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Revision: 1.11
Committed: Thu Mar 16 01:42:22 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.10: +8 -3 lines
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File Contents

# User Rev Content
1 root 1.1 =head1 NAME
2    
3     Crossfire::Data - various data structures useful for understanding archs and objects
4    
5     =head1
6    
7     THIS FILE IS AUTOGENERATED, DO NOT EDIT!
8    
9     It's a translation of the following files:
10    
11     res/spells.xml
12     res/types.xml
13     res/typenumbers.xml
14    
15     See F<res/README> for more info.
16    
17     =cut
18    
19 root 1.4 package Crossfire::Data;
20    
21 root 1.3 our %BITMASK = (
22     attacktype => {
23     0 => 'Physical',
24     1 => 'Magical',
25     2 => 'Fire',
26     3 => 'Electricity',
27     4 => 'Cold',
28     5 => 'Confusion',
29     6 => 'Acid',
30     7 => 'Drain',
31     8 => 'Weaponmagic',
32     9 => 'Ghosthit',
33     10 => 'Poison',
34     11 => 'Slow',
35     12 => 'Paralyze',
36     13 => 'Turn Undead',
37     14 => 'Fear',
38     15 => 'Cancellation',
39     16 => 'Depletion',
40     17 => 'Death',
41     18 => 'Chaos',
42     19 => 'Counterspell',
43     20 => 'God Power',
44     21 => 'Holy Power',
45     22 => 'Blinding'
46     },
47     material => {
48     0 => 'Paper',
49     1 => 'Iron',
50     2 => 'Glass',
51     3 => 'Leather',
52     4 => 'Wood',
53     5 => 'Organics',
54     6 => 'Stone',
55     7 => 'Cloth',
56     8 => 'Adamantite'
57     },
58     pick_up => {
59     0 => 'Nothing',
60     1 => 'Wealth',
61     2 => 'Food',
62     3 => 'Weapons',
63     4 => 'Armour',
64     5 => 'Inverse',
65     6 => 'All'
66     },
67     spellpath => {
68     0 => 'Protection',
69     1 => 'Fire',
70     2 => 'Frost',
71     3 => 'Electricity',
72     4 => 'Missiles',
73     5 => 'Self',
74     6 => 'Summoning',
75     7 => 'Abjuration',
76     8 => 'Restoration',
77     9 => 'Detonation',
78     10 => 'Mind',
79     11 => 'Creation',
80     12 => 'Teleportation',
81     13 => 'Information',
82     14 => 'Transmutation',
83     15 => 'Transferrence',
84     16 => 'Turning',
85     17 => 'Wounding',
86     18 => 'Death',
87     19 => 'Light'
88     },
89     will_apply => {
90     0 => 'Apply Handles',
91     1 => 'Open Chests',
92     2 => 'Break Walls',
93     3 => 'Open Doors'
94     }
95     );
96    
97     our %LIST = (
98     direction => {
99     0 => '<none>',
100     1 => 'north',
101     2 => 'northeast',
102     3 => 'east',
103     4 => 'southeast',
104     5 => 'south',
105     6 => 'southwest',
106     7 => 'west',
107     8 => 'northwest'
108     },
109 root 1.10 event_type => {
110     0 => 'none',
111     1 => 'apply',
112     2 => 'attack',
113     3 => 'death',
114     4 => 'drop',
115     5 => 'pickup',
116     6 => 'say',
117     7 => 'stop',
118     8 => 'time',
119     9 => 'throw',
120     10 => 'trigger',
121     11 => 'close',
122     12 => 'timer',
123     28 => 'move'
124     },
125 root 1.3 mood => {
126     0 => 'furious',
127     1 => 'angry',
128     2 => 'calm',
129     3 => 'sleep',
130     4 => 'charm'
131 root 1.1 },
132 root 1.3 potion_effect => {
133     0 => '<none>',
134     65536 => 'life restoration',
135     1048576 => 'improvement'
136 root 1.1 },
137 root 1.3 skill_type => {
138     1 => 'lockpicking',
139     2 => 'hiding',
140     3 => 'smithery',
141     4 => 'bowyer',
142     5 => 'jeweler',
143     6 => 'alchemy',
144     7 => 'stealing',
145     8 => 'literacy',
146     9 => 'bargaining',
147     10 => 'jumping',
148     11 => 'detect magic',
149     12 => 'oratory',
150     13 => 'singing',
151     14 => 'detect curse',
152     15 => 'find traps',
153     16 => 'mediatation',
154     17 => 'punching',
155     18 => 'flame touch',
156     19 => 'karate',
157     20 => 'climbing',
158     21 => 'woodsman',
159     22 => 'inscription',
160     23 => 'one handed weapons',
161     24 => 'missile weapons',
162     25 => 'throwing',
163     26 => 'use magic item',
164     27 => 'disarm traps',
165     28 => 'set traps',
166     29 => 'thaumaturgy',
167     30 => 'praying',
168     31 => 'clawing',
169     32 => 'levitation',
170     33 => 'summoning',
171     34 => 'pyromancy',
172     35 => 'evocation',
173     36 => 'sorcery',
174     37 => 'two handed weapons'
175 root 1.1 },
176 root 1.3 spell_type => {
177     1 => 'raise dead',
178     2 => 'rune',
179     3 => 'make mark',
180     4 => 'bolt',
181     5 => 'bullet',
182     6 => 'explosion',
183     7 => 'cone',
184     8 => 'bomb',
185     9 => 'wonder',
186     10 => 'smite',
187     11 => 'magic missile',
188     12 => 'summon golem',
189     13 => 'dimension door',
190     14 => 'magic mapping',
191     15 => 'magic wall',
192     16 => 'destruction',
193     17 => 'perceive self',
194     18 => 'word of recall',
195     19 => 'invisible',
196     20 => 'probe',
197     21 => 'healing',
198     22 => 'create food',
199     23 => 'earth to dust',
200     24 => 'change ability',
201     25 => 'bless',
202     26 => 'curse',
203     27 => 'summon monster',
204     28 => 'recharge',
205     29 => 'polymorph',
206     30 => 'alchemy',
207     31 => 'remove curse',
208     32 => 'identify',
209     33 => 'detection',
210     34 => 'mood change',
211     35 => 'moving ball',
212     36 => 'swarm',
213     37 => 'charge mana',
214     38 => 'dispel rune',
215     39 => 'create missile',
216     40 => 'consecrate',
217     41 => 'animate weapon',
218     42 => 'light',
219     43 => 'change map light',
220     44 => 'faery fire',
221     45 => 'disease',
222     46 => 'aura',
223     47 => 'town portal'
224 root 1.1 },
225 root 1.3 weapon_type => {
226     0 => '<unknown>',
227     1 => 'sword',
228     2 => 'arrows',
229     3 => 'axe',
230     4 => 'katana',
231     5 => 'knife, dagger',
232     6 => 'whip, chain',
233     7 => 'hammer, flail',
234     8 => 'club, stick'
235     }
236     );
237    
238     our %IGNORE_LIST = (
239     non_pickable => [
240     'value',
241     'nrof',
242     'weight',
243     'name_pl',
244     'material',
245     'no_pick',
246     'unpaid',
247     'title',
248     'identified'
249     ],
250     system_object => [
251     'value',
252     'nrof',
253     'weight',
254     'name_pl',
255     'material',
256     'no_pick',
257     'unpaid',
258     'title',
259     'glow_radius',
260     'identified',
261     'blocksview',
262     'invisible'
263     ]
264     );
265    
266     our %DEFAULT_ATTR = (
267 root 1.7 attr => [
268     [
269     'name',
270     {
271     desc => 'This is the name of the object, displayed to the player.',
272     name => 'name',
273     type => 'string'
274     }
275     ],
276     [
277     'name_pl',
278     {
279     desc => 'This is the plural name of the object. A plural name must be set for all items that can be picked up and collected by the player.',
280     name => 'plural name',
281     type => 'string'
282     }
283     ],
284     [
285     'title',
286     {
287 root 1.9 desc => 'This is the object\'s title. Once an object is identified the title is attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.',
288 root 1.7 name => 'title',
289     type => 'string'
290     }
291     ],
292     [
293     'face',
294     {
295     desc => 'The image-name defines what image is displayed for this object in-game.',
296     name => 'image',
297     type => 'string'
298     }
299     ],
300     [
301     'nrof',
302     {
303     desc => 'This value determines the number of objects in one stack (for example: 100 goldcoins => "number = 100"). You should set this at least to one, for any pickable object - otherwise it won\'t be mergeable into a stack.',
304     name => 'number',
305     type => 'int'
306     }
307     ],
308     [
309     'weight',
310     {
311 root 1.9 desc => 'This value defines the object\'s weight in grams (1000g is 1kg). Objects with zero weight are not pickable for players. Still, set the "non-pickable"-flag for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).',
312 root 1.7 name => 'weight',
313     type => 'int'
314     }
315     ],
316     [
317     'value',
318     {
319     desc => 'Adds a certain value to the object: It will be worth that many times the default value from it\'s archetype (E.g. "value = 3" means three times worth the default value). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
320     name => 'value',
321     type => 'int'
322     }
323     ],
324     [
325     'glow_radius',
326     {
327 root 1.9 desc => 'If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value between 0 and 4, the higher, the more light does the object emit.',
328 root 1.7 name => 'glow radius',
329     type => 'int'
330     }
331     ],
332     [
333     'material',
334     {
335     desc => 'This bitmask-value informs the player of which material(s) the object consists. Material does also affect how likely the object can be destroyed by hazardous spell-effects.',
336     name => 'material',
337     type => 'bitmask',
338     value => $BITMASK{material}
339     }
340     ],
341     [
342     'no_pick',
343     {
344     desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
345     name => 'non-pickable',
346     type => 'bool'
347     }
348     ],
349     [
350     'invisible',
351     {
352     desc => 'Generally makes the object invisible. Depending on the object-type, some can be made visible by the show_invisible spell. If in doubt, test it. Putting an invisible object under the floor always prevents it from being shown.',
353     name => 'invisible',
354     type => 'bool'
355     }
356     ],
357     [
358     'blocksview',
359     {
360     desc => 'If an item is set to block view, players (and monsters) cannot see byond it unless they cross it or manage to stand ontop.',
361     name => 'block view',
362     type => 'bool'
363     }
364     ],
365     [
366     'identified',
367     {
368     desc => 'If an item is identified, the player has full knowledge about it.',
369     name => 'identified',
370     type => 'bool'
371     }
372     ],
373     [
374     'unpaid',
375     {
376     desc => 'An <unpaid> item cannot be used unless a player carried it over a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops.',
377     name => 'unpaid',
378     type => 'bool'
379     }
380     ]
381     ]
382 root 1.3 );
383    
384     our %TYPE = (
385     Ability => {
386 root 1.7 attr => [
387     [
388     'invisible',
389     {
390     type => 'fixed',
391     value => 1
392     }
393     ],
394     [
395     'no_drop',
396     {
397     type => 'fixed',
398     value => 1
399     }
400     ],
401     [
402     'sp',
403     {
404     desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
405     name => 'short range spell',
406     type => 'spell'
407     }
408     ],
409     [
410     'hp',
411     {
412     desc => 'The monster will use the specified <long range spell> when the player is at least 6 squares away (from the monster\'s head). Setting a <long range spell> is optional. If unset, the <short range spell> gets used all the time.',
413     name => 'long range spell',
414     type => 'nz_spell'
415     }
416     ],
417     [
418     'maxsp',
419     {
420     desc => 'Sometimes you\'ll want a monster to use one ability more than others. To achieve this, set the <importance> to a value greater than one. Abilities with this value zero/unset are counted to be of <importance> one. Example: A monster with "small fireball" of <importance> 3 and "paralyze" of <importance> 1 will averagely cast three out of four times the "small fireball".',
421     name => 'importance',
422     type => 'int'
423     }
424     ],
425     [
426     'attacktype',
427     {
428 root 1.9 desc => 'This flag specifies whether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. This should always be set for spell-like abilities. "Natural" abilities like a dragon\'s firebreath are an exception. Note that non-magical abilities are more dangerous because magic resistance does not protect from those.',
429 root 1.7 name => 'is magical',
430     type => 'bool',
431     value => [
432     0,
433     2
434     ]
435     }
436     ]
437     ],
438 root 1.3 desc => 'Abilities are to be put in a monster\'s inventory. They grant monsters the knowledge to cast spells. Spells from abilities are usually magical in nature, thus adding magic attacktype to the spell-damage they produce. <br><br> A particularly nice feature of abilities is that they can hold two spells: One for short range- and one for long range use. \\n\\n You should know that spellcasting monsters receive abilities via &lt;treasurelist&gt;.',
439     ignore => [
440     $IGNORE_LIST{system_object}
441     ],
442 root 1.5 name => 'Ability',
443 root 1.3 use => 'If you want to create "customized" spellcasting monsters, you should use abilities (rather than spellbooks/wands or something). The long/short-range spell feature can make boss-monsters more interesting and challenging. <br><br> You should keep in mind that magic abilities allow players to get better resistance. You can turn off the magic part to make the spells more dangerous. However, this really shouldn\'t be neccessary unless you work on very high level maps. And what fun is a magic resistance cloak when it has no effect?'
444     },
445     Altar => {
446 root 1.7 attr => [
447     [
448     'no_pick',
449     {
450     type => 'fixed',
451     value => 1
452     }
453     ],
454     [
455     'walk_on',
456     {
457     type => 'fixed',
458     value => 1
459     }
460     ],
461     [
462     'slaying',
463     {
464     desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
465     name => 'match item name',
466     type => 'string'
467     }
468     ],
469     [
470     'food',
471     {
472     desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
473     name => 'drop amount',
474     type => 'int'
475     }
476     ],
477     [
478     'connected',
479     {
480     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
481     name => 'connection',
482     type => 'int'
483     }
484     ],
485     [
486     'sp',
487     {
488 root 1.9 desc => 'When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
489 root 1.7 name => 'spell',
490     type => 'spell'
491     }
492     ],
493     [
494     'msg',
495     {
496     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
497     end => 'endmsg',
498     name => 'message',
499     type => 'text'
500     }
501     ]
502     ],
503 root 1.9 desc => 'When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item disappears.',
504 root 1.3 ignore => [
505     $IGNORE_LIST{non_pickable}
506 root 1.5 ],
507     name => 'Altar'
508 root 1.3 },
509     'Altar Trigger' => {
510 root 1.7 attr => [
511     [
512     'no_pick',
513     {
514     type => 'fixed',
515     value => 1
516     }
517     ],
518     [
519     'slaying',
520     {
521     desc => 'This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar\'s name: E.g. "drop 100 platinums")',
522     name => 'match item name',
523     type => 'string'
524     }
525     ],
526     [
527     'food',
528     {
529     desc => 'The drop amount specifies the amount of items (specified in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767.',
530     name => 'drop amount',
531     type => 'int'
532     }
533     ],
534     [
535     'connected',
536     {
537     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
538     name => 'connection',
539     type => 'int'
540     }
541     ],
542     [
543     'sp',
544     {
545 root 1.9 desc => 'When activated, this <spell> will be casted (once, on the player). This should work for any given spell. The altar will work infinitely in this way. Don\'t set both <spell> and <connection> for one altar.',
546 root 1.7 name => 'spell',
547     type => 'spell'
548     }
549     ],
550     [
551     'exp',
552     {
553     desc => 'Being activated, the altar will reset after <reset time> ticks. After reset, the altar is ready to be activated once again. The default <reset time> is 30.',
554     name => 'reset time',
555     type => 'int'
556     }
557     ],
558     [
559     'last_sp',
560     {
561     desc => 'If this attribute is enabled, the altar_trigger won\'t push the connected value by altar reset. Only ONCE by dropping the sacrifice. This is typically used when the altar is connected to a creator, e.g. for selling tickets. If this attribute is disabled (default), the altar_trigger will push the connected value TWICE per sacrifice: First by dropping sacrifice, second by reset. This mode is typically used for altars being connected to gates, resulting in the gate being opened and closed again.',
562     name => 'ignore reset',
563     type => 'bool'
564     }
565     ],
566     [
567     'walk_on',
568     {
569     type => 'fixed',
570     value => 1
571     }
572     ],
573     [
574     'msg',
575     {
576     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
577     end => 'endmsg',
578     name => 'message',
579     type => 'text'
580     }
581     ]
582     ],
583 root 1.9 desc => 'Altar_triggers work pretty much like normal altars (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitely.',
584 root 1.3 ignore => [
585     $IGNORE_LIST{non_pickable}
586     ],
587 root 1.5 name => 'Altar Trigger',
588 root 1.3 use => 'Altar_triggers are very useful if you want to charge a price for... <UL> <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. </UL> The big advantage over normal altars is the infinite usability of altar_triggers! If there are ten players on one server, they\'re quite grateful if things work more than once. =)'
589     },
590     Amulet => {
591 root 1.7 attr => [
592     [
593     'ac',
594     {
595     desc => 'This value defines the amount of armour-class bonus for wearing this item. <Armour class> lessens the chance of being hit. Lower values are better. It should usually be set only for armour-like equipment.',
596     name => 'armour class',
597     type => 'int'
598     }
599     ],
600     [
601     'wc',
602     {
603     desc => 'The <weapon class> value adds to the overall weapon class of the wielder\'s melee attacks. Weapon class improves the chance of hitting the opponent. Weapon class is the "counterpiece" of <armour class>. It should usually be set only for weapon-like items. Lower values are better.',
604     name => 'weapon class',
605     type => 'int'
606     }
607     ],
608     [
609     'item_power',
610     {
611     desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
612     name => 'item power',
613     type => 'int'
614     }
615     ],
616     [
617     'damned',
618     {
619     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
620     name => 'damnation',
621     type => 'bool'
622     }
623     ],
624     [
625     'cursed',
626     {
627     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
628     name => 'curse',
629     type => 'bool'
630     }
631     ],
632     [
633     'lifesave',
634     {
635 root 1.9 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
636 root 1.7 name => 'save life',
637     type => 'bool'
638     }
639     ],
640     [
641     'unique',
642     {
643     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
644     name => 'unique item',
645     type => 'bool'
646     }
647     ],
648     [
649     'startequip',
650     {
651     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
652     name => 'godgiven item',
653     type => 'bool'
654     }
655     ],
656     [
657     'applied',
658     {
659     desc => 'If you put this item into the inventory of a monster, and you want the monster to use/wear the item - you must set <is applied>. Enabling this flag doesn\'t make any sense if the item is NOT in a monster\'s inventory.',
660     name => 'is applied',
661     type => 'bool'
662     }
663     ],
664     [
665     'msg',
666     {
667     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
668     end => 'endmsg',
669     name => 'description',
670     type => 'text'
671     }
672     ]
673     ],
674 root 1.3 desc => 'Wearing an amulet, the object\'s stats will directly be inherited to the player. Amulets are usually meant for protection and defense.',
675 root 1.5 name => 'Amulet',
676 root 1.4 section => [
677     [
678     'resistance',
679 root 1.7 [
680     [
681     'resist_physical',
682     {
683     desc => 'This adds physical resistance to the item (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
684     name => 'resist physical %',
685     type => 'int'
686     }
687     ],
688     [
689     'resist_magic',
690     {
691     desc => 'This adds magic resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
692     name => 'resist magic %',
693     type => 'int'
694     }
695     ],
696     [
697     'resist_fire',
698     {
699     desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
700     name => 'resist fire %',
701     type => 'int'
702     }
703     ],
704     [
705     'resist_electricity',
706     {
707     desc => 'This adds electricity resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
708     name => 'resist electricity %',
709     type => 'int'
710     }
711     ],
712     [
713     'resist_cold',
714     {
715     desc => 'This adds fire resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
716     name => 'resist cold %',
717     type => 'int'
718     }
719     ],
720     [
721     'resist_confusion',
722     {
723     desc => 'This adds confusion resistance to the item. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
724     name => 'resist confusion %',
725     type => 'int'
726     }
727     ],
728     [
729     'resist_acid',
730     {
731     desc => 'This adds acid resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
732     name => 'resist acid %',
733     type => 'int'
734     }
735     ],
736     [
737     'resist_drain',
738     {
739     desc => 'This adds draining resistance to the item. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
740     name => 'resist draining %',
741     type => 'int'
742     }
743     ],
744     [
745     'resist_weaponmagic',
746     {
747     desc => 'This adds weaponmagic resistance to the item. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
748     name => 'resist weaponmagic %',
749     type => 'int'
750     }
751     ],
752     [
753     'resist_ghosthit',
754     {
755     desc => 'This adds ghosthit resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
756     name => 'resist ghosthit %',
757     type => 'int'
758     }
759     ],
760     [
761     'resist_poison',
762     {
763     desc => 'This adds poison resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
764     name => 'resist poison %',
765     type => 'int'
766     }
767     ],
768     [
769     'resist_slow',
770     {
771     desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
772     name => 'resist slow %',
773     type => 'int'
774     }
775     ],
776     [
777     'resist_paralyze',
778     {
779     desc => 'This adds paralyze resistance to the item. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
780     name => 'resist paralyze %',
781     type => 'int'
782     }
783     ],
784     [
785     'resist_fear',
786     {
787     desc => 'This adds fear resistance to the item. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
788     name => 'resist fear %',
789     type => 'int'
790     }
791     ],
792     [
793     'resist_deplete',
794     {
795     desc => 'This adds depletion resistance to the item. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
796     name => 'resist depletion %',
797     type => 'int'
798     }
799     ],
800     [
801     'resist_death',
802     {
803     desc => 'This adds death-attack resistance to the item. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
804     name => 'resist death-attack %',
805     type => 'int'
806     }
807     ],
808     [
809     'resist_chaos',
810     {
811     desc => 'This adds chaos resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
812     name => 'resist chaos %',
813     type => 'int'
814     }
815     ],
816     [
817     'resist_blind',
818     {
819     desc => 'This adds blinding resistance to the item. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
820     name => 'resist blinding %',
821     type => 'int'
822     }
823     ],
824     [
825     'resist_holyword',
826     {
827     desc => 'This adds holy power resistance to the item. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
828     name => 'resist holy power %',
829     type => 'int'
830     }
831     ]
832     ]
833     ],
834     [
835     'stats',
836     [
837     [
838     'Str',
839     {
840     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
841     name => 'strength',
842     type => 'int'
843     }
844     ],
845     [
846     'Dex',
847     {
848     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
849     name => 'dexterity',
850     type => 'int'
851     }
852     ],
853     [
854     'Con',
855     {
856     desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
857     name => 'constitution',
858     type => 'int'
859     }
860     ],
861     [
862     'Int',
863     {
864     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
865     name => 'intelligence',
866     type => 'int'
867     }
868     ],
869     [
870     'Pow',
871     {
872     desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
873     name => 'power',
874     type => 'int'
875     }
876     ],
877     [
878     'Wis',
879     {
880     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
881     name => 'wisdom',
882     type => 'int'
883     }
884     ],
885     [
886     'Cha',
887     {
888     desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
889     name => 'charisma',
890     type => 'int'
891     }
892     ]
893     ]
894     ],
895     [
896     'misc',
897     [
898     [
899     'luck',
900     {
901     desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
902     name => 'luck bonus',
903     type => 'int'
904     }
905     ],
906     [
907     'hp',
908     {
909     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
910     name => 'health regen.',
911     type => 'int'
912     }
913     ],
914     [
915     'sp',
916     {
917     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
918     name => 'mana regen.',
919     type => 'int'
920     }
921     ],
922     [
923     'grace',
924     {
925     desc => 'Positive <grace regen.> bonus speeds up the player\'s grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional <grace regen.> bonus should be VERY RARE!!',
926     name => 'grace regen.',
927     type => 'int'
928     }
929     ],
930     [
931     'food',
932     {
933     desc => 'Positive <food bonus> slows down the player\'s digestion, thus he consumes less food. Negative values speed it up. Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly.',
934     name => 'food bonus',
935     type => 'int'
936     }
937     ],
938     [
939     'xrays',
940     {
941 root 1.9 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
942 root 1.7 name => 'xray vision',
943     type => 'bool'
944     }
945     ],
946     [
947     'stealth',
948     {
949     desc => 'Stealth allows the player to move silently. This comes to effect if a player turns himself invisible and tries to sneak around monsters. (At least that was the idea behind it)',
950     name => 'stealth',
951     type => 'bool'
952     }
953     ],
954     [
955     'reflect_spell',
956     {
957     desc => 'If a player is wearing any piece of equipment with the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. This is a very powerful ability and it shouldn\'t be handed out cheap!',
958     name => 'reflect spells',
959     type => 'bool'
960     }
961     ],
962     [
963     'reflect_missile',
964     {
965     desc => 'If a player is wearing any piece of equipment with the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.',
966     name => 'reflect missiles',
967     type => 'bool'
968     }
969     ],
970     [
971     'flying',
972     {
973     desc => 'As soon as the player applies a piece of equipment with <levitate> set, the player will start to float in the air.',
974     name => 'levitate',
975     type => 'bool'
976     }
977     ],
978     [
979     'path_attuned',
980     {
981     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
982     name => 'attuned paths',
983     type => 'bitmask',
984     value => $BITMASK{spellpath}
985     }
986     ],
987     [
988     'path_repelled',
989     {
990     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
991     name => 'repelled paths',
992     type => 'bitmask',
993     value => $BITMASK{spellpath}
994     }
995     ],
996     [
997     'path_denied',
998     {
999     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1000     name => 'denied paths',
1001     type => 'bitmask',
1002     value => $BITMASK{spellpath}
1003     }
1004     ]
1005     ]
1006     ]
1007     ],
1008     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1009     },
1010     Battleground => {
1011     attr => [
1012     [
1013     'no_pick',
1014     {
1015     type => 'fixed',
1016     value => 1
1017     }
1018     ],
1019     [
1020     'is_floor',
1021 root 1.4 {
1022 root 1.7 type => 'fixed',
1023     value => 1
1024 root 1.4 }
1025     ],
1026     [
1027 root 1.7 'hp',
1028 root 1.4 {
1029 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1030     name => 'destination X',
1031     type => 'int'
1032 root 1.4 }
1033     ],
1034     [
1035 root 1.7 'sp',
1036 root 1.4 {
1037 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1038     name => 'destination Y',
1039     type => 'int'
1040 root 1.4 }
1041     ]
1042     ],
1043 root 1.3 desc => 'Battleground is very special: In short, players can die on battleground without any death penalties. They don\'t loose or gain experience while on battleground. Acid, draining and depletion effects don\'t work either. When a player dies on battleground, he gets teleported to an exit location which is defined in the battleground object.',
1044     ignore => [
1045     $IGNORE_LIST{non_pickable}
1046     ],
1047 root 1.5 name => 'Battleground',
1048 root 1.3 use => 'Battleground is only meant for player vs. player duels. You can design combat arenas similiar to the one in scorn.<br> What should NEVER be done is placing battleground tiles in open dungeons or other free kinds of land. It must not be possible to gain significant treasure for fighting on battleground, because it bears no risk.<br><br> (Battleground will cease to work when the image or name is changed, or when it is placed beneath another floor tile. This is not a bug, it is there to prevent any attempts of placing "hidden" battleground tiles anywhere.)'
1049     },
1050     Book => {
1051 root 1.7 attr => [
1052     [
1053     'level',
1054     {
1055     desc => 'If this value is set to be greater than zero, the player needs a certain literacy level to succeed reading the book. The book can be read if: mental_level greater <literacy level> - 5. Adding level to a book can be a nice idea, personally I like it when a player needs more than his fighting skills to solve a quest. However, keep the booklevel at least below 15 because it is quite hard to gain high mental levels.',
1056     name => 'literacy level',
1057     type => 'int'
1058     }
1059     ],
1060     [
1061     'startequip',
1062     {
1063     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1064     name => 'godgiven item',
1065     type => 'bool'
1066     }
1067     ],
1068     [
1069     'unique',
1070     {
1071     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1072     name => 'unique item',
1073     type => 'bool'
1074     }
1075     ],
1076     [
1077     'msg',
1078     {
1079     desc => 'This is the text that appears "written" in the book.',
1080     end => 'endmsg',
1081     name => 'book content',
1082     type => 'text'
1083     }
1084     ]
1085     ],
1086 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1087     name => 'Book'
1088 root 1.1 },
1089 root 1.3 Boots => {
1090 root 1.7 attr => [
1091     [
1092     'exp',
1093     {
1094     desc => 'Boots with <speed bonus> will increase the player\'s walking speed while worn. This kind of bonus is quite desirable for players of low- and medium level. High level players usually have fastest possible walking speed and thus don\'t need <speed bonus> anymore. Still, this bonus is good for nice artifacts - not everything has to be for highest level.',
1095     name => 'speed bonus',
1096     type => 'int'
1097     }
1098     ],
1099     [
1100     'magic',
1101     {
1102     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the boots. Important: <magic bonus> on boots has no effect if there is no <armour class> set. It only works in combination with <armour class>.',
1103     name => 'magic bonus',
1104     type => 'int'
1105     }
1106     ]
1107     ],
1108 root 1.3 desc => 'Wearing boots, the object\'s stats will directly be inherited to the player. Usually enhancing his speed, or granting some minor protection bonus.',
1109     import => [
1110     $TYPE{Amulet}
1111     ],
1112 root 1.5 name => 'Boots',
1113 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1114     },
1115     Bracers => {
1116 root 1.7 attr => [
1117     [
1118     'magic',
1119     {
1120     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the bracers.',
1121     name => 'magic bonus',
1122     type => 'int'
1123     }
1124     ]
1125     ],
1126 root 1.3 desc => 'Bracers are armour-plates worn around the wrists. Wearing bracer, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1127     import => [
1128     $TYPE{Amulet}
1129     ],
1130 root 1.5 name => 'Bracers',
1131 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1132     },
1133     'Brestplate Armour' => {
1134 root 1.7 attr => [
1135     [
1136     'last_heal',
1137     {
1138     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1139     name => 'spellpoint penalty',
1140     type => 'int'
1141     }
1142     ],
1143     [
1144     'last_sp',
1145     {
1146     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1147     name => 'slowdown penalty',
1148     type => 'int'
1149     }
1150     ],
1151     [
1152     'magic',
1153     {
1154     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the armour.',
1155     name => 'magic bonus',
1156     type => 'int'
1157     }
1158     ]
1159     ],
1160 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1161 root 1.7 import => [
1162     $TYPE{Amulet}
1163     ],
1164     name => 'Brestplate Armour',
1165     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1166     },
1167     Button => {
1168     attr => [
1169     [
1170     'walk_on',
1171     {
1172     type => 'fixed',
1173     value => 1
1174     }
1175     ],
1176     [
1177     'walk_off',
1178     {
1179     type => 'fixed',
1180     value => 1
1181     }
1182     ],
1183     [
1184     'no_pick',
1185     {
1186     type => 'fixed',
1187     value => 1
1188     }
1189     ],
1190     [
1191     'weight',
1192     {
1193     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1194     name => 'press weight',
1195 root 1.9 type => 'int'
1196 root 1.7 }
1197     ],
1198     [
1199     'connected',
1200     {
1201     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1202     name => 'connection',
1203     type => 'int'
1204     }
1205     ],
1206     [
1207     'msg',
1208     {
1209     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1210     end => 'endmsg',
1211     name => 'description',
1212     type => 'text'
1213     }
1214     ]
1215 root 1.3 ],
1216     desc => 'When a predefined amount of weigh is placed on a button, the &lt;connection&gt; value is triggered. In most cases this happens when a player or monster steps on it. When the button is "released", the &lt;connection&gt; value get\'s triggered a second time.',
1217     ignore => [
1218     $IGNORE_LIST{non_pickable}
1219 root 1.5 ],
1220     name => 'Button'
1221 root 1.3 },
1222 root 1.9 'Button Trigger' => {
1223     desc => 'Handle buttons are buttons which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
1224     ignore => [
1225     $IGNORE_LIST{non_pickable}
1226     ],
1227     import => [
1228     $TYPE{Button}
1229     ],
1230     name => 'Button Trigger'
1231     },
1232     'Class Changer' => {
1233     attr => [
1234     [
1235     'randomitems',
1236     {
1237     desc => 'This entry determines which initial items the character receives.',
1238     name => 'class items',
1239     type => 'treasurelist'
1240     }
1241     ]
1242     ],
1243     desc => 'Class changer are used while creating a character.',
1244     ignore => [
1245     $IGNORE_LIST{non_pickable}
1246     ],
1247     name => 'Class Changer',
1248     section => [
1249     [
1250     'stats',
1251     [
1252     [
1253     'Str',
1254     {
1255     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1256     name => 'strength',
1257     type => 'int'
1258     }
1259     ],
1260     [
1261     'Dex',
1262     {
1263     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1264     name => 'dexterity',
1265     type => 'int'
1266     }
1267     ],
1268     [
1269     'Con',
1270     {
1271     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1272     name => 'constitution',
1273     type => 'int'
1274     }
1275     ],
1276     [
1277     'Int',
1278     {
1279     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1280     name => 'intelligence',
1281     type => 'int'
1282     }
1283     ],
1284     [
1285     'Pow',
1286     {
1287     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1288     name => 'power',
1289     type => 'int'
1290     }
1291     ],
1292     [
1293     'Wis',
1294     {
1295     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1296     name => 'wisdom',
1297     type => 'int'
1298     }
1299     ],
1300     [
1301     'Cha',
1302     {
1303     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1304     name => 'charisma',
1305     type => 'int'
1306     }
1307     ]
1308     ]
1309     ]
1310     ]
1311     },
1312 root 1.3 Cloak => {
1313 root 1.7 attr => [
1314     [
1315     'magic',
1316     {
1317     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the cloak. Important: <magic bonus> on cloaks has no effect if there is no <armour class> set. It only works in combination with <armour class>.',
1318     name => 'magic bonus',
1319     type => 'int'
1320     }
1321     ]
1322     ],
1323 root 1.3 desc => 'Wearing a cloak, the object\'s stats will directly be inherited to the player. Cloaks usually add minor &lt;armour class&gt; and sometimes a bit of resistance.',
1324     import => [
1325     $TYPE{Amulet}
1326     ],
1327 root 1.5 name => 'Cloak',
1328 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1329     },
1330     Clock => {
1331 root 1.7 attr => [
1332     [
1333     'msg',
1334     {
1335     desc => 'This text may describe the item',
1336     end => 'endmsg',
1337     name => 'description',
1338     type => 'text'
1339     }
1340     ]
1341     ],
1342 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1343     name => 'Clock'
1344 root 1.1 },
1345 root 1.3 Container => {
1346 root 1.7 attr => [
1347     [
1348     'race',
1349     {
1350     desc => 'If set, the container will hold only certain types of objects. Possible choices for <container class> are: "gold and jewels", "arrows" and "keys". Unfortunately it is not easy to create new container classes, because items need a matching counterpiece-attribute to the <container class> before they can be put inside a container. This attribute ("race") is set only for the existing container classes.',
1351     name => 'container class',
1352     type => 'string'
1353     }
1354     ],
1355     [
1356     'slaying',
1357     {
1358     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1359     name => 'key string',
1360     type => 'string'
1361     }
1362     ],
1363     [
1364     'container',
1365     {
1366     desc => 'The container can hold a maximum total weight of the given value in gram. Note that this weight limit is calculated *after* the weight reduction (<reduce weight>) has been applied.',
1367     name => 'maximum weight',
1368     type => 'int'
1369     }
1370     ],
1371     [
1372     'Str',
1373     {
1374     desc => 'This value determines how much the weight of items is reduced in percent, when put inside the container. <reduce weight %> 0 means no reduction, <reduce weight %> 100 means items are weightless inside. Most default values are in the range of ten.',
1375     name => 'reduce weight %',
1376     type => 'int'
1377     }
1378     ],
1379     [
1380     'is_cauldron',
1381     {
1382     desc => 'If set, the container can be used as alchemy-cauldron. The player can put ingredients inside, close it, cast alchemy and if his formulae is true, he\'ll get what he longed for.',
1383     name => 'alchemy cauldron',
1384     type => 'bool'
1385     }
1386     ],
1387     [
1388     'unique',
1389     {
1390     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good. All contents of a unique container are unique as well.',
1391     name => 'unique item',
1392     type => 'bool'
1393     }
1394     ],
1395     [
1396     'startequip',
1397     {
1398     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1399     name => 'godgiven item',
1400     type => 'bool'
1401     }
1402     ],
1403     [
1404     'other_arch',
1405     {
1406     desc => 'This is used for a certain kind of... "animation" when opening the container. Stick to the default arches here and you won\'t get into trouble.',
1407     name => 'animation arch',
1408     type => 'string'
1409     }
1410     ],
1411     [
1412     'msg',
1413     {
1414     desc => 'This text may contain a description of the container.',
1415     end => 'endmsg',
1416     name => 'description',
1417     type => 'text'
1418     }
1419     ]
1420     ],
1421 root 1.3 desc => 'A player can put (certain kinds of) items in the container. The overall weight of items is reduced when put inside a container, depending on the settings. <br><br> A special feature of containers is the "cauldron", capable of mixing alchemical receipes.',
1422 root 1.5 name => 'Container',
1423 root 1.3 use => 'Note on chests - There are two types of chests: <UL> <LI> First the random treasure chests - Those are NOT containers (but object type Treasure), they create random treasures when applied. Archetype name is "chest". <LI> Second there are the permanent chests - Those are containers, they can be opened and closed again. Archetype name is "chest_2". </UL>'
1424     },
1425     Converter => {
1426 root 1.7 attr => [
1427     [
1428     'no_pick',
1429     {
1430     type => 'fixed',
1431     value => 1
1432     }
1433     ],
1434     [
1435     'slaying',
1436     {
1437     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1438     name => 'cost arch',
1439     type => 'string'
1440     }
1441     ],
1442     [
1443     'food',
1444     {
1445     desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1446     name => 'cost number',
1447     type => 'int'
1448     }
1449     ],
1450     [
1451     'other_arch',
1452     {
1453 root 1.8 desc => '<receive arch> is the name of the archetype to convert into. This field is ignored if the converter has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1454 root 1.7 name => 'receive arch',
1455     type => 'string'
1456     }
1457     ],
1458     [
1459     'sp',
1460     {
1461     desc => 'The player has to put <cost number> items of <cost arch> on the converter, in order to get <receive number> items of <receive arch>.',
1462     name => 'receive number',
1463     type => 'int'
1464     }
1465     ],
1466     [
1467     'msg',
1468     {
1469     desc => 'This text may contain a description of the converter.',
1470     end => 'endmsg',
1471     name => 'description',
1472     type => 'text'
1473     }
1474     ]
1475     ],
1476 root 1.3 desc => 'Converters are like "exchange tables". When the player drops a specific type of items, they get converted into other items, at a predefined exchange-ratio.',
1477     ignore => [
1478     'value',
1479     'nrof',
1480     'name_pl',
1481     'no_pick',
1482     'unpaid',
1483     'title'
1484     ],
1485 root 1.5 name => 'Converter',
1486 root 1.3 use => 'Converters are better than shopping with doormats, because the converters never get sold out. For some items like food or jewels those "exchange tables" are really nice, while for the more important stuff like potions converters should not exist. <br><br> VERY IMPORTANT: Be careful with the exchange-ratio! When you drop items on a converter, the stuff you get must be of equal or lesser value than before! (Except if you are using "rare" items like dragonscales for payment). The code will not check if your ratio is sane, so the player could gain infinite wealth by using your converter.'
1487     },
1488     Creator => {
1489 root 1.7 attr => [
1490     [
1491     'no_pick',
1492     {
1493     type => 'fixed',
1494     value => 1
1495     }
1496     ],
1497     [
1498     'other_arch',
1499     {
1500 root 1.8 desc => 'This string defines the object that will be created. You can choose any of the existing arches. This field is ignored if the creator has items in inventory. In this case one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present.',
1501 root 1.7 name => 'create arch',
1502     type => 'string'
1503     }
1504     ],
1505     [
1506     'connected',
1507     {
1508     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1509     name => 'connection',
1510     type => 'int'
1511     }
1512     ],
1513     [
1514     'lifesave',
1515     {
1516 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1517 root 1.7 name => 'infinit uses',
1518     type => 'bool'
1519     }
1520     ],
1521     [
1522     'hp',
1523     {
1524     desc => 'The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. Default is <number of uses> 1 (-> one-time usage).',
1525     name => 'number of uses',
1526     type => 'int'
1527     }
1528     ],
1529     [
1530     'slaying',
1531     {
1532 root 1.8 desc => 'The created object will bear the name and title specified in <name of creation>. If nothing is set, the standard name and title of the archetype is used.',
1533 root 1.7 name => 'name of creation',
1534     type => 'string'
1535     }
1536     ],
1537     [
1538     'level',
1539     {
1540     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1541     name => 'level of creation',
1542     type => 'int'
1543     }
1544     ]
1545     ],
1546 root 1.3 desc => 'A creator is an object which creates another object when it is triggered. The child object can be anything. Creators are VERY useful for all kinds of map-mechanisms.',
1547     ignore => [
1548     $IGNORE_LIST{system_object}
1549     ],
1550 root 1.5 name => 'Creator',
1551 root 1.3 use => 'Don\'t hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.'
1552     },
1553     Detector => {
1554 root 1.7 attr => [
1555     [
1556     'no_pick',
1557     {
1558     type => 'fixed',
1559     value => 1
1560     }
1561     ],
1562     [
1563     'slaying',
1564     {
1565     desc => '<match name> specifies the name of the object we are looking for. Actually it does also check for the <key string> in key-objects, but for this case inventory checkers are often more powerful to use.',
1566     name => 'match name',
1567     type => 'string'
1568     }
1569     ],
1570     [
1571     'connected',
1572     {
1573     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1574     name => 'connection',
1575     type => 'int'
1576     }
1577     ],
1578     [
1579     'speed',
1580     {
1581     desc => 'This value defines the time between two detector-checks. If you want the detector to behave almost like pedestals/buttons, set speed rather high, like <detection speed> 1.0.',
1582     name => 'detection speed',
1583     type => 'float'
1584     }
1585     ]
1586     ],
1587 root 1.3 desc => 'Detectors work quite much like inv. checkers/pedestals: If the detector finds a specific object, it toggles its connected value. <br><br> What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not instantly. Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.',
1588     ignore => [
1589     $IGNORE_LIST{system_object}
1590     ],
1591 root 1.5 name => 'Detector',
1592 root 1.3 use => 'There is one major speciality about detectors: You can detect spells blown over a detector! To detect a lighting bolt for example, set "slaying ligthing" and "speed 1.0". In combination with spellcasting walls, this can be very useful for map-mechanisms.'
1593     },
1594     Director => {
1595 root 1.7 attr => [
1596     [
1597     'sp',
1598     {
1599     desc => 'Projectiles will leave the director flying in the selected <direction>. A director with direction <none> simply stops projectiles. (The latter works out a bit strange for some spells).',
1600     name => 'direction',
1601     type => 'list',
1602     value => $LIST{direction}
1603     }
1604     ],
1605     [
1606     'walk_on',
1607     {
1608     type => 'fixed',
1609     value => 1
1610     }
1611     ],
1612     [
1613     'fly_on',
1614     {
1615     type => 'fixed',
1616     value => 1
1617     }
1618     ]
1619     ],
1620 root 1.3 desc => 'Directors change the direction of spell objects and other projectiles that fly past. Unlike spinners, directors always move objects in the same direction. It does not make a difference from what angle you shoot into it.<br> Directors are visible per default.',
1621     ignore => [
1622     $IGNORE_LIST{non_pickable}
1623     ],
1624 root 1.5 name => 'Director',
1625 root 1.3 use => 'Directors are rarely used in maps. Sometimes they are placed to change the direction of spells coming out of magic walls, "channeling" spell-projectiles in some direction. When doing this, <B>never place directors facing each other with magic walls fireing into them!</B> The spell-projectiles bouncing between the directors would accumulate to huge numbers and at some point slow down the server by eating memory- and CPU-time. <br><br> You\'d better not place directors in monster vs. player combat areas too much, because that freaks out wizard-type players.'
1626     },
1627     Disease => {
1628 root 1.7 attr => [
1629     [
1630     'invisible',
1631     {
1632     type => 'fixed',
1633     value => 1
1634     }
1635     ],
1636     [
1637     'level',
1638     {
1639     desc => 'The <plaque level> is proportional to the disease\'s deadliness. This mainly reflects in the <damage>. It has no effect on most other symptoms. Neverthless, it is a very important value for all damage-inflicting diseases.',
1640     name => 'plaque level',
1641     type => 'int'
1642     }
1643     ],
1644     [
1645     'race',
1646     {
1647     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1648     name => 'infect race',
1649     type => 'string'
1650     }
1651     ],
1652     [
1653     'ac',
1654     {
1655     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1656     name => 'progressiveness',
1657     type => 'int'
1658     }
1659     ],
1660     [
1661     'msg',
1662     {
1663     desc => 'This text is displayed to the player every time the symptoms strike.',
1664     end => 'endmsg',
1665     name => 'message',
1666     type => 'text'
1667     }
1668     ]
1669     ],
1670 root 1.3 desc => 'Diseases are an intersting form of spellcraft in Crossfire. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts to horrible damage - almost everything is possible.',
1671     ignore => [
1672     $IGNORE_LIST{system_object}
1673     ],
1674 root 1.5 name => 'Disease',
1675 root 1.4 section => [
1676     [
1677     'spreading',
1678 root 1.7 [
1679     [
1680     'wc',
1681     {
1682     desc => 'The <infectiosness> defines the chance of new creatures getting infected. If you set this too high, the disease is very likely to be too effective. <infectiosness>/127 is the chance of someone in range catching it.',
1683     name => 'infectiosness',
1684     type => 'int'
1685     }
1686     ],
1687     [
1688     'last_grace',
1689     {
1690     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1691     name => 'attenuation',
1692     type => 'int'
1693     }
1694     ],
1695     [
1696     'magic',
1697     {
1698     desc => '<infection range> sets the range at which infection may occur. If positive, the <infection range> is level dependant - If negative, it is not: E.g. "<infection range> -6" means creatures can be infected in six square range, and <plaque level> doesn\'t modify that.',
1699     name => 'infection range',
1700     type => 'int'
1701     }
1702     ],
1703     [
1704     'maxhp',
1705     {
1706     desc => '<persistence> defines how long the disease can persist OUTSIDE a host. The disease can "move" <persistence> times outside a host before it vanishes. A negative value means the disease lasts for permanent (which is only recommended to use in maps without monsters).',
1707     name => 'persistence',
1708     type => 'int'
1709     }
1710     ],
1711     [
1712     'maxgrace',
1713     {
1714     desc => 'The disease will last in the host for <curing duration> "disease moves" (Assuming the host survives and doesn\'t use a curing spell). After this period the disease is naturally cured, which provides the host with immunity from this particular disease of lower or equal level. A negative value means the disease can never be cured naturally. Note that this value can be further modulated by spell-parameters, if the disease is registered as spell in the code. Due to that, most default diseases take a lot longer to cure than it seems.',
1715     name => 'curing duration',
1716     type => 'int'
1717     }
1718     ],
1719     [
1720     'speed',
1721     {
1722     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1723     name => 'moving speed',
1724     type => 'float'
1725     }
1726     ]
1727     ]
1728     ],
1729     [
1730     'symptoms',
1731     [
1732     [
1733     'attacktype',
1734     {
1735     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1736     name => 'attacktype',
1737     type => 'bitmask',
1738     value => $BITMASK{attacktype}
1739     }
1740     ],
1741     [
1742     'dam',
1743     {
1744     desc => 'A disease with a positive <damage> value will strike the player for that amount of damage every time the symptoms occur. A negative <damage> value produces %-based damage: "<damage> -10" means the player\'s health is reduced by 10% every time the symptoms strike. Diseases with %-based damage can be dangerous - but not deadly - for players of all levels.',
1745     name => 'damage',
1746     type => 'int'
1747     }
1748     ],
1749     [
1750     'other_arch',
1751     {
1752     desc => 'If set, the specified arch is created and dropped every time the symptoms strike. This can be various things: farts, body pieces, eggs ... Even monsters can be created that way. You could also make a disease where some exotic stuff like money/gems is created.',
1753     name => 'create arch',
1754     type => 'string'
1755     }
1756     ],
1757     [
1758     'last_sp',
1759     {
1760     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1761     name => 'slowdown penalty',
1762     type => 'int'
1763     }
1764     ],
1765     [
1766     'exp',
1767     {
1768     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1769     name => 'exp. for curing',
1770     type => 'int'
1771     }
1772     ],
1773     [
1774     'maxsp',
1775     {
1776     desc => 'Every time the disease "moves", the player\'s mana is reduced by the value of <mana depletion>. For negative values, a %-based amount is taken.',
1777     name => 'mana depletion',
1778     type => 'int'
1779     }
1780     ],
1781     [
1782     'last_eat',
1783     {
1784     desc => 'Every time the disease "moves", the player\'s food is reduced by the value of <food depletion>. For negative values, a %-based amount is taken.',
1785     name => 'food depletion',
1786     type => 'int'
1787     }
1788     ],
1789     [
1790     'hp',
1791     {
1792     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1793     name => 'health regen.',
1794     type => 'int'
1795     }
1796     ],
1797     [
1798     'sp',
1799     {
1800     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1801     name => 'mana regen.',
1802     type => 'int'
1803     }
1804     ]
1805     ]
1806     ],
1807     [
1808     'disability',
1809     [
1810     [
1811     'Str',
1812     {
1813     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1814     name => 'strength',
1815     type => 'int'
1816     }
1817     ],
1818     [
1819     'Dex',
1820     {
1821     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1822     name => 'dexterity',
1823     type => 'int'
1824     }
1825     ],
1826     [
1827     'Con',
1828     {
1829     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1830     name => 'constitution',
1831     type => 'int'
1832     }
1833     ],
1834     [
1835     'Int',
1836     {
1837     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1838     name => 'intelligence',
1839     type => 'int'
1840     }
1841     ],
1842     [
1843     'Pow',
1844     {
1845     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1846     name => 'power',
1847     type => 'int'
1848     }
1849     ],
1850     [
1851     'Wis',
1852     {
1853     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1854     name => 'wisdom',
1855     type => 'int'
1856     }
1857     ],
1858     [
1859     'Cha',
1860     {
1861     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1862     name => 'charisma',
1863     type => 'int'
1864     }
1865     ]
1866     ]
1867     ]
1868     ],
1869     use => 'Diseases are extremely flexible and usable in a many ways. So far they are mostly used for causing bad, unwanted effects. You could just as well create a disease which helps the player (recharging mana for example). Infection with a "positive disease" could even be a quest reward.'
1870     },
1871 root 1.9 Door => {
1872     attr => [
1873     [
1874     'no_pick',
1875     {
1876     type => 'fixed',
1877     value => 1
1878     }
1879     ],
1880     [
1881     'alive',
1882     {
1883     type => 'fixed',
1884     value => 1
1885     }
1886     ],
1887     [
1888     'no_pass',
1889     {
1890     desc => 'If set, a player must defeat the door to enter.',
1891     name => 'blocking passage',
1892     type => 'bool'
1893     }
1894     ],
1895     [
1896     'hp',
1897     {
1898     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
1899     name => 'hitpoints',
1900     type => 'int'
1901     }
1902     ],
1903     [
1904     'ac',
1905     {
1906     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
1907     name => 'armour class',
1908     type => 'int'
1909     }
1910     ],
1911     [
1912     'other_arch',
1913     {
1914     desc => 'This string defines the object that will be created when the door was defeated.',
1915     name => 'drop arch',
1916     type => 'string'
1917     }
1918     ],
1919     [
1920     'randomitems',
1921     {
1922     desc => 'This entry determines what kind of traps will appear in the door.',
1923     name => 'treasurelist',
1924     type => 'treasurelist'
1925     }
1926     ]
1927     ],
1928     desc => 'A door can be opened with a normal key. It also can be broken by attacking it, and it can be defeated with the lockpicking skill. If a door is defeated, horizontally and vertically adjacent doors are automatically removed.',
1929     ignore => [
1930     $IGNORE_LIST{non_pickable}
1931     ],
1932     name => 'Door'
1933     },
1934 root 1.7 Duplicator => {
1935     attr => [
1936     [
1937     'other_arch',
1938 root 1.4 {
1939 root 1.7 desc => 'Only objects of matching archtype, lying ontop of the dublicator will be dublicated, multiplied or removed. All other objects will be ignored.',
1940     name => 'target arch',
1941     type => 'string'
1942 root 1.4 }
1943     ],
1944     [
1945 root 1.7 'level',
1946 root 1.4 {
1947 root 1.7 desc => 'The number of items in the target pile will be multiplied by the <multiply factor>. If it is set to zero, all target objects will be destroyed.',
1948     name => 'multiply factor',
1949     type => 'int'
1950 root 1.4 }
1951     ],
1952     [
1953 root 1.7 'connected',
1954 root 1.4 {
1955 root 1.7 desc => 'An activator (lever, altar, button, etc) with matching connection value is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff!',
1956     name => 'connection',
1957     type => 'int'
1958 root 1.4 }
1959     ]
1960     ],
1961 root 1.3 desc => 'When activated, a duplicator can duplicate, multiply or destroy a pile of objects which lies somewhere on top of the duplicator. The duplicator has one arch name specified as &lt;target arch&gt;, and only objects of this archetype can be affected.<br> It will multiply the number of items in the pile, by the &lt;multiply factor&gt;. If the latter is set to zero, it will destroy objects.',
1962     ignore => [
1963     $IGNORE_LIST{system_object}
1964     ],
1965 root 1.5 name => 'Duplicator',
1966 root 1.3 use => 'I hope it is clear that one must be very cautious when inserting a duplicator anywhere with &lt;multiply factor&gt; greater than one. It is designed to be used for betting mechanisms only (bet -&gt; win/loose). It is <b>not acceptable</b> to allow duplication of anything other than coins, gold and jewels. Besides, it is very important that the chance to loose the input matches the chance to earn winnings.<br> A duplicator with &lt;multiply factor&gt; 3 for example should have a loosing rate of 2/3 = 67%.'
1967     },
1968 root 1.10 'Event Connector' => {
1969     attr => [
1970     [
1971     'subtype',
1972     {
1973     desc => 'The type of event that triggers a notify to the plug-in.',
1974     name => 'event type',
1975     type => 'list',
1976     value => $LIST{event_type}
1977     }
1978     ],
1979     [
1980     'title',
1981     {
1982     desc => 'The name of the plug-in that should be notified of the event, e.g. "cfpython" for python and "perl" for the Crossfire-Perl plug-in.',
1983     name => 'plug-in',
1984 root 1.11 type => 'string'
1985 root 1.10 }
1986     ],
1987     [
1988     'slaying',
1989     {
1990     desc => 'The name of the extension to invoke (for python, this is the path to a script, for perl this is the name of a extension package without the ".ext" extension.',
1991     name => 'extension',
1992 root 1.11 type => 'string'
1993 root 1.10 }
1994     ],
1995     [
1996     'name',
1997     {
1998     desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
1999     name => 'options',
2000 root 1.11 type => 'string'
2001 root 1.10 }
2002     ]
2003     ],
2004     desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2005 root 1.11 ignore => [
2006     $IGNORE_LIST{system_object},
2007     'face'
2008     ],
2009 root 1.10 name => 'Event Connector'
2010     },
2011 root 1.3 Exit => {
2012 root 1.7 attr => [
2013     [
2014     'slaying',
2015     {
2016     desc => 'The exit path defines the map that the player is transferred to. You can enter an absolute path, beginning with \'/\' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with \'/\' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. It is well possible to have an exit pointing to the same map that the exit is on. If slaying is not set in an exit, the player will see a message like "the exit is closed".',
2017     name => 'exit path',
2018     type => 'string'
2019     }
2020     ],
2021     [
2022     'hp',
2023     {
2024     desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2025     name => 'destination X',
2026     type => 'int'
2027     }
2028     ],
2029     [
2030     'sp',
2031     {
2032     desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map- properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
2033     name => 'destination Y',
2034     type => 'int'
2035     }
2036     ],
2037     [
2038     'walk_on',
2039     {
2040     desc => 'If set, the player will apply the exit by just walking into it. This must be set for the invisible exits for example. If unset, the player has to step onto the exit and press \'a\' to get transferred.',
2041     name => 'apply by walking',
2042     type => 'bool'
2043     }
2044     ],
2045     [
2046     'fly_on',
2047     {
2048     desc => 'If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.',
2049     name => 'apply by flying',
2050     type => 'bool'
2051     }
2052     ],
2053     [
2054     'msg',
2055     {
2056     desc => 'If set, this message will be displayed to the player when he applies the exit. This is quite useful to throw in some "role-play feeling": "As you enter the dark cave you hear the sound of rustling dragonscales...". Well, my english is poor, but you get the point. =)',
2057     end => 'endmsg',
2058     name => 'exit message',
2059     type => 'text'
2060     }
2061     ],
2062     [
2063     'unique',
2064     {
2065     desc => 'This flag defines the destined map as "personal unique map". If set, there will be a seperate version of that map for every player out there. This feature is used for the permanent apartments (in Scorn/Nuernberg/Caterham...). It should not be used for anything else than apartments, since Crossfire is a *multi*player game. In such a permanent apartment don\'t forget to set the unique-flag for all floor tiles too (see floors). An exit pointing outside of a personal unique map must have the "unique destination"-flag unset.',
2066     name => 'unique destination',
2067     type => 'bool'
2068     }
2069     ]
2070     ],
2071 root 1.3 desc => 'When the player applies an exit, he is transferred to a different location. (Monsters cannot use exits.) Depending on how it is set, the player applies the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on the exit.',
2072     ignore => [
2073     $IGNORE_LIST{non_pickable}
2074     ],
2075 root 1.5 name => 'Exit',
2076 root 1.3 use => 'If you want to have an invisible exit, set &lt;invisible&gt; (, of course &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be detected with the show_invisible spell. <br><br> You can be quite creative with the outlook of secret exits (their "face"). Don\'t forget to give the player relyable hints about them though.'
2077     },
2078     Flesh => {
2079 root 1.7 attr => [
2080     [
2081     'food',
2082     {
2083     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2084     name => 'foodpoints',
2085     type => 'int'
2086     }
2087     ],
2088     [
2089     'level',
2090     {
2091     desc => 'The <flesh level> is not visible to the players and it affects only dragon players. Normally this value reflects the level of the monster from which the flesh item originates. Dragon players always search for flesh of highest level possible, because it bears the best chance to gain high resistances.',
2092     name => 'flesh level',
2093     type => 'int'
2094     }
2095     ],
2096     [
2097     'startequip',
2098     {
2099     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2100     name => 'godgiven item',
2101     type => 'bool'
2102     }
2103     ],
2104     [
2105     'msg',
2106     {
2107     desc => 'This text may describe the item.',
2108     end => 'endmsg',
2109     name => 'description',
2110     type => 'text'
2111     }
2112     ]
2113     ],
2114 root 1.3 desc => 'Just like with food, the player can fill his stomache and gain a little health by eating flesh-objects. <br> For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in those cathegories. The only constraint to this process is the &lt;flesh level&gt;. Don\'t forget that flesh items with resistances have to be balanced according to map/monster difficulty.',
2115 root 1.5 name => 'Flesh',
2116 root 1.4 section => [
2117     [
2118     'resistance',
2119 root 1.7 [
2120     [
2121     'resist_physical',
2122     {
2123     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2124     name => 'resist physical %',
2125     type => 'int'
2126     }
2127     ],
2128     [
2129     'resist_magic',
2130     {
2131     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2132     name => 'resist magic %',
2133     type => 'int'
2134     }
2135     ],
2136     [
2137     'resist_fire',
2138     {
2139     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2140     name => 'resist fire %',
2141     type => 'int'
2142     }
2143     ],
2144     [
2145     'resist_electricity',
2146     {
2147     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2148     name => 'resist electricity %',
2149     type => 'int'
2150     }
2151     ],
2152     [
2153     'resist_cold',
2154     {
2155     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2156     name => 'resist cold %',
2157     type => 'int'
2158     }
2159     ],
2160     [
2161     'resist_confusion',
2162     {
2163     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2164     name => 'resist confusion %',
2165     type => 'int'
2166     }
2167     ],
2168     [
2169     'resist_acid',
2170     {
2171     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2172     name => 'resist acid %',
2173     type => 'int'
2174     }
2175     ],
2176     [
2177     'resist_drain',
2178     {
2179     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2180     name => 'resist draining %',
2181     type => 'int'
2182     }
2183     ],
2184     [
2185     'resist_weaponmagic',
2186     {
2187     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2188     name => 'resist weaponmagic %',
2189     type => 'int'
2190     }
2191     ],
2192     [
2193     'resist_ghosthit',
2194     {
2195     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2196     name => 'resist ghosthit %',
2197     type => 'int'
2198     }
2199     ],
2200     [
2201     'resist_poison',
2202     {
2203     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2204     name => 'resist poison %',
2205     type => 'int'
2206     }
2207     ],
2208     [
2209     'resist_slow',
2210     {
2211     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2212     name => 'resist slow %',
2213     type => 'int'
2214     }
2215     ],
2216     [
2217     'resist_paralyze',
2218     {
2219     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2220     name => 'resist paralyze %',
2221     type => 'int'
2222     }
2223     ],
2224     [
2225     'resist_fear',
2226     {
2227     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2228     name => 'resist fear %',
2229     type => 'int'
2230     }
2231     ],
2232     [
2233     'resist_deplete',
2234     {
2235     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2236     name => 'resist depletion %',
2237     type => 'int'
2238     }
2239     ],
2240     [
2241     'resist_death',
2242     {
2243     desc => 'RResistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2244     name => 'resist death-attack %',
2245     type => 'int'
2246     }
2247     ],
2248     [
2249     'resist_chaos',
2250     {
2251     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2252     name => 'resist chaos %',
2253     type => 'int'
2254     }
2255     ],
2256     [
2257     'resist_blind',
2258     {
2259     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2260     name => 'resist blinding %',
2261     type => 'int'
2262     }
2263     ]
2264     ]
2265 root 1.4 ]
2266     ],
2267 root 1.3 use => 'For dragon players, flesh items can be highly valuable. Note that many standard monsters carry flesh items from their &lt;treasurelist&gt;. These flesh items "inherit" resistances and level from the monster they belong to. When you add special flesh items to the inventory of a monster, this is not the case - so you have to set it manually. <br><br> Generally adding special flesh-treaties for dragon players is a great thing to do. Always consider that dragon players might really not be interested in that special piece of weapon or armour, so don\'t let the dragon-fellows miss out on the reward completely.'
2268     },
2269     Floor => {
2270 root 1.7 attr => [
2271     [
2272     'is_floor',
2273     {
2274     type => 'fixed',
2275     value => 1
2276     }
2277     ],
2278     [
2279     'no_pick',
2280     {
2281     type => 'fixed',
2282     value => 1
2283     }
2284     ],
2285     [
2286     'no_pass',
2287     {
2288     desc => 'If set, the object cannot be passed by players nor monsters.',
2289     name => 'blocking passage',
2290     type => 'bool'
2291     }
2292     ],
2293     [
2294     'no_magic',
2295     {
2296     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2297     name => 'no spells',
2298     type => 'bool'
2299     }
2300     ],
2301     [
2302     'damned',
2303     {
2304     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2305     name => 'no prayers',
2306     type => 'bool'
2307     }
2308     ],
2309     [
2310     'unique',
2311     {
2312     desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2313     name => 'unique map',
2314     type => 'bool'
2315     }
2316     ],
2317     [
2318     'msg',
2319     {
2320     desc => 'This text may describe the object.',
2321     end => 'endmsg',
2322     name => 'description',
2323     type => 'text'
2324     }
2325     ]
2326     ],
2327 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2328     ignore => [
2329     $IGNORE_LIST{non_pickable}
2330     ],
2331 root 1.5 name => 'Floor',
2332 root 1.3 required => {
2333     alive => 0,
2334     is_floor => 1
2335 root 1.4 },
2336     section => [
2337     [
2338     'terrain',
2339 root 1.7 [
2340     [
2341     'slow_move',
2342     {
2343     desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
2344     name => 'slow movement',
2345     type => 'int'
2346     }
2347     ],
2348     [
2349     'is_wooded',
2350     {
2351     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2352     name => 'wooded terrain',
2353     type => 'bool'
2354     }
2355     ],
2356     [
2357     'is_hilly',
2358     {
2359     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2360     name => 'hilly terrain',
2361     type => 'bool'
2362     }
2363     ]
2364     ]
2365 root 1.4 ]
2366     ]
2367 root 1.3 },
2368     'Floor (Encounter)' => {
2369 root 1.7 attr => [
2370     [
2371     'is_floor',
2372     {
2373     type => 'fixed',
2374     value => 1
2375     }
2376     ],
2377     [
2378     'no_pick',
2379     {
2380     type => 'fixed',
2381     value => 1
2382     }
2383     ],
2384     [
2385     'no_pass',
2386     {
2387     desc => 'If set, the object cannot be passed by players nor monsters.',
2388     name => 'blocking passage',
2389     type => 'bool'
2390     }
2391     ],
2392     [
2393     'no_magic',
2394     {
2395     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2396     name => 'no spells',
2397     type => 'bool'
2398     }
2399     ],
2400     [
2401     'damned',
2402     {
2403     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2404     name => 'no prayers',
2405     type => 'bool'
2406     }
2407     ],
2408     [
2409     'unique',
2410     {
2411     desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2412     name => 'unique map',
2413     type => 'bool'
2414     }
2415     ],
2416     [
2417     'msg',
2418     {
2419     desc => 'This text may describe the object.',
2420     end => 'endmsg',
2421     name => 'description',
2422     type => 'text'
2423     }
2424     ]
2425     ],
2426 root 1.3 desc => 'Encounter-Floor is pretty much the same as normal floor. Most outdoor floor/ground-arches are set to be "encounters". That is kind of a relict from former code: When walking over encounter-floor, players sometimes got beamed to little maps with monsters on them. Nowadays this feature is disabled - Hence encounter floor is not different from normal floor.',
2427     ignore => [
2428     $IGNORE_LIST{non_pickable}
2429 root 1.4 ],
2430 root 1.5 name => 'Floor (Encounter)',
2431 root 1.4 section => [
2432     [
2433     'terrain',
2434 root 1.7 [
2435     [
2436     'slow_move',
2437     {
2438     desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
2439     name => 'slow movement',
2440     type => 'int'
2441     }
2442     ],
2443     [
2444     'is_wooded',
2445     {
2446     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2447     name => 'wooded terrain',
2448     type => 'bool'
2449     }
2450     ],
2451     [
2452     'is_hilly',
2453     {
2454     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2455     name => 'hilly terrain',
2456     type => 'bool'
2457     }
2458     ]
2459     ]
2460 root 1.4 ]
2461 root 1.3 ]
2462     },
2463     Food => {
2464 root 1.7 attr => [
2465     [
2466     'food',
2467     {
2468     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2469     name => 'foodpoints',
2470     type => 'int'
2471     }
2472     ],
2473     [
2474     'startequip',
2475     {
2476     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2477     name => 'godgiven item',
2478     type => 'bool'
2479     }
2480     ]
2481     ],
2482 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2483     name => 'Food'
2484 root 1.1 },
2485 root 1.3 Gate => {
2486 root 1.7 attr => [
2487     [
2488     'no_pick',
2489     {
2490     type => 'fixed',
2491     value => 1
2492     }
2493     ],
2494     [
2495     'connected',
2496     {
2497     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2498     name => 'connection',
2499     type => 'int'
2500     }
2501     ],
2502     [
2503     'wc',
2504     {
2505     desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
2506     name => 'position state',
2507     type => 'int'
2508     }
2509     ],
2510     [
2511     'no_pass',
2512     {
2513     desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
2514     name => 'blocking passage',
2515     type => 'bool'
2516     }
2517     ],
2518     [
2519     'no_magic',
2520     {
2521     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2522     name => 'restrict spells',
2523     type => 'bool'
2524     }
2525     ],
2526     [
2527     'damned',
2528     {
2529     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2530     name => 'restrict prayers',
2531     type => 'bool'
2532     }
2533     ]
2534     ],
2535 root 1.3 desc => 'Gates play an important role in Crossfire. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases.',
2536     ignore => [
2537     $IGNORE_LIST{non_pickable}
2538     ],
2539 root 1.5 name => 'Gate',
2540 root 1.3 use => 'Use gates to divide your maps into seperated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
2541     },
2542     Girdle => {
2543 root 1.7 attr => [
2544     [
2545     'magic',
2546     {
2547     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. Important: <magic bonus> on girdles has no effect if there is no <armour class> set. Girdles shouldn\'t have <armour class>, thus <magic bonus> is pointless here.',
2548     name => 'magic bonus',
2549     type => 'int'
2550     }
2551     ]
2552     ],
2553     desc => 'Wearing a girdle, the object\'s stats will directly be inherited to the player. Girdles usually provide stats- or damage bonuses and no defense.',
2554     import => [
2555     $TYPE{Amulet}
2556     ],
2557     name => 'Girdle',
2558     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2559     },
2560     Gloves => {
2561     attr => [
2562     [
2563     'magic',
2564     {
2565     desc => 'If the gloves provide <armour class>, <magic bonus> will increase it. If the gloves have <weapon class> instead, then <magic bonus> will increase that.',
2566     name => 'magic bonus',
2567     type => 'int'
2568     }
2569     ]
2570     ],
2571     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2572     import => [
2573     $TYPE{Amulet}
2574     ],
2575     name => 'Gloves',
2576     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2577     },
2578     Handle => {
2579     attr => [
2580     [
2581     'no_pick',
2582     {
2583     type => 'fixed',
2584     value => 1
2585     }
2586     ],
2587     [
2588     'connected',
2589     {
2590     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2591     name => 'connection',
2592     type => 'int'
2593     }
2594     ],
2595     [
2596     'msg',
2597     {
2598     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2599     end => 'endmsg',
2600     name => 'description',
2601     type => 'text'
2602     }
2603     ]
2604     ],
2605     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2606     ignore => [
2607     $IGNORE_LIST{non_pickable}
2608     ],
2609     name => 'Handle',
2610     use => 'Handles are commonly used to move gates. When placing your lever, don\'t forget that some monsters are able to apply it. The ability to apply levers is rare among monsters - but vampires can do it for example.'
2611     },
2612     'Handle Trigger' => {
2613     desc => 'Handle triggers are handles which reset after a short period of time. Every time it is either applied or reset, the &lt;connection&gt; value is triggered.',
2614     ignore => [
2615     $IGNORE_LIST{non_pickable}
2616     ],
2617     import => [
2618     $TYPE{Handle}
2619     ],
2620     name => 'Handle Trigger',
2621     use => 'When you connect an ordinary handle to a gate, the gate normally remains opened after the first player passed. If you want to keep the gate shut, connecting it to a handle trigger is an easy solution.'
2622     },
2623     'Hazard Floor' => {
2624     attr => [
2625     [
2626     'is_floor',
2627     {
2628     type => 'fixed',
2629     value => 1
2630     }
2631     ],
2632     [
2633     'lifesave',
2634     {
2635     type => 'fixed',
2636     value => 1
2637     }
2638     ],
2639     [
2640     'walk_on',
2641     {
2642     type => 'fixed',
2643     value => 1
2644     }
2645     ],
2646     [
2647     'no_pick',
2648     {
2649     type => 'fixed',
2650     value => 1
2651     }
2652     ],
2653     [
2654     'attacktype',
2655     {
2656     desc => 'This attribute specifys the attacktypes that this floor uses to damage it\'s victims. Attacktypes are: physical, fire, cold.. etc. If you want a real tough hazard floor, add more than just one attacktype.',
2657     name => 'attacktype',
2658     type => 'bitmask',
2659     value => $BITMASK{attacktype}
2660     }
2661     ],
2662     [
2663     'dam',
2664     {
2665     desc => 'The <base damage> defines how much damage is inflicted to the victim per hit. The final damage is influenced by several other factors like the victim\'s resistance and level.',
2666     name => 'base damage',
2667     type => 'int'
2668     }
2669     ],
2670     [
2671     'wc',
2672     {
2673     desc => '<weapon class> improves the chance of hitting the victim. Lower values are better. Usually, hazard floors like lava are supposed to hit the victim all the time. Therefore, <weaponclass> should be set to something like -30.',
2674     name => 'weaponclass',
2675     type => 'int'
2676     }
2677     ],
2678     [
2679     'level',
2680     {
2681     desc => 'I guess this value is supposed to work similar to monster levels. But in fact, it does not seem to have an effect. Set any non-zero value to be on the safe side.',
2682     name => 'attack level',
2683     type => 'int'
2684     }
2685     ],
2686     [
2687     'no_magic',
2688     {
2689     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2690     name => 'no spells',
2691     type => 'bool'
2692     }
2693     ],
2694     [
2695     'damned',
2696     {
2697     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2698     name => 'no prayers',
2699     type => 'bool'
2700     }
2701     ],
2702     [
2703     'unique',
2704     {
2705     desc => 'Unique floor means that any items dropped on that spot will be saved byond map reset. For permanent apartments, all floor tiles must be set <unique map>.',
2706     name => 'unique map',
2707     type => 'bool'
2708     }
2709     ]
2710 root 1.3 ],
2711     desc => 'The best example for Hazard Floor is lava. It works like standard floor, but damages all creatures standing on it. Damage is taken in regular time intervals.',
2712     ignore => [
2713     $IGNORE_LIST{non_pickable}
2714     ],
2715 root 1.5 name => 'Hazard Floor',
2716 root 1.3 required => {
2717     is_floor => 1
2718     },
2719 root 1.4 section => [
2720     [
2721     'terrain',
2722 root 1.7 [
2723     [
2724     'slow_move',
2725     {
2726     desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 7 - spider web (sticky as hell)',
2727     name => 'slow movement',
2728     type => 'int'
2729     }
2730     ],
2731     [
2732     'is_wooded',
2733     {
2734     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2735     name => 'wooded terrain',
2736     type => 'bool'
2737     }
2738     ],
2739     [
2740     'is_hilly',
2741     {
2742     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2743     name => 'hilly terrain',
2744     type => 'bool'
2745     }
2746     ]
2747     ]
2748 root 1.4 ]
2749     ],
2750 root 1.3 use => 'The default lava for example does minor damage. But you can turn it up so that your hazard floor poses a real threat.<br> Like magic walls, such floors add a permanent thrill to your map. You can use that to safely chase off too-weak players, or just to have something different.'
2751     },
2752     Helmet => {
2753 root 1.7 attr => [
2754     [
2755     'magic',
2756     {
2757     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. Important: <magic bonus> on helmets has no effect if there is no <armour class> set. It only works in combination with <armour class>. Crowns for instance typically provide no <amour class>.',
2758     name => 'magic bonus',
2759     type => 'int'
2760     }
2761     ]
2762     ],
2763 root 1.3 desc => 'Wearing a helmet, the object\'s stats will directly be inherited to the player. Normal helmets usually increase defense, while crowns add more special bonuses like stats/resistances paired with low defense.',
2764     import => [
2765     $TYPE{Amulet}
2766     ],
2767 root 1.5 name => 'Helmet',
2768 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2769     },
2770     'Holy Altar' => {
2771 root 1.7 attr => [
2772     [
2773     'no_pick',
2774     {
2775     type => 'fixed',
2776     value => 1
2777     }
2778     ],
2779     [
2780     'other_arch',
2781     {
2782     desc => 'The altar belongs to the god of the given name. Possible options for <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, Gorokh, Valriel and Sorig. If you want to have an unconsecrated altar, set <god name> 0 and eventually <reconsecrate level> 0.',
2783     name => 'god name',
2784     type => 'string'
2785     }
2786     ],
2787     [
2788     'level',
2789     {
2790     desc => 'To re-consecrate an altar, the player\'s wisdom level must be as high or higher than this value. In that way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. Altars located in temples should have at least <reconsecrate level> 100. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.',
2791     name => 'reconsecrate level',
2792     type => 'int'
2793     }
2794     ]
2795     ],
2796 root 1.3 desc => 'Holy_altars are altars for the various religions. Praying at a Holy_altar will make you a follower of that god, and if you already follow that god, you may get some extra bonus.',
2797     ignore => [
2798     $IGNORE_LIST{non_pickable}
2799 root 1.5 ],
2800     name => 'Holy Altar'
2801 root 1.3 },
2802     Horn => {
2803 root 1.7 attr => [
2804     [
2805     'sp',
2806     {
2807     desc => 'Sets the <spell> of the horn. Consider twice before handing out any horns to players, since they can be used endlessly without any mana cost! Horns with heal/ restoration/ protection spells, IF available, MUST be very very VERY hard to get!',
2808     name => 'spell',
2809     type => 'spell'
2810     }
2811     ],
2812     [
2813     'level',
2814     {
2815     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2816     name => 'casting level',
2817     type => 'int'
2818     }
2819     ],
2820     [
2821     'hp',
2822     {
2823     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
2824     name => 'initial spellpoints',
2825     type => 'int'
2826     }
2827     ],
2828     [
2829     'maxhp',
2830     {
2831     desc => 'When the horn is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don\'t set the value too high, as that might make the horn way too effective.',
2832     name => 'max. spellpoints',
2833     type => 'int'
2834     }
2835     ],
2836     [
2837     'startequip',
2838     {
2839     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2840     name => 'godgiven item',
2841     type => 'bool'
2842     }
2843     ],
2844     [
2845     'msg',
2846     {
2847     desc => 'This text may contain a description of the horn.',
2848     end => 'endmsg',
2849     name => 'description',
2850     type => 'text'
2851     }
2852     ]
2853     ],
2854 root 1.3 desc => 'Horns are very similar to rods. The difference is that horns regenerate spellpoints faster and thus are more valuable than rods. <br><br> A horn contains a spell. The player can use this spell by applying and "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be used endlessly.',
2855     ignore => [
2856     'title'
2857     ],
2858 root 1.5 name => 'Horn',
2859 root 1.3 use => 'Horns are powerful due to their fast recharge rate. They should never contain high level attacking spells. Even curing/healing spells are almost too good on a horn.'
2860     },
2861     Inorganic => {
2862 root 1.7 attr => [
2863     [
2864     'is_dust',
2865     {
2866     name => 'is dust',
2867     type => 'bool'
2868     }
2869     ]
2870     ],
2871 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
2872 root 1.5 name => 'Inorganic',
2873 root 1.4 section => [
2874     [
2875     'resistance',
2876 root 1.7 [
2877     [
2878     'resist_physical',
2879     {
2880     name => 'resist physical %',
2881     type => 'int'
2882     }
2883     ],
2884     [
2885     'resist_magic',
2886     {
2887     name => 'resist magic %',
2888     type => 'int'
2889     }
2890     ],
2891     [
2892     'resist_fire',
2893     {
2894     name => 'resist fire %',
2895     type => 'int'
2896     }
2897     ],
2898     [
2899     'resist_electricity',
2900     {
2901     name => 'resist electricity %',
2902     type => 'int'
2903     }
2904     ],
2905     [
2906     'resist_cold',
2907     {
2908     name => 'resist cold %',
2909     type => 'int'
2910     }
2911     ],
2912     [
2913     'resist_acid',
2914     {
2915     name => 'resist acid %',
2916     type => 'int'
2917     }
2918     ],
2919     [
2920     'resist_weaponmagic',
2921     {
2922     name => 'resist weaponmagic %',
2923     type => 'int'
2924     }
2925     ],
2926     [
2927     'resist_ghosthit',
2928     {
2929     name => 'resist ghosthit %',
2930     type => 'int'
2931     }
2932     ],
2933     [
2934     'resist_poison',
2935     {
2936     name => 'resist poison %',
2937     type => 'int'
2938     }
2939     ],
2940     [
2941     'resist_death',
2942     {
2943     name => 'resist death-attack %',
2944     type => 'int'
2945     }
2946     ],
2947     [
2948     'resist_chaos',
2949     {
2950     name => 'resist chaos %',
2951     type => 'int'
2952     }
2953     ],
2954     [
2955     'resist_holyword',
2956     {
2957     name => 'resist holy power %',
2958     type => 'int'
2959     }
2960     ]
2961     ]
2962 root 1.4 ]
2963     ]
2964 root 1.1 },
2965 root 1.3 'Inventory Checker' => {
2966 root 1.7 attr => [
2967     [
2968     'no_pick',
2969     {
2970     type => 'fixed',
2971     value => 1
2972     }
2973     ],
2974     [
2975     'slaying',
2976     {
2977     desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry a key object or a mark with identical <key string>. Note that key objects usually appear as "passports" in this context. A typical example is the city gate mechanism of scorn.',
2978     name => 'match key string',
2979     type => 'string'
2980     }
2981     ],
2982     [
2983     'race',
2984     {
2985     desc => 'This string specifies the object we are looking for: We have a match if the player does/don\'t carry an object of archtype <match arch name>.',
2986     name => 'match arch name',
2987     type => 'string'
2988     }
2989     ],
2990     [
2991     'hp',
2992     {
2993     desc => 'This value specifies the object we are looking for: We have a match if the player does/don\'t carry an object that is of type <match type>. Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> enabled. Now you have an inv. checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all his weaponry... bad news for a warrior. ;)',
2994     name => 'match type',
2995     type => 'int'
2996     }
2997     ],
2998     [
2999     'last_sp',
3000     {
3001     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3002     name => 'match = having',
3003     type => 'bool'
3004     }
3005     ],
3006     [
3007     'connected',
3008     {
3009     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3010     name => 'connection',
3011     type => 'int'
3012     }
3013     ],
3014     [
3015     'no_pass',
3016     {
3017     desc => 'If set, only players meeting the match criteria can pass through that space. If unset (default), the inventory checker acts like a trigger/button.',
3018     name => 'blocking passage',
3019     type => 'bool'
3020     }
3021     ],
3022     [
3023     'last_heal',
3024     {
3025     desc => '<remove match> means remove object if found. Setting this is usually not recommended because inv. checkers are in general invisible. So, unlike for altars/ locked doors, the player won\'t expect to lose an object when walking over that square. And he doesn\'t even get a message either. So, *if* you enable <remove match>, make sure to inform the player what\'s going on!',
3026     name => 'remove match',
3027     type => 'bool'
3028     }
3029     ]
3030     ],
3031 root 1.3 desc => 'Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-&gt; "last_sp") when a player walks over the inv. checker. A valid option is to remove the matching object (usually not recommended, see "last_heal"). <br><br> Alternatively, you can set your inv. checker to block all players that do/don\'t carry the matching object (-&gt; "no_pass"). <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
3032     ignore => [
3033     $IGNORE_LIST{system_object}
3034     ],
3035 root 1.5 name => 'Inventory Checker',
3036 root 1.3 use => 'Putting a check_inventory space in front of a gate (one below) and one on the opposite side works reasonably well as a control mechanism. Unlike the key/door-combo, this one works infinite since it is independant from map reset. Use it to put a "structure" into your maps: Player must solve area A to gain access to area B. This concept can be found in nearly every RPG - simple but effective.'
3037     },
3038 root 1.8 'Item Transformer' => {
3039     attr => [
3040     [
3041     'food',
3042     {
3043     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3044     name => 'number of uses',
3045     type => 'int'
3046     }
3047     ],
3048     [
3049     'slaying',
3050     {
3051     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3052     name => 'verb',
3053     type => 'string'
3054     }
3055     ],
3056     [
3057     'startequip',
3058     {
3059     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3060     name => 'godgiven item',
3061     type => 'bool'
3062     }
3063     ],
3064     [
3065     'msg',
3066     {
3067     desc => 'This text may contain a description of the item transformer.',
3068     end => 'endmsg',
3069     name => 'description',
3070     type => 'text'
3071     }
3072     ]
3073     ],
3074     desc => 'An item transformer is simply applied, after having marked a \'victim\' item. If the victim is suitable, it will be transformed into something else.',
3075     name => 'Item Transformer',
3076     use => 'To make an item transformable, you just have to fill the \'slaying\' field. The syntax is: <br> <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre> <br> with [] denoting optional part, and * any number of preceding []. \'new_item\' must be the name of an existing archetype. <br><br> Example, for object apple: slaying knife:2 half_apple <br><br> This means that, when applying a knife (should be an Item Transformer), one \'apple\' will be transformed into 2 \'half_apple\'.'
3077     },
3078 root 1.3 Jewel => {
3079 root 1.7 attr => [
3080     [
3081     'race',
3082     {
3083     type => 'fixed',
3084     value => 'gold and jewels'
3085     }
3086     ],
3087     [
3088     'msg',
3089     {
3090     desc => 'This text may describe the object.',
3091     end => 'endmsg',
3092     name => 'description',
3093     type => 'text'
3094     }
3095     ]
3096     ],
3097 root 1.5 desc => 'Items of the type Gold &amp; Jewels are handled like a currency. Unlike for any other type of item, in shops, the buy- and selling prices differ only marginally.',
3098     name => 'Jewel'
3099 root 1.1 },
3100 root 1.9 Key => {
3101     attr => [
3102     [
3103     'startequip',
3104     {
3105     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3106     name => 'godgiven item',
3107     type => 'bool'
3108     }
3109     ]
3110     ],
3111     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3112     name => 'Key'
3113     },
3114 root 1.3 'Locked Door' => {
3115 root 1.7 attr => [
3116     [
3117     'no_pass',
3118     {
3119     type => 'fixed',
3120     value => 1
3121     }
3122     ],
3123     [
3124     'no_pick',
3125     {
3126     type => 'fixed',
3127     value => 1
3128     }
3129     ],
3130     [
3131     'slaying',
3132     {
3133     desc => 'The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that is unique among the CF mapset. DONT EVER USE the default string "set_individual_value".',
3134     name => 'key string',
3135     type => 'string'
3136     }
3137     ],
3138     [
3139     'no_magic',
3140     {
3141     desc => 'Restricting the use of spells to pass this door. This should be set in most cases. (Don\'t forget that the spell "dimension door" is easily available at about wisdom level 10).',
3142     name => 'restrict spells',
3143     type => 'bool'
3144     }
3145     ],
3146     [
3147     'damned',
3148     {
3149     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3150     name => 'restrict prayers',
3151     type => 'bool'
3152     }
3153     ],
3154     [
3155     'msg',
3156     {
3157     desc => 'When a player is trying to open the door without carrying the appropriate key, this text is displayed to the player. This is a good opportunity to place hints about the special key needed to unlock the door.',
3158     end => 'endmsg',
3159     name => 'lock message',
3160     type => 'text'
3161     }
3162     ]
3163     ],
3164     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3165     ignore => [
3166     $IGNORE_LIST{non_pickable}
3167     ],
3168     name => 'Locked Door',
3169     use => 'If you want to create a locked door that cannot be opened (no key), set a &lt;key string&gt; like "no_key_available". This will clearify things and only a fool would create a key matching that string. Door-objects can not only be used for "doors". In many maps these are used with all kinds of faces/names, especially often as "magic force". A good example is the map "Lake_Country/ebony/masterlev". There you have magic forces (door objects) put under certain artifact items. To get your hands on the artifacts, you need to bring up the appropriate quest items (key objects).'
3170     },
3171     'Magic Ear' => {
3172     attr => [
3173     [
3174     'no_pick',
3175     {
3176     type => 'fixed',
3177     value => 1
3178     }
3179     ],
3180     [
3181     'connected',
3182     {
3183     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3184     name => 'connection',
3185     type => 'int'
3186     }
3187     ],
3188     [
3189     'msg',
3190     {
3191     desc => 'This textfield contains the keyword-matching-syntax. The text should have the following format: "@match <keyword1>|<keyword2>|... ". Any number of keywords from one to infinite is allowed. Make sure they are seperated by a \'|\'. Examples: "@match yes", "@match gold|treasure". The connected value will be triggerd when the player speaks any of the given keywords within a two-square radius. IMPORTANT: Upper/lower case does not make a difference!',
3192     end => 'endmsg',
3193     name => 'keyword-matching',
3194     type => 'text'
3195     }
3196     ]
3197     ],
3198     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3199     ignore => [
3200     $IGNORE_LIST{system_object}
3201     ],
3202     name => 'Magic Ear',
3203     use => 'Whenever you put magic_ears on your maps, make sure there are CLEAR and RELYABLE hints about the keywords somewhere. Don\'t make something like a gate that is opened by speaking "open" or "sesame", expecting the player to figure this out all by himself. <br><br> Magic_ears are typically used for interaction with NPCs. You can create the impression that the NPC actually *does* something according to his conversation with a player. Mostly this means opening a gate or handing out some item, but you could be quite creative here.'
3204     },
3205     'Magic Wall' => {
3206     attr => [
3207     [
3208     'dam',
3209     {
3210     desc => 'The magic wall will cast this <spell>.',
3211     name => 'spell',
3212     type => 'spell'
3213     }
3214     ],
3215     [
3216     'level',
3217     {
3218     desc => 'The wall will cast it\'s spells at level <spell level>. "level 1" walls cast spells at minimal strength. "level 100" walls cast deadly spells. Arch default is level 1 - you should always set this value to meet the overall difficulty of your map.',
3219     name => 'spell level',
3220     type => 'int'
3221     }
3222     ],
3223     [
3224     'connected',
3225     {
3226     desc => 'Every time the <connection> value is triggered, the wall will cast it\'s spell. You should set <casting speed> to zero, or this won\'t have much visible effect.',
3227     name => 'connection',
3228     type => 'int'
3229     }
3230     ],
3231     [
3232     'speed',
3233     {
3234     desc => 'The <casting speed> defines the spellcasting speed of the wall. You can fine-tune how long the duration between two casts shall be. If you want to create a wall that can be activated (cast per trigger) via connected lever/button/etc, you must set "speed 0".',
3235     name => 'casting speed',
3236     type => 'float'
3237     }
3238     ],
3239     [
3240     'sp',
3241     {
3242     desc => 'The magic wall will cast it\'s spells always in the specified <direction>. A magic wall with direction set to <none> will always fire in a random direction.',
3243     name => 'direction',
3244     type => 'list',
3245     value => $LIST{direction}
3246     }
3247     ],
3248     [
3249     'no_pass',
3250     {
3251     desc => 'If set, the object cannot be passed by players nor monsters.',
3252     name => 'blocking passage',
3253     type => 'bool'
3254     }
3255     ]
3256 root 1.3 ],
3257     desc => 'Magic walls fire spells in a given direction, in regular intervals. Magic walls can contain any spell. However, some spells do not operate very successfully in them. The only way to know is to test the spell you want to use with a wall. <br><br> Several types of magical walls are predefined for you in the archetypes, and can be found on the "connected" Pickmap.',
3258     ignore => [
3259     $IGNORE_LIST{non_pickable}
3260     ],
3261 root 1.5 name => 'Magic Wall',
3262 root 1.4 section => [
3263     [
3264     'destroyable',
3265 root 1.7 [
3266     [
3267     'alive',
3268     {
3269     desc => 'Walls with <is destroyable> enabled can be attacked and (eventually) destroyed by the player. If disabled, all other attributes on this tab, as well as resistances, are meaningless.',
3270     name => 'is destroyable',
3271     type => 'bool'
3272     }
3273     ],
3274     [
3275     'hp',
3276     {
3277     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3278     name => 'hitpoints',
3279     type => 'int'
3280     }
3281     ],
3282     [
3283     'maxhp',
3284     {
3285     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3286     name => 'max hitpoints',
3287     type => 'int'
3288     }
3289     ],
3290     [
3291     'ac',
3292     {
3293     desc => 'A magic wall of high <armour class> is less likely to get hit from an opponent. <armour class> can be considered the "counterpiece" to <weapon class>.',
3294     name => 'armour class',
3295     type => 'int'
3296     }
3297     ]
3298     ]
3299     ],
3300     [
3301     'resistance',
3302     [
3303     [
3304     'resist_physical',
3305     {
3306     name => 'resist physical %',
3307     type => 'int'
3308     }
3309     ],
3310     [
3311     'resist_magic',
3312     {
3313     name => 'resist magic %',
3314     type => 'int'
3315     }
3316     ],
3317     [
3318     'resist_fire',
3319     {
3320     name => 'resist fire %',
3321     type => 'int'
3322     }
3323     ],
3324     [
3325     'resist_electricity',
3326     {
3327     name => 'resist electricity %',
3328     type => 'int'
3329     }
3330     ],
3331     [
3332     'resist_cold',
3333     {
3334     name => 'resist cold %',
3335     type => 'int'
3336     }
3337     ],
3338     [
3339     'resist_confusion',
3340     {
3341     name => 'resist confusion %',
3342     type => 'int'
3343     }
3344     ],
3345     [
3346     'resist_acid',
3347     {
3348     name => 'resist acid %',
3349     type => 'int'
3350     }
3351     ],
3352     [
3353     'resist_drain',
3354     {
3355     name => 'resist draining %',
3356     type => 'int'
3357     }
3358     ],
3359     [
3360     'resist_weaponmagic',
3361     {
3362     name => 'resist weaponmagic %',
3363     type => 'int'
3364     }
3365     ],
3366     [
3367     'resist_ghosthit',
3368     {
3369     name => 'resist ghosthit %',
3370     type => 'int'
3371     }
3372     ],
3373     [
3374     'resist_poison',
3375     {
3376     name => 'resist poison %',
3377     type => 'int'
3378     }
3379     ],
3380     [
3381     'resist_slow',
3382     {
3383     name => 'resist slow %',
3384     type => 'int'
3385     }
3386     ],
3387     [
3388     'resist_paralyze',
3389     {
3390     name => 'resist paralyze %',
3391     type => 'int'
3392     }
3393     ],
3394     [
3395     'resist_fear',
3396     {
3397     name => 'resist fear %',
3398     type => 'int'
3399     }
3400     ],
3401     [
3402     'resist_deplete',
3403     {
3404     name => 'resist depletion %',
3405     type => 'int'
3406     }
3407     ],
3408     [
3409     'resist_turn_undead',
3410     {
3411     name => 'resist turn undead %',
3412     type => 'int'
3413     }
3414     ],
3415     [
3416     'resist_death',
3417     {
3418     name => 'resist death-attack %',
3419     type => 'int'
3420     }
3421     ],
3422     [
3423     'resist_chaos',
3424     {
3425     name => 'resist chaos %',
3426     type => 'int'
3427     }
3428     ],
3429     [
3430     'resist_blind',
3431     {
3432     name => 'resist blinding %',
3433     type => 'int'
3434     }
3435     ],
3436     [
3437     'resist_holyword',
3438     {
3439     name => 'resist holy power %',
3440     type => 'int'
3441     }
3442     ],
3443     [
3444     'resist_godpower',
3445     {
3446     name => 'resist godpower %',
3447     type => 'int'
3448     }
3449     ]
3450     ]
3451     ]
3452     ],
3453     use => 'Spellcasting walls pose an interesting alternative to monsters. Usually they are set to be undestroyable. Thus, while monsters in a map can be cleared out, the magic walls remain. Low level characters for example will not be able to pass through their spell-area, hence they cannot loot a map that a high level character might have cleared out. <br><br> Another point of magic walls is that if the player dies, he has to face them all again. Magic walls can add a kind of "permanent thrill" to your maps. <br><br> Be careful that your magic walls don\'t kill the monsters on a map. If placing monsters, eventually take ones that are immune to the walls\' spell(s). <br><br> It is possible to make walls rotate when triggered. But that is so confusing (and useless IMHO) that I did not mention it above. You can find a working example on the map "/pup_land/castle_eureca/castle_eureca8".'
3454     },
3455     Marker => {
3456     attr => [
3457     [
3458     'no_pick',
3459     {
3460     type => 'fixed',
3461     value => 1
3462     }
3463     ],
3464     [
3465     'slaying',
3466     {
3467     desc => 'The <key string> can be detected by inv. checkers/detectors. If the player already has a force with that <key string>, there won\'t be inserted a second one.',
3468     name => 'key string',
3469     type => 'string'
3470     }
3471     ],
3472     [
3473     'connected',
3474     {
3475     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3476     name => 'connection',
3477     type => 'int'
3478     }
3479     ],
3480     [
3481     'speed',
3482 root 1.4 {
3483 root 1.7 desc => 'The <marking speed> defines how quickly it will mark something standing on the marker. Set this value rather high to make sure the player really gets his mark. I think <marking speed> 1.0 should do fine.',
3484     name => 'marking speed',
3485     type => 'float'
3486 root 1.4 }
3487     ],
3488     [
3489 root 1.7 'food',
3490     {
3491     desc => 'This value defines the duration of the force it inserts. If nonzero, the duration of the player\'s mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.',
3492     name => 'mark duration',
3493     type => 'int'
3494     }
3495     ],
3496     [
3497     'name',
3498     {
3499     desc => 'When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don\'t want to remove any marks, leave this textfield empty. Note that the string <delete mark> is set as the name of this marker. So don\'t be confused, and remember changing the name will take effect on the marker\'s functionality.',
3500     name => 'delete mark',
3501     type => 'string'
3502     }
3503     ],
3504     [
3505     'msg',
3506 root 1.4 {
3507 root 1.7 desc => 'In the moment when the player gets marked, this text is displayed to him. You should really set a message in any marker you create, because it\'s the only way for the player to notice what\'s going on.',
3508     end => 'endmsg',
3509     name => 'marking message',
3510     type => 'text'
3511 root 1.4 }
3512     ]
3513     ],
3514 root 1.3 desc => 'A marker is an object that inserts an invisible force (a mark) into a player stepping on it. This force does nothing except containing a &lt;key string&gt; which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again. <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
3515     ignore => [
3516     $IGNORE_LIST{system_object}
3517     ],
3518 root 1.5 name => 'Marker',
3519 root 1.3 use => 'Markers hold real cool possibilities for map-making. I encourage you to use them frequently. However there is one negative point about markers: Players don\'t "see" what\'s going on with them. It is your task, as map-creator, to make sure the player is always well informed and never confused. <br><br> Please avoid infinite markers when they aren\'t needed. They\'re using a little space in the player file after all, so if there is no real purpose, set an expire time.'
3520     },
3521     Misc => {
3522 root 1.7 attr => [
3523     [
3524     'no_pass',
3525     {
3526     desc => 'If set, the object cannot be passed by players nor monsters.',
3527     name => 'blocking passage',
3528     type => 'bool'
3529     }
3530     ],
3531     [
3532     'cursed',
3533     {
3534     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3535     name => 'cursed',
3536     type => 'bool'
3537     }
3538     ],
3539     [
3540     'damned',
3541     {
3542     desc => 'A damned item/floor on the ground makes it impossible for players to use prayers on that spot. It also prevents players from saving. Damnation on equipment works similar to a curse.',
3543     name => 'damned',
3544     type => 'bool'
3545     }
3546     ],
3547     [
3548     'unique',
3549     {
3550     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3551     name => 'unique item',
3552     type => 'bool'
3553     }
3554     ],
3555     [
3556     'startequip',
3557     {
3558     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3559     name => 'godgiven item',
3560     type => 'bool'
3561     }
3562     ],
3563     [
3564     'msg',
3565     {
3566     desc => 'This text may describe the object.',
3567     end => 'endmsg',
3568     name => 'description',
3569     type => 'text'
3570     }
3571     ]
3572     ],
3573 root 1.5 name => 'Misc'
3574 root 1.1 },
3575 root 1.3 Money => {
3576 root 1.7 attr => [
3577     [
3578     'race',
3579     {
3580     type => 'fixed',
3581     value => 'gold and jewels'
3582     }
3583     ]
3584     ],
3585 root 1.3 desc => 'Items of the type Money are handled as currency. Money cannot be sold/bought in shops. When money is dropped in a shop, it stays the same.<br> When a player picks an item from a shop and attempts to walk over the shop mat, the item\'s selling-price is automatically subtracted from the player\'s money. <br><br> For money, always use the default arches. Don\'t modify them.',
3586     ignore => [
3587     'unpaid'
3588 root 1.5 ],
3589     name => 'Money'
3590 root 1.3 },
3591     'Monster & NPC' => {
3592 root 1.7 attr => [
3593     [
3594     'alive',
3595     {
3596     type => 'fixed',
3597     value => 1
3598     }
3599     ],
3600     [
3601     'randomitems',
3602     {
3603     desc => 'When the monster is killed, items from the treasurelist will drop to the ground. This is a common way to reward players for killing (masses of) monsters. Note that you can always put items into the monster\'s inventory. Those will drop-at-kill just like the stuff from the <treasurelist>.',
3604     name => 'treasurelist',
3605     type => 'treasurelist'
3606     }
3607     ],
3608     [
3609     'level',
3610     {
3611     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3612     name => 'level',
3613     type => 'int'
3614     }
3615     ],
3616     [
3617     'race',
3618     {
3619     desc => 'Every monster should have a race set to cathegorize it. The monster\'s <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god.',
3620     name => 'race',
3621     type => 'string'
3622     }
3623     ],
3624     [
3625     'exp',
3626     {
3627     desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-cathegory the player used for the kill. If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling what reasonable means. Keep in mind that spellcasting monsters are a lot harder to kill than non-spellcasters!',
3628     name => 'experience',
3629     type => 'int'
3630     }
3631     ],
3632     [
3633     'speed',
3634     {
3635     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3636     name => 'speed',
3637     type => 'float'
3638     }
3639     ],
3640     [
3641     'other_arch',
3642     {
3643     desc => 'This only takes effect if <multiply> is enabled. The monster will create a <breed monster> every once in a while. <breed monster> can be set to any valid arch-name of a monster. Multipart monster should not be used.',
3644     name => 'breed monster',
3645     type => 'string'
3646     }
3647     ],
3648     [
3649     'generator',
3650     {
3651     desc => 'Monsters with <generator> enabled will create a <breed monster> every once in a while. Mice are a good example for this effect. If enabled, you must also set <breed monster> or check <template generation> and put other monsters in the inventory.',
3652     name => 'multiply',
3653     type => 'bool'
3654     }
3655     ],
3656     [
3657     'use_content_on_gen',
3658     {
3659     desc => 'This only takes effect if <multiply> is enabled. The monster will create a new monster every once in a while by duplicating it\'s inventory. In this case, the <breed monster> value is never used and can be forgotten. Each time the monster need to generate an object, it will be a randomly chosen item from the inventory. When generator is destroyed, inventory is destroyed.',
3660     name => 'template generation',
3661     type => 'bool'
3662     }
3663     ],
3664     [
3665     'flying',
3666     {
3667     desc => 'Flying monsters won\'t get slowed down in rough terrain and they won\'t be affected by movers.',
3668     name => 'flying',
3669     type => 'bool'
3670     }
3671     ],
3672     [
3673     'undead',
3674     {
3675     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3676     name => 'undead',
3677     type => 'bool'
3678     }
3679     ],
3680     [
3681     'carrying',
3682     {
3683     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3684     name => 'carries weight',
3685     type => 'int'
3686     }
3687     ],
3688     [
3689     'msg',
3690     {
3691     end => 'endmsg',
3692     name => 'npc message',
3693     type => 'text'
3694     }
3695     ]
3696     ],
3697 root 1.3 desc => 'Monsters can behave in various kinds of ways. They can be aggressive, attacking the player. Or peaceful, helping the player - maybe joining him as pet. The unagressive creatures who communicate with players are usually called "NPCs" (Non Player Character), a well-known term in role-play environments.',
3698     ignore => [
3699     'material',
3700     'name_pl',
3701     'nrof',
3702     'value',
3703     'unpaid'
3704     ],
3705 root 1.5 name => 'Monster & NPC',
3706 root 1.3 required => {
3707     alive => 1,
3708     is_floor => 0,
3709     tear_down => 0
3710     },
3711 root 1.4 section => [
3712     [
3713     'melee',
3714 root 1.7 [
3715     [
3716     'attacktype',
3717     {
3718     desc => 'This number is a bitmask, specifying the monster\'s attacktypes for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. Strong monsters often have more than just physical attacktype. When a monster with multiple attacktypes hits aan oponent, it will do as much damage as the "best" of it\'s attacktypes does. So, the more attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are somehow exceptions.',
3719     name => 'attacktype',
3720     type => 'bitmask',
3721     value => $BITMASK{attacktype}
3722     }
3723     ],
3724     [
3725     'dam',
3726     {
3727     desc => 'Among other parameters, <damage> affects how much melee damage a monster inflicts. <damage> is used as base value for damage per hit. <level>, <speed>, <weapon class> and resistances also take effect on the melee damage of a monster.',
3728     name => 'damage',
3729     type => 'int'
3730     }
3731     ],
3732     [
3733     'wc',
3734     {
3735     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
3736     name => 'weapon class',
3737     type => 'int'
3738     }
3739     ],
3740     [
3741     'hp',
3742     {
3743     desc => 'The <health points> of a monster define how long it takes to kill it. With every successful hit from an opponent, <health points> get drained - The monster dies by zero <health points>.',
3744     name => 'health points',
3745     type => 'int'
3746     }
3747     ],
3748     [
3749     'maxhp',
3750     {
3751     desc => '<max health> is the maximum amount of <health points> this monster can have.',
3752     name => 'max health',
3753     type => 'int'
3754     }
3755     ],
3756     [
3757     'ac',
3758     {
3759     desc => 'Monsters of low <armour class> are less likely to get hit from their opponent. <armour class> can be considered the "counterpiece" to <weapon class>. Values typically range between +20 (very bad) to -20 (quite good).',
3760     name => 'armour class',
3761     type => 'int'
3762     }
3763     ],
3764     [
3765     'Con',
3766     {
3767 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
3768 root 1.7 name => 'healing rate',
3769     type => 'int'
3770     }
3771     ],
3772     [
3773     'reflect_missile',
3774     {
3775     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
3776     name => 'reflect missiles',
3777     type => 'bool'
3778     }
3779     ],
3780     [
3781     'hitback',
3782     {
3783     desc => 'Monsters with <hitback> enabled hurt the attacker in proportion to the amount of damage the *attacker* inflicted. This damage is additional to the regular melee damage of the monster. As far as I know, hitback uses acid attacktype, and it only takes effect if the monster actually has acid attacktype at it\'s disposal. Acid spheres for example use this feature.',
3784     name => 'hitback',
3785     type => 'bool'
3786     }
3787     ],
3788     [
3789     'one_hit',
3790     {
3791     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
3792     name => 'one hit only',
3793     type => 'bool'
3794     }
3795     ]
3796     ]
3797     ],
3798     [
3799     'spellcraft',
3800     [
3801     [
3802     'can_cast_spell',
3803     {
3804     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
3805     name => 'can cast spell',
3806     type => 'bool'
3807     }
3808     ],
3809     [
3810     'reflect_spell',
3811     {
3812     desc => 'A monster with this flag has the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off. Generally this flag should not be set because it puts wizard-type players at an unfair disadvantage.',
3813     name => 'reflect spells',
3814     type => 'bool'
3815     }
3816     ],
3817     [
3818     'sp',
3819     {
3820     desc => 'Like players, monsters need <spellpoints> to do magic. Monsters use them for both wizard- and prayer-spells. However, this value defines only the amount of *initial* spellpoints the monster starts with. When creating a spellcasting monster, remember that <max spellpoints> and <spellpoint regen.> are more important than just initial <spellpoints>.',
3821     name => 'spellpoints',
3822     type => 'int'
3823     }
3824     ],
3825     [
3826     'maxsp',
3827     {
3828     desc => '<max spellpoints> is the maximum number of spellpoints a monster can hold. Setting this to high values has little effect unless the monster has a decent <spellpoint regen.>, or the spell "regenerate mana" at it\'s disposal.',
3829     name => 'max spellpoints',
3830     type => 'int'
3831     }
3832     ],
3833     [
3834     'Pow',
3835     {
3836 root 1.8 desc => 'Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>. To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". That, paired with high <max spellpoints>, is the ultimate thing.',
3837 root 1.7 name => 'spellpoint regen.',
3838     type => 'int'
3839     }
3840     ],
3841     [
3842     'path_attuned',
3843     {
3844     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
3845     name => 'attuned paths',
3846     type => 'bitmask',
3847     value => $BITMASK{spellpath}
3848     }
3849     ],
3850     [
3851     'path_repelled',
3852     {
3853     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
3854     name => 'repelled paths',
3855     type => 'bitmask',
3856     value => $BITMASK{spellpath}
3857     }
3858     ],
3859     [
3860     'path_denied',
3861     {
3862     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
3863     name => 'denied paths',
3864     type => 'bitmask',
3865     value => $BITMASK{spellpath}
3866     }
3867     ]
3868     ]
3869     ],
3870     [
3871     'ability',
3872     [
3873     [
3874     'Int',
3875     {
3876     desc => 'The <detect hidden> value gives monsters the ablitity to find hidden/invisible creatures. Higher values make for better detection-skills. Enabling <see invisible> makes this value obsolete.',
3877     name => 'detect hidden',
3878     type => 'int'
3879     }
3880     ],
3881     [
3882     'see_invisible',
3883     {
3884     desc => 'A monster with the ability to <see invisible> cannot be fooled with by invisible or hiding players. This flag is a must-have for high-level monsters. When a monster is unable to detect invisible players, it can be killed without fighting back.',
3885     name => 'see invisible',
3886     type => 'bool'
3887     }
3888     ],
3889     [
3890     'can_see_in_dark',
3891     {
3892     desc => 'A monster with the ability to <see in darkness> cannot be fooled by spells of darkness or dark maps. This flag is a "should-have" for high-level monsters. When a monster is unable to see in darkness, players can cast darkness and sneak around it safely.',
3893     name => 'see in darkness',
3894     type => 'bool'
3895     }
3896     ],
3897     [
3898     'can_use_weapon',
3899     {
3900     desc => 'Monster is able to wield weapon type objects.',
3901     name => 'can use weapons',
3902     type => 'bool'
3903     }
3904     ],
3905     [
3906     'can_use_bow',
3907     {
3908     desc => 'Monster is able to use missile-weapon type objects.',
3909     name => 'can use bows',
3910     type => 'bool'
3911     }
3912     ],
3913     [
3914     'can_use_armour',
3915     {
3916     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
3917     name => 'can use armour',
3918     type => 'bool'
3919     }
3920     ],
3921     [
3922     'can_use_ring',
3923     {
3924     desc => 'Monster is able to wear rings.',
3925     name => 'can use rings',
3926     type => 'bool'
3927     }
3928     ],
3929     [
3930     'can_use_wand',
3931     {
3932     desc => 'Monster is able to use wands and staves.',
3933     name => 'can use wands',
3934     type => 'bool'
3935     }
3936     ],
3937     [
3938     'can_use_rod',
3939     {
3940     desc => 'Monster is able to use rods.',
3941     name => 'can use rods',
3942     type => 'bool'
3943     }
3944     ],
3945     [
3946     'can_use_scroll',
3947     {
3948     desc => 'Monster is able to read scrolls.',
3949     name => 'can use scrolls',
3950     type => 'bool'
3951     }
3952     ],
3953     [
3954     'can_use_skill',
3955     {
3956     desc => 'Monster is able to use skills from it\'s inventory. For example, you can put a throwing skill object and some boulders into the monster\'s object and set <can use skills>.',
3957     name => 'can use skills',
3958     type => 'bool'
3959     }
3960     ]
3961     ]
3962     ],
3963     [
3964     'behave',
3965     [
3966     [
3967     'monster',
3968     {
3969     desc => 'When <monster behaviour> is enabled, this object will behave like a monster: It can move and attack enemies (which are typically players). This flag should be set for all monsters as-such. Monsters which don\'t move, like guards, should also have <monster behaviour>, but in combination with <stand still>. It should *not* be set for things like immobile generators.',
3970     name => 'monster behaviour',
3971     type => 'bool'
3972     }
3973     ],
3974     [
3975     'unaggressive',
3976     {
3977     desc => '<unaggressive> monsters do not attack players unless attacked first.',
3978     name => 'unaggressive',
3979     type => 'bool'
3980     }
3981     ],
3982     [
3983     'friendly',
3984     {
3985     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
3986     name => 'friendly',
3987     type => 'bool'
3988     }
3989     ],
3990     [
3991     'stand_still',
3992     {
3993     desc => 'Monsters which <stand still> won\'t move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. In older versions of Crossfire it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should still be cautious when lining up <stand still>-monster in order to "defend" something: Such monsters are rather easy to kill. It\'s good for low level maps, but not much more.',
3994     name => 'stand still',
3995     type => 'bool'
3996     }
3997     ],
3998     [
3999     'sleep',
4000     {
4001     desc => 'Being <asleep>, a monster won\'t move unless a player enters the <sensing range> of the monster. Usually the sensing range is larger than the players line of sight. Due to that, in most cases the player won\'t ever notice weither a monster was asleep or not.',
4002     name => 'asleep',
4003     type => 'bool'
4004     }
4005     ],
4006     [
4007     'will_apply',
4008     {
4009     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4010     name => 'misc. actions',
4011     type => 'bitmask',
4012     value => $BITMASK{will_apply}
4013     }
4014     ],
4015     [
4016     'pick_up',
4017     {
4018     desc => 'Click on the <pick up> button and select which types of objects the creature should try to pick up. Note also that if <can use armor>, <can use weapon>, <can use ring>... etc are set, then the creature will pick up the matching items even if this is not set here.',
4019     name => 'pick up',
4020     type => 'bitmask',
4021     value => $BITMASK{pick_up}
4022     }
4023     ],
4024     [
4025     'Wis',
4026     {
4027     desc => '<sensing range> determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the <sensing range> is 11, any player that moves within the 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1.',
4028     name => 'sensing range',
4029     type => 'int'
4030     }
4031     ],
4032     [
4033     'attack_movement',
4034     {
4035     name => 'attack movement',
4036     type => 'int'
4037     }
4038     ],
4039     [
4040     'run_away',
4041     {
4042     desc => 'This is a percentage value in the range 0-100. When the monster\'s health points drop below this percentage (relative to max health), it attempts to run away from the attacker.',
4043     name => 'run at % health',
4044     type => 'int'
4045     }
4046     ]
4047     ]
4048     ],
4049     [
4050     'resistance',
4051     [
4052     [
4053     'resist_physical',
4054     {
4055     name => 'resist physical %',
4056     type => 'int'
4057     }
4058     ],
4059     [
4060     'resist_magic',
4061     {
4062     name => 'resist magic %',
4063     type => 'int'
4064     }
4065     ],
4066     [
4067     'resist_fire',
4068     {
4069     name => 'resist fire %',
4070     type => 'int'
4071     }
4072     ],
4073     [
4074     'resist_electricity',
4075     {
4076     name => 'resist electricity %',
4077     type => 'int'
4078     }
4079     ],
4080     [
4081     'resist_cold',
4082     {
4083     name => 'resist cold %',
4084     type => 'int'
4085     }
4086     ],
4087     [
4088     'resist_confusion',
4089     {
4090     name => 'resist confusion %',
4091     type => 'int'
4092     }
4093     ],
4094     [
4095     'resist_acid',
4096     {
4097     name => 'resist acid %',
4098     type => 'int'
4099     }
4100     ],
4101     [
4102     'resist_drain',
4103     {
4104     name => 'resist draining %',
4105     type => 'int'
4106     }
4107     ],
4108     [
4109     'resist_weaponmagic',
4110     {
4111     name => 'resist weaponmagic %',
4112     type => 'int'
4113     }
4114     ],
4115     [
4116     'resist_ghosthit',
4117     {
4118     name => 'resist ghosthit %',
4119     type => 'int'
4120     }
4121     ],
4122     [
4123     'resist_poison',
4124     {
4125     name => 'resist poison %',
4126     type => 'int'
4127     }
4128     ],
4129     [
4130     'resist_slow',
4131     {
4132     name => 'resist slow %',
4133     type => 'int'
4134     }
4135     ],
4136     [
4137     'resist_paralyze',
4138     {
4139     name => 'resist paralyze %',
4140     type => 'int'
4141     }
4142     ],
4143     [
4144     'resist_fear',
4145     {
4146     name => 'resist fear %',
4147     type => 'int'
4148     }
4149     ],
4150     [
4151     'resist_deplete',
4152     {
4153     name => 'resist depletion %',
4154     type => 'int'
4155     }
4156     ],
4157     [
4158     'resist_turn_undead',
4159     {
4160     name => 'resist turn undead %',
4161     type => 'int'
4162     }
4163     ],
4164     [
4165     'resist_death',
4166     {
4167     name => 'resist death-attack %',
4168     type => 'int'
4169     }
4170     ],
4171     [
4172     'resist_chaos',
4173     {
4174     name => 'resist chaos %',
4175     type => 'int'
4176     }
4177     ],
4178     [
4179     'resist_blind',
4180     {
4181     name => 'resist blinding %',
4182     type => 'int'
4183     }
4184     ],
4185     [
4186     'resist_holyword',
4187     {
4188     name => 'resist holy power %',
4189     type => 'int'
4190     }
4191     ],
4192     [
4193     'resist_godpower',
4194     {
4195     name => 'resist godpower %',
4196     type => 'int'
4197     }
4198     ]
4199     ]
4200     ]
4201     ],
4202     use => 'Monsters play a central role in most maps. Choosing the right combination of monsters for your map is vital: <UL> <LI> Place only monsters of slightly varying (increasing) strength. It\'s no fun to play for two hours just to find out the last monster is unbeatable. Similar, it\'s not exciting to fight orcs after passing a room of dragons.<br> This rule applies only for linear maps (one room after the other), with treasure at the end. You can sprinkle the treasure around, or make non-linear maps - That is often more entertaining. <LI> Places with high level monsters must not be easy to reach. Balrogs, Dragonmen and the likes should be at the end of a quest, not at the beginning. <LI> Don\'t stick monsters together that tend to kill each other. Fire- and cold dragons in one room for example is a bad idea. By weakening and killing each other they are easy prey for players, not worth the experience they hold. <LI> Create your own monsters, especially for "boss"-type monsters. Having stage-bosses guarding treasure is a lot of fun when done right. Avoid to create monsters with completely non-intuitive abilities: Don\'t give ice-spells to firedragons or vice versa. Don\'t add draining attack to trolls, etc. Additionally, you should inform the player before he bumps right into some very special/unusual monster. <LI> Last but not least: Always keep an eye on the experience your monsters hold. Design your maps in a way that high experience is always well-defended. Don\'t make large rooms full with only one kind of monster. Keep in mind the different abilities/techniques players can use. </UL> I know it\'s impossible to make the perfectly balanced map. There\'s always some part which is found too easy or too hard for a certain kind of player. Just give it your best shot. And listen to feedback from players if you receive some. :-)'
4203     },
4204 root 1.9 'Monster (Grimreaper)' => {
4205     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4206     ignore => [
4207     'material',
4208     'name_pl',
4209     'nrof',
4210     'value',
4211     'unpaid'
4212     ],
4213     import => [
4214     $TYPE{'Monster & NPC'}
4215     ],
4216     name => 'Monster (Grimreaper)',
4217     section => [
4218     [
4219     'grimreaper',
4220     [
4221     [
4222     'value',
4223     {
4224     desc => 'The object vanishes after this number of draining attacks.',
4225     name => 'attacks',
4226     type => 'int'
4227     }
4228     ]
4229     ]
4230     ]
4231     ]
4232     },
4233 root 1.7 'Mood Floor' => {
4234     attr => [
4235     [
4236     'no_pick',
4237 root 1.4 {
4238 root 1.7 type => 'fixed',
4239     value => 1
4240 root 1.4 }
4241     ],
4242     [
4243 root 1.7 'last_sp',
4244     {
4245     desc => '<mood> is used to determine what will happen to the monster when affected by the mood floor: <mood> \'furious\': Makes all monsters aggressive <mood> \'angry\': As above but pets are unaffected <mood> \'calm\': Makes all monsters unaggressive <mood> \'sleep\': Puts all monsters to sleep <mood> \'charm\': Turns monster into a pet of person who triggers the square. This setting is not enabled for continous operation, you need to insert a <connection> value!',
4246     name => 'mood',
4247     type => 'list',
4248     value => $LIST{mood}
4249     }
4250     ],
4251     [
4252     'connected',
4253     {
4254     desc => 'This should only be set in combination with <mood number> 4. Normally, monsters are affected by the mood floor as soon as they step on it. But charming (monster -> pet) is too powerful, so it needs to be activated. Typically it is connected to an altar, for buying a "hireling". But a powerful pet could as well be the reward for solving a quest. Or even better: It could be *part* of a quest!',
4255     name => 'connection',
4256     type => 'int'
4257     }
4258     ],
4259     [
4260     'no_magic',
4261     {
4262     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4263     name => 'no spells',
4264     type => 'bool'
4265     }
4266     ],
4267     [
4268     'damned',
4269     {
4270     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4271     name => 'no prayers',
4272     type => 'bool'
4273     }
4274     ]
4275     ],
4276     desc => 'As the name implies, mood floors can change the "mood" of a monsters/NPC. For example, an unagressive monster could be turned mad to start attacking. Similar, an agressive monster could be calmed.',
4277     ignore => [
4278     $IGNORE_LIST{system_object}
4279     ],
4280     name => 'Mood Floor',
4281     use => 'Mood floors are absolutely cool for NPC interaction. To make an unaggressive monster/NPC attack, put a creator with "other_arch furious_floor" under it. Connect the creator to a magic_ear, so the player speaks a keyword like "stupid sucker" - and the monster attacks. <br><br> To turn an NPC into a pet, put a charm_floor under it and connect it directly to a magic_ear. Then the player speaks a keyword like "help me" - and the NPC joins him as pet. <br><br> (Of course you must always give clear hints about keywords! And there is no reason why you couldn\'t use a button/lever/pedestal etc. instead of a magic_ear.)'
4282     },
4283     Mover => {
4284     attr => [
4285     [
4286     'attacktype',
4287     {
4288     desc => 'If forced movement is enabled, the mover "freezes" anyone it moves (so they are forced to move along a chain). For players there is no way to escape this forced movement, except being pushed by a second player.',
4289     name => 'forced movement',
4290     type => 'bool'
4291     }
4292     ],
4293     [
4294     'maxsp',
4295     {
4296     desc => 'The player will be "frozen" for that many moves. If <freeze duration> is zero, with <forced movement> enabled, then <freeze duration> gets assigned the "default value" 2 automatically.',
4297     name => 'freeze duration',
4298     type => 'int'
4299     }
4300     ],
4301     [
4302     'speed',
4303     {
4304     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4305     name => 'movement speed',
4306     type => 'float'
4307     }
4308     ],
4309     [
4310     'sp',
4311     {
4312     desc => 'The mover will push creatures in the specified <direction>. A mover with direction set to <none> will spin clockwise, thus pushing creatures in unpredictable directions.',
4313     name => 'direction',
4314     type => 'list',
4315     value => $LIST{direction}
4316     }
4317     ],
4318     [
4319     'lifesave',
4320     {
4321 root 1.9 desc => 'If enabled, the mover gets "used up" after a certain number of moves (specified by <number of uses>). If disabled, the mover works infinitely.',
4322 root 1.7 name => 'gets used up',
4323     type => 'bool'
4324     }
4325     ],
4326     [
4327     'hp',
4328     {
4329     desc => 'This value has only a meaning if <gets used up> is set: <number of uses> is the number of times minus one, that it will move a creature before disappearing. (It will move someone <number of uses>+1 times, then vanish).',
4330     name => 'number of uses',
4331     type => 'int'
4332     }
4333     ]
4334     ],
4335     desc => 'Movers move the objects above them. However, only living objects are affected (monsters/NPCs always, players optional). Movers have a direction, so players can be made to move in a pattern, and so can monsters. Motion is involuntary. Additionally, players or monsters can be "frozen" while ontop of movers so that they MUST move along a chain of them. <br><br> Multisquare monsters can be moved as well, given enough space. Movers are usually invisible.',
4336     ignore => [
4337     $IGNORE_LIST{non_pickable}
4338     ],
4339     name => 'Mover',
4340     section => [
4341     [
4342     'targets',
4343     [
4344     [
4345     'level',
4346     {
4347     desc => 'If <move players> is enabled, both players and monsters will be moved. In the arches\' default it is disabled - thus ONLY monsters get moved. Remember that "monsters" includes NPCs! This feature provides you with the possibility to make NPCs literally "come to life". Example: The player is talking with an NPC, speaking a certain keyword. This triggers a magic_ear and activates creators, creating (per default: monster-only) movers under the NPC\'s feet. The NPC starts "walking" on a predefined route! Note that it\'s useful to set this NPC immune to everything, preventing the player to push the NPC off his trace.',
4348     name => 'move players',
4349     type => 'bool'
4350     }
4351     ],
4352     [
4353     'walk_on',
4354     {
4355     desc => 'This should always be set.',
4356     name => 'move walking creatures',
4357     type => 'bool'
4358     }
4359     ],
4360     [
4361     'fly_on',
4362     {
4363     desc => 'Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.',
4364     name => 'move flying creatures',
4365     type => 'bool'
4366     }
4367     ]
4368     ]
4369     ]
4370     ],
4371     use => 'NEVER EVER consider a mover being unpassable in the backwards direction. Setting "forced movement" makes it seemingly impossible but there is still a trick: One player can push a second player past the mover, in opposite to the mover\'s direction! The more movers, the more players needed. Hence, don\'t make a treasure room that is surrounded by movers instead of solid walls/gates. <br><br> Btw, it does not make a difference putting movers above or below the floor. Moreover, movers that are set to be invisible cannot be discovered with the show_invisible spell. <br><br> Note that Movers and Directors are seperate objects, even though they look and act similar. Directors only do spells/missiles, while movers only do living creatures (depending on how it is set: monsters and players).'
4372     },
4373     Pedestal => {
4374     attr => [
4375     [
4376     'no_pick',
4377 root 1.4 {
4378 root 1.7 type => 'fixed',
4379     value => 1
4380 root 1.4 }
4381     ],
4382     [
4383 root 1.7 'slaying',
4384 root 1.4 {
4385 root 1.7 desc => 'the <match race> defines the object we\'re looking for. If <match race> matches the monster\'s or the player\'s race, we have a match. Yes, pedestals can detect a player\'s race! E.g. you could create a place where only fireborns can enter, by setting "slaying unnatural". If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters.',
4386     name => 'match race',
4387     type => 'string'
4388 root 1.4 }
4389     ],
4390     [
4391 root 1.7 'connected',
4392 root 1.4 {
4393 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4394     name => 'connection',
4395     type => 'int'
4396 root 1.4 }
4397     ],
4398     [
4399 root 1.7 'walk_on',
4400 root 1.4 {
4401 root 1.7 type => 'fixed',
4402     value => 1
4403 root 1.4 }
4404 root 1.7 ],
4405 root 1.4 [
4406 root 1.7 'walk_off',
4407 root 1.4 {
4408 root 1.7 type => 'fixed',
4409     value => 1
4410 root 1.4 }
4411     ]
4412     ],
4413 root 1.3 desc => 'Pedestals are designed to detect certain types of living objects. When a predefined type of living creature steps on the pedestal, the connected value is triggered.',
4414     ignore => [
4415     $IGNORE_LIST{non_pickable}
4416     ],
4417 root 1.5 name => 'Pedestal',
4418 root 1.3 use => 'If you want to create a place where only players of a certain race can enter, put a teleporter over your pedestal. So the teleporter is only activated for players of the matching race. Do not use gates, because many other players could sneak in. If you put powerful artifacts into such places, generally set "startequip 1", so that they are preserved for that one race and can\'t be traded to others.'
4419     },
4420     Pit => {
4421 root 1.7 attr => [
4422     [
4423     'no_pick',
4424     {
4425     type => 'fixed',
4426     value => 1
4427     }
4428     ],
4429     [
4430     'connected',
4431     {
4432     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4433     name => 'connection',
4434     type => 'int'
4435     }
4436     ],
4437     [
4438     'hp',
4439     {
4440     desc => 'The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the pit will act like being filled up and not work anymore!',
4441     name => 'destination X',
4442     type => 'int'
4443     }
4444     ],
4445     [
4446     'sp',
4447     {
4448     desc => 'The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the pit will act like being filled up and not work anymore!',
4449     name => 'destination Y',
4450     type => 'int'
4451     }
4452     ],
4453     [
4454     'wc',
4455     {
4456     desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
4457     name => 'position state',
4458     type => 'int'
4459     }
4460     ],
4461     [
4462     'walk_on',
4463     {
4464     desc => 'If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!',
4465     name => 'swallow walking',
4466     type => 'bool'
4467     }
4468     ],
4469     [
4470     'fly_on',
4471     {
4472     desc => 'If set, all flying creatures will fall into the pit as well. This is not the behaviour expected from a pit, and it should only be used for map-mechanisms (e.g. for transporting flying monsters). An interesting side-effect: If this flag is enabled, spell effects like fire/snow also make their way through the pit.',
4473     name => 'swallow flying',
4474     type => 'bool'
4475     }
4476     ]
4477     ],
4478 root 1.3 desc => 'Pits are holes, transporting the player when he walks (and falls) into them. A speciality about pits is that they don\'t transport the player to the exact destination, but within a two-square radius of the destination (never on blocked squares).<br> Optionally, pits can get closed and opened, similar to gates.<br><br> Monsters and items are affected by pits just as well as players. Even multipart monsters can fall through them, given enough space.',
4479     ignore => [
4480     $IGNORE_LIST{non_pickable}
4481     ],
4482 root 1.5 name => 'Pit',
4483 root 1.3 use => 'Pits can add interesting effects to your map. When using them, make sure to use them in a "logical way": Pits should always drop the player to some kind of lower level. They should not be used to randomly interconnect maps like teleporters do.'
4484     },
4485     'Poison Food' => {
4486 root 1.5 desc => 'When eating, the player\'s stomache is drained by 1/4 of food. If his food drops to zero, the player might even die.',
4487     name => 'Poison Food'
4488 root 1.3 },
4489     Potion => {
4490 root 1.7 attr => [
4491     [
4492     'level',
4493     {
4494     desc => 'If the potion contains a spell, the spell is cast at this level. For other potions it should be set at least to 1.',
4495     name => 'potion level',
4496     type => 'int'
4497     }
4498     ],
4499     [
4500     'sp',
4501     {
4502     desc => 'When a player drinks this potion, the selected spell will be casted (once). This should work for any given spell. E.g. heal is "sp 35", magic power is "sp 67".',
4503     name => 'spell',
4504     type => 'spell'
4505     }
4506     ],
4507     [
4508     'attacktype',
4509     {
4510     desc => 'There are two types of special effects for potions: \'life restoration\' - restore the player\'s stats lost by death or draining (this has nothing in common with the restoration spell!) \'improvement\' - increase the player\'s maximum health/mana/grace by a very small amount.',
4511     name => 'special effect',
4512     type => 'list',
4513     value => $LIST{potion_effect}
4514     }
4515     ],
4516     [
4517     'cursed',
4518     {
4519     desc => 'If a potion is cursed, benefits generally turn into penalties. Note that potions can be "uncursed" by praying over an altar, with relative ease. *But* the potion must be identified to notice that it is cursed >:)',
4520     name => 'cursed',
4521     type => 'bool'
4522     }
4523     ],
4524     [
4525     'startequip',
4526     {
4527     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4528     name => 'godgiven item',
4529     type => 'bool'
4530     }
4531     ]
4532     ],
4533 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4534 root 1.5 name => 'Potion',
4535 root 1.4 section => [
4536     [
4537     'stats',
4538 root 1.7 [
4539     [
4540     'Str',
4541     {
4542     desc => 'The player\'s strentgh will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4543     name => 'strength',
4544     type => 'int'
4545     }
4546     ],
4547     [
4548     'Dex',
4549     {
4550     desc => 'The player\'s dexterity will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4551     name => 'dexterity',
4552     type => 'int'
4553     }
4554     ],
4555     [
4556     'Con',
4557     {
4558     desc => 'The player\'s constitution will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4559     name => 'constitution',
4560     type => 'int'
4561     }
4562     ],
4563     [
4564     'Int',
4565     {
4566     desc => 'The player\'s intelligence will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4567     name => 'intelligence',
4568     type => 'int'
4569     }
4570     ],
4571     [
4572     'Pow',
4573     {
4574     desc => 'The player\'s power will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4575     name => 'power',
4576     type => 'int'
4577     }
4578     ],
4579     [
4580     'Wis',
4581     {
4582     desc => 'The player\'s wisdom will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4583     name => 'wisdom',
4584     type => 'int'
4585     }
4586     ],
4587     [
4588     'Cha',
4589     {
4590     desc => 'The player\'s charisma will rise/fall by the given value for permanent (of course there is an upper limit). Generally there shouldn\'t be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.',
4591     name => 'charisma',
4592     type => 'int'
4593     }
4594     ]
4595     ]
4596     ],
4597     [
4598     'resistance',
4599     [
4600     [
4601     'resist_physical',
4602     {
4603     desc => 'The player\'s resistance to physical will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4604     name => 'resist physical %',
4605     type => 'int'
4606     }
4607     ],
4608     [
4609     'resist_magic',
4610     {
4611     desc => 'The player\'s resistance to magic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4612     name => 'resist magic %',
4613     type => 'int'
4614     }
4615     ],
4616     [
4617     'resist_fire',
4618     {
4619     desc => 'The player\'s resistance to fire will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4620     name => 'resist fire %',
4621     type => 'int'
4622     }
4623     ],
4624     [
4625     'resist_electricity',
4626     {
4627     desc => 'The player\'s resistance to electricity will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4628     name => 'resist electricity %',
4629     type => 'int'
4630     }
4631     ],
4632     [
4633     'resist_cold',
4634     {
4635     desc => 'The player\'s resistance to cold will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4636     name => 'resist cold %',
4637     type => 'int'
4638     }
4639     ],
4640     [
4641     'resist_acid',
4642     {
4643     desc => 'The player\'s resistance to acid will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4644     name => 'resist acid %',
4645     type => 'int'
4646     }
4647     ],
4648     [
4649     'resist_confusion',
4650     {
4651     desc => 'The player\'s resistance to confusion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4652     name => 'resist confusion %',
4653     type => 'int'
4654     }
4655     ],
4656     [
4657     'resist_weaponmagic',
4658     {
4659     desc => 'The player\'s resistance to weaponmagic will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4660     name => 'resist weaponmagic %',
4661     type => 'int'
4662     }
4663     ],
4664     [
4665     'resist_paralyze',
4666     {
4667     desc => 'The player\'s resistance to paralyze will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4668     name => 'resist paralyze %',
4669     type => 'int'
4670     }
4671     ],
4672     [
4673     'resist_drain',
4674     {
4675     desc => 'The player\'s resistance to draining will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4676     name => 'resist draining %',
4677     type => 'int'
4678     }
4679     ],
4680     [
4681     'resist_deplete',
4682     {
4683     desc => 'The player\'s resistance to depletion will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4684     name => 'resist depletion %',
4685     type => 'int'
4686     }
4687     ],
4688     [
4689     'resist_poison',
4690     {
4691     desc => 'The player\'s resistance to poison will rise by this value in percent (range -100 till +100). The effect is only temporare, and it does NOT add on the values from the player\'s equipment. Cursed potions will make negative resistance.. very nasty in combat!',
4692     name => 'resist poison %',
4693     type => 'int'
4694     }
4695     ]
4696     ]
4697     ]
4698     ],
4699     use => 'One potion should never give multiple benefits at once.'
4700     },
4701     'Power Crystal' => {
4702     attr => [
4703     [
4704     'sp',
4705 root 1.4 {
4706 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4707     name => 'initial mana',
4708     type => 'int'
4709 root 1.4 }
4710     ],
4711     [
4712 root 1.7 'maxsp',
4713 root 1.4 {
4714 root 1.7 desc => 'The <mana capacity> defines how much mana can be stored in the crystal. This is what makes the crystal interesting. Wizard-players will always seek for crystals with large capacities.',
4715     name => 'mana capacity',
4716     type => 'int'
4717 root 1.4 }
4718     ]
4719     ],
4720 root 1.5 desc => 'Power crystals can store a player\'s mana: When the player applies the crystal with full mana, half of it flows into the crystal. When the player applies it with lacking mana, the crystal replenishes the player\'s mana.',
4721     name => 'Power Crystal'
4722 root 1.1 },
4723 root 1.3 Projectile => {
4724 root 1.7 attr => [
4725     [
4726     'attacktype',
4727     {
4728     desc => 'This number is a bitmask, specifying the projectile\'s attacktypes. Attacktypes are: physical, magical, fire, cold.. etc. This works identical to melee weapons. Note that shooting weapons cannot have attacktypes.',
4729     name => 'attacktype',
4730     type => 'bitmask',
4731     value => $BITMASK{attacktype}
4732     }
4733     ],
4734     [
4735     'race',
4736     {
4737     desc => 'Only shooting weapons with matching <ammunition class> can fire these projectiles. For arrows set "arrows", for crossbow bolts set "crossbow bolts" (big surprise). In certain cases, the ammunition class is displayed in the game. Hence, when you create a new ammunition class, choose an intuitive name like "missiles", "spirit bolts" - whatever. You can also make special containers holding these projectiles by setting the <container class> to match your <ammunition class>.',
4738     name => 'ammunition class',
4739     type => 'string'
4740     }
4741     ],
4742     [
4743     'slaying',
4744     {
4745     desc => 'Slaying means the weapon does tripple (3x) damage to monsters of the specified race. If <slaying race> matches an arch name, only monsters of that archtype receive tripple damage. Tripple damage is very effective.',
4746     name => 'slaying race',
4747     type => 'string'
4748     }
4749     ],
4750     [
4751     'dam',
4752     {
4753     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
4754     name => 'damage',
4755     type => 'int'
4756     }
4757     ],
4758     [
4759     'wc',
4760     {
4761     desc => 'This value is supposed to be the base <weaponclass>, but it seems to have rather little effect. High values are good here, low values bad.',
4762     name => 'weaponclass',
4763     type => 'int'
4764     }
4765     ],
4766     [
4767     'food',
4768     {
4769     desc => 'The <chance to break> defines the breaking probability when this projectile hits an obstacle, e.g. wall or monster. The value is the %-chance to break, ranging from 0 (never breaking) to 100 (breaking at first shot).',
4770     name => 'chance to break',
4771     type => 'int'
4772     }
4773     ],
4774     [
4775     'magic',
4776     {
4777     desc => 'Magic bonus increases chance to hit and damage a little bit.',
4778     name => 'magic bonus',
4779     type => 'int'
4780     }
4781     ],
4782     [
4783     'unique',
4784     {
4785     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4786     name => 'unique item',
4787     type => 'bool'
4788     }
4789     ],
4790     [
4791     'startequip',
4792     {
4793     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4794     name => 'godgiven item',
4795     type => 'bool'
4796     }
4797     ],
4798     [
4799     'no_drop',
4800     {
4801     desc => 'When a monster carries a projectile with <don\'t drop>, this item will never drop to the ground but vanish instead. If this object is shot, it can still drop after hitting an obstacle. You can prevent this by setting <chance to break> 100.',
4802     name => 'don\'t drop',
4803     type => 'bool'
4804     }
4805     ],
4806     [
4807     'msg',
4808     {
4809     desc => 'This text may describe the projectile. This could be nice for very special ones.',
4810     end => 'endmsg',
4811     name => 'description',
4812     type => 'text'
4813     }
4814     ]
4815     ],
4816     desc => 'Projectiles like arrows/crossbow bolts are used as ammunition for shooting weapons. <br><br> It\'s very easy to add new pairs of weapons &amp; projectiles. Just set matching &lt;ammunition class&gt; both for shooting weapon and projectile.',
4817     name => 'Projectile',
4818     use => 'If you want to create new kinds of projectiles, you could add an alchemical receipe to create these. Don\'t create new pairs of weapons &amp; projectiles unless they really fullfill a useful purpose. In fact, even bows and crossbows are rarely ever used.'
4819     },
4820     Ring => {
4821     desc => 'Rings are worn on the hands - one ring each. Wearing rings, the object\'s stats will directly be inherited to the player. Usually enhancing his spellcasting potential.',
4822     import => [
4823     $TYPE{Amulet}
4824     ],
4825     name => 'Ring',
4826     use => 'When you create an artifact ring, never forget that players can wear <B>two</B> rings! Due to that it is extremely important to keep rings in balance with the game. <br><br> Also keep in mind that rings are generally the wizard\'s tools. They should primarily grant bonuses to spellcasting abilities and non-physical resistances.'
4827     },
4828     Rod => {
4829     attr => [
4830     [
4831     'sp',
4832     {
4833     desc => 'Sets the <spell> of the rod. Consider twice before handing out special rods to players, since they can be used endlessly without any mana cost! Rods with heal/ restoration/ protection spells, IF available, MUST be very very VERY hard to get!',
4834     name => 'spell',
4835     type => 'spell'
4836     }
4837     ],
4838     [
4839     'level',
4840     {
4841     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
4842     name => 'casting level',
4843     type => 'int'
4844     }
4845     ],
4846     [
4847     'hp',
4848     {
4849     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
4850     name => 'initial spellpoints',
4851     type => 'int'
4852     }
4853     ],
4854     [
4855     'maxhp',
4856     {
4857     desc => 'When the rod is fully charged up, it will hold this maximum amount of spellpoints. Make sure it is enough to cast the contained spell at least once. But don\'t set the value too high, as that might make the rod too effective.',
4858     name => 'max. spellpoints',
4859     type => 'int'
4860     }
4861     ],
4862     [
4863     'startequip',
4864     {
4865     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4866     name => 'godgiven item',
4867     type => 'bool'
4868     }
4869     ],
4870     [
4871     'msg',
4872     {
4873     desc => 'This text may contain a description of the rod.',
4874     end => 'endmsg',
4875     name => 'description',
4876     type => 'text'
4877     }
4878     ]
4879     ],
4880     desc => 'A rod contains a spell. The player can use this spell by applying and fireing the rod. Rods need time to regenerate their "internal" spellpoints, lowering the effectiveness in combat. But unlike wands/scrolls, rods can be used endlessly.',
4881     ignore => [
4882     'title'
4883     ],
4884     name => 'Rod',
4885     use => 'Rods with healing/curing spells are extremely powerful. Usually, potions have to be used for that purpose. Though, potions are expensive and only good for one-time-use.<br>'
4886     },
4887     Rune => {
4888     attr => [
4889     [
4890     'no_pick',
4891     {
4892     type => 'fixed',
4893     value => 1
4894     }
4895     ],
4896     [
4897     'walk_on',
4898     {
4899     type => 'fixed',
4900     value => 1
4901     }
4902     ],
4903     [
4904     'level',
4905     {
4906     desc => 'This value sets the level the rune will cast the spell it contains at, if applicable. A level 99 rune casts a very, very mean spell of whatever. (<rune level> 0 runes won\'t detonate at all!) Level Also effects how easily a rune may be found and disarmed, and how much experience the player gets for doing so. Beware: High level runes can be quite a cheap source of experience! So either make them tough, or keep the level low.',
4907     name => 'rune level',
4908     type => 'int'
4909     }
4910     ],
4911     [
4912     'Cha',
4913     {
4914     desc => 'This value determines what fraction of the time the rune is visible: It\'ll be randomly visible 1/<visibility> of the time. Also effects how easily the rune may be found.',
4915     name => 'visibility',
4916     type => 'int'
4917     }
4918     ],
4919     [
4920     'hp',
4921     {
4922     desc => 'The rune will detonate <number of charges> times before disappearing.',
4923     name => 'number of charges',
4924     type => 'int'
4925     }
4926     ],
4927     [
4928     'dam',
4929     {
4930     desc => '<direct damage> specifies how much damage is done by the rune, if it doesn\'t contain a spell. This should be set in reasonable relation to the rune\'s level.',
4931     name => 'direct damage',
4932     type => 'int'
4933     }
4934     ],
4935     [
4936     'attacktype',
4937     {
4938     desc => 'If there isn\'t any spell (and <summon monster> is unset), this attribute defines what attacktype to use for direct damage when the rune detonates.',
4939     name => 'attacktype',
4940     type => 'bitmask',
4941     value => $BITMASK{attacktype}
4942     }
4943     ],
4944     [
4945     'msg',
4946     {
4947     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
4948     end => 'endmsg',
4949     name => 'detonation text',
4950     type => 'text'
4951     }
4952     ]
4953 root 1.3 ],
4954     desc => 'A rune is a magical enscription on the dungeon floor. <br><br> Runes hit any monster or person who steps on them for \'dam\' damage in \'attacktype\' attacktype. Alternatively, the rune could contain any spell, and will cast this spell when it detonates. Yet another kind is the "summoning rune", summoning predefined monsters of any kind, at detonation. <br><br> Many runes are already defined in the archetypes.',
4955     ignore => [
4956     'no_pick',
4957     'title',
4958     'name_pl',
4959     'weight',
4960     'value',
4961     'material',
4962     'unpaid'
4963     ],
4964 root 1.5 name => 'Rune',
4965 root 1.4 section => [
4966     [
4967     'spellcraft',
4968 root 1.7 [
4969     [
4970     'sp',
4971     {
4972     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
4973     name => 'spell',
4974     type => 'spell'
4975     }
4976     ],
4977     [
4978     'slaying',
4979     {
4980     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
4981     name => 'spell name',
4982     type => 'string'
4983     }
4984     ],
4985     [
4986     'other_arch',
4987     {
4988     desc => 'This string defines the spell in the rune, if any. <spell arch> is optional, but if present, overrides the <spell> setting. You can choose any of the existing arches.',
4989     name => 'spell arch',
4990     type => 'string'
4991     }
4992     ],
4993     [
4994     'maxsp',
4995     {
4996     desc => 'If set, the rune will cast it\'s containing spell (if any) in this <direction>.In most cases this appears useless because the spell directly hits the player.',
4997     name => 'direction',
4998     type => 'list',
4999     value => $LIST{direction}
5000     }
5001     ],
5002     [
5003     'race',
5004     {
5005     desc => 'If this is set to the arch name of any monster, together with <spell name> "summon evil monster", the rune will summon a bunch of those on detonation. (dam and attacktype will still be ignored in this case). Runes are even capable of summoning multi-square monsters, given enough space. You\'d better test it though.',
5006     name => 'summon monster',
5007     type => 'string'
5008     }
5009     ],
5010     [
5011     'maxhp',
5012     {
5013     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5014     name => 'summon amount',
5015     type => 'int'
5016     }
5017     ]
5018     ]
5019 root 1.4 ]
5020     ],
5021 root 1.3 use => 'Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and attack-runes is usually a bad idea.'
5022     },
5023     Savebed => {
5024 root 1.7 attr => [
5025     [
5026     'no_pick',
5027     {
5028     type => 'fixed',
5029     value => 1
5030     }
5031     ],
5032     [
5033     'no_magic',
5034     {
5035     type => 'fixed',
5036     value => 1
5037     }
5038     ],
5039     [
5040     'damned',
5041     {
5042     type => 'fixed',
5043     value => 1
5044     }
5045     ]
5046     ],
5047 root 1.3 desc => 'When the player applies a savebed, he is not only saved. Both his respawn-after-death and his word-of-recall positions are pointing to the last-applied savebed.',
5048     ignore => [
5049     $IGNORE_LIST{non_pickable}
5050     ],
5051 root 1.5 name => 'Savebed',
5052 root 1.3 use => 'Put savebed locations in towns, do not put them into dungeons. It is absolutely neccessary that a place with savebeds is 100% secure. That means: <UL> <LI> Monsters must not be able to reach the savebeds under any circumstances! <LI> If there are NPCs around, make sure they have the friendly-flag set. <LI> Insert a relyable exit! Make sure there is no possibility that players get trapped in a savebed location. <LI> If possible, mark the whole site as no-spell area (Insert this arch called "dungeon_magic" everywhere). This is not required, but it makes the place much more safe. </UL>'
5053     },
5054     Scroll => {
5055 root 1.7 attr => [
5056     [
5057     'level',
5058     {
5059     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5060     name => 'casting level',
5061     type => 'int'
5062     }
5063     ],
5064     [
5065     'sp',
5066     {
5067     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5068     name => 'spell',
5069     type => 'spell'
5070     }
5071     ],
5072     [
5073     'startequip',
5074     {
5075     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5076     name => 'godgiven item',
5077     type => 'bool'
5078     }
5079     ]
5080     ],
5081 root 1.3 desc => 'Scrolls contain spells (similar to spell-potions). Unlike potions, scrolls require a certain literacy skill to read successfully. Accordingly, for a successful reading, a small amount of experience is gained. Scrolls allow only one time usage, but usually they are sold in bulks.',
5082     ignore => [
5083     'title'
5084     ],
5085 root 1.5 name => 'Scroll',
5086 root 1.3 use => 'For low level quests, scrolls of healing/curing-spells can be a nice reward. At higher levels, scrolls become less and less useful.'
5087     },
5088     Shield => {
5089 root 1.7 attr => [
5090     [
5091     'magic',
5092     {
5093     desc => '<magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the shield.',
5094     name => 'magic bonus',
5095     type => 'int'
5096     }
5097     ]
5098     ],
5099 root 1.3 desc => 'Wearing a shield, the object\'s stats will directly be inherited to the player. Shields usually provide good defense, only surpassed by brestplate armour. Resistances on shields aren\'t uncommon either.',
5100     import => [
5101     $TYPE{Amulet}
5102     ],
5103 root 1.5 name => 'Shield',
5104 root 1.3 use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
5105     },
5106     'Shooting Weapon' => {
5107 root 1.7 attr => [
5108     [
5109     'race',
5110     {
5111     desc => 'Only projectiles with matching <ammunition class> can be fired with this weapon. For normal bows set "arrows", for normal crossbows set "crossbow bolts". In certain cases, the ammunition class is displayed in the game. Hence, when you create a new ammunition class, choose an intuitive name like "missiles", "spirit bolts" - whatever.',
5112     name => 'ammunition class',
5113     type => 'string'
5114     }
5115     ],
5116     [
5117     'sp',
5118     {
5119     desc => 'After shooting a projectile, the player is frozen for a short period of time (to prevent shooting arrows machine-gun-like). The greater <shooting speed>, the shorter this period of time. 1 is minimum (=worst) and 100 is maximum (=best) value. You shouldn\'t set <shooting speed> lower than 10. YOU MUST NOT SET IT TO ZERO! (That would freeze the player for eternety).',
5120     name => 'shooting speed',
5121     type => 'int'
5122     }
5123     ],
5124     [
5125     'dam',
5126     {
5127     desc => 'The <base damage> significantly affects the damage done by using this weapon. This damage is added to the projectile damage and then (if <ignore strength> disabled) a bonus according to the player\'s strength is added.',
5128     name => 'base damage',
5129     type => 'int'
5130     }
5131     ],
5132     [
5133     'wc',
5134     {
5135     desc => 'This value is supposed to be the base <weaponclass>, but it seems to have rather little effect. High values are good here, low values bad.',
5136     name => 'weaponclass',
5137     type => 'int'
5138     }
5139     ],
5140     [
5141     'item_power',
5142     {
5143     desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
5144     name => 'item power',
5145     type => 'int'
5146     }
5147     ],
5148     [
5149     'no_strength',
5150     {
5151     desc => 'Usually the player\'s strentgh takes effect on the damage done by the shooting weapon. If <ignore strength> is set, the player\'s strength is ignored.',
5152     name => 'ignore strength',
5153     type => 'bool'
5154     }
5155     ],
5156     [
5157     'damned',
5158     {
5159     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5160     name => 'damnation',
5161     type => 'bool'
5162     }
5163     ],
5164     [
5165     'cursed',
5166     {
5167     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5168     name => 'curse',
5169     type => 'bool'
5170     }
5171     ],
5172     [
5173     'unique',
5174     {
5175     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5176     name => 'unique item',
5177     type => 'bool'
5178     }
5179     ],
5180     [
5181     'startequip',
5182     {
5183     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5184     name => 'godgiven item',
5185     type => 'bool'
5186     }
5187     ],
5188     [
5189     'msg',
5190     {
5191     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5192     end => 'endmsg',
5193     name => 'description',
5194     type => 'text'
5195     }
5196     ]
5197     ],
5198 root 1.3 desc => 'Schooting weapons like bows/crossbows are used to shoot projectiles (arrows/bolts). Shooting weapons and normal (melee) weapons can be wielded both at the same time. Like with any other equipment, stats/bonuses from shooting weapons are directly inherited to the player. <br><br> It\'s very easy to add new pairs of weapons &amp; projectiles. Just set matching &lt;ammunition class&gt; both for shooting weapon and projectile.',
5199 root 1.5 name => 'Shooting Weapon',
5200 root 1.4 section => [
5201     [
5202     'stats',
5203 root 1.7 [
5204     [
5205     'Str',
5206     {
5207     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5208     name => 'strength',
5209     type => 'int'
5210     }
5211     ],
5212     [
5213     'Dex',
5214     {
5215     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5216     name => 'dexterity',
5217     type => 'int'
5218     }
5219     ],
5220     [
5221     'Con',
5222     {
5223     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5224     name => 'constitution',
5225     type => 'int'
5226     }
5227     ],
5228     [
5229     'Int',
5230     {
5231     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5232     name => 'intelligence',
5233     type => 'int'
5234     }
5235     ],
5236     [
5237     'Pow',
5238     {
5239     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5240     name => 'power',
5241     type => 'int'
5242     }
5243     ],
5244     [
5245     'Wis',
5246     {
5247     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5248     name => 'wisdom',
5249     type => 'int'
5250     }
5251     ],
5252     [
5253     'Cha',
5254     {
5255     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5256     name => 'charisma',
5257     type => 'int'
5258     }
5259     ]
5260     ]
5261     ],
5262     [
5263     'bonus',
5264     [
5265     [
5266     'luck',
5267     {
5268     desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
5269     name => 'luck bonus',
5270     type => 'int'
5271     }
5272     ],
5273     [
5274     'magic',
5275     {
5276     desc => '<Magic bonus> improves the quality of the shooting weapon. I\'m not sure what exactly is increased - maybe weaponclass? However, <magic bonus> seems to have a little bit of positive influence on your chance to hit.',
5277     name => 'magic bonus',
5278     type => 'int'
5279     }
5280     ]
5281     ]
5282     ]
5283     ],
5284     use => 'Shooting weapons should not add bonuses in general. There\'s already enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. Schooting weapons should especially not add bonuses to the player that have nothing to do with schooting. A Wisdom bonus on a bow is crap for example! A name like "Longbow of great Wisdom" doesn\'t help - still crap.'
5285     },
5286     'Shop Floor' => {
5287     attr => [
5288     [
5289     'is_floor',
5290     {
5291     type => 'fixed',
5292     value => 1
5293     }
5294     ],
5295     [
5296     'no_pick',
5297     {
5298     type => 'fixed',
5299     value => 1
5300     }
5301     ],
5302     [
5303     'no_magic',
5304     {
5305     type => 'fixed',
5306     value => 1
5307     }
5308     ],
5309     [
5310     'auto_apply',
5311 root 1.4 {
5312 root 1.7 desc => 'If enabled, items will appear on this square when the map is loaded. You need to specify a <treasurelist> to define what kinds of items are generated. The items will be unpaid.',
5313     name => 'generate goods',
5314     type => 'bool'
5315 root 1.4 }
5316     ],
5317     [
5318 root 1.7 'randomitems',
5319     {
5320     desc => 'This entry determines what kind of treasure will appear, when <generate goods> is enabled. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
5321     name => 'treasurelist',
5322     type => 'treasurelist'
5323     }
5324     ],
5325     [
5326     'exp',
5327     {
5328     desc => 'The <quality level> will be used for the quality of the generated goods. If zero/unset, <quality level> 5 is used. Usually this value doesn\'t need to be set, unless you want extraordinarily good/bad quality. If you want to make a shop with very high quality, meaybe charge an entrance fee, or make the shop hard-to-come-by. Note that <quality level> mainly affects chance of magic bonus and appearance of artifact-items.',
5329     name => 'quality level',
5330     type => 'int'
5331     }
5332     ],
5333     [
5334     'damned',
5335 root 1.4 {
5336 root 1.7 desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving. (Remember that <no magic> is always set for shop floors.)',
5337     name => 'no prayers',
5338     type => 'bool'
5339 root 1.4 }
5340     ]
5341     ],
5342 root 1.3 desc => 'Shop floor is used for shops. It acts like a combination of the common floor- and the treasure type: When the map is loaded, randomitems (depending on the setings) are generated on it. These items are all flagged as unpaid. When a player drops an item onto shop floor, the item becomes unpaid and the player receives payment according to the item\'s selling-value. Shopfloor always prevents magic (To hinder players from burning or freezing the goods).',
5343     ignore => [
5344     $IGNORE_LIST{non_pickable}
5345     ],
5346 root 1.5 name => 'Shop Floor',
5347 root 1.3 use => 'Tile your whole shop-interior space which shop floor. (That assures players receive payment for dropping items). Place shop mats to enter/leave the shop, and make sure there is no other exit than the shop mat.'
5348     },
5349     'Shop Mat' => {
5350 root 1.7 attr => [
5351     [
5352     'no_pick',
5353     {
5354     type => 'fixed',
5355     value => 1
5356     }
5357     ],
5358     [
5359     'walk_on',
5360     {
5361     desc => 'If set, the player can enter/leave the shop by just walking into the shop mat.',
5362     name => 'apply by walking',
5363     type => 'bool'
5364     }
5365     ],
5366     [
5367     'fly_on',
5368     {
5369     desc => 'If set, the player can enter/leave the shop by "flying" into the shop mat.',
5370     name => 'apply by flying',
5371     type => 'bool'
5372     }
5373     ]
5374     ],
5375 root 1.3 desc => 'Shop mats are used for entering/leaving shops. You should always have exactly TWO shop mats on your shop-map: One inside the "shopping-area" and one outside. Shop mats don\'t use exit paths/ or -destinations. When stepping onto a shopmat the player gets beamed to the nearest other mat. If the player has unpaid items in his inventory, the price gets charged from his coins automatically. If the player has insufficient coins to buy his unpaid items, he is unable to pass any shopmat (So he has to drop unpaid items).',
5376     ignore => [
5377     $IGNORE_LIST{non_pickable}
5378     ],
5379 root 1.5 name => 'Shop Mat',
5380 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5381     },
5382     'Sign & MagicMouth' => {
5383 root 1.7 attr => [
5384     [
5385     'connected',
5386     {
5387     desc => 'When a connection value is set, the message will be printed whenever the connection is triggered. This should be used in combination with <invisible> enabled and <activate by walking/flying> disabled. If activating your magic_mouth this way, the message will not only be printed to one player, but all players on the current map.',
5388     name => 'connection',
5389     type => 'int'
5390     }
5391     ],
5392     [
5393     'walk_on',
5394     {
5395     desc => 'If set, the player gets the message when walking ontop of the object. "invisible 1" should be set in this case. This is the typical configuration for a "magic_mouth": The player walks through a dungeon and suddenly he gets a message. Use this to create some roleplay atmosphere, and to inform the player about possible dangers or secrets.',
5396     name => 'activate by walking',
5397     type => 'bool'
5398     }
5399     ],
5400     [
5401     'fly_on',
5402     {
5403     desc => 'If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.',
5404     name => 'activate by flying',
5405     type => 'bool'
5406     }
5407     ],
5408     [
5409     'food',
5410     {
5411     desc => 'If a counter-value is set (greater zero), the sign/magic_mouth can be applied (printing the message) only that many times. For signs this really shouldn\'t be used, while for magic_mouths it is extremely helpful. Monsters walking over the magic_mouth do not decrease the counter. Often, you might want to have a message displayed only one time. For example: The player enters your map and you put a magic_mouth to tell him about the monsters and how dangerous they look and all. Later, when all the monsters are killed and the player leaves the map, displaying the same message a second time would be silly. <counter> 1 does a perfect job in such cases. Otherwise set <counter> zero/unset for infinite use (that is the default).',
5412     name => 'counter',
5413     type => 'int'
5414     }
5415     ],
5416     [
5417     'msg',
5418     {
5419     desc => 'This text will be displayed to the player.',
5420     end => 'endmsg',
5421     name => 'message',
5422     type => 'text'
5423     }
5424     ]
5425     ],
5426     desc => 'The purpose of a sign or magic_mouth is to display a certain message to the player. There are three ways to have the player get this message: The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).',
5427     ignore => [
5428     $IGNORE_LIST{non_pickable}
5429     ],
5430     name => 'Sign & MagicMouth',
5431     use => 'Use signs and magic_mouths, plenty of them! Place magic_mouths to add some true roleplay feeling to your maps, support your storyline or give hints about hidden secrets/dangers. Place signs to provide the player with all kinds of useful information for getting along in your maps.'
5432     },
5433     Skill => {
5434     attr => [
5435     [
5436     'invisible',
5437     {
5438     type => 'fixed',
5439     value => 1
5440     }
5441     ],
5442     [
5443     'no_drop',
5444     {
5445     type => 'fixed',
5446     value => 1
5447     }
5448     ],
5449     [
5450     'skill',
5451     {
5452     desc => 'The <skill name> is used for matchings. When a usable object has an identical <skill name>, players (or monsters) will need this skill to apply/use the object.',
5453     name => 'skill name',
5454     type => 'string'
5455     }
5456     ],
5457     [
5458     'expmul',
5459     {
5460     desc => 'This is the ratio of experience the players total should increase by when this skill is used. If this is zero, then experience only goes to to the skill. Values higher than 1 are allowed. Note that experience rewarded to the players total is in addition to that given to the skill. Eg, if player should get 500 exp for using a skill, and expmul is 1, the player will get 500 added to that skill as well as 500 to their total.',
5461     name => 'exp multiplier',
5462     type => 'float'
5463     }
5464     ],
5465     [
5466     'subtype',
5467     {
5468     desc => 'The <skill type> defines the base functionality of the skill. Skill types are hardcoded in the Crossfire server. It isn\'t hard to create new skill types, but it requires a bit of server-coding.',
5469     name => 'skill type',
5470     type => 'list',
5471     value => $LIST{skill_type}
5472     }
5473     ],
5474     [
5475     'level',
5476     {
5477     name => 'level',
5478     type => 'int'
5479     }
5480     ],
5481     [
5482     'exp',
5483     {
5484     name => 'experience',
5485     type => 'int'
5486     }
5487     ],
5488     [
5489     'can_use_skill',
5490     {
5491     desc => 'The <is native skill> flag has an effect only when this skill object is placed in the inventory of a monster (or player). If it is set, the monster or player knows the skill natively, which means he does not need a skill tool to use it.',
5492     name => 'is native skill',
5493     type => 'bool'
5494     }
5495     ]
5496 root 1.3 ],
5497     desc => 'Skills are objects which exist in the player/monster inventory. Both NPC/monsters and players use the same skill archetypes. Not all skills are enabled for monster use however.',
5498     ignore => [
5499     $IGNORE_LIST{system_object}
5500     ],
5501 root 1.5 name => 'Skill',
5502 root 1.3 use => 'For mapmaking, Skill objects serve two purposes: <p>First, the predefined skill archtypes (in the \'skills\' directory) can be seen as the global skill definitions. A skill which doesn\'t exists as an archtype cannot be learned or used by players. When you want to use skills in your maps, you may need to look up the &lt;skill name&gt;s of defined skill archtypes, because those strings are used as a reference in many skill-related objects. </p><p> Secondly, in order to enable monsters to use skills, you will need to copy default skill archtypes into the monsters\' inventories. You can even customize the skills by changing stats. It is not recommended however, to use skills in your maps which are totally unrelated to any predefined skill archtype.</p>'
5503     },
5504     'Skill Scroll' => {
5505 root 1.7 attr => [
5506     [
5507     'race',
5508     {
5509     type => 'fixed',
5510     value => 'scrolls'
5511     }
5512     ],
5513     [
5514     'skill',
5515     {
5516     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5517     name => 'skill name',
5518     type => 'string'
5519     }
5520     ]
5521     ],
5522 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5523 root 1.5 name => 'Skill Scroll',
5524 root 1.3 use => 'Skill scrolls are very much sought for by players. Currently, all skill scrolls are sold in shops randomly, which is in fact not a good system. It would be nice to have some cool quests with skill scrolls rewarded at the end.'
5525     },
5526     'Special Key' => {
5527 root 1.7 attr => [
5528     [
5529     'slaying',
5530     {
5531     desc => 'This string must be identical with the <key string> in the locked door, then it can be unlocked. It can also be used to trigger inventory checkers.',
5532     name => 'key string',
5533     type => 'string'
5534     }
5535     ],
5536     [
5537     'material',
5538     {
5539     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5540     name => 'material',
5541     type => 'bitmask',
5542     value => $BITMASK{material}
5543     }
5544     ],
5545     [
5546     'unique',
5547     {
5548     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good. This can be used if you want to sell apartments on your map: Simply sell a unique passport/key, and place an inventory checker at the entrance of your apartment.',
5549     name => 'unique item',
5550     type => 'bool'
5551     }
5552     ],
5553     [
5554     'startequip',
5555     {
5556     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5557     name => 'godgiven item',
5558     type => 'bool'
5559     }
5560     ],
5561     [
5562     'msg',
5563     {
5564     desc => 'This will add a description to the object. The player can read this text by clicking on the item in his inventory. Use this message to describe what the key/passport is good for. A player might have 50 different keys on his key-ring. Don\'t expect players to recall their purpose just by their names.',
5565     end => 'endmsg',
5566     name => 'description',
5567     type => 'text'
5568     }
5569     ]
5570     ],
5571 root 1.3 desc => 'When carrying the appropriate special key, a locked door can be opened. The key will dissapear. <br><br> This object-type can also be used for "passport"-like items: When walking onto an invetory checker, a gate for example might get opened. The "passport" will stay in the player\'s inventory.',
5572     ignore => [
5573     'material'
5574     ],
5575 root 1.5 name => 'Special Key',
5576 root 1.3 use => 'How to make a "passport": You take the special key arch (archetype name is "key2"), set the face to something like card.111 and the name to "passport" - that\'s all. The &lt;key string&gt; certainly must match with the appropiate inventory checker. <br><br> Of course you can be creative with names and faces of key-objects. A "mysterious crystal" or a "big dragon claw" (with appropriate faces) appear more interesting than just a "strange key", or "passport".'
5577     },
5578     Spell => {
5579 root 1.7 attr => [
5580     [
5581     'no_drop',
5582     {
5583     type => 'fixed',
5584     value => 1
5585     }
5586     ],
5587     [
5588     'invisible',
5589     {
5590     type => 'fixed',
5591     value => 1
5592     }
5593     ],
5594     [
5595     'skill',
5596     {
5597     desc => 'The <skill name> matches the skill which is needed to cast this spell. This should be one out of "sorcery", "pyromancy", "evocation", "summoning" or "praying". If you want to fiddle with these, please take care not to upset the concept and balance of the various skills.',
5598     name => 'skill name',
5599     type => 'string'
5600     }
5601     ],
5602     [
5603     'subtype',
5604     {
5605     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5606     name => 'spell type',
5607     type => 'list',
5608     value => $LIST{spell_type}
5609     }
5610     ],
5611     [
5612     'level',
5613     {
5614     name => 'spell level',
5615     type => 'int'
5616     }
5617     ],
5618     [
5619     'casting_time',
5620     {
5621     name => 'casting time',
5622     type => 'int'
5623     }
5624     ],
5625     [
5626     'duration',
5627     {
5628     name => 'duration',
5629     type => 'int'
5630     }
5631     ],
5632     [
5633     'other_arch',
5634     {
5635     name => 'create object',
5636     type => 'string'
5637     }
5638     ],
5639     [
5640     'sp',
5641     {
5642     name => 'cost spellpoints',
5643     type => 'int'
5644     }
5645     ],
5646     [
5647     'grace',
5648     {
5649     name => 'cost grace',
5650     type => 'int'
5651     }
5652     ],
5653     [
5654     'maxsp',
5655     {
5656     name => 'double cost per level',
5657     type => 'int'
5658     }
5659     ]
5660     ],
5661 root 1.3 desc => 'Spell objects define a spell. When a spell is put in a spellbook, players can learn it by reading the book. Once learned, players can use the spell as often as they like. With increasing skill level of the player, spells may gain power but also increase cost.<br> Monsters can use spells which are put in their inventory (provided that certain "enabling" settings are correct). The monster\'s &lt;treasurelist&gt; can also be used to provide it with spells.',
5662     ignore => [
5663     $IGNORE_LIST{system_object}
5664     ],
5665 root 1.5 name => 'Spell',
5666 root 1.3 use => 'A lot of the spells\' settings can be tuned and customized. When creating new spells which are accessible to players, it is important to think about balance. A single spell which is too powerful and/or too easy to use can eventually toss the whole skill and magic school system out of whack. Testing new spells is quite important therefore.'
5667     },
5668     Spellbook => {
5669 root 1.7 attr => [
5670     [
5671     'skill',
5672     {
5673     type => 'fixed',
5674     value => 'literacy'
5675     }
5676     ],
5677     [
5678     'randomitems',
5679     {
5680     desc => 'There are two ways to put spells into a spellbook: 1. Put a spell object in the books inventory. In this case, treasurelist must be set to <none>. 2. Choose a treasurelist which contains spells. In that way, a spell will be chosen randomly from the list.',
5681     name => 'treasurelist',
5682     type => 'treasurelist'
5683     }
5684     ],
5685     [
5686     'startequip',
5687     {
5688     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5689     name => 'godgiven item',
5690     type => 'bool'
5691     }
5692     ],
5693     [
5694     'msg',
5695     {
5696     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5697     end => 'endmsg',
5698     name => 'description',
5699     type => 'text'
5700     }
5701     ]
5702     ],
5703 root 1.3 desc => 'By reading a spellbook, the player has a chance of learning the contained spell. Once learned from a book, the spell is available forever. Spellbooks with high level spells require some skill-level to read.<br><br> You can create widely customized spells only by adjusting the spell object in the spellbooks inventory. Refer to the description of spell objects for detailed information how to customize spells.<br> If you want to have a random spellbook instead, choose a &lt;treasurelist&gt; with a compilation of spells that the book may contain.',
5704 root 1.5 name => 'Spellbook',
5705 root 1.3 use => 'Don\'t put any of the godgiven spells into a spellbook! These are reserved for the followers of the appropriate cults. Handing them out in a spellbook would violate the balance between different religions. <br><br> Note that there is no fundamental difference between the spellbooks of varying schools (pyromancy, sorcery, evocation, summoning, and even praying). The difference lies only in the spells they contain. It is up to you, the mapmaker, to pick the right type of book for your spells.'
5706     },
5707     Spinner => {
5708 root 1.7 attr => [
5709     [
5710     'sp',
5711     {
5712     desc => 'The spinner will change the direction of flying objects by 45 degrees per <direction number>. Negative values spin clockwise, positive values counter clockwise. Example: <direction number> -2 means spin 90 degrees clockwise.',
5713     name => 'direction number',
5714     type => 'int'
5715     }
5716     ],
5717     [
5718     'walk_on',
5719     {
5720     type => 'fixed',
5721     value => 1
5722     }
5723     ],
5724     [
5725     'fly_on',
5726     {
5727     type => 'fixed',
5728     value => 1
5729     }
5730     ]
5731     ],
5732 root 1.3 desc => 'Spinners change the direction of spell objects and other projectiles that fly past. Unlike directors, it does make a difference from what angle you shoot into the spinner. The direction of objects flying past is always changed by a certain degree.',
5733     ignore => [
5734     $IGNORE_LIST{non_pickable}
5735     ],
5736 root 1.5 name => 'Spinner',
5737 root 1.3 use => 'Spinners are very rarely used. I believe they are quite confusing and pointless. The only use I can think of is building some puzzle about where to shoot into spinners to shoot somewhere you otherwise couldn\'t. When placing spinners on a map with magic walls, make sure the spell- projectiles from magic walls don\'t get to fly in loops.'
5738     },
5739     Swamp => {
5740 root 1.7 attr => [
5741     [
5742     'walk_on',
5743     {
5744     type => 'fixed',
5745     value => 1
5746     }
5747     ],
5748     [
5749     'is_floor',
5750     {
5751     type => 'fixed',
5752     value => 1
5753     }
5754     ],
5755     [
5756     'is_wooded',
5757     {
5758     type => 'fixed',
5759     value => 1
5760     }
5761     ],
5762     [
5763     'speed',
5764     {
5765     desc => 'The higher the <drowning speed>, the faster will players and items sink into the swamp. Swamp with very high <drowning speed> can be a nasty and unexpected death-trap. Players should get a warning before such areas.',
5766     name => 'drowning speed',
5767     type => 'float'
5768     }
5769     ],
5770     [
5771     'slow_move',
5772     {
5773     desc => 'If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp',
5774     name => 'slow movement',
5775     type => 'int'
5776     }
5777     ],
5778     [
5779     'no_magic',
5780     {
5781     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
5782     name => 'no spells',
5783     type => 'bool'
5784     }
5785     ],
5786     [
5787     'damned',
5788     {
5789     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
5790     name => 'no prayers',
5791     type => 'bool'
5792     }
5793     ]
5794     ],
5795 root 1.3 desc => 'Swamp areas show a special behaviour: When a player stands still on a swamp-square for too long, he will start to sink in and eventually drown and die. Items dropped on the swamp sink in and dissapear. Players with knowledge of the woodsman skill are a lot less likely to die in the swamp.',
5796     ignore => [
5797     $IGNORE_LIST{non_pickable}
5798 root 1.5 ],
5799     name => 'Swamp'
5800 root 1.3 },
5801     Teleporter => {
5802 root 1.7 attr => [
5803     [
5804     'slaying',
5805     {
5806     desc => 'The exit path specifies the map that the player is transferred to. <exit path> can be an absolute path, beginning with \'/\' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with \'/\' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. If the <exit path> is set, ONLY players can get teleported. If the <exit path> is unset (empty), anything can get teleported: Players, monsters and items. In this case, the destined map is automatically the same map the teleporter is on.',
5807     name => 'exit path',
5808     type => 'string'
5809     }
5810     ],
5811     [
5812     'hp',
5813     {
5814     desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
5815     name => 'destination X',
5816     type => 'int'
5817     }
5818     ],
5819     [
5820     'sp',
5821     {
5822     desc => 'The exit destinations define the (x, y)-coordinates where the exit leads to. If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.',
5823     name => 'destination Y',
5824     type => 'int'
5825     }
5826     ],
5827     [
5828     'connected',
5829     {
5830     desc => 'If a connection value is set, the teleporter will be activated whenever the connection is triggered. To use this properly, <activation speed> must be zero.',
5831     name => 'connection',
5832     type => 'int'
5833     }
5834     ],
5835     [
5836     'speed',
5837     {
5838     desc => 'If the <activation speed> is nonzero, the teleporter will automatically be activated in regular time-intervals. Hence, the player can just step on it and gets teleported sooner or later. The duration between two activates depends on the given value. Default in the teleporter arch is <activation speed> 0.1. VERY IMPORTANT: If you want to have your teleporter activated via button/handle/magic_ear/etc, you must set <activation speed> to zero!',
5839     name => 'activation speed',
5840     type => 'float'
5841     }
5842     ]
5843     ],
5844 root 1.3 desc => 'When the player walks into a teleporter, he is transferred to a different location. The main difference to the object-type exit is the possibility to have teleporters connected to levers/buttons/etc. Sometimes teleporters are activated even against the players will. <br><br> Unlike exits, teleporters can also transfer items and monsters to different locations on the same map.',
5845     ignore => [
5846     $IGNORE_LIST{non_pickable}
5847     ],
5848 root 1.5 name => 'Teleporter',
5849 root 1.3 use => 'When creating maps, I guess sooner or later you\'ll want to have an invisible teleporter. If using "invisible 1", the teleporter can still be discovered with the show_invisible spell. And in some cases you can\'t place it under the floor to prevent this. <br><br> Fortunately, there is a cool trick to make a perfectly invisible teleporter: You simply add teleporter functionality to the floor itself. That means: You take the floor arch (e.g. "flagstone"), set "type 41", and add slaying/hp/sp/connected... everything you need.'
5850     },
5851 root 1.8 'Timed Gate' => {
5852     attr => [
5853     [
5854     'no_pick',
5855     {
5856     type => 'fixed',
5857     value => 1
5858     }
5859     ],
5860     [
5861     'connected',
5862     {
5863     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. If unset, the gate opens automatically after some time.',
5864     name => 'connection',
5865     type => 'int'
5866     }
5867     ],
5868     [
5869     'wc',
5870     {
5871     desc => 'The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually about 6 or 7) means completely closed/up state. I suggest you don\'t mess with this value - Leave the default in place.',
5872     name => 'position state',
5873     type => 'int'
5874     }
5875     ],
5876     [
5877     'no_pass',
5878     {
5879     desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
5880     name => 'blocking passage',
5881     type => 'bool'
5882     }
5883     ],
5884     [
5885     'no_magic',
5886     {
5887     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
5888     name => 'restrict spells',
5889     type => 'bool'
5890     }
5891     ],
5892     [
5893     'damned',
5894     {
5895     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
5896     name => 'restrict prayers',
5897     type => 'bool'
5898     }
5899     ],
5900     [
5901     'hp',
5902     {
5903     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
5904     name => 'open duration',
5905     type => 'int'
5906     }
5907     ]
5908     ],
5909     desc => 'Gates play an important role in Crossfire. Gates can be opened by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has passed, which makes them more practical in many cases. Unlike normal gates, timed gates open when triggered but automatically close again after some time.',
5910     ignore => [
5911     $IGNORE_LIST{non_pickable}
5912     ],
5913     name => 'Timed Gate',
5914     use => 'Use gates to divide your maps into separated areas. After solving area A, the player gains access to area B, and so on. Make your maps more complex than "one-way".'
5915     },
5916 root 1.3 Trap => {
5917 root 1.7 attr => [
5918     [
5919     'no_pick',
5920     {
5921     type => 'fixed',
5922     value => 1
5923     }
5924     ],
5925     [
5926     'walk_on',
5927     {
5928     type => 'fixed',
5929     value => 1
5930     }
5931     ],
5932     [
5933     'level',
5934     {
5935     desc => 'Level effects how easily a trap may be found and disarmed, and how much experience the player gets for doing so. Beware: High level traps can be quite a cheap source of experience! So either make them tough, or keep the level low.',
5936     name => 'trap level',
5937     type => 'int'
5938     }
5939     ],
5940     [
5941     'Cha',
5942     {
5943     desc => 'This value determines what fraction of the time the trap is visible: It\'ll be randomly visible 1/<visibility> of the time. Also effects how easily the trap may be found.',
5944     name => 'visibility',
5945     type => 'int'
5946     }
5947     ],
5948     [
5949     'hp',
5950     {
5951     desc => 'The trap will detonate <number of charges> times before disappearing.',
5952     name => 'number of charges',
5953     type => 'int'
5954     }
5955     ],
5956     [
5957     'dam',
5958     {
5959     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
5960     name => 'direct damage',
5961     type => 'int'
5962     }
5963     ],
5964     [
5965     'attacktype',
5966     {
5967     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
5968     name => 'attacktype',
5969     type => 'bitmask',
5970     value => $BITMASK{attacktype}
5971     }
5972     ],
5973     [
5974     'connected',
5975     {
5976     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
5977     name => 'connection',
5978     type => 'int'
5979     }
5980     ],
5981     [
5982     'msg',
5983     {
5984     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
5985     end => 'endmsg',
5986     name => 'detonation text',
5987     type => 'text'
5988     }
5989     ]
5990     ],
5991 root 1.3 desc => 'A trap is a object that can either do damage or trigger another connected object when detonated. Traps are like runes except they are not magical in nature, and generally have either a physical attack or trigger a reaction. <br><br> Traps hit any monster or person who steps on them for \'dam\' damage in \'attacktype\' attacktype and/or trigger a reaction. <br><br> Many traps are already defined in the archetypes.',
5992     ignore => [
5993     'no_pick',
5994     'title',
5995     'name_pl',
5996     'weight',
5997     'value',
5998     'material',
5999     'unpaid'
6000     ],
6001 root 1.5 name => 'Trap',
6002 root 1.3 use => 'Avoid monsters stepping on your traps. For example, a party of orcs setting off your lightning wall and pit trap is usually a bad idea.'
6003     },
6004     Trapdoor => {
6005 root 1.7 attr => [
6006     [
6007     'no_pick',
6008     {
6009     type => 'fixed',
6010     value => 1
6011     }
6012     ],
6013     [
6014     'walk_on',
6015     {
6016     type => 'fixed',
6017     value => 1
6018     }
6019     ],
6020     [
6021     'weight',
6022     {
6023     desc => 'This value defines how much weight the trapdoor can hold. Once items or creatures are gathered on the trapdoor, with a total weight surpassing this value, then the trapdoor will open and things start falling through.',
6024     name => 'hold weight',
6025     type => 'int'
6026     }
6027     ],
6028     [
6029     'hp',
6030     {
6031     desc => 'The trapdoor will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the trapdoor will act like being filled up and not work anymore!',
6032     name => 'destination X',
6033     type => 'int'
6034     }
6035     ],
6036     [
6037     'sp',
6038     {
6039     desc => 'The trapdoor will transport creatures (and items) randomly into a two-square radius of the destination coordinates. If the destination square becomes blocked, the trapdoor will act like being filled up and not work anymore!',
6040     name => 'destination Y',
6041     type => 'int'
6042     }
6043     ]
6044     ],
6045 root 1.3 desc => 'Trapdoors are very similar to pits. The difference is that they can not be closed. Instead, the weight of the object on the trapdoor determines weither it slams the trapdoor open and falls through or not.<br> Once a trapdoor has been opened (by a creature or items of sufficient weight,) it remains open, acting like an opened pit.',
6046     ignore => [
6047     $IGNORE_LIST{non_pickable}
6048     ],
6049 root 1.5 name => 'Trapdoor',
6050 root 1.3 use => 'Trapdoors should be used in the same fashion as pits: They should always drop the victims to some kind of lower level. They are not supposed to be used to randomly interconnect maps like teleporters.'
6051     },
6052     Treasure => {
6053 root 1.7 attr => [
6054     [
6055     'randomitems',
6056     {
6057     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6058     name => 'treasurelist',
6059     type => 'treasurelist'
6060     }
6061     ],
6062     [
6063     'auto_apply',
6064     {
6065     desc => '"Auto-generate" must be set in order to have the treasure be created when the map is loaded. If you want to create a random treasure chest, you unset this flag. That way, the player has to apply the object (the chest), then the treasure is generated.',
6066     name => 'auto-generate',
6067     type => 'bool'
6068     }
6069     ],
6070     [
6071     'hp',
6072     {
6073     desc => '"Create number" specifies how many pieces of the given treasurelist will appear. Note that for every piece there is a chance that nothing is generated. Also, sometimes there can be stacks of items generated, like for gems/money.',
6074     name => 'create number',
6075     type => 'int'
6076     }
6077     ],
6078     [
6079     'exp',
6080     {
6081     desc => 'The <quality level> will be used for the quality of the generated treasure instead of the map difficulty (as was done with shops). If zero/unset, the map difficulty will instead be used. (Example for comparison: Shop floors generate treasure of <quality level> 5 per default).',
6082     name => 'quality level',
6083     type => 'int'
6084     }
6085     ]
6086     ],
6087 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6088     ignore => [
6089     'nrof',
6090     'title',
6091     'name_pl',
6092     'weight',
6093     'value',
6094     'material'
6095     ],
6096 root 1.5 name => 'Treasure',
6097 root 1.3 use => 'About usage of the "random-artifact" treasurelist: This will generate powerful stuff like girdles, xray helmets, special swords etc. If you put this as reward to your quest, players might be motivated to do it more than once. BUT, by doing so they will get a huge number of different artifacts! Besides, players will always seek the place with the most easy-to-get random artifact and ignore all others. My advice: Don\'t use it! Attract players with good fighting experience (from monsters), potions, spellbooks, money, and non-random artifacts.'
6098     },
6099     'Trigger Marker' => {
6100 root 1.7 attr => [
6101     [
6102     'no_pick',
6103     {
6104     type => 'fixed',
6105     value => 1
6106     }
6107     ],
6108     [
6109     'slaying',
6110     {
6111     desc => 'The <key string> can be detected by inv. checkers/detectors. If the player already has a force with that <key string>, there won\'t be inserted a second one.',
6112     name => 'key string',
6113     type => 'string'
6114     }
6115     ],
6116     [
6117     'connected',
6118     {
6119     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6120     name => 'connection',
6121     type => 'int'
6122     }
6123     ],
6124     [
6125     'food',
6126     {
6127     desc => 'This value defines the duration of the force it inserts. If nonzero, the duration of the player\'s mark is finite: about 1 food per 10 seconds. <mark duration> zero/unset means the mark will stay on the player forever.',
6128     name => 'mark duration',
6129     type => 'int'
6130     }
6131     ],
6132     [
6133     'name',
6134     {
6135     desc => 'When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don\'t want to remove any marks, leave this textfield empty. Note that the string <delete mark> is set as the name of this marker. So don\'t be confused, and remember changing the name will take effect on the marker\'s functionality.',
6136     name => 'delete mark',
6137     type => 'string'
6138     }
6139     ],
6140     [
6141     'msg',
6142     {
6143     desc => 'In the moment when the player gets marked, this text is displayed to him. You should really set a message in any marker you create, because it\'s the only way for the player to notice what\'s going on.',
6144     end => 'endmsg',
6145     name => 'marking message',
6146     type => 'text'
6147     }
6148     ]
6149     ],
6150 root 1.3 desc => 'A trigger marker is an object that inserts an invisible force (a mark) into a player stepping on it WHEN TRIGGERED. This force does nothing except containing a &lt;key string&gt; which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again. <br><br> Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.',
6151     ignore => [
6152     $IGNORE_LIST{system_object}
6153     ],
6154 root 1.5 name => 'Trigger Marker',
6155 root 1.3 use => 'Markers hold real cool possibilities for map-making. I encourage you to use them frequently. However there is one negative point about markers: Players don\'t "see" what\'s going on with them. It is your task, as map-creator, to make sure the player is always well informed and never confused. <br><br> Please avoid infinite markers when they aren\'t needed. They\'re using a little space in the player file after all, so if there is no real purpose, set an expire time.'
6156     },
6157     Wall => {
6158 root 1.7 attr => [
6159     [
6160     'no_pass',
6161     {
6162     desc => 'If set, the object cannot be passed by players nor monsters.',
6163     name => 'blocking passage',
6164     type => 'bool'
6165     }
6166     ],
6167     [
6168     'can_roll',
6169     {
6170     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6171     name => 'moveable',
6172     type => 'bool'
6173     }
6174     ],
6175     [
6176     'no_magic',
6177     {
6178     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6179     name => 'restrict spells',
6180     type => 'bool'
6181     }
6182     ],
6183     [
6184     'damned',
6185     {
6186     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6187     name => 'restrict prayers',
6188     type => 'bool'
6189     }
6190     ]
6191     ],
6192 root 1.3 desc => 'Walls usually block passage and sight.',
6193     ignore => [
6194     'nrof',
6195     'title',
6196     'name_pl',
6197     'value',
6198     'unpaid'
6199     ],
6200 root 1.5 name => 'Wall',
6201 root 1.3 required => {
6202     alive => 0,
6203     is_floor => 0,
6204     no_pass => 1
6205     }
6206     },
6207     'Wand & Staff' => {
6208 root 1.7 attr => [
6209     [
6210     'sp',
6211     {
6212     desc => 'The <spell> specifies the contained spell.',
6213     name => 'spell',
6214     type => 'spell'
6215     }
6216     ],
6217     [
6218     'level',
6219     {
6220     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6221     name => 'casting level',
6222     type => 'int'
6223     }
6224     ],
6225     [
6226     'food',
6227     {
6228     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6229     name => 'number of charges',
6230     type => 'int'
6231     }
6232     ],
6233     [
6234     'startequip',
6235     {
6236     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6237     name => 'godgiven item',
6238     type => 'bool'
6239     }
6240     ],
6241     [
6242     'msg',
6243     {
6244     desc => 'This text may contain a description of the wand.',
6245     end => 'endmsg',
6246     name => 'description',
6247     type => 'text'
6248     }
6249     ]
6250     ],
6251 root 1.3 desc => 'Wands contain a certain spell. The player can apply (ready) and fire the wand. After a defined number of casts, the wand is "used up". It is possible to recharge a wand with scrolls of charging, but usually that isn\'t worth the cost.',
6252 root 1.5 name => 'Wand & Staff',
6253 root 1.9 use => 'Wands are quite seldomly used. The reason prolly is that they\'re generally not cost-efficient. Handing out high-level wands with powerful special spells isn\'t a good idea either, because of the recharge ability. <br><br> For low levels, staffs of healing/cure and word of recall are quite desirable though. Ideal rewards for low level quests.'
6254 root 1.3 },
6255     'Weak Wall' => {
6256 root 1.7 attr => [
6257     [
6258     'alive',
6259     {
6260     type => 'fixed',
6261     value => 1
6262     }
6263     ],
6264     [
6265     'no_pick',
6266     {
6267     type => 'fixed',
6268     value => 1
6269     }
6270     ],
6271     [
6272     'tear_down',
6273     {
6274     type => 'fixed',
6275     value => 1
6276     }
6277     ],
6278     [
6279     'race',
6280     {
6281     desc => 'For weak walls, <race> should always be set to "wall", unless you create something fancy like a building which is in fact meant to be a huge animal. Note that shovels slay walls, so they do tripple damage against weak walls.',
6282     name => 'race',
6283     type => 'string'
6284     }
6285     ],
6286     [
6287     'level',
6288     {
6289     desc => 'The <level> of a weak wall works similar to monster levels. Due to the fact that weak walls cannot attack, the level is much less important though.',
6290     name => 'level',
6291     type => 'int'
6292     }
6293     ],
6294     [
6295     'hp',
6296     {
6297     desc => 'The <health points> of a weak wall define how long it takes to tear it down. With every successful hit from an opponent, <health points> get drained.',
6298     name => 'health points',
6299     type => 'int'
6300     }
6301     ],
6302     [
6303     'maxhp',
6304     {
6305     desc => '<max health> is the maximum amount of <health points> this weak wall can have. Since walls generally don\'t heal, I doubt this has much real effect.',
6306     name => 'max health',
6307     type => 'int'
6308     }
6309     ],
6310     [
6311     'ac',
6312     {
6313     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6314     name => 'armour class',
6315     type => 'int'
6316     }
6317     ]
6318     ],
6319 root 1.3 desc => 'A weak wall is a breakable spot amidsts a solid wall. Typically these weak walls look similar to their solid "relatives" except for a small crack or little chunks of wall on the ground.',
6320     ignore => [
6321     $IGNORE_LIST{non_pickable}
6322     ],
6323 root 1.5 name => 'Weak Wall',
6324 root 1.3 required => {
6325     alive => 1,
6326     is_floor => 0,
6327     tear_down => 1
6328     },
6329 root 1.4 section => [
6330     [
6331     'resistance',
6332 root 1.7 [
6333     [
6334     'resist_physical',
6335     {
6336     name => 'resist physical %',
6337     type => 'int'
6338     }
6339     ],
6340     [
6341     'resist_magic',
6342     {
6343     name => 'resist magic %',
6344     type => 'int'
6345     }
6346     ],
6347     [
6348     'resist_fire',
6349     {
6350     name => 'resist fire %',
6351     type => 'int'
6352     }
6353     ],
6354     [
6355     'resist_electricity',
6356     {
6357     name => 'resist electricity %',
6358     type => 'int'
6359     }
6360     ],
6361     [
6362     'resist_cold',
6363     {
6364     name => 'resist cold %',
6365     type => 'int'
6366     }
6367     ],
6368     [
6369     'resist_confusion',
6370     {
6371     name => 'resist confusion %',
6372     type => 'int'
6373     }
6374     ],
6375     [
6376     'resist_acid',
6377     {
6378     name => 'resist acid %',
6379     type => 'int'
6380     }
6381     ],
6382     [
6383     'resist_drain',
6384     {
6385     name => 'resist draining %',
6386     type => 'int'
6387     }
6388     ],
6389     [
6390     'resist_weaponmagic',
6391     {
6392     name => 'resist weaponmagic %',
6393     type => 'int'
6394     }
6395     ],
6396     [
6397     'resist_ghosthit',
6398     {
6399     name => 'resist ghosthit %',
6400     type => 'int'
6401     }
6402     ],
6403     [
6404     'resist_poison',
6405     {
6406     name => 'resist poison %',
6407     type => 'int'
6408     }
6409     ],
6410     [
6411     'resist_slow',
6412     {
6413     name => 'resist slow %',
6414     type => 'int'
6415     }
6416     ],
6417     [
6418     'resist_paralyze',
6419     {
6420     name => 'resist paralyze %',
6421     type => 'int'
6422     }
6423     ],
6424     [
6425     'resist_fear',
6426     {
6427     name => 'resist fear %',
6428     type => 'int'
6429     }
6430     ],
6431     [
6432     'resist_deplete',
6433     {
6434     name => 'resist depletion %',
6435     type => 'int'
6436     }
6437     ],
6438     [
6439     'resist_turn_undead',
6440     {
6441     name => 'resist turn undead %',
6442     type => 'int'
6443     }
6444     ],
6445     [
6446     'resist_death',
6447     {
6448     name => 'resist death-attack %',
6449     type => 'int'
6450     }
6451     ],
6452     [
6453     'resist_chaos',
6454     {
6455     name => 'resist chaos %',
6456     type => 'int'
6457     }
6458     ],
6459     [
6460     'resist_blind',
6461     {
6462     name => 'resist blinding %',
6463     type => 'int'
6464     }
6465     ],
6466     [
6467     'resist_holyword',
6468     {
6469     name => 'resist holy power %',
6470     type => 'int'
6471     }
6472     ],
6473     [
6474     'resist_godpower',
6475     {
6476     name => 'resist godpower %',
6477     type => 'int'
6478     }
6479     ]
6480     ]
6481 root 1.4 ]
6482     ],
6483 root 1.3 use => 'If you want to create hidden rooms, using weak walls is alot better than completely indiscernible passages in a wall.<br> Anyways, there can be a lot more to weak walls than just finding them: Rising their defensive stats, weak walls can become a serious obstacle. An ice wall might only be torn down by a fire attack for example. A granite wall for instance might be very hard to destroy.'
6484     },
6485     Weapon => {
6486 root 1.7 attr => [
6487     [
6488     'attacktype',
6489     {
6490     desc => 'This number is a bitmask, specifying the weapon\'s attacktypes. Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons have no more than one or two attacktypes. Keep in mind that all weapons can be blessed by the player\'s diety, thus adding an additional attacktype. When a player hits a monster with a weapon that has more than one attacktype, then he will do as much damage as the "best" of his attacktypes does. So, the more attacktypes you\'ve got, the better your chance to take advantage of a monster\'s vulnerabilities. (Btw: Same rule applies for monster vs. player.). Attacktypes "magic" and "chaos" are somehow exceptions.',
6491     name => 'attacktype',
6492     type => 'bitmask',
6493     value => $BITMASK{attacktype}
6494     }
6495     ],
6496     [
6497     'weapontype',
6498     {
6499     desc => 'The <weapontype> characterizes the weapon\'s type of physical attack. It could best be considered a "subclassification" of the physical attacktype. For now, this is only used for attack messages! You should always set this correctly when creating new weapons for your maps.',
6500     name => 'weapontype',
6501     type => 'list',
6502     value => $LIST{weapon_type}
6503     }
6504     ],
6505     [
6506     'skill',
6507     {
6508     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6509     name => 'skill name',
6510     type => 'string'
6511     }
6512     ],
6513     [
6514     'dam',
6515     {
6516     desc => 'The damage value is used as base value for how much damage the weapon does per hit. The actual damage involves more dependencies, like wielder\'s level and defender\'s level. Look at existing weapons to get a feel for the range of weapon damage values.',
6517     name => 'damage',
6518     type => 'int'
6519     }
6520     ],
6521     [
6522     'slaying',
6523     {
6524     desc => 'Slaying means the weapon does tripple (3x) damage to monsters of the specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), only monsters of that archtype are hit with tripple damage. No god blessings are possible for weapons with a race set in this entry (That\'s because god blessings add tripple damage against their own enemy races). Tripple damage is very effective.',
6525     name => 'slaying race',
6526     type => 'string'
6527     }
6528     ],
6529     [
6530     'last_sp',
6531     {
6532     desc => 'The weapon speed determines how often the wielder can swing the weapon during a certain period of time. The lower the faster, <weapon speed> 1 is best (that is lightning- fast). A typical average value is 8. Speed and damage should be kept in reasonable relation.',
6533     name => 'weapon speed',
6534     type => 'int'
6535     }
6536     ],
6537     [
6538     'wc',
6539     {
6540     desc => 'The weapon class value adds to the overall weapon class of the wielder\'s melee attacks. Weapon class improves the chance of hitting the opponent.',
6541     name => 'weapon class',
6542     type => 'int'
6543     }
6544     ],
6545     [
6546     'magic',
6547     {
6548     desc => 'For a weapon, magic bonus works just like weapon class, except that magic bonus can be improved by the gods or reduced by acid. Hence, it is less useful than direct weapon class value on a weapon.',
6549     name => 'magic bonus',
6550     type => 'int'
6551     }
6552     ],
6553     [
6554     'item_power',
6555     {
6556     desc => 'The <item power> value measures how "powerful" an artifact is. Players will only be able to wear equipment with a certain total amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never going to be an accurate measurement of <item power>.',
6557     name => 'item power',
6558     type => 'int'
6559     }
6560     ],
6561     [
6562     'damned',
6563     {
6564     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6565     name => 'damnation',
6566     type => 'bool'
6567     }
6568     ],
6569     [
6570     'cursed',
6571     {
6572     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6573     name => 'curse',
6574     type => 'bool'
6575     }
6576     ],
6577     [
6578     'lifesave',
6579     {
6580 root 1.9 desc => 'An item with this flag enabled will save the players life for one time: When the player is wearing this item and his health points reach zero, the item disappears, replenishing half of the player\'s health. An item with <save life> should not have any decent additional bonuses!',
6581 root 1.7 name => 'save life',
6582     type => 'bool'
6583     }
6584     ],
6585     [
6586     'unique',
6587     {
6588     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6589     name => 'unique item',
6590     type => 'bool'
6591     }
6592     ],
6593     [
6594     'startequip',
6595     {
6596     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6597     name => 'godgiven item',
6598     type => 'bool'
6599     }
6600     ],
6601     [
6602     'msg',
6603     {
6604     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6605     end => 'endmsg',
6606     name => 'description',
6607     type => 'text'
6608     }
6609     ]
6610     ],
6611 root 1.3 desc => 'Wielding a weapon, the object\'s stats will directly be inherited to the player. Usually enhancing his fighting-abilities. Non-magical weapons can be improved with scrolls.',
6612 root 1.5 name => 'Weapon',
6613 root 1.4 section => [
6614     [
6615     'resistance',
6616 root 1.7 [
6617     [
6618     'resist_physical',
6619     {
6620     desc => 'This adds physical resistance to the weapon (= armour value). The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6621     name => 'resist physical %',
6622     type => 'int'
6623     }
6624     ],
6625     [
6626     'resist_magic',
6627     {
6628     desc => 'This adds magic resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6629     name => 'resist magic %',
6630     type => 'int'
6631     }
6632     ],
6633     [
6634     'resist_fire',
6635     {
6636     desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6637     name => 'resist fire %',
6638     type => 'int'
6639     }
6640     ],
6641     [
6642     'resist_electricity',
6643     {
6644     desc => 'This adds electricity resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6645     name => 'resist electricity %',
6646     type => 'int'
6647     }
6648     ],
6649     [
6650     'resist_cold',
6651     {
6652     desc => 'This adds fire resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6653     name => 'resist cold %',
6654     type => 'int'
6655     }
6656     ],
6657     [
6658     'resist_confusion',
6659     {
6660     desc => 'This adds confusion resistance to the weapon. The number is a percent-value in the range 0-100. Confusion resistance is not very effective unless the value comes close to 100 (= perfect immunity).',
6661     name => 'resist confusion %',
6662     type => 'int'
6663     }
6664     ],
6665     [
6666     'resist_acid',
6667     {
6668     desc => 'This adds acid resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6669     name => 'resist acid %',
6670     type => 'int'
6671     }
6672     ],
6673     [
6674     'resist_drain',
6675     {
6676     desc => 'This adds draining resistance to the weapon. The number is a percent-value in the range 0-100. Draining resistance is little effective unless the value is 100 (= perfect immunity).',
6677     name => 'resist draining %',
6678     type => 'int'
6679     }
6680     ],
6681     [
6682     'resist_weaponmagic',
6683     {
6684     desc => 'This adds weaponmagic resistance to the weapon. The number is a percent-value in the range 0-100. Weaponmagic resistance generally should not exist on equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) are not meant to be easily resisted.',
6685     name => 'resist weaponmagic %',
6686     type => 'int'
6687     }
6688     ],
6689     [
6690     'resist_ghosthit',
6691     {
6692     desc => 'This adds ghosthit resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6693     name => 'resist ghosthit %',
6694     type => 'int'
6695     }
6696     ],
6697     [
6698     'resist_poison',
6699     {
6700     desc => 'This adds poison resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6701     name => 'resist poison %',
6702     type => 'int'
6703     }
6704     ],
6705     [
6706     'resist_slow',
6707     {
6708     desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
6709     name => 'resist slow %',
6710     type => 'int'
6711     }
6712     ],
6713     [
6714     'resist_paralyze',
6715     {
6716     desc => 'This adds paralyze resistance to the weapon. The number is a percent-value in the range 0-100. Paralyze resistance is little effective unless the value is 100 (= perfect immunity).',
6717     name => 'resist paralyze %',
6718     type => 'int'
6719     }
6720     ],
6721     [
6722     'resist_fear',
6723     {
6724     desc => 'This adds fear resistance to the weapon. The number is a percent-value in the range 0-100. Resistance to fear is pretty useless.',
6725     name => 'resist fear %',
6726     type => 'int'
6727     }
6728     ],
6729     [
6730     'resist_deplete',
6731     {
6732     desc => 'This adds depletion resistance to the weapon. The number is a percent-value in the range 0-100. Depletion resistance is little effective unless the value is 100 (= perfect immunity).',
6733     name => 'resist depletion %',
6734     type => 'int'
6735     }
6736     ],
6737     [
6738     'resist_death',
6739     {
6740     desc => 'This adds death-attack resistance to the weapon. The number is a percent-value in the range 0-100. Death-attack resistance is little effective unless the value is 100 (= perfect immunity). Generally, resistance to death-attack is not supposed to be available to players!',
6741     name => 'resist death-attack %',
6742     type => 'int'
6743     }
6744     ],
6745     [
6746     'resist_chaos',
6747     {
6748     desc => 'This adds chaos resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact. Note that chaos is not a stand-alone attacktype. Chaos "contains" a combination of other attacktypes.',
6749     name => 'resist chaos %',
6750     type => 'int'
6751     }
6752     ],
6753     [
6754     'resist_blind',
6755     {
6756     desc => 'This adds blinding resistance to the weapon. The number is a percent-value in the range 0-100. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.',
6757     name => 'resist blinding %',
6758     type => 'int'
6759     }
6760     ],
6761     [
6762     'resist_holyword',
6763     {
6764     desc => 'This adds holy power resistance to the weapon. The number is a percent-value in the range 0-100. Holy power is the attacktype that holyword-type spells use to hurt undead creatures. This kind of resistance is only reasonable for undead players (wraith or devourer cult). Generally, resistance to holy word should not be available for players.',
6765     name => 'resist holy power %',
6766     type => 'int'
6767     }
6768     ]
6769     ]
6770 root 1.4 ],
6771     [
6772     'stats',
6773 root 1.7 [
6774     [
6775     'Str',
6776     {
6777     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
6778     name => 'strength',
6779     type => 'int'
6780     }
6781     ],
6782     [
6783     'Dex',
6784     {
6785     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
6786     name => 'dexterity',
6787     type => 'int'
6788     }
6789     ],
6790     [
6791     'Con',
6792     {
6793     desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
6794     name => 'constitution',
6795     type => 'int'
6796     }
6797     ],
6798     [
6799     'Int',
6800     {
6801     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
6802     name => 'intelligence',
6803     type => 'int'
6804     }
6805     ],
6806     [
6807     'Pow',
6808     {
6809     desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
6810     name => 'power',
6811     type => 'int'
6812     }
6813     ],
6814     [
6815     'Wis',
6816     {
6817     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
6818     name => 'wisdom',
6819     type => 'int'
6820     }
6821     ],
6822     [
6823     'Cha',
6824     {
6825     desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
6826     name => 'charisma',
6827     type => 'int'
6828     }
6829     ]
6830     ]
6831 root 1.4 ],
6832     [
6833     'misc',
6834 root 1.7 [
6835     [
6836     'luck',
6837     {
6838     desc => 'With positive luck bonus, the player is more likely to succeed in all sorts of things (spellcasting, praying,...). Unless the <luck bonus> is very high, the effect will be barely visible in-game. Luck bonus on one piece of equipment should never exceed 3, and such bonus should not be too frequently available.',
6839     name => 'luck bonus',
6840     type => 'int'
6841     }
6842     ],
6843     [
6844     'hp',
6845     {
6846     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
6847     name => 'health regen.',
6848     type => 'int'
6849     }
6850     ],
6851     [
6852     'sp',
6853     {
6854     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
6855     name => 'mana regen.',
6856     type => 'int'
6857     }
6858     ],
6859     [
6860     'grace',
6861     {
6862     desc => 'Positive <grace regen.> bonus speeds up the player\'s grace regeneration. Negative values slow it down. Since grace can be regenerated rather easy with praying, additional <grace regen.> bonus should be VERY RARE!!',
6863     name => 'grace regen.',
6864     type => 'int'
6865     }
6866     ],
6867     [
6868     'food',
6869     {
6870     desc => 'Positive <food bonus> slows down the player\'s digestion, thus he consumes less food. Negative values speed it up. Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed for "being alive". Hence, even with high <food bonus>, during a fight a player can run out of food quickly.',
6871     name => 'food bonus',
6872     type => 'int'
6873     }
6874     ],
6875     [
6876     'xrays',
6877     {
6878 root 1.9 desc => 'Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and desirable, so don\'t give it away for cheap on equipment.',
6879 root 1.7 name => 'xray vision',
6880     type => 'bool'
6881     }
6882     ],
6883     [
6884     'stealth',
6885     {
6886     desc => 'Stealth allows the player to move silently. This comes to effect if a player turns himself invisible and tries to sneak around monsters. (At least that was the idea behind it)',
6887     name => 'stealth',
6888     type => 'bool'
6889     }
6890     ],
6891     [
6892     'reflect_spell',
6893     {
6894     desc => 'If a player is wearing any piece of equipment with the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. This is a very powerful ability and it shouldn\'t be handed out cheap!',
6895     name => 'reflect spells',
6896     type => 'bool'
6897     }
6898     ],
6899     [
6900     'reflect_missile',
6901     {
6902     desc => 'If a player is wearing any piece of equipment with the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off him. This works only about 90% of all times, to avoid players being completely immune to certain types of attacks.',
6903     name => 'reflect missiles',
6904     type => 'bool'
6905     }
6906     ],
6907     [
6908     'path_attuned',
6909     {
6910     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
6911     name => 'attuned paths',
6912     type => 'bitmask',
6913     value => $BITMASK{spellpath}
6914     }
6915     ],
6916     [
6917     'path_repelled',
6918     {
6919     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
6920     name => 'repelled paths',
6921     type => 'bitmask',
6922     value => $BITMASK{spellpath}
6923     }
6924     ],
6925     [
6926     'path_denied',
6927     {
6928     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
6929     name => 'denied paths',
6930     type => 'bitmask',
6931     value => $BITMASK{spellpath}
6932     }
6933     ]
6934     ]
6935 root 1.4 ]
6936     ],
6937 root 1.3 use => 'If you create artifacts (equipment) with stats- or resistance-bonus: Keep playbalance in mind! Such items mustn\'t be reachable without hard fighting AND questing.'
6938 root 1.1 }
6939     );
6940    
6941 root 1.3 our @ATTR0 = (
6942     $TYPE{Floor},
6943     $TYPE{'Monster & NPC'},
6944     $TYPE{Wall},
6945     $TYPE{'Weak Wall'}
6946     );
6947    
6948     our %ATTR = (
6949     3 => $TYPE{Rod},
6950     4 => $TYPE{Treasure},
6951     5 => $TYPE{Potion},
6952     6 => $TYPE{Food},
6953     7 => $TYPE{'Poison Food'},
6954     8 => $TYPE{Book},
6955     9 => $TYPE{Clock},
6956     13 => $TYPE{Projectile},
6957     14 => $TYPE{'Shooting Weapon'},
6958     15 => $TYPE{Weapon},
6959     16 => $TYPE{'Brestplate Armour'},
6960     17 => $TYPE{Pedestal},
6961     18 => $TYPE{Altar},
6962     20 => $TYPE{'Locked Door'},
6963     21 => $TYPE{'Special Key'},
6964 root 1.9 23 => $TYPE{Door},
6965     24 => $TYPE{Key},
6966 root 1.8 26 => $TYPE{'Timed Gate'},
6967 root 1.3 27 => $TYPE{'Handle Trigger'},
6968 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
6969 root 1.3 29 => $TYPE{'Magic Ear'},
6970 root 1.9 30 => $TYPE{'Button Trigger'},
6971 root 1.3 31 => $TYPE{'Altar Trigger'},
6972     33 => $TYPE{Shield},
6973     34 => $TYPE{Helmet},
6974     35 => $TYPE{Horn},
6975     36 => $TYPE{Money},
6976 root 1.9 37 => $TYPE{'Class Changer'},
6977 root 1.3 39 => $TYPE{Amulet},
6978     40 => $TYPE{Mover},
6979     41 => $TYPE{Teleporter},
6980     42 => $TYPE{Creator},
6981     43 => $TYPE{Skill},
6982     51 => $TYPE{Detector},
6983     52 => $TYPE{'Trigger Marker'},
6984     55 => $TYPE{Marker},
6985     56 => $TYPE{'Holy Altar'},
6986     58 => $TYPE{Battleground},
6987     60 => $TYPE{Jewel},
6988     62 => $TYPE{'Magic Wall'},
6989     64 => $TYPE{'Inventory Checker'},
6990     65 => $TYPE{'Mood Floor'},
6991     66 => $TYPE{Exit},
6992     67 => $TYPE{'Floor (Encounter)'},
6993     68 => $TYPE{'Shop Floor'},
6994     69 => $TYPE{'Shop Mat'},
6995     70 => $TYPE{Ring},
6996     72 => $TYPE{Flesh},
6997     73 => $TYPE{Inorganic},
6998     83 => $TYPE{Duplicator},
6999     85 => $TYPE{Spellbook},
7000     87 => $TYPE{Cloak},
7001     88 => $TYPE{'Hazard Floor'},
7002     90 => $TYPE{Spinner},
7003     91 => $TYPE{Gate},
7004     92 => $TYPE{Button},
7005     93 => $TYPE{Handle},
7006     94 => $TYPE{Pit},
7007     95 => $TYPE{Trapdoor},
7008     98 => $TYPE{'Sign & MagicMouth'},
7009     99 => $TYPE{Boots},
7010     100 => $TYPE{Gloves},
7011     101 => $TYPE{Spell},
7012     103 => $TYPE{Converter},
7013     104 => $TYPE{Bracers},
7014     106 => $TYPE{Savebed},
7015     109 => $TYPE{'Wand & Staff'},
7016     110 => $TYPE{Ability},
7017     111 => $TYPE{Scroll},
7018     112 => $TYPE{Director},
7019     113 => $TYPE{Girdle},
7020 root 1.10 116 => $TYPE{'Event Connector'},
7021 root 1.3 122 => $TYPE{Container},
7022     130 => $TYPE{'Skill Scroll'},
7023     138 => $TYPE{Swamp},
7024     154 => $TYPE{Rune},
7025     155 => $TYPE{Trap},
7026     156 => $TYPE{'Power Crystal'},
7027 root 1.8 158 => $TYPE{Disease},
7028     163 => $TYPE{'Item Transformer'}
7029 root 1.1 );
7030    
7031 root 1.3 our %TYPENAME = (
7032     0 => '*NONE*',
7033     1 => 'PLAYER',
7034 root 1.9 2 => 'TRANSPORT',
7035 root 1.3 3 => 'ROD',
7036     4 => 'TREASURE',
7037     5 => 'POTION',
7038     6 => 'FOOD',
7039     7 => 'POISON',
7040     8 => 'BOOK',
7041     9 => 'CLOCK',
7042     12 => 'LIGHTNING',
7043     13 => 'ARROW',
7044     14 => 'BOW',
7045     15 => 'WEAPON',
7046     16 => 'ARMOUR',
7047     17 => 'PEDESTAL',
7048     18 => 'ALTAR',
7049     20 => 'LOCKED_DOOR',
7050     21 => 'SPECIAL_KEY',
7051     22 => 'MAP',
7052     23 => 'DOOR',
7053     24 => 'KEY',
7054     26 => 'TIMED_GATE',
7055     27 => 'TRIGGER',
7056     28 => 'GRIMREAPER',
7057     29 => 'MAGIC_EAR',
7058     30 => 'TRIGGER_BUTTON',
7059     31 => 'TRIGGER_ALTAR',
7060     32 => 'TRIGGER_PEDESTAL',
7061     33 => 'SHIELD',
7062     34 => 'HELMET',
7063     35 => 'HORN',
7064     36 => 'MONEY',
7065     37 => 'CLASS',
7066     38 => 'GRAVESTONE',
7067     39 => 'AMULET',
7068     40 => 'PLAYERMOVER',
7069     41 => 'TELEPORTER',
7070     42 => 'CREATOR',
7071     43 => 'SKILL',
7072     44 => 'EXPERIENCE',
7073     45 => 'EARTHWALL',
7074     46 => 'GOLEM',
7075     48 => 'THROWN_OBJ',
7076     49 => 'BLINDNESS',
7077     50 => 'GOD',
7078     51 => 'DETECTOR',
7079     52 => 'TRIGGER_MARKER',
7080     53 => 'DEAD_OBJECT',
7081     54 => 'DRINK',
7082     55 => 'MARKER',
7083     56 => 'HOLY_ALTAR',
7084     57 => 'PLAYER_CHANGER',
7085     58 => 'BATTLEGROUND',
7086     59 => 'PEACEMAKER',
7087     60 => 'GEM',
7088     62 => 'FIREWALL',
7089     63 => 'ANVIL',
7090     64 => 'CHECK_INV',
7091     65 => 'MOOD_FLOOR',
7092     66 => 'EXIT',
7093     67 => 'ENCOUNTER',
7094     68 => 'SHOP_FLOOR',
7095     69 => 'SHOP_MAT',
7096     70 => 'RING',
7097     71 => 'FLOOR',
7098     72 => 'FLESH',
7099     73 => 'INORGANIC',
7100     74 => 'SKILL_TOOL',
7101     75 => 'LIGHTER',
7102     76 => 'TRAP_PART',
7103     77 => 'WALL',
7104     78 => 'LIGHT_SOURCE',
7105     79 => 'MISC_OBJECT',
7106     80 => 'MONSTER',
7107     81 => 'SPAWN_GENERATOR',
7108     82 => 'LAMP',
7109     83 => 'DUPLICATOR',
7110     84 => 'TOOL',
7111     85 => 'SPELLBOOK',
7112     86 => 'BUILDFAC',
7113     87 => 'CLOAK',
7114     90 => 'SPINNER',
7115     91 => 'GATE',
7116     92 => 'BUTTON',
7117     93 => 'CF_HANDLE',
7118     94 => 'HOLE',
7119     95 => 'TRAPDOOR',
7120     98 => 'SIGN',
7121     99 => 'BOOTS',
7122     100 => 'GLOVES',
7123     101 => 'SPELL',
7124     102 => 'SPELL_EFFECT',
7125     103 => 'CONVERTER',
7126     104 => 'BRACERS',
7127     105 => 'POISONING',
7128     106 => 'SAVEBED',
7129     107 => 'POISONCLOUD',
7130     108 => 'FIREHOLES',
7131     109 => 'WAND',
7132     111 => 'SCROLL',
7133     112 => 'DIRECTOR',
7134     113 => 'GIRDLE',
7135     114 => 'FORCE',
7136     115 => 'POTION_EFFECT',
7137 root 1.11 116 => 'EVENT_CONNECTOR',
7138 root 1.3 121 => 'CLOSE_CON',
7139     122 => 'CONTAINER',
7140     123 => 'ARMOUR_IMPROVER',
7141     124 => 'WEAPON_IMPROVER',
7142     130 => 'SKILLSCROLL',
7143     138 => 'DEEP_SWAMP',
7144     139 => 'IDENTIFY_ALTAR',
7145     150 => 'MENU',
7146     154 => 'RUNE',
7147     155 => 'TRAP',
7148     156 => 'POWER_CRYSTAL',
7149     157 => 'CORPSE',
7150     158 => 'DISEASE',
7151     159 => 'SYMPTOM',
7152     160 => 'BUILDER',
7153 root 1.9 161 => 'MATERIAL',
7154     162 => 'GPS',
7155     163 => 'ITEM_TRANSFORMER',
7156     164 => 'QUEST'
7157 root 1.1 );
7158    
7159     our %SPELL = (
7160 root 1.3 0 => 'magic bullet',
7161     1 => 'small fireball',
7162     2 => 'medium fireball',
7163     3 => 'large fireball',
7164     4 => 'burning hands',
7165     5 => 'small lightning',
7166     6 => 'large lightning',
7167     7 => 'magic missile',
7168     8 => 'create bomb',
7169     9 => 'summon golem',
7170     10 => 'summon fire elemental',
7171     11 => 'summon earth elemental',
7172     12 => 'summon water elemental',
7173     13 => 'summon air elemental',
7174     14 => 'dimension door',
7175     15 => 'create earth wall',
7176     16 => 'paralyze',
7177     17 => 'icestorm',
7178     18 => 'magic mapping',
7179     19 => 'turn undead',
7180     20 => 'fear',
7181     21 => 'poison cloud',
7182     22 => 'wonder',
7183     23 => 'destruction',
7184     24 => 'perceive self',
7185     25 => 'word of recall',
7186     26 => 'invisible',
7187     27 => 'invisible to undead',
7188     28 => 'probe',
7189     29 => 'large bullet',
7190     30 => 'improved invisibility',
7191     31 => 'holy word',
7192     32 => 'minor healing',
7193     33 => 'medium healing',
7194     34 => 'major healing',
7195     35 => 'heal',
7196     36 => 'create food',
7197     37 => 'earth to dust',
7198     38 => 'armour',
7199     39 => 'strength',
7200     40 => 'dexterity',
7201     41 => 'constitution',
7202     42 => 'charisma',
7203     43 => 'create fire wall',
7204     44 => 'create frost wall',
7205     45 => 'protection from cold',
7206     46 => 'protection from electricity',
7207     47 => 'protection from fire',
7208     48 => 'protection from poison',
7209     49 => 'protection from slow',
7210     50 => 'protection from paralysis',
7211     51 => 'protection from draining',
7212     52 => 'protection from magic',
7213     53 => 'protection from attack',
7214     54 => 'levitate',
7215     55 => 'small speedball',
7216     56 => 'large speedball',
7217     57 => 'hellfire',
7218     58 => 'dragonbreath',
7219     59 => 'large icestorm',
7220     60 => 'charging',
7221     61 => 'polymorph',
7222     62 => 'cancellation',
7223     63 => 'confusion',
7224     64 => 'mass confusion',
7225     65 => 'summon pet monster',
7226     66 => 'slow',
7227     67 => 'regenerate spellpoints',
7228     68 => 'cure poison',
7229     69 => 'protection from confusion',
7230     70 => 'protection from cancellation',
7231     71 => 'protection from depletion',
7232     72 => 'alchemy',
7233     73 => 'remove curse',
7234     74 => 'remove damnation',
7235     75 => 'identify',
7236     76 => 'detect magic',
7237     77 => 'detect monster',
7238     78 => 'detect evil',
7239     79 => 'detect curse',
7240     80 => 'heroism',
7241     81 => 'aggravation',
7242     82 => 'firebolt',
7243     83 => 'frostbolt',
7244     84 => 'shockwave',
7245     85 => 'color spray',
7246     86 => 'haste',
7247     87 => 'face of death',
7248     88 => 'ball lightning',
7249     89 => 'meteor swarm',
7250     90 => 'comet',
7251     91 => 'mystic fist',
7252     92 => 'raise dead',
7253     93 => 'resurrection',
7254     94 => 'reincarnation',
7255     95 => 'immunity to cold',
7256     96 => 'immunity to electricity',
7257     97 => 'immunity to fire',
7258     98 => 'immunity to poison',
7259     99 => 'immunity to slow',
7260     100 => 'immunity to paralysis',
7261     101 => 'immunity to draining',
7262     102 => 'immunity to magic',
7263     103 => 'immunity to attack',
7264     104 => 'invulnerability',
7265     105 => 'defense',
7266     106 => 'rune of fire',
7267     107 => 'rune of frost',
7268     108 => 'rune of shocking',
7269     109 => 'rune of blasting',
7270     110 => 'rune of death',
7271     111 => 'marking rune',
7272     112 => 'build director',
7273     113 => 'create pool of chaos',
7274     114 => 'build bullet wall',
7275     115 => 'build lightning wall',
7276     116 => 'build fireball wall',
7277     117 => 'magic rune',
7278     118 => 'rune of magic drain',
7279     119 => 'antimagic rune',
7280     120 => 'rune of transferrence',
7281     121 => 'transferrence',
7282     122 => 'magic drain',
7283     123 => 'counterspell',
7284     124 => 'disarm',
7285     125 => 'cure confusion',
7286     126 => 'restoration',
7287     127 => 'summon evil monster',
7288     128 => 'counterwall',
7289     129 => 'cause light wounds',
7290     130 => 'cause medium wounds',
7291     131 => 'cause serious wounds',
7292     132 => 'charm monsters',
7293     133 => 'banishment',
7294     134 => 'create missile',
7295     135 => 'show invisible',
7296     136 => 'xray',
7297     137 => 'pacify',
7298     138 => 'summon fog',
7299     139 => 'steambolt',
7300     140 => 'command undead',
7301     141 => 'holy orb',
7302     142 => 'summon avatar',
7303     143 => 'holy possession',
7304     144 => 'bless',
7305     145 => 'curse',
7306     146 => 'regeneration',
7307     147 => 'consecrate',
7308     148 => 'summon cult monsters',
7309     149 => 'cause critical wounds',
7310     150 => 'holy wrath',
7311     151 => 'retributive strike',
7312     152 => 'finger of death',
7313     153 => 'insect plague',
7314     154 => 'call holy servant',
7315     155 => 'wall of thorns',
7316     156 => 'staff to snake',
7317     157 => 'light',
7318     158 => 'darkness',
7319     159 => 'nightfall',
7320     160 => 'daylight',
7321     161 => 'sunspear',
7322     162 => 'faery fire',
7323     163 => 'cure blindness',
7324     164 => 'dark vision',
7325     165 => 'bullet swarm',
7326     166 => 'bullet storm',
7327     167 => 'cause many wounds',
7328     168 => 'small snowstorm',
7329     169 => 'medium snowstorm',
7330     170 => 'large snowstorm',
7331     171 => 'cure disease',
7332     172 => 'cause red death',
7333     173 => 'cause flu',
7334     174 => 'cause black death',
7335     175 => 'cause leprosy',
7336     176 => 'cause smallpox',
7337     177 => 'cause white death',
7338     178 => 'cause anthrax',
7339     179 => 'cause typhoid',
7340     180 => 'mana blast',
7341     181 => 'small manaball',
7342     182 => 'medium manaball',
7343     183 => 'large manaball',
7344     184 => 'mana bolt',
7345     185 => 'dancing sword',
7346     186 => 'animate weapon',
7347     187 => 'cause cold',
7348     188 => 'divine shock',
7349     189 => 'windstorm',
7350     190 => 'sanctuary',
7351     191 => 'peace',
7352     192 => 'spiderweb',
7353     193 => 'conflict',
7354     194 => 'rage',
7355     195 => 'forked lightning',
7356     196 => 'poison fog',
7357     197 => 'flaming aura',
7358     198 => 'vitriol',
7359     199 => 'vitriol splash',
7360     200 => 'ironwood skin',
7361     201 => 'wrathful eye',
7362     202 => 'town portal',
7363     203 => 'missile swarm',
7364     204 => 'cause rabies',
7365     205 => 'glyph'
7366 root 1.1 );
7367    
7368    
7369     =head1 AUTHOR
7370    
7371     Marc Lehmann <schmorp.de>
7372     http://home.schmorp.de/
7373    
7374     The source files are part of the CFJavaEditor.
7375    
7376     =cut
7377    
7378     1