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Revision: 1.8
Committed: Mon Mar 20 02:41:18 2006 UTC (18 years, 3 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.7: +4 -0 lines
Log Message:
a new attribute

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 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1022     This is the key string of the book. The key string is checked by an inventory checker.
1023     (This is used eg. for the gate/port passes in scorn)
1024     </attribute>
1025 root 1.1 </type>
1026    
1027     <!--####################################################################-->
1028     <type number="99" name="Boots">
1029     <import_type name="Amulet" />
1030     <description><![CDATA[
1031     Wearing boots, the object's stats will directly be inherited to
1032     the player. Usually enhancing his speed, or granting some minor
1033     protection bonus. ]]>
1034     </description>
1035     <use><![CDATA[
1036     Feel free to create your own special artifacts. However, it is very
1037     important that you keep your artifact in balance with existing maps. ]]>
1038     </use>
1039     <attribute arch="exp" editor="speed bonus" type="int">
1040     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1041     while worn. This kind of bonus is quite desirable for players of low-
1042     and medium level. High level players usually have fastest possible
1043     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1044     Still, this bonus is good for nice artifacts - not everything has
1045     to be for highest level.
1046     </attribute>
1047     <attribute arch="magic" editor="magic bonus" type="int">
1048     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1049     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1050     than direct armour-class bonus on the boots.
1051 root 1.3
1052 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1053     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1054     </attribute>
1055     </type>
1056    
1057     <!--####################################################################-->
1058 root 1.3 <type number="104" name="Bracers">
1059     <import_type name="Amulet" />
1060     <description><![CDATA[
1061     Bracers are armour-plates worn around the wrists.
1062     Wearing bracer, the object's stats will directly be inherited to
1063     the player. Usually enhancing his defense. ]]>
1064     </description>
1065     <use><![CDATA[
1066     Feel free to create your own special artifacts. However, it is very
1067     important that you keep your artifact in balance with existing maps. ]]>
1068     </use>
1069     <attribute arch="magic" editor="magic bonus" type="int">
1070     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1071     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1072     than direct armour-class bonus on the bracers.
1073     </attribute>
1074     </type>
1075    
1076     <!--####################################################################-->
1077     <type number="16" name="Brestplate Armour">
1078     <import_type name="Amulet" />
1079     <description><![CDATA[
1080     Wearing an armour, the object's stats will directly be inherited to
1081     the player. Usually enhancing his defense. ]]>
1082     </description>
1083     <use><![CDATA[
1084     Feel free to create your own special artifacts. However, it is very
1085     important that you keep your artifact in balance with existing maps. ]]>
1086     </use>
1087     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1088     This poses a penalty to spell regeneration speed, for wearing the armour.
1089     The bigger the spellpoint penalty, the worse.
1090     </attribute>
1091     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1092     Slowdown penalty reduces the player's walking speed when wearing the
1093     armour. Bigger values are worse - zero is best.
1094     </attribute>
1095     <attribute arch="magic" editor="magic bonus" type="int">
1096     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1097     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1098     than direct armour-class bonus on the armour.
1099     </attribute>
1100     </type>
1101    
1102     <!--####################################################################-->
1103 root 1.1 <type number="92" name="Button">
1104     <ignore>
1105     <ignore_list name="non_pickable" />
1106     </ignore>
1107     <description><![CDATA[
1108     When a predefined amount of weigh is placed on a button, the
1109     &lt;connection&gt; value is triggered. In most cases this happens when a
1110     player or monster steps on it. When the button is "released", the
1111     &lt;connection&gt; value get's triggered a second time. ]]>
1112     </description>
1113     <attribute arch="walk_on" value="1" type="fixed" />
1114     <attribute arch="walk_off" value="1" type="fixed" />
1115     <attribute arch="no_pick" value="1" type="fixed" />
1116 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1117 root 1.1 The button is pressed (triggered), as soon as
1118     &lt;press weigh&gt; gram are placed ontop of it.
1119     </attribute>
1120     <attribute arch="connected" editor="connection" type="int">
1121     Every time the button is pressed or released, all objects
1122     with the same &lt;connection&gt; value are activated.
1123     </attribute>
1124     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1125     This text may describe the item. You can use this
1126     message to explain the button's purpose to the player.
1127     </attribute>
1128     </type>
1129    
1130     <!--####################################################################-->
1131 root 1.3 <type number="30" name="Button Trigger">
1132     <import_type name="Button" />
1133     <ignore>
1134     <ignore_list name="non_pickable" />
1135     </ignore>
1136     <description><![CDATA[
1137     Handle buttons are buttons which reset after a short period
1138     of time. Every time it is either applied or reset, the
1139     &lt;connection&gt; value is triggered. ]]>
1140     </description>
1141     </type>
1142    
1143     <!--####################################################################-->
1144     <type number="37" name="Class Changer">
1145     <ignore>
1146     <ignore_list name="non_pickable" />
1147     </ignore>
1148     <description><![CDATA[
1149     Class changer are used while creating a character. ]]>
1150     </description>
1151     <attribute arch="randomitems" editor="class items" type="treasurelist">
1152     This entry determines which initial items the character receives.
1153     </attribute>
1154     <section name="stats">
1155     <attribute arch="Str" editor="strength" type="int">
1156     The player's strength will rise by the given value if he chooses this
1157     class. (Negative values make strength fall)
1158     </attribute>
1159     <attribute arch="Dex" editor="dexterity" type="int">
1160     The player's dexterity will rise by the given value if he chooses this
1161     class. (Negative values make dexterity fall)
1162     </attribute>
1163     <attribute arch="Con" editor="constitution" type="int">
1164     The player's constitution will rise by the given value if he chooses this
1165     class. (Negative values make constitution fall)
1166     </attribute>
1167     <attribute arch="Int" editor="intelligence" type="int">
1168     The player's intelligence will rise by the given value if he chooses this
1169     class. (Negative values make intelligence fall)
1170     </attribute>
1171     <attribute arch="Pow" editor="power" type="int">
1172     The player's power will rise by the given value if he chooses this
1173     class. (Negative values make power fall)
1174     </attribute>
1175     <attribute arch="Wis" editor="wisdom" type="int">
1176     The player's wisdom will rise by the given value if he chooses this
1177     class. (Negative values make wisdom fall)
1178     </attribute>
1179     <attribute arch="Cha" editor="charisma" type="int">
1180     The player's charisma will rise by the given value if he chooses this
1181     class. (Negative values make charisma fall)
1182     </attribute>
1183     </section>
1184     </type>
1185    
1186     <!--####################################################################-->
1187 root 1.1 <type number="87" name="Cloak">
1188     <import_type name="Amulet" />
1189     <description><![CDATA[
1190     Wearing a cloak, the object's stats will directly be inherited to
1191     the player. Cloaks usually add minor &lt;armour class&gt; and
1192     sometimes a bit of resistance. ]]>
1193     </description>
1194     <use><![CDATA[
1195     Feel free to create your own special artifacts. However, it is very
1196     important that you keep your artifact in balance with existing maps. ]]>
1197     </use>
1198     <attribute arch="magic" editor="magic bonus" type="int">
1199     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1200     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1201     than direct armour-class bonus on the cloak.
1202 root 1.3
1203 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1204     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1205     </attribute>
1206     </type>
1207    
1208     <!--####################################################################-->
1209     <type number="9" name="Clock">
1210     <description><![CDATA[
1211     Applying a clock, the time is displayed to the player. ]]>
1212     </description>
1213     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1214     This text may describe the item
1215     </attribute>
1216     </type>
1217    
1218     <!--####################################################################-->
1219     <type number="122" name="Container">
1220     <description><![CDATA[
1221     A player can put (certain kinds of) items in the container.
1222     The overall weight of items is reduced when put inside a
1223     container, depending on the settings.
1224     <br><br>
1225     A special feature of containers is the "cauldron",
1226     capable of mixing alchemical receipes. ]]>
1227     </description>
1228     <use><![CDATA[
1229     Note on chests - There are two types of chests:
1230     <UL>
1231     <LI> First the random treasure chests - Those are NOT containers
1232     (but object type Treasure), they create random treasures when
1233     applied. Archetype name is "chest".
1234     <LI> Second there are the permanent chests - Those are containers,
1235     they can be opened and closed again. Archetype name is "chest_2".
1236     </UL> ]]>
1237     </use>
1238     <attribute arch="race" editor="container class" type="string">
1239     If set, the container will hold only certain types of objects.
1240     Possible choices for &lt;container class&gt; are: "gold and jewels",
1241 root 1.3 "arrows" and "keys".
1242    
1243 root 1.1 Unfortunately it is not easy to create new container
1244     classes, because items need a matching counterpiece-attribute
1245     to the &lt;container class&gt; before they can be put inside a
1246     container. This attribute ("race") is set only for the existing
1247     container classes.
1248     </attribute>
1249     <attribute arch="slaying" editor="key string" type="string">
1250     If &lt;key string&gt; is set, only players with a special key
1251     of matching &lt;key string&gt; are able to open the container.
1252     </attribute>
1253     <attribute arch="container" editor="maximum weight" type="int">
1254     The container can hold a maximum total weight of the given value
1255     in gram. Note that this weight limit is calculated *after* the
1256     weight reduction (&lt;reduce weight&gt;) has been applied.
1257     </attribute>
1258     <attribute arch="Str" editor="reduce weight %" type="int">
1259     This value determines how much the weight of items is reduced in
1260     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1261     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1262     Most default values are in the range of ten.
1263     </attribute>
1264     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1265     If set, the container can be used as alchemy-cauldron.
1266     The player can put ingredients inside, close it, cast alchemy
1267     and if his formulae is true, he'll get what he longed for.
1268     </attribute>
1269     <attribute arch="unique" editor="unique item" type="bool">
1270     Unique items exist only one time on a server. If the item
1271     is taken, lost or destroyed - it's gone for good.
1272     All contents of a unique container are unique as well.
1273     </attribute>
1274     <attribute arch="startequip" editor="godgiven item" type="bool">
1275     A godgiven item vanishes as soon as the player
1276     drops it to the ground.
1277     </attribute>
1278     <attribute arch="other_arch" editor="animation arch" type="string">
1279     This is used for a certain kind of... "animation" when
1280     opening the container. Stick to the default arches here
1281     and you won't get into trouble.
1282     </attribute>
1283     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1284     This text may contain a description of the container.
1285     </attribute>
1286     </type>
1287    
1288     <!--####################################################################-->
1289     <type number="103" name="Converter">
1290     <ignore>
1291     <attribute arch="value" />
1292     <attribute arch="nrof" />
1293     <attribute arch="name_pl" />
1294     <attribute arch="no_pick" />
1295     <attribute arch="unpaid" />
1296     <attribute arch="title" />
1297     </ignore>
1298     <description><![CDATA[
1299     Converters are like "exchange tables". When the player drops a
1300     specific type of items, they get converted into other items, at a
1301     predefined exchange-ratio. ]]>
1302     </description>
1303     <use><![CDATA[
1304     Converters are better than shopping with doormats, because the
1305     converters never get sold out. For some items like food or jewels
1306     those "exchange tables" are really nice, while for the more important
1307     stuff like potions converters should not exist.
1308     <br><br>
1309     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1310     items on a converter, the stuff you get must be of equal or lesser
1311     value than before! (Except if you are using "rare" items like
1312     dragonscales for payment). The code will not check if your ratio is
1313     sane, so the player could gain infinite wealth by using your converter. ]]>
1314     </use>
1315     <attribute arch="no_pick" value="1" type="fixed" />
1316     <attribute arch="slaying" editor="cost arch" type="string">
1317     &lt;cost arch&gt; is the name of the archetype the player has to
1318     put on the converter, as payment.
1319     </attribute>
1320     <attribute arch="food" editor="cost number" type="int">
1321     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1322     on the converter, in order to get &lt;receive number&gt; items
1323     of &lt;receive arch&gt;.
1324     </attribute>
1325     <attribute arch="other_arch" editor="receive arch" type="string">
1326     &lt;receive arch&gt; is the name of the archetype to convert into.
1327 root 1.2 This field is ignored if the converter has items in inventory. In this
1328     case one of the inventory items is duplicated. The duplicated item is
1329     randomly chosen from all items present.
1330 root 1.1 </attribute>
1331     <attribute arch="sp" editor="receive number" type="int">
1332     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1333     on the converter, in order to get &lt;receive number&gt; items
1334     of &lt;receive arch&gt;.
1335     </attribute>
1336     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1337     This text may contain a description of the converter.
1338     </attribute>
1339     </type>
1340    
1341     <!--####################################################################-->
1342     <type number="42" name="Creator">
1343     <ignore>
1344     <ignore_list name="system_object" />
1345     </ignore>
1346     <description><![CDATA[
1347     A creator is an object which creates another object when it
1348     is triggered. The child object can be anything. Creators are
1349     VERY useful for all kinds of map-mechanisms. ]]>
1350     </description>
1351     <use><![CDATA[
1352     Don't hesitate to hide your creators under the floor.
1353     The created items will still always appear ontop of the floor. ]]>
1354     </use>
1355     <attribute arch="no_pick" value="1" type="fixed" />
1356     <attribute arch="other_arch" editor="create arch" type="string">
1357     This string defines the object that will be created.
1358     You can choose any of the existing arches.
1359 root 1.2 This field is ignored if the creator has items in inventory. In this case
1360     one of the inventory items is duplicated. The duplicated item is randomly
1361     chosen from all items present.
1362 root 1.1 </attribute>
1363     <attribute arch="connected" editor="connection" type="int">
1364     Whenever the connection value is activated,
1365 root 1.3 the creator gets triggered.
1366 root 1.1 </attribute>
1367     <attribute arch="lifesave" editor="infinit uses" type="bool">
1368     If &lt;infinit uses&gt; is set, the creator will work
1369 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1370 root 1.1 </attribute>
1371     <attribute arch="hp" editor="number of uses" type="int">
1372     The creator can be triggered &lt;number of uses&gt; times, thus
1373     creating that many objects, before it dissappears.
1374     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1375     </attribute>
1376     <attribute arch="slaying" editor="name of creation" type="string">
1377 root 1.2 The created object will bear the name and title specified in &lt;name of
1378     creation&gt;. If nothing is set, the standard name and title of the
1379     archetype is used.
1380 root 1.1 </attribute>
1381     <attribute arch="level" editor="level of creation" type="int">
1382     The created object will be of that level. If zero/unset,
1383     the standard level of the archetype is used.
1384     </attribute>
1385     </type>
1386    
1387     <!--####################################################################-->
1388     <type number="51" name="Detector">
1389     <ignore>
1390     <ignore_list name="system_object" />
1391     </ignore>
1392     <description><![CDATA[
1393     Detectors work quite much like inv. checkers/pedestals: If the detector
1394     finds a specific object, it toggles its connected value.
1395     <br><br>
1396     What is "unique" about them, compared to inv. checkers/ pedestals?
1397     - First, detectors check their square for a match periodically, not
1398     instantly. Second, detectors check directly for object names. Third,
1399     detectors do not check the inventory of players/monsters. ]]>
1400     </description>
1401     <use><![CDATA[
1402     There is one major speciality about detectors: You can detect spells
1403     blown over a detector! To detect a lighting bolt for example, set
1404     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1405     walls, this can be very useful for map-mechanisms. ]]>
1406     </use>
1407     <attribute arch="no_pick" value="1" type="fixed" />
1408     <attribute arch="slaying" editor="match name" type="string">
1409     &lt;match name&gt; specifies the name of the object we are looking for.
1410     Actually it does also check for the &lt;key string&gt; in key-objects,
1411     but for this case inventory checkers are often more powerful to use.
1412     </attribute>
1413     <attribute arch="connected" editor="connection" type="int">
1414     When the detector is triggered, all objects with the same
1415     connection value get activated.
1416     </attribute>
1417     <attribute arch="speed" editor="detection speed" type="float">
1418     This value defines the time between two detector-checks.
1419     If you want the detector to behave almost like pedestals/buttons,
1420     set speed rather high, like &lt;detection speed&gt; 1.0.
1421     </attribute>
1422     </type>
1423    
1424     <!--####################################################################-->
1425     <type number="112" name="Director">
1426     <ignore>
1427     <ignore_list name="non_pickable" />
1428     </ignore>
1429     <description><![CDATA[
1430     Directors change the direction of spell objects and other projectiles
1431     that fly past. Unlike spinners, directors always move objects in the
1432     same direction. It does not make a difference from what angle you
1433     shoot into it.<br>
1434     Directors are visible per default. ]]>
1435     </description>
1436     <use><![CDATA[
1437     Directors are rarely used in maps. Sometimes they are placed to
1438     change the direction of spells coming out of magic walls,
1439     "channeling" spell-projectiles in some direction. When doing this,
1440     <B>never place directors facing each other with magic walls fireing
1441     into them!</B> The spell-projectiles bouncing between the directors
1442     would accumulate to huge numbers and at some point slow down the
1443     server by eating memory- and CPU-time.
1444     <br><br>
1445     You'd better not place directors in monster vs. player combat
1446     areas too much, because that freaks out wizard-type players. ]]>
1447     </use>
1448     <attribute arch="sp" editor="direction" type="list_direction">
1449     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1450     A director with direction &lt;none&gt; simply stops projectiles.
1451     (The latter works out a bit strange for some spells).
1452     </attribute>
1453     <attribute arch="walk_on" value="1" type="fixed" />
1454     <attribute arch="fly_on" value="1" type="fixed" />
1455     </type>
1456    
1457     <!--####################################################################-->
1458     <type number="158" name="Disease">
1459     <ignore>
1460     <ignore_list name="system_object" />
1461     </ignore>
1462     <description><![CDATA[
1463     Diseases are an intersting form of spellcraft in Crossfire.
1464     Once casted, they can spread out and infect creatures in a large
1465     area. Being infected can have various effects, from amusing farts
1466     to horrible damage - almost everything is possible. ]]>
1467     </description>
1468     <use><![CDATA[
1469     Diseases are extremely flexible and usable in a many ways.
1470     So far they are mostly used for causing bad, unwanted effects.
1471     You could just as well create a disease which helps the player
1472     (recharging mana for example).
1473     Infection with a "positive disease" could even be a quest reward. ]]>
1474     </use>
1475     <attribute arch="invisible" value="1" type="fixed" />
1476     <attribute arch="level" editor="plaque level" type="int">
1477     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1478     This mainly reflects in the &lt;damage&gt;. It has no effect on
1479     most other symptoms. Neverthless, it is a very important value for
1480     all damage-inflicting diseases.
1481     </attribute>
1482     <attribute arch="race" editor="infect race" type="string">
1483     The disease will only infect creatures of the specified &lt;race&gt;.
1484     "&lt;race&gt; *" means every creature can be infected.
1485     </attribute>
1486     <attribute arch="ac" editor="progressiveness" type="int">
1487     Every time the disease "moves" the severity of the symptoms are increased
1488     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1489     </attribute>
1490     <section name="spreading">
1491     <attribute arch="wc" editor="infectiosness" type="int">
1492     The &lt;infectiosness&gt; defines the chance of new creatures getting
1493     infected. If you set this too high, the disease is very likely to
1494     be too effective.
1495 root 1.3
1496 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1497     </attribute>
1498     <attribute arch="last_grace" editor="attenuation" type="int">
1499     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1500     everytime it infects someone new. This limits how many generations
1501     a disease can propagate.
1502     </attribute>
1503     <attribute arch="magic" editor="infection range" type="int">
1504     &lt;infection range&gt; sets the range at which infection may occur.
1505     If positive, the &lt;infection range&gt; is level dependant - If negative,
1506     it is not:
1507     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1508 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1509 root 1.1 </attribute>
1510     <attribute arch="maxhp" editor="persistence" type="int">
1511     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1512     The disease can "move" &lt;persistence&gt; times outside a host before it
1513     vanishes. A negative value means the disease lasts for permanent
1514     (which is only recommended to use in maps without monsters).
1515     </attribute>
1516     <attribute arch="maxgrace" editor="curing duration" type="int">
1517     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1518     (Assuming the host survives and doesn't use a curing spell).
1519     After this period the disease is naturally cured, which provides the
1520     host with immunity from this particular disease of lower or equal level.
1521 root 1.3
1522 root 1.1 A negative value means the disease can never be cured naturally.
1523 root 1.3
1524 root 1.1 Note that this value can be further modulated by spell-parameters,
1525     if the disease is registered as spell in the code. Due to that,
1526     most default diseases take a lot longer to cure than it seems.
1527     </attribute>
1528     <attribute arch="speed" editor="moving speed" type="float">
1529     The &lt;speed&gt; of the disease determines how fast the disease will
1530     "move", thus how fast the symptoms strike the host.
1531     </attribute>
1532     </section>
1533     <section name="symptoms">
1534     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1535     The disease will attack the host with the given &lt;attacktype&gt;.
1536     Godpower attacktype is commonly used for "unresistable" diseases.
1537     </attribute>
1538     <attribute arch="dam" editor="damage" type="int">
1539     A disease with a positive &lt;damage&gt; value will strike the player for that
1540     amount of damage every time the symptoms occur.
1541     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1542     the player's health is reduced by 10% every time the symptoms strike.
1543 root 1.3
1544 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1545     for players of all levels.
1546     </attribute>
1547     <attribute arch="other_arch" editor="create arch" type="string">
1548     If set, the specified arch is created and dropped every time the
1549     symptoms strike.
1550 root 1.3
1551 root 1.1 This can be various things: farts, body pieces, eggs ...
1552     Even monsters can be created that way. You could also make a
1553     disease where some exotic stuff like money/gems is created.
1554     </attribute>
1555     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1556     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1557     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1558     </attribute>
1559     <attribute arch="exp" editor="exp. for curing" type="int">
1560     When the player manages to cure this disease (with a curing spell),
1561     he is awarded with &lt;exp. for curing&gt; experience.
1562     </attribute>
1563     <attribute arch="maxsp" editor="mana depletion" type="int">
1564     Every time the disease "moves", the player's mana is
1565     reduced by the value of &lt;mana depletion&gt;.
1566     For negative values, a %-based amount is taken.
1567     </attribute>
1568     <attribute arch="last_eat" editor="food depletion" type="int">
1569     Every time the disease "moves", the player's food is
1570     reduced by the value of &lt;food depletion&gt;.
1571     For negative values, a %-based amount is taken.
1572     </attribute>
1573     <attribute arch="hp" editor="health regen." type="int">
1574     This value increases the player's healing rate.
1575     Negative values decrease it.
1576     </attribute>
1577     <attribute arch="sp" editor="mana regen." type="int">
1578     This value increases the player's rate of mana regeneration.
1579     Negative values decrease it.
1580     </attribute>
1581     </section>
1582     <section name="disability">
1583     <attribute arch="Str" editor="strength" type="int">
1584     The player's strength will rise by the given value
1585     while being infected. (Negative values make strength fall)
1586     </attribute>
1587     <attribute arch="Dex" editor="dexterity" type="int">
1588     The player's dexterity will rise by the given value
1589     while being infected. (Negative values make dexterity fall)
1590     </attribute>
1591     <attribute arch="Con" editor="constitution" type="int">
1592     The player's constitution will rise by the given value
1593     while being infected. (Negative values make constitution fall)
1594     </attribute>
1595     <attribute arch="Int" editor="intelligence" type="int">
1596     The player's intelligence will rise by the given value
1597     while being infected. (Negative values make intelligence fall)
1598     </attribute>
1599     <attribute arch="Pow" editor="power" type="int">
1600     The player's power will rise by the given value
1601     while being infected. (Negative values make power fall)
1602     </attribute>
1603     <attribute arch="Wis" editor="wisdom" type="int">
1604     The player's wisdom will rise by the given value
1605     while being infected. (Negative values make wisdom fall)
1606     </attribute>
1607     <attribute arch="Cha" editor="charisma" type="int">
1608     The player's charisma will rise by the given value
1609     while being infected. (Negative values make charisma fall)
1610     </attribute>
1611     </section>
1612     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1613     This text is displayed to the player every time the
1614     symptoms strike.
1615     </attribute>
1616     </type>
1617    
1618     <!--####################################################################-->
1619 root 1.3 <type number="23" name="Door">
1620     <ignore>
1621     <ignore_list name="non_pickable" />
1622     </ignore>
1623     <description><![CDATA[
1624     A door can be opened with a normal key. It also can be broken by attacking
1625     it, and it can be defeated with the lockpicking skill. If a door is
1626     defeated, horizontally and vertically adjacent doors are automatically
1627     removed. ]]>
1628     </description>
1629     <attribute arch="no_pick" value="1" type="fixed" />
1630     <attribute arch="alive" value="1" type="fixed" />
1631     <attribute arch="no_pass" editor="blocking passage" type="bool">
1632     If set, a player must defeat the door to enter.
1633     </attribute>
1634     <attribute arch="hp" editor="hitpoints" type="int">
1635     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1636     </attribute>
1637     <attribute arch="ac" editor="armour class" type="int">
1638     Doors of high &lt;armour class&gt; are less likely to get hit.
1639     &lt;armour class&gt; can be considered the "counterpiece" to
1640     &lt;weapon class&gt;.
1641     </attribute>
1642     <attribute arch="other_arch" editor="drop arch" type="string">
1643     This string defines the object that will be created when the door was
1644     defeated.
1645     </attribute>
1646     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1647     This entry determines what kind of traps will appear in the door.
1648     </attribute>
1649     </type>
1650    
1651     <!--####################################################################-->
1652 root 1.1 <type number="83" name="Duplicator">
1653     <ignore>
1654     <ignore_list name="system_object" />
1655     </ignore>
1656     <description><![CDATA[
1657     When activated, a duplicator can duplicate, multiply or destroy a pile of
1658     objects which lies somewhere on top of the duplicator.
1659     The duplicator has one arch name specified as &lt;target arch&gt;,
1660     and only objects of this archetype can be affected.<br>
1661     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1662     If the latter is set to zero, it will destroy objects. ]]>
1663     </description>
1664     <use><![CDATA[
1665     I hope it is clear that one must be very cautious when inserting a duplicator
1666     anywhere with &lt;multiply factor&gt; greater than one.
1667     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1668     It is <b>not acceptable</b> to allow duplication of anything other than
1669     coins, gold and jewels. Besides, it is very important that the chance to
1670     loose the input matches the chance to earn winnings.<br>
1671     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1672     loosing rate of 2/3 = 67%. ]]>
1673     </use>
1674     <attribute arch="other_arch" editor="target arch" type="string">
1675     Only objects of matching archtype, lying ontop of the dublicator will be
1676     dublicated, multiplied or removed. All other objects will be ignored.
1677     </attribute>
1678     <attribute arch="level" editor="multiply factor" type="int">
1679     The number of items in the target pile will be multiplied by the
1680     &lt;multiply factor&gt;. If it is set to zero, all target objects
1681     will be destroyed.
1682     </attribute>
1683     <attribute arch="connected" editor="connection" type="int">
1684     An activator (lever, altar, button, etc) with matching connection value
1685     is able to trigger this duplicator. Be very careful that players cannot
1686     abuse it to create endless amounts of money or other valuable stuff!
1687     </attribute>
1688     </type>
1689    
1690     <!--####################################################################-->
1691     <type number="66" name="Exit">
1692     <ignore>
1693     <ignore_list name="non_pickable" />
1694     </ignore>
1695     <description><![CDATA[
1696     When the player applies an exit, he is transferred to a different location.
1697     (Monsters cannot use exits.) Depending on how it is set, the player applies
1698     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1699     the exit. ]]>
1700     </description>
1701     <use><![CDATA[
1702 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1703 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1704     detected with the show_invisible spell.
1705     <br><br>
1706     You can be quite creative with the outlook of secret exits (their "face").
1707     Don't forget to give the player relyable hints about them though. ]]>
1708     </use>
1709     <attribute arch="slaying" editor="exit path" type="string">
1710     The exit path defines the map that the player is transferred to.
1711     You can enter an absolute path, beginning with '/' (for example
1712     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1713     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1714     relative path "Fire1"). Use relative paths whenever possible! Note that
1715     upper/lower case must always be set correctly. However, please use lower
1716 root 1.3 case only.
1717 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1718     is on. If slaying is not set in an exit, the player will see a message like
1719     "the exit is closed".
1720     </attribute>
1721     <attribute arch="hp" editor="destination X" type="int">
1722     The exit destinations define the (x, y)-coordinates where the exit
1723     leads to.
1724     If both are set to zero, the player will be transferred to the "default
1725     enter location" of the destined map. The latter can be set in the map-
1726     properties as "Enter X/Y". Though, please DO NOT use that.
1727     It turned out to be a source for numerous map-bugs.
1728     </attribute>
1729     <attribute arch="sp" editor="destination Y" type="int">
1730     The exit destinations define the (x, y)-coordinates where the exit
1731     leads to.
1732     If both are set to zero, the player will be transferred to the "default
1733     enter location" of the destined map. The latter can be set in the map-
1734     properties as "Enter X/Y". Though, please DO NOT use that.
1735     It turned out to be a source for numerous map-bugs.
1736     </attribute>
1737     <attribute arch="walk_on" editor="apply by walking" type="bool">
1738     If set, the player will apply the exit by just walking into it. This must
1739     be set for the invisible exits for example. If unset, the player has
1740     to step onto the exit and press 'a' to get transferred.
1741     </attribute>
1742     <attribute arch="fly_on" editor="apply by flying" type="bool">
1743     If set, the player will apply the exit by "flying into it". Flying means
1744     the player is levitating. E.g. wearing levitation boots.
1745     </attribute>
1746     <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1747     If set, this message will be displayed to the player when he applies the exit.
1748     This is quite useful to throw in some "role-play feeling": "As you enter the
1749     dark cave you hear the sound of rustling dragonscales...". Well, my english
1750     is poor, but you get the point. =)
1751     </attribute>
1752     <attribute arch="unique" editor="unique destination" type="bool">
1753     This flag defines the destined map as "personal unique map". If set,
1754     there will be a seperate version of that map for every player out there.
1755     This feature is used for the permanent apartments
1756     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1757     than apartments, since Crossfire is a *multi*player game. In such a permanent
1758     apartment don't forget to set the unique-flag for all floor tiles too
1759     (see floors).
1760     An exit pointing outside of a personal unique map must have the
1761     "unique destination"-flag unset.
1762     </attribute>
1763     </type>
1764    
1765     <!--####################################################################-->
1766     <type number="72" name="Flesh">
1767     <description><![CDATA[
1768     Just like with food, the player can fill his stomache and gain a
1769     little health by eating flesh-objects. <br>
1770     For dragon players, flesh plays a very special role though: If the
1771     flesh has resistances set, a dragon player has a chance to gain resistance in
1772     those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1773     Don't forget that flesh items with resistances have to be balanced
1774     according to map/monster difficulty. ]]>
1775     </description>
1776     <use><![CDATA[
1777     For dragon players, flesh items can be highly valuable. Note that many
1778     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1779     These flesh items "inherit" resistances and level from the monster they belong to.
1780     When you add special flesh items to the inventory of a monster, this is
1781     not the case - so you have to set it manually.
1782     <br><br>
1783     Generally adding special flesh-treaties for dragon players is a great thing
1784     to do. Always consider that dragon players might really not be interested
1785     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1786     out on the reward completely. ]]>
1787     </use>
1788     <attribute arch="food" editor="foodpoints" type="int">
1789     The player's stomache will get filled with this amount of foodpoints.
1790     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1791     </attribute>
1792     <attribute arch="level" editor="flesh level" type="int">
1793     The &lt;flesh level&gt; is not visible to the players and it affects only
1794     dragon players. Normally this value reflects the level of the monster
1795     from which the flesh item originates.
1796     Dragon players always search for flesh of highest level possible,
1797     because it bears the best chance to gain high resistances.
1798     </attribute>
1799     <attribute arch="startequip" editor="godgiven item" type="bool">
1800     A godgiven item vanishes as soon as the player
1801     drops it to the ground.
1802     </attribute>
1803     <section name="resistance">
1804     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1805     Resistances on flesh items make them more durable against spellcraft
1806     of the appropriate kind. It also allows dragon players to eventually gain
1807     resistance by eating it. Usually resistance should only be set for flesh
1808     items in a monster's inventory.
1809     </attribute>
1810     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1811     Resistances on flesh items make them more durable against spellcraft
1812     of the appropriate kind. It also allows dragon players to eventually gain
1813     resistance by eating it. Usually resistance should only be set for flesh
1814     items in a monster's inventory.
1815     </attribute>
1816     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1817     Resistances on flesh items make them more durable against spellcraft
1818     of the appropriate kind. It also allows dragon players to eventually gain
1819     resistance by eating it. Usually resistance should only be set for flesh
1820     items in a monster's inventory.
1821     </attribute>
1822     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1823     Resistances on flesh items make them more durable against spellcraft
1824     of the appropriate kind. It also allows dragon players to eventually gain
1825     resistance by eating it. Usually resistance should only be set for flesh
1826     items in a monster's inventory.
1827     </attribute>
1828     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1829     Resistances on flesh items make them more durable against spellcraft
1830     of the appropriate kind. It also allows dragon players to eventually gain
1831     resistance by eating it. Usually resistance should only be set for flesh
1832     items in a monster's inventory.
1833     </attribute>
1834     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1835     Resistances on flesh items make them more durable against spellcraft
1836     of the appropriate kind. It also allows dragon players to eventually gain
1837     resistance by eating it. Usually resistance should only be set for flesh
1838     items in a monster's inventory.
1839     </attribute>
1840     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1841     Resistances on flesh items make them more durable against spellcraft
1842     of the appropriate kind. It also allows dragon players to eventually gain
1843     resistance by eating it. Usually resistance should only be set for flesh
1844     items in a monster's inventory.
1845     </attribute>
1846     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1847     Resistances on flesh items make them more durable against spellcraft
1848     of the appropriate kind. It also allows dragon players to eventually gain
1849     resistance by eating it. Usually resistance should only be set for flesh
1850     items in a monster's inventory.
1851     </attribute>
1852     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1853     Resistances on flesh items make them more durable against spellcraft
1854     of the appropriate kind. It also allows dragon players to eventually gain
1855     resistance by eating it. Usually resistance should only be set for flesh
1856     items in a monster's inventory.
1857     </attribute>
1858     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1859     Resistances on flesh items make them more durable against spellcraft
1860     of the appropriate kind. It also allows dragon players to eventually gain
1861     resistance by eating it. Usually resistance should only be set for flesh
1862     items in a monster's inventory.
1863     </attribute>
1864     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1865     Resistances on flesh items make them more durable against spellcraft
1866     of the appropriate kind. It also allows dragon players to eventually gain
1867     resistance by eating it. Usually resistance should only be set for flesh
1868     items in a monster's inventory.
1869     </attribute>
1870     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1871     Resistances on flesh items make them more durable against spellcraft
1872     of the appropriate kind. It also allows dragon players to eventually gain
1873     resistance by eating it. Usually resistance should only be set for flesh
1874     items in a monster's inventory.
1875     </attribute>
1876     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1877     Resistances on flesh items make them more durable against spellcraft
1878     of the appropriate kind. It also allows dragon players to eventually gain
1879     resistance by eating it. Usually resistance should only be set for flesh
1880     items in a monster's inventory.
1881     </attribute>
1882     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1883     Resistances on flesh items make them more durable against spellcraft
1884     of the appropriate kind. It also allows dragon players to eventually gain
1885     resistance by eating it. Usually resistance should only be set for flesh
1886     items in a monster's inventory.
1887     </attribute>
1888     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1889     Resistances on flesh items make them more durable against spellcraft
1890     of the appropriate kind. It also allows dragon players to eventually gain
1891     resistance by eating it. Usually resistance should only be set for flesh
1892     items in a monster's inventory.
1893     </attribute>
1894     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1895     RResistances on flesh items make them more durable against spellcraft
1896     of the appropriate kind. It also allows dragon players to eventually gain
1897     resistance by eating it. Usually resistance should only be set for flesh
1898     items in a monster's inventory.
1899     </attribute>
1900     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1901     Resistances on flesh items make them more durable against spellcraft
1902     of the appropriate kind. It also allows dragon players to eventually gain
1903     resistance by eating it. Usually resistance should only be set for flesh
1904     items in a monster's inventory.
1905     </attribute>
1906     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1907     Resistances on flesh items make them more durable against spellcraft
1908     of the appropriate kind. It also allows dragon players to eventually gain
1909     resistance by eating it. Usually resistance should only be set for flesh
1910     items in a monster's inventory.
1911     </attribute>
1912     </section>
1913     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1914     This text may describe the item.
1915     </attribute>
1916     </type>
1917    
1918     <!--####################################################################-->
1919     <type number="0" name="Floor">
1920     <required>
1921     <attribute arch="is_floor" value="1" />
1922     <attribute arch="alive" value="0" />
1923     </required>
1924     <ignore>
1925     <ignore_list name="non_pickable" />
1926     </ignore>
1927     <description><![CDATA[
1928     Floor is a very basic thing whithout too much
1929     functionality. It's a floor - you stand on it. ]]>
1930     </description>
1931     <attribute arch="is_floor" value="1" type="fixed" />
1932     <attribute arch="no_pick" value="1" type="fixed" />
1933     <attribute arch="no_pass" editor="blocking passage" type="bool">
1934     If set, the object cannot be passed by players nor monsters.
1935     </attribute>
1936     <section name="terrain">
1937     <attribute arch="slow_move" editor="slow movement" type="int">
1938     If &lt;slow movement&gt; is set to a value greater zero, all
1939     creatures moving over this spot will be slower than normal.
1940 root 1.3
1941 root 1.1 &lt;slow movement&gt; 1 - rough terrain
1942     &lt;slow movement&gt; 2 - very rough terrain
1943     ...
1944     &lt;slow movement&gt; 7 - spider web (sticky as hell)
1945     </attribute>
1946     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1947     This flag indicates this spot contains wood or high grass.
1948     Players with activated woodsman skill can move faster here.
1949     </attribute>
1950     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1951     This flag indicates this spot contains hills or large rocks.
1952     Players with activated mountaineer skill can move faster here.
1953     </attribute>
1954     </section>
1955     <attribute arch="no_magic" editor="no spells" type="bool">
1956     If enabled, it is impossible for players to use (wizard-)
1957     spells on that spot.
1958     </attribute>
1959     <attribute arch="damned" editor="no prayers" type="bool">
1960     If enabled, it is impossible for players to use prayers
1961     on that spot. It also prevents players from saving.
1962     </attribute>
1963     <attribute arch="unique" editor="unique map" type="bool">
1964     Unique floor means that any items dropped on that spot
1965     will be saved byond map reset. For permanent apartments,
1966     all floor tiles must be set &lt;unique map&gt;.
1967     </attribute>
1968     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1969     This text may describe the object.
1970     </attribute>
1971     </type>
1972    
1973     <!--####################################################################-->
1974     <type number="67" name="Floor (Encounter)">
1975     <ignore>
1976     <ignore_list name="non_pickable" />
1977     </ignore>
1978     <description><![CDATA[
1979     Encounter-Floor is pretty much the same as normal floor.
1980     Most outdoor floor/ground-arches are set to be "encounters".
1981     That is kind of a relict from former code: When walking over
1982     encounter-floor, players sometimes got beamed to little maps
1983     with monsters on them. Nowadays this feature is disabled -
1984     Hence encounter floor is not different from normal floor. ]]>
1985     </description>
1986     <attribute arch="is_floor" value="1" type="fixed" />
1987     <attribute arch="no_pick" value="1" type="fixed" />
1988     <attribute arch="no_pass" editor="blocking passage" type="bool">
1989     If set, the object cannot be passed by players nor monsters.
1990     </attribute>
1991     <section name="terrain">
1992     <attribute arch="slow_move" editor="slow movement" type="int">
1993     If &lt;slow movement&gt; is set to a value greater zero, all
1994     creatures moving over this spot will be slower than normal.
1995 root 1.3
1996 root 1.1 &lt;slow movement&gt; 1 - rough terrain
1997     &lt;slow movement&gt; 2 - very rough terrain
1998     ...
1999     &lt;slow movement&gt; 7 - spider web (sticky as hell)
2000     </attribute>
2001     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2002     This flag indicates this spot contains wood or high grass.
2003     Players with activated woodsman skill can move faster here.
2004     </attribute>
2005     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2006     This flag indicates this spot contains hills or large rocks.
2007     Players with activated mountaineer skill can move faster here.
2008     </attribute>
2009     </section>
2010     <attribute arch="no_magic" editor="no spells" type="bool">
2011     If enabled, it is impossible for players to use (wizard-)
2012     spells on that spot.
2013     </attribute>
2014     <attribute arch="damned" editor="no prayers" type="bool">
2015     If enabled, it is impossible for players to use prayers
2016     on that spot. It also prevents players from saving.
2017     </attribute>
2018     <attribute arch="unique" editor="unique map" type="bool">
2019     Unique floor means that any items dropped on that spot
2020     will be saved byond map reset. For permanent apartments,
2021     all floor tiles must be set &lt;unique map&gt;.
2022     </attribute>
2023     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2024     This text may describe the object.
2025     </attribute>
2026     </type>
2027    
2028     <!--####################################################################-->
2029     <type number="6" name="Food">
2030     <description><![CDATA[
2031     By eating/drinking food-objects, the player can fill his
2032     stomache and gain a little health. ]]>
2033     </description>
2034     <attribute arch="food" editor="foodpoints" type="int">
2035     The player's stomache will get filled with this amount of foodpoints.
2036     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2037     </attribute>
2038     <attribute arch="startequip" editor="godgiven item" type="bool">
2039     A godgiven item vanishes as soon as the player
2040     drops it to the ground.
2041     </attribute>
2042     </type>
2043    
2044     <!--####################################################################-->
2045     <type number="91" name="Gate">
2046     <ignore>
2047     <ignore_list name="non_pickable" />
2048     </ignore>
2049     <description><![CDATA[
2050     Gates play an important role in Crossfire. Gates can be opened
2051     by activating a button/trigger, by speaking passwords (-> magic_ear)
2052     or carrying special key-objects (-> inventory checker).
2053     Unlike locked doors, gates can get shut again after a player has
2054     passed, which makes them more practical in many cases. ]]>
2055     </description>
2056     <use><![CDATA[
2057     Use gates to divide your maps into seperated areas. After solving
2058     area A, the player gains access to area B, and so on. Make your
2059     maps more complex than "one-way". ]]>
2060     </use>
2061     <attribute arch="no_pick" value="1" type="fixed" />
2062     <attribute arch="connected" editor="connection" type="int">
2063     Whenever the inventory checker is triggered, all objects with identical
2064     &lt;connection&gt; value get activated. This only makes sense together with
2065     &lt;blocking passage&gt; disabled.
2066     </attribute>
2067     <attribute arch="wc" editor="position state" type="int">
2068     The &lt;position state&gt; defines the position of the gate:
2069     Zero means completely open/down, the "number of animation-steps" (usually
2070     about 6 or 7) means completely closed/up state. I suggest you don't
2071     mess with this value - Leave the default in place.
2072     </attribute>
2073     <attribute arch="no_pass" editor="blocking passage" type="bool">
2074     For open gates, &lt;blocking passage&gt; should be unset.
2075     For closed gates it must be set.
2076     </attribute>
2077     <attribute arch="no_magic" editor="restrict spells" type="bool">
2078     Restricting the use of spells to pass this gate. This has
2079     an effect only if &lt;block view&gt; is disabled.
2080     </attribute>
2081     <attribute arch="damned" editor="restrict prayers" type="bool">
2082     Restricting the use of prayers to pass this door. This has
2083     an effect only if &lt;block view&gt; is disabled.
2084     </attribute>
2085     </type>
2086    
2087     <!--####################################################################-->
2088     <type number="113" name="Girdle">
2089     <import_type name="Amulet" />
2090     <description><![CDATA[
2091     Wearing a girdle, the object's stats will directly be inherited to
2092     the player. Girdles usually provide stats- or damage bonuses and no
2093     defense. ]]>
2094     </description>
2095     <use><![CDATA[
2096     Feel free to create your own special artifacts. However, it is very
2097     important that you keep your artifact in balance with existing maps. ]]>
2098     </use>
2099     <attribute arch="magic" editor="magic bonus" type="int">
2100     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2101     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2102     than direct armour-class bonus on the helmet.
2103 root 1.3
2104 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2105     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2106     &lt;magic bonus&gt; is pointless here.
2107     </attribute>
2108     </type>
2109    
2110     <!--####################################################################-->
2111     <type number="100" name="Gloves">
2112     <import_type name="Amulet" />
2113     <description><![CDATA[
2114     Wearing gloves, the object's stats will directly be inherited to
2115     the player. Gloves can add defense or damage bonuses. ]]>
2116     </description>
2117     <use><![CDATA[
2118     Feel free to create your own special artifacts. However, it is very
2119     important that you keep your artifact in balance with existing maps. ]]>
2120     </use>
2121     <attribute arch="magic" editor="magic bonus" type="int">
2122     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2123     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2124     will increase that.
2125     </attribute>
2126     </type>
2127    
2128     <!--####################################################################-->
2129     <type number="93" name="Handle">
2130     <ignore>
2131     <ignore_list name="non_pickable" />
2132     </ignore>
2133     <description><![CDATA[
2134     A handle can be applied by players and (certain) monsters.
2135     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2136     </description>
2137     <use><![CDATA[
2138     Handles are commonly used to move gates. When placing your lever,
2139     don't forget that some monsters are able to apply it.
2140     The ability to apply levers is rare among monsters -
2141     but vampires can do it for example. ]]>
2142     </use>
2143     <attribute arch="no_pick" value="1" type="fixed" />
2144     <attribute arch="connected" editor="connection" type="int">
2145     Every time the handle is applied, all objects
2146     with the same &lt;connection&gt; value are activated.
2147     </attribute>
2148     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2149     This text may describe the item. You can use this
2150     message to explain the handle's purpose to the player.
2151     </attribute>
2152     </type>
2153    
2154     <!--####################################################################-->
2155     <type number="27" name="Handle Trigger">
2156     <import_type name="Handle" />
2157     <ignore>
2158     <ignore_list name="non_pickable" />
2159     </ignore>
2160     <description><![CDATA[
2161     Handle triggers are handles which reset after a short period
2162     of time. Every time it is either applied or reset, the
2163     &lt;connection&gt; value is triggered. ]]>
2164     </description>
2165     <use><![CDATA[
2166     When you connect an ordinary handle to a gate, the gate normally remains
2167     opened after the first player passed. If you want to keep the gate shut,
2168     connecting it to a handle trigger is an easy solution. ]]>
2169     </use>
2170     </type>
2171    
2172     <!--####################################################################-->
2173     <type number="88" name="Hazard Floor">
2174     <required>
2175     <attribute arch="is_floor" value="1" />
2176     </required>
2177     <ignore>
2178     <ignore_list name="non_pickable" />
2179     </ignore>
2180     <description><![CDATA[
2181     The best example for Hazard Floor is lava. It works like standard
2182     floor, but damages all creatures standing on it.
2183     Damage is taken in regular time intervals. ]]>
2184     </description>
2185     <use><![CDATA[
2186     The default lava for example does minor damage. But you can turn
2187     it up so that your hazard floor poses a real threat.<br>
2188     Like magic walls, such floors add a permanent thrill to your map.
2189     You can use that to safely chase off too-weak players, or just
2190     to have something different. ]]>
2191     </use>
2192     <attribute arch="is_floor" value="1" type="fixed" />
2193     <attribute arch="lifesave" value="1" type="fixed" />
2194     <attribute arch="walk_on" value="1" type="fixed" />
2195     <attribute arch="no_pick" value="1" type="fixed" />
2196     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2197     This attribute specifys the attacktypes that this floor uses to
2198     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2199     If you want a real tough hazard floor, add more than just one attacktype.
2200     </attribute>
2201     <attribute arch="dam" editor="base damage" type="int">
2202     The &lt;base damage&gt; defines how much damage is inflicted to the
2203     victim per hit. The final damage is influenced by several other
2204     factors like the victim's resistance and level.
2205     </attribute>
2206     <attribute arch="wc" editor="weaponclass" type="int">
2207     &lt;weapon class&gt; improves the chance of hitting the victim.
2208     Lower values are better.
2209     Usually, hazard floors like lava are supposed to hit the
2210     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2211     to something like -30.
2212     </attribute>
2213     <attribute arch="level" editor="attack level" type="int">
2214     I guess this value is supposed to work similar to monster levels.
2215     But in fact, it does not seem to have an effect. Set any non-zero
2216     value to be on the safe side.
2217     </attribute>
2218     <section name="terrain">
2219     <attribute arch="slow_move" editor="slow movement" type="int">
2220     If &lt;slow movement&gt; is set to a value greater zero, all
2221     creatures moving over this spot will be slower than normal.
2222 root 1.3
2223 root 1.1 &lt;slow movement&gt; 1 - rough terrain
2224     &lt;slow movement&gt; 2 - very rough terrain
2225     ...
2226     &lt;slow movement&gt; 7 - spider web (sticky as hell)
2227     </attribute>
2228     <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2229     This flag indicates this spot contains wood or high grass.
2230     Players with activated woodsman skill can move faster here.
2231     </attribute>
2232     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2233     This flag indicates this spot contains hills or large rocks.
2234     Players with activated mountaineer skill can move faster here.
2235     </attribute>
2236     </section>
2237     <attribute arch="no_magic" editor="no spells" type="bool">
2238     If enabled, it is impossible for players to use (wizard-)
2239     spells on that spot.
2240     </attribute>
2241     <attribute arch="damned" editor="no prayers" type="bool">
2242     If enabled, it is impossible for players to use prayers
2243     on that spot. It also prevents players from saving.
2244     </attribute>
2245     <attribute arch="unique" editor="unique map" type="bool">
2246     Unique floor means that any items dropped on that spot
2247     will be saved byond map reset. For permanent apartments,
2248     all floor tiles must be set &lt;unique map&gt;.
2249     </attribute>
2250     </type>
2251    
2252     <!--####################################################################-->
2253     <type number="34" name="Helmet">
2254     <import_type name="Amulet" />
2255     <description><![CDATA[
2256     Wearing a helmet, the object's stats will directly be inherited to
2257     the player. Normal helmets usually increase defense, while crowns
2258     add more special bonuses like stats/resistances paired with
2259     low defense. ]]>
2260     </description>
2261     <use><![CDATA[
2262     Feel free to create your own special artifacts. However, it is very
2263     important that you keep your artifact in balance with existing maps. ]]>
2264     </use>
2265     <attribute arch="magic" editor="magic bonus" type="int">
2266     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2267     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2268     than direct armour-class bonus on the helmet.
2269 root 1.3
2270 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2271     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2272     Crowns for instance typically provide no &lt;amour class&gt;.
2273     </attribute>
2274     </type>
2275    
2276     <!--####################################################################-->
2277     <type number="56" name="Holy Altar">
2278     <ignore>
2279     <ignore_list name="non_pickable" />
2280     </ignore>
2281     <description><![CDATA[
2282     Holy_altars are altars for the various religions. Praying
2283     at a Holy_altar will make you a follower of that god, and
2284     if you already follow that god, you may get some extra bonus. ]]>
2285     </description>
2286     <attribute arch="no_pick" value="1" type="fixed" />
2287     <attribute arch="other_arch" editor="god name" type="string">
2288     The altar belongs to the god of the given name. Possible options for
2289     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2290 root 1.3 Gorokh, Valriel and Sorig.
2291    
2292 root 1.1 If you want to have an unconsecrated altar, set
2293     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2294     </attribute>
2295     <attribute arch="level" editor="reconsecrate level" type="int">
2296     To re-consecrate an altar, the player's wisdom level must be as
2297     high or higher than this value. In that way, some altars can not
2298 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2299    
2300 root 1.1 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2301     Some characters might need those altars, they would be very unhappy to
2302     see them re-consecrated to another cult.
2303     </attribute>
2304     </type>
2305    
2306     <!--####################################################################-->
2307     <type number="35" name="Horn">
2308     <ignore>
2309     <attribute arch="title" />
2310     </ignore>
2311     <description><![CDATA[
2312     Horns are very similar to rods. The difference is that horns regenerate
2313     spellpoints faster and thus are more valuable than rods.
2314     <br><br>
2315     A horn contains a spell. The player can use this spell by applying and
2316     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2317     used endlessly. ]]>
2318     </description>
2319     <use><![CDATA[
2320     Horns are powerful due to their fast recharge rate. They should
2321     never contain high level attacking spells. Even curing/healing spells
2322     are almost too good on a horn. ]]>
2323     </use>
2324     <attribute arch="sp" editor="spell" type="spell">
2325     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2326     horns to players, since they can be used endlessly without any mana cost!
2327     Horns with heal/ restoration/ protection spells, IF available, MUST be
2328     very very VERY hard to get!
2329     </attribute>
2330     <attribute arch="level" editor="casting level" type="int">
2331     The casting level of the &lt;spell&gt; determines it's power.
2332     For attack spells, level should not be set too high.
2333     </attribute>
2334     <attribute arch="hp" editor="initial spellpoints" type="int">
2335     This value represents the initial amount of spellpoints in the horn.
2336     Naturally, this is quite unimportant.
2337     </attribute>
2338     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2339     When the horn is fully charged up, it will hold this maximum amount of
2340     spellpoints. Make sure it is enough to cast the contained spell at least
2341     once. But don't set the value too high, as that might make the horn way
2342     too effective.
2343     </attribute>
2344     <attribute arch="startequip" editor="godgiven item" type="bool">
2345     A godgiven item vanishes as soon as the player
2346     drops it to the ground.
2347     </attribute>
2348     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2349     This text may contain a description of the horn.
2350     </attribute>
2351     </type>
2352    
2353     <!--####################################################################-->
2354     <type number="73" name="Inorganic">
2355     <description><![CDATA[
2356     Inorganic materials are generally used as ingredients for
2357     alchemical receipes. By themselves, they have no special
2358     functionalities. ]]>
2359     </description>
2360     <attribute arch="is_dust" editor="is dust" type="bool">
2361     </attribute>
2362     <section name="resistance">
2363     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2364     </attribute>
2365     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2366     </attribute>
2367     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2368     </attribute>
2369     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2370     </attribute>
2371     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2372     </attribute>
2373     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2374     </attribute>
2375     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2376     </attribute>
2377     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2378     </attribute>
2379     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2380     </attribute>
2381     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2382     </attribute>
2383     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2384     </attribute>
2385     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2386     </attribute>
2387     </section>
2388     </type>
2389    
2390     <!--####################################################################-->
2391     <type number="64" name="Inventory Checker">
2392     <ignore>
2393     <ignore_list name="system_object" />
2394     </ignore>
2395     <description><![CDATA[
2396     Inventory checkers passively check the players inventory for a
2397     specific object. You can set a connected value that is triggered
2398     either if that object is present or missing (-&gt; "last_sp") when a
2399     player walks over the inv. checker. A valid option is to remove the
2400     matching object (usually not recommended, see "last_heal").
2401     <br><br>
2402     Alternatively, you can set your inv. checker to block all players
2403     that do/don't carry the matching object (-&gt; "no_pass").
2404     <br><br>
2405     As you can see, inv. checkers are quite powerful, holding a
2406     great variety of possibilities. ]]>
2407     </description>
2408     <use><![CDATA[
2409     Putting a check_inventory space in front of a gate (one below) and
2410     one on the opposite side works reasonably well as a control mechanism.
2411     Unlike the key/door-combo, this one works infinite since it is
2412     independant from map reset. Use it to put a "structure" into your
2413     maps: Player must solve area A to gain access to area B. This concept
2414     can be found in nearly every RPG - simple but effective. ]]>
2415     </use>
2416     <attribute arch="no_pick" value="1" type="fixed" />
2417     <attribute arch="slaying" editor="match key string" type="string">
2418     This string specifies the object we are looking for: We have a match
2419     if the player does/don't carry a key object or a mark with identical
2420     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2421     this context. A typical example is the city gate mechanism of scorn.
2422     </attribute>
2423     <attribute arch="race" editor="match arch name" type="string">
2424     This string specifies the object we are looking for: We have a match
2425     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2426     </attribute>
2427     <attribute arch="hp" editor="match type" type="int">
2428     This value specifies the object we are looking for: We have a match
2429 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2430    
2431 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2432     enabled. Now you have an inv. checker blocking all players that carry any
2433     kind of melee weapon. To pass, a player is forced to leave behind all
2434     his weaponry... bad news for a warrior. ;)
2435     </attribute>
2436     <attribute arch="last_sp" editor="match = having" type="bool">
2437     Enabled means having that object is a match.
2438     Disabled means not having that object is a match.
2439     </attribute>
2440     <attribute arch="connected" editor="connection" type="int">
2441     Whenever the inventory checker is triggered, all objects with identical
2442     &lt;connection&gt; value get activated. This only makes sense together with
2443     &lt;blocking passage&gt; disabled.
2444     </attribute>
2445     <attribute arch="no_pass" editor="blocking passage" type="bool">
2446     If set, only players meeting the match criteria can pass
2447     through that space. If unset (default), the inventory
2448     checker acts like a trigger/button.
2449     </attribute>
2450     <attribute arch="last_heal" editor="remove match" type="bool">
2451     &lt;remove match&gt; means remove object if found. Setting this is usually not
2452     recommended because inv. checkers are in general invisible. So, unlike
2453     for altars/ locked doors, the player won't expect to lose an object when
2454 root 1.3 walking over that square. And he doesn't even get a message either.
2455    
2456 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2457     to inform the player what's going on!
2458     </attribute>
2459     </type>
2460    
2461     <!--####################################################################-->
2462 root 1.2 <type number="163" name="Item Transformer">
2463     <description><![CDATA[
2464     An item transformer is simply applied, after having marked a 'victim'
2465     item. If the victim is suitable, it will be transformed into something
2466     else.]]>
2467     </description>
2468     <use><![CDATA[
2469     To make an item transformable, you just have to fill the 'slaying' field.
2470     The syntax is:
2471     <br>
2472     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2473     <br>
2474     with [] denoting optional part, and * any number of preceding [].
2475     'new_item' must be the name of an existing archetype.
2476     <br><br>
2477     Example, for object apple: slaying knife:2 half_apple
2478     <br><br>
2479     This means that, when applying a knife (should be an Item Transformer),
2480     one 'apple' will be transformed into 2 'half_apple'.]]>
2481     </use>
2482     <attribute arch="food" editor="number of uses" type="int">
2483     &lt;number of uses&gt; controls how many times the item transformer can
2484     be used. The value 0 means "unlimited"
2485     </attribute>
2486     <attribute arch="slaying" editor="verb" type="string">
2487     Contains the verb that is used to construct a message to the player
2488     applying the item transformer.
2489     </attribute>
2490     <attribute arch="startequip" editor="godgiven item" type="bool">
2491     A godgiven item vanishes as soon as the player
2492     drops it to the ground.
2493     </attribute>
2494     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2495     This text may contain a description of the item transformer.
2496     </attribute>
2497     </type>
2498    
2499     <!--####################################################################-->
2500 root 1.1 <type number="60" name="Jewel">
2501     <description><![CDATA[
2502     Items of the type Gold &amp; Jewels are handled like a currency.
2503     Unlike for any other type of item, in shops, the buy- and selling
2504     prices differ only marginally. ]]>
2505     </description>
2506     <attribute arch="race" value="gold and jewels" type="fixed" />
2507     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2508     This text may describe the object.
2509     </attribute>
2510     </type>
2511    
2512     <!--####################################################################-->
2513 root 1.3 <type number="24" name="Key">
2514     <description><![CDATA[
2515     When carrying a key, a normal door can be opened. The key will
2516     disappear. ]]>
2517     </description>
2518     <attribute arch="startequip" editor="godgiven item" type="bool">
2519     A godgiven item vanishes as soon as the player
2520     drops it to the ground.
2521     </attribute>
2522     </type>
2523    
2524     <!--####################################################################-->
2525 root 1.1 <type number="20" name="Locked Door">
2526     <ignore>
2527     <ignore_list name="non_pickable" />
2528     </ignore>
2529     <description><![CDATA[
2530     A locked door can be opened only when carrying
2531     the appropriate special key. ]]>
2532     </description>
2533     <use><![CDATA[
2534     If you want to create a locked door that cannot be opened (no key),
2535     set a &lt;key string&gt; like "no_key_available". This will clearify things
2536 root 1.3 and only a fool would create a key matching that string.
2537    
2538 root 1.1 Door-objects can not only be used for "doors". In many maps these
2539     are used with all kinds of faces/names, especially often as
2540     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2541     There you have magic forces (door objects) put under certain artifact
2542     items. To get your hands on the artifacts, you need to bring up the
2543     appropriate quest items (key objects). ]]>
2544     </use>
2545     <attribute arch="no_pass" value="1" type="fixed" />
2546     <attribute arch="no_pick" value="1" type="fixed" />
2547     <attribute arch="slaying" editor="key string" type="string">
2548     The &lt;key string&gt; in the door must be identical with the
2549     &lt;key string&gt; in the special key, then the door is unlocked.
2550     It is VERY important to set the &lt;key string&gt; to something that
2551 root 1.3 is unique among the CF mapset.
2552    
2553 root 1.1 DONT EVER USE the default string "set_individual_value".
2554     </attribute>
2555     <attribute arch="no_magic" editor="restrict spells" type="bool">
2556     Restricting the use of spells to pass this door.
2557     This should be set in most cases.
2558     (Don't forget that the spell "dimension door" is easily
2559     available at about wisdom level 10).
2560     </attribute>
2561     <attribute arch="damned" editor="restrict prayers" type="bool">
2562     Restricting the use of prayers to pass this door.
2563     This should be set in most cases.
2564     </attribute>
2565     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2566     When a player is trying to open the door without carrying the
2567     appropriate key, this text is displayed to the player. This is
2568     a good opportunity to place hints about the special key needed
2569     to unlock the door.
2570     </attribute>
2571     </type>
2572    
2573     <!--####################################################################-->
2574     <type number="29" name="Magic Ear">
2575     <ignore>
2576     <ignore_list name="system_object" />
2577     </ignore>
2578     <description><![CDATA[
2579     Magic_ears trigger a connected value
2580     when the player speaks a specific keyword. ]]>
2581     </description>
2582     <use><![CDATA[
2583     Whenever you put magic_ears on your maps, make sure there are
2584     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2585     something like a gate that is opened by speaking "open" or
2586     "sesame", expecting the player to figure this out all by himself.
2587     <br><br>
2588     Magic_ears are typically used for interaction with NPCs. You
2589     can create the impression that the NPC actually *does* something
2590     according to his conversation with a player. Mostly this means
2591     opening a gate or handing out some item, but you could be quite
2592     creative here. ]]>
2593     </use>
2594     <attribute arch="no_pick" value="1" type="fixed" />
2595     <attribute arch="connected" editor="connection" type="int">
2596     The Magic_ear will trigger all objects with the
2597     same connection value, every time it is activated.
2598     </attribute>
2599     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2600     This textfield contains the keyword-matching-syntax. The text should
2601     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2602     Any number of keywords from one to infinite is allowed. Make sure
2603     they are seperated by a '|'.
2604 root 1.3
2605 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2606     value will be triggerd when the player speaks any of the given
2607     keywords within a two-square radius. IMPORTANT: Upper/lower case
2608     does not make a difference!
2609     </attribute>
2610     </type>
2611    
2612     <!--####################################################################-->
2613     <type number="62" name="Magic Wall">
2614     <ignore>
2615     <ignore_list name="non_pickable" />
2616     </ignore>
2617     <description><![CDATA[
2618     Magic walls fire spells in a given direction, in regular intervals.
2619     Magic walls can contain any spell. However, some spells do not
2620     operate very successfully in them. The only way to know is to test
2621     the spell you want to use with a wall.
2622     <br><br>
2623     Several types of magical walls are predefined for you in the
2624     archetypes, and can be found on the "connected" Pickmap. ]]>
2625     </description>
2626     <use><![CDATA[
2627     Spellcasting walls pose an interesting alternative to monsters.
2628     Usually they are set to be undestroyable. Thus, while monsters
2629     in a map can be cleared out, the magic walls remain. Low level
2630     characters for example will not be able to pass through their
2631     spell-area, hence they cannot loot a map that a high level character
2632     might have cleared out.
2633     <br><br>
2634     Another point of magic walls is that if the player dies, he has to face
2635     them all again. Magic walls can add a kind of "permanent thrill" to
2636     your maps.
2637     <br><br>
2638     Be careful that your magic walls don't kill the monsters on a map. If
2639     placing monsters, eventually take ones that are immune to the
2640     walls' spell(s).
2641     <br><br>
2642     It is possible to make walls rotate when triggered. But that is so
2643     confusing (and useless IMHO) that I did not mention it above. You
2644     can find a working example on the map
2645     "/pup_land/castle_eureca/castle_eureca8". ]]>
2646     </use>
2647     <attribute arch="dam" editor="spell" type="spell">
2648     The magic wall will cast this &lt;spell&gt;.
2649     </attribute>
2650     <attribute arch="level" editor="spell level" type="int">
2651     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2652     walls cast spells at minimal strength. "level 100" walls cast deadly
2653     spells. Arch default is level 1 - you should always set this value
2654     to meet the overall difficulty of your map.
2655     </attribute>
2656     <attribute arch="connected" editor="connection" type="int">
2657     Every time the &lt;connection&gt; value is triggered, the wall will cast
2658     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2659     have much visible effect.
2660     </attribute>
2661     <attribute arch="speed" editor="casting speed" type="float">
2662     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2663     You can fine-tune how long the duration between two casts shall
2664     be. If you want to create a wall that can be activated (cast per
2665     trigger) via connected lever/button/etc, you must set "speed 0".
2666     </attribute>
2667     <attribute arch="sp" editor="direction" type="list_direction">
2668     The magic wall will cast it's spells always in the specified
2669     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2670     always fire in a random direction.
2671     </attribute>
2672     <attribute arch="no_pass" editor="blocking passage" type="bool">
2673     If set, the object cannot be passed by players nor monsters.
2674     </attribute>
2675     <section name="destroyable">
2676     <attribute arch="alive" editor="is destroyable" type="bool">
2677     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2678     destroyed by the player. If disabled, all other attributes on
2679     this tab, as well as resistances, are meaningless.
2680     </attribute>
2681     <attribute arch="hp" editor="hitpoints" type="int">
2682     The more &lt;hitpoints&gt; the wall has, the longer
2683     it takes to be destroyed.
2684     </attribute>
2685     <attribute arch="maxhp" editor="max hitpoints" type="int">
2686     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2687     can have. This only makes sense if the wall can regain health.
2688     </attribute>
2689     <attribute arch="ac" editor="armour class" type="int">
2690     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2691     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2692     to &lt;weapon class&gt;.
2693     </attribute>
2694     </section>
2695     <section name="resistance">
2696     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2697     </attribute>
2698     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2699     </attribute>
2700     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2701     </attribute>
2702     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2703     </attribute>
2704     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2705     </attribute>
2706     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2707     </attribute>
2708     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2709     </attribute>
2710     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2711     </attribute>
2712     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2713     </attribute>
2714     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2715     </attribute>
2716     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2717     </attribute>
2718     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2719     </attribute>
2720     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2721     </attribute>
2722     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2723     </attribute>
2724     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2725     </attribute>
2726     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2727     </attribute>
2728     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2729     </attribute>
2730     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2731     </attribute>
2732     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2733     </attribute>
2734     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2735     </attribute>
2736     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2737     </attribute>
2738     </section>
2739     </type>
2740    
2741     <!--####################################################################-->
2742     <type number="55" name="Marker">
2743     <ignore>
2744     <ignore_list name="system_object" />
2745     </ignore>
2746     <description><![CDATA[
2747     A marker is an object that inserts an invisible force (a mark) into a
2748     player stepping on it. This force does nothing except containing a
2749     &lt;key string&gt; which can be discovered by detectors or inventory
2750     checkers. It is also possible to use markers for removing marks again.
2751     <br><br>
2752     Note that the player has no possibility to "see" his own marks,
2753     except by the effect that they cause on the maps. ]]>
2754     </description>
2755     <use><![CDATA[
2756     Markers hold real cool possibilities for map-making. I encourage
2757     you to use them frequently. However there is one negative point
2758     about markers: Players don't "see" what's going on with them. It is
2759     your task, as map-creator, to make sure the player is always well
2760     informed and never confused.
2761     <br><br>
2762     Please avoid infinite markers when they aren't needed. They're
2763     using a little space in the player file after all, so if there
2764     is no real purpose, set an expire time. ]]>
2765     </use>
2766     <attribute arch="no_pick" value="1" type="fixed" />
2767     <attribute arch="slaying" editor="key string" type="string">
2768     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2769     If the player already has a force with that &lt;key string&gt;,
2770     there won't be inserted a second one.
2771     </attribute>
2772     <attribute arch="connected" editor="connection" type="int">
2773     When the detector is triggered, all objects with the same
2774     connection value get activated.
2775     </attribute>
2776     <attribute arch="speed" editor="marking speed" type="float">
2777     The &lt;marking speed&gt; defines how quickly it will mark something
2778     standing on the marker. Set this value rather high to make
2779     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2780     should do fine.
2781     </attribute>
2782     <attribute arch="food" editor="mark duration" type="int">
2783     This value defines the duration of the force it inserts.
2784     If nonzero, the duration of the player's mark is finite:
2785     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2786     means the mark will stay on the player forever.
2787     </attribute>
2788     <attribute arch="name" editor="delete mark" type="string">
2789     When the player steps onto the marker, all existing forces in
2790     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2791     will be removed. If you don't want to remove any marks, leave
2792 root 1.3 this textfield empty.
2793    
2794 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2795     this marker. So don't be confused, and remember changing the
2796     name will take effect on the marker's functionality.
2797     </attribute>
2798     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2799     In the moment when the player gets marked, this text is displayed
2800     to him. You should really set a message in any marker you create,
2801     because it's the only way for the player to notice what's going on.
2802     </attribute>
2803     </type>
2804 root 1.3
2805 root 1.1 <!--####################################################################-->
2806 root 1.3 <type number="36" name="Money">
2807 root 1.2 <ignore>
2808 root 1.3 <attribute arch="unpaid" />
2809 root 1.2 </ignore>
2810     <description><![CDATA[
2811 root 1.3 Items of the type Money are handled as currency.
2812     Money cannot be sold/bought in shops. When money is dropped
2813     in a shop, it stays the same.<br>
2814     When a player picks an item from a shop and attempts to
2815     walk over the shop mat, the item's selling-price is automatically
2816     subtracted from the player's money.
2817     <br><br>
2818     For money, always use the default arches.
2819     Don't modify them. ]]>
2820 root 1.2 </description>
2821 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2822 root 1.2 </type>
2823    
2824     <!--####################################################################-->
2825 root 1.3 <type number="0" name="Monster &amp; NPC">
2826     <required>
2827     <attribute arch="is_floor" value="0" />
2828     <attribute arch="alive" value="1" />
2829     <attribute arch="tear_down" value="0" />
2830     </required>
2831 root 1.1 <ignore>
2832 root 1.3 <attribute arch="material" />
2833     <attribute arch="name_pl" />
2834 root 1.1 <attribute arch="nrof" />
2835     <attribute arch="value" />
2836     <attribute arch="unpaid" />
2837     </ignore>
2838     <description><![CDATA[
2839     Monsters can behave in various kinds of ways.
2840     They can be aggressive, attacking the player. Or peaceful,
2841     helping the player - maybe joining him as pet.
2842     The unagressive creatures who communicate with players are
2843     usually called "NPCs" (Non Player Character), a well-known
2844     term in role-play environments. ]]>
2845     </description>
2846     <use><![CDATA[
2847     Monsters play a central role in most maps. Choosing the right
2848     combination of monsters for your map is vital:
2849     <UL>
2850     <LI> Place only monsters of slightly varying (increasing) strength.
2851     It's no fun to play for two hours just to find out the last
2852     monster is unbeatable. Similar, it's not exciting to fight orcs
2853     after passing a room of dragons.<br>
2854     This rule applies only for linear maps (one room after the other),
2855     with treasure at the end. You can sprinkle the treasure around,
2856 root 1.3 or make non-linear maps - That is often more entertaining.
2857 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2858     Balrogs, Dragonmen and the likes should be at the end of a quest,
2859 root 1.3 not at the beginning.
2860 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2861     Fire- and cold dragons in one room for example is a bad idea.
2862     By weakening and killing each other they are easy prey for players,
2863     not worth the experience they hold.
2864     <LI> Create your own monsters, especially for "boss"-type monsters.
2865     Having stage-bosses guarding treasure is a lot of fun when done right.
2866     Avoid to create monsters with completely non-intuitive abilities:
2867     Don't give ice-spells to firedragons or vice versa. Don't add
2868     draining attack to trolls, etc. Additionally, you should inform the
2869     player before he bumps right into some very special/unusual monster.
2870     <LI> Last but not least: Always keep an eye on the experience your monsters
2871     hold. Design your maps in a way that high experience
2872     is always well-defended. Don't make large rooms full with only one kind
2873     of monster. Keep in mind the different abilities/techniques players
2874     can use.
2875     </UL>
2876     I know it's impossible to make the perfectly balanced map. There's always
2877     some part which is found too easy or too hard for a certain kind of player.
2878     Just give it your best shot. And listen to feedback from players if you
2879     receive some. :-) ]]>
2880     </use>
2881     <attribute arch="alive" value="1" type="fixed" />
2882     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2883     When the monster is killed, items from the treasurelist will
2884     drop to the ground. This is a common way to reward players
2885     for killing (masses of) monsters.
2886 root 1.3
2887 root 1.1 Note that you can always put items into the monster's
2888     inventory. Those will drop-at-kill just like the stuff
2889     from the &lt;treasurelist&gt;.
2890     </attribute>
2891     <attribute arch="level" editor="level" type="int">
2892     A monster's &lt;level&gt; is the most important attribute.
2893     &lt;level&gt; affects the power of a monster in various ways.
2894     </attribute>
2895     <attribute arch="race" editor="race" type="string">
2896     Every monster should have a race set to cathegorize it.
2897     The monster's &lt;race&gt; can have different effects:
2898     Slaying weapons inflict tripple damage against enemy races
2899     and holy word kills only enemy races of the god.
2900     </attribute>
2901     <attribute arch="exp" editor="experience" type="int">
2902     When a player kills this monster, he will get exactly this
2903     amount of &lt;experience&gt;. The experience will flow into
2904     the skill-cathegory the player used for the kill.
2905 root 1.3
2906 root 1.1 If you create special monsters of tweaked strenght/abilities,
2907     always make sure that the &lt;experience&gt; is set to a
2908     reasonable value. Compare with existing arches to get a feeling
2909     what reasonable means. Keep in mind that spellcasting monsters
2910     are a lot harder to kill than non-spellcasters!
2911     </attribute>
2912     <attribute arch="speed" editor="speed" type="float">
2913     The &lt;speed&gt; determines how fast a monster will both move
2914     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2915     </attribute>
2916     <attribute arch="other_arch" editor="breed monster" type="string">
2917     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2918     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2919     can be set to any valid arch-name of a monster. Multipart monster
2920     should not be used.
2921     </attribute>
2922     <attribute arch="generator" editor="multiply" type="bool">
2923     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2924     every once in a while. Mice are a good example for this effect.
2925     If enabled, you must also set &lt;breed monster&gt; or check
2926     &lt;template generation&gt; and put other monsters in the inventory.
2927     </attribute>
2928     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2929     This only takes effect if &lt;multiply&gt; is enabled. The monster
2930     will create a new monster every once in a while by duplicating it's inventory.
2931     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2932     Each time the monster need to generate an object, it will be
2933     a randomly chosen item from the inventory. When generator is destroyed,
2934 root 1.3 inventory is destroyed.
2935 root 1.1 </attribute>
2936     <attribute arch="flying" editor="flying" type="bool">
2937     Flying monsters won't get slowed down in rough terrain
2938     and they won't be affected by movers.
2939     </attribute>
2940     <attribute arch="undead" editor="undead" type="bool">
2941     Several spells only affect undead monsters:
2942     turn undead, banish undead, holy word, etc.
2943     </attribute>
2944     <attribute arch="carrying" editor="carries weight" type="int">
2945     If a monster has something in the inventory, this
2946     value can be set to reflect the slowdown due to
2947     the carried weight.
2948     </attribute>
2949 root 1.3
2950 root 1.1 <section name="melee">
2951     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2952     This number is a bitmask, specifying the monster's attacktypes
2953     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2954     Strong monsters often have more than just physical attacktype.
2955 root 1.3
2956 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2957     as much damage as the "best" of it's attacktypes does. So, the more
2958     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2959     somehow exceptions.
2960     </attribute>
2961     <attribute arch="dam" editor="damage" type="int">
2962     Among other parameters, &lt;damage&gt; affects how much melee damage
2963     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2964     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2965     take effect on the melee damage of a monster.
2966     </attribute>
2967     <attribute arch="wc" editor="weapon class" type="int">
2968     Monsters of high &lt;weapon class&gt; are more likely to really hit
2969     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2970     to &lt;armour class&gt;.
2971     </attribute>
2972     <attribute arch="hp" editor="health points" type="int">
2973     The &lt;health points&gt; of a monster define how long it takes to
2974     kill it. With every successful hit from an opponent, &lt;health points&gt;
2975     get drained - The monster dies by zero &lt;health points&gt;.
2976     </attribute>
2977     <attribute arch="maxhp" editor="max health" type="int">
2978     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2979     monster can have.
2980     </attribute>
2981     <attribute arch="ac" editor="armour class" type="int">
2982     Monsters of low &lt;armour class&gt; are less likely to get hit from
2983     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2984     to &lt;weapon class&gt;.
2985     Values typically range between +20 (very bad) to -20 (quite good).
2986     </attribute>
2987     <attribute arch="Con" editor="healing rate" type="int">
2988 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
2989     healing rate is independent of &lt;speed&gt;.
2990 root 1.1 </attribute>
2991     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2992     A monster with this flag has the ability to &lt;reflect missiles&gt;,
2993     all kinds of projectiles (e.g. arrows, bolts, boulders) will
2994     bounce off.
2995     </attribute>
2996     <attribute arch="hitback" editor="hitback" type="bool">
2997     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2998     to the amount of damage the *attacker* inflicted. This damage
2999     is additional to the regular melee damage of the monster.
3000     As far as I know, hitback uses acid attacktype, and it only takes
3001     effect if the monster actually has acid attacktype at it's disposal.
3002     Acid spheres for example use this feature.
3003     </attribute>
3004     <attribute arch="one_hit" editor="one hit only" type="bool">
3005     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3006     to a player.
3007     </attribute>
3008     </section>
3009 root 1.3
3010 root 1.1 <section name="spellcraft">
3011     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3012     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3013     Only wands/rods/etc can be used, given the appropriate abilities.
3014     </attribute>
3015     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3016     A monster with this flag has the ability to &lt;reflect spells&gt;,
3017     all kinds of spell-bullets and -beams will bounce off.
3018 root 1.3
3019 root 1.1 Generally this flag should not be set because it puts
3020     wizard-type players at an unfair disadvantage.
3021     </attribute>
3022     <attribute arch="sp" editor="spellpoints" type="int">
3023     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3024     them for both wizard- and prayer-spells. However, this value defines
3025     only the amount of *initial* spellpoints the monster starts with.
3026     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3027     and &lt;spellpoint regen.&gt; are more important than just initial
3028     &lt;spellpoints&gt;.
3029     </attribute>
3030     <attribute arch="maxsp" editor="max spellpoints" type="int">
3031     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3032     can hold. Setting this to high values has little effect unless
3033     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3034     "regenerate mana" at it's disposal.
3035     </attribute>
3036     <attribute arch="Pow" editor="spellpoint regen." type="int">
3037 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3038     spellpoint regeneration rate is independent of &lt;speed&gt;.
3039 root 1.3
3040 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3041     regeneration is most important. If your monster is still not casting
3042     fast enough, give it the spell-ability of "regenerate mana".
3043     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3044     </attribute>
3045     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3046     Click on the &lt;attuned paths&gt; button to select spellpaths.
3047     The creature will get attuned to the specified spellpaths.
3048     </attribute>
3049     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3050     Click on the &lt;repelled paths&gt; button to select spellpaths.
3051     The creature will get repelled to the specified spellpaths.
3052     </attribute>
3053     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3054     Click on the &lt;denied paths&gt; button to select spellpaths.
3055     The creature won't be able to cast spells of the specified paths.
3056     </attribute>
3057     </section>
3058 root 1.3
3059 root 1.1 <section name="ability">
3060     <attribute arch="Int" editor="detect hidden" type="int">
3061     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3062     hidden/invisible creatures. Higher values make for better
3063     detection-skills. Enabling &lt;see invisible&gt; makes this value
3064     obsolete.
3065     </attribute>
3066     <attribute arch="see_invisible" editor="see invisible" type="bool">
3067     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3068     with by invisible or hiding players. This flag is a must-have
3069     for high-level monsters. When a monster is unable to detect
3070     invisible players, it can be killed without fighting back.
3071     </attribute>
3072     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3073     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3074     by spells of darkness or dark maps. This flag is a "should-have"
3075     for high-level monsters. When a monster is unable to see in
3076     darkness, players can cast darkness and sneak around it safely.
3077     </attribute>
3078     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3079     Monster is able to wield weapon type objects.
3080     </attribute>
3081     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3082     Monster is able to use missile-weapon type objects.
3083     </attribute>
3084     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3085     Monster is able to wear protective equipment like brestplate
3086     armour, shields, helmets etc.
3087     </attribute>
3088     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3089     Monster is able to wear rings.
3090     </attribute>
3091     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3092     Monster is able to use wands and staves.
3093     </attribute>
3094     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3095     Monster is able to use rods.
3096     </attribute>
3097     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3098     Monster is able to read scrolls.
3099     </attribute>
3100     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3101     Monster is able to use skills from it's inventory.
3102     For example, you can put a throwing skill object and some
3103 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3104 root 1.1 </attribute>
3105     </section>
3106 root 1.3
3107 root 1.1 <section name="behave">
3108     <attribute arch="monster" editor="monster behaviour" type="bool">
3109     When &lt;monster behaviour&gt; is enabled, this object will behave
3110     like a monster: It can move and attack enemies (which are
3111     typically players).
3112     This flag should be set for all monsters as-such.
3113     Monsters which don't move, like guards, should also have
3114     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3115 root 1.3 It should *not* be set for things like immobile generators.
3116 root 1.1 </attribute>
3117     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3118     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3119     </attribute>
3120     <attribute arch="friendly" editor="friendly" type="bool">
3121     &lt;friendly&gt; monsters help the player, attacking any
3122     non-friendly monsters in range.
3123     </attribute>
3124     <attribute arch="stand_still" editor="stand still" type="bool">
3125     Monsters which &lt;stand still&gt; won't move to leave their position.
3126     When agressive, they will attack all enemies who get close to
3127     them. This behaviour is commonly known from castle guards.
3128 root 1.3
3129 root 1.1 In older versions of Crossfire it was possible to eventually
3130     push a &lt;stand still&gt;-monster out of position by force.
3131     I believe this is no longer possible. Neverthless, you should
3132     still be cautious when lining up &lt;stand still&gt;-monster in order
3133     to "defend" something: Such monsters are rather easy to kill.
3134     It's good for low level maps, but not much more.
3135     </attribute>
3136     <attribute arch="sleep" editor="asleep" type="bool">
3137     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3138     &lt;sensing range&gt; of the monster. Usually the sensing range is
3139     larger than the players line of sight. Due to that, in most cases
3140     the player won't ever notice weither a monster was asleep or not.
3141     </attribute>
3142     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3143     This entry defines which kinds of environment actions the
3144     creature is able to perform.
3145     </attribute>
3146     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3147     Click on the &lt;pick up&gt; button and select which types of objects
3148     the creature should try to pick up.
3149 root 1.3
3150 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3151     etc are set, then the creature will pick up the matching items even
3152     if this is not set here.
3153     </attribute>
3154     <attribute arch="Wis" editor="sensing range" type="int">
3155     &lt;sensing range&gt; determines how close a player needs to be before
3156     the creature wakes up. This is done as a square, for reasons of speed.
3157     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3158     11x11 square of the monster will wake the monster up. If the player
3159     has stealth, the size of this square is reduced in half plus 1.
3160     </attribute>
3161     <attribute arch="attack_movement" editor="attack movement" type="int">
3162     </attribute>
3163     <attribute arch="run_away" editor="run at % health" type="int">
3164     This is a percentage value in the range 0-100.
3165     When the monster's health points drop below this percentage
3166     (relative to max health), it attempts to run away from the
3167     attacker.
3168     </attribute>
3169     </section>
3170 root 1.3
3171 root 1.1 <section name="resistance">
3172     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3173     </attribute>
3174     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3175     </attribute>
3176     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3177     </attribute>
3178     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3179     </attribute>
3180     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3181     </attribute>
3182     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3183     </attribute>
3184     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3185     </attribute>
3186     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3187     </attribute>
3188     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3189     </attribute>
3190     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3191     </attribute>
3192     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3193     </attribute>
3194     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3195     </attribute>
3196     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3197     </attribute>
3198     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3199     </attribute>
3200     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3201     </attribute>
3202     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3203     </attribute>
3204     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3205     </attribute>
3206     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3207     </attribute>
3208     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3209     </attribute>
3210     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3211     </attribute>
3212     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3213     </attribute>
3214     </section>
3215     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3216     </attribute>
3217     </type>
3218    
3219     <!--####################################################################-->
3220 root 1.3 <type number="28" name="Monster (Grimreaper)">
3221     <import_type name="Monster &amp; NPC" />
3222     <ignore>
3223     <attribute arch="material" />
3224     <attribute arch="name_pl" />
3225     <attribute arch="nrof" />
3226     <attribute arch="value" />
3227     <attribute arch="unpaid" />
3228     </ignore>
3229     <description><![CDATA[
3230     A grimreaper is a monster that vanishes after it did some number of
3231     draining attacks. ]]> <!-- XXX: is this ok? -->
3232     </description>
3233     <section name="grimreaper">
3234     <attribute arch="value" editor="attacks" type="int">
3235     The object vanishes after this number of draining attacks.
3236     </attribute>
3237     </section>
3238     </type>
3239    
3240     <!--####################################################################-->
3241 root 1.1 <type number="65" name="Mood Floor">
3242     <ignore>
3243     <ignore_list name="system_object" />
3244     </ignore>
3245     <description><![CDATA[
3246     As the name implies, mood floors can change the "mood" of
3247     a monsters/NPC. For example, an unagressive monster could be
3248     turned mad to start attacking. Similar, an agressive monster
3249     could be calmed. ]]>
3250     </description>
3251     <use><![CDATA[
3252     Mood floors are absolutely cool for NPC interaction. To make an
3253     unaggressive monster/NPC attack, put a creator with "other_arch
3254     furious_floor" under it. Connect the creator to a magic_ear, so the
3255     player speaks a keyword like "stupid sucker" - and the monster attacks.
3256     <br><br>
3257     To turn an NPC into a pet, put a charm_floor under it and connect
3258     it directly to a magic_ear. Then the player speaks a keyword like
3259     "help me" - and the NPC joins him as pet.
3260     <br><br>
3261     (Of course you must always give clear hints about keywords!
3262     And there is no reason why you couldn't use a button/lever/pedestal
3263     etc. instead of a magic_ear.) ]]>
3264     </use>
3265     <attribute arch="no_pick" value="1" type="fixed" />
3266     <attribute arch="last_sp" editor="mood" type="list_mood">
3267     &lt;mood&gt; is used to determine what will happen to the
3268     monster when affected by the mood floor:
3269 root 1.3
3270 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3271 root 1.3
3272 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3273 root 1.3
3274 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3275 root 1.3
3276 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3277 root 1.3
3278 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3279     who triggers the square. This setting is not
3280     enabled for continous operation, you need to
3281     insert a &lt;connection&gt; value!
3282     </attribute>
3283     <attribute arch="connected" editor="connection" type="int">
3284     This should only be set in combination with &lt;mood number&gt; 4.
3285     Normally, monsters are affected by the mood floor as soon as they
3286     step on it. But charming (monster -&gt; pet) is too powerful,
3287 root 1.3 so it needs to be activated.
3288    
3289 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3290     But a powerful pet could as well be the reward for solving a
3291     quest. Or even better: It could be *part* of a quest!
3292     </attribute>
3293     <attribute arch="no_magic" editor="no spells" type="bool">
3294     If enabled, it is impossible for players to use (wizard-)
3295     spells on that spot.
3296     </attribute>
3297     <attribute arch="damned" editor="no prayers" type="bool">
3298     If enabled, it is impossible for players to use prayers
3299     on that spot. It also prevents players from saving.
3300     </attribute>
3301     </type>
3302    
3303     <!--####################################################################-->
3304     <type number="40" name="Mover">
3305     <ignore>
3306     <ignore_list name="non_pickable" />
3307     </ignore>
3308     <description><![CDATA[
3309     Movers move the objects above them. However, only living objects
3310     are affected (monsters/NPCs always, players optional). Movers have
3311     a direction, so players can be made to move in a pattern, and so
3312     can monsters. Motion is involuntary. Additionally, players or
3313     monsters can be "frozen" while ontop of movers so that they MUST
3314     move along a chain of them.
3315     <br><br>
3316     Multisquare monsters can be moved as well, given
3317     enough space. Movers are usually invisible. ]]>
3318     </description>
3319     <use><![CDATA[
3320     NEVER EVER consider a mover being unpassable in the backwards
3321     direction. Setting "forced movement" makes it seemingly impossible
3322     but there is still a trick: One player can push a second player
3323     past the mover, in opposite to the mover's direction! The more
3324     movers, the more players needed. Hence, don't make a treasure
3325     room that is surrounded by movers instead of solid walls/gates.
3326     <br><br>
3327     Btw, it does not make a difference putting movers above or
3328     below the floor. Moreover, movers that are set to be invisible
3329     cannot be discovered with the show_invisible spell.
3330     <br><br>
3331     Note that Movers and Directors are seperate objects, even though
3332     they look and act similar. Directors only do spells/missiles,
3333     while movers only do living creatures (depending on how it
3334     is set: monsters and players). ]]>
3335     </use>
3336     <attribute arch="attacktype" editor="forced movement" type="bool">
3337     If forced movement is enabled, the mover "freezes" anyone it
3338     moves (so they are forced to move along a chain).
3339     For players there is no way to escape this forced movement,
3340     except being pushed by a second player.
3341     </attribute>
3342     <attribute arch="maxsp" editor="freeze duration" type="int">
3343     The player will be "frozen" for that many moves.
3344     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3345     enabled, then &lt;freeze duration&gt; gets assigned the
3346     "default value" 2 automatically.
3347     </attribute>
3348     <attribute arch="speed" editor="movement speed" type="float">
3349     The movement speed value determines how fast a chain of
3350     these movers will push a player along (default is -0.2).
3351     </attribute>
3352     <attribute arch="sp" editor="direction" type="list_direction">
3353     The mover will push creatures in the specified &lt;direction&gt;.
3354     A mover with direction set to &lt;none&gt; will spin clockwise,
3355     thus pushing creatures in unpredictable directions.
3356     </attribute>
3357     <attribute arch="lifesave" editor="gets used up" type="bool">
3358     If enabled, the mover gets "used up" after a certain number of moves
3359 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3360 root 1.1 </attribute>
3361     <attribute arch="hp" editor="number of uses" type="int">
3362     This value has only a meaning if &lt;gets used up&gt; is set:
3363     &lt;number of uses&gt; is the number of times minus one, that it
3364     will move a creature before disappearing. (It will move
3365 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3366 root 1.1 </attribute>
3367     <section name="targets">
3368     <attribute arch="level" editor="move players" type="bool">
3369     If &lt;move players&gt; is enabled, both players and monsters will be
3370     moved. In the arches' default it is disabled - thus ONLY monsters
3371     get moved. Remember that "monsters" includes NPCs!
3372 root 1.3
3373 root 1.1 This feature provides you with the possibility to make NPCs
3374     literally "come to life". Example: The player is talking with an
3375     NPC, speaking a certain keyword. This triggers a magic_ear and
3376     activates creators, creating (per default: monster-only) movers
3377     under the NPC's feet. The NPC starts "walking" on a predefined
3378     route! Note that it's useful to set this NPC immune to everything,
3379     preventing the player to push the NPC off his trace.
3380     </attribute>
3381     <attribute arch="walk_on" editor="move walking creatures" type="bool">
3382     This should always be set.
3383     </attribute>
3384     <attribute arch="fly_on" editor="move flying creatures" type="bool">
3385     Move flying creatures enabled means all flying (living)
3386     objects will get moved too. If disabled, only walking
3387     (non-flying) creatures will get moved.
3388     </attribute>
3389     </section>
3390     </type>
3391    
3392     <!--####################################################################-->
3393     <type number="17" name="Pedestal">
3394     <ignore>
3395     <ignore_list name="non_pickable" />
3396     </ignore>
3397     <description><![CDATA[
3398     Pedestals are designed to detect certain types of living objects.
3399     When a predefined type of living creature steps on the pedestal, the
3400     connected value is triggered. ]]>
3401     </description>
3402     <use><![CDATA[
3403     If you want to create a place where only players of a certain race
3404     can enter, put a teleporter over your pedestal. So the teleporter is
3405     only activated for players of the matching race. Do not use gates,
3406     because many other players could sneak in. If you put powerful
3407     artifacts into such places, generally set "startequip 1", so that
3408     they are preserved for that one race and can't be traded to others. ]]>
3409     </use>
3410     <attribute arch="no_pick" value="1" type="fixed" />
3411     <attribute arch="slaying" editor="match race" type="string">
3412     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3413     matches the monster's or the player's race, we have a match.
3414     Yes, pedestals can detect a player's race! E.g. you could create a
3415 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3416    
3417 root 1.1 If it is set to "player", any player stepping on the pedestal
3418     is a match. Very useful if you want to open a gate for players
3419     but not for monsters.
3420     </attribute>
3421     <attribute arch="connected" editor="connection" type="int">
3422     When the pedestal is triggered, all objects with the same
3423     connection value get activated.
3424     </attribute>
3425     <attribute arch="walk_on" value="1" type="fixed" />
3426     <attribute arch="walk_off" value="1" type="fixed" />
3427     </type>
3428    
3429     <!--####################################################################-->
3430     <type number="94" name="Pit">
3431     <ignore>
3432     <ignore_list name="non_pickable" />
3433     </ignore>
3434     <description><![CDATA[
3435     Pits are holes, transporting the player when he walks (and falls) into them.
3436     A speciality about pits is that they don't transport the player to
3437     the exact destination, but within a two-square radius of the destination
3438     (never on blocked squares).<br>
3439     Optionally, pits can get closed and opened, similar to gates.<br><br>
3440     Monsters and items are affected by pits just as well as players.
3441     Even multipart monsters can fall through them, given enough space. ]]>
3442     </description>
3443     <use><![CDATA[
3444     Pits can add interesting effects to your map. When using them, make
3445     sure to use them in a "logical way": Pits should always drop the
3446     player to some kind of lower level. They should not be used to
3447     randomly interconnect maps like teleporters do. ]]>
3448     </use>
3449     <attribute arch="no_pick" value="1" type="fixed" />
3450     <attribute arch="connected" editor="connection" type="int">
3451     When a &lt;connection&gt; value is set, the pit can be opened/closed
3452     by activating the connection.
3453     </attribute>
3454     <attribute arch="hp" editor="destination X" type="int">
3455     The pit will transport creatures (and items) randomly into a two-square
3456     radius of the destination coordinates.
3457     If the destination square becomes blocked, the pit will act like
3458     being filled up and not work anymore!
3459     </attribute>
3460     <attribute arch="sp" editor="destination Y" type="int">
3461     The pit will transport creatures (and items) randomly into a two-square
3462     radius of the destination coordinates.
3463     If the destination square becomes blocked, the pit will act like
3464     being filled up and not work anymore!
3465     </attribute>
3466     <attribute arch="wc" editor="position state" type="int">
3467     The &lt;position state&gt; defines the position of the gate:
3468     Zero means completely open/down, the "number of animation-steps" (usually
3469     about 6 or 7) means completely closed/up state. I suggest you don't
3470     mess with this value - Leave the default in place.
3471     </attribute>
3472     <attribute arch="walk_on" editor="swallow walking" type="bool">
3473     If set, all walking creatures will fall into the pit.
3474     This does NOT need to be set for closed pits!
3475     </attribute>
3476     <attribute arch="fly_on" editor="swallow flying" type="bool">
3477     If set, all flying creatures will fall into the pit as well.
3478     This is not the behaviour expected from a pit, and it should
3479     only be used for map-mechanisms (e.g. for transporting flying
3480     monsters).
3481     An interesting side-effect: If this flag is enabled, spell
3482     effects like fire/snow also make their way through the pit.
3483     </attribute>
3484     </type>
3485    
3486     <!--####################################################################-->
3487     <type number="7" name="Poison Food">
3488     <description><![CDATA[
3489     When eating, the player's stomache is drained by 1/4 of food.
3490     If his food drops to zero, the player might even die. ]]>
3491     </description>
3492     </type>
3493    
3494     <!--####################################################################-->
3495     <type number="5" name="Potion">
3496     <description><![CDATA[
3497     The player can drink these and gain various kinds of benefits
3498     (/penalties) by doing so. ]]>
3499     </description>
3500     <use><![CDATA[
3501     One potion should never give multiple benefits at once. ]]>
3502     </use>
3503     <attribute arch="level" editor="potion level" type="int">
3504     If the potion contains a spell, the spell is cast at this level.
3505     For other potions it should be set at least to 1.
3506     </attribute>
3507     <attribute arch="sp" editor="spell" type="spell">
3508     When a player drinks this potion, the selected spell
3509     will be casted (once). This should work for any given spell.
3510     E.g. heal is "sp 35", magic power is "sp 67".
3511     </attribute>
3512     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3513     There are two types of special effects for potions:
3514     'life restoration' - restore the player's stats lost by death or draining
3515     (this has nothing in common with the restoration spell!)
3516 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3517 root 1.1 by a very small amount.
3518     </attribute>
3519     <attribute arch="cursed" editor="cursed" type="bool">
3520     If a potion is cursed, benefits generally turn into penalties.
3521     Note that potions can be "uncursed" by praying over an altar,
3522     with relative ease. *But* the potion must be identified to notice
3523     that it is cursed &gt;:)
3524     </attribute>
3525     <attribute arch="startequip" editor="godgiven item" type="bool">
3526     A godgiven item vanishes as soon as the player
3527     drops it to the ground.
3528     </attribute>
3529     <section name="stats">
3530     <attribute arch="Str" editor="strength" type="int">
3531     The player's strentgh will rise/fall by the given value for permanent
3532     (of course there is an upper limit). Generally there shouldn't be stat
3533     potions granting more than one stat. Cursed potions will subtract the
3534     stats if positive.
3535     </attribute>
3536     <attribute arch="Dex" editor="dexterity" type="int">
3537     The player's dexterity will rise/fall by the given value for permanent
3538     (of course there is an upper limit). Generally there shouldn't be stat
3539     potions granting more than one stat. Cursed potions will subtract the
3540     stats if positive.
3541     </attribute>
3542     <attribute arch="Con" editor="constitution" type="int">
3543     The player's constitution will rise/fall by the given value for permanent
3544     (of course there is an upper limit). Generally there shouldn't be stat
3545     potions granting more than one stat. Cursed potions will subtract the
3546     stats if positive.
3547     </attribute>
3548     <attribute arch="Int" editor="intelligence" type="int">
3549     The player's intelligence will rise/fall by the given value for permanent
3550     (of course there is an upper limit). Generally there shouldn't be stat
3551     potions granting more than one stat. Cursed potions will subtract the
3552     stats if positive.
3553     </attribute>
3554     <attribute arch="Pow" editor="power" type="int">
3555     The player's power will rise/fall by the given value for permanent
3556     (of course there is an upper limit). Generally there shouldn't be stat
3557     potions granting more than one stat. Cursed potions will subtract the
3558     stats if positive.
3559     </attribute>
3560     <attribute arch="Wis" editor="wisdom" type="int">
3561     The player's wisdom will rise/fall by the given value for permanent
3562     (of course there is an upper limit). Generally there shouldn't be stat
3563     potions granting more than one stat. Cursed potions will subtract the
3564     stats if positive.
3565     </attribute>
3566     <attribute arch="Cha" editor="charisma" type="int">
3567     The player's charisma will rise/fall by the given value for permanent
3568     (of course there is an upper limit). Generally there shouldn't be stat
3569     potions granting more than one stat. Cursed potions will subtract the
3570     stats if positive.
3571     </attribute>
3572     </section>
3573     <section name="resistance">
3574     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3575     The player's resistance to physical will rise by this value in percent
3576     (range -100 till +100). The effect is only temporare, and it does NOT
3577     add on the values from the player's equipment.
3578     Cursed potions will make negative resistance.. very nasty in combat!
3579     </attribute>
3580     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3581     The player's resistance to magic will rise by this value in percent
3582     (range -100 till +100). The effect is only temporare, and it does NOT
3583     add on the values from the player's equipment.
3584     Cursed potions will make negative resistance.. very nasty in combat!
3585     </attribute>
3586     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3587     The player's resistance to fire will rise by this value in percent
3588     (range -100 till +100). The effect is only temporare, and it does NOT
3589     add on the values from the player's equipment.
3590     Cursed potions will make negative resistance.. very nasty in combat!
3591     </attribute>
3592     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3593     The player's resistance to electricity will rise by this value in percent
3594     (range -100 till +100). The effect is only temporare, and it does NOT
3595     add on the values from the player's equipment.
3596     Cursed potions will make negative resistance.. very nasty in combat!
3597     </attribute>
3598     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3599     The player's resistance to cold will rise by this value in percent
3600     (range -100 till +100). The effect is only temporare, and it does NOT
3601     add on the values from the player's equipment.
3602     Cursed potions will make negative resistance.. very nasty in combat!
3603     </attribute>
3604     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3605     The player's resistance to acid will rise by this value in percent
3606     (range -100 till +100). The effect is only temporare, and it does NOT
3607     add on the values from the player's equipment.
3608     Cursed potions will make negative resistance.. very nasty in combat!
3609     </attribute>
3610     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3611     The player's resistance to confusion will rise by this value in percent
3612     (range -100 till +100). The effect is only temporare, and it does NOT
3613     add on the values from the player's equipment.
3614     Cursed potions will make negative resistance.. very nasty in combat!
3615     </attribute>
3616     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3617     The player's resistance to weaponmagic will rise by this value in percent
3618     (range -100 till +100). The effect is only temporare, and it does NOT
3619     add on the values from the player's equipment.
3620     Cursed potions will make negative resistance.. very nasty in combat!
3621     </attribute>
3622     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3623     The player's resistance to paralyze will rise by this value in percent
3624     (range -100 till +100). The effect is only temporare, and it does NOT
3625     add on the values from the player's equipment.
3626     Cursed potions will make negative resistance.. very nasty in combat!
3627     </attribute>
3628     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3629     The player's resistance to draining will rise by this value in percent
3630     (range -100 till +100). The effect is only temporare, and it does NOT
3631     add on the values from the player's equipment.
3632     Cursed potions will make negative resistance.. very nasty in combat!
3633     </attribute>
3634     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3635     The player's resistance to depletion will rise by this value in percent
3636     (range -100 till +100). The effect is only temporare, and it does NOT
3637     add on the values from the player's equipment.
3638     Cursed potions will make negative resistance.. very nasty in combat!
3639     </attribute>
3640     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3641     The player's resistance to poison will rise by this value in percent
3642     (range -100 till +100). The effect is only temporare, and it does NOT
3643     add on the values from the player's equipment.
3644     Cursed potions will make negative resistance.. very nasty in combat!
3645     </attribute>
3646     </section>
3647     </type>
3648    
3649     <!--####################################################################-->
3650     <type number="156" name="Power Crystal">
3651     <description><![CDATA[
3652     Power crystals can store a player's mana:
3653     When the player applies the crystal with full mana, half of
3654     it flows into the crystal. When the player applies it with
3655     lacking mana, the crystal replenishes the player's mana. ]]>
3656     </description>
3657     <attribute arch="sp" editor="initial mana" type="int">
3658     &lt;initial mana&gt; is the amount of spellpoints that the
3659     crystal holds when the map is loaded.
3660     </attribute>
3661     <attribute arch="maxsp" editor="mana capacity" type="int">
3662     The &lt;mana capacity&gt; defines how much mana can be stored
3663     in the crystal. This is what makes the crystal interesting.
3664     Wizard-players will always seek for crystals with large
3665     capacities.
3666     </attribute>
3667     </type>
3668    
3669     <!--####################################################################-->
3670     <type number="13" name="Projectile">
3671     <description><![CDATA[
3672     Projectiles like arrows/crossbow bolts are used as ammunition
3673     for shooting weapons.
3674     <br><br>
3675     It's very easy to add new pairs of weapons &amp; projectiles.
3676     Just set matching &lt;ammunition class&gt; both for shooting
3677     weapon and projectile. ]]>
3678     </description>
3679     <use><![CDATA[
3680     If you want to create new kinds of projectiles, you could
3681     add an alchemical receipe to create these.
3682 root 1.3
3683 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3684     they really fullfill a useful purpose. In fact, even bows
3685     and crossbows are rarely ever used. ]]>
3686     </use>
3687     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3688     This number is a bitmask, specifying the projectile's attacktypes.
3689     Attacktypes are: physical, magical, fire, cold.. etc.
3690     This works identical to melee weapons. Note that shooting
3691     weapons cannot have attacktypes.
3692     </attribute>
3693     <attribute arch="race" editor="ammunition class" type="string">
3694     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3695     these projectiles. For arrows set "arrows", for crossbow bolts
3696     set "crossbow bolts" (big surprise).
3697 root 1.3
3698 root 1.1 In certain cases, the ammunition class is displayed in the game.
3699     Hence, when you create a new ammunition class, choose an
3700     intuitive name like "missiles", "spirit bolts" - whatever.
3701 root 1.3
3702 root 1.1 You can also make special containers holding these projectiles
3703     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3704     </attribute>
3705     <attribute arch="slaying" editor="slaying race" type="string">
3706     Slaying means the weapon does tripple (3x) damage to monsters
3707     of the specified race. If &lt;slaying race&gt; matches an arch name,
3708     only monsters of that archtype receive tripple damage.
3709     Tripple damage is very effective.
3710     </attribute>
3711     <attribute arch="dam" editor="damage" type="int">
3712     The projectile &lt;damage&gt; significantly affects the damage
3713     done. Damage can be further increased by the shooting
3714     weapon's attributes.
3715     </attribute>
3716     <attribute arch="wc" editor="weaponclass" type="int">
3717     This value is supposed to be the base &lt;weaponclass&gt;,
3718     but it seems to have rather little effect.
3719     High values are good here, low values bad.
3720     </attribute>
3721     <attribute arch="food" editor="chance to break" type="int">
3722     The &lt;chance to break&gt; defines the breaking probability when this
3723     projectile hits an obstacle, e.g. wall or monster.
3724     The value is the %-chance to break, ranging from 0 (never breaking)
3725     to 100 (breaking at first shot).
3726     </attribute>
3727     <attribute arch="magic" editor="magic bonus" type="int">
3728     Magic bonus increases chance to hit and damage a little bit.
3729     </attribute>
3730     <attribute arch="unique" editor="unique item" type="bool">
3731     Unique items exist only one time on a server. If the item
3732     is taken, lost or destroyed - it's gone for good.
3733     </attribute>
3734     <attribute arch="startequip" editor="godgiven item" type="bool">
3735     A godgiven item vanishes as soon as the player
3736     drops it to the ground.
3737     </attribute>
3738     <attribute arch="no_drop" editor="don't drop" type="bool">
3739     When a monster carries a projectile with &lt;don't drop&gt;,
3740     this item will never drop to the ground but
3741     vanish instead. If this object is shot, it can still drop
3742     after hitting an obstacle. You can prevent this by
3743     setting &lt;chance to break&gt; 100.
3744     </attribute>
3745     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3746     This text may describe the projectile. This
3747     could be nice for very special ones.
3748     </attribute>
3749     </type>
3750    
3751     <!--####################################################################-->
3752     <type number="70" name="Ring">
3753     <import_type name="Amulet" />
3754     <description><![CDATA[
3755     Rings are worn on the hands - one ring each.
3756     Wearing rings, the object's stats will directly be inherited to
3757     the player. Usually enhancing his spellcasting potential. ]]>
3758     </description>
3759     <use><![CDATA[
3760     When you create an artifact ring, never forget that players can
3761     wear <B>two</B> rings! Due to that it is extremely important to
3762     keep rings in balance with the game.
3763     <br><br>
3764     Also keep in mind that rings are generally the wizard's tools.
3765     They should primarily grant bonuses to spellcasting abilities
3766     and non-physical resistances. ]]>
3767     </use>
3768     </type>
3769    
3770     <!--####################################################################-->
3771     <type number="3" name="Rod">
3772     <ignore>
3773     <attribute arch="title" />
3774     </ignore>
3775     <description><![CDATA[
3776     A rod contains a spell. The player can use this spell by applying and
3777     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3778     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3779     used endlessly. ]]>
3780     </description>
3781     <use><![CDATA[
3782     Rods with healing/curing spells are extremely powerful. Usually, potions have
3783     to be used for that purpose. Though, potions are expensive and only good for
3784     one-time-use.<br> ]]>
3785     </use>
3786     <attribute arch="sp" editor="spell" type="spell">
3787     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3788     rods to players, since they can be used endlessly without any mana cost!
3789     Rods with heal/ restoration/ protection spells, IF available, MUST be
3790     very very VERY hard to get!
3791     </attribute>
3792     <attribute arch="level" editor="casting level" type="int">
3793     The casting level of the &lt;spell&gt; determines it's power.
3794     For attack spells, level should be set to something reasonable.
3795     </attribute>
3796     <attribute arch="hp" editor="initial spellpoints" type="int">
3797     This value represents the initial amount of spellpoints in the rod.
3798     Naturally, this is quite unimportant.
3799     </attribute>
3800     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3801     When the rod is fully charged up, it will hold this maximum amount of
3802     spellpoints. Make sure it is enough to cast the contained spell at least
3803     once. But don't set the value too high, as that might make the rod
3804     too effective.
3805     </attribute>
3806     <attribute arch="startequip" editor="godgiven item" type="bool">
3807     A godgiven item vanishes as soon as the player
3808     drops it to the ground.
3809     </attribute>
3810     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3811     This text may contain a description of the rod.
3812     </attribute>
3813     </type>
3814    
3815     <!--####################################################################-->
3816     <type number="154" name="Rune">
3817     <ignore>
3818     <attribute arch="no_pick" />
3819     <attribute arch="title" />
3820     <attribute arch="name_pl" />
3821     <attribute arch="weight" />
3822     <attribute arch="value" />
3823     <attribute arch="material" />
3824     <attribute arch="unpaid" />
3825     </ignore>
3826     <description><![CDATA[
3827 root 1.3 A rune is a magical enscription on the dungeon floor.
3828 root 1.1 <br><br>
3829     Runes hit any monster or person who steps on them for 'dam' damage in
3830     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3831     and will cast this spell when it detonates. Yet another kind is the
3832     "summoning rune", summoning predefined monsters of any kind, at detonation.
3833     <br><br>
3834     Many runes are already defined in the archetypes. ]]>
3835     </description>
3836     <use><![CDATA[
3837     Avoid monsters stepping on your runes. For example, summoning runes
3838     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3839     </use>
3840     <attribute arch="no_pick" value="1" type="fixed" />
3841     <attribute arch="walk_on" value="1" type="fixed" />
3842     <attribute arch="level" editor="rune level" type="int">
3843     This value sets the level the rune will cast the spell it contains at,
3844     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3845 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3846    
3847 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3848     how much experience the player gets for doing so. Beware: High level
3849     runes can be quite a cheap source of experience! So either make them
3850     tough, or keep the level low.
3851     </attribute>
3852     <attribute arch="Cha" editor="visibility" type="int">
3853     This value determines what fraction of the time the rune is visible:
3854     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3855     how easily the rune may be found.
3856     </attribute>
3857     <attribute arch="hp" editor="number of charges" type="int">
3858     The rune will detonate &lt;number of charges&gt; times before disappearing.
3859     </attribute>
3860     <attribute arch="dam" editor="direct damage" type="int">
3861     &lt;direct damage&gt; specifies how much damage is done by the rune,
3862     if it doesn't contain a spell. This should be set in reasonable
3863 root 1.3 relation to the rune's level.
3864 root 1.1 </attribute>
3865     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3866     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3867     attribute defines what attacktype to use for direct damage when
3868     the rune detonates.
3869     </attribute>
3870     <section name="spellcraft">
3871     <attribute arch="sp" editor="spell" type="spell">
3872     The selected &lt;spell&gt; defines the spell in the rune, if any.
3873     (Many runes do direct damage).
3874     </attribute>
3875     <attribute arch="slaying" editor="spell name" type="string">
3876     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3877     but if present, overrides the &lt;spell&gt; setting.
3878     </attribute>
3879     <attribute arch="other_arch" editor="spell arch" type="string">
3880     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3881     is optional, but if present, overrides the &lt;spell&gt; setting.
3882     You can choose any of the existing arches.
3883     </attribute>
3884     <attribute arch="maxsp" editor="direction" type="list_direction">
3885     If set, the rune will cast it's containing spell (if any) in
3886     this &lt;direction&gt;.In most cases this appears useless because
3887     the spell directly hits the player.
3888     </attribute>
3889     <attribute arch="race" editor="summon monster" type="string">
3890     If this is set to the arch name of any monster, together with
3891     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3892     of those on detonation. (dam and attacktype will still be ignored
3893     in this case). Runes are even capable of summoning multi-square
3894     monsters, given enough space. You'd better test it though.
3895     </attribute>
3896     <attribute arch="maxhp" editor="summon amount" type="int">
3897     This should only be set to a summoning rune. It will then summon
3898     that many creatures of the kind &lt;summon monster&gt;.
3899     </attribute>
3900     </section>
3901     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3902     When the rune detonates, this text is displayed to the
3903     victim. For especially powerful runes, create an appropriate
3904     thrilling description. ;)
3905     </attribute>
3906     </type>
3907    
3908     <!--####################################################################-->
3909     <type number="106" name="Savebed">
3910     <ignore>
3911     <ignore_list name="non_pickable" />
3912     </ignore>
3913     <description><![CDATA[
3914     When the player applies a savebed, he is not only saved. Both his
3915     respawn-after-death and his word-of-recall positions are pointing
3916     to the last-applied savebed. ]]>
3917     </description>
3918     <use><![CDATA[
3919     Put savebed locations in towns, do not put them into dungeons.
3920     It is absolutely neccessary that a place with savebeds is 100% secure.
3921     That means:
3922     <UL>
3923     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3924     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3925     <LI> Insert a relyable exit! Make sure there is no possibility that
3926     players get trapped in a savebed location.
3927     <LI> If possible, mark the whole site as no-spell area (Insert this
3928     arch called "dungeon_magic" everywhere). This is not required,
3929     but it makes the place much more safe.
3930     </UL> ]]>
3931     </use>
3932     <attribute arch="no_pick" value="1" type="fixed" />
3933     <attribute arch="no_magic" value="1" type="fixed" />
3934     <attribute arch="damned" value="1" type="fixed" />
3935     </type>
3936    
3937     <!--####################################################################-->
3938 root 1.3 <type number="111" name="Scroll">
3939     <ignore>
3940     <attribute arch="title" />
3941     </ignore>
3942     <description><![CDATA[
3943     Scrolls contain spells (similar to spell-potions). Unlike potions,
3944     scrolls require a certain literacy skill to read successfully.
3945     Accordingly, for a successful reading, a small amount of
3946     experience is gained. Scrolls allow only one time usage, but
3947     usually they are sold in bulks. ]]>
3948     </description>
3949     <use><![CDATA[
3950     For low level quests, scrolls of healing/curing-spells
3951     can be a nice reward. At higher levels, scrolls become less
3952     and less useful. ]]>
3953     </use>
3954     <attribute arch="level" editor="casting level" type="int">
3955     The spell of the scroll will be casted at this level.
3956     This value should always be set, at least to 1.
3957     </attribute>
3958     <attribute arch="sp" editor="spell" type="spell">
3959     When a player/monster applies this scroll, the selected &lt;spell&gt;
3960     will be casted (once). This should work for any given spell.
3961     </attribute>
3962     <attribute arch="startequip" editor="godgiven item" type="bool">
3963     A godgiven item vanishes as soon as the player
3964     drops it to the ground.
3965     </attribute>
3966     </type>
3967    
3968     <!--####################################################################-->
3969     <type number="33" name="Shield">
3970     <import_type name="Amulet" />
3971     <description><![CDATA[
3972     Wearing a shield, the object's stats will directly be inherited to
3973     the player. Shields usually provide good defense, only surpassed
3974     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3975     </description>
3976     <use><![CDATA[
3977     Feel free to create your own special artifacts. However, it is very
3978     important that you keep your artifact in balance with existing maps. ]]>
3979     </use>
3980     <attribute arch="magic" editor="magic bonus" type="int">
3981     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3982     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3983     than direct armour-class bonus on the shield.
3984     </attribute>
3985     </type>
3986    
3987     <!--####################################################################-->
3988 root 1.1 <type number="14" name="Shooting Weapon">
3989     <description><![CDATA[
3990     Schooting weapons like bows/crossbows are used to shoot projectiles
3991     (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3992     wielded both at the same time. Like with any other equipment,
3993     stats/bonuses from shooting weapons are directly inherited to the player.
3994     <br><br>
3995     It's very easy to add new pairs of weapons &amp; projectiles.
3996     Just set matching &lt;ammunition class&gt; both for shooting
3997     weapon and projectile. ]]>
3998     </description>
3999     <use><![CDATA[
4000     Shooting weapons should not add bonuses in general. There's already
4001     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4002     Schooting weapons should especially not add bonuses to the player
4003     that have nothing to do with schooting. A Wisdom bonus on a bow
4004     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4005     - still crap. ]]>
4006     </use>
4007     <attribute arch="race" editor="ammunition class" type="string">
4008     Only projectiles with matching &lt;ammunition class&gt; can be fired
4009     with this weapon. For normal bows set "arrows", for normal
4010     crossbows set "crossbow bolts".
4011 root 1.3
4012 root 1.1 In certain cases, the ammunition class is displayed in the game.
4013     Hence, when you create a new ammunition class, choose an
4014     intuitive name like "missiles", "spirit bolts" - whatever.
4015     </attribute>
4016     <attribute arch="sp" editor="shooting speed" type="int">
4017     After shooting a projectile, the player is frozen for a short
4018     period of time (to prevent shooting arrows machine-gun-like).
4019     The greater &lt;shooting speed&gt;, the shorter this period of time.
4020     1 is minimum (=worst) and 100 is maximum (=best) value.
4021 root 1.3
4022 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4023     SET IT TO ZERO! (That would freeze the player for eternety).
4024     </attribute>
4025     <attribute arch="dam" editor="base damage" type="int">
4026     The &lt;base damage&gt; significantly affects the damage done
4027     by using this weapon. This damage is added to the projectile
4028     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4029     according to the player's strength is added.
4030     </attribute>
4031     <attribute arch="wc" editor="weaponclass" type="int">
4032     This value is supposed to be the base &lt;weaponclass&gt;,
4033     but it seems to have rather little effect.
4034     High values are good here, low values bad.
4035     </attribute>
4036     <attribute arch="item_power" editor="item power" type="int">
4037     The &lt;item power&gt; value measures how "powerful" an artifact is.
4038     Players will only be able to wear equipment with a certain total
4039     amount of &lt;item power&gt;, depending on their own level. This is the
4040     only way to prevent low level players to wear "undeserved" equipment
4041     (like gifts from other players or cheated items).
4042 root 1.3
4043 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4044     for every artifact you create! If zero/unset, the CF server will
4045     calculate a provisional value at runtime, but this is never
4046     going to be an accurate measurement of &lt;item power&gt;.
4047     </attribute>
4048     <attribute arch="no_strength" editor="ignore strength" type="bool">
4049     Usually the player's strentgh takes effect on the damage
4050     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4051     the player's strength is ignored.
4052     </attribute>
4053     <attribute arch="damned" editor="damnation" type="bool">
4054     A damned shooting weapon cannot be unwielded unless
4055     the curse is removed. Removing damnations is
4056     a tick harder than removing curses.
4057     </attribute>
4058     <attribute arch="cursed" editor="curse" type="bool">
4059     A cursed shooting weapon cannot be unwielded unless
4060     the curse is removed.
4061     </attribute>
4062     <attribute arch="unique" editor="unique item" type="bool">
4063     Unique items exist only one time on a server. If the item
4064     is taken, lost or destroyed - it's gone for good.
4065     </attribute>
4066     <attribute arch="startequip" editor="godgiven item" type="bool">
4067     A godgiven item vanishes as soon as the player
4068     drops it to the ground.
4069     </attribute>
4070     <section name="stats">
4071     <attribute arch="Str" editor="strength" type="int">
4072     The player's strentgh will rise/fall by the given value
4073     while wearing this shooting weapon.
4074     </attribute>
4075     <attribute arch="Dex" editor="dexterity" type="int">
4076     The player's dexterity will rise/fall by the given value
4077     while wearing this shooting weapon.
4078     </attribute>
4079     <attribute arch="Con" editor="constitution" type="int">
4080     The player's constitution will rise/fall by the given value
4081     while wearing this shooting weapon.
4082     </attribute>
4083     <attribute arch="Int" editor="intelligence" type="int">
4084     The player's intelligence will rise/fall by the given value
4085     while wearing this shooting weapon.
4086     </attribute>
4087     <attribute arch="Pow" editor="power" type="int">
4088     The player's power will rise/fall by the given value
4089     while wearing this shooting weapon.
4090     </attribute>
4091     <attribute arch="Wis" editor="wisdom" type="int">
4092     The player's wisdom will rise/fall by the given value while
4093     wearing this shooting weapon.
4094     </attribute>
4095     <attribute arch="Cha" editor="charisma" type="int">
4096     The player's charisma will rise/fall by the given value
4097     while wearing this shooting weapon.
4098     </attribute>
4099     </section>
4100     <section name="bonus">
4101     <attribute arch="luck" editor="luck bonus" type="int">
4102     With positive luck bonus, the player is more likely to
4103     succeed in all sorts of things (spellcasting, praying,...).
4104     Unless the &lt;luck bonus&gt; is very high, the effect will be
4105     barely visible in-game. Luck bonus on one piece of equipment
4106     should never exceed 3, and such bonus should not be too
4107     frequently available.
4108     </attribute>
4109     <attribute arch="magic" editor="magic bonus" type="int">
4110     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4111     I'm not sure what exactly is increased - maybe weaponclass?
4112     However, &lt;magic bonus&gt; seems to have a little bit of positive
4113     influence on your chance to hit.
4114     </attribute>
4115     </section>
4116     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4117     This text describes the weapons's "story". Every decent artifact weapon
4118     should have such a description.
4119     </attribute>
4120     </type>
4121    
4122     <!--####################################################################-->
4123     <type number="68" name="Shop Floor">
4124     <ignore>
4125     <ignore_list name="non_pickable" />
4126     </ignore>
4127     <description><![CDATA[
4128     Shop floor is used for shops. It acts like a combination of the
4129     common floor- and the treasure type: When the map is loaded,
4130     randomitems (depending on the setings) are generated on it.
4131     These items are all flagged as unpaid.
4132     When a player drops an item onto shop floor, the item becomes
4133     unpaid and the player receives payment according to the item's
4134     selling-value.
4135     Shopfloor always prevents magic (To hinder players from burning
4136     or freezing the goods). ]]>
4137     </description>
4138     <use><![CDATA[
4139     Tile your whole shop-interior space which shop floor.
4140     (That assures players receive payment for dropping items).
4141     Place shop mats to enter/leave the shop, and make sure
4142     there is no other exit than the shop mat. ]]>
4143     </use>
4144     <attribute arch="is_floor" value="1" type="fixed" />
4145     <attribute arch="no_pick" value="1" type="fixed" />
4146     <attribute arch="no_magic" value="1" type="fixed" />
4147     <attribute arch="auto_apply" editor="generate goods" type="bool">
4148     If enabled, items will appear on this square when the map is loaded.
4149     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4150     are generated. The items will be unpaid.
4151     </attribute>
4152     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4153     This entry determines what kind of treasure will appear, when
4154     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4155     for details about existing treasurelists.
4156     </attribute>
4157     <attribute arch="exp" editor="quality level" type="int">
4158     The &lt;quality level&gt; will be used for the quality of the generated
4159     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4160     doesn't need to be set, unless you want extraordinarily good/bad
4161     quality. If you want to make a shop with very high quality, meaybe
4162     charge an entrance fee, or make the shop hard-to-come-by.
4163     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4164     and appearance of artifact-items.
4165     </attribute>
4166     <attribute arch="damned" editor="no prayers" type="bool">
4167     If enabled, it is impossible for players to use prayers
4168     on that spot. It also prevents players from saving.
4169     (Remember that &lt;no magic&gt; is always set for shop floors.)
4170     </attribute>
4171     </type>
4172    
4173     <!--####################################################################-->
4174     <type number="69" name="Shop Mat">
4175     <ignore>
4176     <ignore_list name="non_pickable" />
4177     </ignore>
4178     <description><![CDATA[
4179     Shop mats are used for entering/leaving shops. You should always
4180     have exactly TWO shop mats on your shop-map: One inside the
4181     "shopping-area" and one outside. Shop mats don't use exit paths/
4182     or -destinations. When stepping onto a shopmat the player gets beamed
4183     to the nearest other mat. If the player has unpaid items in his
4184     inventory, the price gets charged from his coins automatically.
4185     If the player has insufficient coins to buy his unpaid items, he
4186     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4187     </description>
4188     <use><![CDATA[
4189     As stated above, always place TWO shop mats into your shop.
4190     Not more and not less than that. ]]>
4191     </use>
4192     <attribute arch="no_pick" value="1" type="fixed" />
4193     <attribute arch="walk_on" editor="apply by walking" type="bool">
4194     If set, the player can enter/leave the
4195     shop by just walking into the shop mat.
4196     </attribute>
4197     <attribute arch="fly_on" editor="apply by flying" type="bool">
4198     If set, the player can enter/leave the
4199     shop by "flying" into the shop mat.
4200     </attribute>
4201     </type>
4202    
4203     <!--####################################################################-->
4204     <type number="98" name="Sign &amp; MagicMouth">
4205     <ignore>
4206     <ignore_list name="non_pickable" />
4207     </ignore>
4208     <description><![CDATA[
4209     The purpose of a sign or magic_mouth is to display a certain message to
4210     the player. There are three ways to have the player get this message:
4211     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4212     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4213     </description>
4214     <use><![CDATA[
4215     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4216     some true roleplay feeling to your maps, support your storyline or give
4217     hints about hidden secrets/dangers. Place signs to provide the player
4218     with all kinds of useful information for getting along in your maps. ]]>
4219     </use>
4220     <attribute arch="connected" editor="connection" type="int">
4221     When a connection value is set, the message will be printed whenever
4222     the connection is triggered. This should be used in combination with
4223     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4224     If activating your magic_mouth this way, the message will not only be
4225     printed to one player, but all players on the current map.
4226     </attribute>
4227     <attribute arch="walk_on" editor="activate by walking" type="bool">
4228     If set, the player gets the message when walking ontop of the object.
4229     "invisible 1" should be set in this case. This is the typical configuration
4230     for a "magic_mouth": The player walks through a dungeon and suddenly he
4231     gets a message. Use this to create some roleplay atmosphere, and to inform
4232     the player about possible dangers or secrets.
4233     </attribute>
4234     <attribute arch="fly_on" editor="activate by flying" type="bool">
4235     If set, the player gets the message when flying (=levitating) ontop
4236     of the object. Usually this should be set together with walk_on.
4237     </attribute>
4238     <attribute arch="food" editor="counter" type="int">
4239     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4240     (printing the message) only that many times. For signs this really shouldn't
4241     be used, while for magic_mouths it is extremely helpful.
4242     Monsters walking over the magic_mouth do not decrease the counter.
4243 root 1.3
4244 root 1.1 Often, you might want to have a message displayed only one time. For example:
4245     The player enters your map and you put a magic_mouth to tell him about the
4246     monsters and how dangerous they look and all. Later, when all the monsters
4247     are killed and the player leaves the map, displaying the same message a
4248     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4249     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4250     </attribute>
4251     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4252     This text will be displayed to the player.
4253     </attribute>
4254     </type>
4255    
4256     <!--####################################################################-->
4257     <type number="43" name="Skill">
4258     <ignore>
4259     <ignore_list name="system_object" />
4260     </ignore>
4261     <description><![CDATA[
4262     Skills are objects which exist in the player/monster inventory.
4263     Both NPC/monsters and players use the same skill archetypes. Not all skills
4264     are enabled for monster use however. ]]>
4265     </description>
4266     <use><![CDATA[
4267     For mapmaking, Skill objects serve two purposes:
4268     <p>First, the predefined skill archtypes (in the 'skills' directory)
4269     can be seen as the global skill definitions. A skill which doesn't
4270     exists as an archtype cannot be learned or used by players. When you
4271     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4272     of defined skill archtypes, because those strings are used as a reference in
4273     many skill-related objects.
4274     </p><p>
4275     Secondly, in order to enable monsters to use skills, you will need to
4276     copy default skill archtypes into the monsters' inventories.
4277     You can even customize the skills by changing stats. It is not
4278     recommended however, to use skills in your maps which are totally
4279     unrelated to any predefined skill archtype.</p> ]]>
4280     </use>
4281     <attribute arch="invisible" value="1" type="fixed" />
4282     <attribute arch="no_drop" value="1" type="fixed" />
4283     <attribute arch="skill" editor="skill name" type="string">
4284     The &lt;skill name&gt; is used for matchings. When a usable
4285     object has an identical &lt;skill name&gt;, players
4286     (or monsters) will need this skill to apply/use the object.
4287     </attribute>
4288     <attribute arch="expmul" editor="exp multiplier" type="float">
4289     This is the ratio of experience the players total should increase by
4290     when this skill is used. If this is zero, then experience only goes to
4291     to the skill. Values higher than 1 are allowed. Note that experience
4292     rewarded to the players total is in addition to that given to the
4293     skill. Eg, if player should get 500 exp for using a skill, and
4294     expmul is 1, the player will get 500 added to that skill as well as
4295     500 to their total.
4296     </attribute>
4297     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4298     The &lt;skill type&gt; defines the base functionality of the skill.
4299     Skill types are hardcoded in the Crossfire server. It isn't hard to
4300     create new skill types, but it requires a bit of server-coding.
4301     </attribute>
4302     <attribute arch="level" editor="level" type="int">
4303     </attribute>
4304     <attribute arch="exp" editor="experience" type="int">
4305     </attribute>
4306     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4307     The &lt;is native skill&gt; flag has an effect only when this
4308     skill object is placed in the inventory of a monster (or player).
4309     If it is set, the monster or player knows the skill natively, which
4310     means he does not need a skill tool to use it.
4311     </attribute>
4312     </type>
4313    
4314     <!--####################################################################-->
4315     <type number="130" name="Skill Scroll">
4316     <description><![CDATA[
4317     By reading a skill scroll, a player has a chance to learn the
4318     contained skill. ]]>
4319     </description>
4320     <use><![CDATA[
4321     Skill scrolls are very much sought for by players. Currently,
4322     all skill scrolls are sold in shops randomly, which is in fact not
4323     a good system. It would be nice to have some cool quests with
4324     skill scrolls rewarded at the end. ]]>
4325     </use>
4326     <attribute arch="race" value="scrolls" type="fixed" />
4327     <attribute arch="skill" editor="skill name" type="string">
4328     The &lt;skill name&gt; matches the skill object that can
4329     be learned from this scroll.
4330     </attribute>
4331     </type>
4332    
4333     <!--####################################################################-->
4334     <type number="21" name="Special Key">
4335     <ignore>
4336     <attribute arch="material" />
4337     </ignore>
4338     <description><![CDATA[
4339     When carrying the appropriate special key, a locked door can
4340     be opened. The key will dissapear.
4341     <br><br>
4342     This object-type can also be used for "passport"-like items:
4343     When walking onto an invetory checker, a gate for example might
4344     get opened. The "passport" will stay in the player's inventory. ]]>
4345     </description>
4346     <use><![CDATA[
4347     How to make a "passport": You take the special key arch
4348     (archetype name is "key2"), set the face to something like
4349     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4350     certainly must match with the appropiate inventory checker.
4351     <br><br>
4352     Of course you can be creative with names and faces of
4353     key-objects. A "mysterious crystal" or a "big dragon claw"
4354     (with appropriate faces) appear more interesting than just
4355     a "strange key", or "passport". ]]>
4356     </use>
4357     <attribute arch="slaying" editor="key string" type="string">
4358     This string must be identical with the &lt;key string&gt; in the
4359     locked door, then it can be unlocked. It can also be used
4360     to trigger inventory checkers.
4361     </attribute>
4362     <attribute arch="material" editor="material" type="bitmask_material">
4363     For Special Keys, material should always be unset or set
4364     to Adamantite. This prevents the key from getting
4365     burned or otherwise destroyed.
4366     </attribute>
4367     <attribute arch="unique" editor="unique item" type="bool">
4368     Unique items exist only one time on a server. If the item
4369     is taken, lost or destroyed - it's gone for good.
4370 root 1.3
4371 root 1.1 This can be used if you want to sell apartments on your
4372     map: Simply sell a unique passport/key, and place
4373     an inventory checker at the entrance of your apartment.
4374     </attribute>
4375     <attribute arch="startequip" editor="godgiven item" type="bool">
4376     A godgiven item vanishes as soon as the player
4377     drops it to the ground.
4378     </attribute>
4379     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4380     This will add a description to the object. The player can read
4381     this text by clicking on the item in his inventory. Use this
4382     message to describe what the key/passport is good for. A player
4383     might have 50 different keys on his key-ring. Don't expect
4384     players to recall their purpose just by their names.
4385     </attribute>
4386     </type>
4387    
4388     <!--####################################################################-->
4389     <type number="101" name="Spell">
4390     <ignore>
4391     <ignore_list name="system_object" />
4392     </ignore>
4393     <description><![CDATA[
4394     Spell objects define a spell. When a spell is put in a spellbook,
4395     players can learn it by reading the book. Once learned, players
4396     can use the spell as often as they like. With increasing skill level
4397     of the player, spells may gain power but also increase cost.<br>
4398     Monsters can use spells which are put in their inventory (provided
4399     that certain "enabling" settings are correct). The monster's
4400     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4401     </description>
4402     <use><![CDATA[
4403     A lot of the spells' settings can be tuned and customized.
4404     When creating new spells which are accessible to players, it is
4405     important to think about balance. A single spell which is too
4406     powerful and/or too easy to use can eventually toss the whole skill
4407     and magic school system out of whack. Testing new spells is
4408     quite important therefore. ]]>
4409     </use>
4410     <attribute arch="no_drop" value="1" type="fixed" />
4411     <attribute arch="invisible" value="1" type="fixed" />
4412     <attribute arch="skill" editor="skill name" type="string">
4413     The &lt;skill name&gt; matches the skill which is needed
4414     to cast this spell. This should be one out of "sorcery",
4415     "pyromancy", "evocation", "summoning" or "praying".
4416     If you want to fiddle with these, please take care not
4417     to upset the concept and balance of the various skills.
4418     </attribute>
4419     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4420     The &lt;spell type&gt; defines the basic type of spell.
4421     Some of these types are of a more generic nature than others.
4422     </attribute>
4423     <attribute arch="level" editor="spell level" type="int">
4424     </attribute>
4425     <attribute arch="casting_time" editor="casting time" type="int">
4426     </attribute>
4427     <attribute arch="duration" editor="duration" type="int">
4428     </attribute>
4429     <attribute arch="other_arch" editor="create object" type="string">
4430     </attribute>
4431     <attribute arch="sp" editor="cost spellpoints" type="int">
4432     </attribute>
4433     <attribute arch="grace" editor="cost grace" type="int">
4434     </attribute>
4435     <attribute arch="maxsp" editor="double cost per level" type="int">
4436     </attribute>
4437     </type>
4438    
4439     <!--####################################################################-->
4440     <type number="85" name="Spellbook">
4441     <description><![CDATA[
4442     By reading a spellbook, the player has a chance of learning the
4443     contained spell. Once learned from a book, the spell is available
4444     forever. Spellbooks with high level spells require some skill-level
4445     to read.<br><br>
4446     You can create widely customized spells only by adjusting the
4447     spell object in the spellbooks inventory. Refer to the description
4448     of spell objects for detailed information how to customize spells.<br>
4449     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4450     with a compilation of spells that the book may contain. ]]>
4451     </description>
4452     <use><![CDATA[
4453     Don't put any of the godgiven spells into a spellbook! These are
4454     reserved for the followers of the appropriate cults. Handing them
4455     out in a spellbook would violate the balance between different religions.
4456     <br><br>
4457     Note that there is no fundamental difference between the spellbooks
4458     of varying schools (pyromancy, sorcery, evocation, summoning, and
4459     even praying). The difference lies only in the spells they contain.
4460     It is up to you, the mapmaker, to pick the right type of book
4461     for your spells. ]]>
4462     </use>
4463     <attribute arch="skill" value="literacy" type="fixed" />
4464     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4465     There are two ways to put spells into a spellbook:
4466     1. Put a spell object in the books inventory. In this case,
4467     treasurelist must be set to &lt;none&gt;.
4468     2. Choose a treasurelist which contains spells.
4469     In that way, a spell will be chosen randomly from the list.
4470     </attribute>
4471     <attribute arch="startequip" editor="godgiven item" type="bool">
4472     A godgiven item vanishes as soon as the player
4473     drops it to the ground.
4474     </attribute>
4475     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4476     This text may contain a nice description
4477     of the spellbook's cover or something.
4478     </attribute>
4479     </type>
4480    
4481     <!--####################################################################-->
4482     <type number="90" name="Spinner">
4483     <ignore>
4484     <ignore_list name="non_pickable" />
4485     </ignore>
4486     <description><![CDATA[
4487     Spinners change the direction of spell objects and other projectiles
4488     that fly past. Unlike directors, it does make a difference from what
4489     angle you shoot into the spinner. The direction of objects flying past
4490     is always changed by a certain degree. ]]>
4491     </description>
4492     <use><![CDATA[
4493     Spinners are very rarely used. I believe they are quite
4494     confusing and pointless. The only use I can think of is building
4495     some puzzle about where to shoot into spinners to shoot somewhere you
4496     otherwise couldn't.
4497 root 1.3
4498 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4499     projectiles from magic walls don't get to fly in loops. ]]>
4500     </use>
4501     <attribute arch="sp" editor="direction number" type="int">
4502     The spinner will change the direction of flying objects by
4503     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4504     positive values counter clockwise.
4505 root 1.3
4506 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4507     </attribute>
4508     <attribute arch="walk_on" value="1" type="fixed" />
4509     <attribute arch="fly_on" value="1" type="fixed" />
4510     </type>
4511    
4512     <!--####################################################################-->
4513     <type number="138" name="Swamp">
4514     <ignore>
4515     <ignore_list name="non_pickable" />
4516     </ignore>
4517     <description><![CDATA[
4518     Swamp areas show a special behaviour:
4519     When a player stands still on a swamp-square for too long,
4520     he will start to sink in and eventually drown and die.
4521     Items dropped on the swamp sink in and dissapear.
4522     Players with knowledge of the woodsman skill are a lot less likely
4523     to die in the swamp. ]]>
4524     </description>
4525     <attribute arch="walk_on" value="1" type="fixed" />
4526     <attribute arch="is_floor" value="1" type="fixed" />
4527     <attribute arch="is_wooded" value="1" type="fixed" />
4528     <attribute arch="speed" editor="drowning speed" type="float">
4529     The higher the &lt;drowning speed&gt;, the faster will players and items
4530     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4531     and unexpected death-trap. Players should get a warning before such areas.
4532     </attribute>
4533     <attribute arch="slow_move" editor="slow movement" type="int">
4534     If &lt;slow movement&gt; is set to a value greater zero, all
4535     creatures moving over this spot will be slower than normal.
4536 root 1.3
4537 root 1.1 &lt;slow movement&gt; 1 - rough terrain
4538     &lt;slow movement&gt; 2 - very rough terrain
4539     ...
4540     &lt;slow movement&gt; 5 - default for deep swamp
4541     </attribute>
4542     <attribute arch="no_magic" editor="no spells" type="bool">
4543     If enabled, it is impossible for players to use (wizard-)
4544     spells on that spot.
4545     </attribute>
4546     <attribute arch="damned" editor="no prayers" type="bool">
4547     If enabled, it is impossible for players to use prayers
4548     on that spot. It also prevents players from saving.
4549     </attribute>
4550     </type>
4551    
4552     <!--####################################################################-->
4553     <type number="41" name="Teleporter">
4554     <ignore>
4555     <ignore_list name="non_pickable" />
4556     </ignore>
4557     <description><![CDATA[
4558     When the player walks into a teleporter, he is transferred to a
4559     different location. The main difference to the object-type exit
4560     is the possibility to have teleporters connected to levers/buttons/etc.
4561     Sometimes teleporters are activated even against the players will.
4562     <br><br>
4563     Unlike exits, teleporters can also transfer items and
4564     monsters to different locations on the same map. ]]>
4565     </description>
4566     <use><![CDATA[
4567     When creating maps, I guess sooner or later you'll want to have
4568     an invisible teleporter. If using "invisible 1", the teleporter
4569     can still be discovered with the show_invisible spell. And in
4570     some cases you can't place it under the floor to prevent this.
4571     <br><br>
4572     Fortunately, there is a cool trick to make a perfectly invisible
4573     teleporter: You simply add teleporter functionality to the floor
4574     itself. That means: You take the floor arch (e.g. "flagstone"),
4575     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4576     </use>
4577     <attribute arch="slaying" editor="exit path" type="string">
4578     The exit path specifies the map that the player is transferred to.
4579     &lt;exit path&gt; can be an absolute path, beginning with '/'
4580     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4581     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4582     for example I could use the relative path "Fire1"). Use relative
4583     paths whenever possible! Note that upper/lower case must always be
4584     set correctly. However, please use lower case only.
4585 root 1.3
4586 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4587     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4588     monsters and items. In this case, the destined map is automatically
4589     the same map the teleporter is on.
4590     </attribute>
4591     <attribute arch="hp" editor="destination X" type="int">
4592     The exit destinations define the (x, y)-coordinates where the exit
4593     leads to.
4594 root 1.3
4595 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4596     get teleported to another, randomly chosen teleporter on the same
4597     map (Slightly confusing for the player though). Make sure there
4598     actually *is* a second one in that case.
4599 root 1.3
4600 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4601     be transferred to the "default enter location" of the destined map.
4602     The latter can be set in the map-properties as "Enter X/Y". Though,
4603     please DO NOT use that. It turned out to be a source for numerous
4604     map-bugs.
4605     </attribute>
4606     <attribute arch="sp" editor="destination Y" type="int">
4607     The exit destinations define the (x, y)-coordinates where the exit
4608     leads to.
4609 root 1.3
4610 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4611     get teleported to another, randomly chosen teleporter on the same
4612     map (Slightly confusing for the player though). Make sure there
4613     actually *is* a second one in that case.
4614 root 1.3
4615 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4616     be transferred to the "default enter location" of the destined map.
4617     The latter can be set in the map-properties as "Enter X/Y". Though,
4618     please DO NOT use that. It turned out to be a source for numerous
4619     map-bugs.
4620     </attribute>
4621     <attribute arch="connected" editor="connection" type="int">
4622     If a connection value is set, the teleporter will be activated
4623     whenever the connection is triggered. To use this properly,
4624     &lt;activation speed&gt; must be zero.
4625     </attribute>
4626     <attribute arch="speed" editor="activation speed" type="float">
4627     If the &lt;activation speed&gt; is nonzero, the teleporter will
4628     automatically be activated in regular time-intervals. Hence, the
4629     player can just step on it and gets teleported sooner or later.
4630     The duration between two activates depends on the given value.
4631 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4632    
4633 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4634     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4635     </attribute>
4636     </type>
4637    
4638     <!--####################################################################-->
4639 root 1.3 <type number="26" name="Timed Gate">
4640     <ignore>
4641     <ignore_list name="non_pickable" />
4642     </ignore>
4643     <description><![CDATA[
4644     Gates play an important role in Crossfire. Gates can be opened
4645     by activating a button/trigger, by speaking passwords (-> magic_ear)
4646     or carrying special key-objects (-> inventory checker).
4647     Unlike locked doors, gates can get shut again after a player has
4648     passed, which makes them more practical in many cases. Unlike normal
4649     gates, timed gates open when triggered but automatically close again
4650     after some time.]]>
4651     </description>
4652     <use><![CDATA[
4653     Use gates to divide your maps into separated areas. After solving
4654     area A, the player gains access to area B, and so on. Make your
4655     maps more complex than "one-way". ]]>
4656     </use>
4657     <attribute arch="no_pick" value="1" type="fixed" />
4658     <attribute arch="connected" editor="connection" type="int">
4659     Whenever the inventory checker is triggered, all objects with identical
4660     &lt;connection&gt; value get activated. This only makes sense together with
4661     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4662     after some time.
4663     </attribute>
4664     <attribute arch="wc" editor="position state" type="int">
4665     The &lt;position state&gt; defines the position of the gate:
4666     Zero means completely open/down, the "number of animation-steps" (usually
4667     about 6 or 7) means completely closed/up state. I suggest you don't
4668     mess with this value - Leave the default in place.
4669     </attribute>
4670     <attribute arch="no_pass" editor="blocking passage" type="bool">
4671     For open gates, &lt;blocking passage&gt; should be unset.
4672     For closed gates it must be set.
4673     </attribute>
4674     <attribute arch="no_magic" editor="restrict spells" type="bool">
4675     Restricting the use of spells to pass this gate. This has
4676     an effect only if &lt;block view&gt; is disabled.
4677     </attribute>
4678     <attribute arch="damned" editor="restrict prayers" type="bool">
4679     Restricting the use of prayers to pass this door. This has
4680     an effect only if &lt;block view&gt; is disabled.
4681     </attribute>
4682     <attribute arch="hp" editor="open duration" type="int">
4683     Defines the duration the gate remains closed. This only takes effect
4684     if the gate is not connected.
4685     </attribute>
4686     </type>
4687    
4688     <!--####################################################################-->
4689 root 1.1 <type number="155" name="Trap">
4690     <ignore>
4691     <attribute arch="no_pick" />
4692     <attribute arch="title" />
4693     <attribute arch="name_pl" />
4694     <attribute arch="weight" />
4695     <attribute arch="value" />
4696     <attribute arch="material" />
4697     <attribute arch="unpaid" />
4698     </ignore>
4699     <description><![CDATA[
4700     A trap is a object that can either do damage or trigger another connected object
4701 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4702 root 1.1 and generally have either a physical attack or trigger a reaction.
4703     <br><br>
4704     Traps hit any monster or person who steps on them for 'dam' damage in
4705     'attacktype' attacktype and/or trigger a reaction.
4706     <br><br>
4707     Many traps are already defined in the archetypes. ]]>
4708     </description>
4709     <use><![CDATA[
4710     Avoid monsters stepping on your traps. For example, a party of orcs setting
4711     off your lightning wall and pit trap is usually a bad idea. ]]>
4712     </use>
4713     <attribute arch="no_pick" value="1" type="fixed" />
4714     <attribute arch="walk_on" value="1" type="fixed" />
4715 root 1.3 <attribute arch="level" editor="trap level" type="int">
4716 root 1.1 Level effects how easily a trap may be found and disarmed, and
4717     how much experience the player gets for doing so. Beware: High level
4718     traps can be quite a cheap source of experience! So either make them
4719     tough, or keep the level low.
4720     </attribute>
4721     <attribute arch="Cha" editor="visibility" type="int">
4722     This value determines what fraction of the time the trap is visible:
4723     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4724     how easily the trap may be found.
4725     </attribute>
4726     <attribute arch="hp" editor="number of charges" type="int">
4727     The trap will detonate &lt;number of charges&gt; times before disappearing.
4728     </attribute>
4729     <attribute arch="dam" editor="direct damage" type="int">
4730 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4731     This should be set in reasonable relation to the trap's level.
4732 root 1.1 </attribute>
4733     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4734     This attribute defines what attacktype to use for direct damage when
4735     the trap detonates.
4736     </attribute>
4737     <attribute arch="connected" editor="connection" type="int">
4738     When the trap is detonated, all objects with the same
4739     connection value get activated.
4740     </attribute>
4741     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4742     When the trap detonates, this text is displayed to the
4743     victim. For especially powerful or complex traps, create an appropriate
4744     and thrilling description. ;)
4745     </attribute>
4746     </type>
4747    
4748     <!--####################################################################-->
4749     <type number="95" name="Trapdoor">
4750     <ignore>
4751     <ignore_list name="non_pickable" />
4752     </ignore>
4753     <description><![CDATA[
4754     Trapdoors are very similar to pits. The difference is that they
4755     can not be closed. Instead, the weight of the object on the
4756     trapdoor determines weither it slams the trapdoor open and falls through
4757     or not.<br>
4758     Once a trapdoor has been opened (by a creature or items of sufficient
4759     weight,) it remains open, acting like an opened pit. ]]>
4760     </description>
4761     <use><![CDATA[
4762     Trapdoors should be used in the same fashion as pits:
4763     They should always drop the victims to some kind of lower level. They
4764     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4765     </use>
4766     <attribute arch="no_pick" value="1" type="fixed" />
4767     <attribute arch="walk_on" value="1" type="fixed" />
4768     <attribute arch="weight" editor="hold weight" type="int">
4769     This value defines how much weight the trapdoor can hold.
4770     Once items or creatures are gathered on the trapdoor, with
4771     a total weight surpassing this value, then the trapdoor will
4772     open and things start falling through.
4773     </attribute>
4774     <attribute arch="hp" editor="destination X" type="int">
4775     The trapdoor will transport creatures (and items) randomly into
4776     a two-square radius of the destination coordinates.
4777     If the destination square becomes blocked, the trapdoor will act like
4778     being filled up and not work anymore!
4779     </attribute>
4780     <attribute arch="sp" editor="destination Y" type="int">
4781     The trapdoor will transport creatures (and items) randomly into
4782     a two-square radius of the destination coordinates.
4783     If the destination square becomes blocked, the trapdoor will act like
4784     being filled up and not work anymore!
4785     </attribute>
4786     </type>
4787    
4788     <!--####################################################################-->
4789     <type number="4" name="Treasure">
4790     <ignore>
4791     <attribute arch="nrof" />
4792     <attribute arch="title" />
4793     <attribute arch="name_pl" />
4794     <attribute arch="weight" />
4795     <attribute arch="value" />
4796     <attribute arch="material" />
4797     </ignore>
4798     <description><![CDATA[
4799     A treasure-object turns into certain randomitems when the map is loaded
4800     into the game. ]]>
4801     </description>
4802     <use><![CDATA[
4803     About usage of the "random-artifact" treasurelist:
4804     This will generate powerful stuff like girdles, xray helmets, special
4805     swords etc. If you put this as reward to your quest, players might be
4806     motivated to do it more than once. BUT, by doing so they will get a huge
4807     number of different artifacts! Besides, players will always seek the place
4808     with the most easy-to-get random artifact and ignore all others.
4809     My advice: Don't use it! Attract players with good fighting experience
4810     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4811     </use>
4812     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4813     This entry determines what kind of treasure will appear. Look into
4814     /crossfire/share/crossfire/treasures for details about existing
4815     treasurelists.
4816     </attribute>
4817     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4818     "Auto-generate" must be set in order to have the treasure be created
4819     when the map is loaded.
4820     If you want to create a random treasure chest, you unset this flag.
4821     That way, the player has to apply the object (the chest), then the
4822     treasure is generated.
4823     </attribute>
4824     <attribute arch="hp" editor="create number" type="int">
4825     "Create number" specifies how many pieces of the given treasurelist
4826     will appear. Note that for every piece there is a chance that nothing is
4827     generated. Also, sometimes there can be stacks of items generated, like
4828     for gems/money.
4829     </attribute>
4830     <attribute arch="exp" editor="quality level" type="int">
4831     The &lt;quality level&gt; will be used for the quality of the generated
4832     treasure instead of the map difficulty (as was done with shops).
4833     If zero/unset, the map difficulty will instead be used.
4834     (Example for comparison: Shop floors generate treasure of
4835     &lt;quality level&gt; 5 per default).
4836     </attribute>
4837     </type>
4838    
4839     <!--####################################################################-->
4840 root 1.3 <type number="52" name="Trigger Marker">
4841     <ignore>
4842     <ignore_list name="system_object" />
4843     </ignore>
4844     <description><![CDATA[
4845     A trigger marker is an object that inserts an invisible force (a mark) into a
4846     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4847     &lt;key string&gt; which can be discovered by detectors or inventory
4848     checkers. It is also possible to use markers for removing marks again.
4849     <br><br>
4850     Note that the player has no possibility to "see" his own marks,
4851     except by the effect that they cause on the maps. ]]>
4852     </description>
4853     <use><![CDATA[
4854     Markers hold real cool possibilities for map-making. I encourage
4855     you to use them frequently. However there is one negative point
4856     about markers: Players don't "see" what's going on with them. It is
4857     your task, as map-creator, to make sure the player is always well
4858     informed and never confused.
4859     <br><br>
4860     Please avoid infinite markers when they aren't needed. They're
4861     using a little space in the player file after all, so if there
4862     is no real purpose, set an expire time. ]]>
4863     </use>
4864     <attribute arch="no_pick" value="1" type="fixed" />
4865     <attribute arch="slaying" editor="key string" type="string">
4866     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4867     If the player already has a force with that &lt;key string&gt;,
4868     there won't be inserted a second one.
4869     </attribute>
4870     <attribute arch="connected" editor="connection" type="int">
4871     Unlike a regular marker this is the connection that triggers this marker to activate.
4872     </attribute>
4873     <attribute arch="food" editor="mark duration" type="int">
4874     This value defines the duration of the force it inserts.
4875     If nonzero, the duration of the player's mark is finite:
4876     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4877     means the mark will stay on the player forever.
4878     </attribute>
4879     <attribute arch="name" editor="delete mark" type="string">
4880     When the player steps onto the marker, all existing forces in
4881     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4882     will be removed. If you don't want to remove any marks, leave
4883     this textfield empty.
4884    
4885     Note that the string &lt;delete mark&gt; is set as the name of
4886     this marker. So don't be confused, and remember changing the
4887     name will take effect on the marker's functionality.
4888     </attribute>
4889     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4890     In the moment when the player gets marked, this text is displayed
4891     to him. You should really set a message in any marker you create,
4892     because it's the only way for the player to notice what's going on.
4893     </attribute>
4894     </type>
4895    
4896     <!--####################################################################-->
4897 root 1.1 <type number="0" name="Wall">
4898     <required>
4899     <attribute arch="is_floor" value="0" />
4900     <attribute arch="alive" value="0" />
4901     <attribute arch="no_pass" value="1" />
4902     </required>
4903     <ignore>
4904     <attribute arch="nrof" />
4905     <attribute arch="title" />
4906     <attribute arch="name_pl" />
4907     <attribute arch="value" />
4908     <attribute arch="unpaid" />
4909     </ignore>
4910     <description><![CDATA[
4911     Walls usually block passage and sight. ]]>
4912     </description>
4913     <attribute arch="no_pass" editor="blocking passage" type="bool">
4914     If set, the object cannot be passed by players nor monsters.
4915     </attribute>
4916     <attribute arch="can_roll" editor="moveable" type="bool">
4917     If set, the object is able to "roll", so it can be pushed around.
4918     This setting is used for boulders and barrels.
4919     </attribute>
4920     <attribute arch="no_magic" editor="restrict spells" 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     <attribute arch="damned" editor="restrict prayers" type="bool">
4925     This takes effect only with &lt;blocksview&gt; disabled.
4926     Restricting the use of spells to pass this wall.
4927     </attribute>
4928     </type>
4929    
4930     <!--####################################################################-->
4931 root 1.3 <type number="109" name="Wand &amp; Staff">
4932     <description><![CDATA[
4933     Wands contain a certain spell. The player can apply (ready) and
4934     fire the wand. After a defined number of casts, the wand is
4935     "used up". It is possible to recharge a wand with scrolls of
4936     charging, but usually that isn't worth the cost. ]]>
4937     </description>
4938     <use><![CDATA[
4939     Wands are quite seldomly used. The reason prolly is that they're
4940     generally not cost-efficient. Handing out high-level wands with
4941     powerful special spells isn't a good idea either, because of
4942     the recharge ability.
4943     <br><br>
4944     For low levels, staffs of healing/cure and word of recall are
4945     quite desirable though. Ideal rewards for low level quests. ]]>
4946     </use>
4947     <attribute arch="sp" editor="spell" type="spell">
4948     The &lt;spell&gt; specifies the contained spell.
4949     </attribute>
4950     <attribute arch="level" editor="casting level" type="int">
4951     The &lt;casting level&gt; of the wand determines it's power.
4952     An average level for wands in shops is about 10.
4953     </attribute>
4954     <attribute arch="food" editor="number of charges" type="int">
4955     The wand can be used &lt;number of charges&gt; times before it is
4956     used up. It can be recharged with scrolls of charging.
4957     </attribute>
4958     <attribute arch="startequip" editor="godgiven item" type="bool">
4959     A godgiven item vanishes as soon as the player
4960     drops it to the ground.
4961     </attribute>
4962     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4963     This text may contain a description of the wand.
4964     </attribute>
4965     </type>
4966    
4967     <!--####################################################################-->
4968 root 1.1 <type number="0" name="Weak Wall">
4969     <required>
4970     <attribute arch="is_floor" value="0" />
4971     <attribute arch="alive" value="1" />
4972     <attribute arch="tear_down" value="1" />
4973     </required>
4974     <ignore>
4975     <ignore_list name="non_pickable" />
4976     </ignore>
4977     <description><![CDATA[
4978     A weak wall is a breakable spot amidsts a solid wall. Typically
4979     these weak walls look similar to their solid "relatives" except
4980     for a small crack or little chunks of wall on the ground. ]]>
4981     </description>
4982     <use><![CDATA[
4983     If you want to create hidden rooms, using weak walls is alot
4984     better than completely indiscernible passages in a wall.<br>
4985     Anyways, there can be a lot more to weak walls than just finding
4986     them: Rising their defensive stats, weak walls can become a
4987     serious obstacle. An ice wall might only be torn down by a fire
4988     attack for example. A granite wall for instance might be very
4989     hard to destroy. ]]>
4990     </use>
4991     <attribute arch="alive" value="1" type="fixed" />
4992     <attribute arch="no_pick" value="1" type="fixed" />
4993     <attribute arch="tear_down" value="1" type="fixed" />
4994     <attribute arch="race" editor="race" type="string">
4995     For weak walls, &lt;race&gt; should always be set to "wall",
4996     unless you create something fancy like a building which
4997     is in fact meant to be a huge animal.
4998     Note that shovels slay walls, so they do tripple damage
4999     against weak walls.
5000     </attribute>
5001     <attribute arch="level" editor="level" type="int">
5002     The &lt;level&gt; of a weak wall works similar to monster levels.
5003     Due to the fact that weak walls cannot attack, the level
5004     is much less important though.
5005     </attribute>
5006     <attribute arch="hp" editor="health points" type="int">
5007     The &lt;health points&gt; of a weak wall define how long it takes to
5008     tear it down. With every successful hit from an opponent,
5009     &lt;health points&gt; get drained.
5010     </attribute>
5011     <attribute arch="maxhp" editor="max health" type="int">
5012     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5013     weak wall can have. Since walls generally don't heal, I doubt
5014     this has much real effect.
5015     </attribute>
5016     <attribute arch="ac" editor="armour class" type="int">
5017     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5018     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5019     </attribute>
5020     <section name="resistance">
5021     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5022     </attribute>
5023     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5024     </attribute>
5025     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5026     </attribute>
5027     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5028     </attribute>
5029     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5030     </attribute>
5031     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5032     </attribute>
5033     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5034     </attribute>
5035     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5036     </attribute>
5037     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5038     </attribute>
5039     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5040     </attribute>
5041     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5042     </attribute>
5043     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5044     </attribute>
5045     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5046     </attribute>
5047     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5048     </attribute>
5049     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5050     </attribute>
5051     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5052     </attribute>
5053     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5054     </attribute>
5055     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5056     </attribute>
5057     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5058     </attribute>
5059     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5060     </attribute>
5061     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5062     </attribute>
5063     </section>
5064     </type>
5065    
5066     <!--####################################################################-->
5067     <type number="15" name="Weapon">
5068     <description><![CDATA[
5069     Wielding a weapon, the object's stats will directly be inherited to the
5070     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5071     be improved with scrolls. ]]>
5072     </description>
5073     <use><![CDATA[
5074     If you create artifacts (equipment) with stats- or resistance-bonus:
5075     Keep playbalance in mind! Such items mustn't be reachable without hard
5076     fighting AND questing. ]]>
5077     </use>
5078     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5079     This number is a bitmask, specifying the weapon's attacktypes.
5080     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5081     have no more than one or two attacktypes. Keep in mind that all weapons
5082     can be blessed by the player's diety, thus adding an additional attacktype.
5083 root 1.3
5084 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5085     then he will do as much damage as the "best" of his attacktypes does. So,
5086     the more attacktypes you've got, the better your chance to take advantage
5087     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5088     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5089     </attribute>
5090     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5091     The &lt;weapontype&gt; characterizes the weapon's type of physical
5092     attack. It could best be considered a "subclassification"
5093     of the physical attacktype. For now, this is only used for
5094     attack messages!
5095 root 1.3
5096 root 1.1 You should always set this correctly when creating new
5097     weapons for your maps.
5098     </attribute>
5099     <attribute arch="skill" editor="skill name" type="string">
5100     Matching &lt;skill name&gt; of the skill that is required
5101     to use this weapon.
5102     </attribute>
5103     <attribute arch="dam" editor="damage" type="int">
5104     The damage value is used as base value for how much damage the weapon
5105     does per hit. The actual damage involves more dependencies,
5106     like wielder's level and defender's level. Look at existing weapons
5107     to get a feel for the range of weapon damage values.
5108     </attribute>
5109     <attribute arch="slaying" editor="slaying race" type="string">
5110     Slaying means the weapon does tripple (3x) damage to monsters of the
5111     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5112     only monsters of that archtype are hit with tripple damage.
5113 root 1.3
5114 root 1.1 No god blessings are possible for weapons with a race set in this entry
5115     (That's because god blessings add tripple damage against their own
5116     enemy races). Tripple damage is very effective.
5117     </attribute>
5118     <attribute arch="last_sp" editor="weapon speed" type="int">
5119     The weapon speed determines how often the wielder can swing the weapon
5120     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5121     is best (that is lightning- fast). A typical average value is 8.
5122     Speed and damage should be kept in reasonable relation.
5123     </attribute>
5124     <attribute arch="wc" editor="weapon class" type="int">
5125     The weapon class value adds to the overall weapon class of the wielder's
5126     melee attacks. Weapon class improves the chance of hitting the opponent.
5127     </attribute>
5128     <attribute arch="magic" editor="magic bonus" type="int">
5129     For a weapon, magic bonus works just like weapon class, except that
5130     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5131     less useful than direct weapon class value on a weapon.
5132     </attribute>
5133     <attribute arch="item_power" editor="item power" type="int">
5134     The &lt;item power&gt; value measures how "powerful" an artifact is.
5135     Players will only be able to wear equipment with a certain total
5136     amount of &lt;item power&gt;, depending on their own level. This is the
5137     only way to prevent low level players to wear "undeserved" equipment
5138     (like gifts from other players or cheated items).
5139 root 1.3
5140 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5141     for every artifact you create! If zero/unset, the CF server will
5142     calculate a provisional value at runtime, but this is never
5143     going to be an accurate measurement of &lt;item power&gt;.
5144     </attribute>
5145     <attribute arch="damned" editor="damnation" type="bool">
5146     A damned weapon cannot be unwielded unless
5147     the curse is removed. Removing damnations is
5148     a tick harder than removing curses.
5149     </attribute>
5150     <attribute arch="cursed" editor="curse" type="bool">
5151     A cursed weapon cannot be unwielded unless
5152     the curse is removed.
5153     </attribute>
5154     <attribute arch="lifesave" editor="save life" type="bool">
5155     An item with this flag enabled will save the players life
5156     for one time: When the player is wearing this item and his
5157 root 1.3 health points reach zero, the item disappears, replenishing
5158 root 1.1 half of the player's health.
5159 root 1.3
5160 root 1.1 An item with &lt;save life&gt; should not have
5161     any decent additional bonuses!
5162     </attribute>
5163     <attribute arch="unique" editor="unique item" type="bool">
5164     Unique items exist only one time on a server. If the item
5165     is taken, lost or destroyed - it's gone for good.
5166     </attribute>
5167     <attribute arch="startequip" editor="godgiven item" type="bool">
5168     A godgiven item vanishes as soon as the player
5169     drops it to the ground.
5170     </attribute>
5171     <section name="resistance">
5172     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5173     This adds physical resistance to the weapon (= armour value). The number is
5174     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5175     and what they require to do for getting this-and-that artifact.
5176     </attribute>
5177     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5178     This adds magic resistance to the weapon. The number is a percent-value in
5179     the range 0-100. Treat this with CARE. Look at other maps and what they
5180     require to do for getting this-and-that artifact.
5181     </attribute>
5182     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5183     This adds fire resistance to the weapon. The number is a percent-value in
5184     the range 0-100. Treat this with CARE. Look at other maps and what they
5185     require to do for getting this-and-that artifact.
5186     </attribute>
5187     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5188     This adds electricity resistance to the weapon. The number is a percent-value in
5189     the range 0-100. Treat this with CARE. Look at other maps and what they
5190     require to do for getting this-and-that artifact.
5191     </attribute>
5192     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5193     This adds fire resistance to the weapon. The number is a percent-value in
5194     the range 0-100. Treat this with CARE. Look at other maps and what they
5195     require to do for getting this-and-that artifact.
5196     </attribute>
5197     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5198     This adds confusion resistance to the weapon. The number is a percent-value in
5199     the range 0-100. Confusion resistance is not very effective
5200     unless the value comes close to 100 (= perfect immunity).
5201     </attribute>
5202     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5203     This adds acid resistance to the weapon. The number is a percent-value in
5204     the range 0-100. Treat this with CARE. Look at other maps and what they
5205     require to do for getting this-and-that artifact.
5206     </attribute>
5207     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5208     This adds draining resistance to the weapon. The number is a percent-value
5209     in the range 0-100. Draining resistance is little effective
5210     unless the value is 100 (= perfect immunity).
5211     </attribute>
5212     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5213     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5214     the range 0-100. Weaponmagic resistance generally should not exist on
5215     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5216     are not meant to be easily resisted.
5217     </attribute>
5218     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5219     This adds ghosthit resistance to the weapon. The number is a percent-value
5220     in the range 0-100. Treat this with CARE. Look at other maps and what they
5221     require to do for getting this-and-that artifact.
5222     </attribute>
5223     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5224     This adds poison resistance to the weapon. The number is a percent-value in
5225     the range 0-100. Treat this with CARE. Look at other maps and what they
5226     require to do for getting this-and-that artifact.
5227     </attribute>
5228     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5229     This adds fear resistance to the weapon. The number is a percent-value in
5230     the range 0-100. Resistance to fear is pretty useless.
5231     </attribute>
5232     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5233     This adds paralyze resistance to the weapon. The number is a percent-value in
5234     the range 0-100. Paralyze resistance is little effective
5235     unless the value is 100 (= perfect immunity).
5236     </attribute>
5237     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5238     This adds fear resistance to the weapon. The number is a percent-value in
5239     the range 0-100. Resistance to fear is pretty useless.
5240     </attribute>
5241     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5242     This adds depletion resistance to the weapon. The number is a percent-value
5243     in the range 0-100. Depletion resistance is little effective
5244     unless the value is 100 (= perfect immunity).
5245     </attribute>
5246     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5247     This adds death-attack resistance to the weapon. The number is a
5248     percent-value in the range 0-100. Death-attack resistance is little
5249     effective unless the value is 100 (= perfect immunity).
5250     Generally, resistance to death-attack is not supposed to be
5251     available to players!
5252     </attribute>
5253     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5254     This adds chaos resistance to the weapon. The number is a percent-value in
5255     the range 0-100. Treat this with CARE. Look at other maps and what they
5256     require to do for getting this-and-that artifact.
5257     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5258     combination of other attacktypes.
5259     </attribute>
5260     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5261     This adds blinding resistance to the weapon. The number is a percent-value
5262     in the range 0-100. Treat this with CARE. Look at other maps and what they
5263     require to do for getting this-and-that artifact.
5264     </attribute>
5265     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5266     This adds holy power resistance to the weapon. The number is a percent-value
5267     in the range 0-100. Holy power is the attacktype that holyword-type spells
5268     use to hurt undead creatures. This kind of resistance is only reasonable
5269     for undead players (wraith or devourer cult).
5270     Generally, resistance to holy word should not be available for players.
5271     </attribute>
5272     </section>
5273     <section name="stats">
5274     <attribute arch="Str" editor="strength" type="int">
5275     The player's strentgh will rise/fall by the given value
5276     while wearing this weapon.
5277     </attribute>
5278     <attribute arch="Dex" editor="dexterity" type="int">
5279     The player's dexterity will rise/fall by the given value
5280     while wearing this weapon.
5281     </attribute>
5282     <attribute arch="Con" editor="constitution" type="int">
5283     The player's constitution will rise/fall by the given value
5284     while wearing this weapon.
5285     </attribute>
5286     <attribute arch="Int" editor="intelligence" type="int">
5287     The player's intelligence will rise/fall by the given value
5288     while wearing this weapon.
5289     </attribute>
5290     <attribute arch="Pow" editor="power" type="int">
5291     The player's power will rise/fall by the given value
5292     while wearing this weapon.
5293     </attribute>
5294     <attribute arch="Wis" editor="wisdom" type="int">
5295     The player's wisdom will rise/fall by the given value while
5296     wearing this weapon.
5297     </attribute>
5298     <attribute arch="Cha" editor="charisma" type="int">
5299     The player's charisma will rise/fall by the given value
5300     while wearing this weapon.
5301     </attribute>
5302     </section>
5303     <section name="misc">
5304     <attribute arch="luck" editor="luck bonus" type="int">
5305     With positive luck bonus, the player is more likely to
5306     succeed in all sorts of things (spellcasting, praying,...).
5307     Unless the &lt;luck bonus&gt; is very high, the effect will be
5308     barely visible in-game. Luck bonus on one piece of equipment
5309     should never exceed 3, and such bonus should not be too
5310     frequently available.
5311     </attribute>
5312     <attribute arch="hp" editor="health regen." type="int">
5313     Positive &lt;health regen.&gt; bonus speeds up the
5314     player's healing process. Negative values slow it down.
5315     </attribute>
5316     <attribute arch="sp" editor="mana regen." type="int">
5317     Positive &lt;mana regen.&gt; bonus speeds up the
5318     player's mana regeneration. Negative values slow it down.
5319     </attribute>
5320     <attribute arch="grace" editor="grace regen." type="int">
5321     Positive &lt;grace regen.&gt; bonus speeds up the
5322     player's grace regeneration. Negative values slow it down.
5323     Since grace can be regenerated rather easy with praying,
5324     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5325     </attribute>
5326     <attribute arch="food" editor="food bonus" type="int">
5327     Positive &lt;food bonus&gt; slows down the player's digestion,
5328     thus he consumes less food. Negative values speed it up.
5329 root 1.3
5330 root 1.1 Note that food is consumed not only for "being alive", but
5331     also for healing and mana-regeneration.
5332     &lt;food bonus&gt; only affects the amount of food consumed
5333     for "being alive". Hence, even with high &lt;food bonus&gt;,
5334     during a fight a player can run out of food quickly.
5335     </attribute>
5336     <attribute arch="xrays" editor="xray vision" type="bool">
5337     Xray vision allows the player to see through obstacles
5338     in a two-square-wide radius. This is extremely helpful and
5339 root 1.3 desirable, so don't give it away for cheap on equipment.
5340 root 1.1 </attribute>
5341     <attribute arch="stealth" editor="stealth" type="bool">
5342     Stealth allows the player to move silently.
5343     This comes to effect if a player turns himself
5344     invisible and tries to sneak around monsters.
5345     (At least that was the idea behind it)
5346     </attribute>
5347     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5348     If a player is wearing any piece of equipment with
5349     the ability to &lt;reflect spells&gt;, all kinds of
5350     spell-bullets and -beams will bounce off him.
5351     This works only about 90% of all times, to
5352     avoid players being completely immune to certain
5353     types of attacks.
5354 root 1.3
5355 root 1.1 This is a very powerful ability and it
5356     shouldn't be handed out cheap!
5357     </attribute>
5358     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5359     If a player is wearing any piece of equipment with
5360     the ability to &lt;reflect missiles&gt;, all kinds of
5361     projectiles (e.g. arrows, bolts, boulders) will
5362     bounce off him. This works only about 90% of all
5363     times, to avoid players being completely immune to
5364     certain types of attacks.
5365     </attribute>
5366     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5367     Click on the &lt;attuned paths&gt; button to select spellpaths.
5368     The player will get attuned to the specified spellpaths
5369     while wearing this weapon.
5370     </attribute>
5371     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5372     Click on the &lt;repelled paths&gt; button to select spellpaths.
5373     The player will get repelled to the specified spellpaths
5374     while wearing this weapon.
5375     </attribute>
5376     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5377     Click on the &lt;denied paths&gt; button to select spellpaths.
5378     The specified spellpaths will be denied to the player
5379     while wearing this weapon.
5380     </attribute>
5381     </section>
5382     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5383     This text describes the weapons's "story". Every decent artifact weapon
5384     should have such a description.
5385     </attribute>
5386     </type>
5387    
5388 root 1.5 <type number="116" name="Event Connector">
5389     <description><![CDATA[
5390     Event connectors link specific events that happen to objects to
5391     a crossfire plug-in. ]]>
5392     </description>
5393     <attribute arch="subtype" editor="event type" type="list_event_type">
5394     The type of event that triggers a notify to the plug-in.
5395     </attribute>
5396 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5397 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5398     for python and "perl" for the Crossfire-Perl plug-in.
5399     </attribute>
5400 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5401 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5402     for perl this is the name of a extension package without the ".ext" extension.
5403     </attribute>
5404 root 1.6 <attribute arch="name" editor="options" type="string">
5405 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5406     options to the extension that alter its behaviour.
5407     </attribute>
5408     </type>
5409    
5410 root 1.1 </types>