a teleporter, he is transferred to a
4555     different location. The main difference to the object-type exit
4556     is the possibility to have teleporters connected to levers/buttons/etc.
4557     Sometimes teleporters are activated even against the players will.
4558     <br><br>
4559     Unlike exits, teleporters can also transfer items and
4560     monsters to different locations on the same map. ]]>
4561     </description>
4562     <use><![CDATA[
4563     When creating maps, I guess sooner or later you'll want to have
4564     an invisible teleporter. If using "invisible 1", the teleporter
4565     can still be discovered with the show_invisible spell. And in
4566     some cases you can't place it under the floor to prevent this.
4567     <br><br>
4568     Fortunately, there is a cool trick to make a perfectly invisible
4569     teleporter: You simply add teleporter functionality to the floor
4570     itself. That means: You take the floor arch (e.g. "flagstone"),
4571     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4572     </use>
4573     <attribute arch="slaying" editor="exit path" type="string">
4574     The exit path specifies the map that the player is transferred to.
4575     &lt;exit path&gt; can be an absolute path, beginning with '/'
4576     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4577     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4578     for example I could use the relative path "Fire1"). Use relative
4579     paths whenever possible! Note that upper/lower case must always be
4580     set correctly. However, please use lower case only.
4581 root 1.3
4582 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4583     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4584     monsters and items. In this case, the destined map is automatically
4585     the same map the teleporter is on.
4586     </attribute>
4587     <attribute arch="hp" editor="destination X" type="int">
4588     The exit destinations define the (x, y)-coordinates where the exit
4589     leads to.
4590 root 1.3
4591 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4592     get teleported to another, randomly chosen teleporter on the same
4593     map (Slightly confusing for the player though). Make sure there
4594     actually *is* a second one in that case.
4595 root 1.3
4596 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4597     be transferred to the "default enter location" of the destined map.
4598     The latter can be set in the map-properties as "Enter X/Y". Though,
4599     please DO NOT use that. It turned out to be a source for numerous
4600     map-bugs.
4601     </attribute>
4602     <attribute arch="sp" editor="destination Y" type="int">
4603     The exit destinations define the (x, y)-coordinates where the exit
4604     leads to.
4605 root 1.3
4606 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4607     get teleported to another, randomly chosen teleporter on the same
4608     map (Slightly confusing for the player though). Make sure there
4609     actually *is* a second one in that case.
4610 root 1.3
4611 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4612     be transferred to the "default enter location" of the destined map.
4613     The latter can be set in the map-properties as "Enter X/Y". Though,
4614     please DO NOT use that. It turned out to be a source for numerous
4615     map-bugs.
4616     </attribute>
4617     <attribute arch="connected" editor="connection" type="int">
4618     If a connection value is set, the teleporter will be activated
4619     whenever the connection is triggered. To use this properly,
4620     &lt;activation speed&gt; must be zero.
4621     </attribute>
4622     <attribute arch="speed" editor="activation speed" type="float">
4623     If the &lt;activation speed&gt; is nonzero, the teleporter will
4624     automatically be activated in regular time-intervals. Hence, the
4625     player can just step on it and gets teleported sooner or later.
4626     The duration between two activates depends on the given value.
4627 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4628    
4629 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4630     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4631     </attribute>
4632     </type>
4633    
4634     <!--####################################################################-->
4635 root 1.3 <type number="26" name="Timed Gate">
4636     <ignore>
4637     <ignore_list name="non_pickable" />
4638     </ignore>
4639     <description><![CDATA[
4640     Gates play an important role in Crossfire. Gates can be opened
4641     by activating a button/trigger, by speaking passwords (-> magic_ear)
4642     or carrying special key-objects (-> inventory checker).
4643     Unlike locked doors, gates can get shut again after a player has
4644     passed, which makes them more practical in many cases. Unlike normal
4645     gates, timed gates open when triggered but automatically close again
4646     after some time.]]>
4647     </description>
4648     <use><![CDATA[
4649     Use gates to divide your maps into separated areas. After solving
4650     area A, the player gains access to area B, and so on. Make your
4651     maps more complex than "one-way". ]]>
4652     </use>
4653     <attribute arch="no_pick" value="1" type="fixed" />
4654     <attribute arch="connected" editor="connection" type="int">
4655     Whenever the inventory checker is triggered, all objects with identical
4656     &lt;connection&gt; value get activated. This only makes sense together with
4657     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4658     after some time.
4659     </attribute>
4660     <attribute arch="wc" editor="position state" type="int">
4661     The &lt;position state&gt; defines the position of the gate:
4662     Zero means completely open/down, the "number of animation-steps" (usually
4663     about 6 or 7) means completely closed/up state. I suggest you don't
4664     mess with this value - Leave the default in place.
4665     </attribute>
4666     <attribute arch="no_pass" editor="blocking passage" type="bool">
4667     For open gates, &lt;blocking passage&gt; should be unset.
4668     For closed gates it must be set.
4669     </attribute>
4670     <attribute arch="no_magic" editor="restrict spells" type="bool">
4671     Restricting the use of spells to pass this gate. This has
4672     an effect only if &lt;block view&gt; is disabled.
4673     </attribute>
4674     <attribute arch="damned" editor="restrict prayers" type="bool">
4675     Restricting the use of prayers to pass this door. This has
4676     an effect only if &lt;block view&gt; is disabled.
4677     </attribute>
4678     <attribute arch="hp" editor="open duration" type="int">
4679     Defines the duration the gate remains closed. This only takes effect
4680     if the gate is not connected.
4681     </attribute>
4682     </type>
4683    
4684     <!--####################################################################-->
4685 root 1.1 <type number="155" name="Trap">
4686     <ignore>
4687     <attribute arch="no_pick" />
4688     <attribute arch="title" />
4689     <attribute arch="name_pl" />
4690     <attribute arch="weight" />
4691     <attribute arch="value" />
4692     <attribute arch="material" />
4693     <attribute arch="unpaid" />
4694     </ignore>
4695     <description><![CDATA[
4696     A trap is a object that can either do damage or trigger another connected object
4697 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4698 root 1.1 and generally have either a physical attack or trigger a reaction.
4699     <br><br>
4700     Traps hit any monster or person who steps on them for 'dam' damage in
4701     'attacktype' attacktype and/or trigger a reaction.
4702     <br><br>
4703     Many traps are already defined in the archetypes. ]]>
4704     </description>
4705     <use><![CDATA[
4706     Avoid monsters stepping on your traps. For example, a party of orcs setting
4707     off your lightning wall and pit trap is usually a bad idea. ]]>
4708     </use>
4709     <attribute arch="no_pick" value="1" type="fixed" />
4710     <attribute arch="walk_on" value="1" type="fixed" />
4711 root 1.3 <attribute arch="level" editor="trap level" type="int">
4712 root 1.1 Level effects how easily a trap may be found and disarmed, and
4713     how much experience the player gets for doing so. Beware: High level
4714     traps can be quite a cheap source of experience! So either make them
4715     tough, or keep the level low.
4716     </attribute>
4717     <attribute arch="Cha" editor="visibility" type="int">
4718     This value determines what fraction of the time the trap is visible:
4719     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4720     how easily the trap may be found.
4721     </attribute>
4722     <attribute arch="hp" editor="number of charges" type="int">
4723     The trap will detonate &lt;number of charges&gt; times before disappearing.
4724     </attribute>
4725     <attribute arch="dam" editor="direct damage" type="int">
4726 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4727     This should be set in reasonable relation to the trap's level.
4728 root 1.1 </attribute>
4729     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4730     This attribute defines what attacktype to use for direct damage when
4731     the trap detonates.
4732     </attribute>
4733     <attribute arch="connected" editor="connection" type="int">
4734     When the trap is detonated, all objects with the same
4735     connection value get activated.
4736     </attribute>
4737     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4738     When the trap detonates, this text is displayed to the
4739     victim. For especially powerful or complex traps, create an appropriate
4740     and thrilling description. ;)
4741     </attribute>
4742     </type>
4743    
4744     <!--####################################################################-->
4745     <type number="95" name="Trapdoor">
4746     <ignore>
4747     <ignore_list name="non_pickable" />
4748     </ignore>
4749     <description><![CDATA[
4750     Trapdoors are very similar to pits. The difference is that they
4751     can not be closed. Instead, the weight of the object on the
4752     trapdoor determines weither it slams the trapdoor open and falls through
4753     or not.<br>
4754     Once a trapdoor has been opened (by a creature or items of sufficient
4755     weight,) it remains open, acting like an opened pit. ]]>
4756     </description>
4757     <use><![CDATA[
4758     Trapdoors should be used in the same fashion as pits:
4759     They should always drop the victims to some kind of lower level. They
4760     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4761     </use>
4762     <attribute arch="no_pick" value="1" type="fixed" />
4763     <attribute arch="walk_on" value="1" type="fixed" />
4764     <attribute arch="weight" editor="hold weight" type="int">
4765     This value defines how much weight the trapdoor can hold.
4766     Once items or creatures are gathered on the trapdoor, with
4767     a total weight surpassing this value, then the trapdoor will
4768     open and things start falling through.
4769     </attribute>
4770     <attribute arch="hp" editor="destination X" 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     <attribute arch="sp" editor="destination Y" type="int">
4777     The trapdoor will transport creatures (and items) randomly into
4778     a two-square radius of the destination coordinates.
4779     If the destination square becomes blocked, the trapdoor will act like
4780     being filled up and not work anymore!
4781     </attribute>
4782     </type>
4783    
4784     <!--####################################################################-->
4785     <type number="4" name="Treasure">
4786     <ignore>
4787     <attribute arch="nrof" />
4788     <attribute arch="title" />
4789     <attribute arch="name_pl" />
4790     <attribute arch="weight" />
4791     <attribute arch="value" />
4792     <attribute arch="material" />
4793     </ignore>
4794     <description><![CDATA[
4795     A treasure-object turns into certain randomitems when the map is loaded
4796     into the game. ]]>
4797     </description>
4798     <use><![CDATA[
4799     About usage of the "random-artifact" treasurelist:
4800     This will generate powerful stuff like girdles, xray helmets, special
4801     swords etc. If you put this as reward to your quest, players might be
4802     motivated to do it more than once. BUT, by doing so they will get a huge
4803     number of different artifacts! Besides, players will always seek the place
4804     with the most easy-to-get random artifact and ignore all others.
4805     My advice: Don't use it! Attract players with good fighting experience
4806     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4807     </use>
4808     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4809     This entry determines what kind of treasure will appear. Look into
4810     /crossfire/share/crossfire/treasures for details about existing
4811     treasurelists.
4812     </attribute>
4813     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4814     "Auto-generate" must be set in order to have the treasure be created
4815     when the map is loaded.
4816     If you want to create a random treasure chest, you unset this flag.
4817     That way, the player has to apply the object (the chest), then the
4818     treasure is generated.
4819     </attribute>
4820     <attribute arch="hp" editor="create number" type="int">
4821     "Create number" specifies how many pieces of the given treasurelist
4822     will appear. Note that for every piece there is a chance that nothing is
4823     generated. Also, sometimes there can be stacks of items generated, like
4824     for gems/money.
4825     </attribute>
4826     <attribute arch="exp" editor="quality level" type="int">
4827     The &lt;quality level&gt; will be used for the quality of the generated
4828     treasure instead of the map difficulty (as was done with shops).
4829     If zero/unset, the map difficulty will instead be used.
4830     (Example for comparison: Shop floors generate treasure of
4831     &lt;quality level&gt; 5 per default).
4832     </attribute>
4833     </type>
4834    
4835     <!--####################################################################-->
4836 root 1.3 <type number="52" name="Trigger Marker">
4837     <ignore>
4838     <ignore_list name="system_object" />
4839     </ignore>
4840     <description><![CDATA[
4841     A trigger marker is an object that inserts an invisible force (a mark) into a
4842     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4843     &lt;key string&gt; which can be discovered by detectors or inventory
4844     checkers. It is also possible to use markers for removing marks again.
4845     <br><br>
4846     Note that the player has no possibility to "see" his own marks,
4847     except by the effect that they cause on the maps. ]]>
4848     </description>
4849     <use><![CDATA[
4850     Markers hold real cool possibilities for map-making. I encourage
4851     you to use them frequently. However there is one negative point
4852     about markers: Players don't "see" what's going on with them. It is
4853     your task, as map-creator, to make sure the player is always well
4854     informed and never confused.
4855     <br><br>
4856     Please avoid infinite markers when they aren't needed. They're
4857     using a little space in the player file after all, so if there
4858     is no real purpose, set an expire time. ]]>
4859     </use>
4860     <attribute arch="no_pick" value="1" type="fixed" />
4861     <attribute arch="slaying" editor="key string" type="string">
4862     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4863     If the player already has a force with that &lt;key string&gt;,
4864     there won't be inserted a second one.
4865     </attribute>
4866     <attribute arch="connected" editor="connection" type="int">
4867     Unlike a regular marker this is the connection that triggers this marker to activate.
4868     </attribute>
4869     <attribute arch="food" editor="mark duration" type="int">
4870     This value defines the duration of the force it inserts.
4871     If nonzero, the duration of the player's mark is finite:
4872     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4873     means the mark will stay on the player forever.
4874     </attribute>
4875     <attribute arch="name" editor="delete mark" type="string">
4876     When the player steps onto the marker, all existing forces in
4877     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4878     will be removed. If you don't want to remove any marks, leave
4879     this textfield empty.
4880    
4881     Note that the string &lt;delete mark&gt; is set as the name of
4882     this marker. So don't be confused, and remember changing the
4883     name will take effect on the marker's functionality.
4884     </attribute>
4885     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4886     In the moment when the player gets marked, this text is displayed
4887     to him. You should really set a message in any marker you create,
4888     because it's the only way for the player to notice what's going on.
4889     </attribute>
4890     </type>
4891    
4892     <!--####################################################################-->
4893 root 1.1 <type number="0" name="Wall">
4894     <required>
4895     <attribute arch="is_floor" value="0" />
4896     <attribute arch="alive" value="0" />
4897     <attribute arch="no_pass" value="1" />
4898     </required>
4899     <ignore>
4900     <attribute arch="nrof" />
4901     <attribute arch="title" />
4902     <attribute arch="name_pl" />
4903     <attribute arch="value" />
4904     <attribute arch="unpaid" />
4905     </ignore>
4906     <description><![CDATA[
4907     Walls usually block passage and sight. ]]>
4908     </description>
4909     <attribute arch="no_pass" editor="blocking passage" type="bool">
4910     If set, the object cannot be passed by players nor monsters.
4911     </attribute>
4912     <attribute arch="can_roll" editor="moveable" type="bool">
4913     If set, the object is able to "roll", so it can be pushed around.
4914     This setting is used for boulders and barrels.
4915     </attribute>
4916     <attribute arch="no_magic" editor="restrict spells" type="bool">
4917     This takes effect only with &lt;blocksview&gt; disabled.
4918     Restricting the use of spells to pass this wall.
4919     </attribute>
4920     <attribute arch="damned" editor="restrict prayers" type="bool">
4921     This takes effect only with &lt;blocksview&gt; disabled.
4922     Restricting the use of spells to pass this wall.
4923     </attribute>
4924     </type>
4925    
4926     <!--####################################################################-->
4927 root 1.3 <type number="109" name="Wand &amp; Staff">
4928     <description><![CDATA[
4929     Wands contain a certain spell. The player can apply (ready) and
4930     fire the wand. After a defined number of casts, the wand is
4931     "used up". It is possible to recharge a wand with scrolls of
4932     charging, but usually that isn't worth the cost. ]]>
4933     </description>
4934     <use><![CDATA[
4935     Wands are quite seldomly used. The reason prolly is that they're
4936     generally not cost-efficient. Handing out high-level wands with
4937     powerful special spells isn't a good idea either, because of
4938     the recharge ability.
4939     <br><br>
4940     For low levels, staffs of healing/cure and word of recall are
4941     quite desirable though. Ideal rewards for low level quests. ]]>
4942     </use>
4943     <attribute arch="sp" editor="spell" type="spell">
4944     The &lt;spell&gt; specifies the contained spell.
4945     </attribute>
4946     <attribute arch="level" editor="casting level" type="int">
4947     The &lt;casting level&gt; of the wand determines it's power.
4948     An average level for wands in shops is about 10.
4949     </attribute>
4950     <attribute arch="food" editor="number of charges" type="int">
4951     The wand can be used &lt;number of charges&gt; times before it is
4952     used up. It can be recharged with scrolls of charging.
4953     </attribute>
4954     <attribute arch="startequip" editor="godgiven item" type="bool">
4955     A godgiven item vanishes as soon as the player
4956     drops it to the ground.
4957     </attribute>
4958     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4959     This text may contain a description of the wand.
4960     </attribute>
4961     </type>
4962    
4963     <!--####################################################################-->
4964 root 1.1 <type number="0" name="Weak Wall">
4965     <required>
4966     <attribute arch="is_floor" value="0" />
4967     <attribute arch="alive" value="1" />
4968     <attribute arch="tear_down" value="1" />
4969     </required>
4970     <ignore>
4971     <ignore_list name="non_pickable" />
4972     </ignore>
4973     <description><![CDATA[
4974     A weak wall is a breakable spot amidsts a solid wall. Typically
4975     these weak walls look similar to their solid "relatives" except
4976     for a small crack or little chunks of wall on the ground. ]]>
4977     </description>
4978     <use><![CDATA[
4979     If you want to create hidden rooms, using weak walls is alot
4980     better than completely indiscernible passages in a wall.<br>
4981     Anyways, there can be a lot more to weak walls than just finding
4982     them: Rising their defensive stats, weak walls can become a
4983     serious obstacle. An ice wall might only be torn down by a fire
4984     attack for example. A granite wall for instance might be very
4985     hard to destroy. ]]>
4986     </use>
4987     <attribute arch="alive" value="1" type="fixed" />
4988     <attribute arch="no_pick" value="1" type="fixed" />
4989     <attribute arch="tear_down" value="1" type="fixed" />
4990     <attribute arch="race" editor="race" type="string">
4991     For weak walls, &lt;race&gt; should always be set to "wall",
4992     unless you create something fancy like a building which
4993     is in fact meant to be a huge animal.
4994     Note that shovels slay walls, so they do tripple damage
4995     against weak walls.
4996     </attribute>
4997     <attribute arch="level" editor="level" type="int">
4998     The &lt;level&gt; of a weak wall works similar to monster levels.
4999     Due to the fact that weak walls cannot attack, the level
5000     is much less important though.
5001     </attribute>
5002     <attribute arch="hp" editor="health points" type="int">
5003     The &lt;health points&gt; of a weak wall define how long it takes to
5004     tear it down. With every successful hit from an opponent,
5005     &lt;health points&gt; get drained.
5006     </attribute>
5007     <attribute arch="maxhp" editor="max health" type="int">
5008     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5009     weak wall can have. Since walls generally don't heal, I doubt
5010     this has much real effect.
5011     </attribute>
5012     <attribute arch="ac" editor="armour class" type="int">
5013     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5014     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5015     </attribute>
5016     <section name="resistance">
5017     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5018     </attribute>
5019     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5020     </attribute>
5021     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5022     </attribute>
5023     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5024     </attribute>
5025     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5026     </attribute>
5027     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5028     </attribute>
5029     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5030     </attribute>
5031     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5032     </attribute>
5033     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5034     </attribute>
5035     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5036     </attribute>
5037     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5038     </attribute>
5039     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5040     </attribute>
5041     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5042     </attribute>
5043     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5044     </attribute>
5045     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5046     </attribute>
5047     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5048     </attribute>
5049     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5050     </attribute>
5051     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5052     </attribute>
5053     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5054     </attribute>
5055     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5056     </attribute>
5057     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5058     </attribute>
5059     </section>
5060     </type>
5061    
5062     <!--####################################################################-->
5063     <type number="15" name="Weapon">
5064     <description><![CDATA[
5065     Wielding a weapon, the object's stats will directly be inherited to the
5066     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5067     be improved with scrolls. ]]>
5068     </description>
5069     <use><![CDATA[
5070     If you create artifacts (equipment) with stats- or resistance-bonus:
5071     Keep playbalance in mind! Such items mustn't be reachable without hard
5072     fighting AND questing. ]]>
5073     </use>
5074     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5075     This number is a bitmask, specifying the weapon's attacktypes.
5076     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5077     have no more than one or two attacktypes. Keep in mind that all weapons
5078     can be blessed by the player's diety, thus adding an additional attacktype.
5079 root 1.3
5080 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5081     then he will do as much damage as the "best" of his attacktypes does. So,
5082     the more attacktypes you've got, the better your chance to take advantage
5083     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5084     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5085     </attribute>
5086     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5087     The &lt;weapontype&gt; characterizes the weapon's type of physical
5088     attack. It could best be considered a "subclassification"
5089     of the physical attacktype. For now, this is only used for
5090     attack messages!
5091 root 1.3
5092 root 1.1 You should always set this correctly when creating new
5093     weapons for your maps.
5094     </attribute>
5095     <attribute arch="skill" editor="skill name" type="string">
5096     Matching &lt;skill name&gt; of the skill that is required
5097     to use this weapon.
5098     </attribute>
5099     <attribute arch="dam" editor="damage" type="int">
5100     The damage value is used as base value for how much damage the weapon
5101     does per hit. The actual damage involves more dependencies,
5102     like wielder's level and defender's level. Look at existing weapons
5103     to get a feel for the range of weapon damage values.
5104     </attribute>
5105     <attribute arch="slaying" editor="slaying race" type="string">
5106     Slaying means the weapon does tripple (3x) damage to monsters of the
5107     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5108     only monsters of that archtype are hit with tripple damage.
5109 root 1.3
5110 root 1.1 No god blessings are possible for weapons with a race set in this entry
5111     (That's because god blessings add tripple damage against their own
5112     enemy races). Tripple damage is very effective.
5113     </attribute>
5114     <attribute arch="last_sp" editor="weapon speed" type="int">
5115     The weapon speed determines how often the wielder can swing the weapon
5116     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5117     is best (that is lightning- fast). A typical average value is 8.
5118     Speed and damage should be kept in reasonable relation.
5119     </attribute>
5120     <attribute arch="wc" editor="weapon class" type="int">
5121     The weapon class value adds to the overall weapon class of the wielder's
5122     melee attacks. Weapon class improves the chance of hitting the opponent.
5123     </attribute>
5124     <attribute arch="magic" editor="magic bonus" type="int">
5125     For a weapon, magic bonus works just like weapon class, except that
5126     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5127     less useful than direct weapon class value on a weapon.
5128     </attribute>
5129     <attribute arch="item_power" editor="item power" type="int">
5130     The &lt;item power&gt; value measures how "powerful" an artifact is.
5131     Players will only be able to wear equipment with a certain total
5132     amount of &lt;item power&gt;, depending on their own level. This is the
5133     only way to prevent low level players to wear "undeserved" equipment
5134     (like gifts from other players or cheated items).
5135 root 1.3
5136 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5137     for every artifact you create! If zero/unset, the CF server will
5138     calculate a provisional value at runtime, but this is never
5139     going to be an accurate measurement of &lt;item power&gt;.
5140     </attribute>
5141     <attribute arch="damned" editor="damnation" type="bool">
5142     A damned weapon cannot be unwielded unless
5143     the curse is removed. Removing damnations is
5144     a tick harder than removing curses.
5145     </attribute>
5146     <attribute arch="cursed" editor="curse" type="bool">
5147     A cursed weapon cannot be unwielded unless
5148     the curse is removed.
5149     </attribute>
5150     <attribute arch="lifesave" editor="save life" type="bool">
5151     An item with this flag enabled will save the players life
5152     for one time: When the player is wearing this item and his
5153 root 1.3 health points reach zero, the item disappears, replenishing
5154 root 1.1 half of the player's health.
5155 root 1.3
5156 root 1.1 An item with &lt;save life&gt; should not have
5157     any decent additional bonuses!
5158     </attribute>
5159     <attribute arch="unique" editor="unique item" type="bool">
5160     Unique items exist only one time on a server. If the item
5161     is taken, lost or destroyed - it's gone for good.
5162     </attribute>
5163     <attribute arch="startequip" editor="godgiven item" type="bool">
5164     A godgiven item vanishes as soon as the player
5165     drops it to the ground.
5166     </attribute>
5167     <section name="resistance">
5168     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5169     This adds physical resistance to the weapon (= armour value). The number is
5170     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5171     and what they require to do for getting this-and-that artifact.
5172     </attribute>
5173     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5174     This adds magic resistance to the weapon. The number is a percent-value in
5175     the range 0-100. Treat this with CARE. Look at other maps and what they
5176     require to do for getting this-and-that artifact.
5177     </attribute>
5178     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5179     This adds fire resistance to the weapon. The number is a percent-value in
5180     the range 0-100. Treat this with CARE. Look at other maps and what they
5181     require to do for getting this-and-that artifact.
5182     </attribute>
5183     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5184     This adds electricity resistance to the weapon. The number is a percent-value in
5185     the range 0-100. Treat this with CARE. Look at other maps and what they
5186     require to do for getting this-and-that artifact.
5187     </attribute>
5188     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5189     This adds fire resistance to the weapon. The number is a percent-value in
5190     the range 0-100. Treat this with CARE. Look at other maps and what they
5191     require to do for getting this-and-that artifact.
5192     </attribute>
5193     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5194     This adds confusion resistance to the weapon. The number is a percent-value in
5195     the range 0-100. Confusion resistance is not very effective
5196     unless the value comes close to 100 (= perfect immunity).
5197     </attribute>
5198     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5199     This adds acid resistance to the weapon. The number is a percent-value in
5200     the range 0-100. Treat this with CARE. Look at other maps and what they
5201     require to do for getting this-and-that artifact.
5202     </attribute>
5203     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5204     This adds draining resistance to the weapon. The number is a percent-value
5205     in the range 0-100. Draining resistance is little effective
5206     unless the value is 100 (= perfect immunity).
5207     </attribute>
5208     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5209     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5210     the range 0-100. Weaponmagic resistance generally should not exist on
5211     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5212     are not meant to be easily resisted.
5213     </attribute>
5214     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5215     This adds ghosthit resistance to the weapon. The number is a percent-value
5216     in the range 0-100. Treat this with CARE. Look at other maps and what they
5217     require to do for getting this-and-that artifact.
5218     </attribute>
5219     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5220     This adds poison resistance to the weapon. The number is a percent-value in
5221     the range 0-100. Treat this with CARE. Look at other maps and what they
5222     require to do for getting this-and-that artifact.
5223     </attribute>
5224     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5225     This adds fear resistance to the weapon. The number is a percent-value in
5226     the range 0-100. Resistance to fear is pretty useless.
5227     </attribute>
5228     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5229     This adds paralyze resistance to the weapon. The number is a percent-value in
5230     the range 0-100. Paralyze resistance is little effective
5231     unless the value is 100 (= perfect immunity).
5232     </attribute>
5233     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5234     This adds fear resistance to the weapon. The number is a percent-value in
5235     the range 0-100. Resistance to fear is pretty useless.
5236     </attribute>
5237     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5238     This adds depletion resistance to the weapon. The number is a percent-value
5239     in the range 0-100. Depletion resistance is little effective
5240     unless the value is 100 (= perfect immunity).
5241     </attribute>
5242     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5243     This adds death-attack resistance to the weapon. The number is a
5244     percent-value in the range 0-100. Death-attack resistance is little
5245     effective unless the value is 100 (= perfect immunity).
5246     Generally, resistance to death-attack is not supposed to be
5247     available to players!
5248     </attribute>
5249     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5250     This adds chaos resistance to the weapon. The number is a percent-value in
5251     the range 0-100. Treat this with CARE. Look at other maps and what they
5252     require to do for getting this-and-that artifact.
5253     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5254     combination of other attacktypes.
5255     </attribute>
5256     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5257     This adds blinding resistance to the weapon. The number is a percent-value
5258     in the range 0-100. Treat this with CARE. Look at other maps and what they
5259     require to do for getting this-and-that artifact.
5260     </attribute>
5261     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5262     This adds holy power resistance to the weapon. The number is a percent-value
5263     in the range 0-100. Holy power is the attacktype that holyword-type spells
5264     use to hurt undead creatures. This kind of resistance is only reasonable
5265     for undead players (wraith or devourer cult).
5266     Generally, resistance to holy word should not be available for players.
5267     </attribute>
5268     </section>
5269     <section name="stats">
5270     <attribute arch="Str" editor="strength" type="int">
5271     The player's strentgh will rise/fall by the given value
5272     while wearing this weapon.
5273     </attribute>
5274     <attribute arch="Dex" editor="dexterity" type="int">
5275     The player's dexterity will rise/fall by the given value
5276     while wearing this weapon.
5277     </attribute>
5278     <attribute arch="Con" editor="constitution" type="int">
5279     The player's constitution will rise/fall by the given value
5280     while wearing this weapon.
5281     </attribute>
5282     <attribute arch="Int" editor="intelligence" type="int">
5283     The player's intelligence will rise/fall by the given value
5284     while wearing this weapon.
5285     </attribute>
5286     <attribute arch="Pow" editor="power" type="int">
5287     The player's power will rise/fall by the given value
5288     while wearing this weapon.
5289     </attribute>
5290     <attribute arch="Wis" editor="wisdom" type="int">
5291     The player's wisdom will rise/fall by the given value while
5292     wearing this weapon.
5293     </attribute>
5294     <attribute arch="Cha" editor="charisma" type="int">
5295     The player's charisma will rise/fall by the given value
5296     while wearing this weapon.
5297     </attribute>
5298     </section>
5299     <section name="misc">
5300     <attribute arch="luck" editor="luck bonus" type="int">
5301     With positive luck bonus, the player is more likely to
5302     succeed in all sorts of things (spellcasting, praying,...).
5303     Unless the &lt;luck bonus&gt; is very high, the effect will be
5304     barely visible in-game. Luck bonus on one piece of equipment
5305     should never exceed 3, and such bonus should not be too
5306     frequently available.
5307     </attribute>
5308     <attribute arch="hp" editor="health regen." type="int">
5309     Positive &lt;health regen.&gt; bonus speeds up the
5310     player's healing process. Negative values slow it down.
5311     </attribute>
5312     <attribute arch="sp" editor="mana regen." type="int">
5313     Positive &lt;mana regen.&gt; bonus speeds up the
5314     player's mana regeneration. Negative values slow it down.
5315     </attribute>
5316     <attribute arch="grace" editor="grace regen." type="int">
5317     Positive &lt;grace regen.&gt; bonus speeds up the
5318     player's grace regeneration. Negative values slow it down.
5319     Since grace can be regenerated rather easy with praying,
5320     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5321     </attribute>
5322     <attribute arch="food" editor="food bonus" type="int">
5323     Positive &lt;food bonus&gt; slows down the player's digestion,
5324     thus he consumes less food. Negative values speed it up.
5325 root 1.3
5326 root 1.1 Note that food is consumed not only for "being alive", but
5327     also for healing and mana-regeneration.
5328     &lt;food bonus&gt; only affects the amount of food consumed
5329     for "being alive". Hence, even with high &lt;food bonus&gt;,
5330     during a fight a player can run out of food quickly.
5331     </attribute>
5332     <attribute arch="xrays" editor="xray vision" type="bool">
5333     Xray vision allows the player to see through obstacles
5334     in a two-square-wide radius. This is extremely helpful and
5335 root 1.3 desirable, so don't give it away for cheap on equipment.
5336 root 1.1 </attribute>
5337     <attribute arch="stealth" editor="stealth" type="bool">
5338     Stealth allows the player to move silently.
5339     This comes to effect if a player turns himself
5340     invisible and tries to sneak around monsters.
5341     (At least that was the idea behind it)
5342     </attribute>
5343     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5344     If a player is wearing any piece of equipment with
5345     the ability to &lt;reflect spells&gt;, all kinds of
5346     spell-bullets and -beams will bounce off him.
5347     This works only about 90% of all times, to
5348     avoid players being completely immune to certain
5349     types of attacks.
5350 root 1.3
5351 root 1.1 This is a very powerful ability and it
5352     shouldn't be handed out cheap!
5353     </attribute>
5354     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5355     If a player is wearing any piece of equipment with
5356     the ability to &lt;reflect missiles&gt;, all kinds of
5357     projectiles (e.g. arrows, bolts, boulders) will
5358     bounce off him. This works only about 90% of all
5359     times, to avoid players being completely immune to
5360     certain types of attacks.
5361     </attribute>
5362     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5363     Click on the &lt;attuned paths&gt; button to select spellpaths.
5364     The player will get attuned to the specified spellpaths
5365     while wearing this weapon.
5366     </attribute>
5367     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5368     Click on the &lt;repelled paths&gt; button to select spellpaths.
5369     The player will get repelled to the specified spellpaths
5370     while wearing this weapon.
5371     </attribute>
5372     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5373     Click on the &lt;denied paths&gt; button to select spellpaths.
5374     The specified spellpaths will be denied to the player
5375     while wearing this weapon.
5376     </attribute>
5377     </section>
5378     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5379     This text describes the weapons's "story". Every decent artifact weapon
5380     should have such a description.
5381     </attribute>
5382     </type>
5383    
5384 root 1.5 <type number="116" name="Event Connector">
5385     <description><![CDATA[
5386     Event connectors link specific events that happen to objects to
5387     a crossfire plug-in. ]]>
5388     </description>
5389     <attribute arch="subtype" editor="event type" type="list_event_type">
5390     The type of event that triggers a notify to the plug-in.
5391     </attribute>
5392 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5393 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5394     for python and "perl" for the Crossfire-Perl plug-in.
5395     </attribute>
5396 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5397 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5398     for perl this is the name of a extension package without the ".ext" extension.
5399     </attribute>
5400 root 1.6 <attribute arch="name" editor="options" type="string">
5401 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5402     options to the extension that alter its behaviour.
5403     </attribute>
5404     </type>
5405    
5406 root 1.1 </types>