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Revision: 1.9
Committed: Mon Mar 20 03:31:45 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.8: +82 -141 lines
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File Contents

# User Rev Content
1 root 1.1 <?xml version="1.0" standalone="no" ?>
2     <!--
3     ######################################################################
4 root 1.3 # types.xml - This is the definitions-file for all the different #
5 root 1.1 # Crossfire object types and their attributes. #
6     # #
7     # The server code of the Crossfire game is always changing and #
8     # evolving. From time to time, object-attributes change in purpose, #
9     # or new ones are created. #
10     # Therefore, it is important that an Editor is flexible and #
11     # easy to "upgrade" to handle such new features. That's why the #
12     # CFJavaEditor reads the type-definitions from this xml file. #
13     # #
14 root 1.3 # If you encounter bugs, typos or missing entries in the LATEST #
15 root 1.1 # VERSION of this file - Don't hesitate to improve it, contact me #
16     # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17     # I will put it into the "official version" of the CFJavaEditor #
18     # and all fellow Crossfire-Map-Makers can benefit from your work! #
19     # #
20     # IMPORTANT: Make a backup copy of this file before you start #
21     # to modify it! #
22     # #
23     # New types must be inserted maintaining the alphabetical order. #
24     # #
25     # about the 'type' elements: #
26     # #
27     # <type number="15" name="Type Name"> #
28     # <import_type name="Type Name" /> import attributes of this type #
29     # <required> #
30     # list of required attributes to identifying this type #
31     # </required> #
32     # <ignore> #
33     # list of attributes not to import from default_type #
34     # </ignore> #
35     # <description><![CDATA[ #
36     # Description of this type. ]]> #
37     # </description> #
38     # <use><![CDATA[ #
39     # How to use this type. ]]> #
40     # </use> #
41     # ... attributes ... #
42     # </type> #
43     # #
44     # about the 'attribute' type: <attribute ... type="XXX" > #
45     # #
46     # bool - This attribute can only be set to '1' or '0' #
47     # int - This attribute contains a decimal number #
48     # float - This attr. contains a floating point number #
49     # string - This attribute contains a string #
50     # text - This attribute contains a text ("text" can have #
51     # linebreaks, unlike "string") #
52     # fixed - This attribute is always set to a fixed 'value' #
53     # (There is no user-input for this attribute) #
54     # spell - This attribute contains a spell. The mapmaker can #
55     # choose spells from a combo box. #
56     # nz_spell - works just like 'spell', except that the #
57     # spell-value zero is always interpreted as <none>, #
58     # never as "magic bullet" #
59     # bool_special - Like bool, but with customized true/false values #
60     # treasurelist - CF treasure list (see "treasures" file) #
61     # list_LISTNAME - list, must be defined as a <list> element #
62     # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63     # element #
64     # #
65     # Created by Andreas Vogl. #
66     ######################################################################
67     -->
68     <!DOCTYPE types [
69     <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70 root 1.3
71 root 1.1 <!ELEMENT bitmask (entry*)>
72     <!ATTLIST bitmask name CDATA #REQUIRED>
73 root 1.3
74 root 1.1 <!ELEMENT list (entry*)>
75     <!ATTLIST list name CDATA #REQUIRED>
76 root 1.3
77 root 1.1 <!ELEMENT entry EMPTY>
78     <!ATTLIST entry bit CDATA #IMPLIED
79     value CDATA #IMPLIED
80     name CDATA #REQUIRED>
81 root 1.3
82 root 1.1 <!ELEMENT ignore_list (attribute* | EMPTY)>
83     <!ATTLIST ignore_list name CDATA #REQUIRED>
84 root 1.3
85 root 1.1 <!ELEMENT default_type (attribute*)>
86 root 1.3
87 root 1.1 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88     <!ATTLIST type name CDATA #REQUIRED
89     number CDATA #REQUIRED>
90 root 1.3
91 root 1.1 <!ELEMENT description (#PCDATA)>
92     <!ELEMENT use (#PCDATA)>
93 root 1.3
94 root 1.1 <!ELEMENT import_type EMPTY>
95     <!ATTLIST import_type name CDATA #REQUIRED>
96 root 1.3
97 root 1.1 <!ELEMENT required (attribute+)>
98     <!ELEMENT ignore (attribute*,ignore_list*)>
99 root 1.3
100 root 1.1 <!ELEMENT section (attribute+)>
101     <!ATTLIST section name CDATA #REQUIRED>
102 root 1.3
103 root 1.1 <!ELEMENT attribute (#PCDATA)>
104     <!ATTLIST attribute type CDATA #IMPLIED
105     arch CDATA #IMPLIED
106     arch_begin CDATA #IMPLIED
107     arch_end CDATA #IMPLIED
108     editor CDATA #IMPLIED
109     value CDATA #IMPLIED
110     length CDATA #IMPLIED
111     true CDATA #IMPLIED
112     false CDATA #IMPLIED>
113 root 1.9
114     <!ENTITY move_on "
115     <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116     Which movement types automatically (as opposed to manually) activate this object.
117     </attribute>
118     ">
119     <!ENTITY move_off "
120     <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121     Which movement types deactivate this object (e.g. button).
122     </attribute>
123     ">
124     <!ENTITY move_type "
125     <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126     Determines which kinds of movement this object can use (e.g. for monsters)
127     or grants (e.g. for amulets).
128     </attribute>
129     ">
130     <!ENTITY movement_types_terrain "
131     <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132     Objects using these movement types cannot move over this space.
133     </attribute>
134     <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135     Objects using these movement types are allowed to move over this space. Takes
136     precedence over 'blocked movements'.
137     </attribute>
138     <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139     The types of movement that should by slowed down by the 'slow movement penalty'.
140     </attribute>
141     <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142     If &lt;slow movement&gt; is set to a value greater zero, all
143     creatures matching 'slow move' will be slower than normal on this spot.
144    
145     &lt;slow movement&gt; 1 - rough terrain
146     &lt;slow movement&gt; 2 - very rough terrain
147     ...
148     &lt;slow movement&gt; 5 - default for deep swamp
149     ...
150     &lt;slow movement&gt; 7 - spider web (sticky as hell)
151     </attribute>
152     ">
153 root 1.1 ]>
154    
155     <types>
156    
157     <!--###################### bitmask definitions ######################-->
158    
159     <bitmask name="attacktype">
160     <entry bit="0" name="Physical" />
161     <entry bit="1" name="Magical" />
162     <entry bit="2" name="Fire" />
163     <entry bit="3" name="Electricity" />
164     <entry bit="4" name="Cold" />
165     <entry bit="5" name="Confusion" />
166     <entry bit="6" name="Acid" />
167     <entry bit="7" name="Drain" />
168     <entry bit="8" name="Weaponmagic" />
169     <entry bit="9" name="Ghosthit" />
170     <entry bit="10" name="Poison" />
171     <entry bit="11" name="Slow" />
172     <entry bit="12" name="Paralyze" />
173     <entry bit="13" name="Turn Undead" />
174     <entry bit="14" name="Fear" />
175     <entry bit="15" name="Cancellation" />
176     <entry bit="16" name="Depletion" />
177     <entry bit="17" name="Death" />
178     <entry bit="18" name="Chaos" />
179     <entry bit="19" name="Counterspell" />
180     <entry bit="20" name="God Power" />
181     <entry bit="21" name="Holy Power" />
182     <entry bit="22" name="Blinding" />
183     </bitmask>
184    
185     <bitmask name="material">
186     <entry bit="0" name="Paper" />
187     <entry bit="1" name="Iron" />
188     <entry bit="2" name="Glass" />
189     <entry bit="3" name="Leather" />
190     <entry bit="4" name="Wood" />
191     <entry bit="5" name="Organics" />
192     <entry bit="6" name="Stone" />
193     <entry bit="7" name="Cloth" />
194     <entry bit="8" name="Adamantite" />
195 root 1.7 <entry bit="9" name="Liquid" />
196     <entry bit="10" name="Soft Metal" />
197     <entry bit="11" name="Bone" />
198     <entry bit="12" name="Ice" />
199     <entry bit="13" name="(supress name on display)" />
200    
201 root 1.1 </bitmask>
202    
203     <bitmask name="spellpath">
204     <entry bit="0" name="Protection" />
205     <entry bit="1" name="Fire" />
206     <entry bit="2" name="Frost" />
207     <entry bit="3" name="Electricity" />
208     <entry bit="4" name="Missiles" />
209     <entry bit="5" name="Self" />
210     <entry bit="6" name="Summoning" />
211     <entry bit="7" name="Abjuration" />
212     <entry bit="8" name="Restoration" />
213     <entry bit="9" name="Detonation" />
214     <entry bit="10" name="Mind" />
215     <entry bit="11" name="Creation" />
216     <entry bit="12" name="Teleportation" />
217     <entry bit="13" name="Information" />
218     <entry bit="14" name="Transmutation" />
219     <entry bit="15" name="Transferrence" />
220     <entry bit="16" name="Turning" />
221     <entry bit="17" name="Wounding" />
222     <entry bit="18" name="Death" />
223     <entry bit="19" name="Light" />
224     </bitmask>
225    
226     <bitmask name="will_apply">
227     <entry bit="0" name="Apply Handles" />
228     <entry bit="1" name="Open Chests" />
229     <entry bit="2" name="Break Walls" />
230     <entry bit="3" name="Open Doors" />
231     </bitmask>
232    
233     <bitmask name="pick_up">
234     <entry bit="0" name="Nothing" />
235     <entry bit="1" name="Wealth" />
236     <entry bit="2" name="Food" />
237     <entry bit="3" name="Weapons" />
238     <entry bit="4" name="Armour" />
239     <entry bit="5" name="Inverse" />
240     <entry bit="6" name="All" />
241     </bitmask>
242    
243 root 1.9 <bitmask name="movement_type">
244     <entry bit="0" name="Walk" />
245     <entry bit="1" name="Fly Low" />
246     <entry bit="2" name="Fly High" />
247     <entry bit="3" name="Swim" />
248     <entry bit="4" name="Boat" />
249     </bitmask>
250    
251 root 1.1 <!--###################### list definitions ######################-->
252    
253     <list name="direction">
254     <entry value="0" name="&lt;none&gt;" />
255     <entry value="1" name="north" />
256     <entry value="2" name="northeast" />
257     <entry value="3" name="east" />
258     <entry value="4" name="southeast" />
259     <entry value="5" name="south" />
260     <entry value="6" name="southwest" />
261     <entry value="7" name="west" />
262     <entry value="8" name="northwest" />
263     </list>
264    
265     <list name="mood">
266     <entry value="0" name="furious" />
267     <entry value="1" name="angry" />
268     <entry value="2" name="calm" />
269     <entry value="3" name="sleep" />
270     <entry value="4" name="charm" />
271     </list>
272    
273     <list name="potion_effect">
274     <entry value="0" name="&lt;none&gt;" />
275     <entry value="65536" name="life restoration" />
276     <entry value="1048576" name="improvement" />
277     </list>
278    
279     <list name="weapon_type">
280     <entry value="0" name="&lt;unknown&gt;" />
281     <entry value="1" name="sword" />
282     <entry value="2" name="arrows" />
283     <entry value="3" name="axe" />
284     <entry value="4" name="katana" />
285     <entry value="5" name="knife, dagger" />
286     <entry value="6" name="whip, chain" />
287     <entry value="7" name="hammer, flail" />
288     <entry value="8" name="club, stick" />
289     </list>
290    
291     <list name="skill_type">
292     <entry value="1" name="lockpicking" />
293     <entry value="2" name="hiding" />
294     <entry value="3" name="smithery" />
295     <entry value="4" name="bowyer" />
296     <entry value="5" name="jeweler" />
297     <entry value="6" name="alchemy" />
298     <entry value="7" name="stealing" />
299     <entry value="8" name="literacy" />
300     <entry value="9" name="bargaining" />
301     <entry value="10" name="jumping" />
302     <entry value="11" name="detect magic" />
303     <entry value="12" name="oratory" />
304     <entry value="13" name="singing" />
305     <entry value="14" name="detect curse" />
306     <entry value="15" name="find traps" />
307     <entry value="16" name="mediatation" />
308     <entry value="17" name="punching" />
309     <entry value="18" name="flame touch" />
310     <entry value="19" name="karate" />
311     <entry value="20" name="climbing" />
312     <entry value="21" name="woodsman" />
313     <entry value="22" name="inscription" />
314     <entry value="23" name="one handed weapons" />
315     <entry value="24" name="missile weapons" />
316     <entry value="25" name="throwing" />
317     <entry value="26" name="use magic item" />
318     <entry value="27" name="disarm traps" />
319     <entry value="28" name="set traps" />
320     <entry value="29" name="thaumaturgy" />
321     <entry value="30" name="praying" />
322     <entry value="31" name="clawing" />
323     <entry value="32" name="levitation" />
324     <entry value="33" name="summoning" />
325     <entry value="34" name="pyromancy" />
326     <entry value="35" name="evocation" />
327     <entry value="36" name="sorcery" />
328     <entry value="37" name="two handed weapons" />
329     </list>
330    
331     <list name="spell_type">
332     <entry value="1" name="raise dead" />
333     <entry value="2" name="rune" />
334     <entry value="3" name="make mark" />
335     <entry value="4" name="bolt" />
336     <entry value="5" name="bullet" />
337     <entry value="6" name="explosion" />
338     <entry value="7" name="cone" />
339     <entry value="8" name="bomb" />
340     <entry value="9" name="wonder" />
341     <entry value="10" name="smite" />
342     <entry value="11" name="magic missile" />
343     <entry value="12" name="summon golem" />
344     <entry value="13" name="dimension door" />
345     <entry value="14" name="magic mapping" />
346     <entry value="15" name="magic wall" />
347     <entry value="16" name="destruction" />
348     <entry value="17" name="perceive self" />
349     <entry value="18" name="word of recall" />
350     <entry value="19" name="invisible" />
351     <entry value="20" name="probe" />
352     <entry value="21" name="healing" />
353     <entry value="22" name="create food" />
354     <entry value="23" name="earth to dust" />
355     <entry value="24" name="change ability" />
356     <entry value="25" name="bless" />
357     <entry value="26" name="curse" />
358     <entry value="27" name="summon monster" />
359     <entry value="28" name="recharge" />
360     <entry value="29" name="polymorph" />
361     <entry value="30" name="alchemy" />
362     <entry value="31" name="remove curse" />
363     <entry value="32" name="identify" />
364     <entry value="33" name="detection" />
365     <entry value="34" name="mood change" />
366     <entry value="35" name="moving ball" />
367     <entry value="36" name="swarm" />
368     <entry value="37" name="charge mana" />
369     <entry value="38" name="dispel rune" />
370     <entry value="39" name="create missile" />
371     <entry value="40" name="consecrate" />
372     <entry value="41" name="animate weapon" />
373     <entry value="42" name="light" />
374     <entry value="43" name="change map light" />
375     <entry value="44" name="faery fire" />
376     <entry value="45" name="disease" />
377     <entry value="46" name="aura" />
378     <entry value="47" name="town portal" />
379     </list>
380    
381 elmex 1.4 <list name="event_type">
382     <entry value="0" name="none" />
383     <entry value="1" name="apply" />
384     <entry value="2" name="attack" />
385     <entry value="3" name="death" />
386     <entry value="4" name="drop" />
387     <entry value="5" name="pickup" />
388     <entry value="6" name="say" />
389     <entry value="7" name="stop" />
390     <entry value="8" name="time" />
391     <entry value="9" name="throw" />
392     <entry value="10" name="trigger" />
393     <entry value="11" name="close" />
394     <entry value="12" name="timer" />
395     <entry value="28" name="move" />
396     </list>
397    
398 root 1.1 <!--###################### default attributes ######################-->
399    
400     <!--
401     The attributes of the default_type get added to all other types by default.
402     Every type can have an 'ignore' element however, which is used to specify
403     default attributes *not* to inherit.
404     -->
405     <default_type>
406     <attribute arch="name" editor="name" type="string">
407     This is the name of the object, displayed to the player.
408     </attribute>
409     <attribute arch="name_pl" editor="plural name" type="string">
410     This is the plural name of the object. A plural name must be set for
411     all items that can be picked up and collected by the player.
412     </attribute>
413     <attribute arch="title" editor="title" type="string">
414     This is the object's title. Once an object is identified the title is
415 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
416 root 1.1 </attribute>
417     <attribute arch="face" editor="image" type="string">
418     The image-name defines what image is displayed for this object in-game.
419     </attribute>
420     <attribute arch="nrof" editor="number" type="int">
421     This value determines the number of objects in one stack (for example:
422     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
423     any pickable object - otherwise it won't be mergeable into a stack.
424     </attribute>
425     <attribute arch="weight" editor="weight" type="int">
426 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
427 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
428     for explicitly non-pickable objects (hey, this is opensource.. you
429     never know ;) ).
430     </attribute>
431     <attribute arch="value" editor="value" type="int">
432     Adds a certain value to the object: It will be worth that many times the
433     default value from it's archetype (E.g. "value = 3" means three times
434     worth the default value). Value for buying/selling will be
435     further modified by various factors. Hence, testing values in-game is
436     usually inevitable.
437     </attribute>
438     <attribute arch="glow_radius" editor="glow radius" type="int">
439     If &lt;glow radius&gt; is set to a value greater zero, the object
440     appears lit up on dark maps. &lt;glow radius&gt; can be a value
441 root 1.3 between 0 and 4, the higher, the more light does the object emit.
442 root 1.1 </attribute>
443     <attribute arch="material" editor="material" type="bitmask_material">
444     This bitmask-value informs the player of which material(s) the
445     object consists. Material does also affect how likely the object
446     can be destroyed by hazardous spell-effects.
447     </attribute>
448     <attribute arch="no_pick" editor="non-pickable" type="bool">
449     If set, the object cannot be picked up (Neither by players nor monsters).
450     </attribute>
451     <attribute arch="invisible" editor="invisible" type="bool">
452     Generally makes the object invisible. Depending on the object-type,
453     some can be made visible by the show_invisible spell. If in doubt, test it.
454     Putting an invisible object under the floor always prevents it from being
455     shown.
456     </attribute>
457     <attribute arch="blocksview" editor="block view" type="bool">
458     If an item is set to block view, players (and monsters) cannot
459     see byond it unless they cross it or manage to stand ontop.
460     </attribute>
461     <attribute arch="identified" editor="identified" type="bool">
462     If an item is identified, the player has full knowledge about it.
463     </attribute>
464     <attribute arch="unpaid" editor="unpaid" type="bool">
465     An &lt;unpaid&gt; item cannot be used unless a player carried it over
466     a shop mat, paying the demanded price. Setting this flag makes sense
467     only for pickable items inside shops.
468     </attribute>
469     </default_type>
470    
471     <!-- This ignorelist is for all system objects which are non pickable
472     and invisible. They don't interact with players at all. -->
473     <ignore_list name="system_object">
474     <attribute arch="value" />
475     <attribute arch="nrof" />
476     <attribute arch="weight" />
477     <attribute arch="name_pl" />
478     <attribute arch="material" />
479     <attribute arch="no_pick" />
480     <attribute arch="unpaid" />
481     <attribute arch="title" />
482     <attribute arch="glow_radius" />
483     <attribute arch="identified" />
484     <attribute arch="blocksview" />
485     <attribute arch="invisible" />
486     </ignore_list>
487    
488     <!-- This ignorelist is for non-pickable objects. They can be seen by
489     the player, but don't have values like material or weight. -->
490     <ignore_list name="non_pickable">
491     <attribute arch="value" />
492     <attribute arch="nrof" />
493     <attribute arch="weight" />
494     <attribute arch="name_pl" />
495     <attribute arch="material" />
496     <attribute arch="no_pick" />
497     <attribute arch="unpaid" />
498     <attribute arch="title" />
499     <attribute arch="identified" />
500     </ignore_list>
501    
502     <!--####################################################################-->
503     <type number="0" name="Misc">
504     <required>
505     <!-- this is a special case: The "misc" type with type number 0 is
506     the fallback for all types which don't match any other defined types.
507     The required attribute "misc x" prevents that it gets confused with
508     other types like "monster & npc" which also have type number 0. -->
509     <attribute arch="misc" value="x" />
510     </required>
511 root 1.9 &movement_types_terrain;
512 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
513     Curses can have various effects: On equipment and food,
514     they generally harm the player in some way.
515     </attribute>
516     <attribute arch="damned" editor="damned" type="bool">
517     A damned item/floor on the ground makes it impossible for players
518     to use prayers on that spot. It also prevents players from saving.
519     Damnation on equipment works similar to a curse.
520     </attribute>
521     <attribute arch="unique" editor="unique item" type="bool">
522     Unique items exist only one time on a server. If the item
523     is taken, lost or destroyed - it's gone for good.
524     </attribute>
525     <attribute arch="startequip" editor="godgiven item" type="bool">
526     A godgiven item vanishes as soon as the player
527     drops it to the ground.
528     </attribute>
529     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
530     This text may describe the object.
531     </attribute>
532     </type>
533    
534     <!--####################################################################-->
535     <type number="110" name="Ability">
536     <ignore>
537     <ignore_list name="system_object" />
538     </ignore>
539     <description><![CDATA[
540     Abilities are to be put in a monster's inventory. They grant monsters the
541     knowledge to cast spells. Spells from abilities are usually magical in
542     nature, thus adding magic attacktype to the spell-damage they produce.
543     <br><br>
544     A particularly nice feature of abilities is that they can hold two
545     spells: One for short range- and one for long range use.
546     \n\n
547     You should know that spellcasting monsters receive abilities via
548     &lt;treasurelist&gt;. ]]>
549     </description>
550     <use><![CDATA[
551     If you want to create "customized" spellcasting monsters, you
552     should use abilities (rather than spellbooks/wands or something).
553     The long/short-range spell feature can make boss-monsters more
554     interesting and challenging.
555     <br><br>
556     You should keep in mind that magic abilities allow players
557     to get better resistance. You can turn off the magic part to
558     make the spells more dangerous. However, this really shouldn't
559     be neccessary unless you work on very high level maps.
560     And what fun is a magic resistance cloak when it has no effect? ]]>
561     </use>
562     <attribute arch="invisible" value="1" type="fixed" />
563     <attribute arch="no_drop" value="1" type="fixed" />
564     <attribute arch="sp" editor="short range spell" type="spell">
565     The monster will use the specified &lt;short range spell&gt;
566     when the player is within 6-square radius (of the
567     monster's head).
568     </attribute>
569     <attribute arch="hp" editor="long range spell" type="nz_spell">
570     The monster will use the specified &lt;long range spell&gt;
571     when the player is at least 6 squares away (from the
572     monster's head).
573 root 1.3
574 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
575     &lt;short range spell&gt; gets used all the time.
576     </attribute>
577     <attribute arch="maxsp" editor="importance" type="int">
578     Sometimes you'll want a monster to use one ability more than others.
579     To achieve this, set the &lt;importance&gt; to a value greater than
580     one. Abilities with this value zero/unset are counted to be of
581     &lt;importance&gt; one.
582 root 1.3
583 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
584     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
585     times the "small fireball".
586     </attribute>
587     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
588 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
589 root 1.1 If enabled, all spells produced by this ability will have magic
590     attacktype added to the usual attacktypes.
591 root 1.3
592 root 1.1 This should always be set for spell-like abilities. "Natural"
593     abilities like a dragon's firebreath are an exception.
594     Note that non-magical abilities are more dangerous because
595     magic resistance does not protect from those.</attribute>
596     </type>
597    
598     <!--####################################################################-->
599     <type number="18" name="Altar">
600     <ignore>
601     <ignore_list name="non_pickable" />
602     </ignore>
603     <description><![CDATA[
604     When a player puts a defined number of certain items on the altar,
605     then either a spell is casted (on the player) or a connector is
606     triggered. If the latter is the case, the altar works only once.
607 root 1.3 Either way, the sacrificed item disappears. ]]>
608 root 1.1 </description>
609     <attribute arch="no_pick" value="1" type="fixed" />
610 root 1.9 &move_on;
611 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
612     This string specifies the item that must be put on the altar to
613     activate it. It can either be the name of an archetype, or directly
614     the name of an object. Yet, titles are not recognized by altars.
615     Remember to put a note somewhere, telling the player what he is
616     expected to drop on the altar. (Often this is put in the altar's
617     name: E.g. "drop 100 platinums")
618     </attribute>
619     <attribute arch="food" editor="drop amount" type="int">
620     The drop amount specifies the amount of items (specified
621 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
622 root 1.1
623     If &lt;match item name&gt; is set to "money", then the value of the
624     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
625 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
626 root 1.1
627     Note that the maximum possible for &lt;drop amount&gt; is 32767.
628     </attribute>
629     <attribute arch="connected" editor="connection" type="int">
630     If a connection value is set, the altar will trigger all objects
631     with the same value, when activated. This will only work once.
632     </attribute>
633     <attribute arch="sp" editor="spell" type="spell">
634     When activated, the selected &lt;spell&gt; will be casted (once, on the
635     player). This should work for any given spell. The altar will work
636 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
637 root 1.1 one altar.
638     </attribute>
639     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
640     This text will be displayed to the player
641     in the exact moment when the altar is activated.
642     </attribute>
643     </type>
644    
645     <!--####################################################################-->
646     <type number="31" name="Altar Trigger">
647     <ignore>
648     <ignore_list name="non_pickable" />
649     </ignore>
650     <description><![CDATA[
651     Altar_triggers work pretty much like normal altars
652     (drop sacrifice -> connection activated), except for the fact that
653 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
654 root 1.1 </description>
655     <use><![CDATA[
656     Altar_triggers are very useful if you want to charge a price for...
657     <UL>
658     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
659 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
660 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
661     </UL>
662     The big advantage over normal altars is the infinite usability
663     of altar_triggers! If there are ten players on one server, they're
664     quite grateful if things work more than once. =) ]]>
665     </use>
666     <attribute arch="no_pick" value="1" type="fixed" />
667     <attribute arch="slaying" editor="match item name" type="string">
668     This string specifies the item that must be put on the altar to
669     activate it. It can either be the name of an archetype, or directly
670     the name of an object. Yet, titles are not recognized by altars.
671     Remember to put a note somewhere, telling the player what he is
672     expected to drop on the altar. (Often this is put in the altar's
673     name: E.g. "drop 100 platinums")
674     </attribute>
675     <attribute arch="food" editor="drop amount" type="int">
676     The drop amount specifies the amount of items (specified
677 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
678 root 1.1
679     If &lt;match item name&gt; is set to "money", then the value of the
680     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
681 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
682 root 1.1
683     Note that the maximum possible for &lt;drop amount&gt; is 32767.
684     </attribute>
685     <attribute arch="connected" editor="connection" type="int">
686     If a connection value is set, the altar will trigger all objects
687     with the same value, when activated. This will only work once.
688     </attribute>
689     <attribute arch="sp" editor="spell" type="spell">
690     When activated, this &lt;spell&gt; will be casted (once, on the player).
691 root 1.3 This should work for any given spell. The altar will work infinitely
692 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
693     </attribute>
694     <attribute arch="exp" editor="reset time" type="int">
695     Being activated, the altar will reset after &lt;reset time&gt; ticks.
696     After reset, the altar is ready to be activated once again.
697     The default &lt;reset time&gt; is 30.
698     </attribute>
699     <attribute arch="last_sp" editor="ignore reset" type="bool">
700     If this attribute is enabled, the altar_trigger won't push the
701     connected value by altar reset. Only ONCE by dropping the sacrifice.
702     This is typically used when the altar is connected to a creator,
703 root 1.3 e.g. for selling tickets.
704 root 1.1
705     If this attribute is disabled (default), the altar_trigger
706     will push the connected value TWICE per sacrifice: First by
707     dropping sacrifice, second by reset. This mode is typically
708     used for altars being connected to gates, resulting in the
709     gate being opened and closed again.
710     </attribute>
711 root 1.9 &move_on;
712 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
713     This text will be displayed to the player
714     in the exact moment when the altar is activated.
715     </attribute>
716     </type>
717    
718     <!--####################################################################-->
719     <type number="39" name="Amulet">
720     <description><![CDATA[
721     Wearing an amulet, the object's stats will directly be inherited to
722     the player. Amulets are usually meant for protection and defense. ]]>
723     </description>
724     <use><![CDATA[
725     Feel free to create your own special artifacts. However, it is very
726     important that you keep your artifact in balance with existing maps. ]]>
727     </use>
728     <attribute arch="ac" editor="armour class" type="int">
729     This value defines the amount of armour-class bonus for wearing
730     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
731     values are better. It should usually be set only for armour-like equipment.
732     </attribute>
733     <attribute arch="wc" editor="weapon class" type="int">
734     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
735     melee attacks. Weapon class improves the chance of hitting the opponent.
736     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
737     be set only for weapon-like items. Lower values are better.
738     </attribute>
739     <attribute arch="item_power" editor="item power" type="int">
740     The &lt;item power&gt; value measures how "powerful" an artifact is.
741     Players will only be able to wear equipment with a certain total
742     amount of &lt;item power&gt;, depending on their own level. This is the
743     only way to prevent low level players to wear "undeserved" equipment
744     (like gifts from other players or cheated items).
745 root 1.3
746 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
747     for every artifact you create! If zero/unset, the CF server will
748     calculate a provisional value at runtime, but this is never
749     going to be an accurate measurement of &lt;item power&gt;.
750     </attribute>
751     <attribute arch="damned" editor="damnation" type="bool">
752     A damned piece of equipment cannot be unwielded unless the curse
753     is removed. Removing damnations is a tick harder than removing curses.
754     </attribute>
755     <attribute arch="cursed" editor="curse" type="bool">
756     A cursed piece of equipment cannot be unwielded
757     unless the curse is removed.
758     </attribute>
759     <attribute arch="lifesave" editor="save life" type="bool">
760     An item with this flag enabled will save the players life
761     for one time: When the player is wearing this item and his
762 root 1.3 health points reach zero, the item disappears, replenishing
763 root 1.1 half of the player's health.
764 root 1.3
765 root 1.1 An item with &lt;save life&gt; should not have
766     any decent additional bonuses!
767     </attribute>
768     <attribute arch="unique" editor="unique item" type="bool">
769     Unique items exist only one time on a server. If the item
770     is taken, lost or destroyed - it's gone for good.
771     </attribute>
772     <attribute arch="startequip" editor="godgiven item" type="bool">
773     A godgiven item vanishes as soon as the player
774     drops it to the ground.
775     </attribute>
776     <attribute arch="applied" editor="is applied" type="bool">
777     If you put this item into the inventory of a monster, and
778     you want the monster to use/wear the item - you must set
779     &lt;is applied&gt;.
780     Enabling this flag doesn't make any sense if the item
781     is NOT in a monster's inventory.
782     </attribute>
783     <section name="resistance">
784     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
785     This adds physical resistance to the item (= armour value). The number is
786     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
787     and what they require to do for getting this-and-that artifact.
788     </attribute>
789     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
790     This adds magic resistance to the item. The number is a percent-value in
791     the range 0-100. Treat this with CARE. Look at other maps and what they
792     require to do for getting this-and-that artifact.
793     </attribute>
794     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
795     This adds fire resistance to the item. The number is a percent-value in
796     the range 0-100. Treat this with CARE. Look at other maps and what they
797     require to do for getting this-and-that artifact.
798     </attribute>
799     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
800     This adds electricity resistance to the item. The number is a percent-value in
801     the range 0-100. Treat this with CARE. Look at other maps and what they
802     require to do for getting this-and-that artifact.
803     </attribute>
804     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
805     This adds fire resistance to the item. The number is a percent-value in
806     the range 0-100. Treat this with CARE. Look at other maps and what they
807     require to do for getting this-and-that artifact.
808     </attribute>
809     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
810     This adds confusion resistance to the item. The number is a percent-value in
811     the range 0-100. Confusion resistance is not very effective
812     unless the value comes close to 100 (= perfect immunity).
813     </attribute>
814     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
815     This adds acid resistance to the item. The number is a percent-value in
816     the range 0-100. Treat this with CARE. Look at other maps and what they
817     require to do for getting this-and-that artifact.
818     </attribute>
819     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
820     This adds draining resistance to the item. The number is a percent-value
821     in the range 0-100. Draining resistance is little effective
822     unless the value is 100 (= perfect immunity).
823     </attribute>
824     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
825     This adds weaponmagic resistance to the item. The number is a percent-value in
826     the range 0-100. Weaponmagic resistance generally should not exist on
827     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
828     are not meant to be easily resisted.
829     </attribute>
830     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
831     This adds ghosthit resistance to the item. The number is a percent-value
832     in the range 0-100. Treat this with CARE. Look at other maps and what they
833     require to do for getting this-and-that artifact.
834     </attribute>
835     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
836     This adds poison resistance to the item. The number is a percent-value in
837     the range 0-100. Treat this with CARE. Look at other maps and what they
838     require to do for getting this-and-that artifact.
839     </attribute>
840     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
841     This adds fear resistance to the item. The number is a percent-value in
842     the range 0-100. Resistance to fear is pretty useless.
843     </attribute>
844     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
845     This adds paralyze resistance to the item. The number is a percent-value in
846     the range 0-100. Paralyze resistance is little effective
847     unless the value is 100 (= perfect immunity).
848     </attribute>
849     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
850     This adds fear resistance to the item. The number is a percent-value in
851     the range 0-100. Resistance to fear is pretty useless.
852     </attribute>
853     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
854     This adds depletion resistance to the item. The number is a percent-value
855     in the range 0-100. Depletion resistance is little effective
856     unless the value is 100 (= perfect immunity).
857     </attribute>
858     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
859     This adds death-attack resistance to the item. The number is a
860     percent-value in the range 0-100. Death-attack resistance is little
861     effective unless the value is 100 (= perfect immunity).
862     Generally, resistance to death-attack is not supposed to be
863     available to players!
864     </attribute>
865     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
866     This adds chaos resistance to the item. The number is a percent-value in
867     the range 0-100. Treat this with CARE. Look at other maps and what they
868     require to do for getting this-and-that artifact.
869     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
870     combination of other attacktypes.
871     </attribute>
872     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
873     This adds blinding resistance to the item. The number is a percent-value
874     in the range 0-100. Treat this with CARE. Look at other maps and what they
875     require to do for getting this-and-that artifact.
876     </attribute>
877     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
878     This adds holy power resistance to the item. The number is a percent-value
879     in the range 0-100. Holy power is the attacktype that holyword-type spells
880     use to hurt undead creatures. This kind of resistance is only reasonable
881     for undead players (wraith or devourer cult).
882     Generally, resistance to holy word should not be available for players.
883     </attribute>
884     </section>
885     <section name="stats">
886     <attribute arch="Str" editor="strength" type="int">
887     The player's strentgh will rise/fall by the given value
888     while wearing this piece of equipment.
889     </attribute>
890     <attribute arch="Dex" editor="dexterity" type="int">
891     The player's dexterity will rise/fall by the given value
892     while wearing this piece of equipment.
893     </attribute>
894     <attribute arch="Con" editor="constitution" type="int">
895     The player's constitution will rise/fall by the given value
896     while wearing this piece of equipment.
897     </attribute>
898     <attribute arch="Int" editor="intelligence" type="int">
899     The player's intelligence will rise/fall by the given value
900     while wearing this piece of equipment.
901     </attribute>
902     <attribute arch="Pow" editor="power" type="int">
903     The player's power will rise/fall by the given value
904     while wearing this piece of equipment.
905     </attribute>
906     <attribute arch="Wis" editor="wisdom" type="int">
907     The player's wisdom will rise/fall by the given value while
908     wearing this piece of equipment.
909     </attribute>
910     <attribute arch="Cha" editor="charisma" type="int">
911     The player's charisma will rise/fall by the given value
912     while wearing this piece of equipment.
913     </attribute>
914     </section>
915     <section name="misc">
916     <attribute arch="luck" editor="luck bonus" type="int">
917     With positive luck bonus, the player is more likely to
918     succeed in all sorts of things (spellcasting, praying,...).
919     Unless the &lt;luck bonus&gt; is very high, the effect will be
920     barely visible in-game. Luck bonus on one piece of equipment
921     should never exceed 3, and such bonus should not be too
922     frequently available.
923     </attribute>
924     <attribute arch="hp" editor="health regen." type="int">
925     Positive &lt;health regen.&gt; bonus speeds up the
926     player's healing process. Negative values slow it down.
927     </attribute>
928     <attribute arch="sp" editor="mana regen." type="int">
929     Positive &lt;mana regen.&gt; bonus speeds up the
930     player's mana regeneration. Negative values slow it down.
931     </attribute>
932     <attribute arch="grace" editor="grace regen." type="int">
933     Positive &lt;grace regen.&gt; bonus speeds up the
934     player's grace regeneration. Negative values slow it down.
935     Since grace can be regenerated rather easy with praying,
936     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
937     </attribute>
938     <attribute arch="food" editor="food bonus" type="int">
939     Positive &lt;food bonus&gt; slows down the player's digestion,
940     thus he consumes less food. Negative values speed it up.
941 root 1.3
942 root 1.1 Note that food is consumed not only for "being alive", but
943     also for healing and mana-regeneration.
944     &lt;food bonus&gt; only affects the amount of food consumed
945     for "being alive". Hence, even with high &lt;food bonus&gt;,
946     during a fight a player can run out of food quickly.
947     </attribute>
948     <attribute arch="xrays" editor="xray vision" type="bool">
949     Xray vision allows the player to see through obstacles
950     in a two-square-wide radius. This is extremely helpful and
951 root 1.3 desirable, so don't give it away for cheap on equipment.
952 root 1.1 </attribute>
953     <attribute arch="stealth" editor="stealth" type="bool">
954     Stealth allows the player to move silently.
955     This comes to effect if a player turns himself
956     invisible and tries to sneak around monsters.
957     (At least that was the idea behind it)
958     </attribute>
959     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
960     If a player is wearing any piece of equipment with
961     the ability to &lt;reflect spells&gt;, all kinds of
962     spell-bullets and -beams will bounce off him.
963     This works only about 90% of all times, to
964     avoid players being completely immune to certain
965     types of attacks.
966 root 1.3
967 root 1.1 This is a very powerful ability and it
968     shouldn't be handed out cheap!
969     </attribute>
970     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
971     If a player is wearing any piece of equipment with
972     the ability to &lt;reflect missiles&gt;, all kinds of
973     projectiles (e.g. arrows, bolts, boulders) will
974     bounce off him. This works only about 90% of all
975     times, to avoid players being completely immune to
976     certain types of attacks.
977     </attribute>
978 root 1.9 &move_type;
979 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
980     Click on the &lt;attuned paths&gt; button to select spellpaths.
981     The player will get attuned to the specified spellpaths
982     while wearing this item.
983     </attribute>
984     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
985     Click on the &lt;repelled paths&gt; button to select spellpaths.
986     The player will get repelled to the specified spellpaths
987     while wearing this item.
988     </attribute>
989     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
990     Click on the &lt;denied paths&gt; button to select spellpaths.
991     The specified spellpaths will be denied to the player
992     while wearing this item.
993     </attribute>
994     </section>
995     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
996     This text describes the item's "story". Every decent artifact
997     should have such a description.
998     </attribute>
999     </type>
1000    
1001     <!--####################################################################-->
1002     <type number="58" name="Battleground">
1003     <ignore>
1004     <ignore_list name="non_pickable" />
1005     </ignore>
1006     <description><![CDATA[
1007     Battleground is very special: In short, players can die on battleground
1008     without any death penalties. They don't loose or gain experience
1009     while on battleground. Acid, draining and depletion effects don't
1010     work either.
1011     When a player dies on battleground, he gets teleported to an exit
1012     location which is defined in the battleground object. ]]>
1013     </description>
1014     <use><![CDATA[
1015     Battleground is only meant for player vs. player duels. You can
1016     design combat arenas similiar to the one in scorn.<br>
1017     What should NEVER be done is placing battleground tiles in
1018     open dungeons or other free kinds of land.
1019     It must not be possible to gain significant treasure for fighting
1020     on battleground, because it bears no risk.<br><br>
1021     (Battleground will cease to work when the image or name is changed,
1022     or when it is placed beneath another floor tile.
1023     This is not a bug, it is there to prevent any attempts of placing
1024     "hidden" battleground tiles anywhere.) ]]>
1025     </use>
1026     <attribute arch="no_pick" value="1" type="fixed" />
1027     <attribute arch="is_floor" value="1" type="fixed" />
1028     <attribute arch="hp" editor="destination X" type="int">
1029     The exit destinations define the (x, y)-coordinates where players
1030     get teleported after they died on this battleground.
1031     </attribute>
1032     <attribute arch="sp" editor="destination Y" type="int">
1033     The exit destinations define the (x, y)-coordinates where players
1034     get teleported after they died on this battleground.
1035     </attribute>
1036     </type>
1037    
1038     <!--####################################################################-->
1039     <type number="8" name="Book">
1040     <description><![CDATA[
1041     Applying a book, the containing message is displayed to the player. ]]>
1042     </description>
1043     <attribute arch="level" editor="literacy level" type="int">
1044     If this value is set to be greater than zero, the player needs a
1045     certain literacy level to succeed reading the book. The book can be
1046     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1047     book can be a nice idea, personally I like it when a player needs
1048     more than his fighting skills to solve a quest. However, keep the
1049     booklevel at least below 15 because it is quite hard to gain high
1050     mental levels.
1051     </attribute>
1052     <attribute arch="startequip" editor="godgiven item" type="bool">
1053     A godgiven item vanishes as soon as the player
1054     drops it to the ground.
1055     </attribute>
1056     <attribute arch="unique" editor="unique item" type="bool">
1057     Unique items exist only one time on a server. If the item
1058     is taken, lost or destroyed - it's gone for good.
1059     </attribute>
1060     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1061     This is the text that appears "written" in the book.
1062     </attribute>
1063 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1064     This is the key string of the book. The key string is checked by an inventory checker.
1065     (This is used eg. for the gate/port passes in scorn)
1066     </attribute>
1067 root 1.1 </type>
1068    
1069     <!--####################################################################-->
1070     <type number="99" name="Boots">
1071     <import_type name="Amulet" />
1072     <description><![CDATA[
1073     Wearing boots, the object's stats will directly be inherited to
1074     the player. Usually enhancing his speed, or granting some minor
1075     protection bonus. ]]>
1076     </description>
1077     <use><![CDATA[
1078     Feel free to create your own special artifacts. However, it is very
1079     important that you keep your artifact in balance with existing maps. ]]>
1080     </use>
1081     <attribute arch="exp" editor="speed bonus" type="int">
1082     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1083     while worn. This kind of bonus is quite desirable for players of low-
1084     and medium level. High level players usually have fastest possible
1085     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1086     Still, this bonus is good for nice artifacts - not everything has
1087     to be for highest level.
1088     </attribute>
1089     <attribute arch="magic" editor="magic bonus" type="int">
1090     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1091     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1092     than direct armour-class bonus on the boots.
1093 root 1.3
1094 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1095     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1096     </attribute>
1097     </type>
1098    
1099     <!--####################################################################-->
1100 root 1.3 <type number="104" name="Bracers">
1101     <import_type name="Amulet" />
1102     <description><![CDATA[
1103     Bracers are armour-plates worn around the wrists.
1104     Wearing bracer, the object's stats will directly be inherited to
1105     the player. Usually enhancing his defense. ]]>
1106     </description>
1107     <use><![CDATA[
1108     Feel free to create your own special artifacts. However, it is very
1109     important that you keep your artifact in balance with existing maps. ]]>
1110     </use>
1111     <attribute arch="magic" editor="magic bonus" type="int">
1112     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1113     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1114     than direct armour-class bonus on the bracers.
1115     </attribute>
1116     </type>
1117    
1118     <!--####################################################################-->
1119     <type number="16" name="Brestplate Armour">
1120     <import_type name="Amulet" />
1121     <description><![CDATA[
1122     Wearing an armour, the object's stats will directly be inherited to
1123     the player. Usually enhancing his defense. ]]>
1124     </description>
1125     <use><![CDATA[
1126     Feel free to create your own special artifacts. However, it is very
1127     important that you keep your artifact in balance with existing maps. ]]>
1128     </use>
1129     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1130     This poses a penalty to spell regeneration speed, for wearing the armour.
1131     The bigger the spellpoint penalty, the worse.
1132     </attribute>
1133     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1134     Slowdown penalty reduces the player's walking speed when wearing the
1135     armour. Bigger values are worse - zero is best.
1136     </attribute>
1137     <attribute arch="magic" editor="magic bonus" type="int">
1138     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1139     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1140     than direct armour-class bonus on the armour.
1141     </attribute>
1142     </type>
1143    
1144     <!--####################################################################-->
1145 root 1.1 <type number="92" name="Button">
1146     <ignore>
1147     <ignore_list name="non_pickable" />
1148     </ignore>
1149     <description><![CDATA[
1150     When a predefined amount of weigh is placed on a button, the
1151     &lt;connection&gt; value is triggered. In most cases this happens when a
1152     player or monster steps on it. When the button is "released", the
1153     &lt;connection&gt; value get's triggered a second time. ]]>
1154     </description>
1155 root 1.9 &move_on;
1156     &move_off;
1157 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1158 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1159 root 1.1 The button is pressed (triggered), as soon as
1160     &lt;press weigh&gt; gram are placed ontop of it.
1161     </attribute>
1162     <attribute arch="connected" editor="connection" type="int">
1163     Every time the button is pressed or released, all objects
1164     with the same &lt;connection&gt; value are activated.
1165     </attribute>
1166     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1167     This text may describe the item. You can use this
1168     message to explain the button's purpose to the player.
1169     </attribute>
1170     </type>
1171    
1172     <!--####################################################################-->
1173 root 1.3 <type number="30" name="Button Trigger">
1174     <import_type name="Button" />
1175     <ignore>
1176     <ignore_list name="non_pickable" />
1177     </ignore>
1178     <description><![CDATA[
1179     Handle buttons are buttons which reset after a short period
1180     of time. Every time it is either applied or reset, the
1181     &lt;connection&gt; value is triggered. ]]>
1182     </description>
1183     </type>
1184    
1185     <!--####################################################################-->
1186     <type number="37" name="Class Changer">
1187     <ignore>
1188     <ignore_list name="non_pickable" />
1189     </ignore>
1190     <description><![CDATA[
1191     Class changer are used while creating a character. ]]>
1192     </description>
1193     <attribute arch="randomitems" editor="class items" type="treasurelist">
1194     This entry determines which initial items the character receives.
1195     </attribute>
1196     <section name="stats">
1197     <attribute arch="Str" editor="strength" type="int">
1198     The player's strength will rise by the given value if he chooses this
1199     class. (Negative values make strength fall)
1200     </attribute>
1201     <attribute arch="Dex" editor="dexterity" type="int">
1202     The player's dexterity will rise by the given value if he chooses this
1203     class. (Negative values make dexterity fall)
1204     </attribute>
1205     <attribute arch="Con" editor="constitution" type="int">
1206     The player's constitution will rise by the given value if he chooses this
1207     class. (Negative values make constitution fall)
1208     </attribute>
1209     <attribute arch="Int" editor="intelligence" type="int">
1210     The player's intelligence will rise by the given value if he chooses this
1211     class. (Negative values make intelligence fall)
1212     </attribute>
1213     <attribute arch="Pow" editor="power" type="int">
1214     The player's power will rise by the given value if he chooses this
1215     class. (Negative values make power fall)
1216     </attribute>
1217     <attribute arch="Wis" editor="wisdom" type="int">
1218     The player's wisdom will rise by the given value if he chooses this
1219     class. (Negative values make wisdom fall)
1220     </attribute>
1221     <attribute arch="Cha" editor="charisma" type="int">
1222     The player's charisma will rise by the given value if he chooses this
1223     class. (Negative values make charisma fall)
1224     </attribute>
1225     </section>
1226     </type>
1227    
1228     <!--####################################################################-->
1229 root 1.1 <type number="87" name="Cloak">
1230     <import_type name="Amulet" />
1231     <description><![CDATA[
1232     Wearing a cloak, the object's stats will directly be inherited to
1233     the player. Cloaks usually add minor &lt;armour class&gt; and
1234     sometimes a bit of resistance. ]]>
1235     </description>
1236     <use><![CDATA[
1237     Feel free to create your own special artifacts. However, it is very
1238     important that you keep your artifact in balance with existing maps. ]]>
1239     </use>
1240     <attribute arch="magic" editor="magic bonus" type="int">
1241     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1242     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1243     than direct armour-class bonus on the cloak.
1244 root 1.3
1245 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1246     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1247     </attribute>
1248     </type>
1249    
1250     <!--####################################################################-->
1251     <type number="9" name="Clock">
1252     <description><![CDATA[
1253     Applying a clock, the time is displayed to the player. ]]>
1254     </description>
1255     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1256     This text may describe the item
1257     </attribute>
1258     </type>
1259    
1260     <!--####################################################################-->
1261     <type number="122" name="Container">
1262     <description><![CDATA[
1263     A player can put (certain kinds of) items in the container.
1264     The overall weight of items is reduced when put inside a
1265     container, depending on the settings.
1266     <br><br>
1267     A special feature of containers is the "cauldron",
1268     capable of mixing alchemical receipes. ]]>
1269     </description>
1270     <use><![CDATA[
1271     Note on chests - There are two types of chests:
1272     <UL>
1273     <LI> First the random treasure chests - Those are NOT containers
1274     (but object type Treasure), they create random treasures when
1275     applied. Archetype name is "chest".
1276     <LI> Second there are the permanent chests - Those are containers,
1277     they can be opened and closed again. Archetype name is "chest_2".
1278     </UL> ]]>
1279     </use>
1280     <attribute arch="race" editor="container class" type="string">
1281     If set, the container will hold only certain types of objects.
1282     Possible choices for &lt;container class&gt; are: "gold and jewels",
1283 root 1.3 "arrows" and "keys".
1284    
1285 root 1.1 Unfortunately it is not easy to create new container
1286     classes, because items need a matching counterpiece-attribute
1287     to the &lt;container class&gt; before they can be put inside a
1288     container. This attribute ("race") is set only for the existing
1289     container classes.
1290     </attribute>
1291     <attribute arch="slaying" editor="key string" type="string">
1292     If &lt;key string&gt; is set, only players with a special key
1293     of matching &lt;key string&gt; are able to open the container.
1294     </attribute>
1295     <attribute arch="container" editor="maximum weight" type="int">
1296     The container can hold a maximum total weight of the given value
1297     in gram. Note that this weight limit is calculated *after* the
1298     weight reduction (&lt;reduce weight&gt;) has been applied.
1299     </attribute>
1300     <attribute arch="Str" editor="reduce weight %" type="int">
1301     This value determines how much the weight of items is reduced in
1302     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1303     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1304     Most default values are in the range of ten.
1305     </attribute>
1306     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1307     If set, the container can be used as alchemy-cauldron.
1308     The player can put ingredients inside, close it, cast alchemy
1309     and if his formulae is true, he'll get what he longed for.
1310     </attribute>
1311     <attribute arch="unique" editor="unique item" type="bool">
1312     Unique items exist only one time on a server. If the item
1313     is taken, lost or destroyed - it's gone for good.
1314     All contents of a unique container are unique as well.
1315     </attribute>
1316     <attribute arch="startequip" editor="godgiven item" type="bool">
1317     A godgiven item vanishes as soon as the player
1318     drops it to the ground.
1319     </attribute>
1320     <attribute arch="other_arch" editor="animation arch" type="string">
1321     This is used for a certain kind of... "animation" when
1322     opening the container. Stick to the default arches here
1323     and you won't get into trouble.
1324     </attribute>
1325     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1326     This text may contain a description of the container.
1327     </attribute>
1328     </type>
1329    
1330     <!--####################################################################-->
1331     <type number="103" name="Converter">
1332     <ignore>
1333     <attribute arch="value" />
1334     <attribute arch="nrof" />
1335     <attribute arch="name_pl" />
1336     <attribute arch="no_pick" />
1337     <attribute arch="unpaid" />
1338     <attribute arch="title" />
1339     </ignore>
1340     <description><![CDATA[
1341     Converters are like "exchange tables". When the player drops a
1342     specific type of items, they get converted into other items, at a
1343     predefined exchange-ratio. ]]>
1344     </description>
1345     <use><![CDATA[
1346     Converters are better than shopping with doormats, because the
1347     converters never get sold out. For some items like food or jewels
1348     those "exchange tables" are really nice, while for the more important
1349     stuff like potions converters should not exist.
1350     <br><br>
1351     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1352     items on a converter, the stuff you get must be of equal or lesser
1353     value than before! (Except if you are using "rare" items like
1354     dragonscales for payment). The code will not check if your ratio is
1355     sane, so the player could gain infinite wealth by using your converter. ]]>
1356     </use>
1357     <attribute arch="no_pick" value="1" type="fixed" />
1358     <attribute arch="slaying" editor="cost arch" type="string">
1359     &lt;cost arch&gt; is the name of the archetype the player has to
1360     put on the converter, as payment.
1361     </attribute>
1362     <attribute arch="food" editor="cost number" type="int">
1363     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1364     on the converter, in order to get &lt;receive number&gt; items
1365     of &lt;receive arch&gt;.
1366     </attribute>
1367     <attribute arch="other_arch" editor="receive arch" type="string">
1368     &lt;receive arch&gt; is the name of the archetype to convert into.
1369 root 1.2 This field is ignored if the converter has items in inventory. In this
1370     case one of the inventory items is duplicated. The duplicated item is
1371     randomly chosen from all items present.
1372 root 1.1 </attribute>
1373     <attribute arch="sp" editor="receive number" type="int">
1374     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1375     on the converter, in order to get &lt;receive number&gt; items
1376     of &lt;receive arch&gt;.
1377     </attribute>
1378     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1379     This text may contain a description of the converter.
1380     </attribute>
1381     </type>
1382    
1383     <!--####################################################################-->
1384     <type number="42" name="Creator">
1385     <ignore>
1386     <ignore_list name="system_object" />
1387     </ignore>
1388     <description><![CDATA[
1389     A creator is an object which creates another object when it
1390     is triggered. The child object can be anything. Creators are
1391     VERY useful for all kinds of map-mechanisms. ]]>
1392     </description>
1393     <use><![CDATA[
1394     Don't hesitate to hide your creators under the floor.
1395     The created items will still always appear ontop of the floor. ]]>
1396     </use>
1397     <attribute arch="no_pick" value="1" type="fixed" />
1398     <attribute arch="other_arch" editor="create arch" type="string">
1399     This string defines the object that will be created.
1400     You can choose any of the existing arches.
1401 root 1.2 This field is ignored if the creator has items in inventory. In this case
1402     one of the inventory items is duplicated. The duplicated item is randomly
1403     chosen from all items present.
1404 root 1.1 </attribute>
1405     <attribute arch="connected" editor="connection" type="int">
1406     Whenever the connection value is activated,
1407 root 1.3 the creator gets triggered.
1408 root 1.1 </attribute>
1409     <attribute arch="lifesave" editor="infinit uses" type="bool">
1410     If &lt;infinit uses&gt; is set, the creator will work
1411 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1412 root 1.1 </attribute>
1413     <attribute arch="hp" editor="number of uses" type="int">
1414     The creator can be triggered &lt;number of uses&gt; times, thus
1415     creating that many objects, before it dissappears.
1416     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1417     </attribute>
1418     <attribute arch="slaying" editor="name of creation" type="string">
1419 root 1.2 The created object will bear the name and title specified in &lt;name of
1420     creation&gt;. If nothing is set, the standard name and title of the
1421     archetype is used.
1422 root 1.1 </attribute>
1423     <attribute arch="level" editor="level of creation" type="int">
1424     The created object will be of that level. If zero/unset,
1425     the standard level of the archetype is used.
1426     </attribute>
1427     </type>
1428    
1429     <!--####################################################################-->
1430     <type number="51" name="Detector">
1431     <ignore>
1432     <ignore_list name="system_object" />
1433     </ignore>
1434     <description><![CDATA[
1435     Detectors work quite much like inv. checkers/pedestals: If the detector
1436     finds a specific object, it toggles its connected value.
1437     <br><br>
1438     What is "unique" about them, compared to inv. checkers/ pedestals?
1439     - First, detectors check their square for a match periodically, not
1440     instantly. Second, detectors check directly for object names. Third,
1441     detectors do not check the inventory of players/monsters. ]]>
1442     </description>
1443     <use><![CDATA[
1444     There is one major speciality about detectors: You can detect spells
1445     blown over a detector! To detect a lighting bolt for example, set
1446     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1447     walls, this can be very useful for map-mechanisms. ]]>
1448     </use>
1449     <attribute arch="no_pick" value="1" type="fixed" />
1450     <attribute arch="slaying" editor="match name" type="string">
1451     &lt;match name&gt; specifies the name of the object we are looking for.
1452     Actually it does also check for the &lt;key string&gt; in key-objects,
1453     but for this case inventory checkers are often more powerful to use.
1454     </attribute>
1455     <attribute arch="connected" editor="connection" type="int">
1456     When the detector is triggered, all objects with the same
1457     connection value get activated.
1458     </attribute>
1459     <attribute arch="speed" editor="detection speed" type="float">
1460     This value defines the time between two detector-checks.
1461     If you want the detector to behave almost like pedestals/buttons,
1462     set speed rather high, like &lt;detection speed&gt; 1.0.
1463     </attribute>
1464     </type>
1465    
1466     <!--####################################################################-->
1467     <type number="112" name="Director">
1468     <ignore>
1469     <ignore_list name="non_pickable" />
1470     </ignore>
1471     <description><![CDATA[
1472     Directors change the direction of spell objects and other projectiles
1473     that fly past. Unlike spinners, directors always move objects in the
1474     same direction. It does not make a difference from what angle you
1475     shoot into it.<br>
1476     Directors are visible per default. ]]>
1477     </description>
1478     <use><![CDATA[
1479     Directors are rarely used in maps. Sometimes they are placed to
1480     change the direction of spells coming out of magic walls,
1481     "channeling" spell-projectiles in some direction. When doing this,
1482     <B>never place directors facing each other with magic walls fireing
1483     into them!</B> The spell-projectiles bouncing between the directors
1484     would accumulate to huge numbers and at some point slow down the
1485     server by eating memory- and CPU-time.
1486     <br><br>
1487     You'd better not place directors in monster vs. player combat
1488     areas too much, because that freaks out wizard-type players. ]]>
1489     </use>
1490     <attribute arch="sp" editor="direction" type="list_direction">
1491     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1492     A director with direction &lt;none&gt; simply stops projectiles.
1493     (The latter works out a bit strange for some spells).
1494     </attribute>
1495 root 1.9 &move_on;
1496 root 1.1 </type>
1497    
1498     <!--####################################################################-->
1499     <type number="158" name="Disease">
1500     <ignore>
1501     <ignore_list name="system_object" />
1502     </ignore>
1503     <description><![CDATA[
1504     Diseases are an intersting form of spellcraft in Crossfire.
1505     Once casted, they can spread out and infect creatures in a large
1506     area. Being infected can have various effects, from amusing farts
1507     to horrible damage - almost everything is possible. ]]>
1508     </description>
1509     <use><![CDATA[
1510     Diseases are extremely flexible and usable in a many ways.
1511     So far they are mostly used for causing bad, unwanted effects.
1512     You could just as well create a disease which helps the player
1513     (recharging mana for example).
1514     Infection with a "positive disease" could even be a quest reward. ]]>
1515     </use>
1516     <attribute arch="invisible" value="1" type="fixed" />
1517     <attribute arch="level" editor="plaque level" type="int">
1518     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1519     This mainly reflects in the &lt;damage&gt;. It has no effect on
1520     most other symptoms. Neverthless, it is a very important value for
1521     all damage-inflicting diseases.
1522     </attribute>
1523     <attribute arch="race" editor="infect race" type="string">
1524     The disease will only infect creatures of the specified &lt;race&gt;.
1525     "&lt;race&gt; *" means every creature can be infected.
1526     </attribute>
1527     <attribute arch="ac" editor="progressiveness" type="int">
1528     Every time the disease "moves" the severity of the symptoms are increased
1529     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1530     </attribute>
1531     <section name="spreading">
1532     <attribute arch="wc" editor="infectiosness" type="int">
1533     The &lt;infectiosness&gt; defines the chance of new creatures getting
1534     infected. If you set this too high, the disease is very likely to
1535     be too effective.
1536 root 1.3
1537 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1538     </attribute>
1539     <attribute arch="last_grace" editor="attenuation" type="int">
1540     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1541     everytime it infects someone new. This limits how many generations
1542     a disease can propagate.
1543     </attribute>
1544     <attribute arch="magic" editor="infection range" type="int">
1545     &lt;infection range&gt; sets the range at which infection may occur.
1546     If positive, the &lt;infection range&gt; is level dependant - If negative,
1547     it is not:
1548     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1549 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1550 root 1.1 </attribute>
1551     <attribute arch="maxhp" editor="persistence" type="int">
1552     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1553     The disease can "move" &lt;persistence&gt; times outside a host before it
1554     vanishes. A negative value means the disease lasts for permanent
1555     (which is only recommended to use in maps without monsters).
1556     </attribute>
1557     <attribute arch="maxgrace" editor="curing duration" type="int">
1558     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1559     (Assuming the host survives and doesn't use a curing spell).
1560     After this period the disease is naturally cured, which provides the
1561     host with immunity from this particular disease of lower or equal level.
1562 root 1.3
1563 root 1.1 A negative value means the disease can never be cured naturally.
1564 root 1.3
1565 root 1.1 Note that this value can be further modulated by spell-parameters,
1566     if the disease is registered as spell in the code. Due to that,
1567     most default diseases take a lot longer to cure than it seems.
1568     </attribute>
1569     <attribute arch="speed" editor="moving speed" type="float">
1570     The &lt;speed&gt; of the disease determines how fast the disease will
1571     "move", thus how fast the symptoms strike the host.
1572     </attribute>
1573     </section>
1574     <section name="symptoms">
1575     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1576     The disease will attack the host with the given &lt;attacktype&gt;.
1577     Godpower attacktype is commonly used for "unresistable" diseases.
1578     </attribute>
1579     <attribute arch="dam" editor="damage" type="int">
1580     A disease with a positive &lt;damage&gt; value will strike the player for that
1581     amount of damage every time the symptoms occur.
1582     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1583     the player's health is reduced by 10% every time the symptoms strike.
1584 root 1.3
1585 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1586     for players of all levels.
1587     </attribute>
1588     <attribute arch="other_arch" editor="create arch" type="string">
1589     If set, the specified arch is created and dropped every time the
1590     symptoms strike.
1591 root 1.3
1592 root 1.1 This can be various things: farts, body pieces, eggs ...
1593     Even monsters can be created that way. You could also make a
1594     disease where some exotic stuff like money/gems is created.
1595     </attribute>
1596     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1597     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1598     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1599     </attribute>
1600     <attribute arch="exp" editor="exp. for curing" type="int">
1601     When the player manages to cure this disease (with a curing spell),
1602     he is awarded with &lt;exp. for curing&gt; experience.
1603     </attribute>
1604     <attribute arch="maxsp" editor="mana depletion" type="int">
1605     Every time the disease "moves", the player's mana is
1606     reduced by the value of &lt;mana depletion&gt;.
1607     For negative values, a %-based amount is taken.
1608     </attribute>
1609     <attribute arch="last_eat" editor="food depletion" type="int">
1610     Every time the disease "moves", the player's food is
1611     reduced by the value of &lt;food depletion&gt;.
1612     For negative values, a %-based amount is taken.
1613     </attribute>
1614     <attribute arch="hp" editor="health regen." type="int">
1615     This value increases the player's healing rate.
1616     Negative values decrease it.
1617     </attribute>
1618     <attribute arch="sp" editor="mana regen." type="int">
1619     This value increases the player's rate of mana regeneration.
1620     Negative values decrease it.
1621     </attribute>
1622     </section>
1623     <section name="disability">
1624     <attribute arch="Str" editor="strength" type="int">
1625     The player's strength will rise by the given value
1626     while being infected. (Negative values make strength fall)
1627     </attribute>
1628     <attribute arch="Dex" editor="dexterity" type="int">
1629     The player's dexterity will rise by the given value
1630     while being infected. (Negative values make dexterity fall)
1631     </attribute>
1632     <attribute arch="Con" editor="constitution" type="int">
1633     The player's constitution will rise by the given value
1634     while being infected. (Negative values make constitution fall)
1635     </attribute>
1636     <attribute arch="Int" editor="intelligence" type="int">
1637     The player's intelligence will rise by the given value
1638     while being infected. (Negative values make intelligence fall)
1639     </attribute>
1640     <attribute arch="Pow" editor="power" type="int">
1641     The player's power will rise by the given value
1642     while being infected. (Negative values make power fall)
1643     </attribute>
1644     <attribute arch="Wis" editor="wisdom" type="int">
1645     The player's wisdom will rise by the given value
1646     while being infected. (Negative values make wisdom fall)
1647     </attribute>
1648     <attribute arch="Cha" editor="charisma" type="int">
1649     The player's charisma will rise by the given value
1650     while being infected. (Negative values make charisma fall)
1651     </attribute>
1652     </section>
1653     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1654     This text is displayed to the player every time the
1655     symptoms strike.
1656     </attribute>
1657     </type>
1658    
1659     <!--####################################################################-->
1660 root 1.3 <type number="23" name="Door">
1661     <ignore>
1662     <ignore_list name="non_pickable" />
1663     </ignore>
1664     <description><![CDATA[
1665     A door can be opened with a normal key. It also can be broken by attacking
1666     it, and it can be defeated with the lockpicking skill. If a door is
1667     defeated, horizontally and vertically adjacent doors are automatically
1668     removed. ]]>
1669     </description>
1670     <attribute arch="no_pick" value="1" type="fixed" />
1671     <attribute arch="alive" value="1" type="fixed" />
1672 root 1.9 &movement_types_terrain;
1673 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1674     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1675     </attribute>
1676     <attribute arch="ac" editor="armour class" type="int">
1677     Doors of high &lt;armour class&gt; are less likely to get hit.
1678     &lt;armour class&gt; can be considered the "counterpiece" to
1679     &lt;weapon class&gt;.
1680     </attribute>
1681     <attribute arch="other_arch" editor="drop arch" type="string">
1682     This string defines the object that will be created when the door was
1683     defeated.
1684     </attribute>
1685     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1686     This entry determines what kind of traps will appear in the door.
1687     </attribute>
1688     </type>
1689    
1690     <!--####################################################################-->
1691 root 1.1 <type number="83" name="Duplicator">
1692     <ignore>
1693     <ignore_list name="system_object" />
1694     </ignore>
1695     <description><![CDATA[
1696     When activated, a duplicator can duplicate, multiply or destroy a pile of
1697     objects which lies somewhere on top of the duplicator.
1698     The duplicator has one arch name specified as &lt;target arch&gt;,
1699     and only objects of this archetype can be affected.<br>
1700     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1701     If the latter is set to zero, it will destroy objects. ]]>
1702     </description>
1703     <use><![CDATA[
1704     I hope it is clear that one must be very cautious when inserting a duplicator
1705     anywhere with &lt;multiply factor&gt; greater than one.
1706     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1707     It is <b>not acceptable</b> to allow duplication of anything other than
1708     coins, gold and jewels. Besides, it is very important that the chance to
1709     loose the input matches the chance to earn winnings.<br>
1710     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1711     loosing rate of 2/3 = 67%. ]]>
1712     </use>
1713     <attribute arch="other_arch" editor="target arch" type="string">
1714     Only objects of matching archtype, lying ontop of the dublicator will be
1715     dublicated, multiplied or removed. All other objects will be ignored.
1716     </attribute>
1717     <attribute arch="level" editor="multiply factor" type="int">
1718     The number of items in the target pile will be multiplied by the
1719     &lt;multiply factor&gt;. If it is set to zero, all target objects
1720     will be destroyed.
1721     </attribute>
1722     <attribute arch="connected" editor="connection" type="int">
1723     An activator (lever, altar, button, etc) with matching connection value
1724     is able to trigger this duplicator. Be very careful that players cannot
1725     abuse it to create endless amounts of money or other valuable stuff!
1726     </attribute>
1727     </type>
1728    
1729     <!--####################################################################-->
1730     <type number="66" name="Exit">
1731     <ignore>
1732     <ignore_list name="non_pickable" />
1733     </ignore>
1734     <description><![CDATA[
1735     When the player applies an exit, he is transferred to a different location.
1736     (Monsters cannot use exits.) Depending on how it is set, the player applies
1737     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1738     the exit. ]]>
1739     </description>
1740     <use><![CDATA[
1741 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1742 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1743     detected with the show_invisible spell.
1744     <br><br>
1745     You can be quite creative with the outlook of secret exits (their "face").
1746     Don't forget to give the player relyable hints about them though. ]]>
1747     </use>
1748     <attribute arch="slaying" editor="exit path" type="string">
1749     The exit path defines the map that the player is transferred to.
1750     You can enter an absolute path, beginning with '/' (for example
1751     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1752     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1753     relative path "Fire1"). Use relative paths whenever possible! Note that
1754     upper/lower case must always be set correctly. However, please use lower
1755 root 1.3 case only.
1756 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1757     is on. If slaying is not set in an exit, the player will see a message like
1758     "the exit is closed".
1759     </attribute>
1760     <attribute arch="hp" editor="destination X" type="int">
1761     The exit destinations define the (x, y)-coordinates where the exit
1762     leads to.
1763     If both are set to zero, the player will be transferred to the "default
1764     enter location" of the destined map. The latter can be set in the map-
1765     properties as "Enter X/Y". Though, please DO NOT use that.
1766     It turned out to be a source for numerous map-bugs.
1767     </attribute>
1768     <attribute arch="sp" editor="destination Y" type="int">
1769     The exit destinations define the (x, y)-coordinates where the exit
1770     leads to.
1771     If both are set to zero, the player will be transferred to the "default
1772     enter location" of the destined map. The latter can be set in the map-
1773     properties as "Enter X/Y". Though, please DO NOT use that.
1774     It turned out to be a source for numerous map-bugs.
1775     </attribute>
1776 root 1.9 &move_on;
1777 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1778     If set, this message will be displayed to the player when he applies the exit.
1779     This is quite useful to throw in some "role-play feeling": "As you enter the
1780     dark cave you hear the sound of rustling dragonscales...". Well, my english
1781     is poor, but you get the point. =)
1782     </attribute>
1783     <attribute arch="unique" editor="unique destination" type="bool">
1784     This flag defines the destined map as "personal unique map". If set,
1785     there will be a seperate version of that map for every player out there.
1786     This feature is used for the permanent apartments
1787     (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1788     than apartments, since Crossfire is a *multi*player game. In such a permanent
1789     apartment don't forget to set the unique-flag for all floor tiles too
1790     (see floors).
1791     An exit pointing outside of a personal unique map must have the
1792     "unique destination"-flag unset.
1793     </attribute>
1794     </type>
1795    
1796     <!--####################################################################-->
1797     <type number="72" name="Flesh">
1798     <description><![CDATA[
1799     Just like with food, the player can fill his stomache and gain a
1800     little health by eating flesh-objects. <br>
1801     For dragon players, flesh plays a very special role though: If the
1802     flesh has resistances set, a dragon player has a chance to gain resistance in
1803     those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1804     Don't forget that flesh items with resistances have to be balanced
1805     according to map/monster difficulty. ]]>
1806     </description>
1807     <use><![CDATA[
1808     For dragon players, flesh items can be highly valuable. Note that many
1809     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1810     These flesh items "inherit" resistances and level from the monster they belong to.
1811     When you add special flesh items to the inventory of a monster, this is
1812     not the case - so you have to set it manually.
1813     <br><br>
1814     Generally adding special flesh-treaties for dragon players is a great thing
1815     to do. Always consider that dragon players might really not be interested
1816     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1817     out on the reward completely. ]]>
1818     </use>
1819     <attribute arch="food" editor="foodpoints" type="int">
1820     The player's stomache will get filled with this amount of foodpoints.
1821     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1822     </attribute>
1823     <attribute arch="level" editor="flesh level" type="int">
1824     The &lt;flesh level&gt; is not visible to the players and it affects only
1825     dragon players. Normally this value reflects the level of the monster
1826     from which the flesh item originates.
1827     Dragon players always search for flesh of highest level possible,
1828     because it bears the best chance to gain high resistances.
1829     </attribute>
1830     <attribute arch="startequip" editor="godgiven item" type="bool">
1831     A godgiven item vanishes as soon as the player
1832     drops it to the ground.
1833     </attribute>
1834     <section name="resistance">
1835     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1836     Resistances on flesh items make them more durable against spellcraft
1837     of the appropriate kind. It also allows dragon players to eventually gain
1838     resistance by eating it. Usually resistance should only be set for flesh
1839     items in a monster's inventory.
1840     </attribute>
1841     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1842     Resistances on flesh items make them more durable against spellcraft
1843     of the appropriate kind. It also allows dragon players to eventually gain
1844     resistance by eating it. Usually resistance should only be set for flesh
1845     items in a monster's inventory.
1846     </attribute>
1847     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1848     Resistances on flesh items make them more durable against spellcraft
1849     of the appropriate kind. It also allows dragon players to eventually gain
1850     resistance by eating it. Usually resistance should only be set for flesh
1851     items in a monster's inventory.
1852     </attribute>
1853     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1854     Resistances on flesh items make them more durable against spellcraft
1855     of the appropriate kind. It also allows dragon players to eventually gain
1856     resistance by eating it. Usually resistance should only be set for flesh
1857     items in a monster's inventory.
1858     </attribute>
1859     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1860     Resistances on flesh items make them more durable against spellcraft
1861     of the appropriate kind. It also allows dragon players to eventually gain
1862     resistance by eating it. Usually resistance should only be set for flesh
1863     items in a monster's inventory.
1864     </attribute>
1865     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1866     Resistances on flesh items make them more durable against spellcraft
1867     of the appropriate kind. It also allows dragon players to eventually gain
1868     resistance by eating it. Usually resistance should only be set for flesh
1869     items in a monster's inventory.
1870     </attribute>
1871     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1872     Resistances on flesh items make them more durable against spellcraft
1873     of the appropriate kind. It also allows dragon players to eventually gain
1874     resistance by eating it. Usually resistance should only be set for flesh
1875     items in a monster's inventory.
1876     </attribute>
1877     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1878     Resistances on flesh items make them more durable against spellcraft
1879     of the appropriate kind. It also allows dragon players to eventually gain
1880     resistance by eating it. Usually resistance should only be set for flesh
1881     items in a monster's inventory.
1882     </attribute>
1883     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1884     Resistances on flesh items make them more durable against spellcraft
1885     of the appropriate kind. It also allows dragon players to eventually gain
1886     resistance by eating it. Usually resistance should only be set for flesh
1887     items in a monster's inventory.
1888     </attribute>
1889     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1890     Resistances on flesh items make them more durable against spellcraft
1891     of the appropriate kind. It also allows dragon players to eventually gain
1892     resistance by eating it. Usually resistance should only be set for flesh
1893     items in a monster's inventory.
1894     </attribute>
1895     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1896     Resistances on flesh items make them more durable against spellcraft
1897     of the appropriate kind. It also allows dragon players to eventually gain
1898     resistance by eating it. Usually resistance should only be set for flesh
1899     items in a monster's inventory.
1900     </attribute>
1901     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1902     Resistances on flesh items make them more durable against spellcraft
1903     of the appropriate kind. It also allows dragon players to eventually gain
1904     resistance by eating it. Usually resistance should only be set for flesh
1905     items in a monster's inventory.
1906     </attribute>
1907     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1908     Resistances on flesh items make them more durable against spellcraft
1909     of the appropriate kind. It also allows dragon players to eventually gain
1910     resistance by eating it. Usually resistance should only be set for flesh
1911     items in a monster's inventory.
1912     </attribute>
1913     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1914     Resistances on flesh items make them more durable against spellcraft
1915     of the appropriate kind. It also allows dragon players to eventually gain
1916     resistance by eating it. Usually resistance should only be set for flesh
1917     items in a monster's inventory.
1918     </attribute>
1919     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1920     Resistances on flesh items make them more durable against spellcraft
1921     of the appropriate kind. It also allows dragon players to eventually gain
1922     resistance by eating it. Usually resistance should only be set for flesh
1923     items in a monster's inventory.
1924     </attribute>
1925     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1926     RResistances on flesh items make them more durable against spellcraft
1927     of the appropriate kind. It also allows dragon players to eventually gain
1928     resistance by eating it. Usually resistance should only be set for flesh
1929     items in a monster's inventory.
1930     </attribute>
1931     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1932     Resistances on flesh items make them more durable against spellcraft
1933     of the appropriate kind. It also allows dragon players to eventually gain
1934     resistance by eating it. Usually resistance should only be set for flesh
1935     items in a monster's inventory.
1936     </attribute>
1937     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1938     Resistances on flesh items make them more durable against spellcraft
1939     of the appropriate kind. It also allows dragon players to eventually gain
1940     resistance by eating it. Usually resistance should only be set for flesh
1941     items in a monster's inventory.
1942     </attribute>
1943     </section>
1944     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1945     This text may describe the item.
1946     </attribute>
1947     </type>
1948    
1949     <!--####################################################################-->
1950     <type number="0" name="Floor">
1951     <required>
1952     <attribute arch="is_floor" value="1" />
1953     <attribute arch="alive" value="0" />
1954     </required>
1955     <ignore>
1956     <ignore_list name="non_pickable" />
1957     </ignore>
1958     <description><![CDATA[
1959     Floor is a very basic thing whithout too much
1960     functionality. It's a floor - you stand on it. ]]>
1961     </description>
1962     <attribute arch="is_floor" value="1" type="fixed" />
1963     <attribute arch="no_pick" value="1" type="fixed" />
1964     <section name="terrain">
1965 root 1.9 &movement_types_terrain;
1966 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1967     This flag indicates this spot contains wood or high grass.
1968     Players with activated woodsman skill can move faster here.
1969     </attribute>
1970     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1971     This flag indicates this spot contains hills or large rocks.
1972     Players with activated mountaineer skill can move faster here.
1973     </attribute>
1974     </section>
1975     <attribute arch="no_magic" editor="no spells" type="bool">
1976     If enabled, it is impossible for players to use (wizard-)
1977     spells on that spot.
1978     </attribute>
1979     <attribute arch="damned" editor="no prayers" type="bool">
1980     If enabled, it is impossible for players to use prayers
1981     on that spot. It also prevents players from saving.
1982     </attribute>
1983     <attribute arch="unique" editor="unique map" type="bool">
1984     Unique floor means that any items dropped on that spot
1985     will be saved byond map reset. For permanent apartments,
1986     all floor tiles must be set &lt;unique map&gt;.
1987     </attribute>
1988     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1989     This text may describe the object.
1990     </attribute>
1991     </type>
1992    
1993     <!--####################################################################-->
1994     <type number="67" name="Floor (Encounter)">
1995     <ignore>
1996     <ignore_list name="non_pickable" />
1997     </ignore>
1998     <description><![CDATA[
1999     Encounter-Floor is pretty much the same as normal floor.
2000     Most outdoor floor/ground-arches are set to be "encounters".
2001     That is kind of a relict from former code: When walking over
2002     encounter-floor, players sometimes got beamed to little maps
2003     with monsters on them. Nowadays this feature is disabled -
2004     Hence encounter floor is not different from normal floor. ]]>
2005     </description>
2006     <attribute arch="is_floor" value="1" type="fixed" />
2007     <attribute arch="no_pick" value="1" type="fixed" />
2008     <section name="terrain">
2009 root 1.9 &movement_types_terrain;
2010 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2011     This flag indicates this spot contains wood or high grass.
2012     Players with activated woodsman skill can move faster here.
2013     </attribute>
2014     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2015     This flag indicates this spot contains hills or large rocks.
2016     Players with activated mountaineer skill can move faster here.
2017     </attribute>
2018     </section>
2019     <attribute arch="no_magic" editor="no spells" type="bool">
2020     If enabled, it is impossible for players to use (wizard-)
2021     spells on that spot.
2022     </attribute>
2023     <attribute arch="damned" editor="no prayers" type="bool">
2024     If enabled, it is impossible for players to use prayers
2025     on that spot. It also prevents players from saving.
2026     </attribute>
2027     <attribute arch="unique" editor="unique map" type="bool">
2028     Unique floor means that any items dropped on that spot
2029     will be saved byond map reset. For permanent apartments,
2030     all floor tiles must be set &lt;unique map&gt;.
2031     </attribute>
2032     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2033     This text may describe the object.
2034     </attribute>
2035     </type>
2036    
2037     <!--####################################################################-->
2038     <type number="6" name="Food">
2039     <description><![CDATA[
2040     By eating/drinking food-objects, the player can fill his
2041     stomache and gain a little health. ]]>
2042     </description>
2043     <attribute arch="food" editor="foodpoints" type="int">
2044     The player's stomache will get filled with this amount of foodpoints.
2045     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2046     </attribute>
2047     <attribute arch="startequip" editor="godgiven item" type="bool">
2048     A godgiven item vanishes as soon as the player
2049     drops it to the ground.
2050     </attribute>
2051     </type>
2052    
2053     <!--####################################################################-->
2054     <type number="91" name="Gate">
2055     <ignore>
2056     <ignore_list name="non_pickable" />
2057     </ignore>
2058     <description><![CDATA[
2059     Gates play an important role in Crossfire. Gates can be opened
2060     by activating a button/trigger, by speaking passwords (-> magic_ear)
2061     or carrying special key-objects (-> inventory checker).
2062     Unlike locked doors, gates can get shut again after a player has
2063     passed, which makes them more practical in many cases. ]]>
2064     </description>
2065     <use><![CDATA[
2066     Use gates to divide your maps into seperated areas. After solving
2067     area A, the player gains access to area B, and so on. Make your
2068     maps more complex than "one-way". ]]>
2069     </use>
2070     <attribute arch="no_pick" value="1" type="fixed" />
2071     <attribute arch="connected" editor="connection" type="int">
2072     Whenever the inventory checker is triggered, all objects with identical
2073     &lt;connection&gt; value get activated. This only makes sense together with
2074     &lt;blocking passage&gt; disabled.
2075     </attribute>
2076     <attribute arch="wc" editor="position state" type="int">
2077     The &lt;position state&gt; defines the position of the gate:
2078     Zero means completely open/down, the "number of animation-steps" (usually
2079     about 6 or 7) means completely closed/up state. I suggest you don't
2080     mess with this value - Leave the default in place.
2081     </attribute>
2082 root 1.9 &movement_types_terrain;
2083 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2084     Restricting the use of spells to pass this gate. This has
2085     an effect only if &lt;block view&gt; is disabled.
2086     </attribute>
2087     <attribute arch="damned" editor="restrict prayers" type="bool">
2088     Restricting the use of prayers to pass this door. This has
2089     an effect only if &lt;block view&gt; is disabled.
2090     </attribute>
2091     </type>
2092    
2093     <!--####################################################################-->
2094     <type number="113" name="Girdle">
2095     <import_type name="Amulet" />
2096     <description><![CDATA[
2097     Wearing a girdle, the object's stats will directly be inherited to
2098     the player. Girdles usually provide stats- or damage bonuses and no
2099     defense. ]]>
2100     </description>
2101     <use><![CDATA[
2102     Feel free to create your own special artifacts. However, it is very
2103     important that you keep your artifact in balance with existing maps. ]]>
2104     </use>
2105     <attribute arch="magic" editor="magic bonus" type="int">
2106     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2107     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2108     than direct armour-class bonus on the helmet.
2109 root 1.3
2110 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2111     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2112     &lt;magic bonus&gt; is pointless here.
2113     </attribute>
2114     </type>
2115    
2116     <!--####################################################################-->
2117     <type number="100" name="Gloves">
2118     <import_type name="Amulet" />
2119     <description><![CDATA[
2120     Wearing gloves, the object's stats will directly be inherited to
2121     the player. Gloves can add defense or damage bonuses. ]]>
2122     </description>
2123     <use><![CDATA[
2124     Feel free to create your own special artifacts. However, it is very
2125     important that you keep your artifact in balance with existing maps. ]]>
2126     </use>
2127     <attribute arch="magic" editor="magic bonus" type="int">
2128     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2129     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2130     will increase that.
2131     </attribute>
2132     </type>
2133    
2134     <!--####################################################################-->
2135     <type number="93" name="Handle">
2136     <ignore>
2137     <ignore_list name="non_pickable" />
2138     </ignore>
2139     <description><![CDATA[
2140     A handle can be applied by players and (certain) monsters.
2141     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2142     </description>
2143     <use><![CDATA[
2144     Handles are commonly used to move gates. When placing your lever,
2145     don't forget that some monsters are able to apply it.
2146     The ability to apply levers is rare among monsters -
2147     but vampires can do it for example. ]]>
2148     </use>
2149     <attribute arch="no_pick" value="1" type="fixed" />
2150     <attribute arch="connected" editor="connection" type="int">
2151     Every time the handle is applied, all objects
2152     with the same &lt;connection&gt; value are activated.
2153     </attribute>
2154     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2155     This text may describe the item. You can use this
2156     message to explain the handle's purpose to the player.
2157     </attribute>
2158     </type>
2159    
2160     <!--####################################################################-->
2161     <type number="27" name="Handle Trigger">
2162     <import_type name="Handle" />
2163     <ignore>
2164     <ignore_list name="non_pickable" />
2165     </ignore>
2166     <description><![CDATA[
2167     Handle triggers are handles which reset after a short period
2168     of time. Every time it is either applied or reset, the
2169     &lt;connection&gt; value is triggered. ]]>
2170     </description>
2171     <use><![CDATA[
2172     When you connect an ordinary handle to a gate, the gate normally remains
2173     opened after the first player passed. If you want to keep the gate shut,
2174     connecting it to a handle trigger is an easy solution. ]]>
2175     </use>
2176     </type>
2177    
2178     <!--####################################################################-->
2179     <type number="88" name="Hazard Floor">
2180     <required>
2181     <attribute arch="is_floor" value="1" />
2182     </required>
2183     <ignore>
2184     <ignore_list name="non_pickable" />
2185     </ignore>
2186     <description><![CDATA[
2187     The best example for Hazard Floor is lava. It works like standard
2188     floor, but damages all creatures standing on it.
2189     Damage is taken in regular time intervals. ]]>
2190     </description>
2191     <use><![CDATA[
2192     The default lava for example does minor damage. But you can turn
2193     it up so that your hazard floor poses a real threat.<br>
2194     Like magic walls, such floors add a permanent thrill to your map.
2195     You can use that to safely chase off too-weak players, or just
2196     to have something different. ]]>
2197     </use>
2198     <attribute arch="is_floor" value="1" type="fixed" />
2199     <attribute arch="lifesave" value="1" type="fixed" />
2200 root 1.9 &move_on;
2201 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2202     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2203     This attribute specifys the attacktypes that this floor uses to
2204     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2205     If you want a real tough hazard floor, add more than just one attacktype.
2206     </attribute>
2207     <attribute arch="dam" editor="base damage" type="int">
2208     The &lt;base damage&gt; defines how much damage is inflicted to the
2209     victim per hit. The final damage is influenced by several other
2210     factors like the victim's resistance and level.
2211     </attribute>
2212     <attribute arch="wc" editor="weaponclass" type="int">
2213     &lt;weapon class&gt; improves the chance of hitting the victim.
2214     Lower values are better.
2215     Usually, hazard floors like lava are supposed to hit the
2216     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2217     to something like -30.
2218     </attribute>
2219     <attribute arch="level" editor="attack level" type="int">
2220     I guess this value is supposed to work similar to monster levels.
2221     But in fact, it does not seem to have an effect. Set any non-zero
2222     value to be on the safe side.
2223     </attribute>
2224     <section name="terrain">
2225 root 1.9 &movement_types_terrain;
2226 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2227     This flag indicates this spot contains wood or high grass.
2228     Players with activated woodsman skill can move faster here.
2229     </attribute>
2230     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2231     This flag indicates this spot contains hills or large rocks.
2232     Players with activated mountaineer skill can move faster here.
2233     </attribute>
2234     </section>
2235     <attribute arch="no_magic" editor="no spells" type="bool">
2236     If enabled, it is impossible for players to use (wizard-)
2237     spells on that spot.
2238     </attribute>
2239     <attribute arch="damned" editor="no prayers" type="bool">
2240     If enabled, it is impossible for players to use prayers
2241     on that spot. It also prevents players from saving.
2242     </attribute>
2243     <attribute arch="unique" editor="unique map" type="bool">
2244     Unique floor means that any items dropped on that spot
2245     will be saved byond map reset. For permanent apartments,
2246     all floor tiles must be set &lt;unique map&gt;.
2247     </attribute>
2248     </type>
2249    
2250     <!--####################################################################-->
2251     <type number="34" name="Helmet">
2252     <import_type name="Amulet" />
2253     <description><![CDATA[
2254     Wearing a helmet, the object's stats will directly be inherited to
2255     the player. Normal helmets usually increase defense, while crowns
2256     add more special bonuses like stats/resistances paired with
2257     low defense. ]]>
2258     </description>
2259     <use><![CDATA[
2260     Feel free to create your own special artifacts. However, it is very
2261     important that you keep your artifact in balance with existing maps. ]]>
2262     </use>
2263     <attribute arch="magic" editor="magic bonus" type="int">
2264     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2265     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2266     than direct armour-class bonus on the helmet.
2267 root 1.3
2268 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2269     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2270     Crowns for instance typically provide no &lt;amour class&gt;.
2271     </attribute>
2272     </type>
2273    
2274     <!--####################################################################-->
2275     <type number="56" name="Holy Altar">
2276     <ignore>
2277     <ignore_list name="non_pickable" />
2278     </ignore>
2279     <description><![CDATA[
2280     Holy_altars are altars for the various religions. Praying
2281     at a Holy_altar will make you a follower of that god, and
2282     if you already follow that god, you may get some extra bonus. ]]>
2283     </description>
2284     <attribute arch="no_pick" value="1" type="fixed" />
2285     <attribute arch="other_arch" editor="god name" type="string">
2286     The altar belongs to the god of the given name. Possible options for
2287     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2288 root 1.3 Gorokh, Valriel and Sorig.
2289    
2290 root 1.1 If you want to have an unconsecrated altar, set
2291     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2292     </attribute>
2293     <attribute arch="level" editor="reconsecrate level" type="int">
2294     To re-consecrate an altar, the player's wisdom level must be as
2295     high or higher than this value. In that way, some altars can not
2296 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2297    
2298 root 1.1 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2299     Some characters might need those altars, they would be very unhappy to
2300     see them re-consecrated to another cult.
2301     </attribute>
2302     </type>
2303    
2304     <!--####################################################################-->
2305     <type number="35" name="Horn">
2306     <ignore>
2307     <attribute arch="title" />
2308     </ignore>
2309     <description><![CDATA[
2310     Horns are very similar to rods. The difference is that horns regenerate
2311     spellpoints faster and thus are more valuable than rods.
2312     <br><br>
2313     A horn contains a spell. The player can use this spell by applying and
2314     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2315     used endlessly. ]]>
2316     </description>
2317     <use><![CDATA[
2318     Horns are powerful due to their fast recharge rate. They should
2319     never contain high level attacking spells. Even curing/healing spells
2320     are almost too good on a horn. ]]>
2321     </use>
2322     <attribute arch="sp" editor="spell" type="spell">
2323     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2324     horns to players, since they can be used endlessly without any mana cost!
2325     Horns with heal/ restoration/ protection spells, IF available, MUST be
2326     very very VERY hard to get!
2327     </attribute>
2328     <attribute arch="level" editor="casting level" type="int">
2329     The casting level of the &lt;spell&gt; determines it's power.
2330     For attack spells, level should not be set too high.
2331     </attribute>
2332     <attribute arch="hp" editor="initial spellpoints" type="int">
2333     This value represents the initial amount of spellpoints in the horn.
2334     Naturally, this is quite unimportant.
2335     </attribute>
2336     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2337     When the horn is fully charged up, it will hold this maximum amount of
2338     spellpoints. Make sure it is enough to cast the contained spell at least
2339     once. But don't set the value too high, as that might make the horn way
2340     too effective.
2341     </attribute>
2342     <attribute arch="startequip" editor="godgiven item" type="bool">
2343     A godgiven item vanishes as soon as the player
2344     drops it to the ground.
2345     </attribute>
2346     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2347     This text may contain a description of the horn.
2348     </attribute>
2349     </type>
2350    
2351     <!--####################################################################-->
2352     <type number="73" name="Inorganic">
2353     <description><![CDATA[
2354     Inorganic materials are generally used as ingredients for
2355     alchemical receipes. By themselves, they have no special
2356     functionalities. ]]>
2357     </description>
2358     <attribute arch="is_dust" editor="is dust" type="bool">
2359     </attribute>
2360     <section name="resistance">
2361     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2362     </attribute>
2363     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2364     </attribute>
2365     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2366     </attribute>
2367     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2368     </attribute>
2369     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2370     </attribute>
2371     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2372     </attribute>
2373     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2374     </attribute>
2375     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2376     </attribute>
2377     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2378     </attribute>
2379     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2380     </attribute>
2381     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2382     </attribute>
2383     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2384     </attribute>
2385     </section>
2386     </type>
2387    
2388     <!--####################################################################-->
2389     <type number="64" name="Inventory Checker">
2390     <ignore>
2391     <ignore_list name="system_object" />
2392     </ignore>
2393     <description><![CDATA[
2394     Inventory checkers passively check the players inventory for a
2395     specific object. You can set a connected value that is triggered
2396     either if that object is present or missing (-&gt; "last_sp") when a
2397     player walks over the inv. checker. A valid option is to remove the
2398     matching object (usually not recommended, see "last_heal").
2399     <br><br>
2400     Alternatively, you can set your inv. checker to block all players
2401 root 1.9 that do/don't carry the matching object.
2402 root 1.1 <br><br>
2403     As you can see, inv. checkers are quite powerful, holding a
2404     great variety of possibilities. ]]>
2405     </description>
2406     <use><![CDATA[
2407     Putting a check_inventory space in front of a gate (one below) and
2408     one on the opposite side works reasonably well as a control mechanism.
2409     Unlike the key/door-combo, this one works infinite since it is
2410     independant from map reset. Use it to put a "structure" into your
2411     maps: Player must solve area A to gain access to area B. This concept
2412     can be found in nearly every RPG - simple but effective. ]]>
2413     </use>
2414     <attribute arch="no_pick" value="1" type="fixed" />
2415     <attribute arch="slaying" editor="match key string" type="string">
2416     This string specifies the object we are looking for: We have a match
2417     if the player does/don't carry a key object or a mark with identical
2418     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2419     this context. A typical example is the city gate mechanism of scorn.
2420     </attribute>
2421     <attribute arch="race" editor="match arch name" type="string">
2422     This string specifies the object we are looking for: We have a match
2423     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2424     </attribute>
2425     <attribute arch="hp" editor="match type" type="int">
2426     This value specifies the object we are looking for: We have a match
2427 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2428    
2429 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2430     enabled. Now you have an inv. checker blocking all players that carry any
2431     kind of melee weapon. To pass, a player is forced to leave behind all
2432     his weaponry... bad news for a warrior. ;)
2433     </attribute>
2434     <attribute arch="last_sp" editor="match = having" type="bool">
2435     Enabled means having that object is a match.
2436     Disabled means not having that object is a match.
2437     </attribute>
2438     <attribute arch="connected" editor="connection" type="int">
2439     Whenever the inventory checker is triggered, all objects with identical
2440     &lt;connection&gt; value get activated. This only makes sense together with
2441     &lt;blocking passage&gt; disabled.
2442     </attribute>
2443 root 1.9 &movement_types_terrain;
2444 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2445     &lt;remove match&gt; means remove object if found. Setting this is usually not
2446     recommended because inv. checkers are in general invisible. So, unlike
2447     for altars/ locked doors, the player won't expect to lose an object when
2448 root 1.3 walking over that square. And he doesn't even get a message either.
2449    
2450 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2451     to inform the player what's going on!
2452     </attribute>
2453     </type>
2454    
2455     <!--####################################################################-->
2456 root 1.2 <type number="163" name="Item Transformer">
2457     <description><![CDATA[
2458     An item transformer is simply applied, after having marked a 'victim'
2459     item. If the victim is suitable, it will be transformed into something
2460     else.]]>
2461     </description>
2462     <use><![CDATA[
2463     To make an item transformable, you just have to fill the 'slaying' field.
2464     The syntax is:
2465     <br>
2466     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2467     <br>
2468     with [] denoting optional part, and * any number of preceding [].
2469     'new_item' must be the name of an existing archetype.
2470     <br><br>
2471     Example, for object apple: slaying knife:2 half_apple
2472     <br><br>
2473     This means that, when applying a knife (should be an Item Transformer),
2474     one 'apple' will be transformed into 2 'half_apple'.]]>
2475     </use>
2476     <attribute arch="food" editor="number of uses" type="int">
2477     &lt;number of uses&gt; controls how many times the item transformer can
2478     be used. The value 0 means "unlimited"
2479     </attribute>
2480     <attribute arch="slaying" editor="verb" type="string">
2481     Contains the verb that is used to construct a message to the player
2482     applying the item transformer.
2483     </attribute>
2484     <attribute arch="startequip" editor="godgiven item" type="bool">
2485     A godgiven item vanishes as soon as the player
2486     drops it to the ground.
2487     </attribute>
2488     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2489     This text may contain a description of the item transformer.
2490     </attribute>
2491     </type>
2492    
2493     <!--####################################################################-->
2494 root 1.1 <type number="60" name="Jewel">
2495     <description><![CDATA[
2496     Items of the type Gold &amp; Jewels are handled like a currency.
2497     Unlike for any other type of item, in shops, the buy- and selling
2498     prices differ only marginally. ]]>
2499     </description>
2500     <attribute arch="race" value="gold and jewels" type="fixed" />
2501     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2502     This text may describe the object.
2503     </attribute>
2504     </type>
2505    
2506     <!--####################################################################-->
2507 root 1.3 <type number="24" name="Key">
2508     <description><![CDATA[
2509     When carrying a key, a normal door can be opened. The key will
2510     disappear. ]]>
2511     </description>
2512     <attribute arch="startequip" editor="godgiven item" type="bool">
2513     A godgiven item vanishes as soon as the player
2514     drops it to the ground.
2515     </attribute>
2516     </type>
2517    
2518     <!--####################################################################-->
2519 root 1.1 <type number="20" name="Locked Door">
2520     <ignore>
2521     <ignore_list name="non_pickable" />
2522     </ignore>
2523     <description><![CDATA[
2524     A locked door can be opened only when carrying
2525     the appropriate special key. ]]>
2526     </description>
2527     <use><![CDATA[
2528     If you want to create a locked door that cannot be opened (no key),
2529     set a &lt;key string&gt; like "no_key_available". This will clearify things
2530 root 1.3 and only a fool would create a key matching that string.
2531    
2532 root 1.1 Door-objects can not only be used for "doors". In many maps these
2533     are used with all kinds of faces/names, especially often as
2534     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2535     There you have magic forces (door objects) put under certain artifact
2536     items. To get your hands on the artifacts, you need to bring up the
2537     appropriate quest items (key objects). ]]>
2538     </use>
2539 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2540 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2541     <attribute arch="slaying" editor="key string" type="string">
2542     The &lt;key string&gt; in the door must be identical with the
2543     &lt;key string&gt; in the special key, then the door is unlocked.
2544     It is VERY important to set the &lt;key string&gt; to something that
2545 root 1.3 is unique among the CF mapset.
2546    
2547 root 1.1 DONT EVER USE the default string "set_individual_value".
2548     </attribute>
2549     <attribute arch="no_magic" editor="restrict spells" type="bool">
2550     Restricting the use of spells to pass this door.
2551     This should be set in most cases.
2552     (Don't forget that the spell "dimension door" is easily
2553     available at about wisdom level 10).
2554     </attribute>
2555     <attribute arch="damned" editor="restrict prayers" type="bool">
2556     Restricting the use of prayers to pass this door.
2557     This should be set in most cases.
2558     </attribute>
2559     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2560     When a player is trying to open the door without carrying the
2561     appropriate key, this text is displayed to the player. This is
2562     a good opportunity to place hints about the special key needed
2563     to unlock the door.
2564     </attribute>
2565     </type>
2566    
2567     <!--####################################################################-->
2568     <type number="29" name="Magic Ear">
2569     <ignore>
2570     <ignore_list name="system_object" />
2571     </ignore>
2572     <description><![CDATA[
2573     Magic_ears trigger a connected value
2574     when the player speaks a specific keyword. ]]>
2575     </description>
2576     <use><![CDATA[
2577     Whenever you put magic_ears on your maps, make sure there are
2578     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2579     something like a gate that is opened by speaking "open" or
2580     "sesame", expecting the player to figure this out all by himself.
2581     <br><br>
2582     Magic_ears are typically used for interaction with NPCs. You
2583     can create the impression that the NPC actually *does* something
2584     according to his conversation with a player. Mostly this means
2585     opening a gate or handing out some item, but you could be quite
2586     creative here. ]]>
2587     </use>
2588     <attribute arch="no_pick" value="1" type="fixed" />
2589     <attribute arch="connected" editor="connection" type="int">
2590     The Magic_ear will trigger all objects with the
2591     same connection value, every time it is activated.
2592     </attribute>
2593     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2594     This textfield contains the keyword-matching-syntax. The text should
2595     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2596     Any number of keywords from one to infinite is allowed. Make sure
2597     they are seperated by a '|'.
2598 root 1.3
2599 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2600     value will be triggerd when the player speaks any of the given
2601     keywords within a two-square radius. IMPORTANT: Upper/lower case
2602     does not make a difference!
2603     </attribute>
2604     </type>
2605    
2606     <!--####################################################################-->
2607     <type number="62" name="Magic Wall">
2608     <ignore>
2609     <ignore_list name="non_pickable" />
2610     </ignore>
2611     <description><![CDATA[
2612     Magic walls fire spells in a given direction, in regular intervals.
2613     Magic walls can contain any spell. However, some spells do not
2614     operate very successfully in them. The only way to know is to test
2615     the spell you want to use with a wall.
2616     <br><br>
2617     Several types of magical walls are predefined for you in the
2618     archetypes, and can be found on the "connected" Pickmap. ]]>
2619     </description>
2620     <use><![CDATA[
2621     Spellcasting walls pose an interesting alternative to monsters.
2622     Usually they are set to be undestroyable. Thus, while monsters
2623     in a map can be cleared out, the magic walls remain. Low level
2624     characters for example will not be able to pass through their
2625     spell-area, hence they cannot loot a map that a high level character
2626     might have cleared out.
2627     <br><br>
2628     Another point of magic walls is that if the player dies, he has to face
2629     them all again. Magic walls can add a kind of "permanent thrill" to
2630     your maps.
2631     <br><br>
2632     Be careful that your magic walls don't kill the monsters on a map. If
2633     placing monsters, eventually take ones that are immune to the
2634     walls' spell(s).
2635     <br><br>
2636     It is possible to make walls rotate when triggered. But that is so
2637     confusing (and useless IMHO) that I did not mention it above. You
2638     can find a working example on the map
2639     "/pup_land/castle_eureca/castle_eureca8". ]]>
2640     </use>
2641     <attribute arch="dam" editor="spell" type="spell">
2642     The magic wall will cast this &lt;spell&gt;.
2643     </attribute>
2644     <attribute arch="level" editor="spell level" type="int">
2645     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2646     walls cast spells at minimal strength. "level 100" walls cast deadly
2647     spells. Arch default is level 1 - you should always set this value
2648     to meet the overall difficulty of your map.
2649     </attribute>
2650     <attribute arch="connected" editor="connection" type="int">
2651     Every time the &lt;connection&gt; value is triggered, the wall will cast
2652     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2653     have much visible effect.
2654     </attribute>
2655     <attribute arch="speed" editor="casting speed" type="float">
2656     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2657     You can fine-tune how long the duration between two casts shall
2658     be. If you want to create a wall that can be activated (cast per
2659     trigger) via connected lever/button/etc, you must set "speed 0".
2660     </attribute>
2661     <attribute arch="sp" editor="direction" type="list_direction">
2662     The magic wall will cast it's spells always in the specified
2663     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2664     always fire in a random direction.
2665     </attribute>
2666 root 1.9 &movement_types_terrain;
2667 root 1.1 <section name="destroyable">
2668     <attribute arch="alive" editor="is destroyable" type="bool">
2669     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2670     destroyed by the player. If disabled, all other attributes on
2671     this tab, as well as resistances, are meaningless.
2672     </attribute>
2673     <attribute arch="hp" editor="hitpoints" type="int">
2674     The more &lt;hitpoints&gt; the wall has, the longer
2675     it takes to be destroyed.
2676     </attribute>
2677     <attribute arch="maxhp" editor="max hitpoints" type="int">
2678     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2679     can have. This only makes sense if the wall can regain health.
2680     </attribute>
2681     <attribute arch="ac" editor="armour class" type="int">
2682     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2683     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2684     to &lt;weapon class&gt;.
2685     </attribute>
2686     </section>
2687     <section name="resistance">
2688     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2689     </attribute>
2690     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2691     </attribute>
2692     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2693     </attribute>
2694     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2695     </attribute>
2696     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2697     </attribute>
2698     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2699     </attribute>
2700     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2701     </attribute>
2702     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2703     </attribute>
2704     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2705     </attribute>
2706     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2707     </attribute>
2708     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2709     </attribute>
2710     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2711     </attribute>
2712     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2713     </attribute>
2714     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2715     </attribute>
2716     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2717     </attribute>
2718     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2719     </attribute>
2720     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2721     </attribute>
2722     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2723     </attribute>
2724     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2725     </attribute>
2726     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2727     </attribute>
2728     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2729     </attribute>
2730     </section>
2731     </type>
2732    
2733     <!--####################################################################-->
2734     <type number="55" name="Marker">
2735     <ignore>
2736     <ignore_list name="system_object" />
2737     </ignore>
2738     <description><![CDATA[
2739     A marker is an object that inserts an invisible force (a mark) into a
2740     player stepping on it. This force does nothing except containing a
2741     &lt;key string&gt; which can be discovered by detectors or inventory
2742     checkers. It is also possible to use markers for removing marks again.
2743     <br><br>
2744     Note that the player has no possibility to "see" his own marks,
2745     except by the effect that they cause on the maps. ]]>
2746     </description>
2747     <use><![CDATA[
2748     Markers hold real cool possibilities for map-making. I encourage
2749     you to use them frequently. However there is one negative point
2750     about markers: Players don't "see" what's going on with them. It is
2751     your task, as map-creator, to make sure the player is always well
2752     informed and never confused.
2753     <br><br>
2754     Please avoid infinite markers when they aren't needed. They're
2755     using a little space in the player file after all, so if there
2756     is no real purpose, set an expire time. ]]>
2757     </use>
2758     <attribute arch="no_pick" value="1" type="fixed" />
2759     <attribute arch="slaying" editor="key string" type="string">
2760     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2761     If the player already has a force with that &lt;key string&gt;,
2762     there won't be inserted a second one.
2763     </attribute>
2764     <attribute arch="connected" editor="connection" type="int">
2765     When the detector is triggered, all objects with the same
2766     connection value get activated.
2767     </attribute>
2768     <attribute arch="speed" editor="marking speed" type="float">
2769     The &lt;marking speed&gt; defines how quickly it will mark something
2770     standing on the marker. Set this value rather high to make
2771     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2772     should do fine.
2773     </attribute>
2774     <attribute arch="food" editor="mark duration" type="int">
2775     This value defines the duration of the force it inserts.
2776     If nonzero, the duration of the player's mark is finite:
2777     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2778     means the mark will stay on the player forever.
2779     </attribute>
2780     <attribute arch="name" editor="delete mark" type="string">
2781     When the player steps onto the marker, all existing forces in
2782     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2783     will be removed. If you don't want to remove any marks, leave
2784 root 1.3 this textfield empty.
2785    
2786 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2787     this marker. So don't be confused, and remember changing the
2788     name will take effect on the marker's functionality.
2789     </attribute>
2790     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2791     In the moment when the player gets marked, this text is displayed
2792     to him. You should really set a message in any marker you create,
2793     because it's the only way for the player to notice what's going on.
2794     </attribute>
2795     </type>
2796 root 1.3
2797 root 1.1 <!--####################################################################-->
2798 root 1.3 <type number="36" name="Money">
2799 root 1.2 <ignore>
2800 root 1.3 <attribute arch="unpaid" />
2801 root 1.2 </ignore>
2802     <description><![CDATA[
2803 root 1.3 Items of the type Money are handled as currency.
2804     Money cannot be sold/bought in shops. When money is dropped
2805     in a shop, it stays the same.<br>
2806     When a player picks an item from a shop and attempts to
2807     walk over the shop mat, the item's selling-price is automatically
2808     subtracted from the player's money.
2809     <br><br>
2810     For money, always use the default arches.
2811     Don't modify them. ]]>
2812 root 1.2 </description>
2813 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2814 root 1.2 </type>
2815    
2816     <!--####################################################################-->
2817 root 1.3 <type number="0" name="Monster &amp; NPC">
2818     <required>
2819     <attribute arch="is_floor" value="0" />
2820     <attribute arch="alive" value="1" />
2821     <attribute arch="tear_down" value="0" />
2822     </required>
2823 root 1.1 <ignore>
2824 root 1.3 <attribute arch="material" />
2825     <attribute arch="name_pl" />
2826 root 1.1 <attribute arch="nrof" />
2827     <attribute arch="value" />
2828     <attribute arch="unpaid" />
2829     </ignore>
2830     <description><![CDATA[
2831     Monsters can behave in various kinds of ways.
2832     They can be aggressive, attacking the player. Or peaceful,
2833     helping the player - maybe joining him as pet.
2834     The unagressive creatures who communicate with players are
2835     usually called "NPCs" (Non Player Character), a well-known
2836     term in role-play environments. ]]>
2837     </description>
2838     <use><![CDATA[
2839     Monsters play a central role in most maps. Choosing the right
2840     combination of monsters for your map is vital:
2841     <UL>
2842     <LI> Place only monsters of slightly varying (increasing) strength.
2843     It's no fun to play for two hours just to find out the last
2844     monster is unbeatable. Similar, it's not exciting to fight orcs
2845     after passing a room of dragons.<br>
2846     This rule applies only for linear maps (one room after the other),
2847     with treasure at the end. You can sprinkle the treasure around,
2848 root 1.3 or make non-linear maps - That is often more entertaining.
2849 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2850     Balrogs, Dragonmen and the likes should be at the end of a quest,
2851 root 1.3 not at the beginning.
2852 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2853     Fire- and cold dragons in one room for example is a bad idea.
2854     By weakening and killing each other they are easy prey for players,
2855     not worth the experience they hold.
2856     <LI> Create your own monsters, especially for "boss"-type monsters.
2857     Having stage-bosses guarding treasure is a lot of fun when done right.
2858     Avoid to create monsters with completely non-intuitive abilities:
2859     Don't give ice-spells to firedragons or vice versa. Don't add
2860     draining attack to trolls, etc. Additionally, you should inform the
2861     player before he bumps right into some very special/unusual monster.
2862     <LI> Last but not least: Always keep an eye on the experience your monsters
2863     hold. Design your maps in a way that high experience
2864     is always well-defended. Don't make large rooms full with only one kind
2865     of monster. Keep in mind the different abilities/techniques players
2866     can use.
2867     </UL>
2868     I know it's impossible to make the perfectly balanced map. There's always
2869     some part which is found too easy or too hard for a certain kind of player.
2870     Just give it your best shot. And listen to feedback from players if you
2871     receive some. :-) ]]>
2872     </use>
2873     <attribute arch="alive" value="1" type="fixed" />
2874     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2875     When the monster is killed, items from the treasurelist will
2876     drop to the ground. This is a common way to reward players
2877     for killing (masses of) monsters.
2878 root 1.3
2879 root 1.1 Note that you can always put items into the monster's
2880     inventory. Those will drop-at-kill just like the stuff
2881     from the &lt;treasurelist&gt;.
2882     </attribute>
2883     <attribute arch="level" editor="level" type="int">
2884     A monster's &lt;level&gt; is the most important attribute.
2885     &lt;level&gt; affects the power of a monster in various ways.
2886     </attribute>
2887     <attribute arch="race" editor="race" type="string">
2888     Every monster should have a race set to cathegorize it.
2889     The monster's &lt;race&gt; can have different effects:
2890     Slaying weapons inflict tripple damage against enemy races
2891     and holy word kills only enemy races of the god.
2892     </attribute>
2893     <attribute arch="exp" editor="experience" type="int">
2894     When a player kills this monster, he will get exactly this
2895     amount of &lt;experience&gt;. The experience will flow into
2896     the skill-cathegory the player used for the kill.
2897 root 1.3
2898 root 1.1 If you create special monsters of tweaked strenght/abilities,
2899     always make sure that the &lt;experience&gt; is set to a
2900     reasonable value. Compare with existing arches to get a feeling
2901     what reasonable means. Keep in mind that spellcasting monsters
2902     are a lot harder to kill than non-spellcasters!
2903     </attribute>
2904     <attribute arch="speed" editor="speed" type="float">
2905     The &lt;speed&gt; determines how fast a monster will both move
2906     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2907     </attribute>
2908     <attribute arch="other_arch" editor="breed monster" type="string">
2909     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2910     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2911     can be set to any valid arch-name of a monster. Multipart monster
2912     should not be used.
2913     </attribute>
2914     <attribute arch="generator" editor="multiply" type="bool">
2915     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2916     every once in a while. Mice are a good example for this effect.
2917     If enabled, you must also set &lt;breed monster&gt; or check
2918     &lt;template generation&gt; and put other monsters in the inventory.
2919     </attribute>
2920     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2921     This only takes effect if &lt;multiply&gt; is enabled. The monster
2922     will create a new monster every once in a while by duplicating it's inventory.
2923     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2924     Each time the monster need to generate an object, it will be
2925     a randomly chosen item from the inventory. When generator is destroyed,
2926 root 1.3 inventory is destroyed.
2927 root 1.1 </attribute>
2928 root 1.9 &move_type;
2929 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2930     Several spells only affect undead monsters:
2931     turn undead, banish undead, holy word, etc.
2932     </attribute>
2933     <attribute arch="carrying" editor="carries weight" type="int">
2934     If a monster has something in the inventory, this
2935     value can be set to reflect the slowdown due to
2936     the carried weight.
2937     </attribute>
2938 root 1.3
2939 root 1.1 <section name="melee">
2940     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2941     This number is a bitmask, specifying the monster's attacktypes
2942     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2943     Strong monsters often have more than just physical attacktype.
2944 root 1.3
2945 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2946     as much damage as the "best" of it's attacktypes does. So, the more
2947     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2948     somehow exceptions.
2949     </attribute>
2950     <attribute arch="dam" editor="damage" type="int">
2951     Among other parameters, &lt;damage&gt; affects how much melee damage
2952     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2953     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2954     take effect on the melee damage of a monster.
2955     </attribute>
2956     <attribute arch="wc" editor="weapon class" type="int">
2957     Monsters of high &lt;weapon class&gt; are more likely to really hit
2958     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2959     to &lt;armour class&gt;.
2960     </attribute>
2961     <attribute arch="hp" editor="health points" type="int">
2962     The &lt;health points&gt; of a monster define how long it takes to
2963     kill it. With every successful hit from an opponent, &lt;health points&gt;
2964     get drained - The monster dies by zero &lt;health points&gt;.
2965     </attribute>
2966     <attribute arch="maxhp" editor="max health" type="int">
2967     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2968     monster can have.
2969     </attribute>
2970     <attribute arch="ac" editor="armour class" type="int">
2971     Monsters of low &lt;armour class&gt; are less likely to get hit from
2972     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2973     to &lt;weapon class&gt;.
2974     Values typically range between +20 (very bad) to -20 (quite good).
2975     </attribute>
2976     <attribute arch="Con" editor="healing rate" type="int">
2977 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
2978     healing rate is independent of &lt;speed&gt;.
2979 root 1.1 </attribute>
2980     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2981     A monster with this flag has the ability to &lt;reflect missiles&gt;,
2982     all kinds of projectiles (e.g. arrows, bolts, boulders) will
2983     bounce off.
2984     </attribute>
2985     <attribute arch="hitback" editor="hitback" type="bool">
2986     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2987     to the amount of damage the *attacker* inflicted. This damage
2988     is additional to the regular melee damage of the monster.
2989     As far as I know, hitback uses acid attacktype, and it only takes
2990     effect if the monster actually has acid attacktype at it's disposal.
2991     Acid spheres for example use this feature.
2992     </attribute>
2993     <attribute arch="one_hit" editor="one hit only" type="bool">
2994     Monsters with &lt;one hit only&gt; dissapear after one successful hit
2995     to a player.
2996     </attribute>
2997     </section>
2998 root 1.3
2999 root 1.1 <section name="spellcraft">
3000     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3001     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3002     Only wands/rods/etc can be used, given the appropriate abilities.
3003     </attribute>
3004     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3005     A monster with this flag has the ability to &lt;reflect spells&gt;,
3006     all kinds of spell-bullets and -beams will bounce off.
3007 root 1.3
3008 root 1.1 Generally this flag should not be set because it puts
3009     wizard-type players at an unfair disadvantage.
3010     </attribute>
3011     <attribute arch="sp" editor="spellpoints" type="int">
3012     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3013     them for both wizard- and prayer-spells. However, this value defines
3014     only the amount of *initial* spellpoints the monster starts with.
3015     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3016     and &lt;spellpoint regen.&gt; are more important than just initial
3017     &lt;spellpoints&gt;.
3018     </attribute>
3019     <attribute arch="maxsp" editor="max spellpoints" type="int">
3020     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3021     can hold. Setting this to high values has little effect unless
3022     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3023     "regenerate mana" at it's disposal.
3024     </attribute>
3025     <attribute arch="Pow" editor="spellpoint regen." type="int">
3026 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3027     spellpoint regeneration rate is independent of &lt;speed&gt;.
3028 root 1.3
3029 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3030     regeneration is most important. If your monster is still not casting
3031     fast enough, give it the spell-ability of "regenerate mana".
3032     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3033     </attribute>
3034     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3035     Click on the &lt;attuned paths&gt; button to select spellpaths.
3036     The creature will get attuned to the specified spellpaths.
3037     </attribute>
3038     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3039     Click on the &lt;repelled paths&gt; button to select spellpaths.
3040     The creature will get repelled to the specified spellpaths.
3041     </attribute>
3042     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3043     Click on the &lt;denied paths&gt; button to select spellpaths.
3044     The creature won't be able to cast spells of the specified paths.
3045     </attribute>
3046     </section>
3047 root 1.3
3048 root 1.1 <section name="ability">
3049     <attribute arch="Int" editor="detect hidden" type="int">
3050     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3051     hidden/invisible creatures. Higher values make for better
3052     detection-skills. Enabling &lt;see invisible&gt; makes this value
3053     obsolete.
3054     </attribute>
3055     <attribute arch="see_invisible" editor="see invisible" type="bool">
3056     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3057     with by invisible or hiding players. This flag is a must-have
3058     for high-level monsters. When a monster is unable to detect
3059     invisible players, it can be killed without fighting back.
3060     </attribute>
3061     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3062     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3063     by spells of darkness or dark maps. This flag is a "should-have"
3064     for high-level monsters. When a monster is unable to see in
3065     darkness, players can cast darkness and sneak around it safely.
3066     </attribute>
3067     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3068     Monster is able to wield weapon type objects.
3069     </attribute>
3070     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3071     Monster is able to use missile-weapon type objects.
3072     </attribute>
3073     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3074     Monster is able to wear protective equipment like brestplate
3075     armour, shields, helmets etc.
3076     </attribute>
3077     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3078     Monster is able to wear rings.
3079     </attribute>
3080     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3081     Monster is able to use wands and staves.
3082     </attribute>
3083     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3084     Monster is able to use rods.
3085     </attribute>
3086     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3087     Monster is able to read scrolls.
3088     </attribute>
3089     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3090     Monster is able to use skills from it's inventory.
3091     For example, you can put a throwing skill object and some
3092 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3093 root 1.1 </attribute>
3094     </section>
3095 root 1.3
3096 root 1.1 <section name="behave">
3097     <attribute arch="monster" editor="monster behaviour" type="bool">
3098     When &lt;monster behaviour&gt; is enabled, this object will behave
3099     like a monster: It can move and attack enemies (which are
3100     typically players).
3101     This flag should be set for all monsters as-such.
3102     Monsters which don't move, like guards, should also have
3103     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3104 root 1.3 It should *not* be set for things like immobile generators.
3105 root 1.1 </attribute>
3106     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3107     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3108     </attribute>
3109     <attribute arch="friendly" editor="friendly" type="bool">
3110     &lt;friendly&gt; monsters help the player, attacking any
3111     non-friendly monsters in range.
3112     </attribute>
3113     <attribute arch="stand_still" editor="stand still" type="bool">
3114     Monsters which &lt;stand still&gt; won't move to leave their position.
3115     When agressive, they will attack all enemies who get close to
3116     them. This behaviour is commonly known from castle guards.
3117 root 1.3
3118 root 1.1 In older versions of Crossfire it was possible to eventually
3119     push a &lt;stand still&gt;-monster out of position by force.
3120     I believe this is no longer possible. Neverthless, you should
3121     still be cautious when lining up &lt;stand still&gt;-monster in order
3122     to "defend" something: Such monsters are rather easy to kill.
3123     It's good for low level maps, but not much more.
3124     </attribute>
3125     <attribute arch="sleep" editor="asleep" type="bool">
3126     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3127     &lt;sensing range&gt; of the monster. Usually the sensing range is
3128     larger than the players line of sight. Due to that, in most cases
3129     the player won't ever notice weither a monster was asleep or not.
3130     </attribute>
3131     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3132     This entry defines which kinds of environment actions the
3133     creature is able to perform.
3134     </attribute>
3135     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3136     Click on the &lt;pick up&gt; button and select which types of objects
3137     the creature should try to pick up.
3138 root 1.3
3139 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3140     etc are set, then the creature will pick up the matching items even
3141     if this is not set here.
3142     </attribute>
3143     <attribute arch="Wis" editor="sensing range" type="int">
3144     &lt;sensing range&gt; determines how close a player needs to be before
3145     the creature wakes up. This is done as a square, for reasons of speed.
3146     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3147     11x11 square of the monster will wake the monster up. If the player
3148     has stealth, the size of this square is reduced in half plus 1.
3149     </attribute>
3150     <attribute arch="attack_movement" editor="attack movement" type="int">
3151     </attribute>
3152     <attribute arch="run_away" editor="run at % health" type="int">
3153     This is a percentage value in the range 0-100.
3154     When the monster's health points drop below this percentage
3155     (relative to max health), it attempts to run away from the
3156     attacker.
3157     </attribute>
3158     </section>
3159 root 1.3
3160 root 1.1 <section name="resistance">
3161     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3162     </attribute>
3163     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3164     </attribute>
3165     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3166     </attribute>
3167     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3168     </attribute>
3169     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3170     </attribute>
3171     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3172     </attribute>
3173     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3174     </attribute>
3175     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3176     </attribute>
3177     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3178     </attribute>
3179     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3180     </attribute>
3181     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3182     </attribute>
3183     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3184     </attribute>
3185     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3186     </attribute>
3187     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3188     </attribute>
3189     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3190     </attribute>
3191     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3192     </attribute>
3193     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3194     </attribute>
3195     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3196     </attribute>
3197     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3198     </attribute>
3199     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3200     </attribute>
3201     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3202     </attribute>
3203     </section>
3204     <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3205     </attribute>
3206     </type>
3207    
3208     <!--####################################################################-->
3209 root 1.3 <type number="28" name="Monster (Grimreaper)">
3210     <import_type name="Monster &amp; NPC" />
3211     <ignore>
3212     <attribute arch="material" />
3213     <attribute arch="name_pl" />
3214     <attribute arch="nrof" />
3215     <attribute arch="value" />
3216     <attribute arch="unpaid" />
3217     </ignore>
3218     <description><![CDATA[
3219     A grimreaper is a monster that vanishes after it did some number of
3220     draining attacks. ]]> <!-- XXX: is this ok? -->
3221     </description>
3222     <section name="grimreaper">
3223     <attribute arch="value" editor="attacks" type="int">
3224     The object vanishes after this number of draining attacks.
3225     </attribute>
3226     </section>
3227     </type>
3228    
3229     <!--####################################################################-->
3230 root 1.1 <type number="65" name="Mood Floor">
3231     <ignore>
3232     <ignore_list name="system_object" />
3233     </ignore>
3234     <description><![CDATA[
3235     As the name implies, mood floors can change the "mood" of
3236     a monsters/NPC. For example, an unagressive monster could be
3237     turned mad to start attacking. Similar, an agressive monster
3238     could be calmed. ]]>
3239     </description>
3240     <use><![CDATA[
3241     Mood floors are absolutely cool for NPC interaction. To make an
3242     unaggressive monster/NPC attack, put a creator with "other_arch
3243     furious_floor" under it. Connect the creator to a magic_ear, so the
3244     player speaks a keyword like "stupid sucker" - and the monster attacks.
3245     <br><br>
3246     To turn an NPC into a pet, put a charm_floor under it and connect
3247     it directly to a magic_ear. Then the player speaks a keyword like
3248     "help me" - and the NPC joins him as pet.
3249     <br><br>
3250     (Of course you must always give clear hints about keywords!
3251     And there is no reason why you couldn't use a button/lever/pedestal
3252     etc. instead of a magic_ear.) ]]>
3253     </use>
3254     <attribute arch="no_pick" value="1" type="fixed" />
3255     <attribute arch="last_sp" editor="mood" type="list_mood">
3256     &lt;mood&gt; is used to determine what will happen to the
3257     monster when affected by the mood floor:
3258 root 1.3
3259 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3260 root 1.3
3261 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3262 root 1.3
3263 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3264 root 1.3
3265 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3266 root 1.3
3267 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3268     who triggers the square. This setting is not
3269     enabled for continous operation, you need to
3270     insert a &lt;connection&gt; value!
3271     </attribute>
3272     <attribute arch="connected" editor="connection" type="int">
3273     This should only be set in combination with &lt;mood number&gt; 4.
3274     Normally, monsters are affected by the mood floor as soon as they
3275     step on it. But charming (monster -&gt; pet) is too powerful,
3276 root 1.3 so it needs to be activated.
3277    
3278 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3279     But a powerful pet could as well be the reward for solving a
3280     quest. Or even better: It could be *part* of a quest!
3281     </attribute>
3282     <attribute arch="no_magic" editor="no spells" type="bool">
3283     If enabled, it is impossible for players to use (wizard-)
3284     spells on that spot.
3285     </attribute>
3286     <attribute arch="damned" editor="no prayers" type="bool">
3287     If enabled, it is impossible for players to use prayers
3288     on that spot. It also prevents players from saving.
3289     </attribute>
3290     </type>
3291    
3292     <!--####################################################################-->
3293     <type number="40" name="Mover">
3294     <ignore>
3295     <ignore_list name="non_pickable" />
3296     </ignore>
3297     <description><![CDATA[
3298     Movers move the objects above them. However, only living objects
3299     are affected (monsters/NPCs always, players optional). Movers have
3300     a direction, so players can be made to move in a pattern, and so
3301     can monsters. Motion is involuntary. Additionally, players or
3302     monsters can be "frozen" while ontop of movers so that they MUST
3303     move along a chain of them.
3304     <br><br>
3305     Multisquare monsters can be moved as well, given
3306     enough space. Movers are usually invisible. ]]>
3307     </description>
3308     <use><![CDATA[
3309     NEVER EVER consider a mover being unpassable in the backwards
3310     direction. Setting "forced movement" makes it seemingly impossible
3311     but there is still a trick: One player can push a second player
3312     past the mover, in opposite to the mover's direction! The more
3313     movers, the more players needed. Hence, don't make a treasure
3314     room that is surrounded by movers instead of solid walls/gates.
3315     <br><br>
3316     Btw, it does not make a difference putting movers above or
3317     below the floor. Moreover, movers that are set to be invisible
3318     cannot be discovered with the show_invisible spell.
3319     <br><br>
3320     Note that Movers and Directors are seperate objects, even though
3321     they look and act similar. Directors only do spells/missiles,
3322     while movers only do living creatures (depending on how it
3323     is set: monsters and players). ]]>
3324     </use>
3325     <attribute arch="attacktype" editor="forced movement" type="bool">
3326     If forced movement is enabled, the mover "freezes" anyone it
3327     moves (so they are forced to move along a chain).
3328     For players there is no way to escape this forced movement,
3329     except being pushed by a second player.
3330     </attribute>
3331     <attribute arch="maxsp" editor="freeze duration" type="int">
3332     The player will be "frozen" for that many moves.
3333     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3334     enabled, then &lt;freeze duration&gt; gets assigned the
3335     "default value" 2 automatically.
3336     </attribute>
3337     <attribute arch="speed" editor="movement speed" type="float">
3338     The movement speed value determines how fast a chain of
3339     these movers will push a player along (default is -0.2).
3340     </attribute>
3341     <attribute arch="sp" editor="direction" type="list_direction">
3342     The mover will push creatures in the specified &lt;direction&gt;.
3343     A mover with direction set to &lt;none&gt; will spin clockwise,
3344     thus pushing creatures in unpredictable directions.
3345     </attribute>
3346     <attribute arch="lifesave" editor="gets used up" type="bool">
3347     If enabled, the mover gets "used up" after a certain number of moves
3348 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3349 root 1.1 </attribute>
3350     <attribute arch="hp" editor="number of uses" type="int">
3351     This value has only a meaning if &lt;gets used up&gt; is set:
3352     &lt;number of uses&gt; is the number of times minus one, that it
3353     will move a creature before disappearing. (It will move
3354 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3355 root 1.1 </attribute>
3356     <section name="targets">
3357     <attribute arch="level" editor="move players" type="bool">
3358     If &lt;move players&gt; is enabled, both players and monsters will be
3359     moved. In the arches' default it is disabled - thus ONLY monsters
3360     get moved. Remember that "monsters" includes NPCs!
3361 root 1.3
3362 root 1.1 This feature provides you with the possibility to make NPCs
3363     literally "come to life". Example: The player is talking with an
3364     NPC, speaking a certain keyword. This triggers a magic_ear and
3365     activates creators, creating (per default: monster-only) movers
3366     under the NPC's feet. The NPC starts "walking" on a predefined
3367     route! Note that it's useful to set this NPC immune to everything,
3368     preventing the player to push the NPC off his trace.
3369     </attribute>
3370 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3371     Which movement types activate the mover.
3372 root 1.1 </attribute>
3373     </section>
3374     </type>
3375    
3376     <!--####################################################################-->
3377     <type number="17" name="Pedestal">
3378     <ignore>
3379     <ignore_list name="non_pickable" />
3380     </ignore>
3381     <description><![CDATA[
3382     Pedestals are designed to detect certain types of living objects.
3383     When a predefined type of living creature steps on the pedestal, the
3384     connected value is triggered. ]]>
3385     </description>
3386     <use><![CDATA[
3387     If you want to create a place where only players of a certain race
3388     can enter, put a teleporter over your pedestal. So the teleporter is
3389     only activated for players of the matching race. Do not use gates,
3390     because many other players could sneak in. If you put powerful
3391     artifacts into such places, generally set "startequip 1", so that
3392     they are preserved for that one race and can't be traded to others. ]]>
3393     </use>
3394     <attribute arch="no_pick" value="1" type="fixed" />
3395     <attribute arch="slaying" editor="match race" type="string">
3396     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3397     matches the monster's or the player's race, we have a match.
3398     Yes, pedestals can detect a player's race! E.g. you could create a
3399 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3400    
3401 root 1.1 If it is set to "player", any player stepping on the pedestal
3402     is a match. Very useful if you want to open a gate for players
3403     but not for monsters.
3404     </attribute>
3405     <attribute arch="connected" editor="connection" type="int">
3406     When the pedestal is triggered, all objects with the same
3407     connection value get activated.
3408     </attribute>
3409 root 1.9 &move_on;
3410 root 1.1 </type>
3411    
3412     <!--####################################################################-->
3413     <type number="94" name="Pit">
3414     <ignore>
3415     <ignore_list name="non_pickable" />
3416     </ignore>
3417     <description><![CDATA[
3418     Pits are holes, transporting the player when he walks (and falls) into them.
3419     A speciality about pits is that they don't transport the player to
3420     the exact destination, but within a two-square radius of the destination
3421     (never on blocked squares).<br>
3422     Optionally, pits can get closed and opened, similar to gates.<br><br>
3423     Monsters and items are affected by pits just as well as players.
3424     Even multipart monsters can fall through them, given enough space. ]]>
3425     </description>
3426     <use><![CDATA[
3427     Pits can add interesting effects to your map. When using them, make
3428     sure to use them in a "logical way": Pits should always drop the
3429     player to some kind of lower level. They should not be used to
3430     randomly interconnect maps like teleporters do. ]]>
3431     </use>
3432     <attribute arch="no_pick" value="1" type="fixed" />
3433     <attribute arch="connected" editor="connection" type="int">
3434     When a &lt;connection&gt; value is set, the pit can be opened/closed
3435     by activating the connection.
3436     </attribute>
3437     <attribute arch="hp" editor="destination X" type="int">
3438     The pit will transport creatures (and items) randomly into a two-square
3439     radius of the destination coordinates.
3440     If the destination square becomes blocked, the pit will act like
3441     being filled up and not work anymore!
3442     </attribute>
3443     <attribute arch="sp" editor="destination Y" type="int">
3444     The pit will transport creatures (and items) randomly into a two-square
3445     radius of the destination coordinates.
3446     If the destination square becomes blocked, the pit will act like
3447     being filled up and not work anymore!
3448     </attribute>
3449     <attribute arch="wc" editor="position state" type="int">
3450     The &lt;position state&gt; defines the position of the gate:
3451     Zero means completely open/down, the "number of animation-steps" (usually
3452     about 6 or 7) means completely closed/up state. I suggest you don't
3453     mess with this value - Leave the default in place.
3454     </attribute>
3455 root 1.9 &move_on;
3456 root 1.1 </type>
3457    
3458     <!--####################################################################-->
3459     <type number="7" name="Poison Food">
3460     <description><![CDATA[
3461     When eating, the player's stomache is drained by 1/4 of food.
3462     If his food drops to zero, the player might even die. ]]>
3463     </description>
3464     </type>
3465    
3466     <!--####################################################################-->
3467     <type number="5" name="Potion">
3468     <description><![CDATA[
3469     The player can drink these and gain various kinds of benefits
3470     (/penalties) by doing so. ]]>
3471     </description>
3472     <use><![CDATA[
3473     One potion should never give multiple benefits at once. ]]>
3474     </use>
3475     <attribute arch="level" editor="potion level" type="int">
3476     If the potion contains a spell, the spell is cast at this level.
3477     For other potions it should be set at least to 1.
3478     </attribute>
3479     <attribute arch="sp" editor="spell" type="spell">
3480     When a player drinks this potion, the selected spell
3481     will be casted (once). This should work for any given spell.
3482     E.g. heal is "sp 35", magic power is "sp 67".
3483     </attribute>
3484     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3485     There are two types of special effects for potions:
3486     'life restoration' - restore the player's stats lost by death or draining
3487     (this has nothing in common with the restoration spell!)
3488 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3489 root 1.1 by a very small amount.
3490     </attribute>
3491     <attribute arch="cursed" editor="cursed" type="bool">
3492     If a potion is cursed, benefits generally turn into penalties.
3493     Note that potions can be "uncursed" by praying over an altar,
3494     with relative ease. *But* the potion must be identified to notice
3495     that it is cursed &gt;:)
3496     </attribute>
3497     <attribute arch="startequip" editor="godgiven item" type="bool">
3498     A godgiven item vanishes as soon as the player
3499     drops it to the ground.
3500     </attribute>
3501     <section name="stats">
3502     <attribute arch="Str" editor="strength" type="int">
3503     The player's strentgh will rise/fall by the given value for permanent
3504     (of course there is an upper limit). Generally there shouldn't be stat
3505     potions granting more than one stat. Cursed potions will subtract the
3506     stats if positive.
3507     </attribute>
3508     <attribute arch="Dex" editor="dexterity" type="int">
3509     The player's dexterity will rise/fall by the given value for permanent
3510     (of course there is an upper limit). Generally there shouldn't be stat
3511     potions granting more than one stat. Cursed potions will subtract the
3512     stats if positive.
3513     </attribute>
3514     <attribute arch="Con" editor="constitution" type="int">
3515     The player's constitution will rise/fall by the given value for permanent
3516     (of course there is an upper limit). Generally there shouldn't be stat
3517     potions granting more than one stat. Cursed potions will subtract the
3518     stats if positive.
3519     </attribute>
3520     <attribute arch="Int" editor="intelligence" type="int">
3521     The player's intelligence will rise/fall by the given value for permanent
3522     (of course there is an upper limit). Generally there shouldn't be stat
3523     potions granting more than one stat. Cursed potions will subtract the
3524     stats if positive.
3525     </attribute>
3526     <attribute arch="Pow" editor="power" type="int">
3527     The player's power will rise/fall by the given value for permanent
3528     (of course there is an upper limit). Generally there shouldn't be stat
3529     potions granting more than one stat. Cursed potions will subtract the
3530     stats if positive.
3531     </attribute>
3532     <attribute arch="Wis" editor="wisdom" type="int">
3533     The player's wisdom will rise/fall by the given value for permanent
3534     (of course there is an upper limit). Generally there shouldn't be stat
3535     potions granting more than one stat. Cursed potions will subtract the
3536     stats if positive.
3537     </attribute>
3538     <attribute arch="Cha" editor="charisma" type="int">
3539     The player's charisma will rise/fall by the given value for permanent
3540     (of course there is an upper limit). Generally there shouldn't be stat
3541     potions granting more than one stat. Cursed potions will subtract the
3542     stats if positive.
3543     </attribute>
3544     </section>
3545     <section name="resistance">
3546     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3547     The player's resistance to physical will rise by this value in percent
3548     (range -100 till +100). The effect is only temporare, and it does NOT
3549     add on the values from the player's equipment.
3550     Cursed potions will make negative resistance.. very nasty in combat!
3551     </attribute>
3552     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3553     The player's resistance to magic will rise by this value in percent
3554     (range -100 till +100). The effect is only temporare, and it does NOT
3555     add on the values from the player's equipment.
3556     Cursed potions will make negative resistance.. very nasty in combat!
3557     </attribute>
3558     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3559     The player's resistance to fire will rise by this value in percent
3560     (range -100 till +100). The effect is only temporare, and it does NOT
3561     add on the values from the player's equipment.
3562     Cursed potions will make negative resistance.. very nasty in combat!
3563     </attribute>
3564     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3565     The player's resistance to electricity will rise by this value in percent
3566     (range -100 till +100). The effect is only temporare, and it does NOT
3567     add on the values from the player's equipment.
3568     Cursed potions will make negative resistance.. very nasty in combat!
3569     </attribute>
3570     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3571     The player's resistance to cold will rise by this value in percent
3572     (range -100 till +100). The effect is only temporare, and it does NOT
3573     add on the values from the player's equipment.
3574     Cursed potions will make negative resistance.. very nasty in combat!
3575     </attribute>
3576     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3577     The player's resistance to acid will rise by this value in percent
3578     (range -100 till +100). The effect is only temporare, and it does NOT
3579     add on the values from the player's equipment.
3580     Cursed potions will make negative resistance.. very nasty in combat!
3581     </attribute>
3582     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3583     The player's resistance to confusion will rise by this value in percent
3584     (range -100 till +100). The effect is only temporare, and it does NOT
3585     add on the values from the player's equipment.
3586     Cursed potions will make negative resistance.. very nasty in combat!
3587     </attribute>
3588     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3589     The player's resistance to weaponmagic will rise by this value in percent
3590     (range -100 till +100). The effect is only temporare, and it does NOT
3591     add on the values from the player's equipment.
3592     Cursed potions will make negative resistance.. very nasty in combat!
3593     </attribute>
3594     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3595     The player's resistance to paralyze will rise by this value in percent
3596     (range -100 till +100). The effect is only temporare, and it does NOT
3597     add on the values from the player's equipment.
3598     Cursed potions will make negative resistance.. very nasty in combat!
3599     </attribute>
3600     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3601     The player's resistance to draining will rise by this value in percent
3602     (range -100 till +100). The effect is only temporare, and it does NOT
3603     add on the values from the player's equipment.
3604     Cursed potions will make negative resistance.. very nasty in combat!
3605     </attribute>
3606     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3607     The player's resistance to depletion will rise by this value in percent
3608     (range -100 till +100). The effect is only temporare, and it does NOT
3609     add on the values from the player's equipment.
3610     Cursed potions will make negative resistance.. very nasty in combat!
3611     </attribute>
3612     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3613     The player's resistance to poison will rise by this value in percent
3614     (range -100 till +100). The effect is only temporare, and it does NOT
3615     add on the values from the player's equipment.
3616     Cursed potions will make negative resistance.. very nasty in combat!
3617     </attribute>
3618     </section>
3619     </type>
3620    
3621     <!--####################################################################-->
3622     <type number="156" name="Power Crystal">
3623     <description><![CDATA[
3624     Power crystals can store a player's mana:
3625     When the player applies the crystal with full mana, half of
3626     it flows into the crystal. When the player applies it with
3627     lacking mana, the crystal replenishes the player's mana. ]]>
3628     </description>
3629     <attribute arch="sp" editor="initial mana" type="int">
3630     &lt;initial mana&gt; is the amount of spellpoints that the
3631     crystal holds when the map is loaded.
3632     </attribute>
3633     <attribute arch="maxsp" editor="mana capacity" type="int">
3634     The &lt;mana capacity&gt; defines how much mana can be stored
3635     in the crystal. This is what makes the crystal interesting.
3636     Wizard-players will always seek for crystals with large
3637     capacities.
3638     </attribute>
3639     </type>
3640    
3641     <!--####################################################################-->
3642     <type number="13" name="Projectile">
3643     <description><![CDATA[
3644     Projectiles like arrows/crossbow bolts are used as ammunition
3645     for shooting weapons.
3646     <br><br>
3647     It's very easy to add new pairs of weapons &amp; projectiles.
3648     Just set matching &lt;ammunition class&gt; both for shooting
3649     weapon and projectile. ]]>
3650     </description>
3651     <use><![CDATA[
3652     If you want to create new kinds of projectiles, you could
3653     add an alchemical receipe to create these.
3654 root 1.3
3655 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3656     they really fullfill a useful purpose. In fact, even bows
3657     and crossbows are rarely ever used. ]]>
3658     </use>
3659     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3660     This number is a bitmask, specifying the projectile's attacktypes.
3661     Attacktypes are: physical, magical, fire, cold.. etc.
3662     This works identical to melee weapons. Note that shooting
3663     weapons cannot have attacktypes.
3664     </attribute>
3665     <attribute arch="race" editor="ammunition class" type="string">
3666     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3667     these projectiles. For arrows set "arrows", for crossbow bolts
3668     set "crossbow bolts" (big surprise).
3669 root 1.3
3670 root 1.1 In certain cases, the ammunition class is displayed in the game.
3671     Hence, when you create a new ammunition class, choose an
3672     intuitive name like "missiles", "spirit bolts" - whatever.
3673 root 1.3
3674 root 1.1 You can also make special containers holding these projectiles
3675     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3676     </attribute>
3677     <attribute arch="slaying" editor="slaying race" type="string">
3678     Slaying means the weapon does tripple (3x) damage to monsters
3679     of the specified race. If &lt;slaying race&gt; matches an arch name,
3680     only monsters of that archtype receive tripple damage.
3681     Tripple damage is very effective.
3682     </attribute>
3683     <attribute arch="dam" editor="damage" type="int">
3684     The projectile &lt;damage&gt; significantly affects the damage
3685     done. Damage can be further increased by the shooting
3686     weapon's attributes.
3687     </attribute>
3688     <attribute arch="wc" editor="weaponclass" type="int">
3689     This value is supposed to be the base &lt;weaponclass&gt;,
3690     but it seems to have rather little effect.
3691     High values are good here, low values bad.
3692     </attribute>
3693     <attribute arch="food" editor="chance to break" type="int">
3694     The &lt;chance to break&gt; defines the breaking probability when this
3695     projectile hits an obstacle, e.g. wall or monster.
3696     The value is the %-chance to break, ranging from 0 (never breaking)
3697     to 100 (breaking at first shot).
3698     </attribute>
3699     <attribute arch="magic" editor="magic bonus" type="int">
3700     Magic bonus increases chance to hit and damage a little bit.
3701     </attribute>
3702     <attribute arch="unique" editor="unique item" type="bool">
3703     Unique items exist only one time on a server. If the item
3704     is taken, lost or destroyed - it's gone for good.
3705     </attribute>
3706     <attribute arch="startequip" editor="godgiven item" type="bool">
3707     A godgiven item vanishes as soon as the player
3708     drops it to the ground.
3709     </attribute>
3710     <attribute arch="no_drop" editor="don't drop" type="bool">
3711     When a monster carries a projectile with &lt;don't drop&gt;,
3712     this item will never drop to the ground but
3713     vanish instead. If this object is shot, it can still drop
3714     after hitting an obstacle. You can prevent this by
3715     setting &lt;chance to break&gt; 100.
3716     </attribute>
3717     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3718     This text may describe the projectile. This
3719     could be nice for very special ones.
3720     </attribute>
3721     </type>
3722    
3723     <!--####################################################################-->
3724     <type number="70" name="Ring">
3725     <import_type name="Amulet" />
3726     <description><![CDATA[
3727     Rings are worn on the hands - one ring each.
3728     Wearing rings, the object's stats will directly be inherited to
3729     the player. Usually enhancing his spellcasting potential. ]]>
3730     </description>
3731     <use><![CDATA[
3732     When you create an artifact ring, never forget that players can
3733     wear <B>two</B> rings! Due to that it is extremely important to
3734     keep rings in balance with the game.
3735     <br><br>
3736     Also keep in mind that rings are generally the wizard's tools.
3737     They should primarily grant bonuses to spellcasting abilities
3738     and non-physical resistances. ]]>
3739     </use>
3740     </type>
3741    
3742     <!--####################################################################-->
3743     <type number="3" name="Rod">
3744     <ignore>
3745     <attribute arch="title" />
3746     </ignore>
3747     <description><![CDATA[
3748     A rod contains a spell. The player can use this spell by applying and
3749     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3750     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3751     used endlessly. ]]>
3752     </description>
3753     <use><![CDATA[
3754     Rods with healing/curing spells are extremely powerful. Usually, potions have
3755     to be used for that purpose. Though, potions are expensive and only good for
3756     one-time-use.<br> ]]>
3757     </use>
3758     <attribute arch="sp" editor="spell" type="spell">
3759     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3760     rods to players, since they can be used endlessly without any mana cost!
3761     Rods with heal/ restoration/ protection spells, IF available, MUST be
3762     very very VERY hard to get!
3763     </attribute>
3764     <attribute arch="level" editor="casting level" type="int">
3765     The casting level of the &lt;spell&gt; determines it's power.
3766     For attack spells, level should be set to something reasonable.
3767     </attribute>
3768     <attribute arch="hp" editor="initial spellpoints" type="int">
3769     This value represents the initial amount of spellpoints in the rod.
3770     Naturally, this is quite unimportant.
3771     </attribute>
3772     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3773     When the rod is fully charged up, it will hold this maximum amount of
3774     spellpoints. Make sure it is enough to cast the contained spell at least
3775     once. But don't set the value too high, as that might make the rod
3776     too effective.
3777     </attribute>
3778     <attribute arch="startequip" editor="godgiven item" type="bool">
3779     A godgiven item vanishes as soon as the player
3780     drops it to the ground.
3781     </attribute>
3782     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3783     This text may contain a description of the rod.
3784     </attribute>
3785     </type>
3786    
3787     <!--####################################################################-->
3788     <type number="154" name="Rune">
3789     <ignore>
3790     <attribute arch="no_pick" />
3791     <attribute arch="title" />
3792     <attribute arch="name_pl" />
3793     <attribute arch="weight" />
3794     <attribute arch="value" />
3795     <attribute arch="material" />
3796     <attribute arch="unpaid" />
3797     </ignore>
3798     <description><![CDATA[
3799 root 1.3 A rune is a magical enscription on the dungeon floor.
3800 root 1.1 <br><br>
3801     Runes hit any monster or person who steps on them for 'dam' damage in
3802     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3803     and will cast this spell when it detonates. Yet another kind is the
3804     "summoning rune", summoning predefined monsters of any kind, at detonation.
3805     <br><br>
3806     Many runes are already defined in the archetypes. ]]>
3807     </description>
3808     <use><![CDATA[
3809     Avoid monsters stepping on your runes. For example, summoning runes
3810     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3811     </use>
3812     <attribute arch="no_pick" value="1" type="fixed" />
3813 root 1.9 &move_on;
3814 root 1.1 <attribute arch="level" editor="rune level" type="int">
3815     This value sets the level the rune will cast the spell it contains at,
3816     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3817 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3818    
3819 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3820     how much experience the player gets for doing so. Beware: High level
3821     runes can be quite a cheap source of experience! So either make them
3822     tough, or keep the level low.
3823     </attribute>
3824     <attribute arch="Cha" editor="visibility" type="int">
3825     This value determines what fraction of the time the rune is visible:
3826     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3827     how easily the rune may be found.
3828     </attribute>
3829     <attribute arch="hp" editor="number of charges" type="int">
3830     The rune will detonate &lt;number of charges&gt; times before disappearing.
3831     </attribute>
3832     <attribute arch="dam" editor="direct damage" type="int">
3833     &lt;direct damage&gt; specifies how much damage is done by the rune,
3834     if it doesn't contain a spell. This should be set in reasonable
3835 root 1.3 relation to the rune's level.
3836 root 1.1 </attribute>
3837     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3838     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3839     attribute defines what attacktype to use for direct damage when
3840     the rune detonates.
3841     </attribute>
3842     <section name="spellcraft">
3843     <attribute arch="sp" editor="spell" type="spell">
3844     The selected &lt;spell&gt; defines the spell in the rune, if any.
3845     (Many runes do direct damage).
3846     </attribute>
3847     <attribute arch="slaying" editor="spell name" type="string">
3848     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3849     but if present, overrides the &lt;spell&gt; setting.
3850     </attribute>
3851     <attribute arch="other_arch" editor="spell arch" type="string">
3852     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3853     is optional, but if present, overrides the &lt;spell&gt; setting.
3854     You can choose any of the existing arches.
3855     </attribute>
3856     <attribute arch="maxsp" editor="direction" type="list_direction">
3857     If set, the rune will cast it's containing spell (if any) in
3858     this &lt;direction&gt;.In most cases this appears useless because
3859     the spell directly hits the player.
3860     </attribute>
3861     <attribute arch="race" editor="summon monster" type="string">
3862     If this is set to the arch name of any monster, together with
3863     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3864     of those on detonation. (dam and attacktype will still be ignored
3865     in this case). Runes are even capable of summoning multi-square
3866     monsters, given enough space. You'd better test it though.
3867     </attribute>
3868     <attribute arch="maxhp" editor="summon amount" type="int">
3869     This should only be set to a summoning rune. It will then summon
3870     that many creatures of the kind &lt;summon monster&gt;.
3871     </attribute>
3872     </section>
3873     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3874     When the rune detonates, this text is displayed to the
3875     victim. For especially powerful runes, create an appropriate
3876     thrilling description. ;)
3877     </attribute>
3878     </type>
3879    
3880     <!--####################################################################-->
3881     <type number="106" name="Savebed">
3882     <ignore>
3883     <ignore_list name="non_pickable" />
3884     </ignore>
3885     <description><![CDATA[
3886     When the player applies a savebed, he is not only saved. Both his
3887     respawn-after-death and his word-of-recall positions are pointing
3888     to the last-applied savebed. ]]>
3889     </description>
3890     <use><![CDATA[
3891     Put savebed locations in towns, do not put them into dungeons.
3892     It is absolutely neccessary that a place with savebeds is 100% secure.
3893     That means:
3894     <UL>
3895     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3896     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3897     <LI> Insert a relyable exit! Make sure there is no possibility that
3898     players get trapped in a savebed location.
3899     <LI> If possible, mark the whole site as no-spell area (Insert this
3900     arch called "dungeon_magic" everywhere). This is not required,
3901     but it makes the place much more safe.
3902     </UL> ]]>
3903     </use>
3904     <attribute arch="no_pick" value="1" type="fixed" />
3905     <attribute arch="no_magic" value="1" type="fixed" />
3906     <attribute arch="damned" value="1" type="fixed" />
3907     </type>
3908    
3909     <!--####################################################################-->
3910 root 1.3 <type number="111" name="Scroll">
3911     <ignore>
3912     <attribute arch="title" />
3913     </ignore>
3914     <description><![CDATA[
3915     Scrolls contain spells (similar to spell-potions). Unlike potions,
3916     scrolls require a certain literacy skill to read successfully.
3917     Accordingly, for a successful reading, a small amount of
3918     experience is gained. Scrolls allow only one time usage, but
3919     usually they are sold in bulks. ]]>
3920     </description>
3921     <use><![CDATA[
3922     For low level quests, scrolls of healing/curing-spells
3923     can be a nice reward. At higher levels, scrolls become less
3924     and less useful. ]]>
3925     </use>
3926     <attribute arch="level" editor="casting level" type="int">
3927     The spell of the scroll will be casted at this level.
3928     This value should always be set, at least to 1.
3929     </attribute>
3930     <attribute arch="sp" editor="spell" type="spell">
3931     When a player/monster applies this scroll, the selected &lt;spell&gt;
3932     will be casted (once). This should work for any given spell.
3933     </attribute>
3934     <attribute arch="startequip" editor="godgiven item" type="bool">
3935     A godgiven item vanishes as soon as the player
3936     drops it to the ground.
3937     </attribute>
3938     </type>
3939    
3940     <!--####################################################################-->
3941     <type number="33" name="Shield">
3942     <import_type name="Amulet" />
3943     <description><![CDATA[
3944     Wearing a shield, the object's stats will directly be inherited to
3945     the player. Shields usually provide good defense, only surpassed
3946     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3947     </description>
3948     <use><![CDATA[
3949     Feel free to create your own special artifacts. However, it is very
3950     important that you keep your artifact in balance with existing maps. ]]>
3951     </use>
3952     <attribute arch="magic" editor="magic bonus" type="int">
3953     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3954     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3955     than direct armour-class bonus on the shield.
3956     </attribute>
3957     </type>
3958    
3959     <!--####################################################################-->
3960 root 1.1 <type number="14" name="Shooting Weapon">
3961     <description><![CDATA[
3962     Schooting weapons like bows/crossbows are used to shoot projectiles
3963     (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3964     wielded both at the same time. Like with any other equipment,
3965     stats/bonuses from shooting weapons are directly inherited to the player.
3966     <br><br>
3967     It's very easy to add new pairs of weapons &amp; projectiles.
3968     Just set matching &lt;ammunition class&gt; both for shooting
3969     weapon and projectile. ]]>
3970     </description>
3971     <use><![CDATA[
3972     Shooting weapons should not add bonuses in general. There's already
3973     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3974     Schooting weapons should especially not add bonuses to the player
3975     that have nothing to do with schooting. A Wisdom bonus on a bow
3976     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3977     - still crap. ]]>
3978     </use>
3979     <attribute arch="race" editor="ammunition class" type="string">
3980     Only projectiles with matching &lt;ammunition class&gt; can be fired
3981     with this weapon. For normal bows set "arrows", for normal
3982     crossbows set "crossbow bolts".
3983 root 1.3
3984 root 1.1 In certain cases, the ammunition class is displayed in the game.
3985     Hence, when you create a new ammunition class, choose an
3986     intuitive name like "missiles", "spirit bolts" - whatever.
3987     </attribute>
3988     <attribute arch="sp" editor="shooting speed" type="int">
3989     After shooting a projectile, the player is frozen for a short
3990     period of time (to prevent shooting arrows machine-gun-like).
3991     The greater &lt;shooting speed&gt;, the shorter this period of time.
3992     1 is minimum (=worst) and 100 is maximum (=best) value.
3993 root 1.3
3994 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3995     SET IT TO ZERO! (That would freeze the player for eternety).
3996     </attribute>
3997     <attribute arch="dam" editor="base damage" type="int">
3998     The &lt;base damage&gt; significantly affects the damage done
3999     by using this weapon. This damage is added to the projectile
4000     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4001     according to the player's strength is added.
4002     </attribute>
4003     <attribute arch="wc" editor="weaponclass" type="int">
4004     This value is supposed to be the base &lt;weaponclass&gt;,
4005     but it seems to have rather little effect.
4006     High values are good here, low values bad.
4007     </attribute>
4008     <attribute arch="item_power" editor="item power" type="int">
4009     The &lt;item power&gt; value measures how "powerful" an artifact is.
4010     Players will only be able to wear equipment with a certain total
4011     amount of &lt;item power&gt;, depending on their own level. This is the
4012     only way to prevent low level players to wear "undeserved" equipment
4013     (like gifts from other players or cheated items).
4014 root 1.3
4015 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4016     for every artifact you create! If zero/unset, the CF server will
4017     calculate a provisional value at runtime, but this is never
4018     going to be an accurate measurement of &lt;item power&gt;.
4019     </attribute>
4020     <attribute arch="no_strength" editor="ignore strength" type="bool">
4021     Usually the player's strentgh takes effect on the damage
4022     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4023     the player's strength is ignored.
4024     </attribute>
4025     <attribute arch="damned" editor="damnation" type="bool">
4026     A damned shooting weapon cannot be unwielded unless
4027     the curse is removed. Removing damnations is
4028     a tick harder than removing curses.
4029     </attribute>
4030     <attribute arch="cursed" editor="curse" type="bool">
4031     A cursed shooting weapon cannot be unwielded unless
4032     the curse is removed.
4033     </attribute>
4034     <attribute arch="unique" editor="unique item" type="bool">
4035     Unique items exist only one time on a server. If the item
4036     is taken, lost or destroyed - it's gone for good.
4037     </attribute>
4038     <attribute arch="startequip" editor="godgiven item" type="bool">
4039     A godgiven item vanishes as soon as the player
4040     drops it to the ground.
4041     </attribute>
4042     <section name="stats">
4043     <attribute arch="Str" editor="strength" type="int">
4044     The player's strentgh will rise/fall by the given value
4045     while wearing this shooting weapon.
4046     </attribute>
4047     <attribute arch="Dex" editor="dexterity" type="int">
4048     The player's dexterity will rise/fall by the given value
4049     while wearing this shooting weapon.
4050     </attribute>
4051     <attribute arch="Con" editor="constitution" type="int">
4052     The player's constitution will rise/fall by the given value
4053     while wearing this shooting weapon.
4054     </attribute>
4055     <attribute arch="Int" editor="intelligence" type="int">
4056     The player's intelligence will rise/fall by the given value
4057     while wearing this shooting weapon.
4058     </attribute>
4059     <attribute arch="Pow" editor="power" type="int">
4060     The player's power will rise/fall by the given value
4061     while wearing this shooting weapon.
4062     </attribute>
4063     <attribute arch="Wis" editor="wisdom" type="int">
4064     The player's wisdom will rise/fall by the given value while
4065     wearing this shooting weapon.
4066     </attribute>
4067     <attribute arch="Cha" editor="charisma" type="int">
4068     The player's charisma will rise/fall by the given value
4069     while wearing this shooting weapon.
4070     </attribute>
4071     </section>
4072     <section name="bonus">
4073     <attribute arch="luck" editor="luck bonus" type="int">
4074     With positive luck bonus, the player is more likely to
4075     succeed in all sorts of things (spellcasting, praying,...).
4076     Unless the &lt;luck bonus&gt; is very high, the effect will be
4077     barely visible in-game. Luck bonus on one piece of equipment
4078     should never exceed 3, and such bonus should not be too
4079     frequently available.
4080     </attribute>
4081     <attribute arch="magic" editor="magic bonus" type="int">
4082     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4083     I'm not sure what exactly is increased - maybe weaponclass?
4084     However, &lt;magic bonus&gt; seems to have a little bit of positive
4085     influence on your chance to hit.
4086     </attribute>
4087     </section>
4088     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4089     This text describes the weapons's "story". Every decent artifact weapon
4090     should have such a description.
4091     </attribute>
4092     </type>
4093    
4094     <!--####################################################################-->
4095     <type number="68" name="Shop Floor">
4096     <ignore>
4097     <ignore_list name="non_pickable" />
4098     </ignore>
4099     <description><![CDATA[
4100     Shop floor is used for shops. It acts like a combination of the
4101     common floor- and the treasure type: When the map is loaded,
4102     randomitems (depending on the setings) are generated on it.
4103     These items are all flagged as unpaid.
4104     When a player drops an item onto shop floor, the item becomes
4105     unpaid and the player receives payment according to the item's
4106     selling-value.
4107     Shopfloor always prevents magic (To hinder players from burning
4108     or freezing the goods). ]]>
4109     </description>
4110     <use><![CDATA[
4111     Tile your whole shop-interior space which shop floor.
4112     (That assures players receive payment for dropping items).
4113     Place shop mats to enter/leave the shop, and make sure
4114     there is no other exit than the shop mat. ]]>
4115     </use>
4116     <attribute arch="is_floor" value="1" type="fixed" />
4117     <attribute arch="no_pick" value="1" type="fixed" />
4118     <attribute arch="no_magic" value="1" type="fixed" />
4119     <attribute arch="auto_apply" editor="generate goods" type="bool">
4120     If enabled, items will appear on this square when the map is loaded.
4121     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4122     are generated. The items will be unpaid.
4123     </attribute>
4124     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4125     This entry determines what kind of treasure will appear, when
4126     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4127     for details about existing treasurelists.
4128     </attribute>
4129     <attribute arch="exp" editor="quality level" type="int">
4130     The &lt;quality level&gt; will be used for the quality of the generated
4131     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4132     doesn't need to be set, unless you want extraordinarily good/bad
4133     quality. If you want to make a shop with very high quality, meaybe
4134     charge an entrance fee, or make the shop hard-to-come-by.
4135     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4136     and appearance of artifact-items.
4137     </attribute>
4138     <attribute arch="damned" editor="no prayers" type="bool">
4139     If enabled, it is impossible for players to use prayers
4140     on that spot. It also prevents players from saving.
4141     (Remember that &lt;no magic&gt; is always set for shop floors.)
4142     </attribute>
4143     </type>
4144    
4145     <!--####################################################################-->
4146     <type number="69" name="Shop Mat">
4147     <ignore>
4148     <ignore_list name="non_pickable" />
4149     </ignore>
4150     <description><![CDATA[
4151     Shop mats are used for entering/leaving shops. You should always
4152     have exactly TWO shop mats on your shop-map: One inside the
4153     "shopping-area" and one outside. Shop mats don't use exit paths/
4154     or -destinations. When stepping onto a shopmat the player gets beamed
4155     to the nearest other mat. If the player has unpaid items in his
4156     inventory, the price gets charged from his coins automatically.
4157     If the player has insufficient coins to buy his unpaid items, he
4158     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4159     </description>
4160     <use><![CDATA[
4161     As stated above, always place TWO shop mats into your shop.
4162     Not more and not less than that. ]]>
4163     </use>
4164     <attribute arch="no_pick" value="1" type="fixed" />
4165 root 1.9 &move_on;
4166 root 1.1 </type>
4167    
4168     <!--####################################################################-->
4169     <type number="98" name="Sign &amp; MagicMouth">
4170     <ignore>
4171     <ignore_list name="non_pickable" />
4172     </ignore>
4173     <description><![CDATA[
4174     The purpose of a sign or magic_mouth is to display a certain message to
4175     the player. There are three ways to have the player get this message:
4176     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4177     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4178     </description>
4179     <use><![CDATA[
4180     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4181     some true roleplay feeling to your maps, support your storyline or give
4182     hints about hidden secrets/dangers. Place signs to provide the player
4183     with all kinds of useful information for getting along in your maps. ]]>
4184     </use>
4185     <attribute arch="connected" editor="connection" type="int">
4186     When a connection value is set, the message will be printed whenever
4187     the connection is triggered. This should be used in combination with
4188     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4189     If activating your magic_mouth this way, the message will not only be
4190     printed to one player, but all players on the current map.
4191     </attribute>
4192 root 1.9 &move_on;
4193 root 1.1 <attribute arch="food" editor="counter" type="int">
4194     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4195     (printing the message) only that many times. For signs this really shouldn't
4196     be used, while for magic_mouths it is extremely helpful.
4197     Monsters walking over the magic_mouth do not decrease the counter.
4198 root 1.3
4199 root 1.1 Often, you might want to have a message displayed only one time. For example:
4200     The player enters your map and you put a magic_mouth to tell him about the
4201     monsters and how dangerous they look and all. Later, when all the monsters
4202     are killed and the player leaves the map, displaying the same message a
4203     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4204     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4205     </attribute>
4206     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4207     This text will be displayed to the player.
4208     </attribute>
4209     </type>
4210    
4211     <!--####################################################################-->
4212     <type number="43" name="Skill">
4213     <ignore>
4214     <ignore_list name="system_object" />
4215     </ignore>
4216     <description><![CDATA[
4217     Skills are objects which exist in the player/monster inventory.
4218     Both NPC/monsters and players use the same skill archetypes. Not all skills
4219     are enabled for monster use however. ]]>
4220     </description>
4221     <use><![CDATA[
4222     For mapmaking, Skill objects serve two purposes:
4223     <p>First, the predefined skill archtypes (in the 'skills' directory)
4224     can be seen as the global skill definitions. A skill which doesn't
4225     exists as an archtype cannot be learned or used by players. When you
4226     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4227     of defined skill archtypes, because those strings are used as a reference in
4228     many skill-related objects.
4229     </p><p>
4230     Secondly, in order to enable monsters to use skills, you will need to
4231     copy default skill archtypes into the monsters' inventories.
4232     You can even customize the skills by changing stats. It is not
4233     recommended however, to use skills in your maps which are totally
4234     unrelated to any predefined skill archtype.</p> ]]>
4235     </use>
4236     <attribute arch="invisible" value="1" type="fixed" />
4237     <attribute arch="no_drop" value="1" type="fixed" />
4238     <attribute arch="skill" editor="skill name" type="string">
4239     The &lt;skill name&gt; is used for matchings. When a usable
4240     object has an identical &lt;skill name&gt;, players
4241     (or monsters) will need this skill to apply/use the object.
4242     </attribute>
4243     <attribute arch="expmul" editor="exp multiplier" type="float">
4244     This is the ratio of experience the players total should increase by
4245     when this skill is used. If this is zero, then experience only goes to
4246     to the skill. Values higher than 1 are allowed. Note that experience
4247     rewarded to the players total is in addition to that given to the
4248     skill. Eg, if player should get 500 exp for using a skill, and
4249     expmul is 1, the player will get 500 added to that skill as well as
4250     500 to their total.
4251     </attribute>
4252     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4253     The &lt;skill type&gt; defines the base functionality of the skill.
4254     Skill types are hardcoded in the Crossfire server. It isn't hard to
4255     create new skill types, but it requires a bit of server-coding.
4256     </attribute>
4257     <attribute arch="level" editor="level" type="int">
4258     </attribute>
4259     <attribute arch="exp" editor="experience" type="int">
4260     </attribute>
4261     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4262     The &lt;is native skill&gt; flag has an effect only when this
4263     skill object is placed in the inventory of a monster (or player).
4264     If it is set, the monster or player knows the skill natively, which
4265     means he does not need a skill tool to use it.
4266     </attribute>
4267     </type>
4268    
4269     <!--####################################################################-->
4270     <type number="130" name="Skill Scroll">
4271     <description><![CDATA[
4272     By reading a skill scroll, a player has a chance to learn the
4273     contained skill. ]]>
4274     </description>
4275     <use><![CDATA[
4276     Skill scrolls are very much sought for by players. Currently,
4277     all skill scrolls are sold in shops randomly, which is in fact not
4278     a good system. It would be nice to have some cool quests with
4279     skill scrolls rewarded at the end. ]]>
4280     </use>
4281     <attribute arch="race" value="scrolls" type="fixed" />
4282     <attribute arch="skill" editor="skill name" type="string">
4283     The &lt;skill name&gt; matches the skill object that can
4284     be learned from this scroll.
4285     </attribute>
4286     </type>
4287    
4288     <!--####################################################################-->
4289     <type number="21" name="Special Key">
4290     <ignore>
4291     <attribute arch="material" />
4292     </ignore>
4293     <description><![CDATA[
4294     When carrying the appropriate special key, a locked door can
4295     be opened. The key will dissapear.
4296     <br><br>
4297     This object-type can also be used for "passport"-like items:
4298     When walking onto an invetory checker, a gate for example might
4299     get opened. The "passport" will stay in the player's inventory. ]]>
4300     </description>
4301     <use><![CDATA[
4302     How to make a "passport": You take the special key arch
4303     (archetype name is "key2"), set the face to something like
4304     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4305     certainly must match with the appropiate inventory checker.
4306     <br><br>
4307     Of course you can be creative with names and faces of
4308     key-objects. A "mysterious crystal" or a "big dragon claw"
4309     (with appropriate faces) appear more interesting than just
4310     a "strange key", or "passport". ]]>
4311     </use>
4312     <attribute arch="slaying" editor="key string" type="string">
4313     This string must be identical with the &lt;key string&gt; in the
4314     locked door, then it can be unlocked. It can also be used
4315     to trigger inventory checkers.
4316     </attribute>
4317     <attribute arch="material" editor="material" type="bitmask_material">
4318     For Special Keys, material should always be unset or set
4319     to Adamantite. This prevents the key from getting
4320     burned or otherwise destroyed.
4321     </attribute>
4322     <attribute arch="unique" editor="unique item" type="bool">
4323     Unique items exist only one time on a server. If the item
4324     is taken, lost or destroyed - it's gone for good.
4325 root 1.3
4326 root 1.1 This can be used if you want to sell apartments on your
4327     map: Simply sell a unique passport/key, and place
4328     an inventory checker at the entrance of your apartment.
4329     </attribute>
4330     <attribute arch="startequip" editor="godgiven item" type="bool">
4331     A godgiven item vanishes as soon as the player
4332     drops it to the ground.
4333     </attribute>
4334     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4335     This will add a description to the object. The player can read
4336     this text by clicking on the item in his inventory. Use this
4337     message to describe what the key/passport is good for. A player
4338     might have 50 different keys on his key-ring. Don't expect
4339     players to recall their purpose just by their names.
4340     </attribute>
4341     </type>
4342    
4343     <!--####################################################################-->
4344     <type number="101" name="Spell">
4345     <ignore>
4346     <ignore_list name="system_object" />
4347     </ignore>
4348     <description><![CDATA[
4349     Spell objects define a spell. When a spell is put in a spellbook,
4350     players can learn it by reading the book. Once learned, players
4351     can use the spell as often as they like. With increasing skill level
4352     of the player, spells may gain power but also increase cost.<br>
4353     Monsters can use spells which are put in their inventory (provided
4354     that certain "enabling" settings are correct). The monster's
4355     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4356     </description>
4357     <use><![CDATA[
4358     A lot of the spells' settings can be tuned and customized.
4359     When creating new spells which are accessible to players, it is
4360     important to think about balance. A single spell which is too
4361     powerful and/or too easy to use can eventually toss the whole skill
4362     and magic school system out of whack. Testing new spells is
4363     quite important therefore. ]]>
4364     </use>
4365     <attribute arch="no_drop" value="1" type="fixed" />
4366     <attribute arch="invisible" value="1" type="fixed" />
4367     <attribute arch="skill" editor="skill name" type="string">
4368     The &lt;skill name&gt; matches the skill which is needed
4369     to cast this spell. This should be one out of "sorcery",
4370     "pyromancy", "evocation", "summoning" or "praying".
4371     If you want to fiddle with these, please take care not
4372     to upset the concept and balance of the various skills.
4373     </attribute>
4374     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4375     The &lt;spell type&gt; defines the basic type of spell.
4376     Some of these types are of a more generic nature than others.
4377     </attribute>
4378     <attribute arch="level" editor="spell level" type="int">
4379     </attribute>
4380     <attribute arch="casting_time" editor="casting time" type="int">
4381     </attribute>
4382     <attribute arch="duration" editor="duration" type="int">
4383     </attribute>
4384     <attribute arch="other_arch" editor="create object" type="string">
4385     </attribute>
4386     <attribute arch="sp" editor="cost spellpoints" type="int">
4387     </attribute>
4388     <attribute arch="grace" editor="cost grace" type="int">
4389     </attribute>
4390     <attribute arch="maxsp" editor="double cost per level" type="int">
4391     </attribute>
4392     </type>
4393    
4394     <!--####################################################################-->
4395     <type number="85" name="Spellbook">
4396     <description><![CDATA[
4397     By reading a spellbook, the player has a chance of learning the
4398     contained spell. Once learned from a book, the spell is available
4399     forever. Spellbooks with high level spells require some skill-level
4400     to read.<br><br>
4401     You can create widely customized spells only by adjusting the
4402     spell object in the spellbooks inventory. Refer to the description
4403     of spell objects for detailed information how to customize spells.<br>
4404     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4405     with a compilation of spells that the book may contain. ]]>
4406     </description>
4407     <use><![CDATA[
4408     Don't put any of the godgiven spells into a spellbook! These are
4409     reserved for the followers of the appropriate cults. Handing them
4410     out in a spellbook would violate the balance between different religions.
4411     <br><br>
4412     Note that there is no fundamental difference between the spellbooks
4413     of varying schools (pyromancy, sorcery, evocation, summoning, and
4414     even praying). The difference lies only in the spells they contain.
4415     It is up to you, the mapmaker, to pick the right type of book
4416     for your spells. ]]>
4417     </use>
4418     <attribute arch="skill" value="literacy" type="fixed" />
4419     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4420     There are two ways to put spells into a spellbook:
4421     1. Put a spell object in the books inventory. In this case,
4422     treasurelist must be set to &lt;none&gt;.
4423     2. Choose a treasurelist which contains spells.
4424     In that way, a spell will be chosen randomly from the list.
4425     </attribute>
4426     <attribute arch="startequip" editor="godgiven item" type="bool">
4427     A godgiven item vanishes as soon as the player
4428     drops it to the ground.
4429     </attribute>
4430     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4431     This text may contain a nice description
4432     of the spellbook's cover or something.
4433     </attribute>
4434     </type>
4435    
4436     <!--####################################################################-->
4437     <type number="90" name="Spinner">
4438     <ignore>
4439     <ignore_list name="non_pickable" />
4440     </ignore>
4441     <description><![CDATA[
4442     Spinners change the direction of spell objects and other projectiles
4443     that fly past. Unlike directors, it does make a difference from what
4444     angle you shoot into the spinner. The direction of objects flying past
4445     is always changed by a certain degree. ]]>
4446     </description>
4447     <use><![CDATA[
4448     Spinners are very rarely used. I believe they are quite
4449     confusing and pointless. The only use I can think of is building
4450     some puzzle about where to shoot into spinners to shoot somewhere you
4451     otherwise couldn't.
4452 root 1.3
4453 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4454     projectiles from magic walls don't get to fly in loops. ]]>
4455     </use>
4456     <attribute arch="sp" editor="direction number" type="int">
4457     The spinner will change the direction of flying objects by
4458     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4459     positive values counter clockwise.
4460 root 1.3
4461 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4462     </attribute>
4463 root 1.9 &move_on;
4464 root 1.1 </type>
4465    
4466     <!--####################################################################-->
4467     <type number="138" name="Swamp">
4468     <ignore>
4469     <ignore_list name="non_pickable" />
4470     </ignore>
4471     <description><![CDATA[
4472     Swamp areas show a special behaviour:
4473     When a player stands still on a swamp-square for too long,
4474     he will start to sink in and eventually drown and die.
4475     Items dropped on the swamp sink in and dissapear.
4476     Players with knowledge of the woodsman skill are a lot less likely
4477     to die in the swamp. ]]>
4478     </description>
4479     <attribute arch="is_floor" value="1" type="fixed" />
4480     <attribute arch="is_wooded" value="1" type="fixed" />
4481     <attribute arch="speed" editor="drowning speed" type="float">
4482     The higher the &lt;drowning speed&gt;, the faster will players and items
4483     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4484     and unexpected death-trap. Players should get a warning before such areas.
4485     </attribute>
4486 root 1.9 &move_on;
4487     &movement_types_terrain;
4488 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4489     If enabled, it is impossible for players to use (wizard-)
4490     spells on that spot.
4491     </attribute>
4492     <attribute arch="damned" editor="no prayers" type="bool">
4493     If enabled, it is impossible for players to use prayers
4494     on that spot. It also prevents players from saving.
4495     </attribute>
4496     </type>
4497    
4498     <!--####################################################################-->
4499     <type number="41" name="Teleporter">
4500     <ignore>
4501     <ignore_list name="non_pickable" />
4502     </ignore>
4503     <description><![CDATA[
4504     When the player walks into a teleporter, he is transferred to a
4505     different location. The main difference to the object-type exit
4506     is the possibility to have teleporters connected to levers/buttons/etc.
4507     Sometimes teleporters are activated even against the players will.
4508     <br><br>
4509     Unlike exits, teleporters can also transfer items and
4510     monsters to different locations on the same map. ]]>
4511     </description>
4512     <use><![CDATA[
4513     When creating maps, I guess sooner or later you'll want to have
4514     an invisible teleporter. If using "invisible 1", the teleporter
4515     can still be discovered with the show_invisible spell. And in
4516     some cases you can't place it under the floor to prevent this.
4517     <br><br>
4518     Fortunately, there is a cool trick to make a perfectly invisible
4519     teleporter: You simply add teleporter functionality to the floor
4520     itself. That means: You take the floor arch (e.g. "flagstone"),
4521     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4522     </use>
4523     <attribute arch="slaying" editor="exit path" type="string">
4524     The exit path specifies the map that the player is transferred to.
4525     &lt;exit path&gt; can be an absolute path, beginning with '/'
4526     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4527     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4528     for example I could use the relative path "Fire1"). Use relative
4529     paths whenever possible! Note that upper/lower case must always be
4530     set correctly. However, please use lower case only.
4531 root 1.3
4532 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4533     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4534     monsters and items. In this case, the destined map is automatically
4535     the same map the teleporter is on.
4536     </attribute>
4537     <attribute arch="hp" editor="destination X" type="int">
4538     The exit destinations define the (x, y)-coordinates where the exit
4539     leads to.
4540 root 1.3
4541 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4542     get teleported to another, randomly chosen teleporter on the same
4543     map (Slightly confusing for the player though). Make sure there
4544     actually *is* a second one in that case.
4545 root 1.3
4546 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4547     be transferred to the "default enter location" of the destined map.
4548     The latter can be set in the map-properties as "Enter X/Y". Though,
4549     please DO NOT use that. It turned out to be a source for numerous
4550     map-bugs.
4551     </attribute>
4552     <attribute arch="sp" editor="destination Y" type="int">
4553     The exit destinations define the (x, y)-coordinates where the exit
4554     leads to.
4555 root 1.3
4556 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4557     get teleported to another, randomly chosen teleporter on the same
4558     map (Slightly confusing for the player though). Make sure there
4559     actually *is* a second one in that case.
4560 root 1.3
4561 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4562     be transferred to the "default enter location" of the destined map.
4563     The latter can be set in the map-properties as "Enter X/Y". Though,
4564     please DO NOT use that. It turned out to be a source for numerous
4565     map-bugs.
4566     </attribute>
4567     <attribute arch="connected" editor="connection" type="int">
4568     If a connection value is set, the teleporter will be activated
4569     whenever the connection is triggered. To use this properly,
4570     &lt;activation speed&gt; must be zero.
4571     </attribute>
4572     <attribute arch="speed" editor="activation speed" type="float">
4573     If the &lt;activation speed&gt; is nonzero, the teleporter will
4574     automatically be activated in regular time-intervals. Hence, the
4575     player can just step on it and gets teleported sooner or later.
4576     The duration between two activates depends on the given value.
4577 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4578    
4579 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4580     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4581     </attribute>
4582     </type>
4583    
4584     <!--####################################################################-->
4585 root 1.3 <type number="26" name="Timed Gate">
4586     <ignore>
4587     <ignore_list name="non_pickable" />
4588     </ignore>
4589     <description><![CDATA[
4590     Gates play an important role in Crossfire. Gates can be opened
4591     by activating a button/trigger, by speaking passwords (-> magic_ear)
4592     or carrying special key-objects (-> inventory checker).
4593     Unlike locked doors, gates can get shut again after a player has
4594     passed, which makes them more practical in many cases. Unlike normal
4595     gates, timed gates open when triggered but automatically close again
4596     after some time.]]>
4597     </description>
4598     <use><![CDATA[
4599     Use gates to divide your maps into separated areas. After solving
4600     area A, the player gains access to area B, and so on. Make your
4601     maps more complex than "one-way". ]]>
4602     </use>
4603     <attribute arch="no_pick" value="1" type="fixed" />
4604     <attribute arch="connected" editor="connection" type="int">
4605     Whenever the inventory checker is triggered, all objects with identical
4606     &lt;connection&gt; value get activated. This only makes sense together with
4607     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4608     after some time.
4609     </attribute>
4610     <attribute arch="wc" editor="position state" type="int">
4611     The &lt;position state&gt; defines the position of the gate:
4612     Zero means completely open/down, the "number of animation-steps" (usually
4613     about 6 or 7) means completely closed/up state. I suggest you don't
4614     mess with this value - Leave the default in place.
4615     </attribute>
4616 root 1.9 &movement_types_terrain;
4617 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4618     Restricting the use of spells to pass this gate. This has
4619     an effect only if &lt;block view&gt; is disabled.
4620     </attribute>
4621     <attribute arch="damned" editor="restrict prayers" type="bool">
4622     Restricting the use of prayers to pass this door. This has
4623     an effect only if &lt;block view&gt; is disabled.
4624     </attribute>
4625     <attribute arch="hp" editor="open duration" type="int">
4626     Defines the duration the gate remains closed. This only takes effect
4627     if the gate is not connected.
4628     </attribute>
4629     </type>
4630    
4631     <!--####################################################################-->
4632 root 1.1 <type number="155" name="Trap">
4633     <ignore>
4634     <attribute arch="no_pick" />
4635     <attribute arch="title" />
4636     <attribute arch="name_pl" />
4637     <attribute arch="weight" />
4638     <attribute arch="value" />
4639     <attribute arch="material" />
4640     <attribute arch="unpaid" />
4641     </ignore>
4642     <description><![CDATA[
4643     A trap is a object that can either do damage or trigger another connected object
4644 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4645 root 1.1 and generally have either a physical attack or trigger a reaction.
4646     <br><br>
4647     Traps hit any monster or person who steps on them for 'dam' damage in
4648     'attacktype' attacktype and/or trigger a reaction.
4649     <br><br>
4650     Many traps are already defined in the archetypes. ]]>
4651     </description>
4652     <use><![CDATA[
4653     Avoid monsters stepping on your traps. For example, a party of orcs setting
4654     off your lightning wall and pit trap is usually a bad idea. ]]>
4655     </use>
4656     <attribute arch="no_pick" value="1" type="fixed" />
4657 root 1.9 &move_on;
4658 root 1.3 <attribute arch="level" editor="trap level" type="int">
4659 root 1.1 Level effects how easily a trap may be found and disarmed, and
4660     how much experience the player gets for doing so. Beware: High level
4661     traps can be quite a cheap source of experience! So either make them
4662     tough, or keep the level low.
4663     </attribute>
4664     <attribute arch="Cha" editor="visibility" type="int">
4665     This value determines what fraction of the time the trap is visible:
4666     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4667     how easily the trap may be found.
4668     </attribute>
4669     <attribute arch="hp" editor="number of charges" type="int">
4670     The trap will detonate &lt;number of charges&gt; times before disappearing.
4671     </attribute>
4672     <attribute arch="dam" editor="direct damage" type="int">
4673 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4674     This should be set in reasonable relation to the trap's level.
4675 root 1.1 </attribute>
4676     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4677     This attribute defines what attacktype to use for direct damage when
4678     the trap detonates.
4679     </attribute>
4680     <attribute arch="connected" editor="connection" type="int">
4681     When the trap is detonated, all objects with the same
4682     connection value get activated.
4683     </attribute>
4684     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4685     When the trap detonates, this text is displayed to the
4686     victim. For especially powerful or complex traps, create an appropriate
4687     and thrilling description. ;)
4688     </attribute>
4689     </type>
4690    
4691     <!--####################################################################-->
4692     <type number="95" name="Trapdoor">
4693     <ignore>
4694     <ignore_list name="non_pickable" />
4695     </ignore>
4696     <description><![CDATA[
4697     Trapdoors are very similar to pits. The difference is that they
4698     can not be closed. Instead, the weight of the object on the
4699     trapdoor determines weither it slams the trapdoor open and falls through
4700     or not.<br>
4701     Once a trapdoor has been opened (by a creature or items of sufficient
4702     weight,) it remains open, acting like an opened pit. ]]>
4703     </description>
4704     <use><![CDATA[
4705     Trapdoors should be used in the same fashion as pits:
4706     They should always drop the victims to some kind of lower level. They
4707     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4708     </use>
4709     <attribute arch="no_pick" value="1" type="fixed" />
4710 root 1.9 &move_on;
4711 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4712     This value defines how much weight the trapdoor can hold.
4713     Once items or creatures are gathered on the trapdoor, with
4714     a total weight surpassing this value, then the trapdoor will
4715     open and things start falling through.
4716     </attribute>
4717     <attribute arch="hp" editor="destination X" type="int">
4718     The trapdoor will transport creatures (and items) randomly into
4719     a two-square radius of the destination coordinates.
4720     If the destination square becomes blocked, the trapdoor will act like
4721     being filled up and not work anymore!
4722     </attribute>
4723     <attribute arch="sp" editor="destination Y" type="int">
4724     The trapdoor will transport creatures (and items) randomly into
4725     a two-square radius of the destination coordinates.
4726     If the destination square becomes blocked, the trapdoor will act like
4727     being filled up and not work anymore!
4728     </attribute>
4729     </type>
4730    
4731     <!--####################################################################-->
4732     <type number="4" name="Treasure">
4733     <ignore>
4734     <attribute arch="nrof" />
4735     <attribute arch="title" />
4736     <attribute arch="name_pl" />
4737     <attribute arch="weight" />
4738     <attribute arch="value" />
4739     <attribute arch="material" />
4740     </ignore>
4741     <description><![CDATA[
4742     A treasure-object turns into certain randomitems when the map is loaded
4743     into the game. ]]>
4744     </description>
4745     <use><![CDATA[
4746     About usage of the "random-artifact" treasurelist:
4747     This will generate powerful stuff like girdles, xray helmets, special
4748     swords etc. If you put this as reward to your quest, players might be
4749     motivated to do it more than once. BUT, by doing so they will get a huge
4750     number of different artifacts! Besides, players will always seek the place
4751     with the most easy-to-get random artifact and ignore all others.
4752     My advice: Don't use it! Attract players with good fighting experience
4753     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4754     </use>
4755     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4756     This entry determines what kind of treasure will appear. Look into
4757     /crossfire/share/crossfire/treasures for details about existing
4758     treasurelists.
4759     </attribute>
4760     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4761     "Auto-generate" must be set in order to have the treasure be created
4762     when the map is loaded.
4763     If you want to create a random treasure chest, you unset this flag.
4764     That way, the player has to apply the object (the chest), then the
4765     treasure is generated.
4766     </attribute>
4767     <attribute arch="hp" editor="create number" type="int">
4768     "Create number" specifies how many pieces of the given treasurelist
4769     will appear. Note that for every piece there is a chance that nothing is
4770     generated. Also, sometimes there can be stacks of items generated, like
4771     for gems/money.
4772     </attribute>
4773     <attribute arch="exp" editor="quality level" type="int">
4774     The &lt;quality level&gt; will be used for the quality of the generated
4775     treasure instead of the map difficulty (as was done with shops).
4776     If zero/unset, the map difficulty will instead be used.
4777     (Example for comparison: Shop floors generate treasure of
4778     &lt;quality level&gt; 5 per default).
4779     </attribute>
4780     </type>
4781    
4782     <!--####################################################################-->
4783 root 1.3 <type number="52" name="Trigger Marker">
4784     <ignore>
4785     <ignore_list name="system_object" />
4786     </ignore>
4787     <description><![CDATA[
4788     A trigger marker is an object that inserts an invisible force (a mark) into a
4789     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4790     &lt;key string&gt; which can be discovered by detectors or inventory
4791     checkers. It is also possible to use markers for removing marks again.
4792     <br><br>
4793     Note that the player has no possibility to "see" his own marks,
4794     except by the effect that they cause on the maps. ]]>
4795     </description>
4796     <use><![CDATA[
4797     Markers hold real cool possibilities for map-making. I encourage
4798     you to use them frequently. However there is one negative point
4799     about markers: Players don't "see" what's going on with them. It is
4800     your task, as map-creator, to make sure the player is always well
4801     informed and never confused.
4802     <br><br>
4803     Please avoid infinite markers when they aren't needed. They're
4804     using a little space in the player file after all, so if there
4805     is no real purpose, set an expire time. ]]>
4806     </use>
4807     <attribute arch="no_pick" value="1" type="fixed" />
4808     <attribute arch="slaying" editor="key string" type="string">
4809     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4810     If the player already has a force with that &lt;key string&gt;,
4811     there won't be inserted a second one.
4812     </attribute>
4813     <attribute arch="connected" editor="connection" type="int">
4814     Unlike a regular marker this is the connection that triggers this marker to activate.
4815     </attribute>
4816     <attribute arch="food" editor="mark duration" type="int">
4817     This value defines the duration of the force it inserts.
4818     If nonzero, the duration of the player's mark is finite:
4819     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4820     means the mark will stay on the player forever.
4821     </attribute>
4822     <attribute arch="name" editor="delete mark" type="string">
4823     When the player steps onto the marker, all existing forces in
4824     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4825     will be removed. If you don't want to remove any marks, leave
4826     this textfield empty.
4827    
4828     Note that the string &lt;delete mark&gt; is set as the name of
4829     this marker. So don't be confused, and remember changing the
4830     name will take effect on the marker's functionality.
4831     </attribute>
4832     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4833     In the moment when the player gets marked, this text is displayed
4834     to him. You should really set a message in any marker you create,
4835     because it's the only way for the player to notice what's going on.
4836     </attribute>
4837     </type>
4838    
4839     <!--####################################################################-->
4840 root 1.1 <type number="0" name="Wall">
4841     <required>
4842     <attribute arch="is_floor" value="0" />
4843     <attribute arch="alive" value="0" />
4844 root 1.9 <attribute arch="move_block" value="255" />
4845 root 1.1 </required>
4846     <ignore>
4847     <attribute arch="nrof" />
4848     <attribute arch="title" />
4849     <attribute arch="name_pl" />
4850     <attribute arch="value" />
4851     <attribute arch="unpaid" />
4852     </ignore>
4853     <description><![CDATA[
4854     Walls usually block passage and sight. ]]>
4855     </description>
4856 root 1.9 &movement_types_terrain;
4857 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4858     If set, the object is able to "roll", so it can be pushed around.
4859     This setting is used for boulders and barrels.
4860     </attribute>
4861     <attribute arch="no_magic" editor="restrict spells" type="bool">
4862     This takes effect only with &lt;blocksview&gt; disabled.
4863     Restricting the use of spells to pass this wall.
4864     </attribute>
4865     <attribute arch="damned" editor="restrict prayers" type="bool">
4866     This takes effect only with &lt;blocksview&gt; disabled.
4867     Restricting the use of spells to pass this wall.
4868     </attribute>
4869     </type>
4870    
4871     <!--####################################################################-->
4872 root 1.3 <type number="109" name="Wand &amp; Staff">
4873     <description><![CDATA[
4874     Wands contain a certain spell. The player can apply (ready) and
4875     fire the wand. After a defined number of casts, the wand is
4876     "used up". It is possible to recharge a wand with scrolls of
4877     charging, but usually that isn't worth the cost. ]]>
4878     </description>
4879     <use><![CDATA[
4880     Wands are quite seldomly used. The reason prolly is that they're
4881     generally not cost-efficient. Handing out high-level wands with
4882     powerful special spells isn't a good idea either, because of
4883     the recharge ability.
4884     <br><br>
4885     For low levels, staffs of healing/cure and word of recall are
4886     quite desirable though. Ideal rewards for low level quests. ]]>
4887     </use>
4888     <attribute arch="sp" editor="spell" type="spell">
4889     The &lt;spell&gt; specifies the contained spell.
4890     </attribute>
4891     <attribute arch="level" editor="casting level" type="int">
4892     The &lt;casting level&gt; of the wand determines it's power.
4893     An average level for wands in shops is about 10.
4894     </attribute>
4895     <attribute arch="food" editor="number of charges" type="int">
4896     The wand can be used &lt;number of charges&gt; times before it is
4897     used up. It can be recharged with scrolls of charging.
4898     </attribute>
4899     <attribute arch="startequip" editor="godgiven item" type="bool">
4900     A godgiven item vanishes as soon as the player
4901     drops it to the ground.
4902     </attribute>
4903     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4904     This text may contain a description of the wand.
4905     </attribute>
4906     </type>
4907    
4908     <!--####################################################################-->
4909 root 1.1 <type number="0" name="Weak Wall">
4910     <required>
4911     <attribute arch="is_floor" value="0" />
4912     <attribute arch="alive" value="1" />
4913     <attribute arch="tear_down" value="1" />
4914     </required>
4915     <ignore>
4916     <ignore_list name="non_pickable" />
4917     </ignore>
4918     <description><![CDATA[
4919     A weak wall is a breakable spot amidsts a solid wall. Typically
4920     these weak walls look similar to their solid "relatives" except
4921     for a small crack or little chunks of wall on the ground. ]]>
4922     </description>
4923     <use><![CDATA[
4924     If you want to create hidden rooms, using weak walls is alot
4925     better than completely indiscernible passages in a wall.<br>
4926     Anyways, there can be a lot more to weak walls than just finding
4927     them: Rising their defensive stats, weak walls can become a
4928     serious obstacle. An ice wall might only be torn down by a fire
4929     attack for example. A granite wall for instance might be very
4930     hard to destroy. ]]>
4931     </use>
4932     <attribute arch="alive" value="1" type="fixed" />
4933     <attribute arch="no_pick" value="1" type="fixed" />
4934     <attribute arch="tear_down" value="1" type="fixed" />
4935     <attribute arch="race" editor="race" type="string">
4936     For weak walls, &lt;race&gt; should always be set to "wall",
4937     unless you create something fancy like a building which
4938     is in fact meant to be a huge animal.
4939     Note that shovels slay walls, so they do tripple damage
4940     against weak walls.
4941     </attribute>
4942     <attribute arch="level" editor="level" type="int">
4943     The &lt;level&gt; of a weak wall works similar to monster levels.
4944     Due to the fact that weak walls cannot attack, the level
4945     is much less important though.
4946     </attribute>
4947     <attribute arch="hp" editor="health points" type="int">
4948     The &lt;health points&gt; of a weak wall define how long it takes to
4949     tear it down. With every successful hit from an opponent,
4950     &lt;health points&gt; get drained.
4951     </attribute>
4952     <attribute arch="maxhp" editor="max health" type="int">
4953     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4954     weak wall can have. Since walls generally don't heal, I doubt
4955     this has much real effect.
4956     </attribute>
4957     <attribute arch="ac" editor="armour class" type="int">
4958     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4959     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4960     </attribute>
4961     <section name="resistance">
4962     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4963     </attribute>
4964     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4965     </attribute>
4966     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4967     </attribute>
4968     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4969     </attribute>
4970     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
4971     </attribute>
4972     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
4973     </attribute>
4974     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
4975     </attribute>
4976     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
4977     </attribute>
4978     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
4979     </attribute>
4980     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
4981     </attribute>
4982     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
4983     </attribute>
4984     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
4985     </attribute>
4986     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
4987     </attribute>
4988     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
4989     </attribute>
4990     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
4991     </attribute>
4992     <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
4993     </attribute>
4994     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
4995     </attribute>
4996     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
4997     </attribute>
4998     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
4999     </attribute>
5000     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5001     </attribute>
5002     <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5003     </attribute>
5004     </section>
5005     </type>
5006    
5007     <!--####################################################################-->
5008     <type number="15" name="Weapon">
5009     <description><![CDATA[
5010     Wielding a weapon, the object's stats will directly be inherited to the
5011     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5012     be improved with scrolls. ]]>
5013     </description>
5014     <use><![CDATA[
5015     If you create artifacts (equipment) with stats- or resistance-bonus:
5016     Keep playbalance in mind! Such items mustn't be reachable without hard
5017     fighting AND questing. ]]>
5018     </use>
5019     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5020     This number is a bitmask, specifying the weapon's attacktypes.
5021     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5022     have no more than one or two attacktypes. Keep in mind that all weapons
5023     can be blessed by the player's diety, thus adding an additional attacktype.
5024 root 1.3
5025 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5026     then he will do as much damage as the "best" of his attacktypes does. So,
5027     the more attacktypes you've got, the better your chance to take advantage
5028     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5029     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5030     </attribute>
5031     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5032     The &lt;weapontype&gt; characterizes the weapon's type of physical
5033     attack. It could best be considered a "subclassification"
5034     of the physical attacktype. For now, this is only used for
5035     attack messages!
5036 root 1.3
5037 root 1.1 You should always set this correctly when creating new
5038     weapons for your maps.
5039     </attribute>
5040     <attribute arch="skill" editor="skill name" type="string">
5041     Matching &lt;skill name&gt; of the skill that is required
5042     to use this weapon.
5043     </attribute>
5044     <attribute arch="dam" editor="damage" type="int">
5045     The damage value is used as base value for how much damage the weapon
5046     does per hit. The actual damage involves more dependencies,
5047     like wielder's level and defender's level. Look at existing weapons
5048     to get a feel for the range of weapon damage values.
5049     </attribute>
5050     <attribute arch="slaying" editor="slaying race" type="string">
5051     Slaying means the weapon does tripple (3x) damage to monsters of the
5052     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5053     only monsters of that archtype are hit with tripple damage.
5054 root 1.3
5055 root 1.1 No god blessings are possible for weapons with a race set in this entry
5056     (That's because god blessings add tripple damage against their own
5057     enemy races). Tripple damage is very effective.
5058     </attribute>
5059     <attribute arch="last_sp" editor="weapon speed" type="int">
5060     The weapon speed determines how often the wielder can swing the weapon
5061     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5062     is best (that is lightning- fast). A typical average value is 8.
5063     Speed and damage should be kept in reasonable relation.
5064     </attribute>
5065     <attribute arch="wc" editor="weapon class" type="int">
5066     The weapon class value adds to the overall weapon class of the wielder's
5067     melee attacks. Weapon class improves the chance of hitting the opponent.
5068     </attribute>
5069     <attribute arch="magic" editor="magic bonus" type="int">
5070     For a weapon, magic bonus works just like weapon class, except that
5071     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5072     less useful than direct weapon class value on a weapon.
5073     </attribute>
5074     <attribute arch="item_power" editor="item power" type="int">
5075     The &lt;item power&gt; value measures how "powerful" an artifact is.
5076     Players will only be able to wear equipment with a certain total
5077     amount of &lt;item power&gt;, depending on their own level. This is the
5078     only way to prevent low level players to wear "undeserved" equipment
5079     (like gifts from other players or cheated items).
5080 root 1.3
5081 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5082     for every artifact you create! If zero/unset, the CF server will
5083     calculate a provisional value at runtime, but this is never
5084     going to be an accurate measurement of &lt;item power&gt;.
5085     </attribute>
5086     <attribute arch="damned" editor="damnation" type="bool">
5087     A damned weapon cannot be unwielded unless
5088     the curse is removed. Removing damnations is
5089     a tick harder than removing curses.
5090     </attribute>
5091     <attribute arch="cursed" editor="curse" type="bool">
5092     A cursed weapon cannot be unwielded unless
5093     the curse is removed.
5094     </attribute>
5095     <attribute arch="lifesave" editor="save life" type="bool">
5096     An item with this flag enabled will save the players life
5097     for one time: When the player is wearing this item and his
5098 root 1.3 health points reach zero, the item disappears, replenishing
5099 root 1.1 half of the player's health.
5100 root 1.3
5101 root 1.1 An item with &lt;save life&gt; should not have
5102     any decent additional bonuses!
5103     </attribute>
5104     <attribute arch="unique" editor="unique item" type="bool">
5105     Unique items exist only one time on a server. If the item
5106     is taken, lost or destroyed - it's gone for good.
5107     </attribute>
5108     <attribute arch="startequip" editor="godgiven item" type="bool">
5109     A godgiven item vanishes as soon as the player
5110     drops it to the ground.
5111     </attribute>
5112     <section name="resistance">
5113     <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5114     This adds physical resistance to the weapon (= armour value). The number is
5115     a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5116     and what they require to do for getting this-and-that artifact.
5117     </attribute>
5118     <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5119     This adds magic resistance to the weapon. The number is a percent-value in
5120     the range 0-100. Treat this with CARE. Look at other maps and what they
5121     require to do for getting this-and-that artifact.
5122     </attribute>
5123     <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5124     This adds fire resistance to the weapon. The number is a percent-value in
5125     the range 0-100. Treat this with CARE. Look at other maps and what they
5126     require to do for getting this-and-that artifact.
5127     </attribute>
5128     <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5129     This adds electricity resistance to the weapon. The number is a percent-value in
5130     the range 0-100. Treat this with CARE. Look at other maps and what they
5131     require to do for getting this-and-that artifact.
5132     </attribute>
5133     <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5134     This adds fire resistance to the weapon. The number is a percent-value in
5135     the range 0-100. Treat this with CARE. Look at other maps and what they
5136     require to do for getting this-and-that artifact.
5137     </attribute>
5138     <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5139     This adds confusion resistance to the weapon. The number is a percent-value in
5140     the range 0-100. Confusion resistance is not very effective
5141     unless the value comes close to 100 (= perfect immunity).
5142     </attribute>
5143     <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5144     This adds acid resistance to the weapon. The number is a percent-value in
5145     the range 0-100. Treat this with CARE. Look at other maps and what they
5146     require to do for getting this-and-that artifact.
5147     </attribute>
5148     <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5149     This adds draining resistance to the weapon. The number is a percent-value
5150     in the range 0-100. Draining resistance is little effective
5151     unless the value is 100 (= perfect immunity).
5152     </attribute>
5153     <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5154     This adds weaponmagic resistance to the weapon. The number is a percent-value in
5155     the range 0-100. Weaponmagic resistance generally should not exist on
5156     equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5157     are not meant to be easily resisted.
5158     </attribute>
5159     <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5160     This adds ghosthit resistance to the weapon. The number is a percent-value
5161     in the range 0-100. Treat this with CARE. Look at other maps and what they
5162     require to do for getting this-and-that artifact.
5163     </attribute>
5164     <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5165     This adds poison resistance to the weapon. The number is a percent-value in
5166     the range 0-100. Treat this with CARE. Look at other maps and what they
5167     require to do for getting this-and-that artifact.
5168     </attribute>
5169     <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5170     This adds fear resistance to the weapon. The number is a percent-value in
5171     the range 0-100. Resistance to fear is pretty useless.
5172     </attribute>
5173     <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5174     This adds paralyze resistance to the weapon. The number is a percent-value in
5175     the range 0-100. Paralyze resistance is little effective
5176     unless the value is 100 (= perfect immunity).
5177     </attribute>
5178     <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5179     This adds fear resistance to the weapon. The number is a percent-value in
5180     the range 0-100. Resistance to fear is pretty useless.
5181     </attribute>
5182     <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5183     This adds depletion resistance to the weapon. The number is a percent-value
5184     in the range 0-100. Depletion resistance is little effective
5185     unless the value is 100 (= perfect immunity).
5186     </attribute>
5187     <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5188     This adds death-attack resistance to the weapon. The number is a
5189     percent-value in the range 0-100. Death-attack resistance is little
5190     effective unless the value is 100 (= perfect immunity).
5191     Generally, resistance to death-attack is not supposed to be
5192     available to players!
5193     </attribute>
5194     <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5195     This adds chaos resistance to the weapon. The number is a percent-value in
5196     the range 0-100. Treat this with CARE. Look at other maps and what they
5197     require to do for getting this-and-that artifact.
5198     Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5199     combination of other attacktypes.
5200     </attribute>
5201     <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5202     This adds blinding resistance to the weapon. The number is a percent-value
5203     in the range 0-100. Treat this with CARE. Look at other maps and what they
5204     require to do for getting this-and-that artifact.
5205     </attribute>
5206     <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5207     This adds holy power resistance to the weapon. The number is a percent-value
5208     in the range 0-100. Holy power is the attacktype that holyword-type spells
5209     use to hurt undead creatures. This kind of resistance is only reasonable
5210     for undead players (wraith or devourer cult).
5211     Generally, resistance to holy word should not be available for players.
5212     </attribute>
5213     </section>
5214     <section name="stats">
5215     <attribute arch="Str" editor="strength" type="int">
5216     The player's strentgh will rise/fall by the given value
5217     while wearing this weapon.
5218     </attribute>
5219     <attribute arch="Dex" editor="dexterity" type="int">
5220     The player's dexterity will rise/fall by the given value
5221     while wearing this weapon.
5222     </attribute>
5223     <attribute arch="Con" editor="constitution" type="int">
5224     The player's constitution will rise/fall by the given value
5225     while wearing this weapon.
5226     </attribute>
5227     <attribute arch="Int" editor="intelligence" type="int">
5228     The player's intelligence will rise/fall by the given value
5229     while wearing this weapon.
5230     </attribute>
5231     <attribute arch="Pow" editor="power" type="int">
5232     The player's power will rise/fall by the given value
5233     while wearing this weapon.
5234     </attribute>
5235     <attribute arch="Wis" editor="wisdom" type="int">
5236     The player's wisdom will rise/fall by the given value while
5237     wearing this weapon.
5238     </attribute>
5239     <attribute arch="Cha" editor="charisma" type="int">
5240     The player's charisma will rise/fall by the given value
5241     while wearing this weapon.
5242     </attribute>
5243     </section>
5244     <section name="misc">
5245     <attribute arch="luck" editor="luck bonus" type="int">
5246     With positive luck bonus, the player is more likely to
5247     succeed in all sorts of things (spellcasting, praying,...).
5248     Unless the &lt;luck bonus&gt; is very high, the effect will be
5249     barely visible in-game. Luck bonus on one piece of equipment
5250     should never exceed 3, and such bonus should not be too
5251     frequently available.
5252     </attribute>
5253     <attribute arch="hp" editor="health regen." type="int">
5254     Positive &lt;health regen.&gt; bonus speeds up the
5255     player's healing process. Negative values slow it down.
5256     </attribute>
5257     <attribute arch="sp" editor="mana regen." type="int">
5258     Positive &lt;mana regen.&gt; bonus speeds up the
5259     player's mana regeneration. Negative values slow it down.
5260     </attribute>
5261     <attribute arch="grace" editor="grace regen." type="int">
5262     Positive &lt;grace regen.&gt; bonus speeds up the
5263     player's grace regeneration. Negative values slow it down.
5264     Since grace can be regenerated rather easy with praying,
5265     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5266     </attribute>
5267     <attribute arch="food" editor="food bonus" type="int">
5268     Positive &lt;food bonus&gt; slows down the player's digestion,
5269     thus he consumes less food. Negative values speed it up.
5270 root 1.3
5271 root 1.1 Note that food is consumed not only for "being alive", but
5272     also for healing and mana-regeneration.
5273     &lt;food bonus&gt; only affects the amount of food consumed
5274     for "being alive". Hence, even with high &lt;food bonus&gt;,
5275     during a fight a player can run out of food quickly.
5276     </attribute>
5277     <attribute arch="xrays" editor="xray vision" type="bool">
5278     Xray vision allows the player to see through obstacles
5279     in a two-square-wide radius. This is extremely helpful and
5280 root 1.3 desirable, so don't give it away for cheap on equipment.
5281 root 1.1 </attribute>
5282     <attribute arch="stealth" editor="stealth" type="bool">
5283     Stealth allows the player to move silently.
5284     This comes to effect if a player turns himself
5285     invisible and tries to sneak around monsters.
5286     (At least that was the idea behind it)
5287     </attribute>
5288     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5289     If a player is wearing any piece of equipment with
5290     the ability to &lt;reflect spells&gt;, all kinds of
5291     spell-bullets and -beams will bounce off him.
5292     This works only about 90% of all times, to
5293     avoid players being completely immune to certain
5294     types of attacks.
5295 root 1.3
5296 root 1.1 This is a very powerful ability and it
5297     shouldn't be handed out cheap!
5298     </attribute>
5299     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5300     If a player is wearing any piece of equipment with
5301     the ability to &lt;reflect missiles&gt;, all kinds of
5302     projectiles (e.g. arrows, bolts, boulders) will
5303     bounce off him. This works only about 90% of all
5304     times, to avoid players being completely immune to
5305     certain types of attacks.
5306     </attribute>
5307     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5308     Click on the &lt;attuned paths&gt; button to select spellpaths.
5309     The player will get attuned to the specified spellpaths
5310     while wearing this weapon.
5311     </attribute>
5312     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5313     Click on the &lt;repelled paths&gt; button to select spellpaths.
5314     The player will get repelled to the specified spellpaths
5315     while wearing this weapon.
5316     </attribute>
5317     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5318     Click on the &lt;denied paths&gt; button to select spellpaths.
5319     The specified spellpaths will be denied to the player
5320     while wearing this weapon.
5321     </attribute>
5322     </section>
5323     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5324     This text describes the weapons's "story". Every decent artifact weapon
5325     should have such a description.
5326     </attribute>
5327     </type>
5328    
5329 root 1.5 <type number="116" name="Event Connector">
5330     <description><![CDATA[
5331     Event connectors link specific events that happen to objects to
5332     a crossfire plug-in. ]]>
5333     </description>
5334     <attribute arch="subtype" editor="event type" type="list_event_type">
5335     The type of event that triggers a notify to the plug-in.
5336     </attribute>
5337 root 1.6 <attribute arch="title" editor="plug-in" type="string">
5338 root 1.5 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5339     for python and "perl" for the Crossfire-Perl plug-in.
5340     </attribute>
5341 root 1.6 <attribute arch="slaying" editor="extension" type="string">
5342 root 1.5 The name of the extension to invoke (for python, this is the path to a script,
5343     for perl this is the name of a extension package without the ".ext" extension.
5344     </attribute>
5345 root 1.6 <attribute arch="name" editor="options" type="string">
5346 root 1.5 A string that is passed unaltered to the extension above. Often used to pass
5347     options to the extension that alter its behaviour.
5348     </attribute>
5349     </type>
5350    
5351 root 1.1 </types>