ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/Deliantra/Data.pm
Revision: 1.15
Committed: Thu Mar 23 08:55:55 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.14: +36 -2 lines
Log Message:
*** empty log message ***

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 root 1.13 8 => 'Adamantite',
57     9 => 'Liquid',
58     10 => 'Soft Metal',
59     11 => 'Bone',
60     12 => 'Ice',
61     13 => '(supress name on display)'
62 root 1.3 },
63 root 1.14 movement_type => {
64     0 => 'Walk',
65     1 => 'Fly Low',
66     2 => 'Fly High',
67     3 => 'Swim',
68     4 => 'Boat'
69     },
70 root 1.3 pick_up => {
71     0 => 'Nothing',
72     1 => 'Wealth',
73     2 => 'Food',
74     3 => 'Weapons',
75     4 => 'Armour',
76     5 => 'Inverse',
77     6 => 'All'
78     },
79     spellpath => {
80     0 => 'Protection',
81     1 => 'Fire',
82     2 => 'Frost',
83     3 => 'Electricity',
84     4 => 'Missiles',
85     5 => 'Self',
86     6 => 'Summoning',
87     7 => 'Abjuration',
88     8 => 'Restoration',
89     9 => 'Detonation',
90     10 => 'Mind',
91     11 => 'Creation',
92     12 => 'Teleportation',
93     13 => 'Information',
94     14 => 'Transmutation',
95     15 => 'Transferrence',
96     16 => 'Turning',
97     17 => 'Wounding',
98     18 => 'Death',
99     19 => 'Light'
100     },
101     will_apply => {
102     0 => 'Apply Handles',
103     1 => 'Open Chests',
104     2 => 'Break Walls',
105     3 => 'Open Doors'
106     }
107     );
108    
109     our %LIST = (
110 root 1.15 attack_movement_bits_0_3 => {
111     0 => 'default',
112     1 => 'attack from distance',
113     2 => 'run away',
114     3 => 'hit and run',
115     4 => 'wait, then hit, then move',
116     5 => 'rush blindly',
117     6 => 'always run',
118     7 => 'attack from distance if hit',
119     8 => 'do not approach'
120     },
121     attack_movement_bits_4_7 => {
122     0 => 'none',
123     16 => 'pet',
124     32 => 'small circle',
125     48 => 'large circle',
126     64 => 'small horizontal',
127     80 => 'large horizontal',
128     96 => 'random direction',
129     112 => 'random movement',
130     128 => 'small vertical',
131     144 => 'large vertical'
132     },
133 root 1.3 direction => {
134     0 => '<none>',
135     1 => 'north',
136     2 => 'northeast',
137     3 => 'east',
138     4 => 'southeast',
139     5 => 'south',
140     6 => 'southwest',
141     7 => 'west',
142     8 => 'northwest'
143     },
144 root 1.10 event_type => {
145     0 => 'none',
146     1 => 'apply',
147     2 => 'attack',
148     3 => 'death',
149     4 => 'drop',
150     5 => 'pickup',
151     6 => 'say',
152     7 => 'stop',
153     8 => 'time',
154     9 => 'throw',
155     10 => 'trigger',
156     11 => 'close',
157     12 => 'timer',
158     28 => 'move'
159     },
160 root 1.3 mood => {
161     0 => 'furious',
162     1 => 'angry',
163     2 => 'calm',
164     3 => 'sleep',
165     4 => 'charm'
166 root 1.1 },
167 root 1.3 potion_effect => {
168     0 => '<none>',
169     65536 => 'life restoration',
170     1048576 => 'improvement'
171 root 1.1 },
172 root 1.3 skill_type => {
173     1 => 'lockpicking',
174     2 => 'hiding',
175     3 => 'smithery',
176     4 => 'bowyer',
177     5 => 'jeweler',
178     6 => 'alchemy',
179     7 => 'stealing',
180     8 => 'literacy',
181     9 => 'bargaining',
182     10 => 'jumping',
183     11 => 'detect magic',
184     12 => 'oratory',
185     13 => 'singing',
186     14 => 'detect curse',
187     15 => 'find traps',
188     16 => 'mediatation',
189     17 => 'punching',
190     18 => 'flame touch',
191     19 => 'karate',
192     20 => 'climbing',
193     21 => 'woodsman',
194     22 => 'inscription',
195     23 => 'one handed weapons',
196     24 => 'missile weapons',
197     25 => 'throwing',
198     26 => 'use magic item',
199     27 => 'disarm traps',
200     28 => 'set traps',
201     29 => 'thaumaturgy',
202     30 => 'praying',
203     31 => 'clawing',
204     32 => 'levitation',
205     33 => 'summoning',
206     34 => 'pyromancy',
207     35 => 'evocation',
208     36 => 'sorcery',
209     37 => 'two handed weapons'
210 root 1.1 },
211 root 1.3 spell_type => {
212     1 => 'raise dead',
213     2 => 'rune',
214     3 => 'make mark',
215     4 => 'bolt',
216     5 => 'bullet',
217     6 => 'explosion',
218     7 => 'cone',
219     8 => 'bomb',
220     9 => 'wonder',
221     10 => 'smite',
222     11 => 'magic missile',
223     12 => 'summon golem',
224     13 => 'dimension door',
225     14 => 'magic mapping',
226     15 => 'magic wall',
227     16 => 'destruction',
228     17 => 'perceive self',
229     18 => 'word of recall',
230     19 => 'invisible',
231     20 => 'probe',
232     21 => 'healing',
233     22 => 'create food',
234     23 => 'earth to dust',
235     24 => 'change ability',
236     25 => 'bless',
237     26 => 'curse',
238     27 => 'summon monster',
239     28 => 'recharge',
240     29 => 'polymorph',
241     30 => 'alchemy',
242     31 => 'remove curse',
243     32 => 'identify',
244     33 => 'detection',
245     34 => 'mood change',
246     35 => 'moving ball',
247     36 => 'swarm',
248     37 => 'charge mana',
249     38 => 'dispel rune',
250     39 => 'create missile',
251     40 => 'consecrate',
252     41 => 'animate weapon',
253     42 => 'light',
254     43 => 'change map light',
255     44 => 'faery fire',
256     45 => 'disease',
257     46 => 'aura',
258     47 => 'town portal'
259 root 1.1 },
260 root 1.3 weapon_type => {
261     0 => '<unknown>',
262     1 => 'sword',
263     2 => 'arrows',
264     3 => 'axe',
265     4 => 'katana',
266     5 => 'knife, dagger',
267     6 => 'whip, chain',
268     7 => 'hammer, flail',
269     8 => 'club, stick'
270     }
271     );
272    
273     our %IGNORE_LIST = (
274     non_pickable => [
275     'value',
276     'nrof',
277     'weight',
278     'name_pl',
279     'material',
280     'no_pick',
281     'unpaid',
282     'title',
283     'identified'
284     ],
285     system_object => [
286     'value',
287     'nrof',
288     'weight',
289     'name_pl',
290     'material',
291     'no_pick',
292     'unpaid',
293     'title',
294     'glow_radius',
295     'identified',
296     'blocksview',
297     'invisible'
298     ]
299     );
300    
301     our %DEFAULT_ATTR = (
302 root 1.7 attr => [
303     [
304     'name',
305     {
306     desc => 'This is the name of the object, displayed to the player.',
307     name => 'name',
308     type => 'string'
309     }
310     ],
311     [
312     'name_pl',
313     {
314     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.',
315     name => 'plural name',
316     type => 'string'
317     }
318     ],
319     [
320     'title',
321     {
322 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.',
323 root 1.7 name => 'title',
324     type => 'string'
325     }
326     ],
327     [
328     'face',
329     {
330     desc => 'The image-name defines what image is displayed for this object in-game.',
331     name => 'image',
332     type => 'string'
333     }
334     ],
335     [
336     'nrof',
337     {
338     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.',
339     name => 'number',
340     type => 'int'
341     }
342     ],
343     [
344     'weight',
345     {
346 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 ;) ).',
347 root 1.7 name => 'weight',
348     type => 'int'
349     }
350     ],
351     [
352     'value',
353     {
354     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.',
355     name => 'value',
356     type => 'int'
357     }
358     ],
359     [
360     'glow_radius',
361     {
362 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.',
363 root 1.7 name => 'glow radius',
364     type => 'int'
365     }
366     ],
367     [
368     'material',
369     {
370     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.',
371     name => 'material',
372     type => 'bitmask',
373     value => $BITMASK{material}
374     }
375     ],
376     [
377     'no_pick',
378     {
379     desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
380     name => 'non-pickable',
381     type => 'bool'
382     }
383     ],
384     [
385     'invisible',
386     {
387     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.',
388     name => 'invisible',
389     type => 'bool'
390     }
391     ],
392     [
393     'blocksview',
394     {
395     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.',
396     name => 'block view',
397     type => 'bool'
398     }
399     ],
400     [
401     'identified',
402     {
403     desc => 'If an item is identified, the player has full knowledge about it.',
404     name => 'identified',
405     type => 'bool'
406     }
407     ],
408     [
409     'unpaid',
410     {
411     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.',
412     name => 'unpaid',
413     type => 'bool'
414     }
415     ]
416     ]
417 root 1.3 );
418    
419     our %TYPE = (
420     Ability => {
421 root 1.7 attr => [
422     [
423     'invisible',
424     {
425     type => 'fixed',
426     value => 1
427     }
428     ],
429     [
430     'no_drop',
431     {
432     type => 'fixed',
433     value => 1
434     }
435     ],
436     [
437     'sp',
438     {
439     desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
440     name => 'short range spell',
441     type => 'spell'
442     }
443     ],
444     [
445     'hp',
446     {
447     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.',
448     name => 'long range spell',
449     type => 'nz_spell'
450     }
451     ],
452     [
453     'maxsp',
454     {
455     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".',
456     name => 'importance',
457     type => 'int'
458     }
459     ],
460     [
461     'attacktype',
462     {
463 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.',
464 root 1.7 name => 'is magical',
465     type => 'bool',
466     value => [
467     0,
468     2
469     ]
470     }
471     ]
472     ],
473 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;.',
474     ignore => [
475     $IGNORE_LIST{system_object}
476     ],
477 root 1.5 name => 'Ability',
478 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?'
479     },
480     Altar => {
481 root 1.7 attr => [
482     [
483     'no_pick',
484     {
485     type => 'fixed',
486     value => 1
487     }
488     ],
489     [
490 root 1.14 'move_on',
491 root 1.7 {
492 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
493     name => 'movement type',
494     type => 'bitmask',
495     value => $BITMASK{movement_type}
496 root 1.7 }
497     ],
498     [
499     'slaying',
500     {
501     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")',
502     name => 'match item name',
503     type => 'string'
504     }
505     ],
506     [
507     'food',
508     {
509     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.',
510     name => 'drop amount',
511     type => 'int'
512     }
513     ],
514     [
515     'connected',
516     {
517     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
518     name => 'connection',
519     type => 'int'
520     }
521     ],
522     [
523     'sp',
524     {
525 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.',
526 root 1.7 name => 'spell',
527     type => 'spell'
528     }
529     ],
530     [
531     'msg',
532     {
533     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
534     end => 'endmsg',
535     name => 'message',
536     type => 'text'
537     }
538     ]
539     ],
540 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.',
541 root 1.3 ignore => [
542     $IGNORE_LIST{non_pickable}
543 root 1.5 ],
544     name => 'Altar'
545 root 1.3 },
546     'Altar Trigger' => {
547 root 1.7 attr => [
548     [
549     'no_pick',
550     {
551     type => 'fixed',
552     value => 1
553     }
554     ],
555     [
556     'slaying',
557     {
558     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")',
559     name => 'match item name',
560     type => 'string'
561     }
562     ],
563     [
564     'food',
565     {
566     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.',
567     name => 'drop amount',
568     type => 'int'
569     }
570     ],
571     [
572     'connected',
573     {
574     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
575     name => 'connection',
576     type => 'int'
577     }
578     ],
579     [
580     'sp',
581     {
582 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.',
583 root 1.7 name => 'spell',
584     type => 'spell'
585     }
586     ],
587     [
588     'exp',
589     {
590     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.',
591     name => 'reset time',
592     type => 'int'
593     }
594     ],
595     [
596     'last_sp',
597     {
598     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.',
599     name => 'ignore reset',
600     type => 'bool'
601     }
602     ],
603     [
604 root 1.14 'move_on',
605 root 1.7 {
606 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
607     name => 'movement type',
608     type => 'bitmask',
609     value => $BITMASK{movement_type}
610 root 1.7 }
611     ],
612     [
613     'msg',
614     {
615     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
616     end => 'endmsg',
617     name => 'message',
618     type => 'text'
619     }
620     ]
621     ],
622 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.',
623 root 1.3 ignore => [
624     $IGNORE_LIST{non_pickable}
625     ],
626 root 1.5 name => 'Altar Trigger',
627 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. =)'
628     },
629     Amulet => {
630 root 1.7 attr => [
631     [
632     'ac',
633     {
634     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.',
635     name => 'armour class',
636     type => 'int'
637     }
638     ],
639     [
640     'wc',
641     {
642     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.',
643     name => 'weapon class',
644     type => 'int'
645     }
646     ],
647     [
648     'item_power',
649     {
650     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>.',
651     name => 'item power',
652     type => 'int'
653     }
654     ],
655     [
656     'damned',
657     {
658     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
659     name => 'damnation',
660     type => 'bool'
661     }
662     ],
663     [
664     'cursed',
665     {
666     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
667     name => 'curse',
668     type => 'bool'
669     }
670     ],
671     [
672     'lifesave',
673     {
674 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!',
675 root 1.7 name => 'save life',
676     type => 'bool'
677     }
678     ],
679     [
680     'unique',
681     {
682     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
683     name => 'unique item',
684     type => 'bool'
685     }
686     ],
687     [
688     'startequip',
689     {
690     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
691     name => 'godgiven item',
692     type => 'bool'
693     }
694     ],
695     [
696     'applied',
697     {
698     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.',
699     name => 'is applied',
700     type => 'bool'
701     }
702     ],
703     [
704     'msg',
705     {
706     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
707     end => 'endmsg',
708     name => 'description',
709     type => 'text'
710     }
711     ]
712     ],
713 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.',
714 root 1.5 name => 'Amulet',
715 root 1.4 section => [
716     [
717     'resistance',
718 root 1.7 [
719     [
720     'resist_physical',
721     {
722     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.',
723     name => 'resist physical %',
724     type => 'int'
725     }
726     ],
727     [
728     'resist_magic',
729     {
730     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.',
731     name => 'resist magic %',
732     type => 'int'
733     }
734     ],
735     [
736     'resist_fire',
737     {
738     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.',
739     name => 'resist fire %',
740     type => 'int'
741     }
742     ],
743     [
744     'resist_electricity',
745     {
746     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.',
747     name => 'resist electricity %',
748     type => 'int'
749     }
750     ],
751     [
752     'resist_cold',
753     {
754     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.',
755     name => 'resist cold %',
756     type => 'int'
757     }
758     ],
759     [
760     'resist_confusion',
761     {
762     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).',
763     name => 'resist confusion %',
764     type => 'int'
765     }
766     ],
767     [
768     'resist_acid',
769     {
770     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.',
771     name => 'resist acid %',
772     type => 'int'
773     }
774     ],
775     [
776     'resist_drain',
777     {
778     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).',
779     name => 'resist draining %',
780     type => 'int'
781     }
782     ],
783     [
784     'resist_weaponmagic',
785     {
786     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.',
787     name => 'resist weaponmagic %',
788     type => 'int'
789     }
790     ],
791     [
792     'resist_ghosthit',
793     {
794     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.',
795     name => 'resist ghosthit %',
796     type => 'int'
797     }
798     ],
799     [
800     'resist_poison',
801     {
802     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.',
803     name => 'resist poison %',
804     type => 'int'
805     }
806     ],
807     [
808     'resist_slow',
809     {
810     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.',
811     name => 'resist slow %',
812     type => 'int'
813     }
814     ],
815     [
816     'resist_paralyze',
817     {
818     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).',
819     name => 'resist paralyze %',
820     type => 'int'
821     }
822     ],
823     [
824     'resist_fear',
825     {
826     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.',
827     name => 'resist fear %',
828     type => 'int'
829     }
830     ],
831     [
832     'resist_deplete',
833     {
834     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).',
835     name => 'resist depletion %',
836     type => 'int'
837     }
838     ],
839     [
840     'resist_death',
841     {
842     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!',
843     name => 'resist death-attack %',
844     type => 'int'
845     }
846     ],
847     [
848     'resist_chaos',
849     {
850     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.',
851     name => 'resist chaos %',
852     type => 'int'
853     }
854     ],
855     [
856     'resist_blind',
857     {
858     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.',
859     name => 'resist blinding %',
860     type => 'int'
861     }
862     ],
863     [
864     'resist_holyword',
865     {
866     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.',
867     name => 'resist holy power %',
868     type => 'int'
869     }
870     ]
871     ]
872     ],
873     [
874     'stats',
875     [
876     [
877     'Str',
878     {
879     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
880     name => 'strength',
881     type => 'int'
882     }
883     ],
884     [
885     'Dex',
886     {
887     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
888     name => 'dexterity',
889     type => 'int'
890     }
891     ],
892     [
893     'Con',
894     {
895     desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
896     name => 'constitution',
897     type => 'int'
898     }
899     ],
900     [
901     'Int',
902     {
903     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
904     name => 'intelligence',
905     type => 'int'
906     }
907     ],
908     [
909     'Pow',
910     {
911     desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
912     name => 'power',
913     type => 'int'
914     }
915     ],
916     [
917     'Wis',
918     {
919     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
920     name => 'wisdom',
921     type => 'int'
922     }
923     ],
924     [
925     'Cha',
926     {
927     desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
928     name => 'charisma',
929     type => 'int'
930     }
931     ]
932     ]
933     ],
934     [
935     'misc',
936     [
937     [
938     'luck',
939     {
940     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.',
941     name => 'luck bonus',
942     type => 'int'
943     }
944     ],
945     [
946     'hp',
947     {
948     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
949     name => 'health regen.',
950     type => 'int'
951     }
952     ],
953     [
954     'sp',
955     {
956     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
957     name => 'mana regen.',
958     type => 'int'
959     }
960     ],
961     [
962     'grace',
963     {
964     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!!',
965     name => 'grace regen.',
966     type => 'int'
967     }
968     ],
969     [
970     'food',
971     {
972     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.',
973     name => 'food bonus',
974     type => 'int'
975     }
976     ],
977     [
978     'xrays',
979     {
980 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.',
981 root 1.7 name => 'xray vision',
982     type => 'bool'
983     }
984     ],
985     [
986     'stealth',
987     {
988     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)',
989     name => 'stealth',
990     type => 'bool'
991     }
992     ],
993     [
994     'reflect_spell',
995     {
996     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!',
997     name => 'reflect spells',
998     type => 'bool'
999     }
1000     ],
1001     [
1002     'reflect_missile',
1003     {
1004     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.',
1005     name => 'reflect missiles',
1006     type => 'bool'
1007     }
1008     ],
1009     [
1010 root 1.14 'move_type',
1011 root 1.7 {
1012 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1013     name => 'movement type',
1014     type => 'bitmask',
1015     value => $BITMASK{movement_type}
1016 root 1.7 }
1017     ],
1018     [
1019     'path_attuned',
1020     {
1021     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1022     name => 'attuned paths',
1023     type => 'bitmask',
1024     value => $BITMASK{spellpath}
1025     }
1026     ],
1027     [
1028     'path_repelled',
1029     {
1030     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1031     name => 'repelled paths',
1032     type => 'bitmask',
1033     value => $BITMASK{spellpath}
1034     }
1035     ],
1036     [
1037     'path_denied',
1038     {
1039     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1040     name => 'denied paths',
1041     type => 'bitmask',
1042     value => $BITMASK{spellpath}
1043     }
1044     ]
1045     ]
1046     ]
1047     ],
1048     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1049     },
1050     Battleground => {
1051     attr => [
1052     [
1053     'no_pick',
1054     {
1055     type => 'fixed',
1056     value => 1
1057     }
1058     ],
1059     [
1060     'is_floor',
1061 root 1.4 {
1062 root 1.7 type => 'fixed',
1063     value => 1
1064 root 1.4 }
1065     ],
1066     [
1067 root 1.7 'hp',
1068 root 1.4 {
1069 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1070     name => 'destination X',
1071     type => 'int'
1072 root 1.4 }
1073     ],
1074     [
1075 root 1.7 'sp',
1076 root 1.4 {
1077 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1078     name => 'destination Y',
1079     type => 'int'
1080 root 1.4 }
1081     ]
1082     ],
1083 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.',
1084     ignore => [
1085     $IGNORE_LIST{non_pickable}
1086     ],
1087 root 1.5 name => 'Battleground',
1088 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.)'
1089     },
1090     Book => {
1091 root 1.7 attr => [
1092     [
1093     'level',
1094     {
1095     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.',
1096     name => 'literacy level',
1097     type => 'int'
1098     }
1099     ],
1100     [
1101     'startequip',
1102     {
1103     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1104     name => 'godgiven item',
1105     type => 'bool'
1106     }
1107     ],
1108     [
1109     'unique',
1110     {
1111     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1112     name => 'unique item',
1113     type => 'bool'
1114     }
1115     ],
1116     [
1117     'msg',
1118     {
1119     desc => 'This is the text that appears "written" in the book.',
1120     end => 'endmsg',
1121     name => 'book content',
1122     type => 'text'
1123     }
1124 root 1.14 ],
1125     [
1126     'slaying',
1127     {
1128     desc => 'This is the key string of the book. The key string is checked by an inventory checker. (This is used eg. for the gate/port passes in scorn)',
1129     name => 'key string',
1130     type => 'string'
1131     }
1132 root 1.7 ]
1133     ],
1134 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1135     name => 'Book'
1136 root 1.1 },
1137 root 1.3 Boots => {
1138 root 1.7 attr => [
1139     [
1140     'exp',
1141     {
1142     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.',
1143     name => 'speed bonus',
1144     type => 'int'
1145     }
1146     ],
1147     [
1148     'magic',
1149     {
1150     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>.',
1151     name => 'magic bonus',
1152     type => 'int'
1153     }
1154     ]
1155     ],
1156 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.',
1157     import => [
1158     $TYPE{Amulet}
1159     ],
1160 root 1.5 name => 'Boots',
1161 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.'
1162     },
1163     Bracers => {
1164 root 1.7 attr => [
1165     [
1166     'magic',
1167     {
1168     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.',
1169     name => 'magic bonus',
1170     type => 'int'
1171     }
1172     ]
1173     ],
1174 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.',
1175     import => [
1176     $TYPE{Amulet}
1177     ],
1178 root 1.5 name => 'Bracers',
1179 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.'
1180     },
1181     'Brestplate Armour' => {
1182 root 1.7 attr => [
1183     [
1184     'last_heal',
1185     {
1186     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1187     name => 'spellpoint penalty',
1188     type => 'int'
1189     }
1190     ],
1191     [
1192     'last_sp',
1193     {
1194     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1195     name => 'slowdown penalty',
1196     type => 'int'
1197     }
1198     ],
1199     [
1200     'magic',
1201     {
1202     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.',
1203     name => 'magic bonus',
1204     type => 'int'
1205     }
1206     ]
1207     ],
1208 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1209 root 1.7 import => [
1210     $TYPE{Amulet}
1211     ],
1212     name => 'Brestplate Armour',
1213     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1214     },
1215     Button => {
1216     attr => [
1217     [
1218 root 1.14 'move_on',
1219 root 1.7 {
1220 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1221     name => 'movement type',
1222     type => 'bitmask',
1223     value => $BITMASK{movement_type}
1224 root 1.7 }
1225     ],
1226     [
1227 root 1.14 'move_off',
1228 root 1.7 {
1229 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1230     name => 'movement type',
1231     type => 'bitmask',
1232     value => $BITMASK{movement_type}
1233 root 1.7 }
1234     ],
1235     [
1236     'no_pick',
1237     {
1238     type => 'fixed',
1239     value => 1
1240     }
1241     ],
1242     [
1243     'weight',
1244     {
1245     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1246     name => 'press weight',
1247 root 1.9 type => 'int'
1248 root 1.7 }
1249     ],
1250     [
1251     'connected',
1252     {
1253     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1254     name => 'connection',
1255     type => 'int'
1256     }
1257     ],
1258     [
1259     'msg',
1260     {
1261     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1262     end => 'endmsg',
1263     name => 'description',
1264     type => 'text'
1265     }
1266     ]
1267 root 1.3 ],
1268     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.',
1269     ignore => [
1270     $IGNORE_LIST{non_pickable}
1271 root 1.5 ],
1272     name => 'Button'
1273 root 1.3 },
1274 root 1.9 'Button Trigger' => {
1275     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.',
1276     ignore => [
1277     $IGNORE_LIST{non_pickable}
1278     ],
1279     import => [
1280     $TYPE{Button}
1281     ],
1282     name => 'Button Trigger'
1283     },
1284     'Class Changer' => {
1285     attr => [
1286     [
1287     'randomitems',
1288     {
1289     desc => 'This entry determines which initial items the character receives.',
1290     name => 'class items',
1291     type => 'treasurelist'
1292     }
1293     ]
1294     ],
1295     desc => 'Class changer are used while creating a character.',
1296     ignore => [
1297     $IGNORE_LIST{non_pickable}
1298     ],
1299     name => 'Class Changer',
1300     section => [
1301     [
1302     'stats',
1303     [
1304     [
1305     'Str',
1306     {
1307     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1308     name => 'strength',
1309     type => 'int'
1310     }
1311     ],
1312     [
1313     'Dex',
1314     {
1315     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1316     name => 'dexterity',
1317     type => 'int'
1318     }
1319     ],
1320     [
1321     'Con',
1322     {
1323     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1324     name => 'constitution',
1325     type => 'int'
1326     }
1327     ],
1328     [
1329     'Int',
1330     {
1331     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1332     name => 'intelligence',
1333     type => 'int'
1334     }
1335     ],
1336     [
1337     'Pow',
1338     {
1339     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1340     name => 'power',
1341     type => 'int'
1342     }
1343     ],
1344     [
1345     'Wis',
1346     {
1347     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1348     name => 'wisdom',
1349     type => 'int'
1350     }
1351     ],
1352     [
1353     'Cha',
1354     {
1355     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1356     name => 'charisma',
1357     type => 'int'
1358     }
1359     ]
1360     ]
1361     ]
1362     ]
1363     },
1364 root 1.3 Cloak => {
1365 root 1.7 attr => [
1366     [
1367     'magic',
1368     {
1369     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>.',
1370     name => 'magic bonus',
1371     type => 'int'
1372     }
1373     ]
1374     ],
1375 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.',
1376     import => [
1377     $TYPE{Amulet}
1378     ],
1379 root 1.5 name => 'Cloak',
1380 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.'
1381     },
1382     Clock => {
1383 root 1.7 attr => [
1384     [
1385     'msg',
1386     {
1387     desc => 'This text may describe the item',
1388     end => 'endmsg',
1389     name => 'description',
1390     type => 'text'
1391     }
1392     ]
1393     ],
1394 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1395     name => 'Clock'
1396 root 1.1 },
1397 root 1.3 Container => {
1398 root 1.7 attr => [
1399     [
1400     'race',
1401     {
1402     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.',
1403     name => 'container class',
1404     type => 'string'
1405     }
1406     ],
1407     [
1408     'slaying',
1409     {
1410     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1411     name => 'key string',
1412     type => 'string'
1413     }
1414     ],
1415     [
1416     'container',
1417     {
1418     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.',
1419     name => 'maximum weight',
1420     type => 'int'
1421     }
1422     ],
1423     [
1424     'Str',
1425     {
1426     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.',
1427     name => 'reduce weight %',
1428     type => 'int'
1429     }
1430     ],
1431     [
1432     'is_cauldron',
1433     {
1434     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.',
1435     name => 'alchemy cauldron',
1436     type => 'bool'
1437     }
1438     ],
1439     [
1440     'unique',
1441     {
1442     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.',
1443     name => 'unique item',
1444     type => 'bool'
1445     }
1446     ],
1447     [
1448     'startequip',
1449     {
1450     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1451     name => 'godgiven item',
1452     type => 'bool'
1453     }
1454     ],
1455     [
1456     'other_arch',
1457     {
1458     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.',
1459     name => 'animation arch',
1460     type => 'string'
1461     }
1462     ],
1463     [
1464     'msg',
1465     {
1466     desc => 'This text may contain a description of the container.',
1467     end => 'endmsg',
1468     name => 'description',
1469     type => 'text'
1470     }
1471     ]
1472     ],
1473 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.',
1474 root 1.5 name => 'Container',
1475 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>'
1476     },
1477     Converter => {
1478 root 1.7 attr => [
1479     [
1480     'no_pick',
1481     {
1482     type => 'fixed',
1483     value => 1
1484     }
1485     ],
1486     [
1487     'slaying',
1488     {
1489     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1490     name => 'cost arch',
1491     type => 'string'
1492     }
1493     ],
1494     [
1495     'food',
1496     {
1497     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>.',
1498     name => 'cost number',
1499     type => 'int'
1500     }
1501     ],
1502     [
1503     'other_arch',
1504     {
1505 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.',
1506 root 1.7 name => 'receive arch',
1507     type => 'string'
1508     }
1509     ],
1510     [
1511     'sp',
1512     {
1513     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>.',
1514     name => 'receive number',
1515     type => 'int'
1516     }
1517     ],
1518     [
1519     'msg',
1520     {
1521     desc => 'This text may contain a description of the converter.',
1522     end => 'endmsg',
1523     name => 'description',
1524     type => 'text'
1525     }
1526     ]
1527     ],
1528 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.',
1529     ignore => [
1530     'value',
1531     'nrof',
1532     'name_pl',
1533     'no_pick',
1534     'unpaid',
1535     'title'
1536     ],
1537 root 1.5 name => 'Converter',
1538 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.'
1539     },
1540     Creator => {
1541 root 1.7 attr => [
1542     [
1543     'no_pick',
1544     {
1545     type => 'fixed',
1546     value => 1
1547     }
1548     ],
1549     [
1550     'other_arch',
1551     {
1552 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.',
1553 root 1.7 name => 'create arch',
1554     type => 'string'
1555     }
1556     ],
1557     [
1558     'connected',
1559     {
1560     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1561     name => 'connection',
1562     type => 'int'
1563     }
1564     ],
1565     [
1566     'lifesave',
1567     {
1568 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1569 root 1.7 name => 'infinit uses',
1570     type => 'bool'
1571     }
1572     ],
1573     [
1574     'hp',
1575     {
1576     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).',
1577     name => 'number of uses',
1578     type => 'int'
1579     }
1580     ],
1581     [
1582     'slaying',
1583     {
1584 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.',
1585 root 1.7 name => 'name of creation',
1586     type => 'string'
1587     }
1588     ],
1589     [
1590     'level',
1591     {
1592     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1593     name => 'level of creation',
1594     type => 'int'
1595     }
1596     ]
1597     ],
1598 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.',
1599     ignore => [
1600     $IGNORE_LIST{system_object}
1601     ],
1602 root 1.5 name => 'Creator',
1603 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.'
1604     },
1605     Detector => {
1606 root 1.7 attr => [
1607     [
1608     'no_pick',
1609     {
1610     type => 'fixed',
1611     value => 1
1612     }
1613     ],
1614     [
1615     'slaying',
1616     {
1617     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.',
1618     name => 'match name',
1619     type => 'string'
1620     }
1621     ],
1622     [
1623     'connected',
1624     {
1625     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1626     name => 'connection',
1627     type => 'int'
1628     }
1629     ],
1630     [
1631     'speed',
1632     {
1633     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.',
1634     name => 'detection speed',
1635     type => 'float'
1636     }
1637     ]
1638     ],
1639 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.',
1640     ignore => [
1641     $IGNORE_LIST{system_object}
1642     ],
1643 root 1.5 name => 'Detector',
1644 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.'
1645     },
1646     Director => {
1647 root 1.7 attr => [
1648     [
1649     'sp',
1650     {
1651     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).',
1652     name => 'direction',
1653     type => 'list',
1654     value => $LIST{direction}
1655     }
1656     ],
1657     [
1658 root 1.14 'move_on',
1659 root 1.7 {
1660 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1661     name => 'movement type',
1662     type => 'bitmask',
1663     value => $BITMASK{movement_type}
1664 root 1.7 }
1665     ]
1666     ],
1667 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.',
1668     ignore => [
1669     $IGNORE_LIST{non_pickable}
1670     ],
1671 root 1.5 name => 'Director',
1672 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.'
1673     },
1674     Disease => {
1675 root 1.7 attr => [
1676     [
1677     'invisible',
1678     {
1679     type => 'fixed',
1680     value => 1
1681     }
1682     ],
1683     [
1684     'level',
1685     {
1686     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.',
1687     name => 'plaque level',
1688     type => 'int'
1689     }
1690     ],
1691     [
1692     'race',
1693     {
1694     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1695     name => 'infect race',
1696     type => 'string'
1697     }
1698     ],
1699     [
1700     'ac',
1701     {
1702     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1703     name => 'progressiveness',
1704     type => 'int'
1705     }
1706     ],
1707     [
1708     'msg',
1709     {
1710     desc => 'This text is displayed to the player every time the symptoms strike.',
1711     end => 'endmsg',
1712     name => 'message',
1713     type => 'text'
1714     }
1715     ]
1716     ],
1717 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.',
1718     ignore => [
1719     $IGNORE_LIST{system_object}
1720     ],
1721 root 1.5 name => 'Disease',
1722 root 1.4 section => [
1723     [
1724     'spreading',
1725 root 1.7 [
1726     [
1727     'wc',
1728     {
1729     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.',
1730     name => 'infectiosness',
1731     type => 'int'
1732     }
1733     ],
1734     [
1735     'last_grace',
1736     {
1737     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1738     name => 'attenuation',
1739     type => 'int'
1740     }
1741     ],
1742     [
1743     'magic',
1744     {
1745     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.',
1746     name => 'infection range',
1747     type => 'int'
1748     }
1749     ],
1750     [
1751     'maxhp',
1752     {
1753     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).',
1754     name => 'persistence',
1755     type => 'int'
1756     }
1757     ],
1758     [
1759     'maxgrace',
1760     {
1761     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.',
1762     name => 'curing duration',
1763     type => 'int'
1764     }
1765     ],
1766     [
1767     'speed',
1768     {
1769     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1770     name => 'moving speed',
1771     type => 'float'
1772     }
1773     ]
1774     ]
1775     ],
1776     [
1777     'symptoms',
1778     [
1779     [
1780     'attacktype',
1781     {
1782     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1783     name => 'attacktype',
1784     type => 'bitmask',
1785     value => $BITMASK{attacktype}
1786     }
1787     ],
1788     [
1789     'dam',
1790     {
1791     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.',
1792     name => 'damage',
1793     type => 'int'
1794     }
1795     ],
1796     [
1797     'other_arch',
1798     {
1799     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.',
1800     name => 'create arch',
1801     type => 'string'
1802     }
1803     ],
1804     [
1805     'last_sp',
1806     {
1807     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1808     name => 'slowdown penalty',
1809     type => 'int'
1810     }
1811     ],
1812     [
1813     'exp',
1814     {
1815     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1816     name => 'exp. for curing',
1817     type => 'int'
1818     }
1819     ],
1820     [
1821     'maxsp',
1822     {
1823     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.',
1824     name => 'mana depletion',
1825     type => 'int'
1826     }
1827     ],
1828     [
1829     'last_eat',
1830     {
1831     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.',
1832     name => 'food depletion',
1833     type => 'int'
1834     }
1835     ],
1836     [
1837     'hp',
1838     {
1839     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1840     name => 'health regen.',
1841     type => 'int'
1842     }
1843     ],
1844     [
1845     'sp',
1846     {
1847     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1848     name => 'mana regen.',
1849     type => 'int'
1850     }
1851     ]
1852     ]
1853     ],
1854     [
1855     'disability',
1856     [
1857     [
1858     'Str',
1859     {
1860     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1861     name => 'strength',
1862     type => 'int'
1863     }
1864     ],
1865     [
1866     'Dex',
1867     {
1868     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1869     name => 'dexterity',
1870     type => 'int'
1871     }
1872     ],
1873     [
1874     'Con',
1875     {
1876     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1877     name => 'constitution',
1878     type => 'int'
1879     }
1880     ],
1881     [
1882     'Int',
1883     {
1884     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1885     name => 'intelligence',
1886     type => 'int'
1887     }
1888     ],
1889     [
1890     'Pow',
1891     {
1892     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1893     name => 'power',
1894     type => 'int'
1895     }
1896     ],
1897     [
1898     'Wis',
1899     {
1900     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1901     name => 'wisdom',
1902     type => 'int'
1903     }
1904     ],
1905     [
1906     'Cha',
1907     {
1908     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1909     name => 'charisma',
1910     type => 'int'
1911     }
1912     ]
1913     ]
1914     ]
1915     ],
1916     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.'
1917     },
1918 root 1.9 Door => {
1919     attr => [
1920     [
1921     'no_pick',
1922     {
1923     type => 'fixed',
1924     value => 1
1925     }
1926     ],
1927     [
1928     'alive',
1929     {
1930     type => 'fixed',
1931     value => 1
1932     }
1933     ],
1934     [
1935 root 1.14 'move_block',
1936 root 1.9 {
1937 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
1938     name => 'blocked movement',
1939     type => 'bitmask',
1940     value => $BITMASK{movement_type}
1941     }
1942     ],
1943     [
1944     'move_allow',
1945     {
1946     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1947     name => 'allowed movement',
1948     type => 'bitmask',
1949     value => $BITMASK{movement_type}
1950     }
1951     ],
1952     [
1953     'move_slow',
1954     {
1955     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
1956     name => 'slowed movement',
1957     type => 'bitmask',
1958     value => $BITMASK{movement_type}
1959     }
1960     ],
1961     [
1962     'move_slow_penalty',
1963     {
1964     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
1965     name => 'slow movement penalty',
1966     type => 'int'
1967 root 1.9 }
1968     ],
1969     [
1970     'hp',
1971     {
1972     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
1973     name => 'hitpoints',
1974     type => 'int'
1975     }
1976     ],
1977     [
1978     'ac',
1979     {
1980     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
1981     name => 'armour class',
1982     type => 'int'
1983     }
1984     ],
1985     [
1986     'other_arch',
1987     {
1988     desc => 'This string defines the object that will be created when the door was defeated.',
1989     name => 'drop arch',
1990     type => 'string'
1991     }
1992     ],
1993     [
1994     'randomitems',
1995     {
1996     desc => 'This entry determines what kind of traps will appear in the door.',
1997     name => 'treasurelist',
1998     type => 'treasurelist'
1999     }
2000     ]
2001     ],
2002     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.',
2003     ignore => [
2004     $IGNORE_LIST{non_pickable}
2005     ],
2006     name => 'Door'
2007     },
2008 root 1.7 Duplicator => {
2009     attr => [
2010     [
2011     'other_arch',
2012 root 1.4 {
2013 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.',
2014     name => 'target arch',
2015     type => 'string'
2016 root 1.4 }
2017     ],
2018     [
2019 root 1.7 'level',
2020 root 1.4 {
2021 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.',
2022     name => 'multiply factor',
2023     type => 'int'
2024 root 1.4 }
2025     ],
2026     [
2027 root 1.7 'connected',
2028 root 1.4 {
2029 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!',
2030     name => 'connection',
2031     type => 'int'
2032 root 1.4 }
2033     ]
2034     ],
2035 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.',
2036     ignore => [
2037     $IGNORE_LIST{system_object}
2038     ],
2039 root 1.5 name => 'Duplicator',
2040 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%.'
2041     },
2042 root 1.10 'Event Connector' => {
2043     attr => [
2044     [
2045     'subtype',
2046     {
2047     desc => 'The type of event that triggers a notify to the plug-in.',
2048     name => 'event type',
2049     type => 'list',
2050     value => $LIST{event_type}
2051     }
2052     ],
2053     [
2054     'title',
2055     {
2056     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.',
2057     name => 'plug-in',
2058 root 1.11 type => 'string'
2059 root 1.10 }
2060     ],
2061     [
2062     'slaying',
2063     {
2064     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.',
2065     name => 'extension',
2066 root 1.11 type => 'string'
2067 root 1.10 }
2068     ],
2069     [
2070     'name',
2071     {
2072     desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2073     name => 'options',
2074 root 1.11 type => 'string'
2075 root 1.10 }
2076     ]
2077     ],
2078     desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2079     name => 'Event Connector'
2080     },
2081 root 1.3 Exit => {
2082 root 1.7 attr => [
2083     [
2084     'slaying',
2085     {
2086     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".',
2087     name => 'exit path',
2088     type => 'string'
2089     }
2090     ],
2091     [
2092     'hp',
2093     {
2094     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.',
2095     name => 'destination X',
2096     type => 'int'
2097     }
2098     ],
2099     [
2100     'sp',
2101     {
2102     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.',
2103     name => 'destination Y',
2104     type => 'int'
2105     }
2106     ],
2107     [
2108 root 1.14 'move_on',
2109 root 1.7 {
2110 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2111     name => 'movement type',
2112     type => 'bitmask',
2113     value => $BITMASK{movement_type}
2114 root 1.7 }
2115     ],
2116     [
2117     'msg',
2118     {
2119     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. =)',
2120     end => 'endmsg',
2121     name => 'exit message',
2122     type => 'text'
2123     }
2124     ],
2125     [
2126     'unique',
2127     {
2128     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.',
2129     name => 'unique destination',
2130     type => 'bool'
2131     }
2132     ]
2133     ],
2134 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.',
2135     ignore => [
2136     $IGNORE_LIST{non_pickable}
2137     ],
2138 root 1.5 name => 'Exit',
2139 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.'
2140     },
2141     Flesh => {
2142 root 1.7 attr => [
2143     [
2144     'food',
2145     {
2146     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2147     name => 'foodpoints',
2148     type => 'int'
2149     }
2150     ],
2151     [
2152     'level',
2153     {
2154     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.',
2155     name => 'flesh level',
2156     type => 'int'
2157     }
2158     ],
2159     [
2160     'startequip',
2161     {
2162     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2163     name => 'godgiven item',
2164     type => 'bool'
2165     }
2166     ],
2167     [
2168     'msg',
2169     {
2170     desc => 'This text may describe the item.',
2171     end => 'endmsg',
2172     name => 'description',
2173     type => 'text'
2174     }
2175     ]
2176     ],
2177 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.',
2178 root 1.5 name => 'Flesh',
2179 root 1.4 section => [
2180     [
2181     'resistance',
2182 root 1.7 [
2183     [
2184     'resist_physical',
2185     {
2186     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.',
2187     name => 'resist physical %',
2188     type => 'int'
2189     }
2190     ],
2191     [
2192     'resist_magic',
2193     {
2194     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.',
2195     name => 'resist magic %',
2196     type => 'int'
2197     }
2198     ],
2199     [
2200     'resist_fire',
2201     {
2202     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.',
2203     name => 'resist fire %',
2204     type => 'int'
2205     }
2206     ],
2207     [
2208     'resist_electricity',
2209     {
2210     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.',
2211     name => 'resist electricity %',
2212     type => 'int'
2213     }
2214     ],
2215     [
2216     'resist_cold',
2217     {
2218     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.',
2219     name => 'resist cold %',
2220     type => 'int'
2221     }
2222     ],
2223     [
2224     'resist_confusion',
2225     {
2226     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.',
2227     name => 'resist confusion %',
2228     type => 'int'
2229     }
2230     ],
2231     [
2232     'resist_acid',
2233     {
2234     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.',
2235     name => 'resist acid %',
2236     type => 'int'
2237     }
2238     ],
2239     [
2240     'resist_drain',
2241     {
2242     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.',
2243     name => 'resist draining %',
2244     type => 'int'
2245     }
2246     ],
2247     [
2248     'resist_weaponmagic',
2249     {
2250     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.',
2251     name => 'resist weaponmagic %',
2252     type => 'int'
2253     }
2254     ],
2255     [
2256     'resist_ghosthit',
2257     {
2258     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.',
2259     name => 'resist ghosthit %',
2260     type => 'int'
2261     }
2262     ],
2263     [
2264     'resist_poison',
2265     {
2266     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.',
2267     name => 'resist poison %',
2268     type => 'int'
2269     }
2270     ],
2271     [
2272     'resist_slow',
2273     {
2274     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.',
2275     name => 'resist slow %',
2276     type => 'int'
2277     }
2278     ],
2279     [
2280     'resist_paralyze',
2281     {
2282     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.',
2283     name => 'resist paralyze %',
2284     type => 'int'
2285     }
2286     ],
2287     [
2288     'resist_fear',
2289     {
2290     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.',
2291     name => 'resist fear %',
2292     type => 'int'
2293     }
2294     ],
2295     [
2296     'resist_deplete',
2297     {
2298     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.',
2299     name => 'resist depletion %',
2300     type => 'int'
2301     }
2302     ],
2303     [
2304     'resist_death',
2305     {
2306     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.',
2307     name => 'resist death-attack %',
2308     type => 'int'
2309     }
2310     ],
2311     [
2312     'resist_chaos',
2313     {
2314     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.',
2315     name => 'resist chaos %',
2316     type => 'int'
2317     }
2318     ],
2319     [
2320     'resist_blind',
2321     {
2322     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.',
2323     name => 'resist blinding %',
2324     type => 'int'
2325     }
2326     ]
2327     ]
2328 root 1.4 ]
2329     ],
2330 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.'
2331     },
2332     Floor => {
2333 root 1.7 attr => [
2334     [
2335     'is_floor',
2336     {
2337     type => 'fixed',
2338     value => 1
2339     }
2340     ],
2341     [
2342     'no_pick',
2343     {
2344     type => 'fixed',
2345     value => 1
2346     }
2347     ],
2348     [
2349     'no_magic',
2350     {
2351     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2352     name => 'no spells',
2353     type => 'bool'
2354     }
2355     ],
2356     [
2357     'damned',
2358     {
2359     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2360     name => 'no prayers',
2361     type => 'bool'
2362     }
2363     ],
2364     [
2365     'unique',
2366     {
2367     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>.',
2368     name => 'unique map',
2369     type => 'bool'
2370     }
2371     ],
2372     [
2373     'msg',
2374     {
2375     desc => 'This text may describe the object.',
2376     end => 'endmsg',
2377     name => 'description',
2378     type => 'text'
2379     }
2380     ]
2381     ],
2382 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2383     ignore => [
2384     $IGNORE_LIST{non_pickable}
2385     ],
2386 root 1.5 name => 'Floor',
2387 root 1.3 required => {
2388     alive => 0,
2389     is_floor => 1
2390 root 1.4 },
2391     section => [
2392     [
2393     'terrain',
2394 root 1.7 [
2395     [
2396 root 1.14 'move_block',
2397     {
2398     desc => 'Objects using these movement types cannot move over this space.',
2399     name => 'blocked movement',
2400     type => 'bitmask',
2401     value => $BITMASK{movement_type}
2402     }
2403     ],
2404     [
2405     'move_allow',
2406     {
2407     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2408     name => 'allowed movement',
2409     type => 'bitmask',
2410     value => $BITMASK{movement_type}
2411     }
2412     ],
2413     [
2414     'move_slow',
2415     {
2416     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2417     name => 'slowed movement',
2418     type => 'bitmask',
2419     value => $BITMASK{movement_type}
2420     }
2421     ],
2422     [
2423     'move_slow_penalty',
2424 root 1.7 {
2425 root 1.14 desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2426     name => 'slow movement penalty',
2427 root 1.7 type => 'int'
2428     }
2429     ],
2430     [
2431     'is_wooded',
2432     {
2433     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2434     name => 'wooded terrain',
2435     type => 'bool'
2436     }
2437     ],
2438     [
2439     'is_hilly',
2440     {
2441     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2442     name => 'hilly terrain',
2443     type => 'bool'
2444     }
2445     ]
2446     ]
2447 root 1.4 ]
2448     ]
2449 root 1.3 },
2450     'Floor (Encounter)' => {
2451 root 1.7 attr => [
2452     [
2453     'is_floor',
2454     {
2455     type => 'fixed',
2456     value => 1
2457     }
2458     ],
2459     [
2460     'no_pick',
2461     {
2462     type => 'fixed',
2463     value => 1
2464     }
2465     ],
2466     [
2467     'no_magic',
2468     {
2469     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2470     name => 'no spells',
2471     type => 'bool'
2472     }
2473     ],
2474     [
2475     'damned',
2476     {
2477     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2478     name => 'no prayers',
2479     type => 'bool'
2480     }
2481     ],
2482     [
2483     'unique',
2484     {
2485     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>.',
2486     name => 'unique map',
2487     type => 'bool'
2488     }
2489     ],
2490     [
2491     'msg',
2492     {
2493     desc => 'This text may describe the object.',
2494     end => 'endmsg',
2495     name => 'description',
2496     type => 'text'
2497     }
2498     ]
2499     ],
2500 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.',
2501     ignore => [
2502     $IGNORE_LIST{non_pickable}
2503 root 1.4 ],
2504 root 1.5 name => 'Floor (Encounter)',
2505 root 1.4 section => [
2506     [
2507     'terrain',
2508 root 1.7 [
2509     [
2510 root 1.14 'move_block',
2511     {
2512     desc => 'Objects using these movement types cannot move over this space.',
2513     name => 'blocked movement',
2514     type => 'bitmask',
2515     value => $BITMASK{movement_type}
2516     }
2517     ],
2518     [
2519     'move_allow',
2520 root 1.7 {
2521 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2522     name => 'allowed movement',
2523     type => 'bitmask',
2524     value => $BITMASK{movement_type}
2525     }
2526     ],
2527     [
2528     'move_slow',
2529     {
2530     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2531     name => 'slowed movement',
2532     type => 'bitmask',
2533     value => $BITMASK{movement_type}
2534     }
2535     ],
2536     [
2537     'move_slow_penalty',
2538     {
2539     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2540     name => 'slow movement penalty',
2541 root 1.7 type => 'int'
2542     }
2543     ],
2544     [
2545     'is_wooded',
2546     {
2547     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2548     name => 'wooded terrain',
2549     type => 'bool'
2550     }
2551     ],
2552     [
2553     'is_hilly',
2554     {
2555     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2556     name => 'hilly terrain',
2557     type => 'bool'
2558     }
2559     ]
2560     ]
2561 root 1.4 ]
2562 root 1.3 ]
2563     },
2564     Food => {
2565 root 1.7 attr => [
2566     [
2567     'food',
2568     {
2569     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2570     name => 'foodpoints',
2571     type => 'int'
2572     }
2573     ],
2574     [
2575     'startequip',
2576     {
2577     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2578     name => 'godgiven item',
2579     type => 'bool'
2580     }
2581     ]
2582     ],
2583 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2584     name => 'Food'
2585 root 1.1 },
2586 root 1.3 Gate => {
2587 root 1.7 attr => [
2588     [
2589     'no_pick',
2590     {
2591     type => 'fixed',
2592     value => 1
2593     }
2594     ],
2595     [
2596     'connected',
2597     {
2598     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2599     name => 'connection',
2600     type => 'int'
2601     }
2602     ],
2603     [
2604     'wc',
2605     {
2606     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.',
2607     name => 'position state',
2608     type => 'int'
2609     }
2610     ],
2611     [
2612 root 1.14 'move_block',
2613     {
2614     desc => 'Objects using these movement types cannot move over this space.',
2615     name => 'blocked movement',
2616     type => 'bitmask',
2617     value => $BITMASK{movement_type}
2618     }
2619     ],
2620     [
2621     'move_allow',
2622     {
2623     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2624     name => 'allowed movement',
2625     type => 'bitmask',
2626     value => $BITMASK{movement_type}
2627     }
2628     ],
2629     [
2630     'move_slow',
2631 root 1.7 {
2632 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2633     name => 'slowed movement',
2634     type => 'bitmask',
2635     value => $BITMASK{movement_type}
2636     }
2637     ],
2638     [
2639     'move_slow_penalty',
2640     {
2641     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2642     name => 'slow movement penalty',
2643     type => 'int'
2644 root 1.7 }
2645     ],
2646     [
2647     'no_magic',
2648     {
2649     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2650     name => 'restrict spells',
2651     type => 'bool'
2652     }
2653     ],
2654     [
2655     'damned',
2656     {
2657     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2658     name => 'restrict prayers',
2659     type => 'bool'
2660     }
2661     ]
2662     ],
2663 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.',
2664     ignore => [
2665     $IGNORE_LIST{non_pickable}
2666     ],
2667 root 1.5 name => 'Gate',
2668 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".'
2669     },
2670     Girdle => {
2671 root 1.7 attr => [
2672     [
2673     'magic',
2674     {
2675     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.',
2676     name => 'magic bonus',
2677     type => 'int'
2678     }
2679     ]
2680     ],
2681     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.',
2682     import => [
2683     $TYPE{Amulet}
2684     ],
2685     name => 'Girdle',
2686     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2687     },
2688     Gloves => {
2689     attr => [
2690     [
2691     'magic',
2692     {
2693     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.',
2694     name => 'magic bonus',
2695     type => 'int'
2696     }
2697     ]
2698     ],
2699     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2700     import => [
2701     $TYPE{Amulet}
2702     ],
2703     name => 'Gloves',
2704     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2705     },
2706     Handle => {
2707     attr => [
2708     [
2709     'no_pick',
2710     {
2711     type => 'fixed',
2712     value => 1
2713     }
2714     ],
2715     [
2716     'connected',
2717     {
2718     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2719     name => 'connection',
2720     type => 'int'
2721     }
2722     ],
2723     [
2724     'msg',
2725     {
2726     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2727     end => 'endmsg',
2728     name => 'description',
2729     type => 'text'
2730     }
2731     ]
2732     ],
2733     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2734     ignore => [
2735     $IGNORE_LIST{non_pickable}
2736     ],
2737     name => 'Handle',
2738     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.'
2739     },
2740     'Handle Trigger' => {
2741     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.',
2742     ignore => [
2743     $IGNORE_LIST{non_pickable}
2744     ],
2745     import => [
2746     $TYPE{Handle}
2747     ],
2748     name => 'Handle Trigger',
2749     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.'
2750     },
2751     'Hazard Floor' => {
2752     attr => [
2753     [
2754     'is_floor',
2755     {
2756     type => 'fixed',
2757     value => 1
2758     }
2759     ],
2760     [
2761     'lifesave',
2762     {
2763     type => 'fixed',
2764     value => 1
2765     }
2766     ],
2767     [
2768 root 1.14 'move_on',
2769 root 1.7 {
2770 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2771     name => 'movement type',
2772     type => 'bitmask',
2773     value => $BITMASK{movement_type}
2774 root 1.7 }
2775     ],
2776     [
2777     'no_pick',
2778     {
2779     type => 'fixed',
2780     value => 1
2781     }
2782     ],
2783     [
2784     'attacktype',
2785     {
2786     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.',
2787     name => 'attacktype',
2788     type => 'bitmask',
2789     value => $BITMASK{attacktype}
2790     }
2791     ],
2792     [
2793     'dam',
2794     {
2795     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.',
2796     name => 'base damage',
2797     type => 'int'
2798     }
2799     ],
2800     [
2801     'wc',
2802     {
2803     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.',
2804     name => 'weaponclass',
2805     type => 'int'
2806     }
2807     ],
2808     [
2809     'level',
2810     {
2811     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.',
2812     name => 'attack level',
2813     type => 'int'
2814     }
2815     ],
2816     [
2817     'no_magic',
2818     {
2819     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2820     name => 'no spells',
2821     type => 'bool'
2822     }
2823     ],
2824     [
2825     'damned',
2826     {
2827     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2828     name => 'no prayers',
2829     type => 'bool'
2830     }
2831     ],
2832     [
2833     'unique',
2834     {
2835     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>.',
2836     name => 'unique map',
2837     type => 'bool'
2838     }
2839     ]
2840 root 1.3 ],
2841     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.',
2842     ignore => [
2843     $IGNORE_LIST{non_pickable}
2844     ],
2845 root 1.5 name => 'Hazard Floor',
2846 root 1.3 required => {
2847     is_floor => 1
2848     },
2849 root 1.4 section => [
2850     [
2851     'terrain',
2852 root 1.7 [
2853     [
2854 root 1.14 'move_block',
2855     {
2856     desc => 'Objects using these movement types cannot move over this space.',
2857     name => 'blocked movement',
2858     type => 'bitmask',
2859     value => $BITMASK{movement_type}
2860     }
2861     ],
2862     [
2863     'move_allow',
2864 root 1.7 {
2865 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2866     name => 'allowed movement',
2867     type => 'bitmask',
2868     value => $BITMASK{movement_type}
2869     }
2870     ],
2871     [
2872     'move_slow',
2873     {
2874     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2875     name => 'slowed movement',
2876     type => 'bitmask',
2877     value => $BITMASK{movement_type}
2878     }
2879     ],
2880     [
2881     'move_slow_penalty',
2882     {
2883     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
2884     name => 'slow movement penalty',
2885 root 1.7 type => 'int'
2886     }
2887     ],
2888     [
2889     'is_wooded',
2890     {
2891     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2892     name => 'wooded terrain',
2893     type => 'bool'
2894     }
2895     ],
2896     [
2897     'is_hilly',
2898     {
2899     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2900     name => 'hilly terrain',
2901     type => 'bool'
2902     }
2903     ]
2904     ]
2905 root 1.4 ]
2906     ],
2907 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.'
2908     },
2909     Helmet => {
2910 root 1.7 attr => [
2911     [
2912     'magic',
2913     {
2914     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>.',
2915     name => 'magic bonus',
2916     type => 'int'
2917     }
2918     ]
2919     ],
2920 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.',
2921     import => [
2922     $TYPE{Amulet}
2923     ],
2924 root 1.5 name => 'Helmet',
2925 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.'
2926     },
2927     'Holy Altar' => {
2928 root 1.7 attr => [
2929     [
2930     'no_pick',
2931     {
2932     type => 'fixed',
2933     value => 1
2934     }
2935     ],
2936     [
2937     'other_arch',
2938     {
2939     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.',
2940     name => 'god name',
2941     type => 'string'
2942     }
2943     ],
2944     [
2945     'level',
2946     {
2947     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.',
2948     name => 'reconsecrate level',
2949     type => 'int'
2950     }
2951     ]
2952     ],
2953 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.',
2954     ignore => [
2955     $IGNORE_LIST{non_pickable}
2956 root 1.5 ],
2957     name => 'Holy Altar'
2958 root 1.3 },
2959     Horn => {
2960 root 1.7 attr => [
2961     [
2962     'sp',
2963     {
2964     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!',
2965     name => 'spell',
2966     type => 'spell'
2967     }
2968     ],
2969     [
2970     'level',
2971     {
2972     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2973     name => 'casting level',
2974     type => 'int'
2975     }
2976     ],
2977     [
2978     'hp',
2979     {
2980     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
2981     name => 'initial spellpoints',
2982     type => 'int'
2983     }
2984     ],
2985     [
2986     'maxhp',
2987     {
2988     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.',
2989     name => 'max. spellpoints',
2990     type => 'int'
2991     }
2992     ],
2993     [
2994     'startequip',
2995     {
2996     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2997     name => 'godgiven item',
2998     type => 'bool'
2999     }
3000     ],
3001     [
3002     'msg',
3003     {
3004     desc => 'This text may contain a description of the horn.',
3005     end => 'endmsg',
3006     name => 'description',
3007     type => 'text'
3008     }
3009     ]
3010     ],
3011 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.',
3012     ignore => [
3013     'title'
3014     ],
3015 root 1.5 name => 'Horn',
3016 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.'
3017     },
3018     Inorganic => {
3019 root 1.7 attr => [
3020     [
3021     'is_dust',
3022     {
3023     name => 'is dust',
3024     type => 'bool'
3025     }
3026     ]
3027     ],
3028 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3029 root 1.5 name => 'Inorganic',
3030 root 1.4 section => [
3031     [
3032     'resistance',
3033 root 1.7 [
3034     [
3035     'resist_physical',
3036     {
3037     name => 'resist physical %',
3038     type => 'int'
3039     }
3040     ],
3041     [
3042     'resist_magic',
3043     {
3044     name => 'resist magic %',
3045     type => 'int'
3046     }
3047     ],
3048     [
3049     'resist_fire',
3050     {
3051     name => 'resist fire %',
3052     type => 'int'
3053     }
3054     ],
3055     [
3056     'resist_electricity',
3057     {
3058     name => 'resist electricity %',
3059     type => 'int'
3060     }
3061     ],
3062     [
3063     'resist_cold',
3064     {
3065     name => 'resist cold %',
3066     type => 'int'
3067     }
3068     ],
3069     [
3070     'resist_acid',
3071     {
3072     name => 'resist acid %',
3073     type => 'int'
3074     }
3075     ],
3076     [
3077     'resist_weaponmagic',
3078     {
3079     name => 'resist weaponmagic %',
3080     type => 'int'
3081     }
3082     ],
3083     [
3084     'resist_ghosthit',
3085     {
3086     name => 'resist ghosthit %',
3087     type => 'int'
3088     }
3089     ],
3090     [
3091     'resist_poison',
3092     {
3093     name => 'resist poison %',
3094     type => 'int'
3095     }
3096     ],
3097     [
3098     'resist_death',
3099     {
3100     name => 'resist death-attack %',
3101     type => 'int'
3102     }
3103     ],
3104     [
3105     'resist_chaos',
3106     {
3107     name => 'resist chaos %',
3108     type => 'int'
3109     }
3110     ],
3111     [
3112     'resist_holyword',
3113     {
3114     name => 'resist holy power %',
3115     type => 'int'
3116     }
3117     ]
3118     ]
3119 root 1.4 ]
3120     ]
3121 root 1.1 },
3122 root 1.3 'Inventory Checker' => {
3123 root 1.7 attr => [
3124     [
3125     'no_pick',
3126     {
3127     type => 'fixed',
3128     value => 1
3129     }
3130     ],
3131     [
3132     'slaying',
3133     {
3134     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.',
3135     name => 'match key string',
3136     type => 'string'
3137     }
3138     ],
3139     [
3140     'race',
3141     {
3142     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>.',
3143     name => 'match arch name',
3144     type => 'string'
3145     }
3146     ],
3147     [
3148     'hp',
3149     {
3150     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. ;)',
3151     name => 'match type',
3152     type => 'int'
3153     }
3154     ],
3155     [
3156     'last_sp',
3157     {
3158     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3159     name => 'match = having',
3160     type => 'bool'
3161     }
3162     ],
3163     [
3164     'connected',
3165     {
3166     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3167     name => 'connection',
3168     type => 'int'
3169     }
3170     ],
3171     [
3172 root 1.14 'move_block',
3173 root 1.7 {
3174 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3175     name => 'blocked movement',
3176     type => 'bitmask',
3177     value => $BITMASK{movement_type}
3178     }
3179     ],
3180     [
3181     'move_allow',
3182     {
3183     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3184     name => 'allowed movement',
3185     type => 'bitmask',
3186     value => $BITMASK{movement_type}
3187     }
3188     ],
3189     [
3190     'move_slow',
3191     {
3192     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3193     name => 'slowed movement',
3194     type => 'bitmask',
3195     value => $BITMASK{movement_type}
3196     }
3197     ],
3198     [
3199     'move_slow_penalty',
3200     {
3201     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3202     name => 'slow movement penalty',
3203     type => 'int'
3204 root 1.7 }
3205     ],
3206     [
3207     'last_heal',
3208     {
3209     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!',
3210     name => 'remove match',
3211     type => 'bool'
3212     }
3213     ]
3214     ],
3215 root 1.14 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. <br><br> As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.',
3216 root 1.3 ignore => [
3217     $IGNORE_LIST{system_object}
3218     ],
3219 root 1.5 name => 'Inventory Checker',
3220 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.'
3221     },
3222 root 1.8 'Item Transformer' => {
3223     attr => [
3224     [
3225     'food',
3226     {
3227     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3228     name => 'number of uses',
3229     type => 'int'
3230     }
3231     ],
3232     [
3233     'slaying',
3234     {
3235     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3236     name => 'verb',
3237     type => 'string'
3238     }
3239     ],
3240     [
3241     'startequip',
3242     {
3243     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3244     name => 'godgiven item',
3245     type => 'bool'
3246     }
3247     ],
3248     [
3249     'msg',
3250     {
3251     desc => 'This text may contain a description of the item transformer.',
3252     end => 'endmsg',
3253     name => 'description',
3254     type => 'text'
3255     }
3256     ]
3257     ],
3258     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.',
3259     name => 'Item Transformer',
3260     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\'.'
3261     },
3262 root 1.3 Jewel => {
3263 root 1.7 attr => [
3264     [
3265     'race',
3266     {
3267     type => 'fixed',
3268     value => 'gold and jewels'
3269     }
3270     ],
3271     [
3272     'msg',
3273     {
3274     desc => 'This text may describe the object.',
3275     end => 'endmsg',
3276     name => 'description',
3277     type => 'text'
3278     }
3279     ]
3280     ],
3281 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.',
3282     name => 'Jewel'
3283 root 1.1 },
3284 root 1.9 Key => {
3285     attr => [
3286     [
3287     'startequip',
3288     {
3289     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3290     name => 'godgiven item',
3291     type => 'bool'
3292     }
3293     ]
3294     ],
3295     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3296     name => 'Key'
3297     },
3298 root 1.3 'Locked Door' => {
3299 root 1.7 attr => [
3300     [
3301 root 1.14 'move_type',
3302 root 1.7 {
3303     type => 'fixed',
3304 root 1.14 value => 0
3305 root 1.7 }
3306     ],
3307     [
3308     'no_pick',
3309     {
3310     type => 'fixed',
3311     value => 1
3312     }
3313     ],
3314     [
3315     'slaying',
3316     {
3317     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".',
3318     name => 'key string',
3319     type => 'string'
3320     }
3321     ],
3322     [
3323     'no_magic',
3324     {
3325     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).',
3326     name => 'restrict spells',
3327     type => 'bool'
3328     }
3329     ],
3330     [
3331     'damned',
3332     {
3333     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3334     name => 'restrict prayers',
3335     type => 'bool'
3336     }
3337     ],
3338     [
3339     'msg',
3340     {
3341     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.',
3342     end => 'endmsg',
3343     name => 'lock message',
3344     type => 'text'
3345     }
3346     ]
3347     ],
3348     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3349     ignore => [
3350     $IGNORE_LIST{non_pickable}
3351     ],
3352     name => 'Locked Door',
3353     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).'
3354     },
3355     'Magic Ear' => {
3356     attr => [
3357     [
3358     'no_pick',
3359     {
3360     type => 'fixed',
3361     value => 1
3362     }
3363     ],
3364     [
3365     'connected',
3366     {
3367     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3368     name => 'connection',
3369     type => 'int'
3370     }
3371     ],
3372     [
3373     'msg',
3374     {
3375     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!',
3376     end => 'endmsg',
3377     name => 'keyword-matching',
3378     type => 'text'
3379     }
3380     ]
3381     ],
3382     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3383     ignore => [
3384     $IGNORE_LIST{system_object}
3385     ],
3386     name => 'Magic Ear',
3387     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.'
3388     },
3389     'Magic Wall' => {
3390     attr => [
3391     [
3392     'dam',
3393     {
3394     desc => 'The magic wall will cast this <spell>.',
3395     name => 'spell',
3396     type => 'spell'
3397     }
3398     ],
3399     [
3400     'level',
3401     {
3402     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.',
3403     name => 'spell level',
3404     type => 'int'
3405     }
3406     ],
3407     [
3408     'connected',
3409     {
3410     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.',
3411     name => 'connection',
3412     type => 'int'
3413     }
3414     ],
3415     [
3416     'speed',
3417     {
3418     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".',
3419     name => 'casting speed',
3420     type => 'float'
3421     }
3422     ],
3423     [
3424     'sp',
3425     {
3426     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.',
3427     name => 'direction',
3428     type => 'list',
3429     value => $LIST{direction}
3430     }
3431     ],
3432     [
3433 root 1.14 'move_block',
3434     {
3435     desc => 'Objects using these movement types cannot move over this space.',
3436     name => 'blocked movement',
3437     type => 'bitmask',
3438     value => $BITMASK{movement_type}
3439     }
3440     ],
3441     [
3442     'move_allow',
3443     {
3444     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3445     name => 'allowed movement',
3446     type => 'bitmask',
3447     value => $BITMASK{movement_type}
3448     }
3449     ],
3450     [
3451     'move_slow',
3452 root 1.7 {
3453 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3454     name => 'slowed movement',
3455     type => 'bitmask',
3456     value => $BITMASK{movement_type}
3457     }
3458     ],
3459     [
3460     'move_slow_penalty',
3461     {
3462     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3463     name => 'slow movement penalty',
3464     type => 'int'
3465 root 1.7 }
3466     ]
3467 root 1.3 ],
3468     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.',
3469     ignore => [
3470     $IGNORE_LIST{non_pickable}
3471     ],
3472 root 1.5 name => 'Magic Wall',
3473 root 1.4 section => [
3474     [
3475     'destroyable',
3476 root 1.7 [
3477     [
3478     'alive',
3479     {
3480     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.',
3481     name => 'is destroyable',
3482     type => 'bool'
3483     }
3484     ],
3485     [
3486     'hp',
3487     {
3488     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3489     name => 'hitpoints',
3490     type => 'int'
3491     }
3492     ],
3493     [
3494     'maxhp',
3495     {
3496     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3497     name => 'max hitpoints',
3498     type => 'int'
3499     }
3500     ],
3501     [
3502     'ac',
3503     {
3504     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>.',
3505     name => 'armour class',
3506     type => 'int'
3507     }
3508     ]
3509     ]
3510     ],
3511     [
3512     'resistance',
3513     [
3514     [
3515     'resist_physical',
3516     {
3517     name => 'resist physical %',
3518     type => 'int'
3519     }
3520     ],
3521     [
3522     'resist_magic',
3523     {
3524     name => 'resist magic %',
3525     type => 'int'
3526     }
3527     ],
3528     [
3529     'resist_fire',
3530     {
3531     name => 'resist fire %',
3532     type => 'int'
3533     }
3534     ],
3535     [
3536     'resist_electricity',
3537     {
3538     name => 'resist electricity %',
3539     type => 'int'
3540     }
3541     ],
3542     [
3543     'resist_cold',
3544     {
3545     name => 'resist cold %',
3546     type => 'int'
3547     }
3548     ],
3549     [
3550     'resist_confusion',
3551     {
3552     name => 'resist confusion %',
3553     type => 'int'
3554     }
3555     ],
3556     [
3557     'resist_acid',
3558     {
3559     name => 'resist acid %',
3560     type => 'int'
3561     }
3562     ],
3563     [
3564     'resist_drain',
3565     {
3566     name => 'resist draining %',
3567     type => 'int'
3568     }
3569     ],
3570     [
3571     'resist_weaponmagic',
3572     {
3573     name => 'resist weaponmagic %',
3574     type => 'int'
3575     }
3576     ],
3577     [
3578     'resist_ghosthit',
3579     {
3580     name => 'resist ghosthit %',
3581     type => 'int'
3582     }
3583     ],
3584     [
3585     'resist_poison',
3586     {
3587     name => 'resist poison %',
3588     type => 'int'
3589     }
3590     ],
3591     [
3592     'resist_slow',
3593     {
3594     name => 'resist slow %',
3595     type => 'int'
3596     }
3597     ],
3598     [
3599     'resist_paralyze',
3600     {
3601     name => 'resist paralyze %',
3602     type => 'int'
3603     }
3604     ],
3605     [
3606     'resist_fear',
3607     {
3608     name => 'resist fear %',
3609     type => 'int'
3610     }
3611     ],
3612     [
3613     'resist_deplete',
3614     {
3615     name => 'resist depletion %',
3616     type => 'int'
3617     }
3618     ],
3619     [
3620     'resist_turn_undead',
3621     {
3622     name => 'resist turn undead %',
3623     type => 'int'
3624     }
3625     ],
3626     [
3627     'resist_death',
3628     {
3629     name => 'resist death-attack %',
3630     type => 'int'
3631     }
3632     ],
3633     [
3634     'resist_chaos',
3635     {
3636     name => 'resist chaos %',
3637     type => 'int'
3638     }
3639     ],
3640     [
3641     'resist_blind',
3642     {
3643     name => 'resist blinding %',
3644     type => 'int'
3645     }
3646     ],
3647     [
3648     'resist_holyword',
3649     {
3650     name => 'resist holy power %',
3651     type => 'int'
3652     }
3653     ],
3654     [
3655     'resist_godpower',
3656     {
3657     name => 'resist godpower %',
3658     type => 'int'
3659     }
3660     ]
3661     ]
3662     ]
3663     ],
3664     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".'
3665     },
3666     Marker => {
3667     attr => [
3668     [
3669     'no_pick',
3670     {
3671     type => 'fixed',
3672     value => 1
3673     }
3674     ],
3675     [
3676     'slaying',
3677     {
3678     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.',
3679     name => 'key string',
3680     type => 'string'
3681     }
3682     ],
3683     [
3684     'connected',
3685     {
3686     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3687     name => 'connection',
3688     type => 'int'
3689     }
3690     ],
3691     [
3692     'speed',
3693 root 1.4 {
3694 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.',
3695     name => 'marking speed',
3696     type => 'float'
3697 root 1.4 }
3698     ],
3699     [
3700 root 1.7 'food',
3701     {
3702     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.',
3703     name => 'mark duration',
3704     type => 'int'
3705     }
3706     ],
3707     [
3708     'name',
3709     {
3710     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.',
3711     name => 'delete mark',
3712     type => 'string'
3713     }
3714     ],
3715     [
3716     'msg',
3717 root 1.4 {
3718 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.',
3719     end => 'endmsg',
3720     name => 'marking message',
3721     type => 'text'
3722 root 1.4 }
3723     ]
3724     ],
3725 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.',
3726     ignore => [
3727     $IGNORE_LIST{system_object}
3728     ],
3729 root 1.5 name => 'Marker',
3730 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.'
3731     },
3732     Misc => {
3733 root 1.7 attr => [
3734     [
3735 root 1.14 'move_block',
3736     {
3737     desc => 'Objects using these movement types cannot move over this space.',
3738     name => 'blocked movement',
3739     type => 'bitmask',
3740     value => $BITMASK{movement_type}
3741     }
3742     ],
3743     [
3744     'move_allow',
3745     {
3746     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3747     name => 'allowed movement',
3748     type => 'bitmask',
3749     value => $BITMASK{movement_type}
3750     }
3751     ],
3752     [
3753     'move_slow',
3754 root 1.7 {
3755 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3756     name => 'slowed movement',
3757     type => 'bitmask',
3758     value => $BITMASK{movement_type}
3759     }
3760     ],
3761     [
3762     'move_slow_penalty',
3763     {
3764     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
3765     name => 'slow movement penalty',
3766     type => 'int'
3767 root 1.7 }
3768     ],
3769     [
3770     'cursed',
3771     {
3772     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3773     name => 'cursed',
3774     type => 'bool'
3775     }
3776     ],
3777     [
3778     'damned',
3779     {
3780     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.',
3781     name => 'damned',
3782     type => 'bool'
3783     }
3784     ],
3785     [
3786     'unique',
3787     {
3788     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3789     name => 'unique item',
3790     type => 'bool'
3791     }
3792     ],
3793     [
3794     'startequip',
3795     {
3796     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3797     name => 'godgiven item',
3798     type => 'bool'
3799     }
3800     ],
3801     [
3802     'msg',
3803     {
3804     desc => 'This text may describe the object.',
3805     end => 'endmsg',
3806     name => 'description',
3807     type => 'text'
3808     }
3809     ]
3810     ],
3811 root 1.5 name => 'Misc'
3812 root 1.1 },
3813 root 1.3 Money => {
3814 root 1.7 attr => [
3815     [
3816     'race',
3817     {
3818     type => 'fixed',
3819     value => 'gold and jewels'
3820     }
3821     ]
3822     ],
3823 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.',
3824     ignore => [
3825     'unpaid'
3826 root 1.5 ],
3827     name => 'Money'
3828 root 1.3 },
3829     'Monster & NPC' => {
3830 root 1.7 attr => [
3831     [
3832     'alive',
3833     {
3834     type => 'fixed',
3835     value => 1
3836     }
3837     ],
3838     [
3839     'randomitems',
3840     {
3841     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>.',
3842     name => 'treasurelist',
3843     type => 'treasurelist'
3844     }
3845     ],
3846     [
3847     'level',
3848     {
3849     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3850     name => 'level',
3851     type => 'int'
3852     }
3853     ],
3854     [
3855     'race',
3856     {
3857     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.',
3858     name => 'race',
3859     type => 'string'
3860     }
3861     ],
3862     [
3863     'exp',
3864     {
3865     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!',
3866     name => 'experience',
3867     type => 'int'
3868     }
3869     ],
3870     [
3871     'speed',
3872     {
3873     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3874     name => 'speed',
3875     type => 'float'
3876     }
3877     ],
3878     [
3879     'other_arch',
3880     {
3881     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.',
3882     name => 'breed monster',
3883     type => 'string'
3884     }
3885     ],
3886     [
3887     'generator',
3888     {
3889     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.',
3890     name => 'multiply',
3891     type => 'bool'
3892     }
3893     ],
3894     [
3895     'use_content_on_gen',
3896     {
3897     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.',
3898     name => 'template generation',
3899     type => 'bool'
3900     }
3901     ],
3902     [
3903 root 1.14 'move_type',
3904 root 1.7 {
3905 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
3906     name => 'movement type',
3907     type => 'bitmask',
3908     value => $BITMASK{movement_type}
3909 root 1.7 }
3910     ],
3911     [
3912     'undead',
3913     {
3914     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3915     name => 'undead',
3916     type => 'bool'
3917     }
3918     ],
3919     [
3920     'carrying',
3921     {
3922     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3923     name => 'carries weight',
3924     type => 'int'
3925     }
3926     ],
3927     [
3928     'msg',
3929     {
3930     end => 'endmsg',
3931     name => 'npc message',
3932     type => 'text'
3933     }
3934     ]
3935     ],
3936 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.',
3937     ignore => [
3938     'material',
3939     'name_pl',
3940     'nrof',
3941     'value',
3942     'unpaid'
3943     ],
3944 root 1.5 name => 'Monster & NPC',
3945 root 1.3 required => {
3946     alive => 1,
3947     is_floor => 0,
3948     tear_down => 0
3949     },
3950 root 1.4 section => [
3951     [
3952     'melee',
3953 root 1.7 [
3954     [
3955     'attacktype',
3956     {
3957     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.',
3958     name => 'attacktype',
3959     type => 'bitmask',
3960     value => $BITMASK{attacktype}
3961     }
3962     ],
3963     [
3964     'dam',
3965     {
3966     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.',
3967     name => 'damage',
3968     type => 'int'
3969     }
3970     ],
3971     [
3972     'wc',
3973     {
3974     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
3975     name => 'weapon class',
3976     type => 'int'
3977     }
3978     ],
3979     [
3980     'hp',
3981     {
3982     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>.',
3983     name => 'health points',
3984     type => 'int'
3985     }
3986     ],
3987     [
3988     'maxhp',
3989     {
3990     desc => '<max health> is the maximum amount of <health points> this monster can have.',
3991     name => 'max health',
3992     type => 'int'
3993     }
3994     ],
3995     [
3996     'ac',
3997     {
3998     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).',
3999     name => 'armour class',
4000     type => 'int'
4001     }
4002     ],
4003     [
4004     'Con',
4005     {
4006 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4007 root 1.7 name => 'healing rate',
4008     type => 'int'
4009     }
4010     ],
4011     [
4012     'reflect_missile',
4013     {
4014     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4015     name => 'reflect missiles',
4016     type => 'bool'
4017     }
4018     ],
4019     [
4020     'hitback',
4021     {
4022     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.',
4023     name => 'hitback',
4024     type => 'bool'
4025     }
4026     ],
4027     [
4028     'one_hit',
4029     {
4030     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4031     name => 'one hit only',
4032     type => 'bool'
4033     }
4034     ]
4035     ]
4036     ],
4037     [
4038     'spellcraft',
4039     [
4040     [
4041     'can_cast_spell',
4042     {
4043     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4044     name => 'can cast spell',
4045     type => 'bool'
4046     }
4047     ],
4048     [
4049     'reflect_spell',
4050     {
4051     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.',
4052     name => 'reflect spells',
4053     type => 'bool'
4054     }
4055     ],
4056     [
4057     'sp',
4058     {
4059     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>.',
4060     name => 'spellpoints',
4061     type => 'int'
4062     }
4063     ],
4064     [
4065     'maxsp',
4066     {
4067     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.',
4068     name => 'max spellpoints',
4069     type => 'int'
4070     }
4071     ],
4072     [
4073     'Pow',
4074     {
4075 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.',
4076 root 1.7 name => 'spellpoint regen.',
4077     type => 'int'
4078     }
4079     ],
4080     [
4081     'path_attuned',
4082     {
4083     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4084     name => 'attuned paths',
4085     type => 'bitmask',
4086     value => $BITMASK{spellpath}
4087     }
4088     ],
4089     [
4090     'path_repelled',
4091     {
4092     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4093     name => 'repelled paths',
4094     type => 'bitmask',
4095     value => $BITMASK{spellpath}
4096     }
4097     ],
4098     [
4099     'path_denied',
4100     {
4101     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4102     name => 'denied paths',
4103     type => 'bitmask',
4104     value => $BITMASK{spellpath}
4105     }
4106     ]
4107     ]
4108     ],
4109     [
4110     'ability',
4111     [
4112     [
4113     'Int',
4114     {
4115     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.',
4116     name => 'detect hidden',
4117     type => 'int'
4118     }
4119     ],
4120     [
4121     'see_invisible',
4122     {
4123     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.',
4124     name => 'see invisible',
4125     type => 'bool'
4126     }
4127     ],
4128     [
4129     'can_see_in_dark',
4130     {
4131     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.',
4132     name => 'see in darkness',
4133     type => 'bool'
4134     }
4135     ],
4136     [
4137     'can_use_weapon',
4138     {
4139     desc => 'Monster is able to wield weapon type objects.',
4140     name => 'can use weapons',
4141     type => 'bool'
4142     }
4143     ],
4144     [
4145     'can_use_bow',
4146     {
4147     desc => 'Monster is able to use missile-weapon type objects.',
4148     name => 'can use bows',
4149     type => 'bool'
4150     }
4151     ],
4152     [
4153     'can_use_armour',
4154     {
4155     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4156     name => 'can use armour',
4157     type => 'bool'
4158     }
4159     ],
4160     [
4161     'can_use_ring',
4162     {
4163     desc => 'Monster is able to wear rings.',
4164     name => 'can use rings',
4165     type => 'bool'
4166     }
4167     ],
4168     [
4169     'can_use_wand',
4170     {
4171     desc => 'Monster is able to use wands and staves.',
4172     name => 'can use wands',
4173     type => 'bool'
4174     }
4175     ],
4176     [
4177     'can_use_rod',
4178     {
4179     desc => 'Monster is able to use rods.',
4180     name => 'can use rods',
4181     type => 'bool'
4182     }
4183     ],
4184     [
4185     'can_use_scroll',
4186     {
4187     desc => 'Monster is able to read scrolls.',
4188     name => 'can use scrolls',
4189     type => 'bool'
4190     }
4191     ],
4192     [
4193     'can_use_skill',
4194     {
4195     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>.',
4196     name => 'can use skills',
4197     type => 'bool'
4198     }
4199     ]
4200     ]
4201     ],
4202     [
4203     'behave',
4204     [
4205     [
4206     'monster',
4207     {
4208     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.',
4209     name => 'monster behaviour',
4210     type => 'bool'
4211     }
4212     ],
4213     [
4214     'unaggressive',
4215     {
4216     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4217     name => 'unaggressive',
4218     type => 'bool'
4219     }
4220     ],
4221     [
4222     'friendly',
4223     {
4224     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4225     name => 'friendly',
4226     type => 'bool'
4227     }
4228     ],
4229     [
4230     'stand_still',
4231     {
4232     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.',
4233     name => 'stand still',
4234     type => 'bool'
4235     }
4236     ],
4237     [
4238     'sleep',
4239     {
4240     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.',
4241     name => 'asleep',
4242     type => 'bool'
4243     }
4244     ],
4245     [
4246     'will_apply',
4247     {
4248     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4249     name => 'misc. actions',
4250     type => 'bitmask',
4251     value => $BITMASK{will_apply}
4252     }
4253     ],
4254     [
4255     'pick_up',
4256     {
4257     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.',
4258     name => 'pick up',
4259     type => 'bitmask',
4260     value => $BITMASK{pick_up}
4261     }
4262     ],
4263     [
4264     'Wis',
4265     {
4266     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.',
4267     name => 'sensing range',
4268     type => 'int'
4269     }
4270     ],
4271     [
4272 root 1.15 'attack_movement_bits_0_3',
4273 root 1.7 {
4274 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4275 root 1.7 name => 'attack movement',
4276 root 1.15 type => 'list',
4277     value => $LIST{attack_movement_bits_0_3}
4278     }
4279     ],
4280     [
4281     'attack_movement_bits_4_7',
4282     {
4283     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4284     name => 'normal movement',
4285     type => 'list',
4286     value => $LIST{attack_movement_bits_4_7}
4287 root 1.7 }
4288     ],
4289     [
4290     'run_away',
4291     {
4292     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.',
4293     name => 'run at % health',
4294     type => 'int'
4295     }
4296     ]
4297     ]
4298     ],
4299     [
4300     'resistance',
4301     [
4302     [
4303     'resist_physical',
4304     {
4305     name => 'resist physical %',
4306     type => 'int'
4307     }
4308     ],
4309     [
4310     'resist_magic',
4311     {
4312     name => 'resist magic %',
4313     type => 'int'
4314     }
4315     ],
4316     [
4317     'resist_fire',
4318     {
4319     name => 'resist fire %',
4320     type => 'int'
4321     }
4322     ],
4323     [
4324     'resist_electricity',
4325     {
4326     name => 'resist electricity %',
4327     type => 'int'
4328     }
4329     ],
4330     [
4331     'resist_cold',
4332     {
4333     name => 'resist cold %',
4334     type => 'int'
4335     }
4336     ],
4337     [
4338     'resist_confusion',
4339     {
4340     name => 'resist confusion %',
4341     type => 'int'
4342     }
4343     ],
4344     [
4345     'resist_acid',
4346     {
4347     name => 'resist acid %',
4348     type => 'int'
4349     }
4350     ],
4351     [
4352     'resist_drain',
4353     {
4354     name => 'resist draining %',
4355     type => 'int'
4356     }
4357     ],
4358     [
4359     'resist_weaponmagic',
4360     {
4361     name => 'resist weaponmagic %',
4362     type => 'int'
4363     }
4364     ],
4365     [
4366     'resist_ghosthit',
4367     {
4368     name => 'resist ghosthit %',
4369     type => 'int'
4370     }
4371     ],
4372     [
4373     'resist_poison',
4374     {
4375     name => 'resist poison %',
4376     type => 'int'
4377     }
4378     ],
4379     [
4380     'resist_slow',
4381     {
4382     name => 'resist slow %',
4383     type => 'int'
4384     }
4385     ],
4386     [
4387     'resist_paralyze',
4388     {
4389     name => 'resist paralyze %',
4390     type => 'int'
4391     }
4392     ],
4393     [
4394     'resist_fear',
4395     {
4396     name => 'resist fear %',
4397     type => 'int'
4398     }
4399     ],
4400     [
4401     'resist_deplete',
4402     {
4403     name => 'resist depletion %',
4404     type => 'int'
4405     }
4406     ],
4407     [
4408     'resist_turn_undead',
4409     {
4410     name => 'resist turn undead %',
4411     type => 'int'
4412     }
4413     ],
4414     [
4415     'resist_death',
4416     {
4417     name => 'resist death-attack %',
4418     type => 'int'
4419     }
4420     ],
4421     [
4422     'resist_chaos',
4423     {
4424     name => 'resist chaos %',
4425     type => 'int'
4426     }
4427     ],
4428     [
4429     'resist_blind',
4430     {
4431     name => 'resist blinding %',
4432     type => 'int'
4433     }
4434     ],
4435     [
4436     'resist_holyword',
4437     {
4438     name => 'resist holy power %',
4439     type => 'int'
4440     }
4441     ],
4442     [
4443     'resist_godpower',
4444     {
4445     name => 'resist godpower %',
4446     type => 'int'
4447     }
4448     ]
4449     ]
4450     ]
4451     ],
4452     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. :-)'
4453     },
4454 root 1.9 'Monster (Grimreaper)' => {
4455     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4456     ignore => [
4457     'material',
4458     'name_pl',
4459     'nrof',
4460     'value',
4461     'unpaid'
4462     ],
4463     import => [
4464     $TYPE{'Monster & NPC'}
4465     ],
4466     name => 'Monster (Grimreaper)',
4467     section => [
4468     [
4469     'grimreaper',
4470     [
4471     [
4472     'value',
4473     {
4474     desc => 'The object vanishes after this number of draining attacks.',
4475     name => 'attacks',
4476     type => 'int'
4477     }
4478     ]
4479     ]
4480     ]
4481     ]
4482     },
4483 root 1.7 'Mood Floor' => {
4484     attr => [
4485     [
4486     'no_pick',
4487 root 1.4 {
4488 root 1.7 type => 'fixed',
4489     value => 1
4490 root 1.4 }
4491     ],
4492     [
4493 root 1.7 'last_sp',
4494     {
4495     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!',
4496     name => 'mood',
4497     type => 'list',
4498     value => $LIST{mood}
4499     }
4500     ],
4501     [
4502     'connected',
4503     {
4504     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!',
4505     name => 'connection',
4506     type => 'int'
4507     }
4508     ],
4509     [
4510     'no_magic',
4511     {
4512     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4513     name => 'no spells',
4514     type => 'bool'
4515     }
4516     ],
4517     [
4518     'damned',
4519     {
4520     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4521     name => 'no prayers',
4522     type => 'bool'
4523     }
4524     ]
4525     ],
4526     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.',
4527     ignore => [
4528     $IGNORE_LIST{system_object}
4529     ],
4530     name => 'Mood Floor',
4531     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.)'
4532     },
4533     Mover => {
4534     attr => [
4535     [
4536     'attacktype',
4537     {
4538     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.',
4539     name => 'forced movement',
4540     type => 'bool'
4541     }
4542     ],
4543     [
4544     'maxsp',
4545     {
4546     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.',
4547     name => 'freeze duration',
4548     type => 'int'
4549     }
4550     ],
4551     [
4552     'speed',
4553     {
4554     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4555     name => 'movement speed',
4556     type => 'float'
4557     }
4558     ],
4559     [
4560     'sp',
4561     {
4562     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.',
4563     name => 'direction',
4564     type => 'list',
4565     value => $LIST{direction}
4566     }
4567     ],
4568     [
4569     'lifesave',
4570     {
4571 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.',
4572 root 1.7 name => 'gets used up',
4573     type => 'bool'
4574     }
4575     ],
4576     [
4577     'hp',
4578     {
4579     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).',
4580     name => 'number of uses',
4581     type => 'int'
4582     }
4583     ]
4584     ],
4585     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.',
4586     ignore => [
4587     $IGNORE_LIST{non_pickable}
4588     ],
4589     name => 'Mover',
4590     section => [
4591     [
4592     'targets',
4593     [
4594     [
4595     'level',
4596     {
4597     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.',
4598     name => 'move players',
4599     type => 'bool'
4600     }
4601     ],
4602     [
4603 root 1.14 'move_on',
4604 root 1.7 {
4605 root 1.14 desc => 'Which movement types activate the mover.',
4606     name => 'movement type',
4607     type => 'movement_type'
4608 root 1.7 }
4609     ]
4610     ]
4611     ]
4612     ],
4613     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).'
4614     },
4615     Pedestal => {
4616     attr => [
4617     [
4618     'no_pick',
4619 root 1.4 {
4620 root 1.7 type => 'fixed',
4621     value => 1
4622 root 1.4 }
4623     ],
4624     [
4625 root 1.7 'slaying',
4626 root 1.4 {
4627 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.',
4628     name => 'match race',
4629     type => 'string'
4630 root 1.4 }
4631     ],
4632     [
4633 root 1.7 'connected',
4634 root 1.4 {
4635 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4636     name => 'connection',
4637     type => 'int'
4638 root 1.4 }
4639     ],
4640     [
4641 root 1.14 'move_on',
4642 root 1.4 {
4643 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4644     name => 'movement type',
4645     type => 'bitmask',
4646     value => $BITMASK{movement_type}
4647 root 1.4 }
4648     ]
4649     ],
4650 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.',
4651     ignore => [
4652     $IGNORE_LIST{non_pickable}
4653     ],
4654 root 1.5 name => 'Pedestal',
4655 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.'
4656     },
4657     Pit => {
4658 root 1.7 attr => [
4659     [
4660     'no_pick',
4661     {
4662     type => 'fixed',
4663     value => 1
4664     }
4665     ],
4666     [
4667     'connected',
4668     {
4669     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4670     name => 'connection',
4671     type => 'int'
4672     }
4673     ],
4674     [
4675     'hp',
4676     {
4677     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!',
4678     name => 'destination X',
4679     type => 'int'
4680     }
4681     ],
4682     [
4683     'sp',
4684     {
4685     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!',
4686     name => 'destination Y',
4687     type => 'int'
4688     }
4689     ],
4690     [
4691     'wc',
4692     {
4693     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.',
4694     name => 'position state',
4695     type => 'int'
4696     }
4697     ],
4698     [
4699 root 1.14 'move_on',
4700 root 1.7 {
4701 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4702     name => 'movement type',
4703     type => 'bitmask',
4704     value => $BITMASK{movement_type}
4705 root 1.7 }
4706     ]
4707     ],
4708 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.',
4709     ignore => [
4710     $IGNORE_LIST{non_pickable}
4711     ],
4712 root 1.5 name => 'Pit',
4713 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.'
4714     },
4715     'Poison Food' => {
4716 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.',
4717     name => 'Poison Food'
4718 root 1.3 },
4719     Potion => {
4720 root 1.7 attr => [
4721     [
4722     'level',
4723     {
4724     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.',
4725     name => 'potion level',
4726     type => 'int'
4727     }
4728     ],
4729     [
4730     'sp',
4731     {
4732     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".',
4733     name => 'spell',
4734     type => 'spell'
4735     }
4736     ],
4737     [
4738     'attacktype',
4739     {
4740     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.',
4741     name => 'special effect',
4742     type => 'list',
4743     value => $LIST{potion_effect}
4744     }
4745     ],
4746     [
4747     'cursed',
4748     {
4749     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 >:)',
4750     name => 'cursed',
4751     type => 'bool'
4752     }
4753     ],
4754     [
4755     'startequip',
4756     {
4757     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4758     name => 'godgiven item',
4759     type => 'bool'
4760     }
4761     ]
4762     ],
4763 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4764 root 1.5 name => 'Potion',
4765 root 1.4 section => [
4766     [
4767     'stats',
4768 root 1.7 [
4769     [
4770     'Str',
4771     {
4772     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.',
4773     name => 'strength',
4774     type => 'int'
4775     }
4776     ],
4777     [
4778     'Dex',
4779     {
4780     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.',
4781     name => 'dexterity',
4782     type => 'int'
4783     }
4784     ],
4785     [
4786     'Con',
4787     {
4788     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.',
4789     name => 'constitution',
4790     type => 'int'
4791     }
4792     ],
4793     [
4794     'Int',
4795     {
4796     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.',
4797     name => 'intelligence',
4798     type => 'int'
4799     }
4800     ],
4801     [
4802     'Pow',
4803     {
4804     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.',
4805     name => 'power',
4806     type => 'int'
4807     }
4808     ],
4809     [
4810     'Wis',
4811     {
4812     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.',
4813     name => 'wisdom',
4814     type => 'int'
4815     }
4816     ],
4817     [
4818     'Cha',
4819     {
4820     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.',
4821     name => 'charisma',
4822     type => 'int'
4823     }
4824     ]
4825     ]
4826     ],
4827     [
4828     'resistance',
4829     [
4830     [
4831     'resist_physical',
4832     {
4833     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!',
4834     name => 'resist physical %',
4835     type => 'int'
4836     }
4837     ],
4838     [
4839     'resist_magic',
4840     {
4841     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!',
4842     name => 'resist magic %',
4843     type => 'int'
4844     }
4845     ],
4846     [
4847     'resist_fire',
4848     {
4849     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!',
4850     name => 'resist fire %',
4851     type => 'int'
4852     }
4853     ],
4854     [
4855     'resist_electricity',
4856     {
4857     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!',
4858     name => 'resist electricity %',
4859     type => 'int'
4860     }
4861     ],
4862     [
4863     'resist_cold',
4864     {
4865     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!',
4866     name => 'resist cold %',
4867     type => 'int'
4868     }
4869     ],
4870     [
4871     'resist_acid',
4872     {
4873     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!',
4874     name => 'resist acid %',
4875     type => 'int'
4876     }
4877     ],
4878     [
4879     'resist_confusion',
4880     {
4881     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!',
4882     name => 'resist confusion %',
4883     type => 'int'
4884     }
4885     ],
4886     [
4887     'resist_weaponmagic',
4888     {
4889     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!',
4890     name => 'resist weaponmagic %',
4891     type => 'int'
4892     }
4893     ],
4894     [
4895     'resist_paralyze',
4896     {
4897     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!',
4898     name => 'resist paralyze %',
4899     type => 'int'
4900     }
4901     ],
4902     [
4903     'resist_drain',
4904     {
4905     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!',
4906     name => 'resist draining %',
4907     type => 'int'
4908     }
4909     ],
4910     [
4911     'resist_deplete',
4912     {
4913     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!',
4914     name => 'resist depletion %',
4915     type => 'int'
4916     }
4917     ],
4918     [
4919     'resist_poison',
4920     {
4921     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!',
4922     name => 'resist poison %',
4923     type => 'int'
4924     }
4925     ]
4926     ]
4927     ]
4928     ],
4929     use => 'One potion should never give multiple benefits at once.'
4930     },
4931     'Power Crystal' => {
4932     attr => [
4933     [
4934     'sp',
4935 root 1.4 {
4936 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4937     name => 'initial mana',
4938     type => 'int'
4939 root 1.4 }
4940     ],
4941     [
4942 root 1.7 'maxsp',
4943 root 1.4 {
4944 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.',
4945     name => 'mana capacity',
4946     type => 'int'
4947 root 1.4 }
4948     ]
4949     ],
4950 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.',
4951     name => 'Power Crystal'
4952 root 1.1 },
4953 root 1.3 Projectile => {
4954 root 1.7 attr => [
4955     [
4956     'attacktype',
4957     {
4958     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.',
4959     name => 'attacktype',
4960     type => 'bitmask',
4961     value => $BITMASK{attacktype}
4962     }
4963     ],
4964     [
4965     'race',
4966     {
4967     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>.',
4968     name => 'ammunition class',
4969     type => 'string'
4970     }
4971     ],
4972     [
4973     'slaying',
4974     {
4975     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.',
4976     name => 'slaying race',
4977     type => 'string'
4978     }
4979     ],
4980     [
4981     'dam',
4982     {
4983     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
4984     name => 'damage',
4985     type => 'int'
4986     }
4987     ],
4988     [
4989     'wc',
4990     {
4991     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.',
4992     name => 'weaponclass',
4993     type => 'int'
4994     }
4995     ],
4996     [
4997     'food',
4998     {
4999     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).',
5000     name => 'chance to break',
5001     type => 'int'
5002     }
5003     ],
5004     [
5005     'magic',
5006     {
5007     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5008     name => 'magic bonus',
5009     type => 'int'
5010     }
5011     ],
5012     [
5013     'unique',
5014     {
5015     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5016     name => 'unique item',
5017     type => 'bool'
5018     }
5019     ],
5020     [
5021     'startequip',
5022     {
5023     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5024     name => 'godgiven item',
5025     type => 'bool'
5026     }
5027     ],
5028     [
5029     'no_drop',
5030     {
5031     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.',
5032     name => 'don\'t drop',
5033     type => 'bool'
5034     }
5035     ],
5036     [
5037     'msg',
5038     {
5039     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5040     end => 'endmsg',
5041     name => 'description',
5042     type => 'text'
5043     }
5044     ]
5045     ],
5046     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.',
5047     name => 'Projectile',
5048     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.'
5049     },
5050     Ring => {
5051     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.',
5052     import => [
5053     $TYPE{Amulet}
5054     ],
5055     name => 'Ring',
5056     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.'
5057     },
5058     Rod => {
5059     attr => [
5060     [
5061     'sp',
5062     {
5063     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!',
5064     name => 'spell',
5065     type => 'spell'
5066     }
5067     ],
5068     [
5069     'level',
5070     {
5071     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5072     name => 'casting level',
5073     type => 'int'
5074     }
5075     ],
5076     [
5077     'hp',
5078     {
5079     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5080     name => 'initial spellpoints',
5081     type => 'int'
5082     }
5083     ],
5084     [
5085     'maxhp',
5086     {
5087     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.',
5088     name => 'max. spellpoints',
5089     type => 'int'
5090     }
5091     ],
5092     [
5093     'startequip',
5094     {
5095     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5096     name => 'godgiven item',
5097     type => 'bool'
5098     }
5099     ],
5100     [
5101     'msg',
5102     {
5103     desc => 'This text may contain a description of the rod.',
5104     end => 'endmsg',
5105     name => 'description',
5106     type => 'text'
5107     }
5108     ]
5109     ],
5110     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.',
5111     ignore => [
5112     'title'
5113     ],
5114     name => 'Rod',
5115     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>'
5116     },
5117     Rune => {
5118     attr => [
5119     [
5120     'no_pick',
5121     {
5122     type => 'fixed',
5123     value => 1
5124     }
5125     ],
5126     [
5127 root 1.14 'move_on',
5128 root 1.7 {
5129 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5130     name => 'movement type',
5131     type => 'bitmask',
5132     value => $BITMASK{movement_type}
5133 root 1.7 }
5134     ],
5135     [
5136     'level',
5137     {
5138     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.',
5139     name => 'rune level',
5140     type => 'int'
5141     }
5142     ],
5143     [
5144     'Cha',
5145     {
5146     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.',
5147     name => 'visibility',
5148     type => 'int'
5149     }
5150     ],
5151     [
5152     'hp',
5153     {
5154     desc => 'The rune will detonate <number of charges> times before disappearing.',
5155     name => 'number of charges',
5156     type => 'int'
5157     }
5158     ],
5159     [
5160     'dam',
5161     {
5162     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.',
5163     name => 'direct damage',
5164     type => 'int'
5165     }
5166     ],
5167     [
5168     'attacktype',
5169     {
5170     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.',
5171     name => 'attacktype',
5172     type => 'bitmask',
5173     value => $BITMASK{attacktype}
5174     }
5175     ],
5176     [
5177     'msg',
5178     {
5179     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5180     end => 'endmsg',
5181     name => 'detonation text',
5182     type => 'text'
5183     }
5184     ]
5185 root 1.3 ],
5186     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.',
5187     ignore => [
5188     'no_pick',
5189     'title',
5190     'name_pl',
5191     'weight',
5192     'value',
5193     'material',
5194     'unpaid'
5195     ],
5196 root 1.5 name => 'Rune',
5197 root 1.4 section => [
5198     [
5199     'spellcraft',
5200 root 1.7 [
5201     [
5202     'sp',
5203     {
5204     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5205     name => 'spell',
5206     type => 'spell'
5207     }
5208     ],
5209     [
5210     'slaying',
5211     {
5212     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5213     name => 'spell name',
5214     type => 'string'
5215     }
5216     ],
5217     [
5218     'other_arch',
5219     {
5220     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.',
5221     name => 'spell arch',
5222     type => 'string'
5223     }
5224     ],
5225     [
5226     'maxsp',
5227     {
5228     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.',
5229     name => 'direction',
5230     type => 'list',
5231     value => $LIST{direction}
5232     }
5233     ],
5234     [
5235     'race',
5236     {
5237     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.',
5238     name => 'summon monster',
5239     type => 'string'
5240     }
5241     ],
5242     [
5243     'maxhp',
5244     {
5245     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5246     name => 'summon amount',
5247     type => 'int'
5248     }
5249     ]
5250     ]
5251 root 1.4 ]
5252     ],
5253 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.'
5254     },
5255     Savebed => {
5256 root 1.7 attr => [
5257     [
5258     'no_pick',
5259     {
5260     type => 'fixed',
5261     value => 1
5262     }
5263     ],
5264     [
5265     'no_magic',
5266     {
5267     type => 'fixed',
5268     value => 1
5269     }
5270     ],
5271     [
5272     'damned',
5273     {
5274     type => 'fixed',
5275     value => 1
5276     }
5277     ]
5278     ],
5279 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.',
5280     ignore => [
5281     $IGNORE_LIST{non_pickable}
5282     ],
5283 root 1.5 name => 'Savebed',
5284 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>'
5285     },
5286     Scroll => {
5287 root 1.7 attr => [
5288     [
5289     'level',
5290     {
5291     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5292     name => 'casting level',
5293     type => 'int'
5294     }
5295     ],
5296     [
5297     'sp',
5298     {
5299     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5300     name => 'spell',
5301     type => 'spell'
5302     }
5303     ],
5304     [
5305     'startequip',
5306     {
5307     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5308     name => 'godgiven item',
5309     type => 'bool'
5310     }
5311     ]
5312     ],
5313 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.',
5314     ignore => [
5315     'title'
5316     ],
5317 root 1.5 name => 'Scroll',
5318 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.'
5319     },
5320     Shield => {
5321 root 1.7 attr => [
5322     [
5323     'magic',
5324     {
5325     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.',
5326     name => 'magic bonus',
5327     type => 'int'
5328     }
5329     ]
5330     ],
5331 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.',
5332     import => [
5333     $TYPE{Amulet}
5334     ],
5335 root 1.5 name => 'Shield',
5336 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.'
5337     },
5338     'Shooting Weapon' => {
5339 root 1.7 attr => [
5340     [
5341     'race',
5342     {
5343     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.',
5344     name => 'ammunition class',
5345     type => 'string'
5346     }
5347     ],
5348     [
5349     'sp',
5350     {
5351     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).',
5352     name => 'shooting speed',
5353     type => 'int'
5354     }
5355     ],
5356     [
5357     'dam',
5358     {
5359     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.',
5360     name => 'base damage',
5361     type => 'int'
5362     }
5363     ],
5364     [
5365     'wc',
5366     {
5367     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.',
5368     name => 'weaponclass',
5369     type => 'int'
5370     }
5371     ],
5372     [
5373     'item_power',
5374     {
5375     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>.',
5376     name => 'item power',
5377     type => 'int'
5378     }
5379     ],
5380     [
5381     'no_strength',
5382     {
5383     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.',
5384     name => 'ignore strength',
5385     type => 'bool'
5386     }
5387     ],
5388     [
5389     'damned',
5390     {
5391     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5392     name => 'damnation',
5393     type => 'bool'
5394     }
5395     ],
5396     [
5397     'cursed',
5398     {
5399     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5400     name => 'curse',
5401     type => 'bool'
5402     }
5403     ],
5404     [
5405     'unique',
5406     {
5407     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5408     name => 'unique item',
5409     type => 'bool'
5410     }
5411     ],
5412     [
5413     'startequip',
5414     {
5415     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5416     name => 'godgiven item',
5417     type => 'bool'
5418     }
5419     ],
5420     [
5421     'msg',
5422     {
5423     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5424     end => 'endmsg',
5425     name => 'description',
5426     type => 'text'
5427     }
5428     ]
5429     ],
5430 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.',
5431 root 1.5 name => 'Shooting Weapon',
5432 root 1.4 section => [
5433     [
5434     'stats',
5435 root 1.7 [
5436     [
5437     'Str',
5438     {
5439     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5440     name => 'strength',
5441     type => 'int'
5442     }
5443     ],
5444     [
5445     'Dex',
5446     {
5447     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5448     name => 'dexterity',
5449     type => 'int'
5450     }
5451     ],
5452     [
5453     'Con',
5454     {
5455     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5456     name => 'constitution',
5457     type => 'int'
5458     }
5459     ],
5460     [
5461     'Int',
5462     {
5463     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5464     name => 'intelligence',
5465     type => 'int'
5466     }
5467     ],
5468     [
5469     'Pow',
5470     {
5471     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5472     name => 'power',
5473     type => 'int'
5474     }
5475     ],
5476     [
5477     'Wis',
5478     {
5479     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5480     name => 'wisdom',
5481     type => 'int'
5482     }
5483     ],
5484     [
5485     'Cha',
5486     {
5487     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5488     name => 'charisma',
5489     type => 'int'
5490     }
5491     ]
5492     ]
5493     ],
5494     [
5495     'bonus',
5496     [
5497     [
5498     'luck',
5499     {
5500     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.',
5501     name => 'luck bonus',
5502     type => 'int'
5503     }
5504     ],
5505     [
5506     'magic',
5507     {
5508     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.',
5509     name => 'magic bonus',
5510     type => 'int'
5511     }
5512     ]
5513     ]
5514     ]
5515     ],
5516     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.'
5517     },
5518     'Shop Floor' => {
5519     attr => [
5520     [
5521     'is_floor',
5522     {
5523     type => 'fixed',
5524     value => 1
5525     }
5526     ],
5527     [
5528     'no_pick',
5529     {
5530     type => 'fixed',
5531     value => 1
5532     }
5533     ],
5534     [
5535     'no_magic',
5536     {
5537     type => 'fixed',
5538     value => 1
5539     }
5540     ],
5541     [
5542     'auto_apply',
5543 root 1.4 {
5544 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.',
5545     name => 'generate goods',
5546     type => 'bool'
5547 root 1.4 }
5548     ],
5549     [
5550 root 1.7 'randomitems',
5551     {
5552     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.',
5553     name => 'treasurelist',
5554     type => 'treasurelist'
5555     }
5556     ],
5557     [
5558     'exp',
5559     {
5560     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.',
5561     name => 'quality level',
5562     type => 'int'
5563     }
5564     ],
5565     [
5566     'damned',
5567 root 1.4 {
5568 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.)',
5569     name => 'no prayers',
5570     type => 'bool'
5571 root 1.4 }
5572     ]
5573     ],
5574 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).',
5575     ignore => [
5576     $IGNORE_LIST{non_pickable}
5577     ],
5578 root 1.5 name => 'Shop Floor',
5579 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.'
5580     },
5581     'Shop Mat' => {
5582 root 1.7 attr => [
5583     [
5584     'no_pick',
5585     {
5586     type => 'fixed',
5587     value => 1
5588     }
5589     ],
5590     [
5591 root 1.14 'move_on',
5592 root 1.7 {
5593 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5594     name => 'movement type',
5595     type => 'bitmask',
5596     value => $BITMASK{movement_type}
5597 root 1.7 }
5598     ]
5599     ],
5600 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).',
5601     ignore => [
5602     $IGNORE_LIST{non_pickable}
5603     ],
5604 root 1.5 name => 'Shop Mat',
5605 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5606     },
5607     'Sign & MagicMouth' => {
5608 root 1.7 attr => [
5609     [
5610     'connected',
5611     {
5612     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.',
5613     name => 'connection',
5614     type => 'int'
5615     }
5616     ],
5617     [
5618 root 1.14 'move_on',
5619 root 1.7 {
5620 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5621     name => 'movement type',
5622     type => 'bitmask',
5623     value => $BITMASK{movement_type}
5624 root 1.7 }
5625     ],
5626     [
5627     'food',
5628     {
5629     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).',
5630     name => 'counter',
5631     type => 'int'
5632     }
5633     ],
5634     [
5635     'msg',
5636     {
5637     desc => 'This text will be displayed to the player.',
5638     end => 'endmsg',
5639     name => 'message',
5640     type => 'text'
5641     }
5642     ]
5643     ],
5644     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).',
5645     ignore => [
5646     $IGNORE_LIST{non_pickable}
5647     ],
5648     name => 'Sign & MagicMouth',
5649     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.'
5650     },
5651     Skill => {
5652     attr => [
5653     [
5654     'invisible',
5655     {
5656     type => 'fixed',
5657     value => 1
5658     }
5659     ],
5660     [
5661     'no_drop',
5662     {
5663     type => 'fixed',
5664     value => 1
5665     }
5666     ],
5667     [
5668     'skill',
5669     {
5670     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.',
5671     name => 'skill name',
5672     type => 'string'
5673     }
5674     ],
5675     [
5676     'expmul',
5677     {
5678     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.',
5679     name => 'exp multiplier',
5680     type => 'float'
5681     }
5682     ],
5683     [
5684     'subtype',
5685     {
5686     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.',
5687     name => 'skill type',
5688     type => 'list',
5689     value => $LIST{skill_type}
5690     }
5691     ],
5692     [
5693     'level',
5694     {
5695     name => 'level',
5696     type => 'int'
5697     }
5698     ],
5699     [
5700     'exp',
5701     {
5702     name => 'experience',
5703     type => 'int'
5704     }
5705     ],
5706     [
5707     'can_use_skill',
5708     {
5709     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.',
5710     name => 'is native skill',
5711     type => 'bool'
5712     }
5713     ]
5714 root 1.3 ],
5715     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.',
5716     ignore => [
5717     $IGNORE_LIST{system_object}
5718     ],
5719 root 1.5 name => 'Skill',
5720 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>'
5721     },
5722     'Skill Scroll' => {
5723 root 1.7 attr => [
5724     [
5725     'race',
5726     {
5727     type => 'fixed',
5728     value => 'scrolls'
5729     }
5730     ],
5731     [
5732     'skill',
5733     {
5734     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5735     name => 'skill name',
5736     type => 'string'
5737     }
5738     ]
5739     ],
5740 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5741 root 1.5 name => 'Skill Scroll',
5742 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.'
5743     },
5744     'Special Key' => {
5745 root 1.7 attr => [
5746     [
5747     'slaying',
5748     {
5749     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.',
5750     name => 'key string',
5751     type => 'string'
5752     }
5753     ],
5754     [
5755     'material',
5756     {
5757     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5758     name => 'material',
5759     type => 'bitmask',
5760     value => $BITMASK{material}
5761     }
5762     ],
5763     [
5764     'unique',
5765     {
5766     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.',
5767     name => 'unique item',
5768     type => 'bool'
5769     }
5770     ],
5771     [
5772     'startequip',
5773     {
5774     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5775     name => 'godgiven item',
5776     type => 'bool'
5777     }
5778     ],
5779     [
5780     'msg',
5781     {
5782     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.',
5783     end => 'endmsg',
5784     name => 'description',
5785     type => 'text'
5786     }
5787     ]
5788     ],
5789 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.',
5790     ignore => [
5791     'material'
5792     ],
5793 root 1.5 name => 'Special Key',
5794 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".'
5795     },
5796     Spell => {
5797 root 1.7 attr => [
5798     [
5799     'no_drop',
5800     {
5801     type => 'fixed',
5802     value => 1
5803     }
5804     ],
5805     [
5806     'invisible',
5807     {
5808     type => 'fixed',
5809     value => 1
5810     }
5811     ],
5812     [
5813     'skill',
5814     {
5815     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.',
5816     name => 'skill name',
5817     type => 'string'
5818     }
5819     ],
5820     [
5821     'subtype',
5822     {
5823     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5824     name => 'spell type',
5825     type => 'list',
5826     value => $LIST{spell_type}
5827     }
5828     ],
5829     [
5830     'level',
5831     {
5832     name => 'spell level',
5833     type => 'int'
5834     }
5835     ],
5836     [
5837     'casting_time',
5838     {
5839     name => 'casting time',
5840     type => 'int'
5841     }
5842     ],
5843     [
5844     'duration',
5845     {
5846     name => 'duration',
5847     type => 'int'
5848     }
5849     ],
5850     [
5851     'other_arch',
5852     {
5853     name => 'create object',
5854     type => 'string'
5855     }
5856     ],
5857     [
5858     'sp',
5859     {
5860     name => 'cost spellpoints',
5861     type => 'int'
5862     }
5863     ],
5864     [
5865     'grace',
5866     {
5867     name => 'cost grace',
5868     type => 'int'
5869     }
5870     ],
5871     [
5872     'maxsp',
5873     {
5874     name => 'double cost per level',
5875     type => 'int'
5876     }
5877     ]
5878     ],
5879 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.',
5880     ignore => [
5881     $IGNORE_LIST{system_object}
5882     ],
5883 root 1.5 name => 'Spell',
5884 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.'
5885     },
5886     Spellbook => {
5887 root 1.7 attr => [
5888     [
5889     'skill',
5890     {
5891     type => 'fixed',
5892     value => 'literacy'
5893     }
5894     ],
5895     [
5896     'randomitems',
5897     {
5898     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.',
5899     name => 'treasurelist',
5900     type => 'treasurelist'
5901     }
5902     ],
5903     [
5904     'startequip',
5905     {
5906     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5907     name => 'godgiven item',
5908     type => 'bool'
5909     }
5910     ],
5911     [
5912     'msg',
5913     {
5914     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5915     end => 'endmsg',
5916     name => 'description',
5917     type => 'text'
5918     }
5919     ]
5920     ],
5921 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.',
5922 root 1.5 name => 'Spellbook',
5923 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.'
5924     },
5925     Spinner => {
5926 root 1.7 attr => [
5927     [
5928     'sp',
5929     {
5930     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.',
5931     name => 'direction number',
5932     type => 'int'
5933     }
5934     ],
5935     [
5936 root 1.14 'move_on',
5937 root 1.7 {
5938 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5939     name => 'movement type',
5940     type => 'bitmask',
5941     value => $BITMASK{movement_type}
5942 root 1.7 }
5943     ]
5944     ],
5945 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.',
5946     ignore => [
5947     $IGNORE_LIST{non_pickable}
5948     ],
5949 root 1.5 name => 'Spinner',
5950 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.'
5951     },
5952     Swamp => {
5953 root 1.7 attr => [
5954     [
5955     'is_floor',
5956     {
5957     type => 'fixed',
5958     value => 1
5959     }
5960     ],
5961     [
5962     'is_wooded',
5963     {
5964     type => 'fixed',
5965     value => 1
5966     }
5967     ],
5968     [
5969     'speed',
5970     {
5971     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.',
5972     name => 'drowning speed',
5973     type => 'float'
5974     }
5975     ],
5976     [
5977 root 1.14 'move_on',
5978     {
5979     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5980     name => 'movement type',
5981     type => 'bitmask',
5982     value => $BITMASK{movement_type}
5983     }
5984     ],
5985     [
5986     'move_block',
5987 root 1.7 {
5988 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
5989     name => 'blocked movement',
5990     type => 'bitmask',
5991     value => $BITMASK{movement_type}
5992     }
5993     ],
5994     [
5995     'move_allow',
5996     {
5997     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
5998     name => 'allowed movement',
5999     type => 'bitmask',
6000     value => $BITMASK{movement_type}
6001     }
6002     ],
6003     [
6004     'move_slow',
6005     {
6006     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6007     name => 'slowed movement',
6008     type => 'bitmask',
6009     value => $BITMASK{movement_type}
6010     }
6011     ],
6012     [
6013     'move_slow_penalty',
6014     {
6015     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6016     name => 'slow movement penalty',
6017 root 1.7 type => 'int'
6018     }
6019     ],
6020     [
6021     'no_magic',
6022     {
6023     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6024     name => 'no spells',
6025     type => 'bool'
6026     }
6027     ],
6028     [
6029     'damned',
6030     {
6031     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6032     name => 'no prayers',
6033     type => 'bool'
6034     }
6035     ]
6036     ],
6037 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.',
6038     ignore => [
6039     $IGNORE_LIST{non_pickable}
6040 root 1.5 ],
6041     name => 'Swamp'
6042 root 1.3 },
6043     Teleporter => {
6044 root 1.7 attr => [
6045     [
6046     'slaying',
6047     {
6048     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.',
6049     name => 'exit path',
6050     type => 'string'
6051     }
6052     ],
6053     [
6054     'hp',
6055     {
6056     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.',
6057     name => 'destination X',
6058     type => 'int'
6059     }
6060     ],
6061     [
6062     'sp',
6063     {
6064     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.',
6065     name => 'destination Y',
6066     type => 'int'
6067     }
6068     ],
6069     [
6070     'connected',
6071     {
6072     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.',
6073     name => 'connection',
6074     type => 'int'
6075     }
6076     ],
6077     [
6078     'speed',
6079     {
6080     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!',
6081     name => 'activation speed',
6082     type => 'float'
6083     }
6084     ]
6085     ],
6086 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.',
6087     ignore => [
6088     $IGNORE_LIST{non_pickable}
6089     ],
6090 root 1.5 name => 'Teleporter',
6091 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.'
6092     },
6093 root 1.8 'Timed Gate' => {
6094     attr => [
6095     [
6096     'no_pick',
6097     {
6098     type => 'fixed',
6099     value => 1
6100     }
6101     ],
6102     [
6103     'connected',
6104     {
6105     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.',
6106     name => 'connection',
6107     type => 'int'
6108     }
6109     ],
6110     [
6111     'wc',
6112     {
6113     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.',
6114     name => 'position state',
6115     type => 'int'
6116     }
6117     ],
6118     [
6119 root 1.14 'move_block',
6120     {
6121     desc => 'Objects using these movement types cannot move over this space.',
6122     name => 'blocked movement',
6123     type => 'bitmask',
6124     value => $BITMASK{movement_type}
6125     }
6126     ],
6127     [
6128     'move_allow',
6129     {
6130     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6131     name => 'allowed movement',
6132     type => 'bitmask',
6133     value => $BITMASK{movement_type}
6134     }
6135     ],
6136     [
6137     'move_slow',
6138 root 1.8 {
6139 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6140     name => 'slowed movement',
6141     type => 'bitmask',
6142     value => $BITMASK{movement_type}
6143     }
6144     ],
6145     [
6146     'move_slow_penalty',
6147     {
6148     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6149     name => 'slow movement penalty',
6150     type => 'int'
6151 root 1.8 }
6152     ],
6153     [
6154     'no_magic',
6155     {
6156     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6157     name => 'restrict spells',
6158     type => 'bool'
6159     }
6160     ],
6161     [
6162     'damned',
6163     {
6164     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6165     name => 'restrict prayers',
6166     type => 'bool'
6167     }
6168     ],
6169     [
6170     'hp',
6171     {
6172     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6173     name => 'open duration',
6174     type => 'int'
6175     }
6176     ]
6177     ],
6178     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.',
6179     ignore => [
6180     $IGNORE_LIST{non_pickable}
6181     ],
6182     name => 'Timed Gate',
6183     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".'
6184     },
6185 root 1.3 Trap => {
6186 root 1.7 attr => [
6187     [
6188     'no_pick',
6189     {
6190     type => 'fixed',
6191     value => 1
6192     }
6193     ],
6194     [
6195 root 1.14 'move_on',
6196 root 1.7 {
6197 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6198     name => 'movement type',
6199     type => 'bitmask',
6200     value => $BITMASK{movement_type}
6201 root 1.7 }
6202     ],
6203     [
6204     'level',
6205     {
6206     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.',
6207     name => 'trap level',
6208     type => 'int'
6209     }
6210     ],
6211     [
6212     'Cha',
6213     {
6214     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.',
6215     name => 'visibility',
6216     type => 'int'
6217     }
6218     ],
6219     [
6220     'hp',
6221     {
6222     desc => 'The trap will detonate <number of charges> times before disappearing.',
6223     name => 'number of charges',
6224     type => 'int'
6225     }
6226     ],
6227     [
6228     'dam',
6229     {
6230     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6231     name => 'direct damage',
6232     type => 'int'
6233     }
6234     ],
6235     [
6236     'attacktype',
6237     {
6238     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6239     name => 'attacktype',
6240     type => 'bitmask',
6241     value => $BITMASK{attacktype}
6242     }
6243     ],
6244     [
6245     'connected',
6246     {
6247     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6248     name => 'connection',
6249     type => 'int'
6250     }
6251     ],
6252     [
6253     'msg',
6254     {
6255     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6256     end => 'endmsg',
6257     name => 'detonation text',
6258     type => 'text'
6259     }
6260     ]
6261     ],
6262 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.',
6263     ignore => [
6264     'no_pick',
6265     'title',
6266     'name_pl',
6267     'weight',
6268     'value',
6269     'material',
6270     'unpaid'
6271     ],
6272 root 1.5 name => 'Trap',
6273 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.'
6274     },
6275     Trapdoor => {
6276 root 1.7 attr => [
6277     [
6278     'no_pick',
6279     {
6280     type => 'fixed',
6281     value => 1
6282     }
6283     ],
6284     [
6285 root 1.14 'move_on',
6286 root 1.7 {
6287 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6288     name => 'movement type',
6289     type => 'bitmask',
6290     value => $BITMASK{movement_type}
6291 root 1.7 }
6292     ],
6293     [
6294     'weight',
6295     {
6296     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.',
6297     name => 'hold weight',
6298     type => 'int'
6299     }
6300     ],
6301     [
6302     'hp',
6303     {
6304     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!',
6305     name => 'destination X',
6306     type => 'int'
6307     }
6308     ],
6309     [
6310     'sp',
6311     {
6312     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!',
6313     name => 'destination Y',
6314     type => 'int'
6315     }
6316     ]
6317     ],
6318 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.',
6319     ignore => [
6320     $IGNORE_LIST{non_pickable}
6321     ],
6322 root 1.5 name => 'Trapdoor',
6323 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.'
6324     },
6325     Treasure => {
6326 root 1.7 attr => [
6327     [
6328     'randomitems',
6329     {
6330     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6331     name => 'treasurelist',
6332     type => 'treasurelist'
6333     }
6334     ],
6335     [
6336     'auto_apply',
6337     {
6338     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.',
6339     name => 'auto-generate',
6340     type => 'bool'
6341     }
6342     ],
6343     [
6344     'hp',
6345     {
6346     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.',
6347     name => 'create number',
6348     type => 'int'
6349     }
6350     ],
6351     [
6352     'exp',
6353     {
6354     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).',
6355     name => 'quality level',
6356     type => 'int'
6357     }
6358     ]
6359     ],
6360 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6361     ignore => [
6362     'nrof',
6363     'title',
6364     'name_pl',
6365     'weight',
6366     'value',
6367     'material'
6368     ],
6369 root 1.5 name => 'Treasure',
6370 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.'
6371     },
6372     'Trigger Marker' => {
6373 root 1.7 attr => [
6374     [
6375     'no_pick',
6376     {
6377     type => 'fixed',
6378     value => 1
6379     }
6380     ],
6381     [
6382     'slaying',
6383     {
6384     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.',
6385     name => 'key string',
6386     type => 'string'
6387     }
6388     ],
6389     [
6390     'connected',
6391     {
6392     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6393     name => 'connection',
6394     type => 'int'
6395     }
6396     ],
6397     [
6398     'food',
6399     {
6400     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.',
6401     name => 'mark duration',
6402     type => 'int'
6403     }
6404     ],
6405     [
6406     'name',
6407     {
6408     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.',
6409     name => 'delete mark',
6410     type => 'string'
6411     }
6412     ],
6413     [
6414     'msg',
6415     {
6416     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.',
6417     end => 'endmsg',
6418     name => 'marking message',
6419     type => 'text'
6420     }
6421     ]
6422     ],
6423 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.',
6424     ignore => [
6425     $IGNORE_LIST{system_object}
6426     ],
6427 root 1.5 name => 'Trigger Marker',
6428 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.'
6429     },
6430     Wall => {
6431 root 1.7 attr => [
6432     [
6433 root 1.14 'move_block',
6434     {
6435     desc => 'Objects using these movement types cannot move over this space.',
6436     name => 'blocked movement',
6437     type => 'bitmask',
6438     value => $BITMASK{movement_type}
6439     }
6440     ],
6441     [
6442     'move_allow',
6443     {
6444     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6445     name => 'allowed movement',
6446     type => 'bitmask',
6447     value => $BITMASK{movement_type}
6448     }
6449     ],
6450     [
6451     'move_slow',
6452 root 1.7 {
6453 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6454     name => 'slowed movement',
6455     type => 'bitmask',
6456     value => $BITMASK{movement_type}
6457     }
6458     ],
6459     [
6460     'move_slow_penalty',
6461     {
6462     desc => 'If <slow movement> is set to a value greater zero, all creatures matching \'slow move\' will be slower than normal on this spot. <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... <slow movement> 5 - default for deep swamp ... <slow movement> 7 - spider web (sticky as hell)',
6463     name => 'slow movement penalty',
6464     type => 'int'
6465 root 1.7 }
6466     ],
6467     [
6468     'can_roll',
6469     {
6470     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6471     name => 'moveable',
6472     type => 'bool'
6473     }
6474     ],
6475     [
6476     'no_magic',
6477     {
6478     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6479     name => 'restrict spells',
6480     type => 'bool'
6481     }
6482     ],
6483     [
6484     'damned',
6485     {
6486     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6487     name => 'restrict prayers',
6488     type => 'bool'
6489     }
6490     ]
6491     ],
6492 root 1.3 desc => 'Walls usually block passage and sight.',
6493     ignore => [
6494     'nrof',
6495     'title',
6496     'name_pl',
6497     'value',
6498     'unpaid'
6499     ],
6500 root 1.5 name => 'Wall',
6501 root 1.3 required => {
6502     alive => 0,
6503     is_floor => 0,
6504 root 1.14 move_block => 255
6505 root 1.3 }
6506     },
6507     'Wand & Staff' => {
6508 root 1.7 attr => [
6509     [
6510     'sp',
6511     {
6512     desc => 'The <spell> specifies the contained spell.',
6513     name => 'spell',
6514     type => 'spell'
6515     }
6516     ],
6517     [
6518     'level',
6519     {
6520     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6521     name => 'casting level',
6522     type => 'int'
6523     }
6524     ],
6525     [
6526     'food',
6527     {
6528     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6529     name => 'number of charges',
6530     type => 'int'
6531     }
6532     ],
6533     [
6534     'startequip',
6535     {
6536     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6537     name => 'godgiven item',
6538     type => 'bool'
6539     }
6540     ],
6541     [
6542     'msg',
6543     {
6544     desc => 'This text may contain a description of the wand.',
6545     end => 'endmsg',
6546     name => 'description',
6547     type => 'text'
6548     }
6549     ]
6550     ],
6551 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.',
6552 root 1.5 name => 'Wand & Staff',
6553 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.'
6554 root 1.3 },
6555     'Weak Wall' => {
6556 root 1.7 attr => [
6557     [
6558     'alive',
6559     {
6560     type => 'fixed',
6561     value => 1
6562     }
6563     ],
6564     [
6565     'no_pick',
6566     {
6567     type => 'fixed',
6568     value => 1
6569     }
6570     ],
6571     [
6572     'tear_down',
6573     {
6574     type => 'fixed',
6575     value => 1
6576     }
6577     ],
6578     [
6579     'race',
6580     {
6581     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.',
6582     name => 'race',
6583     type => 'string'
6584     }
6585     ],
6586     [
6587     'level',
6588     {
6589     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.',
6590     name => 'level',
6591     type => 'int'
6592     }
6593     ],
6594     [
6595     'hp',
6596     {
6597     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.',
6598     name => 'health points',
6599     type => 'int'
6600     }
6601     ],
6602     [
6603     'maxhp',
6604     {
6605     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.',
6606     name => 'max health',
6607     type => 'int'
6608     }
6609     ],
6610     [
6611     'ac',
6612     {
6613     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6614     name => 'armour class',
6615     type => 'int'
6616     }
6617     ]
6618     ],
6619 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.',
6620     ignore => [
6621     $IGNORE_LIST{non_pickable}
6622     ],
6623 root 1.5 name => 'Weak Wall',
6624 root 1.3 required => {
6625     alive => 1,
6626     is_floor => 0,
6627     tear_down => 1
6628     },
6629 root 1.4 section => [
6630     [
6631     'resistance',
6632 root 1.7 [
6633     [
6634     'resist_physical',
6635     {
6636     name => 'resist physical %',
6637     type => 'int'
6638     }
6639     ],
6640     [
6641     'resist_magic',
6642     {
6643     name => 'resist magic %',
6644     type => 'int'
6645     }
6646     ],
6647     [
6648     'resist_fire',
6649     {
6650     name => 'resist fire %',
6651     type => 'int'
6652     }
6653     ],
6654     [
6655     'resist_electricity',
6656     {
6657     name => 'resist electricity %',
6658     type => 'int'
6659     }
6660     ],
6661     [
6662     'resist_cold',
6663     {
6664     name => 'resist cold %',
6665     type => 'int'
6666     }
6667     ],
6668     [
6669     'resist_confusion',
6670     {
6671     name => 'resist confusion %',
6672     type => 'int'
6673     }
6674     ],
6675     [
6676     'resist_acid',
6677     {
6678     name => 'resist acid %',
6679     type => 'int'
6680     }
6681     ],
6682     [
6683     'resist_drain',
6684     {
6685     name => 'resist draining %',
6686     type => 'int'
6687     }
6688     ],
6689     [
6690     'resist_weaponmagic',
6691     {
6692     name => 'resist weaponmagic %',
6693     type => 'int'
6694     }
6695     ],
6696     [
6697     'resist_ghosthit',
6698     {
6699     name => 'resist ghosthit %',
6700     type => 'int'
6701     }
6702     ],
6703     [
6704     'resist_poison',
6705     {
6706     name => 'resist poison %',
6707     type => 'int'
6708     }
6709     ],
6710     [
6711     'resist_slow',
6712     {
6713     name => 'resist slow %',
6714     type => 'int'
6715     }
6716     ],
6717     [
6718     'resist_paralyze',
6719     {
6720     name => 'resist paralyze %',
6721     type => 'int'
6722     }
6723     ],
6724     [
6725     'resist_fear',
6726     {
6727     name => 'resist fear %',
6728     type => 'int'
6729     }
6730     ],
6731     [
6732     'resist_deplete',
6733     {
6734     name => 'resist depletion %',
6735     type => 'int'
6736     }
6737     ],
6738     [
6739     'resist_turn_undead',
6740     {
6741     name => 'resist turn undead %',
6742     type => 'int'
6743     }
6744     ],
6745     [
6746     'resist_death',
6747     {
6748     name => 'resist death-attack %',
6749     type => 'int'
6750     }
6751     ],
6752     [
6753     'resist_chaos',
6754     {
6755     name => 'resist chaos %',
6756     type => 'int'
6757     }
6758     ],
6759     [
6760     'resist_blind',
6761     {
6762     name => 'resist blinding %',
6763     type => 'int'
6764     }
6765     ],
6766     [
6767     'resist_holyword',
6768     {
6769     name => 'resist holy power %',
6770     type => 'int'
6771     }
6772     ],
6773     [
6774     'resist_godpower',
6775     {
6776     name => 'resist godpower %',
6777     type => 'int'
6778     }
6779     ]
6780     ]
6781 root 1.4 ]
6782     ],
6783 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.'
6784     },
6785     Weapon => {
6786 root 1.7 attr => [
6787     [
6788     'attacktype',
6789     {
6790     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.',
6791     name => 'attacktype',
6792     type => 'bitmask',
6793     value => $BITMASK{attacktype}
6794     }
6795     ],
6796     [
6797     'weapontype',
6798     {
6799     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.',
6800     name => 'weapontype',
6801     type => 'list',
6802     value => $LIST{weapon_type}
6803     }
6804     ],
6805     [
6806     'skill',
6807     {
6808     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6809     name => 'skill name',
6810     type => 'string'
6811     }
6812     ],
6813     [
6814     'dam',
6815     {
6816     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.',
6817     name => 'damage',
6818     type => 'int'
6819     }
6820     ],
6821     [
6822     'slaying',
6823     {
6824     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.',
6825     name => 'slaying race',
6826     type => 'string'
6827     }
6828     ],
6829     [
6830     'last_sp',
6831     {
6832     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.',
6833     name => 'weapon speed',
6834     type => 'int'
6835     }
6836     ],
6837     [
6838     'wc',
6839     {
6840     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.',
6841     name => 'weapon class',
6842     type => 'int'
6843     }
6844     ],
6845     [
6846     'magic',
6847     {
6848     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.',
6849     name => 'magic bonus',
6850     type => 'int'
6851     }
6852     ],
6853     [
6854     'item_power',
6855     {
6856     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>.',
6857     name => 'item power',
6858     type => 'int'
6859     }
6860     ],
6861     [
6862     'damned',
6863     {
6864     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6865     name => 'damnation',
6866     type => 'bool'
6867     }
6868     ],
6869     [
6870     'cursed',
6871     {
6872     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6873     name => 'curse',
6874     type => 'bool'
6875     }
6876     ],
6877     [
6878     'lifesave',
6879     {
6880 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!',
6881 root 1.7 name => 'save life',
6882     type => 'bool'
6883     }
6884     ],
6885     [
6886     'unique',
6887     {
6888     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6889     name => 'unique item',
6890     type => 'bool'
6891     }
6892     ],
6893     [
6894     'startequip',
6895     {
6896     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6897     name => 'godgiven item',
6898     type => 'bool'
6899     }
6900     ],
6901     [
6902     'msg',
6903     {
6904     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6905     end => 'endmsg',
6906     name => 'description',
6907     type => 'text'
6908     }
6909     ]
6910     ],
6911 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.',
6912 root 1.5 name => 'Weapon',
6913 root 1.4 section => [
6914     [
6915     'resistance',
6916 root 1.7 [
6917     [
6918     'resist_physical',
6919     {
6920     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.',
6921     name => 'resist physical %',
6922     type => 'int'
6923     }
6924     ],
6925     [
6926     'resist_magic',
6927     {
6928     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.',
6929     name => 'resist magic %',
6930     type => 'int'
6931     }
6932     ],
6933     [
6934     'resist_fire',
6935     {
6936     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.',
6937     name => 'resist fire %',
6938     type => 'int'
6939     }
6940     ],
6941     [
6942     'resist_electricity',
6943     {
6944     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.',
6945     name => 'resist electricity %',
6946     type => 'int'
6947     }
6948     ],
6949     [
6950     'resist_cold',
6951     {
6952     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.',
6953     name => 'resist cold %',
6954     type => 'int'
6955     }
6956     ],
6957     [
6958     'resist_confusion',
6959     {
6960     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).',
6961     name => 'resist confusion %',
6962     type => 'int'
6963     }
6964     ],
6965     [
6966     'resist_acid',
6967     {
6968     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.',
6969     name => 'resist acid %',
6970     type => 'int'
6971     }
6972     ],
6973     [
6974     'resist_drain',
6975     {
6976     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).',
6977     name => 'resist draining %',
6978     type => 'int'
6979     }
6980     ],
6981     [
6982     'resist_weaponmagic',
6983     {
6984     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.',
6985     name => 'resist weaponmagic %',
6986     type => 'int'
6987     }
6988     ],
6989     [
6990     'resist_ghosthit',
6991     {
6992     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.',
6993     name => 'resist ghosthit %',
6994     type => 'int'
6995     }
6996     ],
6997     [
6998     'resist_poison',
6999     {
7000     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.',
7001     name => 'resist poison %',
7002     type => 'int'
7003     }
7004     ],
7005     [
7006     'resist_slow',
7007     {
7008     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.',
7009     name => 'resist slow %',
7010     type => 'int'
7011     }
7012     ],
7013     [
7014     'resist_paralyze',
7015     {
7016     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).',
7017     name => 'resist paralyze %',
7018     type => 'int'
7019     }
7020     ],
7021     [
7022     'resist_fear',
7023     {
7024     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.',
7025     name => 'resist fear %',
7026     type => 'int'
7027     }
7028     ],
7029     [
7030     'resist_deplete',
7031     {
7032     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).',
7033     name => 'resist depletion %',
7034     type => 'int'
7035     }
7036     ],
7037     [
7038     'resist_death',
7039     {
7040     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!',
7041     name => 'resist death-attack %',
7042     type => 'int'
7043     }
7044     ],
7045     [
7046     'resist_chaos',
7047     {
7048     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.',
7049     name => 'resist chaos %',
7050     type => 'int'
7051     }
7052     ],
7053     [
7054     'resist_blind',
7055     {
7056     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.',
7057     name => 'resist blinding %',
7058     type => 'int'
7059     }
7060     ],
7061     [
7062     'resist_holyword',
7063     {
7064     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.',
7065     name => 'resist holy power %',
7066     type => 'int'
7067     }
7068     ]
7069     ]
7070 root 1.4 ],
7071     [
7072     'stats',
7073 root 1.7 [
7074     [
7075     'Str',
7076     {
7077     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7078     name => 'strength',
7079     type => 'int'
7080     }
7081     ],
7082     [
7083     'Dex',
7084     {
7085     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7086     name => 'dexterity',
7087     type => 'int'
7088     }
7089     ],
7090     [
7091     'Con',
7092     {
7093     desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7094     name => 'constitution',
7095     type => 'int'
7096     }
7097     ],
7098     [
7099     'Int',
7100     {
7101     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7102     name => 'intelligence',
7103     type => 'int'
7104     }
7105     ],
7106     [
7107     'Pow',
7108     {
7109     desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7110     name => 'power',
7111     type => 'int'
7112     }
7113     ],
7114     [
7115     'Wis',
7116     {
7117     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7118     name => 'wisdom',
7119     type => 'int'
7120     }
7121     ],
7122     [
7123     'Cha',
7124     {
7125     desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7126     name => 'charisma',
7127     type => 'int'
7128     }
7129     ]
7130     ]
7131 root 1.4 ],
7132     [
7133     'misc',
7134 root 1.7 [
7135     [
7136     'luck',
7137     {
7138     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.',
7139     name => 'luck bonus',
7140     type => 'int'
7141     }
7142     ],
7143     [
7144     'hp',
7145     {
7146     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7147     name => 'health regen.',
7148     type => 'int'
7149     }
7150     ],
7151     [
7152     'sp',
7153     {
7154     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7155     name => 'mana regen.',
7156     type => 'int'
7157     }
7158     ],
7159     [
7160     'grace',
7161     {
7162     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!!',
7163     name => 'grace regen.',
7164     type => 'int'
7165     }
7166     ],
7167     [
7168     'food',
7169     {
7170     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.',
7171     name => 'food bonus',
7172     type => 'int'
7173     }
7174     ],
7175     [
7176     'xrays',
7177     {
7178 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.',
7179 root 1.7 name => 'xray vision',
7180     type => 'bool'
7181     }
7182     ],
7183     [
7184     'stealth',
7185     {
7186     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)',
7187     name => 'stealth',
7188     type => 'bool'
7189     }
7190     ],
7191     [
7192     'reflect_spell',
7193     {
7194     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!',
7195     name => 'reflect spells',
7196     type => 'bool'
7197     }
7198     ],
7199     [
7200     'reflect_missile',
7201     {
7202     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.',
7203     name => 'reflect missiles',
7204     type => 'bool'
7205     }
7206     ],
7207     [
7208     'path_attuned',
7209     {
7210     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7211     name => 'attuned paths',
7212     type => 'bitmask',
7213     value => $BITMASK{spellpath}
7214     }
7215     ],
7216     [
7217     'path_repelled',
7218     {
7219     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7220     name => 'repelled paths',
7221     type => 'bitmask',
7222     value => $BITMASK{spellpath}
7223     }
7224     ],
7225     [
7226     'path_denied',
7227     {
7228     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7229     name => 'denied paths',
7230     type => 'bitmask',
7231     value => $BITMASK{spellpath}
7232     }
7233     ]
7234     ]
7235 root 1.4 ]
7236     ],
7237 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.'
7238 root 1.1 }
7239     );
7240    
7241 root 1.3 our @ATTR0 = (
7242     $TYPE{Floor},
7243     $TYPE{'Monster & NPC'},
7244     $TYPE{Wall},
7245     $TYPE{'Weak Wall'}
7246     );
7247    
7248     our %ATTR = (
7249     3 => $TYPE{Rod},
7250     4 => $TYPE{Treasure},
7251     5 => $TYPE{Potion},
7252     6 => $TYPE{Food},
7253     7 => $TYPE{'Poison Food'},
7254     8 => $TYPE{Book},
7255     9 => $TYPE{Clock},
7256     13 => $TYPE{Projectile},
7257     14 => $TYPE{'Shooting Weapon'},
7258     15 => $TYPE{Weapon},
7259     16 => $TYPE{'Brestplate Armour'},
7260     17 => $TYPE{Pedestal},
7261     18 => $TYPE{Altar},
7262     20 => $TYPE{'Locked Door'},
7263     21 => $TYPE{'Special Key'},
7264 root 1.9 23 => $TYPE{Door},
7265     24 => $TYPE{Key},
7266 root 1.8 26 => $TYPE{'Timed Gate'},
7267 root 1.3 27 => $TYPE{'Handle Trigger'},
7268 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7269 root 1.3 29 => $TYPE{'Magic Ear'},
7270 root 1.9 30 => $TYPE{'Button Trigger'},
7271 root 1.3 31 => $TYPE{'Altar Trigger'},
7272     33 => $TYPE{Shield},
7273     34 => $TYPE{Helmet},
7274     35 => $TYPE{Horn},
7275     36 => $TYPE{Money},
7276 root 1.9 37 => $TYPE{'Class Changer'},
7277 root 1.3 39 => $TYPE{Amulet},
7278     40 => $TYPE{Mover},
7279     41 => $TYPE{Teleporter},
7280     42 => $TYPE{Creator},
7281     43 => $TYPE{Skill},
7282     51 => $TYPE{Detector},
7283     52 => $TYPE{'Trigger Marker'},
7284     55 => $TYPE{Marker},
7285     56 => $TYPE{'Holy Altar'},
7286     58 => $TYPE{Battleground},
7287     60 => $TYPE{Jewel},
7288     62 => $TYPE{'Magic Wall'},
7289     64 => $TYPE{'Inventory Checker'},
7290     65 => $TYPE{'Mood Floor'},
7291     66 => $TYPE{Exit},
7292     67 => $TYPE{'Floor (Encounter)'},
7293     68 => $TYPE{'Shop Floor'},
7294     69 => $TYPE{'Shop Mat'},
7295     70 => $TYPE{Ring},
7296     72 => $TYPE{Flesh},
7297     73 => $TYPE{Inorganic},
7298     83 => $TYPE{Duplicator},
7299     85 => $TYPE{Spellbook},
7300     87 => $TYPE{Cloak},
7301     88 => $TYPE{'Hazard Floor'},
7302     90 => $TYPE{Spinner},
7303     91 => $TYPE{Gate},
7304     92 => $TYPE{Button},
7305     93 => $TYPE{Handle},
7306     94 => $TYPE{Pit},
7307     95 => $TYPE{Trapdoor},
7308     98 => $TYPE{'Sign & MagicMouth'},
7309     99 => $TYPE{Boots},
7310     100 => $TYPE{Gloves},
7311     101 => $TYPE{Spell},
7312     103 => $TYPE{Converter},
7313     104 => $TYPE{Bracers},
7314     106 => $TYPE{Savebed},
7315     109 => $TYPE{'Wand & Staff'},
7316     110 => $TYPE{Ability},
7317     111 => $TYPE{Scroll},
7318     112 => $TYPE{Director},
7319     113 => $TYPE{Girdle},
7320 root 1.10 116 => $TYPE{'Event Connector'},
7321 root 1.3 122 => $TYPE{Container},
7322     130 => $TYPE{'Skill Scroll'},
7323     138 => $TYPE{Swamp},
7324     154 => $TYPE{Rune},
7325     155 => $TYPE{Trap},
7326     156 => $TYPE{'Power Crystal'},
7327 root 1.8 158 => $TYPE{Disease},
7328     163 => $TYPE{'Item Transformer'}
7329 root 1.1 );
7330    
7331 root 1.3 our %TYPENAME = (
7332     0 => '*NONE*',
7333     1 => 'PLAYER',
7334 root 1.9 2 => 'TRANSPORT',
7335 root 1.3 3 => 'ROD',
7336     4 => 'TREASURE',
7337     5 => 'POTION',
7338     6 => 'FOOD',
7339     7 => 'POISON',
7340     8 => 'BOOK',
7341     9 => 'CLOCK',
7342     12 => 'LIGHTNING',
7343     13 => 'ARROW',
7344     14 => 'BOW',
7345     15 => 'WEAPON',
7346     16 => 'ARMOUR',
7347     17 => 'PEDESTAL',
7348     18 => 'ALTAR',
7349     20 => 'LOCKED_DOOR',
7350     21 => 'SPECIAL_KEY',
7351     22 => 'MAP',
7352     23 => 'DOOR',
7353     24 => 'KEY',
7354     26 => 'TIMED_GATE',
7355     27 => 'TRIGGER',
7356     28 => 'GRIMREAPER',
7357     29 => 'MAGIC_EAR',
7358     30 => 'TRIGGER_BUTTON',
7359     31 => 'TRIGGER_ALTAR',
7360     32 => 'TRIGGER_PEDESTAL',
7361     33 => 'SHIELD',
7362     34 => 'HELMET',
7363     35 => 'HORN',
7364     36 => 'MONEY',
7365     37 => 'CLASS',
7366     38 => 'GRAVESTONE',
7367     39 => 'AMULET',
7368     40 => 'PLAYERMOVER',
7369     41 => 'TELEPORTER',
7370     42 => 'CREATOR',
7371     43 => 'SKILL',
7372     44 => 'EXPERIENCE',
7373     45 => 'EARTHWALL',
7374     46 => 'GOLEM',
7375     48 => 'THROWN_OBJ',
7376     49 => 'BLINDNESS',
7377     50 => 'GOD',
7378     51 => 'DETECTOR',
7379     52 => 'TRIGGER_MARKER',
7380     53 => 'DEAD_OBJECT',
7381     54 => 'DRINK',
7382     55 => 'MARKER',
7383     56 => 'HOLY_ALTAR',
7384     57 => 'PLAYER_CHANGER',
7385     58 => 'BATTLEGROUND',
7386     59 => 'PEACEMAKER',
7387     60 => 'GEM',
7388     62 => 'FIREWALL',
7389     63 => 'ANVIL',
7390     64 => 'CHECK_INV',
7391     65 => 'MOOD_FLOOR',
7392     66 => 'EXIT',
7393     67 => 'ENCOUNTER',
7394     68 => 'SHOP_FLOOR',
7395     69 => 'SHOP_MAT',
7396     70 => 'RING',
7397     71 => 'FLOOR',
7398     72 => 'FLESH',
7399     73 => 'INORGANIC',
7400     74 => 'SKILL_TOOL',
7401     75 => 'LIGHTER',
7402     76 => 'TRAP_PART',
7403     77 => 'WALL',
7404     78 => 'LIGHT_SOURCE',
7405     79 => 'MISC_OBJECT',
7406     80 => 'MONSTER',
7407     81 => 'SPAWN_GENERATOR',
7408     82 => 'LAMP',
7409     83 => 'DUPLICATOR',
7410     84 => 'TOOL',
7411     85 => 'SPELLBOOK',
7412     86 => 'BUILDFAC',
7413     87 => 'CLOAK',
7414     90 => 'SPINNER',
7415     91 => 'GATE',
7416     92 => 'BUTTON',
7417     93 => 'CF_HANDLE',
7418     94 => 'HOLE',
7419     95 => 'TRAPDOOR',
7420     98 => 'SIGN',
7421     99 => 'BOOTS',
7422     100 => 'GLOVES',
7423     101 => 'SPELL',
7424     102 => 'SPELL_EFFECT',
7425     103 => 'CONVERTER',
7426     104 => 'BRACERS',
7427     105 => 'POISONING',
7428     106 => 'SAVEBED',
7429     107 => 'POISONCLOUD',
7430     108 => 'FIREHOLES',
7431     109 => 'WAND',
7432     111 => 'SCROLL',
7433     112 => 'DIRECTOR',
7434     113 => 'GIRDLE',
7435     114 => 'FORCE',
7436     115 => 'POTION_EFFECT',
7437 root 1.11 116 => 'EVENT_CONNECTOR',
7438 root 1.3 121 => 'CLOSE_CON',
7439     122 => 'CONTAINER',
7440     123 => 'ARMOUR_IMPROVER',
7441     124 => 'WEAPON_IMPROVER',
7442     130 => 'SKILLSCROLL',
7443     138 => 'DEEP_SWAMP',
7444     139 => 'IDENTIFY_ALTAR',
7445     150 => 'MENU',
7446     154 => 'RUNE',
7447     155 => 'TRAP',
7448     156 => 'POWER_CRYSTAL',
7449     157 => 'CORPSE',
7450     158 => 'DISEASE',
7451     159 => 'SYMPTOM',
7452     160 => 'BUILDER',
7453 root 1.9 161 => 'MATERIAL',
7454     162 => 'GPS',
7455     163 => 'ITEM_TRANSFORMER',
7456     164 => 'QUEST'
7457 root 1.1 );
7458    
7459     our %SPELL = (
7460 root 1.3 0 => 'magic bullet',
7461     1 => 'small fireball',
7462     2 => 'medium fireball',
7463     3 => 'large fireball',
7464     4 => 'burning hands',
7465     5 => 'small lightning',
7466     6 => 'large lightning',
7467     7 => 'magic missile',
7468     8 => 'create bomb',
7469     9 => 'summon golem',
7470     10 => 'summon fire elemental',
7471     11 => 'summon earth elemental',
7472     12 => 'summon water elemental',
7473     13 => 'summon air elemental',
7474     14 => 'dimension door',
7475     15 => 'create earth wall',
7476     16 => 'paralyze',
7477     17 => 'icestorm',
7478     18 => 'magic mapping',
7479     19 => 'turn undead',
7480     20 => 'fear',
7481     21 => 'poison cloud',
7482     22 => 'wonder',
7483     23 => 'destruction',
7484     24 => 'perceive self',
7485     25 => 'word of recall',
7486     26 => 'invisible',
7487     27 => 'invisible to undead',
7488     28 => 'probe',
7489     29 => 'large bullet',
7490     30 => 'improved invisibility',
7491     31 => 'holy word',
7492     32 => 'minor healing',
7493     33 => 'medium healing',
7494     34 => 'major healing',
7495     35 => 'heal',
7496     36 => 'create food',
7497     37 => 'earth to dust',
7498     38 => 'armour',
7499     39 => 'strength',
7500     40 => 'dexterity',
7501     41 => 'constitution',
7502     42 => 'charisma',
7503     43 => 'create fire wall',
7504     44 => 'create frost wall',
7505     45 => 'protection from cold',
7506     46 => 'protection from electricity',
7507     47 => 'protection from fire',
7508     48 => 'protection from poison',
7509     49 => 'protection from slow',
7510     50 => 'protection from paralysis',
7511     51 => 'protection from draining',
7512     52 => 'protection from magic',
7513     53 => 'protection from attack',
7514     54 => 'levitate',
7515     55 => 'small speedball',
7516     56 => 'large speedball',
7517     57 => 'hellfire',
7518     58 => 'dragonbreath',
7519     59 => 'large icestorm',
7520     60 => 'charging',
7521     61 => 'polymorph',
7522     62 => 'cancellation',
7523     63 => 'confusion',
7524     64 => 'mass confusion',
7525     65 => 'summon pet monster',
7526     66 => 'slow',
7527     67 => 'regenerate spellpoints',
7528     68 => 'cure poison',
7529     69 => 'protection from confusion',
7530     70 => 'protection from cancellation',
7531     71 => 'protection from depletion',
7532     72 => 'alchemy',
7533     73 => 'remove curse',
7534     74 => 'remove damnation',
7535     75 => 'identify',
7536     76 => 'detect magic',
7537     77 => 'detect monster',
7538     78 => 'detect evil',
7539     79 => 'detect curse',
7540     80 => 'heroism',
7541     81 => 'aggravation',
7542     82 => 'firebolt',
7543     83 => 'frostbolt',
7544     84 => 'shockwave',
7545     85 => 'color spray',
7546     86 => 'haste',
7547     87 => 'face of death',
7548     88 => 'ball lightning',
7549     89 => 'meteor swarm',
7550     90 => 'comet',
7551     91 => 'mystic fist',
7552     92 => 'raise dead',
7553     93 => 'resurrection',
7554     94 => 'reincarnation',
7555     95 => 'immunity to cold',
7556     96 => 'immunity to electricity',
7557     97 => 'immunity to fire',
7558     98 => 'immunity to poison',
7559     99 => 'immunity to slow',
7560     100 => 'immunity to paralysis',
7561     101 => 'immunity to draining',
7562     102 => 'immunity to magic',
7563     103 => 'immunity to attack',
7564     104 => 'invulnerability',
7565     105 => 'defense',
7566     106 => 'rune of fire',
7567     107 => 'rune of frost',
7568     108 => 'rune of shocking',
7569     109 => 'rune of blasting',
7570     110 => 'rune of death',
7571     111 => 'marking rune',
7572     112 => 'build director',
7573     113 => 'create pool of chaos',
7574     114 => 'build bullet wall',
7575     115 => 'build lightning wall',
7576     116 => 'build fireball wall',
7577     117 => 'magic rune',
7578     118 => 'rune of magic drain',
7579     119 => 'antimagic rune',
7580     120 => 'rune of transferrence',
7581     121 => 'transferrence',
7582     122 => 'magic drain',
7583     123 => 'counterspell',
7584     124 => 'disarm',
7585     125 => 'cure confusion',
7586     126 => 'restoration',
7587     127 => 'summon evil monster',
7588     128 => 'counterwall',
7589     129 => 'cause light wounds',
7590     130 => 'cause medium wounds',
7591     131 => 'cause serious wounds',
7592     132 => 'charm monsters',
7593     133 => 'banishment',
7594     134 => 'create missile',
7595     135 => 'show invisible',
7596     136 => 'xray',
7597     137 => 'pacify',
7598     138 => 'summon fog',
7599     139 => 'steambolt',
7600     140 => 'command undead',
7601     141 => 'holy orb',
7602     142 => 'summon avatar',
7603     143 => 'holy possession',
7604     144 => 'bless',
7605     145 => 'curse',
7606     146 => 'regeneration',
7607     147 => 'consecrate',
7608     148 => 'summon cult monsters',
7609     149 => 'cause critical wounds',
7610     150 => 'holy wrath',
7611     151 => 'retributive strike',
7612     152 => 'finger of death',
7613     153 => 'insect plague',
7614     154 => 'call holy servant',
7615     155 => 'wall of thorns',
7616     156 => 'staff to snake',
7617     157 => 'light',
7618     158 => 'darkness',
7619     159 => 'nightfall',
7620     160 => 'daylight',
7621     161 => 'sunspear',
7622     162 => 'faery fire',
7623     163 => 'cure blindness',
7624     164 => 'dark vision',
7625     165 => 'bullet swarm',
7626     166 => 'bullet storm',
7627     167 => 'cause many wounds',
7628     168 => 'small snowstorm',
7629     169 => 'medium snowstorm',
7630     170 => 'large snowstorm',
7631     171 => 'cure disease',
7632     172 => 'cause red death',
7633     173 => 'cause flu',
7634     174 => 'cause black death',
7635     175 => 'cause leprosy',
7636     176 => 'cause smallpox',
7637     177 => 'cause white death',
7638     178 => 'cause anthrax',
7639     179 => 'cause typhoid',
7640     180 => 'mana blast',
7641     181 => 'small manaball',
7642     182 => 'medium manaball',
7643     183 => 'large manaball',
7644     184 => 'mana bolt',
7645     185 => 'dancing sword',
7646     186 => 'animate weapon',
7647     187 => 'cause cold',
7648     188 => 'divine shock',
7649     189 => 'windstorm',
7650     190 => 'sanctuary',
7651     191 => 'peace',
7652     192 => 'spiderweb',
7653     193 => 'conflict',
7654     194 => 'rage',
7655     195 => 'forked lightning',
7656     196 => 'poison fog',
7657     197 => 'flaming aura',
7658     198 => 'vitriol',
7659     199 => 'vitriol splash',
7660     200 => 'ironwood skin',
7661     201 => 'wrathful eye',
7662     202 => 'town portal',
7663     203 => 'missile swarm',
7664     204 => 'cause rabies',
7665     205 => 'glyph'
7666 root 1.1 );
7667    
7668    
7669     =head1 AUTHOR
7670    
7671     Marc Lehmann <schmorp.de>
7672     http://home.schmorp.de/
7673    
7674     The source files are part of the CFJavaEditor.
7675    
7676     =cut
7677    
7678     1