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Revision: 1.12
Committed: Thu Mar 16 01:44:11 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.11: +0 -4 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     name => 'Event Connector'
2006     },
2007 root 1.3 Exit => {
2008 root 1.7 attr => [
2009     [
2010     'slaying',
2011     {
2012     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".',
2013     name => 'exit path',
2014     type => 'string'
2015     }
2016     ],
2017     [
2018     'hp',
2019     {
2020     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.',
2021     name => 'destination X',
2022     type => 'int'
2023     }
2024     ],
2025     [
2026     'sp',
2027     {
2028     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.',
2029     name => 'destination Y',
2030     type => 'int'
2031     }
2032     ],
2033     [
2034     'walk_on',
2035     {
2036     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.',
2037     name => 'apply by walking',
2038     type => 'bool'
2039     }
2040     ],
2041     [
2042     'fly_on',
2043     {
2044     desc => 'If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. wearing levitation boots.',
2045     name => 'apply by flying',
2046     type => 'bool'
2047     }
2048     ],
2049     [
2050     'msg',
2051     {
2052     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. =)',
2053     end => 'endmsg',
2054     name => 'exit message',
2055     type => 'text'
2056     }
2057     ],
2058     [
2059     'unique',
2060     {
2061     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.',
2062     name => 'unique destination',
2063     type => 'bool'
2064     }
2065     ]
2066     ],
2067 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.',
2068     ignore => [
2069     $IGNORE_LIST{non_pickable}
2070     ],
2071 root 1.5 name => 'Exit',
2072 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.'
2073     },
2074     Flesh => {
2075 root 1.7 attr => [
2076     [
2077     'food',
2078     {
2079     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2080     name => 'foodpoints',
2081     type => 'int'
2082     }
2083     ],
2084     [
2085     'level',
2086     {
2087     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.',
2088     name => 'flesh level',
2089     type => 'int'
2090     }
2091     ],
2092     [
2093     'startequip',
2094     {
2095     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2096     name => 'godgiven item',
2097     type => 'bool'
2098     }
2099     ],
2100     [
2101     'msg',
2102     {
2103     desc => 'This text may describe the item.',
2104     end => 'endmsg',
2105     name => 'description',
2106     type => 'text'
2107     }
2108     ]
2109     ],
2110 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.',
2111 root 1.5 name => 'Flesh',
2112 root 1.4 section => [
2113     [
2114     'resistance',
2115 root 1.7 [
2116     [
2117     'resist_physical',
2118     {
2119     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.',
2120     name => 'resist physical %',
2121     type => 'int'
2122     }
2123     ],
2124     [
2125     'resist_magic',
2126     {
2127     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.',
2128     name => 'resist magic %',
2129     type => 'int'
2130     }
2131     ],
2132     [
2133     'resist_fire',
2134     {
2135     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.',
2136     name => 'resist fire %',
2137     type => 'int'
2138     }
2139     ],
2140     [
2141     'resist_electricity',
2142     {
2143     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.',
2144     name => 'resist electricity %',
2145     type => 'int'
2146     }
2147     ],
2148     [
2149     'resist_cold',
2150     {
2151     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.',
2152     name => 'resist cold %',
2153     type => 'int'
2154     }
2155     ],
2156     [
2157     'resist_confusion',
2158     {
2159     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.',
2160     name => 'resist confusion %',
2161     type => 'int'
2162     }
2163     ],
2164     [
2165     'resist_acid',
2166     {
2167     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.',
2168     name => 'resist acid %',
2169     type => 'int'
2170     }
2171     ],
2172     [
2173     'resist_drain',
2174     {
2175     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.',
2176     name => 'resist draining %',
2177     type => 'int'
2178     }
2179     ],
2180     [
2181     'resist_weaponmagic',
2182     {
2183     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.',
2184     name => 'resist weaponmagic %',
2185     type => 'int'
2186     }
2187     ],
2188     [
2189     'resist_ghosthit',
2190     {
2191     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.',
2192     name => 'resist ghosthit %',
2193     type => 'int'
2194     }
2195     ],
2196     [
2197     'resist_poison',
2198     {
2199     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.',
2200     name => 'resist poison %',
2201     type => 'int'
2202     }
2203     ],
2204     [
2205     'resist_slow',
2206     {
2207     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.',
2208     name => 'resist slow %',
2209     type => 'int'
2210     }
2211     ],
2212     [
2213     'resist_paralyze',
2214     {
2215     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.',
2216     name => 'resist paralyze %',
2217     type => 'int'
2218     }
2219     ],
2220     [
2221     'resist_fear',
2222     {
2223     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.',
2224     name => 'resist fear %',
2225     type => 'int'
2226     }
2227     ],
2228     [
2229     'resist_deplete',
2230     {
2231     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.',
2232     name => 'resist depletion %',
2233     type => 'int'
2234     }
2235     ],
2236     [
2237     'resist_death',
2238     {
2239     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.',
2240     name => 'resist death-attack %',
2241     type => 'int'
2242     }
2243     ],
2244     [
2245     'resist_chaos',
2246     {
2247     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.',
2248     name => 'resist chaos %',
2249     type => 'int'
2250     }
2251     ],
2252     [
2253     'resist_blind',
2254     {
2255     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.',
2256     name => 'resist blinding %',
2257     type => 'int'
2258     }
2259     ]
2260     ]
2261 root 1.4 ]
2262     ],
2263 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.'
2264     },
2265     Floor => {
2266 root 1.7 attr => [
2267     [
2268     'is_floor',
2269     {
2270     type => 'fixed',
2271     value => 1
2272     }
2273     ],
2274     [
2275     'no_pick',
2276     {
2277     type => 'fixed',
2278     value => 1
2279     }
2280     ],
2281     [
2282     'no_pass',
2283     {
2284     desc => 'If set, the object cannot be passed by players nor monsters.',
2285     name => 'blocking passage',
2286     type => 'bool'
2287     }
2288     ],
2289     [
2290     'no_magic',
2291     {
2292     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2293     name => 'no spells',
2294     type => 'bool'
2295     }
2296     ],
2297     [
2298     'damned',
2299     {
2300     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2301     name => 'no prayers',
2302     type => 'bool'
2303     }
2304     ],
2305     [
2306     'unique',
2307     {
2308     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>.',
2309     name => 'unique map',
2310     type => 'bool'
2311     }
2312     ],
2313     [
2314     'msg',
2315     {
2316     desc => 'This text may describe the object.',
2317     end => 'endmsg',
2318     name => 'description',
2319     type => 'text'
2320     }
2321     ]
2322     ],
2323 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2324     ignore => [
2325     $IGNORE_LIST{non_pickable}
2326     ],
2327 root 1.5 name => 'Floor',
2328 root 1.3 required => {
2329     alive => 0,
2330     is_floor => 1
2331 root 1.4 },
2332     section => [
2333     [
2334     'terrain',
2335 root 1.7 [
2336     [
2337     'slow_move',
2338     {
2339     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)',
2340     name => 'slow movement',
2341     type => 'int'
2342     }
2343     ],
2344     [
2345     'is_wooded',
2346     {
2347     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2348     name => 'wooded terrain',
2349     type => 'bool'
2350     }
2351     ],
2352     [
2353     'is_hilly',
2354     {
2355     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2356     name => 'hilly terrain',
2357     type => 'bool'
2358     }
2359     ]
2360     ]
2361 root 1.4 ]
2362     ]
2363 root 1.3 },
2364     'Floor (Encounter)' => {
2365 root 1.7 attr => [
2366     [
2367     'is_floor',
2368     {
2369     type => 'fixed',
2370     value => 1
2371     }
2372     ],
2373     [
2374     'no_pick',
2375     {
2376     type => 'fixed',
2377     value => 1
2378     }
2379     ],
2380     [
2381     'no_pass',
2382     {
2383     desc => 'If set, the object cannot be passed by players nor monsters.',
2384     name => 'blocking passage',
2385     type => 'bool'
2386     }
2387     ],
2388     [
2389     'no_magic',
2390     {
2391     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2392     name => 'no spells',
2393     type => 'bool'
2394     }
2395     ],
2396     [
2397     'damned',
2398     {
2399     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2400     name => 'no prayers',
2401     type => 'bool'
2402     }
2403     ],
2404     [
2405     'unique',
2406     {
2407     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>.',
2408     name => 'unique map',
2409     type => 'bool'
2410     }
2411     ],
2412     [
2413     'msg',
2414     {
2415     desc => 'This text may describe the object.',
2416     end => 'endmsg',
2417     name => 'description',
2418     type => 'text'
2419     }
2420     ]
2421     ],
2422 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.',
2423     ignore => [
2424     $IGNORE_LIST{non_pickable}
2425 root 1.4 ],
2426 root 1.5 name => 'Floor (Encounter)',
2427 root 1.4 section => [
2428     [
2429     'terrain',
2430 root 1.7 [
2431     [
2432     'slow_move',
2433     {
2434     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)',
2435     name => 'slow movement',
2436     type => 'int'
2437     }
2438     ],
2439     [
2440     'is_wooded',
2441     {
2442     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2443     name => 'wooded terrain',
2444     type => 'bool'
2445     }
2446     ],
2447     [
2448     'is_hilly',
2449     {
2450     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2451     name => 'hilly terrain',
2452     type => 'bool'
2453     }
2454     ]
2455     ]
2456 root 1.4 ]
2457 root 1.3 ]
2458     },
2459     Food => {
2460 root 1.7 attr => [
2461     [
2462     'food',
2463     {
2464     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2465     name => 'foodpoints',
2466     type => 'int'
2467     }
2468     ],
2469     [
2470     'startequip',
2471     {
2472     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2473     name => 'godgiven item',
2474     type => 'bool'
2475     }
2476     ]
2477     ],
2478 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2479     name => 'Food'
2480 root 1.1 },
2481 root 1.3 Gate => {
2482 root 1.7 attr => [
2483     [
2484     'no_pick',
2485     {
2486     type => 'fixed',
2487     value => 1
2488     }
2489     ],
2490     [
2491     'connected',
2492     {
2493     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2494     name => 'connection',
2495     type => 'int'
2496     }
2497     ],
2498     [
2499     'wc',
2500     {
2501     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.',
2502     name => 'position state',
2503     type => 'int'
2504     }
2505     ],
2506     [
2507     'no_pass',
2508     {
2509     desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
2510     name => 'blocking passage',
2511     type => 'bool'
2512     }
2513     ],
2514     [
2515     'no_magic',
2516     {
2517     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2518     name => 'restrict spells',
2519     type => 'bool'
2520     }
2521     ],
2522     [
2523     'damned',
2524     {
2525     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2526     name => 'restrict prayers',
2527     type => 'bool'
2528     }
2529     ]
2530     ],
2531 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.',
2532     ignore => [
2533     $IGNORE_LIST{non_pickable}
2534     ],
2535 root 1.5 name => 'Gate',
2536 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".'
2537     },
2538     Girdle => {
2539 root 1.7 attr => [
2540     [
2541     'magic',
2542     {
2543     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.',
2544     name => 'magic bonus',
2545     type => 'int'
2546     }
2547     ]
2548     ],
2549     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.',
2550     import => [
2551     $TYPE{Amulet}
2552     ],
2553     name => 'Girdle',
2554     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2555     },
2556     Gloves => {
2557     attr => [
2558     [
2559     'magic',
2560     {
2561     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.',
2562     name => 'magic bonus',
2563     type => 'int'
2564     }
2565     ]
2566     ],
2567     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2568     import => [
2569     $TYPE{Amulet}
2570     ],
2571     name => 'Gloves',
2572     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2573     },
2574     Handle => {
2575     attr => [
2576     [
2577     'no_pick',
2578     {
2579     type => 'fixed',
2580     value => 1
2581     }
2582     ],
2583     [
2584     'connected',
2585     {
2586     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2587     name => 'connection',
2588     type => 'int'
2589     }
2590     ],
2591     [
2592     'msg',
2593     {
2594     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2595     end => 'endmsg',
2596     name => 'description',
2597     type => 'text'
2598     }
2599     ]
2600     ],
2601     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2602     ignore => [
2603     $IGNORE_LIST{non_pickable}
2604     ],
2605     name => 'Handle',
2606     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.'
2607     },
2608     'Handle Trigger' => {
2609     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.',
2610     ignore => [
2611     $IGNORE_LIST{non_pickable}
2612     ],
2613     import => [
2614     $TYPE{Handle}
2615     ],
2616     name => 'Handle Trigger',
2617     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.'
2618     },
2619     'Hazard Floor' => {
2620     attr => [
2621     [
2622     'is_floor',
2623     {
2624     type => 'fixed',
2625     value => 1
2626     }
2627     ],
2628     [
2629     'lifesave',
2630     {
2631     type => 'fixed',
2632     value => 1
2633     }
2634     ],
2635     [
2636     'walk_on',
2637     {
2638     type => 'fixed',
2639     value => 1
2640     }
2641     ],
2642     [
2643     'no_pick',
2644     {
2645     type => 'fixed',
2646     value => 1
2647     }
2648     ],
2649     [
2650     'attacktype',
2651     {
2652     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.',
2653     name => 'attacktype',
2654     type => 'bitmask',
2655     value => $BITMASK{attacktype}
2656     }
2657     ],
2658     [
2659     'dam',
2660     {
2661     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.',
2662     name => 'base damage',
2663     type => 'int'
2664     }
2665     ],
2666     [
2667     'wc',
2668     {
2669     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.',
2670     name => 'weaponclass',
2671     type => 'int'
2672     }
2673     ],
2674     [
2675     'level',
2676     {
2677     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.',
2678     name => 'attack level',
2679     type => 'int'
2680     }
2681     ],
2682     [
2683     'no_magic',
2684     {
2685     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2686     name => 'no spells',
2687     type => 'bool'
2688     }
2689     ],
2690     [
2691     'damned',
2692     {
2693     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2694     name => 'no prayers',
2695     type => 'bool'
2696     }
2697     ],
2698     [
2699     'unique',
2700     {
2701     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>.',
2702     name => 'unique map',
2703     type => 'bool'
2704     }
2705     ]
2706 root 1.3 ],
2707     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.',
2708     ignore => [
2709     $IGNORE_LIST{non_pickable}
2710     ],
2711 root 1.5 name => 'Hazard Floor',
2712 root 1.3 required => {
2713     is_floor => 1
2714     },
2715 root 1.4 section => [
2716     [
2717     'terrain',
2718 root 1.7 [
2719     [
2720     'slow_move',
2721     {
2722     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)',
2723     name => 'slow movement',
2724     type => 'int'
2725     }
2726     ],
2727     [
2728     'is_wooded',
2729     {
2730     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2731     name => 'wooded terrain',
2732     type => 'bool'
2733     }
2734     ],
2735     [
2736     'is_hilly',
2737     {
2738     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2739     name => 'hilly terrain',
2740     type => 'bool'
2741     }
2742     ]
2743     ]
2744 root 1.4 ]
2745     ],
2746 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.'
2747     },
2748     Helmet => {
2749 root 1.7 attr => [
2750     [
2751     'magic',
2752     {
2753     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>.',
2754     name => 'magic bonus',
2755     type => 'int'
2756     }
2757     ]
2758     ],
2759 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.',
2760     import => [
2761     $TYPE{Amulet}
2762     ],
2763 root 1.5 name => 'Helmet',
2764 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.'
2765     },
2766     'Holy Altar' => {
2767 root 1.7 attr => [
2768     [
2769     'no_pick',
2770     {
2771     type => 'fixed',
2772     value => 1
2773     }
2774     ],
2775     [
2776     'other_arch',
2777     {
2778     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.',
2779     name => 'god name',
2780     type => 'string'
2781     }
2782     ],
2783     [
2784     'level',
2785     {
2786     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.',
2787     name => 'reconsecrate level',
2788     type => 'int'
2789     }
2790     ]
2791     ],
2792 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.',
2793     ignore => [
2794     $IGNORE_LIST{non_pickable}
2795 root 1.5 ],
2796     name => 'Holy Altar'
2797 root 1.3 },
2798     Horn => {
2799 root 1.7 attr => [
2800     [
2801     'sp',
2802     {
2803     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!',
2804     name => 'spell',
2805     type => 'spell'
2806     }
2807     ],
2808     [
2809     'level',
2810     {
2811     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2812     name => 'casting level',
2813     type => 'int'
2814     }
2815     ],
2816     [
2817     'hp',
2818     {
2819     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
2820     name => 'initial spellpoints',
2821     type => 'int'
2822     }
2823     ],
2824     [
2825     'maxhp',
2826     {
2827     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.',
2828     name => 'max. spellpoints',
2829     type => 'int'
2830     }
2831     ],
2832     [
2833     'startequip',
2834     {
2835     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2836     name => 'godgiven item',
2837     type => 'bool'
2838     }
2839     ],
2840     [
2841     'msg',
2842     {
2843     desc => 'This text may contain a description of the horn.',
2844     end => 'endmsg',
2845     name => 'description',
2846     type => 'text'
2847     }
2848     ]
2849     ],
2850 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.',
2851     ignore => [
2852     'title'
2853     ],
2854 root 1.5 name => 'Horn',
2855 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.'
2856     },
2857     Inorganic => {
2858 root 1.7 attr => [
2859     [
2860     'is_dust',
2861     {
2862     name => 'is dust',
2863     type => 'bool'
2864     }
2865     ]
2866     ],
2867 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
2868 root 1.5 name => 'Inorganic',
2869 root 1.4 section => [
2870     [
2871     'resistance',
2872 root 1.7 [
2873     [
2874     'resist_physical',
2875     {
2876     name => 'resist physical %',
2877     type => 'int'
2878     }
2879     ],
2880     [
2881     'resist_magic',
2882     {
2883     name => 'resist magic %',
2884     type => 'int'
2885     }
2886     ],
2887     [
2888     'resist_fire',
2889     {
2890     name => 'resist fire %',
2891     type => 'int'
2892     }
2893     ],
2894     [
2895     'resist_electricity',
2896     {
2897     name => 'resist electricity %',
2898     type => 'int'
2899     }
2900     ],
2901     [
2902     'resist_cold',
2903     {
2904     name => 'resist cold %',
2905     type => 'int'
2906     }
2907     ],
2908     [
2909     'resist_acid',
2910     {
2911     name => 'resist acid %',
2912     type => 'int'
2913     }
2914     ],
2915     [
2916     'resist_weaponmagic',
2917     {
2918     name => 'resist weaponmagic %',
2919     type => 'int'
2920     }
2921     ],
2922     [
2923     'resist_ghosthit',
2924     {
2925     name => 'resist ghosthit %',
2926     type => 'int'
2927     }
2928     ],
2929     [
2930     'resist_poison',
2931     {
2932     name => 'resist poison %',
2933     type => 'int'
2934     }
2935     ],
2936     [
2937     'resist_death',
2938     {
2939     name => 'resist death-attack %',
2940     type => 'int'
2941     }
2942     ],
2943     [
2944     'resist_chaos',
2945     {
2946     name => 'resist chaos %',
2947     type => 'int'
2948     }
2949     ],
2950     [
2951     'resist_holyword',
2952     {
2953     name => 'resist holy power %',
2954     type => 'int'
2955     }
2956     ]
2957     ]
2958 root 1.4 ]
2959     ]
2960 root 1.1 },
2961 root 1.3 'Inventory Checker' => {
2962 root 1.7 attr => [
2963     [
2964     'no_pick',
2965     {
2966     type => 'fixed',
2967     value => 1
2968     }
2969     ],
2970     [
2971     'slaying',
2972     {
2973     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.',
2974     name => 'match key string',
2975     type => 'string'
2976     }
2977     ],
2978     [
2979     'race',
2980     {
2981     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>.',
2982     name => 'match arch name',
2983     type => 'string'
2984     }
2985     ],
2986     [
2987     'hp',
2988     {
2989     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. ;)',
2990     name => 'match type',
2991     type => 'int'
2992     }
2993     ],
2994     [
2995     'last_sp',
2996     {
2997     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
2998     name => 'match = having',
2999     type => 'bool'
3000     }
3001     ],
3002     [
3003     'connected',
3004     {
3005     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3006     name => 'connection',
3007     type => 'int'
3008     }
3009     ],
3010     [
3011     'no_pass',
3012     {
3013     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.',
3014     name => 'blocking passage',
3015     type => 'bool'
3016     }
3017     ],
3018     [
3019     'last_heal',
3020     {
3021     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!',
3022     name => 'remove match',
3023     type => 'bool'
3024     }
3025     ]
3026     ],
3027 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.',
3028     ignore => [
3029     $IGNORE_LIST{system_object}
3030     ],
3031 root 1.5 name => 'Inventory Checker',
3032 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.'
3033     },
3034 root 1.8 'Item Transformer' => {
3035     attr => [
3036     [
3037     'food',
3038     {
3039     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3040     name => 'number of uses',
3041     type => 'int'
3042     }
3043     ],
3044     [
3045     'slaying',
3046     {
3047     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3048     name => 'verb',
3049     type => 'string'
3050     }
3051     ],
3052     [
3053     'startequip',
3054     {
3055     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3056     name => 'godgiven item',
3057     type => 'bool'
3058     }
3059     ],
3060     [
3061     'msg',
3062     {
3063     desc => 'This text may contain a description of the item transformer.',
3064     end => 'endmsg',
3065     name => 'description',
3066     type => 'text'
3067     }
3068     ]
3069     ],
3070     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.',
3071     name => 'Item Transformer',
3072     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\'.'
3073     },
3074 root 1.3 Jewel => {
3075 root 1.7 attr => [
3076     [
3077     'race',
3078     {
3079     type => 'fixed',
3080     value => 'gold and jewels'
3081     }
3082     ],
3083     [
3084     'msg',
3085     {
3086     desc => 'This text may describe the object.',
3087     end => 'endmsg',
3088     name => 'description',
3089     type => 'text'
3090     }
3091     ]
3092     ],
3093 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.',
3094     name => 'Jewel'
3095 root 1.1 },
3096 root 1.9 Key => {
3097     attr => [
3098     [
3099     'startequip',
3100     {
3101     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3102     name => 'godgiven item',
3103     type => 'bool'
3104     }
3105     ]
3106     ],
3107     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3108     name => 'Key'
3109     },
3110 root 1.3 'Locked Door' => {
3111 root 1.7 attr => [
3112     [
3113     'no_pass',
3114     {
3115     type => 'fixed',
3116     value => 1
3117     }
3118     ],
3119     [
3120     'no_pick',
3121     {
3122     type => 'fixed',
3123     value => 1
3124     }
3125     ],
3126     [
3127     'slaying',
3128     {
3129     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".',
3130     name => 'key string',
3131     type => 'string'
3132     }
3133     ],
3134     [
3135     'no_magic',
3136     {
3137     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).',
3138     name => 'restrict spells',
3139     type => 'bool'
3140     }
3141     ],
3142     [
3143     'damned',
3144     {
3145     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3146     name => 'restrict prayers',
3147     type => 'bool'
3148     }
3149     ],
3150     [
3151     'msg',
3152     {
3153     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.',
3154     end => 'endmsg',
3155     name => 'lock message',
3156     type => 'text'
3157     }
3158     ]
3159     ],
3160     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3161     ignore => [
3162     $IGNORE_LIST{non_pickable}
3163     ],
3164     name => 'Locked Door',
3165     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).'
3166     },
3167     'Magic Ear' => {
3168     attr => [
3169     [
3170     'no_pick',
3171     {
3172     type => 'fixed',
3173     value => 1
3174     }
3175     ],
3176     [
3177     'connected',
3178     {
3179     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3180     name => 'connection',
3181     type => 'int'
3182     }
3183     ],
3184     [
3185     'msg',
3186     {
3187     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!',
3188     end => 'endmsg',
3189     name => 'keyword-matching',
3190     type => 'text'
3191     }
3192     ]
3193     ],
3194     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3195     ignore => [
3196     $IGNORE_LIST{system_object}
3197     ],
3198     name => 'Magic Ear',
3199     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.'
3200     },
3201     'Magic Wall' => {
3202     attr => [
3203     [
3204     'dam',
3205     {
3206     desc => 'The magic wall will cast this <spell>.',
3207     name => 'spell',
3208     type => 'spell'
3209     }
3210     ],
3211     [
3212     'level',
3213     {
3214     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.',
3215     name => 'spell level',
3216     type => 'int'
3217     }
3218     ],
3219     [
3220     'connected',
3221     {
3222     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.',
3223     name => 'connection',
3224     type => 'int'
3225     }
3226     ],
3227     [
3228     'speed',
3229     {
3230     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".',
3231     name => 'casting speed',
3232     type => 'float'
3233     }
3234     ],
3235     [
3236     'sp',
3237     {
3238     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.',
3239     name => 'direction',
3240     type => 'list',
3241     value => $LIST{direction}
3242     }
3243     ],
3244     [
3245     'no_pass',
3246     {
3247     desc => 'If set, the object cannot be passed by players nor monsters.',
3248     name => 'blocking passage',
3249     type => 'bool'
3250     }
3251     ]
3252 root 1.3 ],
3253     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.',
3254     ignore => [
3255     $IGNORE_LIST{non_pickable}
3256     ],
3257 root 1.5 name => 'Magic Wall',
3258 root 1.4 section => [
3259     [
3260     'destroyable',
3261 root 1.7 [
3262     [
3263     'alive',
3264     {
3265     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.',
3266     name => 'is destroyable',
3267     type => 'bool'
3268     }
3269     ],
3270     [
3271     'hp',
3272     {
3273     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3274     name => 'hitpoints',
3275     type => 'int'
3276     }
3277     ],
3278     [
3279     'maxhp',
3280     {
3281     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3282     name => 'max hitpoints',
3283     type => 'int'
3284     }
3285     ],
3286     [
3287     'ac',
3288     {
3289     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>.',
3290     name => 'armour class',
3291     type => 'int'
3292     }
3293     ]
3294     ]
3295     ],
3296     [
3297     'resistance',
3298     [
3299     [
3300     'resist_physical',
3301     {
3302     name => 'resist physical %',
3303     type => 'int'
3304     }
3305     ],
3306     [
3307     'resist_magic',
3308     {
3309     name => 'resist magic %',
3310     type => 'int'
3311     }
3312     ],
3313     [
3314     'resist_fire',
3315     {
3316     name => 'resist fire %',
3317     type => 'int'
3318     }
3319     ],
3320     [
3321     'resist_electricity',
3322     {
3323     name => 'resist electricity %',
3324     type => 'int'
3325     }
3326     ],
3327     [
3328     'resist_cold',
3329     {
3330     name => 'resist cold %',
3331     type => 'int'
3332     }
3333     ],
3334     [
3335     'resist_confusion',
3336     {
3337     name => 'resist confusion %',
3338     type => 'int'
3339     }
3340     ],
3341     [
3342     'resist_acid',
3343     {
3344     name => 'resist acid %',
3345     type => 'int'
3346     }
3347     ],
3348     [
3349     'resist_drain',
3350     {
3351     name => 'resist draining %',
3352     type => 'int'
3353     }
3354     ],
3355     [
3356     'resist_weaponmagic',
3357     {
3358     name => 'resist weaponmagic %',
3359     type => 'int'
3360     }
3361     ],
3362     [
3363     'resist_ghosthit',
3364     {
3365     name => 'resist ghosthit %',
3366     type => 'int'
3367     }
3368     ],
3369     [
3370     'resist_poison',
3371     {
3372     name => 'resist poison %',
3373     type => 'int'
3374     }
3375     ],
3376     [
3377     'resist_slow',
3378     {
3379     name => 'resist slow %',
3380     type => 'int'
3381     }
3382     ],
3383     [
3384     'resist_paralyze',
3385     {
3386     name => 'resist paralyze %',
3387     type => 'int'
3388     }
3389     ],
3390     [
3391     'resist_fear',
3392     {
3393     name => 'resist fear %',
3394     type => 'int'
3395     }
3396     ],
3397     [
3398     'resist_deplete',
3399     {
3400     name => 'resist depletion %',
3401     type => 'int'
3402     }
3403     ],
3404     [
3405     'resist_turn_undead',
3406     {
3407     name => 'resist turn undead %',
3408     type => 'int'
3409     }
3410     ],
3411     [
3412     'resist_death',
3413     {
3414     name => 'resist death-attack %',
3415     type => 'int'
3416     }
3417     ],
3418     [
3419     'resist_chaos',
3420     {
3421     name => 'resist chaos %',
3422     type => 'int'
3423     }
3424     ],
3425     [
3426     'resist_blind',
3427     {
3428     name => 'resist blinding %',
3429     type => 'int'
3430     }
3431     ],
3432     [
3433     'resist_holyword',
3434     {
3435     name => 'resist holy power %',
3436     type => 'int'
3437     }
3438     ],
3439     [
3440     'resist_godpower',
3441     {
3442     name => 'resist godpower %',
3443     type => 'int'
3444     }
3445     ]
3446     ]
3447     ]
3448     ],
3449     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".'
3450     },
3451     Marker => {
3452     attr => [
3453     [
3454     'no_pick',
3455     {
3456     type => 'fixed',
3457     value => 1
3458     }
3459     ],
3460     [
3461     'slaying',
3462     {
3463     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.',
3464     name => 'key string',
3465     type => 'string'
3466     }
3467     ],
3468     [
3469     'connected',
3470     {
3471     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3472     name => 'connection',
3473     type => 'int'
3474     }
3475     ],
3476     [
3477     'speed',
3478 root 1.4 {
3479 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.',
3480     name => 'marking speed',
3481     type => 'float'
3482 root 1.4 }
3483     ],
3484     [
3485 root 1.7 'food',
3486     {
3487     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.',
3488     name => 'mark duration',
3489     type => 'int'
3490     }
3491     ],
3492     [
3493     'name',
3494     {
3495     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.',
3496     name => 'delete mark',
3497     type => 'string'
3498     }
3499     ],
3500     [
3501     'msg',
3502 root 1.4 {
3503 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.',
3504     end => 'endmsg',
3505     name => 'marking message',
3506     type => 'text'
3507 root 1.4 }
3508     ]
3509     ],
3510 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.',
3511     ignore => [
3512     $IGNORE_LIST{system_object}
3513     ],
3514 root 1.5 name => 'Marker',
3515 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.'
3516     },
3517     Misc => {
3518 root 1.7 attr => [
3519     [
3520     'no_pass',
3521     {
3522     desc => 'If set, the object cannot be passed by players nor monsters.',
3523     name => 'blocking passage',
3524     type => 'bool'
3525     }
3526     ],
3527     [
3528     'cursed',
3529     {
3530     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3531     name => 'cursed',
3532     type => 'bool'
3533     }
3534     ],
3535     [
3536     'damned',
3537     {
3538     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.',
3539     name => 'damned',
3540     type => 'bool'
3541     }
3542     ],
3543     [
3544     'unique',
3545     {
3546     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3547     name => 'unique item',
3548     type => 'bool'
3549     }
3550     ],
3551     [
3552     'startequip',
3553     {
3554     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3555     name => 'godgiven item',
3556     type => 'bool'
3557     }
3558     ],
3559     [
3560     'msg',
3561     {
3562     desc => 'This text may describe the object.',
3563     end => 'endmsg',
3564     name => 'description',
3565     type => 'text'
3566     }
3567     ]
3568     ],
3569 root 1.5 name => 'Misc'
3570 root 1.1 },
3571 root 1.3 Money => {
3572 root 1.7 attr => [
3573     [
3574     'race',
3575     {
3576     type => 'fixed',
3577     value => 'gold and jewels'
3578     }
3579     ]
3580     ],
3581 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.',
3582     ignore => [
3583     'unpaid'
3584 root 1.5 ],
3585     name => 'Money'
3586 root 1.3 },
3587     'Monster & NPC' => {
3588 root 1.7 attr => [
3589     [
3590     'alive',
3591     {
3592     type => 'fixed',
3593     value => 1
3594     }
3595     ],
3596     [
3597     'randomitems',
3598     {
3599     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>.',
3600     name => 'treasurelist',
3601     type => 'treasurelist'
3602     }
3603     ],
3604     [
3605     'level',
3606     {
3607     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3608     name => 'level',
3609     type => 'int'
3610     }
3611     ],
3612     [
3613     'race',
3614     {
3615     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.',
3616     name => 'race',
3617     type => 'string'
3618     }
3619     ],
3620     [
3621     'exp',
3622     {
3623     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!',
3624     name => 'experience',
3625     type => 'int'
3626     }
3627     ],
3628     [
3629     'speed',
3630     {
3631     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3632     name => 'speed',
3633     type => 'float'
3634     }
3635     ],
3636     [
3637     'other_arch',
3638     {
3639     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.',
3640     name => 'breed monster',
3641     type => 'string'
3642     }
3643     ],
3644     [
3645     'generator',
3646     {
3647     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.',
3648     name => 'multiply',
3649     type => 'bool'
3650     }
3651     ],
3652     [
3653     'use_content_on_gen',
3654     {
3655     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.',
3656     name => 'template generation',
3657     type => 'bool'
3658     }
3659     ],
3660     [
3661     'flying',
3662     {
3663     desc => 'Flying monsters won\'t get slowed down in rough terrain and they won\'t be affected by movers.',
3664     name => 'flying',
3665     type => 'bool'
3666     }
3667     ],
3668     [
3669     'undead',
3670     {
3671     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3672     name => 'undead',
3673     type => 'bool'
3674     }
3675     ],
3676     [
3677     'carrying',
3678     {
3679     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3680     name => 'carries weight',
3681     type => 'int'
3682     }
3683     ],
3684     [
3685     'msg',
3686     {
3687     end => 'endmsg',
3688     name => 'npc message',
3689     type => 'text'
3690     }
3691     ]
3692     ],
3693 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.',
3694     ignore => [
3695     'material',
3696     'name_pl',
3697     'nrof',
3698     'value',
3699     'unpaid'
3700     ],
3701 root 1.5 name => 'Monster & NPC',
3702 root 1.3 required => {
3703     alive => 1,
3704     is_floor => 0,
3705     tear_down => 0
3706     },
3707 root 1.4 section => [
3708     [
3709     'melee',
3710 root 1.7 [
3711     [
3712     'attacktype',
3713     {
3714     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.',
3715     name => 'attacktype',
3716     type => 'bitmask',
3717     value => $BITMASK{attacktype}
3718     }
3719     ],
3720     [
3721     'dam',
3722     {
3723     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.',
3724     name => 'damage',
3725     type => 'int'
3726     }
3727     ],
3728     [
3729     'wc',
3730     {
3731     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
3732     name => 'weapon class',
3733     type => 'int'
3734     }
3735     ],
3736     [
3737     'hp',
3738     {
3739     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>.',
3740     name => 'health points',
3741     type => 'int'
3742     }
3743     ],
3744     [
3745     'maxhp',
3746     {
3747     desc => '<max health> is the maximum amount of <health points> this monster can have.',
3748     name => 'max health',
3749     type => 'int'
3750     }
3751     ],
3752     [
3753     'ac',
3754     {
3755     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).',
3756     name => 'armour class',
3757     type => 'int'
3758     }
3759     ],
3760     [
3761     'Con',
3762     {
3763 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
3764 root 1.7 name => 'healing rate',
3765     type => 'int'
3766     }
3767     ],
3768     [
3769     'reflect_missile',
3770     {
3771     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
3772     name => 'reflect missiles',
3773     type => 'bool'
3774     }
3775     ],
3776     [
3777     'hitback',
3778     {
3779     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.',
3780     name => 'hitback',
3781     type => 'bool'
3782     }
3783     ],
3784     [
3785     'one_hit',
3786     {
3787     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
3788     name => 'one hit only',
3789     type => 'bool'
3790     }
3791     ]
3792     ]
3793     ],
3794     [
3795     'spellcraft',
3796     [
3797     [
3798     'can_cast_spell',
3799     {
3800     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
3801     name => 'can cast spell',
3802     type => 'bool'
3803     }
3804     ],
3805     [
3806     'reflect_spell',
3807     {
3808     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.',
3809     name => 'reflect spells',
3810     type => 'bool'
3811     }
3812     ],
3813     [
3814     'sp',
3815     {
3816     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>.',
3817     name => 'spellpoints',
3818     type => 'int'
3819     }
3820     ],
3821     [
3822     'maxsp',
3823     {
3824     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.',
3825     name => 'max spellpoints',
3826     type => 'int'
3827     }
3828     ],
3829     [
3830     'Pow',
3831     {
3832 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.',
3833 root 1.7 name => 'spellpoint regen.',
3834     type => 'int'
3835     }
3836     ],
3837     [
3838     'path_attuned',
3839     {
3840     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
3841     name => 'attuned paths',
3842     type => 'bitmask',
3843     value => $BITMASK{spellpath}
3844     }
3845     ],
3846     [
3847     'path_repelled',
3848     {
3849     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
3850     name => 'repelled paths',
3851     type => 'bitmask',
3852     value => $BITMASK{spellpath}
3853     }
3854     ],
3855     [
3856     'path_denied',
3857     {
3858     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
3859     name => 'denied paths',
3860     type => 'bitmask',
3861     value => $BITMASK{spellpath}
3862     }
3863     ]
3864     ]
3865     ],
3866     [
3867     'ability',
3868     [
3869     [
3870     'Int',
3871     {
3872     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.',
3873     name => 'detect hidden',
3874     type => 'int'
3875     }
3876     ],
3877     [
3878     'see_invisible',
3879     {
3880     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.',
3881     name => 'see invisible',
3882     type => 'bool'
3883     }
3884     ],
3885     [
3886     'can_see_in_dark',
3887     {
3888     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.',
3889     name => 'see in darkness',
3890     type => 'bool'
3891     }
3892     ],
3893     [
3894     'can_use_weapon',
3895     {
3896     desc => 'Monster is able to wield weapon type objects.',
3897     name => 'can use weapons',
3898     type => 'bool'
3899     }
3900     ],
3901     [
3902     'can_use_bow',
3903     {
3904     desc => 'Monster is able to use missile-weapon type objects.',
3905     name => 'can use bows',
3906     type => 'bool'
3907     }
3908     ],
3909     [
3910     'can_use_armour',
3911     {
3912     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
3913     name => 'can use armour',
3914     type => 'bool'
3915     }
3916     ],
3917     [
3918     'can_use_ring',
3919     {
3920     desc => 'Monster is able to wear rings.',
3921     name => 'can use rings',
3922     type => 'bool'
3923     }
3924     ],
3925     [
3926     'can_use_wand',
3927     {
3928     desc => 'Monster is able to use wands and staves.',
3929     name => 'can use wands',
3930     type => 'bool'
3931     }
3932     ],
3933     [
3934     'can_use_rod',
3935     {
3936     desc => 'Monster is able to use rods.',
3937     name => 'can use rods',
3938     type => 'bool'
3939     }
3940     ],
3941     [
3942     'can_use_scroll',
3943     {
3944     desc => 'Monster is able to read scrolls.',
3945     name => 'can use scrolls',
3946     type => 'bool'
3947     }
3948     ],
3949     [
3950     'can_use_skill',
3951     {
3952     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>.',
3953     name => 'can use skills',
3954     type => 'bool'
3955     }
3956     ]
3957     ]
3958     ],
3959     [
3960     'behave',
3961     [
3962     [
3963     'monster',
3964     {
3965     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.',
3966     name => 'monster behaviour',
3967     type => 'bool'
3968     }
3969     ],
3970     [
3971     'unaggressive',
3972     {
3973     desc => '<unaggressive> monsters do not attack players unless attacked first.',
3974     name => 'unaggressive',
3975     type => 'bool'
3976     }
3977     ],
3978     [
3979     'friendly',
3980     {
3981     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
3982     name => 'friendly',
3983     type => 'bool'
3984     }
3985     ],
3986     [
3987     'stand_still',
3988     {
3989     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.',
3990     name => 'stand still',
3991     type => 'bool'
3992     }
3993     ],
3994     [
3995     'sleep',
3996     {
3997     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.',
3998     name => 'asleep',
3999     type => 'bool'
4000     }
4001     ],
4002     [
4003     'will_apply',
4004     {
4005     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4006     name => 'misc. actions',
4007     type => 'bitmask',
4008     value => $BITMASK{will_apply}
4009     }
4010     ],
4011     [
4012     'pick_up',
4013     {
4014     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.',
4015     name => 'pick up',
4016     type => 'bitmask',
4017     value => $BITMASK{pick_up}
4018     }
4019     ],
4020     [
4021     'Wis',
4022     {
4023     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.',
4024     name => 'sensing range',
4025     type => 'int'
4026     }
4027     ],
4028     [
4029     'attack_movement',
4030     {
4031     name => 'attack movement',
4032     type => 'int'
4033     }
4034     ],
4035     [
4036     'run_away',
4037     {
4038     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.',
4039     name => 'run at % health',
4040     type => 'int'
4041     }
4042     ]
4043     ]
4044     ],
4045     [
4046     'resistance',
4047     [
4048     [
4049     'resist_physical',
4050     {
4051     name => 'resist physical %',
4052     type => 'int'
4053     }
4054     ],
4055     [
4056     'resist_magic',
4057     {
4058     name => 'resist magic %',
4059     type => 'int'
4060     }
4061     ],
4062     [
4063     'resist_fire',
4064     {
4065     name => 'resist fire %',
4066     type => 'int'
4067     }
4068     ],
4069     [
4070     'resist_electricity',
4071     {
4072     name => 'resist electricity %',
4073     type => 'int'
4074     }
4075     ],
4076     [
4077     'resist_cold',
4078     {
4079     name => 'resist cold %',
4080     type => 'int'
4081     }
4082     ],
4083     [
4084     'resist_confusion',
4085     {
4086     name => 'resist confusion %',
4087     type => 'int'
4088     }
4089     ],
4090     [
4091     'resist_acid',
4092     {
4093     name => 'resist acid %',
4094     type => 'int'
4095     }
4096     ],
4097     [
4098     'resist_drain',
4099     {
4100     name => 'resist draining %',
4101     type => 'int'
4102     }
4103     ],
4104     [
4105     'resist_weaponmagic',
4106     {
4107     name => 'resist weaponmagic %',
4108     type => 'int'
4109     }
4110     ],
4111     [
4112     'resist_ghosthit',
4113     {
4114     name => 'resist ghosthit %',
4115     type => 'int'
4116     }
4117     ],
4118     [
4119     'resist_poison',
4120     {
4121     name => 'resist poison %',
4122     type => 'int'
4123     }
4124     ],
4125     [
4126     'resist_slow',
4127     {
4128     name => 'resist slow %',
4129     type => 'int'
4130     }
4131     ],
4132     [
4133     'resist_paralyze',
4134     {
4135     name => 'resist paralyze %',
4136     type => 'int'
4137     }
4138     ],
4139     [
4140     'resist_fear',
4141     {
4142     name => 'resist fear %',
4143     type => 'int'
4144     }
4145     ],
4146     [
4147     'resist_deplete',
4148     {
4149     name => 'resist depletion %',
4150     type => 'int'
4151     }
4152     ],
4153     [
4154     'resist_turn_undead',
4155     {
4156     name => 'resist turn undead %',
4157     type => 'int'
4158     }
4159     ],
4160     [
4161     'resist_death',
4162     {
4163     name => 'resist death-attack %',
4164     type => 'int'
4165     }
4166     ],
4167     [
4168     'resist_chaos',
4169     {
4170     name => 'resist chaos %',
4171     type => 'int'
4172     }
4173     ],
4174     [
4175     'resist_blind',
4176     {
4177     name => 'resist blinding %',
4178     type => 'int'
4179     }
4180     ],
4181     [
4182     'resist_holyword',
4183     {
4184     name => 'resist holy power %',
4185     type => 'int'
4186     }
4187     ],
4188     [
4189     'resist_godpower',
4190     {
4191     name => 'resist godpower %',
4192     type => 'int'
4193     }
4194     ]
4195     ]
4196     ]
4197     ],
4198     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. :-)'
4199     },
4200 root 1.9 'Monster (Grimreaper)' => {
4201     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4202     ignore => [
4203     'material',
4204     'name_pl',
4205     'nrof',
4206     'value',
4207     'unpaid'
4208     ],
4209     import => [
4210     $TYPE{'Monster & NPC'}
4211     ],
4212     name => 'Monster (Grimreaper)',
4213     section => [
4214     [
4215     'grimreaper',
4216     [
4217     [
4218     'value',
4219     {
4220     desc => 'The object vanishes after this number of draining attacks.',
4221     name => 'attacks',
4222     type => 'int'
4223     }
4224     ]
4225     ]
4226     ]
4227     ]
4228     },
4229 root 1.7 'Mood Floor' => {
4230     attr => [
4231     [
4232     'no_pick',
4233 root 1.4 {
4234 root 1.7 type => 'fixed',
4235     value => 1
4236 root 1.4 }
4237     ],
4238     [
4239 root 1.7 'last_sp',
4240     {
4241     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!',
4242     name => 'mood',
4243     type => 'list',
4244     value => $LIST{mood}
4245     }
4246     ],
4247     [
4248     'connected',
4249     {
4250     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!',
4251     name => 'connection',
4252     type => 'int'
4253     }
4254     ],
4255     [
4256     'no_magic',
4257     {
4258     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4259     name => 'no spells',
4260     type => 'bool'
4261     }
4262     ],
4263     [
4264     'damned',
4265     {
4266     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4267     name => 'no prayers',
4268     type => 'bool'
4269     }
4270     ]
4271     ],
4272     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.',
4273     ignore => [
4274     $IGNORE_LIST{system_object}
4275     ],
4276     name => 'Mood Floor',
4277     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.)'
4278     },
4279     Mover => {
4280     attr => [
4281     [
4282     'attacktype',
4283     {
4284     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.',
4285     name => 'forced movement',
4286     type => 'bool'
4287     }
4288     ],
4289     [
4290     'maxsp',
4291     {
4292     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.',
4293     name => 'freeze duration',
4294     type => 'int'
4295     }
4296     ],
4297     [
4298     'speed',
4299     {
4300     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4301     name => 'movement speed',
4302     type => 'float'
4303     }
4304     ],
4305     [
4306     'sp',
4307     {
4308     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.',
4309     name => 'direction',
4310     type => 'list',
4311     value => $LIST{direction}
4312     }
4313     ],
4314     [
4315     'lifesave',
4316     {
4317 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.',
4318 root 1.7 name => 'gets used up',
4319     type => 'bool'
4320     }
4321     ],
4322     [
4323     'hp',
4324     {
4325     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).',
4326     name => 'number of uses',
4327     type => 'int'
4328     }
4329     ]
4330     ],
4331     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.',
4332     ignore => [
4333     $IGNORE_LIST{non_pickable}
4334     ],
4335     name => 'Mover',
4336     section => [
4337     [
4338     'targets',
4339     [
4340     [
4341     'level',
4342     {
4343     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.',
4344     name => 'move players',
4345     type => 'bool'
4346     }
4347     ],
4348     [
4349     'walk_on',
4350     {
4351     desc => 'This should always be set.',
4352     name => 'move walking creatures',
4353     type => 'bool'
4354     }
4355     ],
4356     [
4357     'fly_on',
4358     {
4359     desc => 'Move flying creatures enabled means all flying (living) objects will get moved too. If disabled, only walking (non-flying) creatures will get moved.',
4360     name => 'move flying creatures',
4361     type => 'bool'
4362     }
4363     ]
4364     ]
4365     ]
4366     ],
4367     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).'
4368     },
4369     Pedestal => {
4370     attr => [
4371     [
4372     'no_pick',
4373 root 1.4 {
4374 root 1.7 type => 'fixed',
4375     value => 1
4376 root 1.4 }
4377     ],
4378     [
4379 root 1.7 'slaying',
4380 root 1.4 {
4381 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.',
4382     name => 'match race',
4383     type => 'string'
4384 root 1.4 }
4385     ],
4386     [
4387 root 1.7 'connected',
4388 root 1.4 {
4389 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4390     name => 'connection',
4391     type => 'int'
4392 root 1.4 }
4393     ],
4394     [
4395 root 1.7 'walk_on',
4396 root 1.4 {
4397 root 1.7 type => 'fixed',
4398     value => 1
4399 root 1.4 }
4400 root 1.7 ],
4401 root 1.4 [
4402 root 1.7 'walk_off',
4403 root 1.4 {
4404 root 1.7 type => 'fixed',
4405     value => 1
4406 root 1.4 }
4407     ]
4408     ],
4409 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.',
4410     ignore => [
4411     $IGNORE_LIST{non_pickable}
4412     ],
4413 root 1.5 name => 'Pedestal',
4414 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.'
4415     },
4416     Pit => {
4417 root 1.7 attr => [
4418     [
4419     'no_pick',
4420     {
4421     type => 'fixed',
4422     value => 1
4423     }
4424     ],
4425     [
4426     'connected',
4427     {
4428     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4429     name => 'connection',
4430     type => 'int'
4431     }
4432     ],
4433     [
4434     'hp',
4435     {
4436     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!',
4437     name => 'destination X',
4438     type => 'int'
4439     }
4440     ],
4441     [
4442     'sp',
4443     {
4444     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!',
4445     name => 'destination Y',
4446     type => 'int'
4447     }
4448     ],
4449     [
4450     'wc',
4451     {
4452     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.',
4453     name => 'position state',
4454     type => 'int'
4455     }
4456     ],
4457     [
4458     'walk_on',
4459     {
4460     desc => 'If set, all walking creatures will fall into the pit. This does NOT need to be set for closed pits!',
4461     name => 'swallow walking',
4462     type => 'bool'
4463     }
4464     ],
4465     [
4466     'fly_on',
4467     {
4468     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.',
4469     name => 'swallow flying',
4470     type => 'bool'
4471     }
4472     ]
4473     ],
4474 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.',
4475     ignore => [
4476     $IGNORE_LIST{non_pickable}
4477     ],
4478 root 1.5 name => 'Pit',
4479 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.'
4480     },
4481     'Poison Food' => {
4482 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.',
4483     name => 'Poison Food'
4484 root 1.3 },
4485     Potion => {
4486 root 1.7 attr => [
4487     [
4488     'level',
4489     {
4490     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.',
4491     name => 'potion level',
4492     type => 'int'
4493     }
4494     ],
4495     [
4496     'sp',
4497     {
4498     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".',
4499     name => 'spell',
4500     type => 'spell'
4501     }
4502     ],
4503     [
4504     'attacktype',
4505     {
4506     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.',
4507     name => 'special effect',
4508     type => 'list',
4509     value => $LIST{potion_effect}
4510     }
4511     ],
4512     [
4513     'cursed',
4514     {
4515     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 >:)',
4516     name => 'cursed',
4517     type => 'bool'
4518     }
4519     ],
4520     [
4521     'startequip',
4522     {
4523     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4524     name => 'godgiven item',
4525     type => 'bool'
4526     }
4527     ]
4528     ],
4529 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4530 root 1.5 name => 'Potion',
4531 root 1.4 section => [
4532     [
4533     'stats',
4534 root 1.7 [
4535     [
4536     'Str',
4537     {
4538     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.',
4539     name => 'strength',
4540     type => 'int'
4541     }
4542     ],
4543     [
4544     'Dex',
4545     {
4546     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.',
4547     name => 'dexterity',
4548     type => 'int'
4549     }
4550     ],
4551     [
4552     'Con',
4553     {
4554     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.',
4555     name => 'constitution',
4556     type => 'int'
4557     }
4558     ],
4559     [
4560     'Int',
4561     {
4562     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.',
4563     name => 'intelligence',
4564     type => 'int'
4565     }
4566     ],
4567     [
4568     'Pow',
4569     {
4570     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.',
4571     name => 'power',
4572     type => 'int'
4573     }
4574     ],
4575     [
4576     'Wis',
4577     {
4578     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.',
4579     name => 'wisdom',
4580     type => 'int'
4581     }
4582     ],
4583     [
4584     'Cha',
4585     {
4586     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.',
4587     name => 'charisma',
4588     type => 'int'
4589     }
4590     ]
4591     ]
4592     ],
4593     [
4594     'resistance',
4595     [
4596     [
4597     'resist_physical',
4598     {
4599     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!',
4600     name => 'resist physical %',
4601     type => 'int'
4602     }
4603     ],
4604     [
4605     'resist_magic',
4606     {
4607     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!',
4608     name => 'resist magic %',
4609     type => 'int'
4610     }
4611     ],
4612     [
4613     'resist_fire',
4614     {
4615     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!',
4616     name => 'resist fire %',
4617     type => 'int'
4618     }
4619     ],
4620     [
4621     'resist_electricity',
4622     {
4623     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!',
4624     name => 'resist electricity %',
4625     type => 'int'
4626     }
4627     ],
4628     [
4629     'resist_cold',
4630     {
4631     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!',
4632     name => 'resist cold %',
4633     type => 'int'
4634     }
4635     ],
4636     [
4637     'resist_acid',
4638     {
4639     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!',
4640     name => 'resist acid %',
4641     type => 'int'
4642     }
4643     ],
4644     [
4645     'resist_confusion',
4646     {
4647     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!',
4648     name => 'resist confusion %',
4649     type => 'int'
4650     }
4651     ],
4652     [
4653     'resist_weaponmagic',
4654     {
4655     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!',
4656     name => 'resist weaponmagic %',
4657     type => 'int'
4658     }
4659     ],
4660     [
4661     'resist_paralyze',
4662     {
4663     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!',
4664     name => 'resist paralyze %',
4665     type => 'int'
4666     }
4667     ],
4668     [
4669     'resist_drain',
4670     {
4671     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!',
4672     name => 'resist draining %',
4673     type => 'int'
4674     }
4675     ],
4676     [
4677     'resist_deplete',
4678     {
4679     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!',
4680     name => 'resist depletion %',
4681     type => 'int'
4682     }
4683     ],
4684     [
4685     'resist_poison',
4686     {
4687     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!',
4688     name => 'resist poison %',
4689     type => 'int'
4690     }
4691     ]
4692     ]
4693     ]
4694     ],
4695     use => 'One potion should never give multiple benefits at once.'
4696     },
4697     'Power Crystal' => {
4698     attr => [
4699     [
4700     'sp',
4701 root 1.4 {
4702 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4703     name => 'initial mana',
4704     type => 'int'
4705 root 1.4 }
4706     ],
4707     [
4708 root 1.7 'maxsp',
4709 root 1.4 {
4710 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.',
4711     name => 'mana capacity',
4712     type => 'int'
4713 root 1.4 }
4714     ]
4715     ],
4716 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.',
4717     name => 'Power Crystal'
4718 root 1.1 },
4719 root 1.3 Projectile => {
4720 root 1.7 attr => [
4721     [
4722     'attacktype',
4723     {
4724     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.',
4725     name => 'attacktype',
4726     type => 'bitmask',
4727     value => $BITMASK{attacktype}
4728     }
4729     ],
4730     [
4731     'race',
4732     {
4733     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>.',
4734     name => 'ammunition class',
4735     type => 'string'
4736     }
4737     ],
4738     [
4739     'slaying',
4740     {
4741     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.',
4742     name => 'slaying race',
4743     type => 'string'
4744     }
4745     ],
4746     [
4747     'dam',
4748     {
4749     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
4750     name => 'damage',
4751     type => 'int'
4752     }
4753     ],
4754     [
4755     'wc',
4756     {
4757     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.',
4758     name => 'weaponclass',
4759     type => 'int'
4760     }
4761     ],
4762     [
4763     'food',
4764     {
4765     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).',
4766     name => 'chance to break',
4767     type => 'int'
4768     }
4769     ],
4770     [
4771     'magic',
4772     {
4773     desc => 'Magic bonus increases chance to hit and damage a little bit.',
4774     name => 'magic bonus',
4775     type => 'int'
4776     }
4777     ],
4778     [
4779     'unique',
4780     {
4781     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
4782     name => 'unique item',
4783     type => 'bool'
4784     }
4785     ],
4786     [
4787     'startequip',
4788     {
4789     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4790     name => 'godgiven item',
4791     type => 'bool'
4792     }
4793     ],
4794     [
4795     'no_drop',
4796     {
4797     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.',
4798     name => 'don\'t drop',
4799     type => 'bool'
4800     }
4801     ],
4802     [
4803     'msg',
4804     {
4805     desc => 'This text may describe the projectile. This could be nice for very special ones.',
4806     end => 'endmsg',
4807     name => 'description',
4808     type => 'text'
4809     }
4810     ]
4811     ],
4812     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.',
4813     name => 'Projectile',
4814     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.'
4815     },
4816     Ring => {
4817     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.',
4818     import => [
4819     $TYPE{Amulet}
4820     ],
4821     name => 'Ring',
4822     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.'
4823     },
4824     Rod => {
4825     attr => [
4826     [
4827     'sp',
4828     {
4829     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!',
4830     name => 'spell',
4831     type => 'spell'
4832     }
4833     ],
4834     [
4835     'level',
4836     {
4837     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
4838     name => 'casting level',
4839     type => 'int'
4840     }
4841     ],
4842     [
4843     'hp',
4844     {
4845     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
4846     name => 'initial spellpoints',
4847     type => 'int'
4848     }
4849     ],
4850     [
4851     'maxhp',
4852     {
4853     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.',
4854     name => 'max. spellpoints',
4855     type => 'int'
4856     }
4857     ],
4858     [
4859     'startequip',
4860     {
4861     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4862     name => 'godgiven item',
4863     type => 'bool'
4864     }
4865     ],
4866     [
4867     'msg',
4868     {
4869     desc => 'This text may contain a description of the rod.',
4870     end => 'endmsg',
4871     name => 'description',
4872     type => 'text'
4873     }
4874     ]
4875     ],
4876     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.',
4877     ignore => [
4878     'title'
4879     ],
4880     name => 'Rod',
4881     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>'
4882     },
4883     Rune => {
4884     attr => [
4885     [
4886     'no_pick',
4887     {
4888     type => 'fixed',
4889     value => 1
4890     }
4891     ],
4892     [
4893     'walk_on',
4894     {
4895     type => 'fixed',
4896     value => 1
4897     }
4898     ],
4899     [
4900     'level',
4901     {
4902     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.',
4903     name => 'rune level',
4904     type => 'int'
4905     }
4906     ],
4907     [
4908     'Cha',
4909     {
4910     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.',
4911     name => 'visibility',
4912     type => 'int'
4913     }
4914     ],
4915     [
4916     'hp',
4917     {
4918     desc => 'The rune will detonate <number of charges> times before disappearing.',
4919     name => 'number of charges',
4920     type => 'int'
4921     }
4922     ],
4923     [
4924     'dam',
4925     {
4926     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.',
4927     name => 'direct damage',
4928     type => 'int'
4929     }
4930     ],
4931     [
4932     'attacktype',
4933     {
4934     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.',
4935     name => 'attacktype',
4936     type => 'bitmask',
4937     value => $BITMASK{attacktype}
4938     }
4939     ],
4940     [
4941     'msg',
4942     {
4943     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
4944     end => 'endmsg',
4945     name => 'detonation text',
4946     type => 'text'
4947     }
4948     ]
4949 root 1.3 ],
4950     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.',
4951     ignore => [
4952     'no_pick',
4953     'title',
4954     'name_pl',
4955     'weight',
4956     'value',
4957     'material',
4958     'unpaid'
4959     ],
4960 root 1.5 name => 'Rune',
4961 root 1.4 section => [
4962     [
4963     'spellcraft',
4964 root 1.7 [
4965     [
4966     'sp',
4967     {
4968     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
4969     name => 'spell',
4970     type => 'spell'
4971     }
4972     ],
4973     [
4974     'slaying',
4975     {
4976     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
4977     name => 'spell name',
4978     type => 'string'
4979     }
4980     ],
4981     [
4982     'other_arch',
4983     {
4984     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.',
4985     name => 'spell arch',
4986     type => 'string'
4987     }
4988     ],
4989     [
4990     'maxsp',
4991     {
4992     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.',
4993     name => 'direction',
4994     type => 'list',
4995     value => $LIST{direction}
4996     }
4997     ],
4998     [
4999     'race',
5000     {
5001     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.',
5002     name => 'summon monster',
5003     type => 'string'
5004     }
5005     ],
5006     [
5007     'maxhp',
5008     {
5009     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5010     name => 'summon amount',
5011     type => 'int'
5012     }
5013     ]
5014     ]
5015 root 1.4 ]
5016     ],
5017 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.'
5018     },
5019     Savebed => {
5020 root 1.7 attr => [
5021     [
5022     'no_pick',
5023     {
5024     type => 'fixed',
5025     value => 1
5026     }
5027     ],
5028     [
5029     'no_magic',
5030     {
5031     type => 'fixed',
5032     value => 1
5033     }
5034     ],
5035     [
5036     'damned',
5037     {
5038     type => 'fixed',
5039     value => 1
5040     }
5041     ]
5042     ],
5043 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.',
5044     ignore => [
5045     $IGNORE_LIST{non_pickable}
5046     ],
5047 root 1.5 name => 'Savebed',
5048 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>'
5049     },
5050     Scroll => {
5051 root 1.7 attr => [
5052     [
5053     'level',
5054     {
5055     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5056     name => 'casting level',
5057     type => 'int'
5058     }
5059     ],
5060     [
5061     'sp',
5062     {
5063     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5064     name => 'spell',
5065     type => 'spell'
5066     }
5067     ],
5068     [
5069     'startequip',
5070     {
5071     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5072     name => 'godgiven item',
5073     type => 'bool'
5074     }
5075     ]
5076     ],
5077 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.',
5078     ignore => [
5079     'title'
5080     ],
5081 root 1.5 name => 'Scroll',
5082 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.'
5083     },
5084     Shield => {
5085 root 1.7 attr => [
5086     [
5087     'magic',
5088     {
5089     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.',
5090     name => 'magic bonus',
5091     type => 'int'
5092     }
5093     ]
5094     ],
5095 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.',
5096     import => [
5097     $TYPE{Amulet}
5098     ],
5099 root 1.5 name => 'Shield',
5100 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.'
5101     },
5102     'Shooting Weapon' => {
5103 root 1.7 attr => [
5104     [
5105     'race',
5106     {
5107     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.',
5108     name => 'ammunition class',
5109     type => 'string'
5110     }
5111     ],
5112     [
5113     'sp',
5114     {
5115     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).',
5116     name => 'shooting speed',
5117     type => 'int'
5118     }
5119     ],
5120     [
5121     'dam',
5122     {
5123     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.',
5124     name => 'base damage',
5125     type => 'int'
5126     }
5127     ],
5128     [
5129     'wc',
5130     {
5131     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.',
5132     name => 'weaponclass',
5133     type => 'int'
5134     }
5135     ],
5136     [
5137     'item_power',
5138     {
5139     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>.',
5140     name => 'item power',
5141     type => 'int'
5142     }
5143     ],
5144     [
5145     'no_strength',
5146     {
5147     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.',
5148     name => 'ignore strength',
5149     type => 'bool'
5150     }
5151     ],
5152     [
5153     'damned',
5154     {
5155     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5156     name => 'damnation',
5157     type => 'bool'
5158     }
5159     ],
5160     [
5161     'cursed',
5162     {
5163     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5164     name => 'curse',
5165     type => 'bool'
5166     }
5167     ],
5168     [
5169     'unique',
5170     {
5171     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5172     name => 'unique item',
5173     type => 'bool'
5174     }
5175     ],
5176     [
5177     'startequip',
5178     {
5179     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5180     name => 'godgiven item',
5181     type => 'bool'
5182     }
5183     ],
5184     [
5185     'msg',
5186     {
5187     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5188     end => 'endmsg',
5189     name => 'description',
5190     type => 'text'
5191     }
5192     ]
5193     ],
5194 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.',
5195 root 1.5 name => 'Shooting Weapon',
5196 root 1.4 section => [
5197     [
5198     'stats',
5199 root 1.7 [
5200     [
5201     'Str',
5202     {
5203     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5204     name => 'strength',
5205     type => 'int'
5206     }
5207     ],
5208     [
5209     'Dex',
5210     {
5211     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5212     name => 'dexterity',
5213     type => 'int'
5214     }
5215     ],
5216     [
5217     'Con',
5218     {
5219     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5220     name => 'constitution',
5221     type => 'int'
5222     }
5223     ],
5224     [
5225     'Int',
5226     {
5227     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5228     name => 'intelligence',
5229     type => 'int'
5230     }
5231     ],
5232     [
5233     'Pow',
5234     {
5235     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5236     name => 'power',
5237     type => 'int'
5238     }
5239     ],
5240     [
5241     'Wis',
5242     {
5243     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5244     name => 'wisdom',
5245     type => 'int'
5246     }
5247     ],
5248     [
5249     'Cha',
5250     {
5251     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5252     name => 'charisma',
5253     type => 'int'
5254     }
5255     ]
5256     ]
5257     ],
5258     [
5259     'bonus',
5260     [
5261     [
5262     'luck',
5263     {
5264     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.',
5265     name => 'luck bonus',
5266     type => 'int'
5267     }
5268     ],
5269     [
5270     'magic',
5271     {
5272     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.',
5273     name => 'magic bonus',
5274     type => 'int'
5275     }
5276     ]
5277     ]
5278     ]
5279     ],
5280     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.'
5281     },
5282     'Shop Floor' => {
5283     attr => [
5284     [
5285     'is_floor',
5286     {
5287     type => 'fixed',
5288     value => 1
5289     }
5290     ],
5291     [
5292     'no_pick',
5293     {
5294     type => 'fixed',
5295     value => 1
5296     }
5297     ],
5298     [
5299     'no_magic',
5300     {
5301     type => 'fixed',
5302     value => 1
5303     }
5304     ],
5305     [
5306     'auto_apply',
5307 root 1.4 {
5308 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.',
5309     name => 'generate goods',
5310     type => 'bool'
5311 root 1.4 }
5312     ],
5313     [
5314 root 1.7 'randomitems',
5315     {
5316     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.',
5317     name => 'treasurelist',
5318     type => 'treasurelist'
5319     }
5320     ],
5321     [
5322     'exp',
5323     {
5324     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.',
5325     name => 'quality level',
5326     type => 'int'
5327     }
5328     ],
5329     [
5330     'damned',
5331 root 1.4 {
5332 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.)',
5333     name => 'no prayers',
5334     type => 'bool'
5335 root 1.4 }
5336     ]
5337     ],
5338 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).',
5339     ignore => [
5340     $IGNORE_LIST{non_pickable}
5341     ],
5342 root 1.5 name => 'Shop Floor',
5343 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.'
5344     },
5345     'Shop Mat' => {
5346 root 1.7 attr => [
5347     [
5348     'no_pick',
5349     {
5350     type => 'fixed',
5351     value => 1
5352     }
5353     ],
5354     [
5355     'walk_on',
5356     {
5357     desc => 'If set, the player can enter/leave the shop by just walking into the shop mat.',
5358     name => 'apply by walking',
5359     type => 'bool'
5360     }
5361     ],
5362     [
5363     'fly_on',
5364     {
5365     desc => 'If set, the player can enter/leave the shop by "flying" into the shop mat.',
5366     name => 'apply by flying',
5367     type => 'bool'
5368     }
5369     ]
5370     ],
5371 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).',
5372     ignore => [
5373     $IGNORE_LIST{non_pickable}
5374     ],
5375 root 1.5 name => 'Shop Mat',
5376 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5377     },
5378     'Sign & MagicMouth' => {
5379 root 1.7 attr => [
5380     [
5381     'connected',
5382     {
5383     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.',
5384     name => 'connection',
5385     type => 'int'
5386     }
5387     ],
5388     [
5389     'walk_on',
5390     {
5391     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.',
5392     name => 'activate by walking',
5393     type => 'bool'
5394     }
5395     ],
5396     [
5397     'fly_on',
5398     {
5399     desc => 'If set, the player gets the message when flying (=levitating) ontop of the object. Usually this should be set together with walk_on.',
5400     name => 'activate by flying',
5401     type => 'bool'
5402     }
5403     ],
5404     [
5405     'food',
5406     {
5407     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).',
5408     name => 'counter',
5409     type => 'int'
5410     }
5411     ],
5412     [
5413     'msg',
5414     {
5415     desc => 'This text will be displayed to the player.',
5416     end => 'endmsg',
5417     name => 'message',
5418     type => 'text'
5419     }
5420     ]
5421     ],
5422     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).',
5423     ignore => [
5424     $IGNORE_LIST{non_pickable}
5425     ],
5426     name => 'Sign & MagicMouth',
5427     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.'
5428     },
5429     Skill => {
5430     attr => [
5431     [
5432     'invisible',
5433     {
5434     type => 'fixed',
5435     value => 1
5436     }
5437     ],
5438     [
5439     'no_drop',
5440     {
5441     type => 'fixed',
5442     value => 1
5443     }
5444     ],
5445     [
5446     'skill',
5447     {
5448     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.',
5449     name => 'skill name',
5450     type => 'string'
5451     }
5452     ],
5453     [
5454     'expmul',
5455     {
5456     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.',
5457     name => 'exp multiplier',
5458     type => 'float'
5459     }
5460     ],
5461     [
5462     'subtype',
5463     {
5464     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.',
5465     name => 'skill type',
5466     type => 'list',
5467     value => $LIST{skill_type}
5468     }
5469     ],
5470     [
5471     'level',
5472     {
5473     name => 'level',
5474     type => 'int'
5475     }
5476     ],
5477     [
5478     'exp',
5479     {
5480     name => 'experience',
5481     type => 'int'
5482     }
5483     ],
5484     [
5485     'can_use_skill',
5486     {
5487     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.',
5488     name => 'is native skill',
5489     type => 'bool'
5490     }
5491     ]
5492 root 1.3 ],
5493     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.',
5494     ignore => [
5495     $IGNORE_LIST{system_object}
5496     ],
5497 root 1.5 name => 'Skill',
5498 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>'
5499     },
5500     'Skill Scroll' => {
5501 root 1.7 attr => [
5502     [
5503     'race',
5504     {
5505     type => 'fixed',
5506     value => 'scrolls'
5507     }
5508     ],
5509     [
5510     'skill',
5511     {
5512     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5513     name => 'skill name',
5514     type => 'string'
5515     }
5516     ]
5517     ],
5518 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5519 root 1.5 name => 'Skill Scroll',
5520 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.'
5521     },
5522     'Special Key' => {
5523 root 1.7 attr => [
5524     [
5525     'slaying',
5526     {
5527     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.',
5528     name => 'key string',
5529     type => 'string'
5530     }
5531     ],
5532     [
5533     'material',
5534     {
5535     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5536     name => 'material',
5537     type => 'bitmask',
5538     value => $BITMASK{material}
5539     }
5540     ],
5541     [
5542     'unique',
5543     {
5544     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.',
5545     name => 'unique item',
5546     type => 'bool'
5547     }
5548     ],
5549     [
5550     'startequip',
5551     {
5552     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5553     name => 'godgiven item',
5554     type => 'bool'
5555     }
5556     ],
5557     [
5558     'msg',
5559     {
5560     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.',
5561     end => 'endmsg',
5562     name => 'description',
5563     type => 'text'
5564     }
5565     ]
5566     ],
5567 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.',
5568     ignore => [
5569     'material'
5570     ],
5571 root 1.5 name => 'Special Key',
5572 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".'
5573     },
5574     Spell => {
5575 root 1.7 attr => [
5576     [
5577     'no_drop',
5578     {
5579     type => 'fixed',
5580     value => 1
5581     }
5582     ],
5583     [
5584     'invisible',
5585     {
5586     type => 'fixed',
5587     value => 1
5588     }
5589     ],
5590     [
5591     'skill',
5592     {
5593     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.',
5594     name => 'skill name',
5595     type => 'string'
5596     }
5597     ],
5598     [
5599     'subtype',
5600     {
5601     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5602     name => 'spell type',
5603     type => 'list',
5604     value => $LIST{spell_type}
5605     }
5606     ],
5607     [
5608     'level',
5609     {
5610     name => 'spell level',
5611     type => 'int'
5612     }
5613     ],
5614     [
5615     'casting_time',
5616     {
5617     name => 'casting time',
5618     type => 'int'
5619     }
5620     ],
5621     [
5622     'duration',
5623     {
5624     name => 'duration',
5625     type => 'int'
5626     }
5627     ],
5628     [
5629     'other_arch',
5630     {
5631     name => 'create object',
5632     type => 'string'
5633     }
5634     ],
5635     [
5636     'sp',
5637     {
5638     name => 'cost spellpoints',
5639     type => 'int'
5640     }
5641     ],
5642     [
5643     'grace',
5644     {
5645     name => 'cost grace',
5646     type => 'int'
5647     }
5648     ],
5649     [
5650     'maxsp',
5651     {
5652     name => 'double cost per level',
5653     type => 'int'
5654     }
5655     ]
5656     ],
5657 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.',
5658     ignore => [
5659     $IGNORE_LIST{system_object}
5660     ],
5661 root 1.5 name => 'Spell',
5662 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.'
5663     },
5664     Spellbook => {
5665 root 1.7 attr => [
5666     [
5667     'skill',
5668     {
5669     type => 'fixed',
5670     value => 'literacy'
5671     }
5672     ],
5673     [
5674     'randomitems',
5675     {
5676     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.',
5677     name => 'treasurelist',
5678     type => 'treasurelist'
5679     }
5680     ],
5681     [
5682     'startequip',
5683     {
5684     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5685     name => 'godgiven item',
5686     type => 'bool'
5687     }
5688     ],
5689     [
5690     'msg',
5691     {
5692     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5693     end => 'endmsg',
5694     name => 'description',
5695     type => 'text'
5696     }
5697     ]
5698     ],
5699 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.',
5700 root 1.5 name => 'Spellbook',
5701 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.'
5702     },
5703     Spinner => {
5704 root 1.7 attr => [
5705     [
5706     'sp',
5707     {
5708     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.',
5709     name => 'direction number',
5710     type => 'int'
5711     }
5712     ],
5713     [
5714     'walk_on',
5715     {
5716     type => 'fixed',
5717     value => 1
5718     }
5719     ],
5720     [
5721     'fly_on',
5722     {
5723     type => 'fixed',
5724     value => 1
5725     }
5726     ]
5727     ],
5728 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.',
5729     ignore => [
5730     $IGNORE_LIST{non_pickable}
5731     ],
5732 root 1.5 name => 'Spinner',
5733 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.'
5734     },
5735     Swamp => {
5736 root 1.7 attr => [
5737     [
5738     'walk_on',
5739     {
5740     type => 'fixed',
5741     value => 1
5742     }
5743     ],
5744     [
5745     'is_floor',
5746     {
5747     type => 'fixed',
5748     value => 1
5749     }
5750     ],
5751     [
5752     'is_wooded',
5753     {
5754     type => 'fixed',
5755     value => 1
5756     }
5757     ],
5758     [
5759     'speed',
5760     {
5761     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.',
5762     name => 'drowning speed',
5763     type => 'float'
5764     }
5765     ],
5766     [
5767     'slow_move',
5768     {
5769     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',
5770     name => 'slow movement',
5771     type => 'int'
5772     }
5773     ],
5774     [
5775     'no_magic',
5776     {
5777     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
5778     name => 'no spells',
5779     type => 'bool'
5780     }
5781     ],
5782     [
5783     'damned',
5784     {
5785     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
5786     name => 'no prayers',
5787     type => 'bool'
5788     }
5789     ]
5790     ],
5791 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.',
5792     ignore => [
5793     $IGNORE_LIST{non_pickable}
5794 root 1.5 ],
5795     name => 'Swamp'
5796 root 1.3 },
5797     Teleporter => {
5798 root 1.7 attr => [
5799     [
5800     'slaying',
5801     {
5802     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.',
5803     name => 'exit path',
5804     type => 'string'
5805     }
5806     ],
5807     [
5808     'hp',
5809     {
5810     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.',
5811     name => 'destination X',
5812     type => 'int'
5813     }
5814     ],
5815     [
5816     'sp',
5817     {
5818     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.',
5819     name => 'destination Y',
5820     type => 'int'
5821     }
5822     ],
5823     [
5824     'connected',
5825     {
5826     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.',
5827     name => 'connection',
5828     type => 'int'
5829     }
5830     ],
5831     [
5832     'speed',
5833     {
5834     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!',
5835     name => 'activation speed',
5836     type => 'float'
5837     }
5838     ]
5839     ],
5840 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.',
5841     ignore => [
5842     $IGNORE_LIST{non_pickable}
5843     ],
5844 root 1.5 name => 'Teleporter',
5845 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.'
5846     },
5847 root 1.8 'Timed Gate' => {
5848     attr => [
5849     [
5850     'no_pick',
5851     {
5852     type => 'fixed',
5853     value => 1
5854     }
5855     ],
5856     [
5857     'connected',
5858     {
5859     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.',
5860     name => 'connection',
5861     type => 'int'
5862     }
5863     ],
5864     [
5865     'wc',
5866     {
5867     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.',
5868     name => 'position state',
5869     type => 'int'
5870     }
5871     ],
5872     [
5873     'no_pass',
5874     {
5875     desc => 'For open gates, <blocking passage> should be unset. For closed gates it must be set.',
5876     name => 'blocking passage',
5877     type => 'bool'
5878     }
5879     ],
5880     [
5881     'no_magic',
5882     {
5883     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
5884     name => 'restrict spells',
5885     type => 'bool'
5886     }
5887     ],
5888     [
5889     'damned',
5890     {
5891     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
5892     name => 'restrict prayers',
5893     type => 'bool'
5894     }
5895     ],
5896     [
5897     'hp',
5898     {
5899     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
5900     name => 'open duration',
5901     type => 'int'
5902     }
5903     ]
5904     ],
5905     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.',
5906     ignore => [
5907     $IGNORE_LIST{non_pickable}
5908     ],
5909     name => 'Timed Gate',
5910     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".'
5911     },
5912 root 1.3 Trap => {
5913 root 1.7 attr => [
5914     [
5915     'no_pick',
5916     {
5917     type => 'fixed',
5918     value => 1
5919     }
5920     ],
5921     [
5922     'walk_on',
5923     {
5924     type => 'fixed',
5925     value => 1
5926     }
5927     ],
5928     [
5929     'level',
5930     {
5931     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.',
5932     name => 'trap level',
5933     type => 'int'
5934     }
5935     ],
5936     [
5937     'Cha',
5938     {
5939     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.',
5940     name => 'visibility',
5941     type => 'int'
5942     }
5943     ],
5944     [
5945     'hp',
5946     {
5947     desc => 'The trap will detonate <number of charges> times before disappearing.',
5948     name => 'number of charges',
5949     type => 'int'
5950     }
5951     ],
5952     [
5953     'dam',
5954     {
5955     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
5956     name => 'direct damage',
5957     type => 'int'
5958     }
5959     ],
5960     [
5961     'attacktype',
5962     {
5963     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
5964     name => 'attacktype',
5965     type => 'bitmask',
5966     value => $BITMASK{attacktype}
5967     }
5968     ],
5969     [
5970     'connected',
5971     {
5972     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
5973     name => 'connection',
5974     type => 'int'
5975     }
5976     ],
5977     [
5978     'msg',
5979     {
5980     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
5981     end => 'endmsg',
5982     name => 'detonation text',
5983     type => 'text'
5984     }
5985     ]
5986     ],
5987 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.',
5988     ignore => [
5989     'no_pick',
5990     'title',
5991     'name_pl',
5992     'weight',
5993     'value',
5994     'material',
5995     'unpaid'
5996     ],
5997 root 1.5 name => 'Trap',
5998 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.'
5999     },
6000     Trapdoor => {
6001 root 1.7 attr => [
6002     [
6003     'no_pick',
6004     {
6005     type => 'fixed',
6006     value => 1
6007     }
6008     ],
6009     [
6010     'walk_on',
6011     {
6012     type => 'fixed',
6013     value => 1
6014     }
6015     ],
6016     [
6017     'weight',
6018     {
6019     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.',
6020     name => 'hold weight',
6021     type => 'int'
6022     }
6023     ],
6024     [
6025     'hp',
6026     {
6027     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!',
6028     name => 'destination X',
6029     type => 'int'
6030     }
6031     ],
6032     [
6033     'sp',
6034     {
6035     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!',
6036     name => 'destination Y',
6037     type => 'int'
6038     }
6039     ]
6040     ],
6041 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.',
6042     ignore => [
6043     $IGNORE_LIST{non_pickable}
6044     ],
6045 root 1.5 name => 'Trapdoor',
6046 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.'
6047     },
6048     Treasure => {
6049 root 1.7 attr => [
6050     [
6051     'randomitems',
6052     {
6053     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6054     name => 'treasurelist',
6055     type => 'treasurelist'
6056     }
6057     ],
6058     [
6059     'auto_apply',
6060     {
6061     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.',
6062     name => 'auto-generate',
6063     type => 'bool'
6064     }
6065     ],
6066     [
6067     'hp',
6068     {
6069     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.',
6070     name => 'create number',
6071     type => 'int'
6072     }
6073     ],
6074     [
6075     'exp',
6076     {
6077     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).',
6078     name => 'quality level',
6079     type => 'int'
6080     }
6081     ]
6082     ],
6083 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6084     ignore => [
6085     'nrof',
6086     'title',
6087     'name_pl',
6088     'weight',
6089     'value',
6090     'material'
6091     ],
6092 root 1.5 name => 'Treasure',
6093 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.'
6094     },
6095     'Trigger Marker' => {
6096 root 1.7 attr => [
6097     [
6098     'no_pick',
6099     {
6100     type => 'fixed',
6101     value => 1
6102     }
6103     ],
6104     [
6105     'slaying',
6106     {
6107     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.',
6108     name => 'key string',
6109     type => 'string'
6110     }
6111     ],
6112     [
6113     'connected',
6114     {
6115     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6116     name => 'connection',
6117     type => 'int'
6118     }
6119     ],
6120     [
6121     'food',
6122     {
6123     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.',
6124     name => 'mark duration',
6125     type => 'int'
6126     }
6127     ],
6128     [
6129     'name',
6130     {
6131     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.',
6132     name => 'delete mark',
6133     type => 'string'
6134     }
6135     ],
6136     [
6137     'msg',
6138     {
6139     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.',
6140     end => 'endmsg',
6141     name => 'marking message',
6142     type => 'text'
6143     }
6144     ]
6145     ],
6146 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.',
6147     ignore => [
6148     $IGNORE_LIST{system_object}
6149     ],
6150 root 1.5 name => 'Trigger Marker',
6151 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.'
6152     },
6153     Wall => {
6154 root 1.7 attr => [
6155     [
6156     'no_pass',
6157     {
6158     desc => 'If set, the object cannot be passed by players nor monsters.',
6159     name => 'blocking passage',
6160     type => 'bool'
6161     }
6162     ],
6163     [
6164     'can_roll',
6165     {
6166     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6167     name => 'moveable',
6168     type => 'bool'
6169     }
6170     ],
6171     [
6172     'no_magic',
6173     {
6174     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6175     name => 'restrict spells',
6176     type => 'bool'
6177     }
6178     ],
6179     [
6180     'damned',
6181     {
6182     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6183     name => 'restrict prayers',
6184     type => 'bool'
6185     }
6186     ]
6187     ],
6188 root 1.3 desc => 'Walls usually block passage and sight.',
6189     ignore => [
6190     'nrof',
6191     'title',
6192     'name_pl',
6193     'value',
6194     'unpaid'
6195     ],
6196 root 1.5 name => 'Wall',
6197 root 1.3 required => {
6198     alive => 0,
6199     is_floor => 0,
6200     no_pass => 1
6201     }
6202     },
6203     'Wand & Staff' => {
6204 root 1.7 attr => [
6205     [
6206     'sp',
6207     {
6208     desc => 'The <spell> specifies the contained spell.',
6209     name => 'spell',
6210     type => 'spell'
6211     }
6212     ],
6213     [
6214     'level',
6215     {
6216     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6217     name => 'casting level',
6218     type => 'int'
6219     }
6220     ],
6221     [
6222     'food',
6223     {
6224     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6225     name => 'number of charges',
6226     type => 'int'
6227     }
6228     ],
6229     [
6230     'startequip',
6231     {
6232     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6233     name => 'godgiven item',
6234     type => 'bool'
6235     }
6236     ],
6237     [
6238     'msg',
6239     {
6240     desc => 'This text may contain a description of the wand.',
6241     end => 'endmsg',
6242     name => 'description',
6243     type => 'text'
6244     }
6245     ]
6246     ],
6247 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.',
6248 root 1.5 name => 'Wand & Staff',
6249 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.'
6250 root 1.3 },
6251     'Weak Wall' => {
6252 root 1.7 attr => [
6253     [
6254     'alive',
6255     {
6256     type => 'fixed',
6257     value => 1
6258     }
6259     ],
6260     [
6261     'no_pick',
6262     {
6263     type => 'fixed',
6264     value => 1
6265     }
6266     ],
6267     [
6268     'tear_down',
6269     {
6270     type => 'fixed',
6271     value => 1
6272     }
6273     ],
6274     [
6275     'race',
6276     {
6277     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.',
6278     name => 'race',
6279     type => 'string'
6280     }
6281     ],
6282     [
6283     'level',
6284     {
6285     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.',
6286     name => 'level',
6287     type => 'int'
6288     }
6289     ],
6290     [
6291     'hp',
6292     {
6293     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.',
6294     name => 'health points',
6295     type => 'int'
6296     }
6297     ],
6298     [
6299     'maxhp',
6300     {
6301     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.',
6302     name => 'max health',
6303     type => 'int'
6304     }
6305     ],
6306     [
6307     'ac',
6308     {
6309     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6310     name => 'armour class',
6311     type => 'int'
6312     }
6313     ]
6314     ],
6315 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.',
6316     ignore => [
6317     $IGNORE_LIST{non_pickable}
6318     ],
6319 root 1.5 name => 'Weak Wall',
6320 root 1.3 required => {
6321     alive => 1,
6322     is_floor => 0,
6323     tear_down => 1
6324     },
6325 root 1.4 section => [
6326     [
6327     'resistance',
6328 root 1.7 [
6329     [
6330     'resist_physical',
6331     {
6332     name => 'resist physical %',
6333     type => 'int'
6334     }
6335     ],
6336     [
6337     'resist_magic',
6338     {
6339     name => 'resist magic %',
6340     type => 'int'
6341     }
6342     ],
6343     [
6344     'resist_fire',
6345     {
6346     name => 'resist fire %',
6347     type => 'int'
6348     }
6349     ],
6350     [
6351     'resist_electricity',
6352     {
6353     name => 'resist electricity %',
6354     type => 'int'
6355     }
6356     ],
6357     [
6358     'resist_cold',
6359     {
6360     name => 'resist cold %',
6361     type => 'int'
6362     }
6363     ],
6364     [
6365     'resist_confusion',
6366     {
6367     name => 'resist confusion %',
6368     type => 'int'
6369     }
6370     ],
6371     [
6372     'resist_acid',
6373     {
6374     name => 'resist acid %',
6375     type => 'int'
6376     }
6377     ],
6378     [
6379     'resist_drain',
6380     {
6381     name => 'resist draining %',
6382     type => 'int'
6383     }
6384     ],
6385     [
6386     'resist_weaponmagic',
6387     {
6388     name => 'resist weaponmagic %',
6389     type => 'int'
6390     }
6391     ],
6392     [
6393     'resist_ghosthit',
6394     {
6395     name => 'resist ghosthit %',
6396     type => 'int'
6397     }
6398     ],
6399     [
6400     'resist_poison',
6401     {
6402     name => 'resist poison %',
6403     type => 'int'
6404     }
6405     ],
6406     [
6407     'resist_slow',
6408     {
6409     name => 'resist slow %',
6410     type => 'int'
6411     }
6412     ],
6413     [
6414     'resist_paralyze',
6415     {
6416     name => 'resist paralyze %',
6417     type => 'int'
6418     }
6419     ],
6420     [
6421     'resist_fear',
6422     {
6423     name => 'resist fear %',
6424     type => 'int'
6425     }
6426     ],
6427     [
6428     'resist_deplete',
6429     {
6430     name => 'resist depletion %',
6431     type => 'int'
6432     }
6433     ],
6434     [
6435     'resist_turn_undead',
6436     {
6437     name => 'resist turn undead %',
6438     type => 'int'
6439     }
6440     ],
6441     [
6442     'resist_death',
6443     {
6444     name => 'resist death-attack %',
6445     type => 'int'
6446     }
6447     ],
6448     [
6449     'resist_chaos',
6450     {
6451     name => 'resist chaos %',
6452     type => 'int'
6453     }
6454     ],
6455     [
6456     'resist_blind',
6457     {
6458     name => 'resist blinding %',
6459     type => 'int'
6460     }
6461     ],
6462     [
6463     'resist_holyword',
6464     {
6465     name => 'resist holy power %',
6466     type => 'int'
6467     }
6468     ],
6469     [
6470     'resist_godpower',
6471     {
6472     name => 'resist godpower %',
6473     type => 'int'
6474     }
6475     ]
6476     ]
6477 root 1.4 ]
6478     ],
6479 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.'
6480     },
6481     Weapon => {
6482 root 1.7 attr => [
6483     [
6484     'attacktype',
6485     {
6486     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.',
6487     name => 'attacktype',
6488     type => 'bitmask',
6489     value => $BITMASK{attacktype}
6490     }
6491     ],
6492     [
6493     'weapontype',
6494     {
6495     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.',
6496     name => 'weapontype',
6497     type => 'list',
6498     value => $LIST{weapon_type}
6499     }
6500     ],
6501     [
6502     'skill',
6503     {
6504     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6505     name => 'skill name',
6506     type => 'string'
6507     }
6508     ],
6509     [
6510     'dam',
6511     {
6512     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.',
6513     name => 'damage',
6514     type => 'int'
6515     }
6516     ],
6517     [
6518     'slaying',
6519     {
6520     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.',
6521     name => 'slaying race',
6522     type => 'string'
6523     }
6524     ],
6525     [
6526     'last_sp',
6527     {
6528     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.',
6529     name => 'weapon speed',
6530     type => 'int'
6531     }
6532     ],
6533     [
6534     'wc',
6535     {
6536     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.',
6537     name => 'weapon class',
6538     type => 'int'
6539     }
6540     ],
6541     [
6542     'magic',
6543     {
6544     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.',
6545     name => 'magic bonus',
6546     type => 'int'
6547     }
6548     ],
6549     [
6550     'item_power',
6551     {
6552     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>.',
6553     name => 'item power',
6554     type => 'int'
6555     }
6556     ],
6557     [
6558     'damned',
6559     {
6560     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6561     name => 'damnation',
6562     type => 'bool'
6563     }
6564     ],
6565     [
6566     'cursed',
6567     {
6568     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6569     name => 'curse',
6570     type => 'bool'
6571     }
6572     ],
6573     [
6574     'lifesave',
6575     {
6576 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!',
6577 root 1.7 name => 'save life',
6578     type => 'bool'
6579     }
6580     ],
6581     [
6582     'unique',
6583     {
6584     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6585     name => 'unique item',
6586     type => 'bool'
6587     }
6588     ],
6589     [
6590     'startequip',
6591     {
6592     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6593     name => 'godgiven item',
6594     type => 'bool'
6595     }
6596     ],
6597     [
6598     'msg',
6599     {
6600     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6601     end => 'endmsg',
6602     name => 'description',
6603     type => 'text'
6604     }
6605     ]
6606     ],
6607 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.',
6608 root 1.5 name => 'Weapon',
6609 root 1.4 section => [
6610     [
6611     'resistance',
6612 root 1.7 [
6613     [
6614     'resist_physical',
6615     {
6616     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.',
6617     name => 'resist physical %',
6618     type => 'int'
6619     }
6620     ],
6621     [
6622     'resist_magic',
6623     {
6624     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.',
6625     name => 'resist magic %',
6626     type => 'int'
6627     }
6628     ],
6629     [
6630     'resist_fire',
6631     {
6632     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.',
6633     name => 'resist fire %',
6634     type => 'int'
6635     }
6636     ],
6637     [
6638     'resist_electricity',
6639     {
6640     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.',
6641     name => 'resist electricity %',
6642     type => 'int'
6643     }
6644     ],
6645     [
6646     'resist_cold',
6647     {
6648     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.',
6649     name => 'resist cold %',
6650     type => 'int'
6651     }
6652     ],
6653     [
6654     'resist_confusion',
6655     {
6656     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).',
6657     name => 'resist confusion %',
6658     type => 'int'
6659     }
6660     ],
6661     [
6662     'resist_acid',
6663     {
6664     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.',
6665     name => 'resist acid %',
6666     type => 'int'
6667     }
6668     ],
6669     [
6670     'resist_drain',
6671     {
6672     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).',
6673     name => 'resist draining %',
6674     type => 'int'
6675     }
6676     ],
6677     [
6678     'resist_weaponmagic',
6679     {
6680     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.',
6681     name => 'resist weaponmagic %',
6682     type => 'int'
6683     }
6684     ],
6685     [
6686     'resist_ghosthit',
6687     {
6688     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.',
6689     name => 'resist ghosthit %',
6690     type => 'int'
6691     }
6692     ],
6693     [
6694     'resist_poison',
6695     {
6696     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.',
6697     name => 'resist poison %',
6698     type => 'int'
6699     }
6700     ],
6701     [
6702     'resist_slow',
6703     {
6704     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.',
6705     name => 'resist slow %',
6706     type => 'int'
6707     }
6708     ],
6709     [
6710     'resist_paralyze',
6711     {
6712     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).',
6713     name => 'resist paralyze %',
6714     type => 'int'
6715     }
6716     ],
6717     [
6718     'resist_fear',
6719     {
6720     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.',
6721     name => 'resist fear %',
6722     type => 'int'
6723     }
6724     ],
6725     [
6726     'resist_deplete',
6727     {
6728     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).',
6729     name => 'resist depletion %',
6730     type => 'int'
6731     }
6732     ],
6733     [
6734     'resist_death',
6735     {
6736     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!',
6737     name => 'resist death-attack %',
6738     type => 'int'
6739     }
6740     ],
6741     [
6742     'resist_chaos',
6743     {
6744     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.',
6745     name => 'resist chaos %',
6746     type => 'int'
6747     }
6748     ],
6749     [
6750     'resist_blind',
6751     {
6752     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.',
6753     name => 'resist blinding %',
6754     type => 'int'
6755     }
6756     ],
6757     [
6758     'resist_holyword',
6759     {
6760     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.',
6761     name => 'resist holy power %',
6762     type => 'int'
6763     }
6764     ]
6765     ]
6766 root 1.4 ],
6767     [
6768     'stats',
6769 root 1.7 [
6770     [
6771     'Str',
6772     {
6773     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
6774     name => 'strength',
6775     type => 'int'
6776     }
6777     ],
6778     [
6779     'Dex',
6780     {
6781     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
6782     name => 'dexterity',
6783     type => 'int'
6784     }
6785     ],
6786     [
6787     'Con',
6788     {
6789     desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
6790     name => 'constitution',
6791     type => 'int'
6792     }
6793     ],
6794     [
6795     'Int',
6796     {
6797     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
6798     name => 'intelligence',
6799     type => 'int'
6800     }
6801     ],
6802     [
6803     'Pow',
6804     {
6805     desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
6806     name => 'power',
6807     type => 'int'
6808     }
6809     ],
6810     [
6811     'Wis',
6812     {
6813     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
6814     name => 'wisdom',
6815     type => 'int'
6816     }
6817     ],
6818     [
6819     'Cha',
6820     {
6821     desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
6822     name => 'charisma',
6823     type => 'int'
6824     }
6825     ]
6826     ]
6827 root 1.4 ],
6828     [
6829     'misc',
6830 root 1.7 [
6831     [
6832     'luck',
6833     {
6834     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.',
6835     name => 'luck bonus',
6836     type => 'int'
6837     }
6838     ],
6839     [
6840     'hp',
6841     {
6842     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
6843     name => 'health regen.',
6844     type => 'int'
6845     }
6846     ],
6847     [
6848     'sp',
6849     {
6850     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
6851     name => 'mana regen.',
6852     type => 'int'
6853     }
6854     ],
6855     [
6856     'grace',
6857     {
6858     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!!',
6859     name => 'grace regen.',
6860     type => 'int'
6861     }
6862     ],
6863     [
6864     'food',
6865     {
6866     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.',
6867     name => 'food bonus',
6868     type => 'int'
6869     }
6870     ],
6871     [
6872     'xrays',
6873     {
6874 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.',
6875 root 1.7 name => 'xray vision',
6876     type => 'bool'
6877     }
6878     ],
6879     [
6880     'stealth',
6881     {
6882     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)',
6883     name => 'stealth',
6884     type => 'bool'
6885     }
6886     ],
6887     [
6888     'reflect_spell',
6889     {
6890     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!',
6891     name => 'reflect spells',
6892     type => 'bool'
6893     }
6894     ],
6895     [
6896     'reflect_missile',
6897     {
6898     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.',
6899     name => 'reflect missiles',
6900     type => 'bool'
6901     }
6902     ],
6903     [
6904     'path_attuned',
6905     {
6906     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
6907     name => 'attuned paths',
6908     type => 'bitmask',
6909     value => $BITMASK{spellpath}
6910     }
6911     ],
6912     [
6913     'path_repelled',
6914     {
6915     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
6916     name => 'repelled paths',
6917     type => 'bitmask',
6918     value => $BITMASK{spellpath}
6919     }
6920     ],
6921     [
6922     'path_denied',
6923     {
6924     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
6925     name => 'denied paths',
6926     type => 'bitmask',
6927     value => $BITMASK{spellpath}
6928     }
6929     ]
6930     ]
6931 root 1.4 ]
6932     ],
6933 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.'
6934 root 1.1 }
6935     );
6936    
6937 root 1.3 our @ATTR0 = (
6938     $TYPE{Floor},
6939     $TYPE{'Monster & NPC'},
6940     $TYPE{Wall},
6941     $TYPE{'Weak Wall'}
6942     );
6943    
6944     our %ATTR = (
6945     3 => $TYPE{Rod},
6946     4 => $TYPE{Treasure},
6947     5 => $TYPE{Potion},
6948     6 => $TYPE{Food},
6949     7 => $TYPE{'Poison Food'},
6950     8 => $TYPE{Book},
6951     9 => $TYPE{Clock},
6952     13 => $TYPE{Projectile},
6953     14 => $TYPE{'Shooting Weapon'},
6954     15 => $TYPE{Weapon},
6955     16 => $TYPE{'Brestplate Armour'},
6956     17 => $TYPE{Pedestal},
6957     18 => $TYPE{Altar},
6958     20 => $TYPE{'Locked Door'},
6959     21 => $TYPE{'Special Key'},
6960 root 1.9 23 => $TYPE{Door},
6961     24 => $TYPE{Key},
6962 root 1.8 26 => $TYPE{'Timed Gate'},
6963 root 1.3 27 => $TYPE{'Handle Trigger'},
6964 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
6965 root 1.3 29 => $TYPE{'Magic Ear'},
6966 root 1.9 30 => $TYPE{'Button Trigger'},
6967 root 1.3 31 => $TYPE{'Altar Trigger'},
6968     33 => $TYPE{Shield},
6969     34 => $TYPE{Helmet},
6970     35 => $TYPE{Horn},
6971     36 => $TYPE{Money},
6972 root 1.9 37 => $TYPE{'Class Changer'},
6973 root 1.3 39 => $TYPE{Amulet},
6974     40 => $TYPE{Mover},
6975     41 => $TYPE{Teleporter},
6976     42 => $TYPE{Creator},
6977     43 => $TYPE{Skill},
6978     51 => $TYPE{Detector},
6979     52 => $TYPE{'Trigger Marker'},
6980     55 => $TYPE{Marker},
6981     56 => $TYPE{'Holy Altar'},
6982     58 => $TYPE{Battleground},
6983     60 => $TYPE{Jewel},
6984     62 => $TYPE{'Magic Wall'},
6985     64 => $TYPE{'Inventory Checker'},
6986     65 => $TYPE{'Mood Floor'},
6987     66 => $TYPE{Exit},
6988     67 => $TYPE{'Floor (Encounter)'},
6989     68 => $TYPE{'Shop Floor'},
6990     69 => $TYPE{'Shop Mat'},
6991     70 => $TYPE{Ring},
6992     72 => $TYPE{Flesh},
6993     73 => $TYPE{Inorganic},
6994     83 => $TYPE{Duplicator},
6995     85 => $TYPE{Spellbook},
6996     87 => $TYPE{Cloak},
6997     88 => $TYPE{'Hazard Floor'},
6998     90 => $TYPE{Spinner},
6999     91 => $TYPE{Gate},
7000     92 => $TYPE{Button},
7001     93 => $TYPE{Handle},
7002     94 => $TYPE{Pit},
7003     95 => $TYPE{Trapdoor},
7004     98 => $TYPE{'Sign & MagicMouth'},
7005     99 => $TYPE{Boots},
7006     100 => $TYPE{Gloves},
7007     101 => $TYPE{Spell},
7008     103 => $TYPE{Converter},
7009     104 => $TYPE{Bracers},
7010     106 => $TYPE{Savebed},
7011     109 => $TYPE{'Wand & Staff'},
7012     110 => $TYPE{Ability},
7013     111 => $TYPE{Scroll},
7014     112 => $TYPE{Director},
7015     113 => $TYPE{Girdle},
7016 root 1.10 116 => $TYPE{'Event Connector'},
7017 root 1.3 122 => $TYPE{Container},
7018     130 => $TYPE{'Skill Scroll'},
7019     138 => $TYPE{Swamp},
7020     154 => $TYPE{Rune},
7021     155 => $TYPE{Trap},
7022     156 => $TYPE{'Power Crystal'},
7023 root 1.8 158 => $TYPE{Disease},
7024     163 => $TYPE{'Item Transformer'}
7025 root 1.1 );
7026    
7027 root 1.3 our %TYPENAME = (
7028     0 => '*NONE*',
7029     1 => 'PLAYER',
7030 root 1.9 2 => 'TRANSPORT',
7031 root 1.3 3 => 'ROD',
7032     4 => 'TREASURE',
7033     5 => 'POTION',
7034     6 => 'FOOD',
7035     7 => 'POISON',
7036     8 => 'BOOK',
7037     9 => 'CLOCK',
7038     12 => 'LIGHTNING',
7039     13 => 'ARROW',
7040     14 => 'BOW',
7041     15 => 'WEAPON',
7042     16 => 'ARMOUR',
7043     17 => 'PEDESTAL',
7044     18 => 'ALTAR',
7045     20 => 'LOCKED_DOOR',
7046     21 => 'SPECIAL_KEY',
7047     22 => 'MAP',
7048     23 => 'DOOR',
7049     24 => 'KEY',
7050     26 => 'TIMED_GATE',
7051     27 => 'TRIGGER',
7052     28 => 'GRIMREAPER',
7053     29 => 'MAGIC_EAR',
7054     30 => 'TRIGGER_BUTTON',
7055     31 => 'TRIGGER_ALTAR',
7056     32 => 'TRIGGER_PEDESTAL',
7057     33 => 'SHIELD',
7058     34 => 'HELMET',
7059     35 => 'HORN',
7060     36 => 'MONEY',
7061     37 => 'CLASS',
7062     38 => 'GRAVESTONE',
7063     39 => 'AMULET',
7064     40 => 'PLAYERMOVER',
7065     41 => 'TELEPORTER',
7066     42 => 'CREATOR',
7067     43 => 'SKILL',
7068     44 => 'EXPERIENCE',
7069     45 => 'EARTHWALL',
7070     46 => 'GOLEM',
7071     48 => 'THROWN_OBJ',
7072     49 => 'BLINDNESS',
7073     50 => 'GOD',
7074     51 => 'DETECTOR',
7075     52 => 'TRIGGER_MARKER',
7076     53 => 'DEAD_OBJECT',
7077     54 => 'DRINK',
7078     55 => 'MARKER',
7079     56 => 'HOLY_ALTAR',
7080     57 => 'PLAYER_CHANGER',
7081     58 => 'BATTLEGROUND',
7082     59 => 'PEACEMAKER',
7083     60 => 'GEM',
7084     62 => 'FIREWALL',
7085     63 => 'ANVIL',
7086     64 => 'CHECK_INV',
7087     65 => 'MOOD_FLOOR',
7088     66 => 'EXIT',
7089     67 => 'ENCOUNTER',
7090     68 => 'SHOP_FLOOR',
7091     69 => 'SHOP_MAT',
7092     70 => 'RING',
7093     71 => 'FLOOR',
7094     72 => 'FLESH',
7095     73 => 'INORGANIC',
7096     74 => 'SKILL_TOOL',
7097     75 => 'LIGHTER',
7098     76 => 'TRAP_PART',
7099     77 => 'WALL',
7100     78 => 'LIGHT_SOURCE',
7101     79 => 'MISC_OBJECT',
7102     80 => 'MONSTER',
7103     81 => 'SPAWN_GENERATOR',
7104     82 => 'LAMP',
7105     83 => 'DUPLICATOR',
7106     84 => 'TOOL',
7107     85 => 'SPELLBOOK',
7108     86 => 'BUILDFAC',
7109     87 => 'CLOAK',
7110     90 => 'SPINNER',
7111     91 => 'GATE',
7112     92 => 'BUTTON',
7113     93 => 'CF_HANDLE',
7114     94 => 'HOLE',
7115     95 => 'TRAPDOOR',
7116     98 => 'SIGN',
7117     99 => 'BOOTS',
7118     100 => 'GLOVES',
7119     101 => 'SPELL',
7120     102 => 'SPELL_EFFECT',
7121     103 => 'CONVERTER',
7122     104 => 'BRACERS',
7123     105 => 'POISONING',
7124     106 => 'SAVEBED',
7125     107 => 'POISONCLOUD',
7126     108 => 'FIREHOLES',
7127     109 => 'WAND',
7128     111 => 'SCROLL',
7129     112 => 'DIRECTOR',
7130     113 => 'GIRDLE',
7131     114 => 'FORCE',
7132     115 => 'POTION_EFFECT',
7133 root 1.11 116 => 'EVENT_CONNECTOR',
7134 root 1.3 121 => 'CLOSE_CON',
7135     122 => 'CONTAINER',
7136     123 => 'ARMOUR_IMPROVER',
7137     124 => 'WEAPON_IMPROVER',
7138     130 => 'SKILLSCROLL',
7139     138 => 'DEEP_SWAMP',
7140     139 => 'IDENTIFY_ALTAR',
7141     150 => 'MENU',
7142     154 => 'RUNE',
7143     155 => 'TRAP',
7144     156 => 'POWER_CRYSTAL',
7145     157 => 'CORPSE',
7146     158 => 'DISEASE',
7147     159 => 'SYMPTOM',
7148     160 => 'BUILDER',
7149 root 1.9 161 => 'MATERIAL',
7150     162 => 'GPS',
7151     163 => 'ITEM_TRANSFORMER',
7152     164 => 'QUEST'
7153 root 1.1 );
7154    
7155     our %SPELL = (
7156 root 1.3 0 => 'magic bullet',
7157     1 => 'small fireball',
7158     2 => 'medium fireball',
7159     3 => 'large fireball',
7160     4 => 'burning hands',
7161     5 => 'small lightning',
7162     6 => 'large lightning',
7163     7 => 'magic missile',
7164     8 => 'create bomb',
7165     9 => 'summon golem',
7166     10 => 'summon fire elemental',
7167     11 => 'summon earth elemental',
7168     12 => 'summon water elemental',
7169     13 => 'summon air elemental',
7170     14 => 'dimension door',
7171     15 => 'create earth wall',
7172     16 => 'paralyze',
7173     17 => 'icestorm',
7174     18 => 'magic mapping',
7175     19 => 'turn undead',
7176     20 => 'fear',
7177     21 => 'poison cloud',
7178     22 => 'wonder',
7179     23 => 'destruction',
7180     24 => 'perceive self',
7181     25 => 'word of recall',
7182     26 => 'invisible',
7183     27 => 'invisible to undead',
7184     28 => 'probe',
7185     29 => 'large bullet',
7186     30 => 'improved invisibility',
7187     31 => 'holy word',
7188     32 => 'minor healing',
7189     33 => 'medium healing',
7190     34 => 'major healing',
7191     35 => 'heal',
7192     36 => 'create food',
7193     37 => 'earth to dust',
7194     38 => 'armour',
7195     39 => 'strength',
7196     40 => 'dexterity',
7197     41 => 'constitution',
7198     42 => 'charisma',
7199     43 => 'create fire wall',
7200     44 => 'create frost wall',
7201     45 => 'protection from cold',
7202     46 => 'protection from electricity',
7203     47 => 'protection from fire',
7204     48 => 'protection from poison',
7205     49 => 'protection from slow',
7206     50 => 'protection from paralysis',
7207     51 => 'protection from draining',
7208     52 => 'protection from magic',
7209     53 => 'protection from attack',
7210     54 => 'levitate',
7211     55 => 'small speedball',
7212     56 => 'large speedball',
7213     57 => 'hellfire',
7214     58 => 'dragonbreath',
7215     59 => 'large icestorm',
7216     60 => 'charging',
7217     61 => 'polymorph',
7218     62 => 'cancellation',
7219     63 => 'confusion',
7220     64 => 'mass confusion',
7221     65 => 'summon pet monster',
7222     66 => 'slow',
7223     67 => 'regenerate spellpoints',
7224     68 => 'cure poison',
7225     69 => 'protection from confusion',
7226     70 => 'protection from cancellation',
7227     71 => 'protection from depletion',
7228     72 => 'alchemy',
7229     73 => 'remove curse',
7230     74 => 'remove damnation',
7231     75 => 'identify',
7232     76 => 'detect magic',
7233     77 => 'detect monster',
7234     78 => 'detect evil',
7235     79 => 'detect curse',
7236     80 => 'heroism',
7237     81 => 'aggravation',
7238     82 => 'firebolt',
7239     83 => 'frostbolt',
7240     84 => 'shockwave',
7241     85 => 'color spray',
7242     86 => 'haste',
7243     87 => 'face of death',
7244     88 => 'ball lightning',
7245     89 => 'meteor swarm',
7246     90 => 'comet',
7247     91 => 'mystic fist',
7248     92 => 'raise dead',
7249     93 => 'resurrection',
7250     94 => 'reincarnation',
7251     95 => 'immunity to cold',
7252     96 => 'immunity to electricity',
7253     97 => 'immunity to fire',
7254     98 => 'immunity to poison',
7255     99 => 'immunity to slow',
7256     100 => 'immunity to paralysis',
7257     101 => 'immunity to draining',
7258     102 => 'immunity to magic',
7259     103 => 'immunity to attack',
7260     104 => 'invulnerability',
7261     105 => 'defense',
7262     106 => 'rune of fire',
7263     107 => 'rune of frost',
7264     108 => 'rune of shocking',
7265     109 => 'rune of blasting',
7266     110 => 'rune of death',
7267     111 => 'marking rune',
7268     112 => 'build director',
7269     113 => 'create pool of chaos',
7270     114 => 'build bullet wall',
7271     115 => 'build lightning wall',
7272     116 => 'build fireball wall',
7273     117 => 'magic rune',
7274     118 => 'rune of magic drain',
7275     119 => 'antimagic rune',
7276     120 => 'rune of transferrence',
7277     121 => 'transferrence',
7278     122 => 'magic drain',
7279     123 => 'counterspell',
7280     124 => 'disarm',
7281     125 => 'cure confusion',
7282     126 => 'restoration',
7283     127 => 'summon evil monster',
7284     128 => 'counterwall',
7285     129 => 'cause light wounds',
7286     130 => 'cause medium wounds',
7287     131 => 'cause serious wounds',
7288     132 => 'charm monsters',
7289     133 => 'banishment',
7290     134 => 'create missile',
7291     135 => 'show invisible',
7292     136 => 'xray',
7293     137 => 'pacify',
7294     138 => 'summon fog',
7295     139 => 'steambolt',
7296     140 => 'command undead',
7297     141 => 'holy orb',
7298     142 => 'summon avatar',
7299     143 => 'holy possession',
7300     144 => 'bless',
7301     145 => 'curse',
7302     146 => 'regeneration',
7303     147 => 'consecrate',
7304     148 => 'summon cult monsters',
7305     149 => 'cause critical wounds',
7306     150 => 'holy wrath',
7307     151 => 'retributive strike',
7308     152 => 'finger of death',
7309     153 => 'insect plague',
7310     154 => 'call holy servant',
7311     155 => 'wall of thorns',
7312     156 => 'staff to snake',
7313     157 => 'light',
7314     158 => 'darkness',
7315     159 => 'nightfall',
7316     160 => 'daylight',
7317     161 => 'sunspear',
7318     162 => 'faery fire',
7319     163 => 'cure blindness',
7320     164 => 'dark vision',
7321     165 => 'bullet swarm',
7322     166 => 'bullet storm',
7323     167 => 'cause many wounds',
7324     168 => 'small snowstorm',
7325     169 => 'medium snowstorm',
7326     170 => 'large snowstorm',
7327     171 => 'cure disease',
7328     172 => 'cause red death',
7329     173 => 'cause flu',
7330     174 => 'cause black death',
7331     175 => 'cause leprosy',
7332     176 => 'cause smallpox',
7333     177 => 'cause white death',
7334     178 => 'cause anthrax',
7335     179 => 'cause typhoid',
7336     180 => 'mana blast',
7337     181 => 'small manaball',
7338     182 => 'medium manaball',
7339     183 => 'large manaball',
7340     184 => 'mana bolt',
7341     185 => 'dancing sword',
7342     186 => 'animate weapon',
7343     187 => 'cause cold',
7344     188 => 'divine shock',
7345     189 => 'windstorm',
7346     190 => 'sanctuary',
7347     191 => 'peace',
7348     192 => 'spiderweb',
7349     193 => 'conflict',
7350     194 => 'rage',
7351     195 => 'forked lightning',
7352     196 => 'poison fog',
7353     197 => 'flaming aura',
7354     198 => 'vitriol',
7355     199 => 'vitriol splash',
7356     200 => 'ironwood skin',
7357     201 => 'wrathful eye',
7358     202 => 'town portal',
7359     203 => 'missile swarm',
7360     204 => 'cause rabies',
7361     205 => 'glyph'
7362 root 1.1 );
7363    
7364    
7365     =head1 AUTHOR
7366    
7367     Marc Lehmann <schmorp.de>
7368     http://home.schmorp.de/
7369    
7370     The source files are part of the CFJavaEditor.
7371    
7372     =cut
7373    
7374     1