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Revision: 1.18
Committed: Sun Mar 26 08:21:36 2006 UTC (18 years, 2 months ago) by root
Branch: MAIN
Changes since 1.17: +1 -1 lines
Log Message:
some more fixes to types.xml

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 root 1.16 4 => 'Boat',
69     16 => 'Other'
70 root 1.14 },
71 root 1.3 pick_up => {
72     0 => 'Nothing',
73     1 => 'Wealth',
74     2 => 'Food',
75     3 => 'Weapons',
76     4 => 'Armour',
77     5 => 'Inverse',
78     6 => 'All'
79     },
80     spellpath => {
81     0 => 'Protection',
82     1 => 'Fire',
83     2 => 'Frost',
84     3 => 'Electricity',
85     4 => 'Missiles',
86     5 => 'Self',
87     6 => 'Summoning',
88     7 => 'Abjuration',
89     8 => 'Restoration',
90     9 => 'Detonation',
91     10 => 'Mind',
92     11 => 'Creation',
93     12 => 'Teleportation',
94     13 => 'Information',
95     14 => 'Transmutation',
96     15 => 'Transferrence',
97     16 => 'Turning',
98     17 => 'Wounding',
99     18 => 'Death',
100     19 => 'Light'
101     },
102     will_apply => {
103     0 => 'Apply Handles',
104     1 => 'Open Chests',
105     2 => 'Break Walls',
106     3 => 'Open Doors'
107     }
108     );
109    
110     our %LIST = (
111 root 1.15 attack_movement_bits_0_3 => {
112     0 => 'default',
113     1 => 'attack from distance',
114     2 => 'run away',
115     3 => 'hit and run',
116     4 => 'wait, then hit, then move',
117     5 => 'rush blindly',
118     6 => 'always run',
119     7 => 'attack from distance if hit',
120     8 => 'do not approach'
121     },
122     attack_movement_bits_4_7 => {
123     0 => 'none',
124     16 => 'pet',
125     32 => 'small circle',
126     48 => 'large circle',
127     64 => 'small horizontal',
128     80 => 'large horizontal',
129     96 => 'random direction',
130     112 => 'random movement',
131     128 => 'small vertical',
132     144 => 'large vertical'
133     },
134 root 1.3 direction => {
135     0 => '<none>',
136     1 => 'north',
137     2 => 'northeast',
138     3 => 'east',
139     4 => 'southeast',
140     5 => 'south',
141     6 => 'southwest',
142     7 => 'west',
143     8 => 'northwest'
144     },
145 root 1.10 event_type => {
146     0 => 'none',
147     1 => 'apply',
148     2 => 'attack',
149     3 => 'death',
150     4 => 'drop',
151     5 => 'pickup',
152     6 => 'say',
153     7 => 'stop',
154     8 => 'time',
155     9 => 'throw',
156     10 => 'trigger',
157     11 => 'close',
158     12 => 'timer',
159     28 => 'move'
160     },
161 root 1.3 mood => {
162     0 => 'furious',
163     1 => 'angry',
164     2 => 'calm',
165     3 => 'sleep',
166     4 => 'charm'
167 root 1.1 },
168 root 1.3 potion_effect => {
169     0 => '<none>',
170     65536 => 'life restoration',
171     1048576 => 'improvement'
172 root 1.1 },
173 root 1.3 skill_type => {
174     1 => 'lockpicking',
175     2 => 'hiding',
176     3 => 'smithery',
177     4 => 'bowyer',
178     5 => 'jeweler',
179     6 => 'alchemy',
180     7 => 'stealing',
181     8 => 'literacy',
182     9 => 'bargaining',
183     10 => 'jumping',
184     11 => 'detect magic',
185     12 => 'oratory',
186     13 => 'singing',
187     14 => 'detect curse',
188     15 => 'find traps',
189     16 => 'mediatation',
190     17 => 'punching',
191     18 => 'flame touch',
192     19 => 'karate',
193     20 => 'climbing',
194     21 => 'woodsman',
195     22 => 'inscription',
196     23 => 'one handed weapons',
197     24 => 'missile weapons',
198     25 => 'throwing',
199     26 => 'use magic item',
200     27 => 'disarm traps',
201     28 => 'set traps',
202     29 => 'thaumaturgy',
203     30 => 'praying',
204     31 => 'clawing',
205     32 => 'levitation',
206     33 => 'summoning',
207     34 => 'pyromancy',
208     35 => 'evocation',
209     36 => 'sorcery',
210     37 => 'two handed weapons'
211 root 1.1 },
212 root 1.3 spell_type => {
213     1 => 'raise dead',
214     2 => 'rune',
215     3 => 'make mark',
216     4 => 'bolt',
217     5 => 'bullet',
218     6 => 'explosion',
219     7 => 'cone',
220     8 => 'bomb',
221     9 => 'wonder',
222     10 => 'smite',
223     11 => 'magic missile',
224     12 => 'summon golem',
225     13 => 'dimension door',
226     14 => 'magic mapping',
227     15 => 'magic wall',
228     16 => 'destruction',
229     17 => 'perceive self',
230     18 => 'word of recall',
231     19 => 'invisible',
232     20 => 'probe',
233     21 => 'healing',
234     22 => 'create food',
235     23 => 'earth to dust',
236     24 => 'change ability',
237     25 => 'bless',
238     26 => 'curse',
239     27 => 'summon monster',
240     28 => 'recharge',
241     29 => 'polymorph',
242     30 => 'alchemy',
243     31 => 'remove curse',
244     32 => 'identify',
245     33 => 'detection',
246     34 => 'mood change',
247     35 => 'moving ball',
248     36 => 'swarm',
249     37 => 'charge mana',
250     38 => 'dispel rune',
251     39 => 'create missile',
252     40 => 'consecrate',
253     41 => 'animate weapon',
254     42 => 'light',
255     43 => 'change map light',
256     44 => 'faery fire',
257     45 => 'disease',
258     46 => 'aura',
259     47 => 'town portal'
260 root 1.1 },
261 root 1.3 weapon_type => {
262     0 => '<unknown>',
263     1 => 'sword',
264     2 => 'arrows',
265     3 => 'axe',
266     4 => 'katana',
267     5 => 'knife, dagger',
268     6 => 'whip, chain',
269     7 => 'hammer, flail',
270     8 => 'club, stick'
271     }
272     );
273    
274     our %IGNORE_LIST = (
275     non_pickable => [
276     'value',
277     'nrof',
278     'weight',
279     'name_pl',
280     'material',
281     'no_pick',
282     'unpaid',
283     'title',
284     'identified'
285     ],
286     system_object => [
287     'value',
288     'nrof',
289     'weight',
290     'name_pl',
291     'material',
292     'no_pick',
293     'unpaid',
294     'title',
295     'glow_radius',
296     'identified',
297     'blocksview',
298     'invisible'
299     ]
300     );
301    
302     our %DEFAULT_ATTR = (
303 root 1.7 attr => [
304     [
305     'name',
306     {
307     desc => 'This is the name of the object, displayed to the player.',
308     name => 'name',
309     type => 'string'
310     }
311     ],
312     [
313     'name_pl',
314     {
315     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.',
316     name => 'plural name',
317     type => 'string'
318     }
319     ],
320     [
321     'title',
322     {
323 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.',
324 root 1.7 name => 'title',
325     type => 'string'
326     }
327     ],
328     [
329     'face',
330     {
331     desc => 'The image-name defines what image is displayed for this object in-game.',
332     name => 'image',
333     type => 'string'
334     }
335     ],
336     [
337     'nrof',
338     {
339     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.',
340     name => 'number',
341     type => 'int'
342     }
343     ],
344     [
345     'weight',
346     {
347 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 ;) ).',
348 root 1.7 name => 'weight',
349     type => 'int'
350     }
351     ],
352     [
353     'value',
354     {
355 root 1.18 desc => 'Determines the value of the object, in units of silver coins (one platinum coin == 50 silver coins). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable.',
356 root 1.7 name => 'value',
357     type => 'int'
358     }
359     ],
360     [
361     'glow_radius',
362     {
363 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.',
364 root 1.7 name => 'glow radius',
365     type => 'int'
366     }
367     ],
368     [
369     'material',
370     {
371     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.',
372     name => 'material',
373     type => 'bitmask',
374     value => $BITMASK{material}
375     }
376     ],
377     [
378     'no_pick',
379     {
380     desc => 'If set, the object cannot be picked up (Neither by players nor monsters).',
381     name => 'non-pickable',
382     type => 'bool'
383     }
384     ],
385     [
386     'invisible',
387     {
388     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.',
389     name => 'invisible',
390     type => 'bool'
391     }
392     ],
393     [
394     'blocksview',
395     {
396     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.',
397     name => 'block view',
398     type => 'bool'
399     }
400     ],
401     [
402     'identified',
403     {
404     desc => 'If an item is identified, the player has full knowledge about it.',
405     name => 'identified',
406     type => 'bool'
407     }
408     ],
409     [
410     'unpaid',
411     {
412     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.',
413     name => 'unpaid',
414     type => 'bool'
415     }
416     ]
417     ]
418 root 1.3 );
419    
420     our %TYPE = (
421     Ability => {
422 root 1.7 attr => [
423     [
424     'invisible',
425     {
426     type => 'fixed',
427     value => 1
428     }
429     ],
430     [
431     'no_drop',
432     {
433     type => 'fixed',
434     value => 1
435     }
436     ],
437     [
438     'sp',
439     {
440     desc => 'The monster will use the specified <short range spell> when the player is within 6-square radius (of the monster\'s head).',
441     name => 'short range spell',
442     type => 'spell'
443     }
444     ],
445     [
446     'hp',
447     {
448     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.',
449     name => 'long range spell',
450     type => 'nz_spell'
451     }
452     ],
453     [
454     'maxsp',
455     {
456     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".',
457     name => 'importance',
458     type => 'int'
459     }
460     ],
461     [
462     'attacktype',
463     {
464 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.',
465 root 1.7 name => 'is magical',
466     type => 'bool',
467     value => [
468     0,
469     2
470     ]
471     }
472     ]
473     ],
474 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;.',
475     ignore => [
476     $IGNORE_LIST{system_object}
477     ],
478 root 1.5 name => 'Ability',
479 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?'
480     },
481     Altar => {
482 root 1.7 attr => [
483     [
484     'no_pick',
485     {
486     type => 'fixed',
487     value => 1
488     }
489     ],
490     [
491 root 1.14 'move_on',
492 root 1.7 {
493 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
494     name => 'movement type',
495     type => 'bitmask',
496     value => $BITMASK{movement_type}
497 root 1.7 }
498     ],
499     [
500     'slaying',
501     {
502     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")',
503     name => 'match item name',
504     type => 'string'
505     }
506     ],
507     [
508     'food',
509     {
510     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.',
511     name => 'drop amount',
512     type => 'int'
513     }
514     ],
515     [
516     'connected',
517     {
518     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
519     name => 'connection',
520     type => 'int'
521     }
522     ],
523     [
524     'sp',
525     {
526 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.',
527 root 1.7 name => 'spell',
528     type => 'spell'
529     }
530     ],
531     [
532     'msg',
533     {
534     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
535     end => 'endmsg',
536     name => 'message',
537     type => 'text'
538     }
539     ]
540     ],
541 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.',
542 root 1.3 ignore => [
543     $IGNORE_LIST{non_pickable}
544 root 1.5 ],
545     name => 'Altar'
546 root 1.3 },
547     'Altar Trigger' => {
548 root 1.7 attr => [
549     [
550     'no_pick',
551     {
552     type => 'fixed',
553     value => 1
554     }
555     ],
556     [
557     'slaying',
558     {
559     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")',
560     name => 'match item name',
561     type => 'string'
562     }
563     ],
564     [
565     'food',
566     {
567     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.',
568     name => 'drop amount',
569     type => 'int'
570     }
571     ],
572     [
573     'connected',
574     {
575     desc => 'If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once.',
576     name => 'connection',
577     type => 'int'
578     }
579     ],
580     [
581     'sp',
582     {
583 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.',
584 root 1.7 name => 'spell',
585     type => 'spell'
586     }
587     ],
588     [
589     'exp',
590     {
591     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.',
592     name => 'reset time',
593     type => 'int'
594     }
595     ],
596     [
597     'last_sp',
598     {
599     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.',
600     name => 'ignore reset',
601     type => 'bool'
602     }
603     ],
604     [
605 root 1.14 'move_on',
606 root 1.7 {
607 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
608     name => 'movement type',
609     type => 'bitmask',
610     value => $BITMASK{movement_type}
611 root 1.7 }
612     ],
613     [
614     'msg',
615     {
616     desc => 'This text will be displayed to the player in the exact moment when the altar is activated.',
617     end => 'endmsg',
618     name => 'message',
619     type => 'text'
620     }
621     ]
622     ],
623 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.',
624 root 1.3 ignore => [
625     $IGNORE_LIST{non_pickable}
626     ],
627 root 1.5 name => 'Altar Trigger',
628 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. =)'
629     },
630     Amulet => {
631 root 1.7 attr => [
632     [
633     'ac',
634     {
635     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.',
636     name => 'armour class',
637     type => 'int'
638     }
639     ],
640     [
641     'wc',
642     {
643     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.',
644     name => 'weapon class',
645     type => 'int'
646     }
647     ],
648     [
649     'item_power',
650     {
651     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>.',
652     name => 'item power',
653     type => 'int'
654     }
655     ],
656     [
657     'damned',
658     {
659     desc => 'A damned piece of equipment cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
660     name => 'damnation',
661     type => 'bool'
662     }
663     ],
664     [
665     'cursed',
666     {
667     desc => 'A cursed piece of equipment cannot be unwielded unless the curse is removed.',
668     name => 'curse',
669     type => 'bool'
670     }
671     ],
672     [
673     'lifesave',
674     {
675 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!',
676 root 1.7 name => 'save life',
677     type => 'bool'
678     }
679     ],
680     [
681     'unique',
682     {
683     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
684     name => 'unique item',
685     type => 'bool'
686     }
687     ],
688     [
689     'startequip',
690     {
691     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
692     name => 'godgiven item',
693     type => 'bool'
694     }
695     ],
696     [
697     'applied',
698     {
699     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.',
700     name => 'is applied',
701     type => 'bool'
702     }
703     ],
704     [
705     'msg',
706     {
707     desc => 'This text describes the item\'s "story". Every decent artifact should have such a description.',
708     end => 'endmsg',
709     name => 'description',
710     type => 'text'
711     }
712     ]
713     ],
714 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.',
715 root 1.5 name => 'Amulet',
716 root 1.4 section => [
717     [
718     'resistance',
719 root 1.7 [
720     [
721     'resist_physical',
722     {
723     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.',
724     name => 'resist physical %',
725     type => 'int'
726     }
727     ],
728     [
729     'resist_magic',
730     {
731     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.',
732     name => 'resist magic %',
733     type => 'int'
734     }
735     ],
736     [
737     'resist_fire',
738     {
739     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.',
740     name => 'resist fire %',
741     type => 'int'
742     }
743     ],
744     [
745     'resist_electricity',
746     {
747     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.',
748     name => 'resist electricity %',
749     type => 'int'
750     }
751     ],
752     [
753     'resist_cold',
754     {
755     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.',
756     name => 'resist cold %',
757     type => 'int'
758     }
759     ],
760     [
761     'resist_confusion',
762     {
763     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).',
764     name => 'resist confusion %',
765     type => 'int'
766     }
767     ],
768     [
769     'resist_acid',
770     {
771     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.',
772     name => 'resist acid %',
773     type => 'int'
774     }
775     ],
776     [
777     'resist_drain',
778     {
779     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).',
780     name => 'resist draining %',
781     type => 'int'
782     }
783     ],
784     [
785     'resist_weaponmagic',
786     {
787     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.',
788     name => 'resist weaponmagic %',
789     type => 'int'
790     }
791     ],
792     [
793     'resist_ghosthit',
794     {
795     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.',
796     name => 'resist ghosthit %',
797     type => 'int'
798     }
799     ],
800     [
801     'resist_poison',
802     {
803     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.',
804     name => 'resist poison %',
805     type => 'int'
806     }
807     ],
808     [
809     'resist_slow',
810     {
811     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.',
812     name => 'resist slow %',
813     type => 'int'
814     }
815     ],
816     [
817     'resist_paralyze',
818     {
819     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).',
820     name => 'resist paralyze %',
821     type => 'int'
822     }
823     ],
824     [
825     'resist_fear',
826     {
827     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.',
828     name => 'resist fear %',
829     type => 'int'
830     }
831     ],
832     [
833     'resist_deplete',
834     {
835     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).',
836     name => 'resist depletion %',
837     type => 'int'
838     }
839     ],
840     [
841     'resist_death',
842     {
843     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!',
844     name => 'resist death-attack %',
845     type => 'int'
846     }
847     ],
848     [
849     'resist_chaos',
850     {
851     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.',
852     name => 'resist chaos %',
853     type => 'int'
854     }
855     ],
856     [
857     'resist_blind',
858     {
859     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.',
860     name => 'resist blinding %',
861     type => 'int'
862     }
863     ],
864     [
865     'resist_holyword',
866     {
867     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.',
868     name => 'resist holy power %',
869     type => 'int'
870     }
871     ]
872     ]
873     ],
874     [
875     'stats',
876     [
877     [
878     'Str',
879     {
880     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this piece of equipment.',
881     name => 'strength',
882     type => 'int'
883     }
884     ],
885     [
886     'Dex',
887     {
888     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this piece of equipment.',
889     name => 'dexterity',
890     type => 'int'
891     }
892     ],
893     [
894     'Con',
895     {
896     desc => 'The player\'s constitution will rise/fall by the given value while wearing this piece of equipment.',
897     name => 'constitution',
898     type => 'int'
899     }
900     ],
901     [
902     'Int',
903     {
904     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this piece of equipment.',
905     name => 'intelligence',
906     type => 'int'
907     }
908     ],
909     [
910     'Pow',
911     {
912     desc => 'The player\'s power will rise/fall by the given value while wearing this piece of equipment.',
913     name => 'power',
914     type => 'int'
915     }
916     ],
917     [
918     'Wis',
919     {
920     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this piece of equipment.',
921     name => 'wisdom',
922     type => 'int'
923     }
924     ],
925     [
926     'Cha',
927     {
928     desc => 'The player\'s charisma will rise/fall by the given value while wearing this piece of equipment.',
929     name => 'charisma',
930     type => 'int'
931     }
932     ]
933     ]
934     ],
935     [
936     'misc',
937     [
938     [
939     'luck',
940     {
941     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.',
942     name => 'luck bonus',
943     type => 'int'
944     }
945     ],
946     [
947     'hp',
948     {
949     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
950     name => 'health regen.',
951     type => 'int'
952     }
953     ],
954     [
955     'sp',
956     {
957     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
958     name => 'mana regen.',
959     type => 'int'
960     }
961     ],
962     [
963     'grace',
964     {
965     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!!',
966     name => 'grace regen.',
967     type => 'int'
968     }
969     ],
970     [
971     'food',
972     {
973     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.',
974     name => 'food bonus',
975     type => 'int'
976     }
977     ],
978     [
979     'xrays',
980     {
981 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.',
982 root 1.7 name => 'xray vision',
983     type => 'bool'
984     }
985     ],
986     [
987     'stealth',
988     {
989     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)',
990     name => 'stealth',
991     type => 'bool'
992     }
993     ],
994     [
995     'reflect_spell',
996     {
997     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!',
998     name => 'reflect spells',
999     type => 'bool'
1000     }
1001     ],
1002     [
1003     'reflect_missile',
1004     {
1005     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.',
1006     name => 'reflect missiles',
1007     type => 'bool'
1008     }
1009     ],
1010     [
1011 root 1.14 'move_type',
1012 root 1.7 {
1013 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
1014     name => 'movement type',
1015     type => 'bitmask',
1016     value => $BITMASK{movement_type}
1017 root 1.7 }
1018     ],
1019     [
1020     'path_attuned',
1021     {
1022     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this item.',
1023     name => 'attuned paths',
1024     type => 'bitmask',
1025     value => $BITMASK{spellpath}
1026     }
1027     ],
1028     [
1029     'path_repelled',
1030     {
1031     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this item.',
1032     name => 'repelled paths',
1033     type => 'bitmask',
1034     value => $BITMASK{spellpath}
1035     }
1036     ],
1037     [
1038     'path_denied',
1039     {
1040     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this item.',
1041     name => 'denied paths',
1042     type => 'bitmask',
1043     value => $BITMASK{spellpath}
1044     }
1045     ]
1046     ]
1047     ]
1048     ],
1049     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1050     },
1051     Battleground => {
1052     attr => [
1053     [
1054     'no_pick',
1055     {
1056     type => 'fixed',
1057     value => 1
1058     }
1059     ],
1060     [
1061     'is_floor',
1062 root 1.4 {
1063 root 1.7 type => 'fixed',
1064     value => 1
1065 root 1.4 }
1066     ],
1067     [
1068 root 1.7 'hp',
1069 root 1.4 {
1070 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1071     name => 'destination X',
1072     type => 'int'
1073 root 1.4 }
1074     ],
1075     [
1076 root 1.7 'sp',
1077 root 1.4 {
1078 root 1.7 desc => 'The exit destinations define the (x, y)-coordinates where players get teleported after they died on this battleground.',
1079     name => 'destination Y',
1080     type => 'int'
1081 root 1.4 }
1082     ]
1083     ],
1084 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.',
1085     ignore => [
1086     $IGNORE_LIST{non_pickable}
1087     ],
1088 root 1.5 name => 'Battleground',
1089 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.)'
1090     },
1091     Book => {
1092 root 1.7 attr => [
1093     [
1094     'level',
1095     {
1096     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.',
1097     name => 'literacy level',
1098     type => 'int'
1099     }
1100     ],
1101     [
1102     'startequip',
1103     {
1104     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1105     name => 'godgiven item',
1106     type => 'bool'
1107     }
1108     ],
1109     [
1110     'unique',
1111     {
1112     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
1113     name => 'unique item',
1114     type => 'bool'
1115     }
1116     ],
1117     [
1118     'msg',
1119     {
1120     desc => 'This is the text that appears "written" in the book.',
1121     end => 'endmsg',
1122     name => 'book content',
1123     type => 'text'
1124     }
1125 root 1.14 ],
1126     [
1127     'slaying',
1128     {
1129     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)',
1130     name => 'key string',
1131     type => 'string'
1132     }
1133 root 1.7 ]
1134     ],
1135 root 1.5 desc => 'Applying a book, the containing message is displayed to the player.',
1136     name => 'Book'
1137 root 1.1 },
1138 root 1.3 Boots => {
1139 root 1.7 attr => [
1140     [
1141     'exp',
1142     {
1143     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.',
1144     name => 'speed bonus',
1145     type => 'int'
1146     }
1147     ],
1148     [
1149     'magic',
1150     {
1151     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>.',
1152     name => 'magic bonus',
1153     type => 'int'
1154     }
1155     ]
1156     ],
1157 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.',
1158     import => [
1159     $TYPE{Amulet}
1160     ],
1161 root 1.5 name => 'Boots',
1162 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.'
1163     },
1164     Bracers => {
1165 root 1.7 attr => [
1166     [
1167     'magic',
1168     {
1169     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.',
1170     name => 'magic bonus',
1171     type => 'int'
1172     }
1173     ]
1174     ],
1175 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.',
1176     import => [
1177     $TYPE{Amulet}
1178     ],
1179 root 1.5 name => 'Bracers',
1180 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.'
1181     },
1182     'Brestplate Armour' => {
1183 root 1.7 attr => [
1184     [
1185     'last_heal',
1186     {
1187     desc => 'This poses a penalty to spell regeneration speed, for wearing the armour. The bigger the spellpoint penalty, the worse.',
1188     name => 'spellpoint penalty',
1189     type => 'int'
1190     }
1191     ],
1192     [
1193     'last_sp',
1194     {
1195     desc => 'Slowdown penalty reduces the player\'s walking speed when wearing the armour. Bigger values are worse - zero is best.',
1196     name => 'slowdown penalty',
1197     type => 'int'
1198     }
1199     ],
1200     [
1201     'magic',
1202     {
1203     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.',
1204     name => 'magic bonus',
1205     type => 'int'
1206     }
1207     ]
1208     ],
1209 root 1.3 desc => 'Wearing an armour, the object\'s stats will directly be inherited to the player. Usually enhancing his defense.',
1210 root 1.7 import => [
1211     $TYPE{Amulet}
1212     ],
1213     name => 'Brestplate Armour',
1214     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
1215     },
1216     Button => {
1217     attr => [
1218     [
1219 root 1.14 'move_on',
1220 root 1.7 {
1221 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1222     name => 'movement type',
1223     type => 'bitmask',
1224     value => $BITMASK{movement_type}
1225 root 1.7 }
1226     ],
1227     [
1228 root 1.14 'move_off',
1229 root 1.7 {
1230 root 1.14 desc => 'Which movement types deactivate this object (e.g. button).',
1231     name => 'movement type',
1232     type => 'bitmask',
1233     value => $BITMASK{movement_type}
1234 root 1.7 }
1235     ],
1236     [
1237     'no_pick',
1238     {
1239     type => 'fixed',
1240     value => 1
1241     }
1242     ],
1243     [
1244     'weight',
1245     {
1246     desc => 'The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it.',
1247     name => 'press weight',
1248 root 1.9 type => 'int'
1249 root 1.7 }
1250     ],
1251     [
1252     'connected',
1253     {
1254     desc => 'Every time the button is pressed or released, all objects with the same <connection> value are activated.',
1255     name => 'connection',
1256     type => 'int'
1257     }
1258     ],
1259     [
1260     'msg',
1261     {
1262     desc => 'This text may describe the item. You can use this message to explain the button\'s purpose to the player.',
1263     end => 'endmsg',
1264     name => 'description',
1265     type => 'text'
1266     }
1267     ]
1268 root 1.3 ],
1269     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.',
1270     ignore => [
1271     $IGNORE_LIST{non_pickable}
1272 root 1.5 ],
1273     name => 'Button'
1274 root 1.3 },
1275 root 1.9 'Button Trigger' => {
1276     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.',
1277     ignore => [
1278     $IGNORE_LIST{non_pickable}
1279     ],
1280     import => [
1281     $TYPE{Button}
1282     ],
1283     name => 'Button Trigger'
1284     },
1285     'Class Changer' => {
1286     attr => [
1287     [
1288     'randomitems',
1289     {
1290     desc => 'This entry determines which initial items the character receives.',
1291     name => 'class items',
1292     type => 'treasurelist'
1293     }
1294     ]
1295     ],
1296     desc => 'Class changer are used while creating a character.',
1297     ignore => [
1298     $IGNORE_LIST{non_pickable}
1299     ],
1300     name => 'Class Changer',
1301     section => [
1302     [
1303     'stats',
1304     [
1305     [
1306     'Str',
1307     {
1308     desc => 'The player\'s strength will rise by the given value if he chooses this class. (Negative values make strength fall)',
1309     name => 'strength',
1310     type => 'int'
1311     }
1312     ],
1313     [
1314     'Dex',
1315     {
1316     desc => 'The player\'s dexterity will rise by the given value if he chooses this class. (Negative values make dexterity fall)',
1317     name => 'dexterity',
1318     type => 'int'
1319     }
1320     ],
1321     [
1322     'Con',
1323     {
1324     desc => 'The player\'s constitution will rise by the given value if he chooses this class. (Negative values make constitution fall)',
1325     name => 'constitution',
1326     type => 'int'
1327     }
1328     ],
1329     [
1330     'Int',
1331     {
1332     desc => 'The player\'s intelligence will rise by the given value if he chooses this class. (Negative values make intelligence fall)',
1333     name => 'intelligence',
1334     type => 'int'
1335     }
1336     ],
1337     [
1338     'Pow',
1339     {
1340     desc => 'The player\'s power will rise by the given value if he chooses this class. (Negative values make power fall)',
1341     name => 'power',
1342     type => 'int'
1343     }
1344     ],
1345     [
1346     'Wis',
1347     {
1348     desc => 'The player\'s wisdom will rise by the given value if he chooses this class. (Negative values make wisdom fall)',
1349     name => 'wisdom',
1350     type => 'int'
1351     }
1352     ],
1353     [
1354     'Cha',
1355     {
1356     desc => 'The player\'s charisma will rise by the given value if he chooses this class. (Negative values make charisma fall)',
1357     name => 'charisma',
1358     type => 'int'
1359     }
1360     ]
1361     ]
1362     ]
1363     ]
1364     },
1365 root 1.3 Cloak => {
1366 root 1.7 attr => [
1367     [
1368     'magic',
1369     {
1370     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>.',
1371     name => 'magic bonus',
1372     type => 'int'
1373     }
1374     ]
1375     ],
1376 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.',
1377     import => [
1378     $TYPE{Amulet}
1379     ],
1380 root 1.5 name => 'Cloak',
1381 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.'
1382     },
1383     Clock => {
1384 root 1.7 attr => [
1385     [
1386     'msg',
1387     {
1388     desc => 'This text may describe the item',
1389     end => 'endmsg',
1390     name => 'description',
1391     type => 'text'
1392     }
1393     ]
1394     ],
1395 root 1.5 desc => 'Applying a clock, the time is displayed to the player.',
1396     name => 'Clock'
1397 root 1.1 },
1398 root 1.3 Container => {
1399 root 1.7 attr => [
1400     [
1401     'race',
1402     {
1403     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.',
1404     name => 'container class',
1405     type => 'string'
1406     }
1407     ],
1408     [
1409     'slaying',
1410     {
1411     desc => 'If <key string> is set, only players with a special key of matching <key string> are able to open the container.',
1412     name => 'key string',
1413     type => 'string'
1414     }
1415     ],
1416     [
1417     'container',
1418     {
1419     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.',
1420     name => 'maximum weight',
1421     type => 'int'
1422     }
1423     ],
1424     [
1425     'Str',
1426     {
1427     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.',
1428     name => 'reduce weight %',
1429     type => 'int'
1430     }
1431     ],
1432     [
1433     'is_cauldron',
1434     {
1435     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.',
1436     name => 'alchemy cauldron',
1437     type => 'bool'
1438     }
1439     ],
1440     [
1441     'unique',
1442     {
1443     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.',
1444     name => 'unique item',
1445     type => 'bool'
1446     }
1447     ],
1448     [
1449     'startequip',
1450     {
1451     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
1452     name => 'godgiven item',
1453     type => 'bool'
1454     }
1455     ],
1456     [
1457     'other_arch',
1458     {
1459     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.',
1460     name => 'animation arch',
1461     type => 'string'
1462     }
1463     ],
1464     [
1465     'msg',
1466     {
1467     desc => 'This text may contain a description of the container.',
1468     end => 'endmsg',
1469     name => 'description',
1470     type => 'text'
1471     }
1472     ]
1473     ],
1474 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.',
1475 root 1.5 name => 'Container',
1476 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>'
1477     },
1478     Converter => {
1479 root 1.7 attr => [
1480     [
1481     'no_pick',
1482     {
1483     type => 'fixed',
1484     value => 1
1485     }
1486     ],
1487     [
1488     'slaying',
1489     {
1490     desc => '<cost arch> is the name of the archetype the player has to put on the converter, as payment.',
1491     name => 'cost arch',
1492     type => 'string'
1493     }
1494     ],
1495     [
1496     'food',
1497     {
1498     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>.',
1499     name => 'cost number',
1500     type => 'int'
1501     }
1502     ],
1503     [
1504     'other_arch',
1505     {
1506 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.',
1507 root 1.7 name => 'receive arch',
1508     type => 'string'
1509     }
1510     ],
1511     [
1512     'sp',
1513     {
1514     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>.',
1515     name => 'receive number',
1516     type => 'int'
1517     }
1518     ],
1519     [
1520     'msg',
1521     {
1522     desc => 'This text may contain a description of the converter.',
1523     end => 'endmsg',
1524     name => 'description',
1525     type => 'text'
1526     }
1527     ]
1528     ],
1529 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.',
1530     ignore => [
1531     'value',
1532     'nrof',
1533     'name_pl',
1534     'no_pick',
1535     'unpaid',
1536     'title'
1537     ],
1538 root 1.5 name => 'Converter',
1539 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.'
1540     },
1541     Creator => {
1542 root 1.7 attr => [
1543     [
1544     'no_pick',
1545     {
1546     type => 'fixed',
1547     value => 1
1548     }
1549     ],
1550     [
1551     'other_arch',
1552     {
1553 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.',
1554 root 1.7 name => 'create arch',
1555     type => 'string'
1556     }
1557     ],
1558     [
1559     'connected',
1560     {
1561     desc => 'Whenever the connection value is activated, the creator gets triggered.',
1562     name => 'connection',
1563     type => 'int'
1564     }
1565     ],
1566     [
1567     'lifesave',
1568     {
1569 root 1.9 desc => 'If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>.',
1570 root 1.7 name => 'infinit uses',
1571     type => 'bool'
1572     }
1573     ],
1574     [
1575     'hp',
1576     {
1577     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).',
1578     name => 'number of uses',
1579     type => 'int'
1580     }
1581     ],
1582     [
1583     'slaying',
1584     {
1585 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.',
1586 root 1.7 name => 'name of creation',
1587     type => 'string'
1588     }
1589     ],
1590     [
1591     'level',
1592     {
1593     desc => 'The created object will be of that level. If zero/unset, the standard level of the archetype is used.',
1594     name => 'level of creation',
1595     type => 'int'
1596     }
1597     ]
1598     ],
1599 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.',
1600     ignore => [
1601     $IGNORE_LIST{system_object}
1602     ],
1603 root 1.5 name => 'Creator',
1604 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.'
1605     },
1606     Detector => {
1607 root 1.7 attr => [
1608     [
1609     'no_pick',
1610     {
1611     type => 'fixed',
1612     value => 1
1613     }
1614     ],
1615     [
1616     'slaying',
1617     {
1618     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.',
1619     name => 'match name',
1620     type => 'string'
1621     }
1622     ],
1623     [
1624     'connected',
1625     {
1626     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
1627     name => 'connection',
1628     type => 'int'
1629     }
1630     ],
1631     [
1632     'speed',
1633     {
1634     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.',
1635     name => 'detection speed',
1636     type => 'float'
1637     }
1638 root 1.17 ],
1639     [
1640     'speed_left',
1641     {
1642     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1643     name => 'speed left',
1644     type => 'float'
1645     }
1646     ],
1647     [
1648     'speed_left',
1649     {
1650     desc => 'The speed left. This value is incremented by <speed> on every tick. If it is larger than 0, the detector checks, and the speed is decremented by 1.',
1651     name => 'speed left',
1652     type => 'float'
1653     }
1654 root 1.7 ]
1655     ],
1656 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.',
1657     ignore => [
1658     $IGNORE_LIST{system_object}
1659     ],
1660 root 1.5 name => 'Detector',
1661 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.'
1662     },
1663     Director => {
1664 root 1.7 attr => [
1665     [
1666     'sp',
1667     {
1668     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).',
1669     name => 'direction',
1670     type => 'list',
1671     value => $LIST{direction}
1672     }
1673     ],
1674     [
1675 root 1.14 'move_on',
1676 root 1.7 {
1677 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
1678     name => 'movement type',
1679     type => 'bitmask',
1680     value => $BITMASK{movement_type}
1681 root 1.7 }
1682     ]
1683     ],
1684 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.',
1685     ignore => [
1686     $IGNORE_LIST{non_pickable}
1687     ],
1688 root 1.5 name => 'Director',
1689 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.'
1690     },
1691     Disease => {
1692 root 1.7 attr => [
1693     [
1694     'invisible',
1695     {
1696     type => 'fixed',
1697     value => 1
1698     }
1699     ],
1700     [
1701     'level',
1702     {
1703     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.',
1704     name => 'plaque level',
1705     type => 'int'
1706     }
1707     ],
1708     [
1709     'race',
1710     {
1711     desc => 'The disease will only infect creatures of the specified <race>. "<race> *" means every creature can be infected.',
1712     name => 'infect race',
1713     type => 'string'
1714     }
1715     ],
1716     [
1717     'ac',
1718     {
1719     desc => 'Every time the disease "moves" the severity of the symptoms are increased by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)',
1720     name => 'progressiveness',
1721     type => 'int'
1722     }
1723     ],
1724     [
1725     'msg',
1726     {
1727     desc => 'This text is displayed to the player every time the symptoms strike.',
1728     end => 'endmsg',
1729     name => 'message',
1730     type => 'text'
1731     }
1732     ]
1733     ],
1734 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.',
1735     ignore => [
1736     $IGNORE_LIST{system_object}
1737     ],
1738 root 1.5 name => 'Disease',
1739 root 1.4 section => [
1740     [
1741     'spreading',
1742 root 1.7 [
1743     [
1744     'wc',
1745     {
1746     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.',
1747     name => 'infectiosness',
1748     type => 'int'
1749     }
1750     ],
1751     [
1752     'last_grace',
1753     {
1754     desc => 'The <attenuation> value reduces the diseases\' <infectiosness> everytime it infects someone new. This limits how many generations a disease can propagate.',
1755     name => 'attenuation',
1756     type => 'int'
1757     }
1758     ],
1759     [
1760     'magic',
1761     {
1762     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.',
1763     name => 'infection range',
1764     type => 'int'
1765     }
1766     ],
1767     [
1768     'maxhp',
1769     {
1770     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).',
1771     name => 'persistence',
1772     type => 'int'
1773     }
1774     ],
1775     [
1776     'maxgrace',
1777     {
1778     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.',
1779     name => 'curing duration',
1780     type => 'int'
1781     }
1782     ],
1783     [
1784     'speed',
1785     {
1786     desc => 'The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host.',
1787     name => 'moving speed',
1788     type => 'float'
1789     }
1790 root 1.17 ],
1791     [
1792     'speed_left',
1793     {
1794     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
1795     name => 'speed left',
1796     type => 'float'
1797     }
1798 root 1.7 ]
1799     ]
1800     ],
1801     [
1802     'symptoms',
1803     [
1804     [
1805     'attacktype',
1806     {
1807     desc => 'The disease will attack the host with the given <attacktype>. Godpower attacktype is commonly used for "unresistable" diseases.',
1808     name => 'attacktype',
1809     type => 'bitmask',
1810     value => $BITMASK{attacktype}
1811     }
1812     ],
1813     [
1814     'dam',
1815     {
1816     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.',
1817     name => 'damage',
1818     type => 'int'
1819     }
1820     ],
1821     [
1822     'other_arch',
1823     {
1824     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.',
1825     name => 'create arch',
1826     type => 'string'
1827     }
1828     ],
1829     [
1830     'last_sp',
1831     {
1832     desc => 'If set, the disease imposes a <slowdown penalty> while being infected. The player\'s speed is reduced by <slowdown penalty> % of normal value.',
1833     name => 'slowdown penalty',
1834     type => 'int'
1835     }
1836     ],
1837     [
1838     'exp',
1839     {
1840     desc => 'When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.',
1841     name => 'exp. for curing',
1842     type => 'int'
1843     }
1844     ],
1845     [
1846     'maxsp',
1847     {
1848     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.',
1849     name => 'mana depletion',
1850     type => 'int'
1851     }
1852     ],
1853     [
1854     'last_eat',
1855     {
1856     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.',
1857     name => 'food depletion',
1858     type => 'int'
1859     }
1860     ],
1861     [
1862     'hp',
1863     {
1864     desc => 'This value increases the player\'s healing rate. Negative values decrease it.',
1865     name => 'health regen.',
1866     type => 'int'
1867     }
1868     ],
1869     [
1870     'sp',
1871     {
1872     desc => 'This value increases the player\'s rate of mana regeneration. Negative values decrease it.',
1873     name => 'mana regen.',
1874     type => 'int'
1875     }
1876     ]
1877     ]
1878     ],
1879     [
1880     'disability',
1881     [
1882     [
1883     'Str',
1884     {
1885     desc => 'The player\'s strength will rise by the given value while being infected. (Negative values make strength fall)',
1886     name => 'strength',
1887     type => 'int'
1888     }
1889     ],
1890     [
1891     'Dex',
1892     {
1893     desc => 'The player\'s dexterity will rise by the given value while being infected. (Negative values make dexterity fall)',
1894     name => 'dexterity',
1895     type => 'int'
1896     }
1897     ],
1898     [
1899     'Con',
1900     {
1901     desc => 'The player\'s constitution will rise by the given value while being infected. (Negative values make constitution fall)',
1902     name => 'constitution',
1903     type => 'int'
1904     }
1905     ],
1906     [
1907     'Int',
1908     {
1909     desc => 'The player\'s intelligence will rise by the given value while being infected. (Negative values make intelligence fall)',
1910     name => 'intelligence',
1911     type => 'int'
1912     }
1913     ],
1914     [
1915     'Pow',
1916     {
1917     desc => 'The player\'s power will rise by the given value while being infected. (Negative values make power fall)',
1918     name => 'power',
1919     type => 'int'
1920     }
1921     ],
1922     [
1923     'Wis',
1924     {
1925     desc => 'The player\'s wisdom will rise by the given value while being infected. (Negative values make wisdom fall)',
1926     name => 'wisdom',
1927     type => 'int'
1928     }
1929     ],
1930     [
1931     'Cha',
1932     {
1933     desc => 'The player\'s charisma will rise by the given value while being infected. (Negative values make charisma fall)',
1934     name => 'charisma',
1935     type => 'int'
1936     }
1937     ]
1938     ]
1939     ]
1940     ],
1941     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.'
1942     },
1943 root 1.9 Door => {
1944     attr => [
1945     [
1946     'no_pick',
1947     {
1948     type => 'fixed',
1949     value => 1
1950     }
1951     ],
1952     [
1953     'alive',
1954     {
1955     type => 'fixed',
1956     value => 1
1957     }
1958     ],
1959     [
1960 root 1.14 'move_block',
1961 root 1.9 {
1962 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
1963     name => 'blocked movement',
1964     type => 'bitmask',
1965     value => $BITMASK{movement_type}
1966     }
1967     ],
1968     [
1969     'move_allow',
1970     {
1971     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
1972     name => 'allowed movement',
1973     type => 'bitmask',
1974     value => $BITMASK{movement_type}
1975     }
1976     ],
1977     [
1978     'move_slow',
1979     {
1980     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
1981     name => 'slowed movement',
1982     type => 'bitmask',
1983     value => $BITMASK{movement_type}
1984     }
1985     ],
1986     [
1987     'move_slow_penalty',
1988     {
1989     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)',
1990     name => 'slow movement penalty',
1991     type => 'int'
1992 root 1.9 }
1993     ],
1994     [
1995     'hp',
1996     {
1997     desc => 'The more <hitpoints> the door has, the longer it takes to be broken.',
1998     name => 'hitpoints',
1999     type => 'int'
2000     }
2001     ],
2002     [
2003     'ac',
2004     {
2005     desc => 'Doors of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
2006     name => 'armour class',
2007     type => 'int'
2008     }
2009     ],
2010     [
2011     'other_arch',
2012     {
2013     desc => 'This string defines the object that will be created when the door was defeated.',
2014     name => 'drop arch',
2015     type => 'string'
2016     }
2017     ],
2018     [
2019     'randomitems',
2020     {
2021     desc => 'This entry determines what kind of traps will appear in the door.',
2022     name => 'treasurelist',
2023     type => 'treasurelist'
2024     }
2025     ]
2026     ],
2027     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.',
2028     ignore => [
2029     $IGNORE_LIST{non_pickable}
2030     ],
2031     name => 'Door'
2032     },
2033 root 1.7 Duplicator => {
2034     attr => [
2035     [
2036     'other_arch',
2037 root 1.4 {
2038 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.',
2039     name => 'target arch',
2040     type => 'string'
2041 root 1.4 }
2042     ],
2043     [
2044 root 1.7 'level',
2045 root 1.4 {
2046 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.',
2047     name => 'multiply factor',
2048     type => 'int'
2049 root 1.4 }
2050     ],
2051     [
2052 root 1.7 'connected',
2053 root 1.4 {
2054 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!',
2055     name => 'connection',
2056     type => 'int'
2057 root 1.4 }
2058     ]
2059     ],
2060 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.',
2061     ignore => [
2062     $IGNORE_LIST{system_object}
2063     ],
2064 root 1.5 name => 'Duplicator',
2065 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%.'
2066     },
2067 root 1.10 'Event Connector' => {
2068     attr => [
2069     [
2070     'subtype',
2071     {
2072     desc => 'The type of event that triggers a notify to the plug-in.',
2073     name => 'event type',
2074     type => 'list',
2075     value => $LIST{event_type}
2076     }
2077     ],
2078     [
2079     'title',
2080     {
2081     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.',
2082     name => 'plug-in',
2083 root 1.11 type => 'string'
2084 root 1.10 }
2085     ],
2086     [
2087     'slaying',
2088     {
2089     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.',
2090     name => 'extension',
2091 root 1.11 type => 'string'
2092 root 1.10 }
2093     ],
2094     [
2095     'name',
2096     {
2097     desc => 'A string that is passed unaltered to the extension above. Often used to pass options to the extension that alter its behaviour.',
2098     name => 'options',
2099 root 1.11 type => 'string'
2100 root 1.10 }
2101     ]
2102     ],
2103     desc => 'Event connectors link specific events that happen to objects to a crossfire plug-in.',
2104     name => 'Event Connector'
2105     },
2106 root 1.3 Exit => {
2107 root 1.7 attr => [
2108     [
2109     'slaying',
2110     {
2111     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".',
2112     name => 'exit path',
2113     type => 'string'
2114     }
2115     ],
2116     [
2117     'hp',
2118     {
2119     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.',
2120     name => 'destination X',
2121     type => 'int'
2122     }
2123     ],
2124     [
2125     'sp',
2126     {
2127     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.',
2128     name => 'destination Y',
2129     type => 'int'
2130     }
2131     ],
2132     [
2133 root 1.14 'move_on',
2134 root 1.7 {
2135 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2136     name => 'movement type',
2137     type => 'bitmask',
2138     value => $BITMASK{movement_type}
2139 root 1.7 }
2140     ],
2141     [
2142     'msg',
2143     {
2144     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. =)',
2145     end => 'endmsg',
2146     name => 'exit message',
2147     type => 'text'
2148     }
2149     ],
2150     [
2151     'unique',
2152     {
2153     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.',
2154     name => 'unique destination',
2155     type => 'bool'
2156     }
2157     ]
2158     ],
2159 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.',
2160     ignore => [
2161     $IGNORE_LIST{non_pickable}
2162     ],
2163 root 1.5 name => 'Exit',
2164 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.'
2165     },
2166     Flesh => {
2167 root 1.7 attr => [
2168     [
2169     'food',
2170     {
2171     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2172     name => 'foodpoints',
2173     type => 'int'
2174     }
2175     ],
2176     [
2177     'level',
2178     {
2179     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.',
2180     name => 'flesh level',
2181     type => 'int'
2182     }
2183     ],
2184     [
2185     'startequip',
2186     {
2187     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2188     name => 'godgiven item',
2189     type => 'bool'
2190     }
2191     ],
2192     [
2193     'msg',
2194     {
2195     desc => 'This text may describe the item.',
2196     end => 'endmsg',
2197     name => 'description',
2198     type => 'text'
2199     }
2200     ]
2201     ],
2202 root 1.17 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 categories. 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.',
2203 root 1.5 name => 'Flesh',
2204 root 1.4 section => [
2205     [
2206     'resistance',
2207 root 1.7 [
2208     [
2209     'resist_physical',
2210     {
2211     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2212     name => 'resist physical %',
2213     type => 'int'
2214     }
2215     ],
2216     [
2217     'resist_magic',
2218     {
2219     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2220     name => 'resist magic %',
2221     type => 'int'
2222     }
2223     ],
2224     [
2225     'resist_fire',
2226     {
2227     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2228     name => 'resist fire %',
2229     type => 'int'
2230     }
2231     ],
2232     [
2233     'resist_electricity',
2234     {
2235     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2236     name => 'resist electricity %',
2237     type => 'int'
2238     }
2239     ],
2240     [
2241     'resist_cold',
2242     {
2243     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.',
2244     name => 'resist cold %',
2245     type => 'int'
2246     }
2247     ],
2248     [
2249     'resist_confusion',
2250     {
2251     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2252     name => 'resist confusion %',
2253     type => 'int'
2254     }
2255     ],
2256     [
2257     'resist_acid',
2258     {
2259     desc => 'Resistances on flesh items make them more durable against spellcraft of the appropriate kind. It also allows dragon players to eventually gain resistance by eating it. Usually resistance should only be set for flesh items in a monster\'s inventory.',
2260     name => 'resist acid %',
2261     type => 'int'
2262     }
2263     ],
2264     [
2265     'resist_drain',
2266     {
2267     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.',
2268     name => 'resist draining %',
2269     type => 'int'
2270     }
2271     ],
2272     [
2273     'resist_weaponmagic',
2274     {
2275     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.',
2276     name => 'resist weaponmagic %',
2277     type => 'int'
2278     }
2279     ],
2280     [
2281     'resist_ghosthit',
2282     {
2283     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.',
2284     name => 'resist ghosthit %',
2285     type => 'int'
2286     }
2287     ],
2288     [
2289     'resist_poison',
2290     {
2291     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.',
2292     name => 'resist poison %',
2293     type => 'int'
2294     }
2295     ],
2296     [
2297     'resist_slow',
2298     {
2299     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.',
2300     name => 'resist slow %',
2301     type => 'int'
2302     }
2303     ],
2304     [
2305     'resist_paralyze',
2306     {
2307     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.',
2308     name => 'resist paralyze %',
2309     type => 'int'
2310     }
2311     ],
2312     [
2313     'resist_fear',
2314     {
2315     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.',
2316     name => 'resist fear %',
2317     type => 'int'
2318     }
2319     ],
2320     [
2321     'resist_deplete',
2322     {
2323     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.',
2324     name => 'resist depletion %',
2325     type => 'int'
2326     }
2327     ],
2328     [
2329     'resist_death',
2330     {
2331     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.',
2332     name => 'resist death-attack %',
2333     type => 'int'
2334     }
2335     ],
2336     [
2337     'resist_chaos',
2338     {
2339     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.',
2340     name => 'resist chaos %',
2341     type => 'int'
2342     }
2343     ],
2344     [
2345     'resist_blind',
2346     {
2347     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.',
2348     name => 'resist blinding %',
2349     type => 'int'
2350     }
2351     ]
2352     ]
2353 root 1.4 ]
2354     ],
2355 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.'
2356     },
2357     Floor => {
2358 root 1.7 attr => [
2359     [
2360     'is_floor',
2361     {
2362     type => 'fixed',
2363     value => 1
2364     }
2365     ],
2366     [
2367     'no_pick',
2368     {
2369     type => 'fixed',
2370     value => 1
2371     }
2372     ],
2373     [
2374     'no_magic',
2375     {
2376     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2377     name => 'no spells',
2378     type => 'bool'
2379     }
2380     ],
2381     [
2382     'damned',
2383     {
2384     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2385     name => 'no prayers',
2386     type => 'bool'
2387     }
2388     ],
2389     [
2390     'unique',
2391     {
2392     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>.',
2393     name => 'unique map',
2394     type => 'bool'
2395     }
2396     ],
2397     [
2398     'msg',
2399     {
2400     desc => 'This text may describe the object.',
2401     end => 'endmsg',
2402     name => 'description',
2403     type => 'text'
2404     }
2405     ]
2406     ],
2407 root 1.3 desc => 'Floor is a very basic thing whithout too much functionality. It\'s a floor - you stand on it.',
2408     ignore => [
2409     $IGNORE_LIST{non_pickable}
2410     ],
2411 root 1.5 name => 'Floor',
2412 root 1.3 required => {
2413     alive => 0,
2414     is_floor => 1
2415 root 1.4 },
2416     section => [
2417     [
2418     'terrain',
2419 root 1.7 [
2420     [
2421 root 1.14 'move_block',
2422     {
2423     desc => 'Objects using these movement types cannot move over this space.',
2424     name => 'blocked movement',
2425     type => 'bitmask',
2426     value => $BITMASK{movement_type}
2427     }
2428     ],
2429     [
2430     'move_allow',
2431     {
2432     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2433     name => 'allowed movement',
2434     type => 'bitmask',
2435     value => $BITMASK{movement_type}
2436     }
2437     ],
2438     [
2439     'move_slow',
2440     {
2441     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2442     name => 'slowed movement',
2443     type => 'bitmask',
2444     value => $BITMASK{movement_type}
2445     }
2446     ],
2447     [
2448     'move_slow_penalty',
2449 root 1.7 {
2450 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)',
2451     name => 'slow movement penalty',
2452 root 1.7 type => 'int'
2453     }
2454     ],
2455     [
2456     'is_wooded',
2457     {
2458     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2459     name => 'wooded terrain',
2460     type => 'bool'
2461     }
2462     ],
2463     [
2464     'is_hilly',
2465     {
2466     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2467     name => 'hilly terrain',
2468     type => 'bool'
2469     }
2470     ]
2471     ]
2472 root 1.4 ]
2473     ]
2474 root 1.3 },
2475     'Floor (Encounter)' => {
2476 root 1.7 attr => [
2477     [
2478     'is_floor',
2479     {
2480     type => 'fixed',
2481     value => 1
2482     }
2483     ],
2484     [
2485     'no_pick',
2486     {
2487     type => 'fixed',
2488     value => 1
2489     }
2490     ],
2491     [
2492     'no_magic',
2493     {
2494     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2495     name => 'no spells',
2496     type => 'bool'
2497     }
2498     ],
2499     [
2500     'damned',
2501     {
2502     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2503     name => 'no prayers',
2504     type => 'bool'
2505     }
2506     ],
2507     [
2508     'unique',
2509     {
2510     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>.',
2511     name => 'unique map',
2512     type => 'bool'
2513     }
2514     ],
2515     [
2516     'msg',
2517     {
2518     desc => 'This text may describe the object.',
2519     end => 'endmsg',
2520     name => 'description',
2521     type => 'text'
2522     }
2523     ]
2524     ],
2525 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.',
2526     ignore => [
2527     $IGNORE_LIST{non_pickable}
2528 root 1.4 ],
2529 root 1.5 name => 'Floor (Encounter)',
2530 root 1.4 section => [
2531     [
2532     'terrain',
2533 root 1.7 [
2534     [
2535 root 1.14 'move_block',
2536     {
2537     desc => 'Objects using these movement types cannot move over this space.',
2538     name => 'blocked movement',
2539     type => 'bitmask',
2540     value => $BITMASK{movement_type}
2541     }
2542     ],
2543     [
2544     'move_allow',
2545 root 1.7 {
2546 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2547     name => 'allowed movement',
2548     type => 'bitmask',
2549     value => $BITMASK{movement_type}
2550     }
2551     ],
2552     [
2553     'move_slow',
2554     {
2555     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2556     name => 'slowed movement',
2557     type => 'bitmask',
2558     value => $BITMASK{movement_type}
2559     }
2560     ],
2561     [
2562     'move_slow_penalty',
2563     {
2564     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)',
2565     name => 'slow movement penalty',
2566 root 1.7 type => 'int'
2567     }
2568     ],
2569     [
2570     'is_wooded',
2571     {
2572     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2573     name => 'wooded terrain',
2574     type => 'bool'
2575     }
2576     ],
2577     [
2578     'is_hilly',
2579     {
2580     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2581     name => 'hilly terrain',
2582     type => 'bool'
2583     }
2584     ]
2585     ]
2586 root 1.4 ]
2587 root 1.3 ]
2588     },
2589     Food => {
2590 root 1.7 attr => [
2591     [
2592     'food',
2593     {
2594     desc => 'The player\'s stomache will get filled with this amount of foodpoints. The player\'s health will increase by <foodpoints>/50 hp.',
2595     name => 'foodpoints',
2596     type => 'int'
2597     }
2598     ],
2599     [
2600     'startequip',
2601     {
2602     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
2603     name => 'godgiven item',
2604     type => 'bool'
2605     }
2606     ]
2607     ],
2608 root 1.5 desc => 'By eating/drinking food-objects, the player can fill his stomache and gain a little health.',
2609     name => 'Food'
2610 root 1.1 },
2611 root 1.3 Gate => {
2612 root 1.7 attr => [
2613     [
2614     'no_pick',
2615     {
2616     type => 'fixed',
2617     value => 1
2618     }
2619     ],
2620     [
2621     'connected',
2622     {
2623     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
2624     name => 'connection',
2625     type => 'int'
2626     }
2627     ],
2628     [
2629     'wc',
2630     {
2631     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.',
2632     name => 'position state',
2633     type => 'int'
2634     }
2635     ],
2636     [
2637 root 1.14 'move_block',
2638     {
2639     desc => 'Objects using these movement types cannot move over this space.',
2640     name => 'blocked movement',
2641     type => 'bitmask',
2642     value => $BITMASK{movement_type}
2643     }
2644     ],
2645     [
2646     'move_allow',
2647     {
2648     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2649     name => 'allowed movement',
2650     type => 'bitmask',
2651     value => $BITMASK{movement_type}
2652     }
2653     ],
2654     [
2655     'move_slow',
2656 root 1.7 {
2657 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2658     name => 'slowed movement',
2659     type => 'bitmask',
2660     value => $BITMASK{movement_type}
2661     }
2662     ],
2663     [
2664     'move_slow_penalty',
2665     {
2666     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)',
2667     name => 'slow movement penalty',
2668     type => 'int'
2669 root 1.7 }
2670     ],
2671     [
2672     'no_magic',
2673     {
2674     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
2675     name => 'restrict spells',
2676     type => 'bool'
2677     }
2678     ],
2679     [
2680     'damned',
2681     {
2682     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
2683     name => 'restrict prayers',
2684     type => 'bool'
2685     }
2686     ]
2687     ],
2688 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.',
2689     ignore => [
2690     $IGNORE_LIST{non_pickable}
2691     ],
2692 root 1.5 name => 'Gate',
2693 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".'
2694     },
2695     Girdle => {
2696 root 1.7 attr => [
2697     [
2698     'magic',
2699     {
2700     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.',
2701     name => 'magic bonus',
2702     type => 'int'
2703     }
2704     ]
2705     ],
2706     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.',
2707     import => [
2708     $TYPE{Amulet}
2709     ],
2710     name => 'Girdle',
2711     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2712     },
2713     Gloves => {
2714     attr => [
2715     [
2716     'magic',
2717     {
2718     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.',
2719     name => 'magic bonus',
2720     type => 'int'
2721     }
2722     ]
2723     ],
2724     desc => 'Wearing gloves, the object\'s stats will directly be inherited to the player. Gloves can add defense or damage bonuses.',
2725     import => [
2726     $TYPE{Amulet}
2727     ],
2728     name => 'Gloves',
2729     use => 'Feel free to create your own special artifacts. However, it is very important that you keep your artifact in balance with existing maps.'
2730     },
2731     Handle => {
2732     attr => [
2733     [
2734     'no_pick',
2735     {
2736     type => 'fixed',
2737     value => 1
2738     }
2739     ],
2740     [
2741     'connected',
2742     {
2743     desc => 'Every time the handle is applied, all objects with the same <connection> value are activated.',
2744     name => 'connection',
2745     type => 'int'
2746     }
2747     ],
2748     [
2749     'msg',
2750     {
2751     desc => 'This text may describe the item. You can use this message to explain the handle\'s purpose to the player.',
2752     end => 'endmsg',
2753     name => 'description',
2754     type => 'text'
2755     }
2756     ]
2757     ],
2758     desc => 'A handle can be applied by players and (certain) monsters. Every time it is applied, the &lt;connection&gt; value is triggered.',
2759     ignore => [
2760     $IGNORE_LIST{non_pickable}
2761     ],
2762     name => 'Handle',
2763     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.'
2764     },
2765     'Handle Trigger' => {
2766     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.',
2767     ignore => [
2768     $IGNORE_LIST{non_pickable}
2769     ],
2770     import => [
2771     $TYPE{Handle}
2772     ],
2773     name => 'Handle Trigger',
2774     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.'
2775     },
2776     'Hazard Floor' => {
2777     attr => [
2778     [
2779     'is_floor',
2780     {
2781     type => 'fixed',
2782     value => 1
2783     }
2784     ],
2785     [
2786     'lifesave',
2787     {
2788     type => 'fixed',
2789     value => 1
2790     }
2791     ],
2792     [
2793 root 1.14 'move_on',
2794 root 1.7 {
2795 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
2796     name => 'movement type',
2797     type => 'bitmask',
2798     value => $BITMASK{movement_type}
2799 root 1.7 }
2800     ],
2801     [
2802     'no_pick',
2803     {
2804     type => 'fixed',
2805     value => 1
2806     }
2807     ],
2808     [
2809     'attacktype',
2810     {
2811     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.',
2812     name => 'attacktype',
2813     type => 'bitmask',
2814     value => $BITMASK{attacktype}
2815     }
2816     ],
2817     [
2818     'dam',
2819     {
2820     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.',
2821     name => 'base damage',
2822     type => 'int'
2823     }
2824     ],
2825     [
2826     'wc',
2827     {
2828     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.',
2829     name => 'weaponclass',
2830     type => 'int'
2831     }
2832     ],
2833     [
2834     'level',
2835     {
2836     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.',
2837     name => 'attack level',
2838     type => 'int'
2839     }
2840     ],
2841     [
2842     'no_magic',
2843     {
2844     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
2845     name => 'no spells',
2846     type => 'bool'
2847     }
2848     ],
2849     [
2850     'damned',
2851     {
2852     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
2853     name => 'no prayers',
2854     type => 'bool'
2855     }
2856     ],
2857     [
2858     'unique',
2859     {
2860     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>.',
2861     name => 'unique map',
2862     type => 'bool'
2863     }
2864     ]
2865 root 1.3 ],
2866     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.',
2867     ignore => [
2868     $IGNORE_LIST{non_pickable}
2869     ],
2870 root 1.5 name => 'Hazard Floor',
2871 root 1.3 required => {
2872     is_floor => 1
2873     },
2874 root 1.4 section => [
2875     [
2876     'terrain',
2877 root 1.7 [
2878     [
2879 root 1.14 'move_block',
2880     {
2881     desc => 'Objects using these movement types cannot move over this space.',
2882     name => 'blocked movement',
2883     type => 'bitmask',
2884     value => $BITMASK{movement_type}
2885     }
2886     ],
2887     [
2888     'move_allow',
2889 root 1.7 {
2890 root 1.14 desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
2891     name => 'allowed movement',
2892     type => 'bitmask',
2893     value => $BITMASK{movement_type}
2894     }
2895     ],
2896     [
2897     'move_slow',
2898     {
2899     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
2900     name => 'slowed movement',
2901     type => 'bitmask',
2902     value => $BITMASK{movement_type}
2903     }
2904     ],
2905     [
2906     'move_slow_penalty',
2907     {
2908     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)',
2909     name => 'slow movement penalty',
2910 root 1.7 type => 'int'
2911     }
2912     ],
2913     [
2914     'is_wooded',
2915     {
2916     desc => 'This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here.',
2917     name => 'wooded terrain',
2918     type => 'bool'
2919     }
2920     ],
2921     [
2922     'is_hilly',
2923     {
2924     desc => 'This flag indicates this spot contains hills or large rocks. Players with activated mountaineer skill can move faster here.',
2925     name => 'hilly terrain',
2926     type => 'bool'
2927     }
2928     ]
2929     ]
2930 root 1.4 ]
2931     ],
2932 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.'
2933     },
2934     Helmet => {
2935 root 1.7 attr => [
2936     [
2937     'magic',
2938     {
2939     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>.',
2940     name => 'magic bonus',
2941     type => 'int'
2942     }
2943     ]
2944     ],
2945 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.',
2946     import => [
2947     $TYPE{Amulet}
2948     ],
2949 root 1.5 name => 'Helmet',
2950 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.'
2951     },
2952     'Holy Altar' => {
2953 root 1.7 attr => [
2954     [
2955     'no_pick',
2956     {
2957     type => 'fixed',
2958     value => 1
2959     }
2960     ],
2961     [
2962     'other_arch',
2963     {
2964     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.',
2965     name => 'god name',
2966     type => 'string'
2967     }
2968     ],
2969     [
2970     'level',
2971     {
2972     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.',
2973     name => 'reconsecrate level',
2974     type => 'int'
2975     }
2976     ]
2977     ],
2978 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.',
2979     ignore => [
2980     $IGNORE_LIST{non_pickable}
2981 root 1.5 ],
2982     name => 'Holy Altar'
2983 root 1.3 },
2984     Horn => {
2985 root 1.7 attr => [
2986     [
2987     'sp',
2988     {
2989     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!',
2990     name => 'spell',
2991     type => 'spell'
2992     }
2993     ],
2994     [
2995     'level',
2996     {
2997     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should not be set too high.',
2998     name => 'casting level',
2999     type => 'int'
3000     }
3001     ],
3002     [
3003     'hp',
3004     {
3005     desc => 'This value represents the initial amount of spellpoints in the horn. Naturally, this is quite unimportant.',
3006     name => 'initial spellpoints',
3007     type => 'int'
3008     }
3009     ],
3010     [
3011     'maxhp',
3012     {
3013     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.',
3014     name => 'max. spellpoints',
3015     type => 'int'
3016     }
3017     ],
3018     [
3019     'startequip',
3020     {
3021     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3022     name => 'godgiven item',
3023     type => 'bool'
3024     }
3025     ],
3026     [
3027     'msg',
3028     {
3029     desc => 'This text may contain a description of the horn.',
3030     end => 'endmsg',
3031     name => 'description',
3032     type => 'text'
3033     }
3034     ]
3035     ],
3036 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.',
3037     ignore => [
3038     'title'
3039     ],
3040 root 1.5 name => 'Horn',
3041 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.'
3042     },
3043     Inorganic => {
3044 root 1.7 attr => [
3045     [
3046     'is_dust',
3047     {
3048     name => 'is dust',
3049     type => 'bool'
3050     }
3051     ]
3052     ],
3053 root 1.4 desc => 'Inorganic materials are generally used as ingredients for alchemical receipes. By themselves, they have no special functionalities.',
3054 root 1.5 name => 'Inorganic',
3055 root 1.4 section => [
3056     [
3057     'resistance',
3058 root 1.7 [
3059     [
3060     'resist_physical',
3061     {
3062     name => 'resist physical %',
3063     type => 'int'
3064     }
3065     ],
3066     [
3067     'resist_magic',
3068     {
3069     name => 'resist magic %',
3070     type => 'int'
3071     }
3072     ],
3073     [
3074     'resist_fire',
3075     {
3076     name => 'resist fire %',
3077     type => 'int'
3078     }
3079     ],
3080     [
3081     'resist_electricity',
3082     {
3083     name => 'resist electricity %',
3084     type => 'int'
3085     }
3086     ],
3087     [
3088     'resist_cold',
3089     {
3090     name => 'resist cold %',
3091     type => 'int'
3092     }
3093     ],
3094     [
3095     'resist_acid',
3096     {
3097     name => 'resist acid %',
3098     type => 'int'
3099     }
3100     ],
3101     [
3102     'resist_weaponmagic',
3103     {
3104     name => 'resist weaponmagic %',
3105     type => 'int'
3106     }
3107     ],
3108     [
3109     'resist_ghosthit',
3110     {
3111     name => 'resist ghosthit %',
3112     type => 'int'
3113     }
3114     ],
3115     [
3116     'resist_poison',
3117     {
3118     name => 'resist poison %',
3119     type => 'int'
3120     }
3121     ],
3122     [
3123     'resist_death',
3124     {
3125     name => 'resist death-attack %',
3126     type => 'int'
3127     }
3128     ],
3129     [
3130     'resist_chaos',
3131     {
3132     name => 'resist chaos %',
3133     type => 'int'
3134     }
3135     ],
3136     [
3137     'resist_holyword',
3138     {
3139     name => 'resist holy power %',
3140     type => 'int'
3141     }
3142     ]
3143     ]
3144 root 1.4 ]
3145     ]
3146 root 1.1 },
3147 root 1.3 'Inventory Checker' => {
3148 root 1.7 attr => [
3149     [
3150     'no_pick',
3151     {
3152     type => 'fixed',
3153     value => 1
3154     }
3155     ],
3156     [
3157     'slaying',
3158     {
3159     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.',
3160     name => 'match key string',
3161     type => 'string'
3162     }
3163     ],
3164     [
3165     'race',
3166     {
3167     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>.',
3168     name => 'match arch name',
3169     type => 'string'
3170     }
3171     ],
3172     [
3173     'hp',
3174     {
3175     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. ;)',
3176     name => 'match type',
3177     type => 'int'
3178     }
3179     ],
3180     [
3181     'last_sp',
3182     {
3183     desc => 'Enabled means having that object is a match. Disabled means not having that object is a match.',
3184     name => 'match = having',
3185     type => 'bool'
3186     }
3187     ],
3188     [
3189     'connected',
3190     {
3191     desc => 'Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled.',
3192     name => 'connection',
3193     type => 'int'
3194     }
3195     ],
3196     [
3197 root 1.14 'move_block',
3198 root 1.7 {
3199 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
3200     name => 'blocked movement',
3201     type => 'bitmask',
3202     value => $BITMASK{movement_type}
3203     }
3204     ],
3205     [
3206     'move_allow',
3207     {
3208     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3209     name => 'allowed movement',
3210     type => 'bitmask',
3211     value => $BITMASK{movement_type}
3212     }
3213     ],
3214     [
3215     'move_slow',
3216     {
3217     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3218     name => 'slowed movement',
3219     type => 'bitmask',
3220     value => $BITMASK{movement_type}
3221     }
3222     ],
3223     [
3224     'move_slow_penalty',
3225     {
3226     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)',
3227     name => 'slow movement penalty',
3228     type => 'int'
3229 root 1.7 }
3230     ],
3231     [
3232     'last_heal',
3233     {
3234     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!',
3235     name => 'remove match',
3236     type => 'bool'
3237     }
3238     ]
3239     ],
3240 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.',
3241 root 1.3 ignore => [
3242     $IGNORE_LIST{system_object}
3243     ],
3244 root 1.5 name => 'Inventory Checker',
3245 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.'
3246     },
3247 root 1.8 'Item Transformer' => {
3248     attr => [
3249     [
3250     'food',
3251     {
3252     desc => '<number of uses> controls how many times the item transformer can be used. The value 0 means "unlimited"',
3253     name => 'number of uses',
3254     type => 'int'
3255     }
3256     ],
3257     [
3258     'slaying',
3259     {
3260     desc => 'Contains the verb that is used to construct a message to the player applying the item transformer.',
3261     name => 'verb',
3262     type => 'string'
3263     }
3264     ],
3265     [
3266     'startequip',
3267     {
3268     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3269     name => 'godgiven item',
3270     type => 'bool'
3271     }
3272     ],
3273     [
3274     'msg',
3275     {
3276     desc => 'This text may contain a description of the item transformer.',
3277     end => 'endmsg',
3278     name => 'description',
3279     type => 'text'
3280     }
3281     ]
3282     ],
3283     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.',
3284     name => 'Item Transformer',
3285     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\'.'
3286     },
3287 root 1.3 Jewel => {
3288 root 1.7 attr => [
3289     [
3290     'race',
3291     {
3292     type => 'fixed',
3293     value => 'gold and jewels'
3294     }
3295     ],
3296     [
3297     'msg',
3298     {
3299     desc => 'This text may describe the object.',
3300     end => 'endmsg',
3301     name => 'description',
3302     type => 'text'
3303     }
3304     ]
3305     ],
3306 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.',
3307     name => 'Jewel'
3308 root 1.1 },
3309 root 1.9 Key => {
3310     attr => [
3311     [
3312     'startequip',
3313     {
3314     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3315     name => 'godgiven item',
3316     type => 'bool'
3317     }
3318     ]
3319     ],
3320     desc => 'When carrying a key, a normal door can be opened. The key will disappear.',
3321     name => 'Key'
3322     },
3323 root 1.3 'Locked Door' => {
3324 root 1.7 attr => [
3325     [
3326 root 1.14 'move_type',
3327 root 1.7 {
3328     type => 'fixed',
3329 root 1.14 value => 0
3330 root 1.7 }
3331     ],
3332     [
3333     'no_pick',
3334     {
3335     type => 'fixed',
3336     value => 1
3337     }
3338     ],
3339     [
3340     'slaying',
3341     {
3342     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".',
3343     name => 'key string',
3344     type => 'string'
3345     }
3346     ],
3347     [
3348     'no_magic',
3349     {
3350     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).',
3351     name => 'restrict spells',
3352     type => 'bool'
3353     }
3354     ],
3355     [
3356     'damned',
3357     {
3358     desc => 'Restricting the use of prayers to pass this door. This should be set in most cases.',
3359     name => 'restrict prayers',
3360     type => 'bool'
3361     }
3362     ],
3363     [
3364     'msg',
3365     {
3366     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.',
3367     end => 'endmsg',
3368     name => 'lock message',
3369     type => 'text'
3370     }
3371     ]
3372     ],
3373     desc => 'A locked door can be opened only when carrying the appropriate special key.',
3374     ignore => [
3375     $IGNORE_LIST{non_pickable}
3376     ],
3377     name => 'Locked Door',
3378     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).'
3379     },
3380     'Magic Ear' => {
3381     attr => [
3382     [
3383     'no_pick',
3384     {
3385     type => 'fixed',
3386     value => 1
3387     }
3388     ],
3389     [
3390     'connected',
3391     {
3392     desc => 'The Magic_ear will trigger all objects with the same connection value, every time it is activated.',
3393     name => 'connection',
3394     type => 'int'
3395     }
3396     ],
3397     [
3398     'msg',
3399     {
3400     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!',
3401     end => 'endmsg',
3402     name => 'keyword-matching',
3403     type => 'text'
3404     }
3405     ]
3406     ],
3407     desc => 'Magic_ears trigger a connected value when the player speaks a specific keyword.',
3408     ignore => [
3409     $IGNORE_LIST{system_object}
3410     ],
3411     name => 'Magic Ear',
3412     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.'
3413     },
3414     'Magic Wall' => {
3415     attr => [
3416     [
3417     'dam',
3418     {
3419     desc => 'The magic wall will cast this <spell>.',
3420     name => 'spell',
3421     type => 'spell'
3422     }
3423     ],
3424     [
3425     'level',
3426     {
3427     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.',
3428     name => 'spell level',
3429     type => 'int'
3430     }
3431     ],
3432     [
3433     'connected',
3434     {
3435     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.',
3436     name => 'connection',
3437     type => 'int'
3438     }
3439     ],
3440     [
3441     'speed',
3442     {
3443     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".',
3444     name => 'casting speed',
3445     type => 'float'
3446     }
3447     ],
3448     [
3449 root 1.17 'speed_left',
3450     {
3451     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3452     name => 'speed left',
3453     type => 'float'
3454     }
3455     ],
3456     [
3457 root 1.7 'sp',
3458     {
3459     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.',
3460     name => 'direction',
3461     type => 'list',
3462     value => $LIST{direction}
3463     }
3464     ],
3465     [
3466 root 1.14 'move_block',
3467     {
3468     desc => 'Objects using these movement types cannot move over this space.',
3469     name => 'blocked movement',
3470     type => 'bitmask',
3471     value => $BITMASK{movement_type}
3472     }
3473     ],
3474     [
3475     'move_allow',
3476     {
3477     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3478     name => 'allowed movement',
3479     type => 'bitmask',
3480     value => $BITMASK{movement_type}
3481     }
3482     ],
3483     [
3484     'move_slow',
3485 root 1.7 {
3486 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3487     name => 'slowed movement',
3488     type => 'bitmask',
3489     value => $BITMASK{movement_type}
3490     }
3491     ],
3492     [
3493     'move_slow_penalty',
3494     {
3495     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)',
3496     name => 'slow movement penalty',
3497     type => 'int'
3498 root 1.7 }
3499     ]
3500 root 1.3 ],
3501     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.',
3502     ignore => [
3503     $IGNORE_LIST{non_pickable}
3504     ],
3505 root 1.5 name => 'Magic Wall',
3506 root 1.4 section => [
3507     [
3508     'destroyable',
3509 root 1.7 [
3510     [
3511     'alive',
3512     {
3513     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.',
3514     name => 'is destroyable',
3515     type => 'bool'
3516     }
3517     ],
3518     [
3519     'hp',
3520     {
3521     desc => 'The more <hitpoints> the wall has, the longer it takes to be destroyed.',
3522     name => 'hitpoints',
3523     type => 'int'
3524     }
3525     ],
3526     [
3527     'maxhp',
3528     {
3529     desc => '<max hitpoints> are the maximum amount of hitpoints the wall can have. This only makes sense if the wall can regain health.',
3530     name => 'max hitpoints',
3531     type => 'int'
3532     }
3533     ],
3534     [
3535     'ac',
3536     {
3537     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>.',
3538     name => 'armour class',
3539     type => 'int'
3540     }
3541     ]
3542     ]
3543     ],
3544     [
3545     'resistance',
3546     [
3547     [
3548     'resist_physical',
3549     {
3550     name => 'resist physical %',
3551     type => 'int'
3552     }
3553     ],
3554     [
3555     'resist_magic',
3556     {
3557     name => 'resist magic %',
3558     type => 'int'
3559     }
3560     ],
3561     [
3562     'resist_fire',
3563     {
3564     name => 'resist fire %',
3565     type => 'int'
3566     }
3567     ],
3568     [
3569     'resist_electricity',
3570     {
3571     name => 'resist electricity %',
3572     type => 'int'
3573     }
3574     ],
3575     [
3576     'resist_cold',
3577     {
3578     name => 'resist cold %',
3579     type => 'int'
3580     }
3581     ],
3582     [
3583     'resist_confusion',
3584     {
3585     name => 'resist confusion %',
3586     type => 'int'
3587     }
3588     ],
3589     [
3590     'resist_acid',
3591     {
3592     name => 'resist acid %',
3593     type => 'int'
3594     }
3595     ],
3596     [
3597     'resist_drain',
3598     {
3599     name => 'resist draining %',
3600     type => 'int'
3601     }
3602     ],
3603     [
3604     'resist_weaponmagic',
3605     {
3606     name => 'resist weaponmagic %',
3607     type => 'int'
3608     }
3609     ],
3610     [
3611     'resist_ghosthit',
3612     {
3613     name => 'resist ghosthit %',
3614     type => 'int'
3615     }
3616     ],
3617     [
3618     'resist_poison',
3619     {
3620     name => 'resist poison %',
3621     type => 'int'
3622     }
3623     ],
3624     [
3625     'resist_slow',
3626     {
3627     name => 'resist slow %',
3628     type => 'int'
3629     }
3630     ],
3631     [
3632     'resist_paralyze',
3633     {
3634     name => 'resist paralyze %',
3635     type => 'int'
3636     }
3637     ],
3638     [
3639     'resist_fear',
3640     {
3641     name => 'resist fear %',
3642     type => 'int'
3643     }
3644     ],
3645     [
3646     'resist_deplete',
3647     {
3648     name => 'resist depletion %',
3649     type => 'int'
3650     }
3651     ],
3652     [
3653     'resist_turn_undead',
3654     {
3655     name => 'resist turn undead %',
3656     type => 'int'
3657     }
3658     ],
3659     [
3660     'resist_death',
3661     {
3662     name => 'resist death-attack %',
3663     type => 'int'
3664     }
3665     ],
3666     [
3667     'resist_chaos',
3668     {
3669     name => 'resist chaos %',
3670     type => 'int'
3671     }
3672     ],
3673     [
3674     'resist_blind',
3675     {
3676     name => 'resist blinding %',
3677     type => 'int'
3678     }
3679     ],
3680     [
3681     'resist_holyword',
3682     {
3683     name => 'resist holy power %',
3684     type => 'int'
3685     }
3686     ],
3687     [
3688     'resist_godpower',
3689     {
3690     name => 'resist godpower %',
3691     type => 'int'
3692     }
3693     ]
3694     ]
3695     ]
3696     ],
3697     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".'
3698     },
3699     Marker => {
3700     attr => [
3701     [
3702     'no_pick',
3703     {
3704     type => 'fixed',
3705     value => 1
3706     }
3707     ],
3708     [
3709     'slaying',
3710     {
3711     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.',
3712     name => 'key string',
3713     type => 'string'
3714     }
3715     ],
3716     [
3717     'connected',
3718     {
3719     desc => 'When the detector is triggered, all objects with the same connection value get activated.',
3720     name => 'connection',
3721     type => 'int'
3722     }
3723     ],
3724     [
3725     'speed',
3726 root 1.4 {
3727 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.',
3728     name => 'marking speed',
3729     type => 'float'
3730 root 1.4 }
3731     ],
3732     [
3733 root 1.17 'speed_left',
3734     {
3735     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3736     name => 'speed left',
3737     type => 'float'
3738     }
3739     ],
3740     [
3741 root 1.7 'food',
3742     {
3743     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.',
3744     name => 'mark duration',
3745     type => 'int'
3746     }
3747     ],
3748     [
3749     'name',
3750     {
3751     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.',
3752     name => 'delete mark',
3753     type => 'string'
3754     }
3755     ],
3756     [
3757     'msg',
3758 root 1.4 {
3759 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.',
3760     end => 'endmsg',
3761     name => 'marking message',
3762     type => 'text'
3763 root 1.4 }
3764     ]
3765     ],
3766 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.',
3767     ignore => [
3768     $IGNORE_LIST{system_object}
3769     ],
3770 root 1.5 name => 'Marker',
3771 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.'
3772     },
3773     Misc => {
3774 root 1.7 attr => [
3775     [
3776 root 1.14 'move_block',
3777     {
3778     desc => 'Objects using these movement types cannot move over this space.',
3779     name => 'blocked movement',
3780     type => 'bitmask',
3781     value => $BITMASK{movement_type}
3782     }
3783     ],
3784     [
3785     'move_allow',
3786     {
3787     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
3788     name => 'allowed movement',
3789     type => 'bitmask',
3790     value => $BITMASK{movement_type}
3791     }
3792     ],
3793     [
3794     'move_slow',
3795 root 1.7 {
3796 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
3797     name => 'slowed movement',
3798     type => 'bitmask',
3799     value => $BITMASK{movement_type}
3800     }
3801     ],
3802     [
3803     'move_slow_penalty',
3804     {
3805     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)',
3806     name => 'slow movement penalty',
3807     type => 'int'
3808 root 1.7 }
3809     ],
3810     [
3811     'cursed',
3812     {
3813     desc => 'Curses can have various effects: On equipment and food, they generally harm the player in some way.',
3814     name => 'cursed',
3815     type => 'bool'
3816     }
3817     ],
3818     [
3819     'damned',
3820     {
3821     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.',
3822     name => 'damned',
3823     type => 'bool'
3824     }
3825     ],
3826     [
3827     'unique',
3828     {
3829     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
3830     name => 'unique item',
3831     type => 'bool'
3832     }
3833     ],
3834     [
3835     'startequip',
3836     {
3837     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
3838     name => 'godgiven item',
3839     type => 'bool'
3840     }
3841     ],
3842     [
3843     'msg',
3844     {
3845     desc => 'This text may describe the object.',
3846     end => 'endmsg',
3847     name => 'description',
3848     type => 'text'
3849     }
3850     ]
3851     ],
3852 root 1.5 name => 'Misc'
3853 root 1.1 },
3854 root 1.3 Money => {
3855 root 1.7 attr => [
3856     [
3857     'race',
3858     {
3859     type => 'fixed',
3860     value => 'gold and jewels'
3861     }
3862     ]
3863     ],
3864 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.',
3865     ignore => [
3866     'unpaid'
3867 root 1.5 ],
3868     name => 'Money'
3869 root 1.3 },
3870     'Monster & NPC' => {
3871 root 1.7 attr => [
3872     [
3873     'alive',
3874     {
3875     type => 'fixed',
3876     value => 1
3877     }
3878     ],
3879     [
3880     'randomitems',
3881     {
3882     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>.',
3883     name => 'treasurelist',
3884     type => 'treasurelist'
3885     }
3886     ],
3887     [
3888     'level',
3889     {
3890     desc => 'A monster\'s <level> is the most important attribute. <level> affects the power of a monster in various ways.',
3891     name => 'level',
3892     type => 'int'
3893     }
3894     ],
3895     [
3896     'race',
3897     {
3898 root 1.17 desc => 'Every monster should have a race set to categorize 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.',
3899 root 1.7 name => 'race',
3900     type => 'string'
3901     }
3902     ],
3903     [
3904     'exp',
3905     {
3906 root 1.17 desc => 'When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-category 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!',
3907 root 1.7 name => 'experience',
3908     type => 'int'
3909     }
3910     ],
3911     [
3912     'speed',
3913     {
3914     desc => 'The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger.',
3915     name => 'speed',
3916     type => 'float'
3917     }
3918     ],
3919     [
3920 root 1.17 'speed_left',
3921     {
3922     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
3923     name => 'speed left',
3924     type => 'float'
3925     }
3926     ],
3927     [
3928 root 1.7 'other_arch',
3929     {
3930     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.',
3931     name => 'breed monster',
3932     type => 'string'
3933     }
3934     ],
3935     [
3936     'generator',
3937     {
3938     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.',
3939     name => 'multiply',
3940     type => 'bool'
3941     }
3942     ],
3943     [
3944     'use_content_on_gen',
3945     {
3946     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.',
3947     name => 'template generation',
3948     type => 'bool'
3949     }
3950     ],
3951     [
3952 root 1.14 'move_type',
3953 root 1.7 {
3954 root 1.14 desc => 'Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets).',
3955     name => 'movement type',
3956     type => 'bitmask',
3957     value => $BITMASK{movement_type}
3958 root 1.7 }
3959     ],
3960     [
3961     'undead',
3962     {
3963     desc => 'Several spells only affect undead monsters: turn undead, banish undead, holy word, etc.',
3964     name => 'undead',
3965     type => 'bool'
3966     }
3967     ],
3968     [
3969     'carrying',
3970     {
3971     desc => 'If a monster has something in the inventory, this value can be set to reflect the slowdown due to the carried weight.',
3972     name => 'carries weight',
3973     type => 'int'
3974     }
3975     ],
3976     [
3977     'msg',
3978     {
3979     end => 'endmsg',
3980     name => 'npc message',
3981     type => 'text'
3982     }
3983     ]
3984     ],
3985 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.',
3986     ignore => [
3987     'material',
3988     'name_pl',
3989     'nrof',
3990     'value',
3991     'unpaid'
3992     ],
3993 root 1.5 name => 'Monster & NPC',
3994 root 1.3 required => {
3995     alive => 1,
3996     is_floor => 0,
3997     tear_down => 0
3998     },
3999 root 1.4 section => [
4000     [
4001     'melee',
4002 root 1.7 [
4003     [
4004     'attacktype',
4005     {
4006     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.',
4007     name => 'attacktype',
4008     type => 'bitmask',
4009     value => $BITMASK{attacktype}
4010     }
4011     ],
4012     [
4013     'dam',
4014     {
4015     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.',
4016     name => 'damage',
4017     type => 'int'
4018     }
4019     ],
4020     [
4021     'wc',
4022     {
4023     desc => 'Monsters of high <weapon class> are more likely to really hit their opponent. <weapon class> can be considered the "counterpiece" to <armour class>.',
4024     name => 'weapon class',
4025     type => 'int'
4026     }
4027     ],
4028     [
4029     'hp',
4030     {
4031     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>.',
4032     name => 'health points',
4033     type => 'int'
4034     }
4035     ],
4036     [
4037     'maxhp',
4038     {
4039     desc => '<max health> is the maximum amount of <health points> this monster can have.',
4040     name => 'max health',
4041     type => 'int'
4042     }
4043     ],
4044     [
4045     'ac',
4046     {
4047     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).',
4048     name => 'armour class',
4049     type => 'int'
4050     }
4051     ],
4052     [
4053     'Con',
4054     {
4055 root 1.8 desc => 'Monsters regenerate this many health points each 4 ticks. Hence, the healing rate is independent of <speed>.',
4056 root 1.7 name => 'healing rate',
4057     type => 'int'
4058     }
4059     ],
4060     [
4061     'reflect_missile',
4062     {
4063     desc => 'A monster with this flag has the ability to <reflect missiles>, all kinds of projectiles (e.g. arrows, bolts, boulders) will bounce off.',
4064     name => 'reflect missiles',
4065     type => 'bool'
4066     }
4067     ],
4068     [
4069     'hitback',
4070     {
4071     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.',
4072     name => 'hitback',
4073     type => 'bool'
4074     }
4075     ],
4076     [
4077     'one_hit',
4078     {
4079     desc => 'Monsters with <one hit only> dissapear after one successful hit to a player.',
4080     name => 'one hit only',
4081     type => 'bool'
4082     }
4083     ]
4084     ]
4085     ],
4086     [
4087     'spellcraft',
4088     [
4089     [
4090     'can_cast_spell',
4091     {
4092     desc => 'If <can cast spell> is disabled, the monster cannot cast any spell. Only wands/rods/etc can be used, given the appropriate abilities.',
4093     name => 'can cast spell',
4094     type => 'bool'
4095     }
4096     ],
4097     [
4098     'reflect_spell',
4099     {
4100     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.',
4101     name => 'reflect spells',
4102     type => 'bool'
4103     }
4104     ],
4105     [
4106     'sp',
4107     {
4108     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>.',
4109     name => 'spellpoints',
4110     type => 'int'
4111     }
4112     ],
4113     [
4114     'maxsp',
4115     {
4116     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.',
4117     name => 'max spellpoints',
4118     type => 'int'
4119     }
4120     ],
4121     [
4122     'Pow',
4123     {
4124 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.',
4125 root 1.7 name => 'spellpoint regen.',
4126     type => 'int'
4127     }
4128     ],
4129     [
4130     'path_attuned',
4131     {
4132     desc => 'Click on the <attuned paths> button to select spellpaths. The creature will get attuned to the specified spellpaths.',
4133     name => 'attuned paths',
4134     type => 'bitmask',
4135     value => $BITMASK{spellpath}
4136     }
4137     ],
4138     [
4139     'path_repelled',
4140     {
4141     desc => 'Click on the <repelled paths> button to select spellpaths. The creature will get repelled to the specified spellpaths.',
4142     name => 'repelled paths',
4143     type => 'bitmask',
4144     value => $BITMASK{spellpath}
4145     }
4146     ],
4147     [
4148     'path_denied',
4149     {
4150     desc => 'Click on the <denied paths> button to select spellpaths. The creature won\'t be able to cast spells of the specified paths.',
4151     name => 'denied paths',
4152     type => 'bitmask',
4153     value => $BITMASK{spellpath}
4154     }
4155     ]
4156     ]
4157     ],
4158     [
4159     'ability',
4160     [
4161     [
4162     'Int',
4163     {
4164     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.',
4165     name => 'detect hidden',
4166     type => 'int'
4167     }
4168     ],
4169     [
4170     'see_invisible',
4171     {
4172     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.',
4173     name => 'see invisible',
4174     type => 'bool'
4175     }
4176     ],
4177     [
4178     'can_see_in_dark',
4179     {
4180     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.',
4181     name => 'see in darkness',
4182     type => 'bool'
4183     }
4184     ],
4185     [
4186     'can_use_weapon',
4187     {
4188     desc => 'Monster is able to wield weapon type objects.',
4189     name => 'can use weapons',
4190     type => 'bool'
4191     }
4192     ],
4193     [
4194     'can_use_bow',
4195     {
4196     desc => 'Monster is able to use missile-weapon type objects.',
4197     name => 'can use bows',
4198     type => 'bool'
4199     }
4200     ],
4201     [
4202     'can_use_armour',
4203     {
4204     desc => 'Monster is able to wear protective equipment like brestplate armour, shields, helmets etc.',
4205     name => 'can use armour',
4206     type => 'bool'
4207     }
4208     ],
4209     [
4210     'can_use_ring',
4211     {
4212     desc => 'Monster is able to wear rings.',
4213     name => 'can use rings',
4214     type => 'bool'
4215     }
4216     ],
4217     [
4218     'can_use_wand',
4219     {
4220     desc => 'Monster is able to use wands and staves.',
4221     name => 'can use wands',
4222     type => 'bool'
4223     }
4224     ],
4225     [
4226     'can_use_rod',
4227     {
4228     desc => 'Monster is able to use rods.',
4229     name => 'can use rods',
4230     type => 'bool'
4231     }
4232     ],
4233     [
4234     'can_use_scroll',
4235     {
4236     desc => 'Monster is able to read scrolls.',
4237     name => 'can use scrolls',
4238     type => 'bool'
4239     }
4240     ],
4241     [
4242     'can_use_skill',
4243     {
4244     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>.',
4245     name => 'can use skills',
4246     type => 'bool'
4247     }
4248     ]
4249     ]
4250     ],
4251     [
4252     'behave',
4253     [
4254     [
4255     'monster',
4256     {
4257     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.',
4258     name => 'monster behaviour',
4259     type => 'bool'
4260     }
4261     ],
4262     [
4263     'unaggressive',
4264     {
4265     desc => '<unaggressive> monsters do not attack players unless attacked first.',
4266     name => 'unaggressive',
4267     type => 'bool'
4268     }
4269     ],
4270     [
4271     'friendly',
4272     {
4273     desc => '<friendly> monsters help the player, attacking any non-friendly monsters in range.',
4274     name => 'friendly',
4275     type => 'bool'
4276     }
4277     ],
4278     [
4279     'stand_still',
4280     {
4281     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.',
4282     name => 'stand still',
4283     type => 'bool'
4284     }
4285     ],
4286     [
4287     'sleep',
4288     {
4289     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.',
4290     name => 'asleep',
4291     type => 'bool'
4292     }
4293     ],
4294     [
4295     'will_apply',
4296     {
4297     desc => 'This entry defines which kinds of environment actions the creature is able to perform.',
4298     name => 'misc. actions',
4299     type => 'bitmask',
4300     value => $BITMASK{will_apply}
4301     }
4302     ],
4303     [
4304     'pick_up',
4305     {
4306     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.',
4307     name => 'pick up',
4308     type => 'bitmask',
4309     value => $BITMASK{pick_up}
4310     }
4311     ],
4312     [
4313     'Wis',
4314     {
4315     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.',
4316     name => 'sensing range',
4317     type => 'int'
4318     }
4319     ],
4320     [
4321 root 1.15 'attack_movement_bits_0_3',
4322 root 1.7 {
4323 root 1.15 desc => 'If this is set to default, the standard mode of movement will be used.',
4324 root 1.7 name => 'attack movement',
4325 root 1.15 type => 'list',
4326     value => $LIST{attack_movement_bits_0_3}
4327     }
4328     ],
4329     [
4330     'attack_movement_bits_4_7',
4331     {
4332     desc => 'This movement is not in effect when the monster has an enemy and should only be used for non agressive monsters.',
4333     name => 'normal movement',
4334     type => 'list',
4335     value => $LIST{attack_movement_bits_4_7}
4336 root 1.7 }
4337     ],
4338     [
4339     'run_away',
4340     {
4341     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.',
4342     name => 'run at % health',
4343     type => 'int'
4344     }
4345     ]
4346     ]
4347     ],
4348     [
4349     'resistance',
4350     [
4351     [
4352     'resist_physical',
4353     {
4354     name => 'resist physical %',
4355     type => 'int'
4356     }
4357     ],
4358     [
4359     'resist_magic',
4360     {
4361     name => 'resist magic %',
4362     type => 'int'
4363     }
4364     ],
4365     [
4366     'resist_fire',
4367     {
4368     name => 'resist fire %',
4369     type => 'int'
4370     }
4371     ],
4372     [
4373     'resist_electricity',
4374     {
4375     name => 'resist electricity %',
4376     type => 'int'
4377     }
4378     ],
4379     [
4380     'resist_cold',
4381     {
4382     name => 'resist cold %',
4383     type => 'int'
4384     }
4385     ],
4386     [
4387     'resist_confusion',
4388     {
4389     name => 'resist confusion %',
4390     type => 'int'
4391     }
4392     ],
4393     [
4394     'resist_acid',
4395     {
4396     name => 'resist acid %',
4397     type => 'int'
4398     }
4399     ],
4400     [
4401     'resist_drain',
4402     {
4403     name => 'resist draining %',
4404     type => 'int'
4405     }
4406     ],
4407     [
4408     'resist_weaponmagic',
4409     {
4410     name => 'resist weaponmagic %',
4411     type => 'int'
4412     }
4413     ],
4414     [
4415     'resist_ghosthit',
4416     {
4417     name => 'resist ghosthit %',
4418     type => 'int'
4419     }
4420     ],
4421     [
4422     'resist_poison',
4423     {
4424     name => 'resist poison %',
4425     type => 'int'
4426     }
4427     ],
4428     [
4429     'resist_slow',
4430     {
4431     name => 'resist slow %',
4432     type => 'int'
4433     }
4434     ],
4435     [
4436     'resist_paralyze',
4437     {
4438     name => 'resist paralyze %',
4439     type => 'int'
4440     }
4441     ],
4442     [
4443     'resist_fear',
4444     {
4445     name => 'resist fear %',
4446     type => 'int'
4447     }
4448     ],
4449     [
4450     'resist_deplete',
4451     {
4452     name => 'resist depletion %',
4453     type => 'int'
4454     }
4455     ],
4456     [
4457     'resist_turn_undead',
4458     {
4459     name => 'resist turn undead %',
4460     type => 'int'
4461     }
4462     ],
4463     [
4464     'resist_death',
4465     {
4466     name => 'resist death-attack %',
4467     type => 'int'
4468     }
4469     ],
4470     [
4471     'resist_chaos',
4472     {
4473     name => 'resist chaos %',
4474     type => 'int'
4475     }
4476     ],
4477     [
4478     'resist_blind',
4479     {
4480     name => 'resist blinding %',
4481     type => 'int'
4482     }
4483     ],
4484     [
4485     'resist_holyword',
4486     {
4487     name => 'resist holy power %',
4488     type => 'int'
4489     }
4490     ],
4491     [
4492     'resist_godpower',
4493     {
4494     name => 'resist godpower %',
4495     type => 'int'
4496     }
4497     ]
4498     ]
4499     ]
4500     ],
4501     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. :-)'
4502     },
4503 root 1.9 'Monster (Grimreaper)' => {
4504     desc => 'A grimreaper is a monster that vanishes after it did some number of draining attacks.',
4505     ignore => [
4506     'material',
4507     'name_pl',
4508     'nrof',
4509     'value',
4510     'unpaid'
4511     ],
4512     import => [
4513     $TYPE{'Monster & NPC'}
4514     ],
4515     name => 'Monster (Grimreaper)',
4516     section => [
4517     [
4518     'grimreaper',
4519     [
4520     [
4521     'value',
4522     {
4523     desc => 'The object vanishes after this number of draining attacks.',
4524     name => 'attacks',
4525     type => 'int'
4526     }
4527     ]
4528     ]
4529     ]
4530     ]
4531     },
4532 root 1.7 'Mood Floor' => {
4533     attr => [
4534     [
4535     'no_pick',
4536 root 1.4 {
4537 root 1.7 type => 'fixed',
4538     value => 1
4539 root 1.4 }
4540     ],
4541     [
4542 root 1.7 'last_sp',
4543     {
4544     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!',
4545     name => 'mood',
4546     type => 'list',
4547     value => $LIST{mood}
4548     }
4549     ],
4550     [
4551     'connected',
4552     {
4553     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!',
4554     name => 'connection',
4555     type => 'int'
4556     }
4557     ],
4558     [
4559     'no_magic',
4560     {
4561     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
4562     name => 'no spells',
4563     type => 'bool'
4564     }
4565     ],
4566     [
4567     'damned',
4568     {
4569     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
4570     name => 'no prayers',
4571     type => 'bool'
4572     }
4573     ]
4574     ],
4575     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.',
4576     ignore => [
4577     $IGNORE_LIST{system_object}
4578     ],
4579     name => 'Mood Floor',
4580     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.)'
4581     },
4582     Mover => {
4583     attr => [
4584     [
4585     'attacktype',
4586     {
4587     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.',
4588     name => 'forced movement',
4589     type => 'bool'
4590     }
4591     ],
4592     [
4593     'maxsp',
4594     {
4595     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.',
4596     name => 'freeze duration',
4597     type => 'int'
4598     }
4599     ],
4600     [
4601     'speed',
4602     {
4603     desc => 'The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2).',
4604     name => 'movement speed',
4605     type => 'float'
4606     }
4607     ],
4608     [
4609 root 1.17 'speed_left',
4610     {
4611     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
4612     name => 'speed left',
4613     type => 'float'
4614     }
4615     ],
4616     [
4617 root 1.7 'sp',
4618     {
4619     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.',
4620     name => 'direction',
4621     type => 'list',
4622     value => $LIST{direction}
4623     }
4624     ],
4625     [
4626     'lifesave',
4627     {
4628 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.',
4629 root 1.7 name => 'gets used up',
4630     type => 'bool'
4631     }
4632     ],
4633     [
4634     'hp',
4635     {
4636     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).',
4637     name => 'number of uses',
4638     type => 'int'
4639     }
4640     ]
4641     ],
4642     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.',
4643     ignore => [
4644     $IGNORE_LIST{non_pickable}
4645     ],
4646     name => 'Mover',
4647     section => [
4648     [
4649     'targets',
4650     [
4651     [
4652     'level',
4653     {
4654     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.',
4655     name => 'move players',
4656     type => 'bool'
4657     }
4658     ],
4659     [
4660 root 1.14 'move_on',
4661 root 1.7 {
4662 root 1.14 desc => 'Which movement types activate the mover.',
4663     name => 'movement type',
4664     type => 'movement_type'
4665 root 1.7 }
4666     ]
4667     ]
4668     ]
4669     ],
4670     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).'
4671     },
4672     Pedestal => {
4673     attr => [
4674     [
4675     'no_pick',
4676 root 1.4 {
4677 root 1.7 type => 'fixed',
4678     value => 1
4679 root 1.4 }
4680     ],
4681     [
4682 root 1.7 'slaying',
4683 root 1.4 {
4684 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.',
4685     name => 'match race',
4686     type => 'string'
4687 root 1.4 }
4688     ],
4689     [
4690 root 1.7 'connected',
4691 root 1.4 {
4692 root 1.7 desc => 'When the pedestal is triggered, all objects with the same connection value get activated.',
4693     name => 'connection',
4694     type => 'int'
4695 root 1.4 }
4696     ],
4697     [
4698 root 1.14 'move_on',
4699 root 1.4 {
4700 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4701     name => 'movement type',
4702     type => 'bitmask',
4703     value => $BITMASK{movement_type}
4704 root 1.4 }
4705     ]
4706     ],
4707 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.',
4708     ignore => [
4709     $IGNORE_LIST{non_pickable}
4710     ],
4711 root 1.5 name => 'Pedestal',
4712 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.'
4713     },
4714     Pit => {
4715 root 1.7 attr => [
4716     [
4717     'no_pick',
4718     {
4719     type => 'fixed',
4720     value => 1
4721     }
4722     ],
4723     [
4724     'connected',
4725     {
4726     desc => 'When a <connection> value is set, the pit can be opened/closed by activating the connection.',
4727     name => 'connection',
4728     type => 'int'
4729     }
4730     ],
4731     [
4732     'hp',
4733     {
4734     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!',
4735     name => 'destination X',
4736     type => 'int'
4737     }
4738     ],
4739     [
4740     'sp',
4741     {
4742     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!',
4743     name => 'destination Y',
4744     type => 'int'
4745     }
4746     ],
4747     [
4748     'wc',
4749     {
4750     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.',
4751     name => 'position state',
4752     type => 'int'
4753     }
4754     ],
4755     [
4756 root 1.14 'move_on',
4757 root 1.7 {
4758 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
4759     name => 'movement type',
4760     type => 'bitmask',
4761     value => $BITMASK{movement_type}
4762 root 1.7 }
4763     ]
4764     ],
4765 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.',
4766     ignore => [
4767     $IGNORE_LIST{non_pickable}
4768     ],
4769 root 1.5 name => 'Pit',
4770 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.'
4771     },
4772     'Poison Food' => {
4773 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.',
4774     name => 'Poison Food'
4775 root 1.3 },
4776     Potion => {
4777 root 1.7 attr => [
4778     [
4779     'level',
4780     {
4781     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.',
4782     name => 'potion level',
4783     type => 'int'
4784     }
4785     ],
4786     [
4787     'sp',
4788     {
4789     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".',
4790     name => 'spell',
4791     type => 'spell'
4792     }
4793     ],
4794     [
4795     'attacktype',
4796     {
4797     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.',
4798     name => 'special effect',
4799     type => 'list',
4800     value => $LIST{potion_effect}
4801     }
4802     ],
4803     [
4804     'cursed',
4805     {
4806     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 >:)',
4807     name => 'cursed',
4808     type => 'bool'
4809     }
4810     ],
4811     [
4812     'startequip',
4813     {
4814     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
4815     name => 'godgiven item',
4816     type => 'bool'
4817     }
4818     ]
4819     ],
4820 root 1.3 desc => 'The player can drink these and gain various kinds of benefits (/penalties) by doing so.',
4821 root 1.5 name => 'Potion',
4822 root 1.4 section => [
4823     [
4824     'stats',
4825 root 1.7 [
4826     [
4827     'Str',
4828     {
4829     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.',
4830     name => 'strength',
4831     type => 'int'
4832     }
4833     ],
4834     [
4835     'Dex',
4836     {
4837     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.',
4838     name => 'dexterity',
4839     type => 'int'
4840     }
4841     ],
4842     [
4843     'Con',
4844     {
4845     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.',
4846     name => 'constitution',
4847     type => 'int'
4848     }
4849     ],
4850     [
4851     'Int',
4852     {
4853     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.',
4854     name => 'intelligence',
4855     type => 'int'
4856     }
4857     ],
4858     [
4859     'Pow',
4860     {
4861     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.',
4862     name => 'power',
4863     type => 'int'
4864     }
4865     ],
4866     [
4867     'Wis',
4868     {
4869     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.',
4870     name => 'wisdom',
4871     type => 'int'
4872     }
4873     ],
4874     [
4875     'Cha',
4876     {
4877     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.',
4878     name => 'charisma',
4879     type => 'int'
4880     }
4881     ]
4882     ]
4883     ],
4884     [
4885     'resistance',
4886     [
4887     [
4888     'resist_physical',
4889     {
4890     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!',
4891     name => 'resist physical %',
4892     type => 'int'
4893     }
4894     ],
4895     [
4896     'resist_magic',
4897     {
4898     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!',
4899     name => 'resist magic %',
4900     type => 'int'
4901     }
4902     ],
4903     [
4904     'resist_fire',
4905     {
4906     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!',
4907     name => 'resist fire %',
4908     type => 'int'
4909     }
4910     ],
4911     [
4912     'resist_electricity',
4913     {
4914     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!',
4915     name => 'resist electricity %',
4916     type => 'int'
4917     }
4918     ],
4919     [
4920     'resist_cold',
4921     {
4922     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!',
4923     name => 'resist cold %',
4924     type => 'int'
4925     }
4926     ],
4927     [
4928     'resist_acid',
4929     {
4930     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!',
4931     name => 'resist acid %',
4932     type => 'int'
4933     }
4934     ],
4935     [
4936     'resist_confusion',
4937     {
4938     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!',
4939     name => 'resist confusion %',
4940     type => 'int'
4941     }
4942     ],
4943     [
4944     'resist_weaponmagic',
4945     {
4946     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!',
4947     name => 'resist weaponmagic %',
4948     type => 'int'
4949     }
4950     ],
4951     [
4952     'resist_paralyze',
4953     {
4954     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!',
4955     name => 'resist paralyze %',
4956     type => 'int'
4957     }
4958     ],
4959     [
4960     'resist_drain',
4961     {
4962     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!',
4963     name => 'resist draining %',
4964     type => 'int'
4965     }
4966     ],
4967     [
4968     'resist_deplete',
4969     {
4970     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!',
4971     name => 'resist depletion %',
4972     type => 'int'
4973     }
4974     ],
4975     [
4976     'resist_poison',
4977     {
4978     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!',
4979     name => 'resist poison %',
4980     type => 'int'
4981     }
4982     ]
4983     ]
4984     ]
4985     ],
4986     use => 'One potion should never give multiple benefits at once.'
4987     },
4988     'Power Crystal' => {
4989     attr => [
4990     [
4991     'sp',
4992 root 1.4 {
4993 root 1.7 desc => '<initial mana> is the amount of spellpoints that the crystal holds when the map is loaded.',
4994     name => 'initial mana',
4995     type => 'int'
4996 root 1.4 }
4997     ],
4998     [
4999 root 1.7 'maxsp',
5000 root 1.4 {
5001 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.',
5002     name => 'mana capacity',
5003     type => 'int'
5004 root 1.4 }
5005     ]
5006     ],
5007 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.',
5008     name => 'Power Crystal'
5009 root 1.1 },
5010 root 1.3 Projectile => {
5011 root 1.7 attr => [
5012     [
5013     'attacktype',
5014     {
5015     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.',
5016     name => 'attacktype',
5017     type => 'bitmask',
5018     value => $BITMASK{attacktype}
5019     }
5020     ],
5021     [
5022     'race',
5023     {
5024     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>.',
5025     name => 'ammunition class',
5026     type => 'string'
5027     }
5028     ],
5029     [
5030     'slaying',
5031     {
5032     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.',
5033     name => 'slaying race',
5034     type => 'string'
5035     }
5036     ],
5037     [
5038     'dam',
5039     {
5040     desc => 'The projectile <damage> significantly affects the damage done. Damage can be further increased by the shooting weapon\'s attributes.',
5041     name => 'damage',
5042     type => 'int'
5043     }
5044     ],
5045     [
5046     'wc',
5047     {
5048     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.',
5049     name => 'weaponclass',
5050     type => 'int'
5051     }
5052     ],
5053     [
5054     'food',
5055     {
5056     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).',
5057     name => 'chance to break',
5058     type => 'int'
5059     }
5060     ],
5061     [
5062     'magic',
5063     {
5064     desc => 'Magic bonus increases chance to hit and damage a little bit.',
5065     name => 'magic bonus',
5066     type => 'int'
5067     }
5068     ],
5069     [
5070     'unique',
5071     {
5072     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5073     name => 'unique item',
5074     type => 'bool'
5075     }
5076     ],
5077     [
5078     'startequip',
5079     {
5080     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5081     name => 'godgiven item',
5082     type => 'bool'
5083     }
5084     ],
5085     [
5086     'no_drop',
5087     {
5088     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.',
5089     name => 'don\'t drop',
5090     type => 'bool'
5091     }
5092     ],
5093     [
5094     'msg',
5095     {
5096     desc => 'This text may describe the projectile. This could be nice for very special ones.',
5097     end => 'endmsg',
5098     name => 'description',
5099     type => 'text'
5100     }
5101     ]
5102     ],
5103     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.',
5104     name => 'Projectile',
5105     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.'
5106     },
5107     Ring => {
5108     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.',
5109     import => [
5110     $TYPE{Amulet}
5111     ],
5112     name => 'Ring',
5113     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.'
5114     },
5115     Rod => {
5116     attr => [
5117     [
5118     'sp',
5119     {
5120     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!',
5121     name => 'spell',
5122     type => 'spell'
5123     }
5124     ],
5125     [
5126     'level',
5127     {
5128     desc => 'The casting level of the <spell> determines it\'s power. For attack spells, level should be set to something reasonable.',
5129     name => 'casting level',
5130     type => 'int'
5131     }
5132     ],
5133     [
5134     'hp',
5135     {
5136     desc => 'This value represents the initial amount of spellpoints in the rod. Naturally, this is quite unimportant.',
5137     name => 'initial spellpoints',
5138     type => 'int'
5139     }
5140     ],
5141     [
5142     'maxhp',
5143     {
5144     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.',
5145     name => 'max. spellpoints',
5146     type => 'int'
5147     }
5148     ],
5149     [
5150     'startequip',
5151     {
5152     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5153     name => 'godgiven item',
5154     type => 'bool'
5155     }
5156     ],
5157     [
5158     'msg',
5159     {
5160     desc => 'This text may contain a description of the rod.',
5161     end => 'endmsg',
5162     name => 'description',
5163     type => 'text'
5164     }
5165     ]
5166     ],
5167     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.',
5168     ignore => [
5169     'title'
5170     ],
5171     name => 'Rod',
5172     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>'
5173     },
5174     Rune => {
5175     attr => [
5176     [
5177     'no_pick',
5178     {
5179     type => 'fixed',
5180     value => 1
5181     }
5182     ],
5183     [
5184 root 1.14 'move_on',
5185 root 1.7 {
5186 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5187     name => 'movement type',
5188     type => 'bitmask',
5189     value => $BITMASK{movement_type}
5190 root 1.7 }
5191     ],
5192     [
5193     'level',
5194     {
5195     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.',
5196     name => 'rune level',
5197     type => 'int'
5198     }
5199     ],
5200     [
5201     'Cha',
5202     {
5203     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.',
5204     name => 'visibility',
5205     type => 'int'
5206     }
5207     ],
5208     [
5209     'hp',
5210     {
5211     desc => 'The rune will detonate <number of charges> times before disappearing.',
5212     name => 'number of charges',
5213     type => 'int'
5214     }
5215     ],
5216     [
5217     'dam',
5218     {
5219     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.',
5220     name => 'direct damage',
5221     type => 'int'
5222     }
5223     ],
5224     [
5225     'attacktype',
5226     {
5227     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.',
5228     name => 'attacktype',
5229     type => 'bitmask',
5230     value => $BITMASK{attacktype}
5231     }
5232     ],
5233     [
5234     'msg',
5235     {
5236     desc => 'When the rune detonates, this text is displayed to the victim. For especially powerful runes, create an appropriate thrilling description. ;)',
5237     end => 'endmsg',
5238     name => 'detonation text',
5239     type => 'text'
5240     }
5241     ]
5242 root 1.3 ],
5243     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.',
5244     ignore => [
5245     'no_pick',
5246     'title',
5247     'name_pl',
5248     'weight',
5249     'value',
5250     'material',
5251     'unpaid'
5252     ],
5253 root 1.5 name => 'Rune',
5254 root 1.4 section => [
5255     [
5256     'spellcraft',
5257 root 1.7 [
5258     [
5259     'sp',
5260     {
5261     desc => 'The selected <spell> defines the spell in the rune, if any. (Many runes do direct damage).',
5262     name => 'spell',
5263     type => 'spell'
5264     }
5265     ],
5266     [
5267     'slaying',
5268     {
5269     desc => 'Name of the spell in the rune, if any. <spell name> is optional, but if present, overrides the <spell> setting.',
5270     name => 'spell name',
5271     type => 'string'
5272     }
5273     ],
5274     [
5275     'other_arch',
5276     {
5277     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.',
5278     name => 'spell arch',
5279     type => 'string'
5280     }
5281     ],
5282     [
5283     'maxsp',
5284     {
5285     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.',
5286     name => 'direction',
5287     type => 'list',
5288     value => $LIST{direction}
5289     }
5290     ],
5291     [
5292     'race',
5293     {
5294     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.',
5295     name => 'summon monster',
5296     type => 'string'
5297     }
5298     ],
5299     [
5300     'maxhp',
5301     {
5302     desc => 'This should only be set to a summoning rune. It will then summon that many creatures of the kind <summon monster>.',
5303     name => 'summon amount',
5304     type => 'int'
5305     }
5306     ]
5307     ]
5308 root 1.4 ]
5309     ],
5310 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.'
5311     },
5312     Savebed => {
5313 root 1.7 attr => [
5314     [
5315     'no_pick',
5316     {
5317     type => 'fixed',
5318     value => 1
5319     }
5320     ],
5321     [
5322     'no_magic',
5323     {
5324     type => 'fixed',
5325     value => 1
5326     }
5327     ],
5328     [
5329     'damned',
5330     {
5331     type => 'fixed',
5332     value => 1
5333     }
5334     ]
5335     ],
5336 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.',
5337     ignore => [
5338     $IGNORE_LIST{non_pickable}
5339     ],
5340 root 1.5 name => 'Savebed',
5341 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>'
5342     },
5343     Scroll => {
5344 root 1.7 attr => [
5345     [
5346     'level',
5347     {
5348     desc => 'The spell of the scroll will be casted at this level. This value should always be set, at least to 1.',
5349     name => 'casting level',
5350     type => 'int'
5351     }
5352     ],
5353     [
5354     'sp',
5355     {
5356     desc => 'When a player/monster applies this scroll, the selected <spell> will be casted (once). This should work for any given spell.',
5357     name => 'spell',
5358     type => 'spell'
5359     }
5360     ],
5361     [
5362     'startequip',
5363     {
5364     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5365     name => 'godgiven item',
5366     type => 'bool'
5367     }
5368     ]
5369     ],
5370 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.',
5371     ignore => [
5372     'title'
5373     ],
5374 root 1.5 name => 'Scroll',
5375 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.'
5376     },
5377     Shield => {
5378 root 1.7 attr => [
5379     [
5380     'magic',
5381     {
5382     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.',
5383     name => 'magic bonus',
5384     type => 'int'
5385     }
5386     ]
5387     ],
5388 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.',
5389     import => [
5390     $TYPE{Amulet}
5391     ],
5392 root 1.5 name => 'Shield',
5393 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.'
5394     },
5395     'Shooting Weapon' => {
5396 root 1.7 attr => [
5397     [
5398     'race',
5399     {
5400     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.',
5401     name => 'ammunition class',
5402     type => 'string'
5403     }
5404     ],
5405     [
5406     'sp',
5407     {
5408     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).',
5409     name => 'shooting speed',
5410     type => 'int'
5411     }
5412     ],
5413     [
5414     'dam',
5415     {
5416     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.',
5417     name => 'base damage',
5418     type => 'int'
5419     }
5420     ],
5421     [
5422     'wc',
5423     {
5424     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.',
5425     name => 'weaponclass',
5426     type => 'int'
5427     }
5428     ],
5429     [
5430     'item_power',
5431     {
5432     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>.',
5433     name => 'item power',
5434     type => 'int'
5435     }
5436     ],
5437     [
5438     'no_strength',
5439     {
5440     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.',
5441     name => 'ignore strength',
5442     type => 'bool'
5443     }
5444     ],
5445     [
5446     'damned',
5447     {
5448     desc => 'A damned shooting weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
5449     name => 'damnation',
5450     type => 'bool'
5451     }
5452     ],
5453     [
5454     'cursed',
5455     {
5456     desc => 'A cursed shooting weapon cannot be unwielded unless the curse is removed.',
5457     name => 'curse',
5458     type => 'bool'
5459     }
5460     ],
5461     [
5462     'unique',
5463     {
5464     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
5465     name => 'unique item',
5466     type => 'bool'
5467     }
5468     ],
5469     [
5470     'startequip',
5471     {
5472     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5473     name => 'godgiven item',
5474     type => 'bool'
5475     }
5476     ],
5477     [
5478     'msg',
5479     {
5480     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
5481     end => 'endmsg',
5482     name => 'description',
5483     type => 'text'
5484     }
5485     ]
5486     ],
5487 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.',
5488 root 1.5 name => 'Shooting Weapon',
5489 root 1.4 section => [
5490     [
5491     'stats',
5492 root 1.7 [
5493     [
5494     'Str',
5495     {
5496     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this shooting weapon.',
5497     name => 'strength',
5498     type => 'int'
5499     }
5500     ],
5501     [
5502     'Dex',
5503     {
5504     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this shooting weapon.',
5505     name => 'dexterity',
5506     type => 'int'
5507     }
5508     ],
5509     [
5510     'Con',
5511     {
5512     desc => 'The player\'s constitution will rise/fall by the given value while wearing this shooting weapon.',
5513     name => 'constitution',
5514     type => 'int'
5515     }
5516     ],
5517     [
5518     'Int',
5519     {
5520     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this shooting weapon.',
5521     name => 'intelligence',
5522     type => 'int'
5523     }
5524     ],
5525     [
5526     'Pow',
5527     {
5528     desc => 'The player\'s power will rise/fall by the given value while wearing this shooting weapon.',
5529     name => 'power',
5530     type => 'int'
5531     }
5532     ],
5533     [
5534     'Wis',
5535     {
5536     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this shooting weapon.',
5537     name => 'wisdom',
5538     type => 'int'
5539     }
5540     ],
5541     [
5542     'Cha',
5543     {
5544     desc => 'The player\'s charisma will rise/fall by the given value while wearing this shooting weapon.',
5545     name => 'charisma',
5546     type => 'int'
5547     }
5548     ]
5549     ]
5550     ],
5551     [
5552     'bonus',
5553     [
5554     [
5555     'luck',
5556     {
5557     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.',
5558     name => 'luck bonus',
5559     type => 'int'
5560     }
5561     ],
5562     [
5563     'magic',
5564     {
5565     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.',
5566     name => 'magic bonus',
5567     type => 'int'
5568     }
5569     ]
5570     ]
5571     ]
5572     ],
5573     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.'
5574     },
5575     'Shop Floor' => {
5576     attr => [
5577     [
5578     'is_floor',
5579     {
5580     type => 'fixed',
5581     value => 1
5582     }
5583     ],
5584     [
5585     'no_pick',
5586     {
5587     type => 'fixed',
5588     value => 1
5589     }
5590     ],
5591     [
5592     'no_magic',
5593     {
5594     type => 'fixed',
5595     value => 1
5596     }
5597     ],
5598     [
5599     'auto_apply',
5600 root 1.4 {
5601 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.',
5602     name => 'generate goods',
5603     type => 'bool'
5604 root 1.4 }
5605     ],
5606     [
5607 root 1.7 'randomitems',
5608     {
5609     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.',
5610     name => 'treasurelist',
5611     type => 'treasurelist'
5612     }
5613     ],
5614     [
5615     'exp',
5616     {
5617     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.',
5618     name => 'quality level',
5619     type => 'int'
5620     }
5621     ],
5622     [
5623     'damned',
5624 root 1.4 {
5625 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.)',
5626     name => 'no prayers',
5627     type => 'bool'
5628 root 1.4 }
5629     ]
5630     ],
5631 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).',
5632     ignore => [
5633     $IGNORE_LIST{non_pickable}
5634     ],
5635 root 1.5 name => 'Shop Floor',
5636 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.'
5637     },
5638     'Shop Mat' => {
5639 root 1.7 attr => [
5640     [
5641     'no_pick',
5642     {
5643     type => 'fixed',
5644     value => 1
5645     }
5646     ],
5647     [
5648 root 1.14 'move_on',
5649 root 1.7 {
5650 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5651     name => 'movement type',
5652     type => 'bitmask',
5653     value => $BITMASK{movement_type}
5654 root 1.7 }
5655     ]
5656     ],
5657 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).',
5658     ignore => [
5659     $IGNORE_LIST{non_pickable}
5660     ],
5661 root 1.5 name => 'Shop Mat',
5662 root 1.3 use => 'As stated above, always place TWO shop mats into your shop. Not more and not less than that.'
5663     },
5664     'Sign & MagicMouth' => {
5665 root 1.7 attr => [
5666     [
5667     'connected',
5668     {
5669     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.',
5670     name => 'connection',
5671     type => 'int'
5672     }
5673     ],
5674     [
5675 root 1.14 'move_on',
5676 root 1.7 {
5677 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5678     name => 'movement type',
5679     type => 'bitmask',
5680     value => $BITMASK{movement_type}
5681 root 1.7 }
5682     ],
5683     [
5684     'food',
5685     {
5686     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).',
5687     name => 'counter',
5688     type => 'int'
5689     }
5690     ],
5691     [
5692     'msg',
5693     {
5694     desc => 'This text will be displayed to the player.',
5695     end => 'endmsg',
5696     name => 'message',
5697     type => 'text'
5698     }
5699     ]
5700     ],
5701     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).',
5702     ignore => [
5703     $IGNORE_LIST{non_pickable}
5704     ],
5705     name => 'Sign & MagicMouth',
5706     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.'
5707     },
5708     Skill => {
5709     attr => [
5710     [
5711     'invisible',
5712     {
5713     type => 'fixed',
5714     value => 1
5715     }
5716     ],
5717     [
5718     'no_drop',
5719     {
5720     type => 'fixed',
5721     value => 1
5722     }
5723     ],
5724     [
5725     'skill',
5726     {
5727     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.',
5728     name => 'skill name',
5729     type => 'string'
5730     }
5731     ],
5732     [
5733     'expmul',
5734     {
5735     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.',
5736     name => 'exp multiplier',
5737     type => 'float'
5738     }
5739     ],
5740     [
5741     'subtype',
5742     {
5743     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.',
5744     name => 'skill type',
5745     type => 'list',
5746     value => $LIST{skill_type}
5747     }
5748     ],
5749     [
5750     'level',
5751     {
5752     name => 'level',
5753     type => 'int'
5754     }
5755     ],
5756     [
5757     'exp',
5758     {
5759     name => 'experience',
5760     type => 'int'
5761     }
5762     ],
5763     [
5764     'can_use_skill',
5765     {
5766     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.',
5767     name => 'is native skill',
5768     type => 'bool'
5769     }
5770     ]
5771 root 1.3 ],
5772     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.',
5773     ignore => [
5774     $IGNORE_LIST{system_object}
5775     ],
5776 root 1.5 name => 'Skill',
5777 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>'
5778     },
5779     'Skill Scroll' => {
5780 root 1.7 attr => [
5781     [
5782     'race',
5783     {
5784     type => 'fixed',
5785     value => 'scrolls'
5786     }
5787     ],
5788     [
5789     'skill',
5790     {
5791     desc => 'The <skill name> matches the skill object that can be learned from this scroll.',
5792     name => 'skill name',
5793     type => 'string'
5794     }
5795     ]
5796     ],
5797 root 1.3 desc => 'By reading a skill scroll, a player has a chance to learn the contained skill.',
5798 root 1.5 name => 'Skill Scroll',
5799 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.'
5800     },
5801     'Special Key' => {
5802 root 1.7 attr => [
5803     [
5804     'slaying',
5805     {
5806     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.',
5807     name => 'key string',
5808     type => 'string'
5809     }
5810     ],
5811     [
5812     'material',
5813     {
5814     desc => 'For Special Keys, material should always be unset or set to Adamantite. This prevents the key from getting burned or otherwise destroyed.',
5815     name => 'material',
5816     type => 'bitmask',
5817     value => $BITMASK{material}
5818     }
5819     ],
5820     [
5821     'unique',
5822     {
5823     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.',
5824     name => 'unique item',
5825     type => 'bool'
5826     }
5827     ],
5828     [
5829     'startequip',
5830     {
5831     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5832     name => 'godgiven item',
5833     type => 'bool'
5834     }
5835     ],
5836     [
5837     'msg',
5838     {
5839     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.',
5840     end => 'endmsg',
5841     name => 'description',
5842     type => 'text'
5843     }
5844     ]
5845     ],
5846 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.',
5847     ignore => [
5848     'material'
5849     ],
5850 root 1.5 name => 'Special Key',
5851 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".'
5852     },
5853     Spell => {
5854 root 1.7 attr => [
5855     [
5856     'no_drop',
5857     {
5858     type => 'fixed',
5859     value => 1
5860     }
5861     ],
5862     [
5863     'invisible',
5864     {
5865     type => 'fixed',
5866     value => 1
5867     }
5868     ],
5869     [
5870     'skill',
5871     {
5872     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.',
5873     name => 'skill name',
5874     type => 'string'
5875     }
5876     ],
5877     [
5878     'subtype',
5879     {
5880     desc => 'The <spell type> defines the basic type of spell. Some of these types are of a more generic nature than others.',
5881     name => 'spell type',
5882     type => 'list',
5883     value => $LIST{spell_type}
5884     }
5885     ],
5886     [
5887     'level',
5888     {
5889     name => 'spell level',
5890     type => 'int'
5891     }
5892     ],
5893     [
5894     'casting_time',
5895     {
5896     name => 'casting time',
5897     type => 'int'
5898     }
5899     ],
5900     [
5901     'duration',
5902     {
5903     name => 'duration',
5904     type => 'int'
5905     }
5906     ],
5907     [
5908     'other_arch',
5909     {
5910     name => 'create object',
5911     type => 'string'
5912     }
5913     ],
5914     [
5915     'sp',
5916     {
5917     name => 'cost spellpoints',
5918     type => 'int'
5919     }
5920     ],
5921     [
5922     'grace',
5923     {
5924     name => 'cost grace',
5925     type => 'int'
5926     }
5927     ],
5928     [
5929     'maxsp',
5930     {
5931     name => 'double cost per level',
5932     type => 'int'
5933     }
5934     ]
5935     ],
5936 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.',
5937     ignore => [
5938     $IGNORE_LIST{system_object}
5939     ],
5940 root 1.5 name => 'Spell',
5941 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.'
5942     },
5943     Spellbook => {
5944 root 1.7 attr => [
5945     [
5946     'skill',
5947     {
5948     type => 'fixed',
5949     value => 'literacy'
5950     }
5951     ],
5952     [
5953     'randomitems',
5954     {
5955     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.',
5956     name => 'treasurelist',
5957     type => 'treasurelist'
5958     }
5959     ],
5960     [
5961     'startequip',
5962     {
5963     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
5964     name => 'godgiven item',
5965     type => 'bool'
5966     }
5967     ],
5968     [
5969     'msg',
5970     {
5971     desc => 'This text may contain a nice description of the spellbook\'s cover or something.',
5972     end => 'endmsg',
5973     name => 'description',
5974     type => 'text'
5975     }
5976     ]
5977     ],
5978 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.',
5979 root 1.5 name => 'Spellbook',
5980 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.'
5981     },
5982     Spinner => {
5983 root 1.7 attr => [
5984     [
5985     'sp',
5986     {
5987     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.',
5988     name => 'direction number',
5989     type => 'int'
5990     }
5991     ],
5992     [
5993 root 1.14 'move_on',
5994 root 1.7 {
5995 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
5996     name => 'movement type',
5997     type => 'bitmask',
5998     value => $BITMASK{movement_type}
5999 root 1.7 }
6000     ]
6001     ],
6002 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.',
6003     ignore => [
6004     $IGNORE_LIST{non_pickable}
6005     ],
6006 root 1.5 name => 'Spinner',
6007 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.'
6008     },
6009     Swamp => {
6010 root 1.7 attr => [
6011     [
6012     'is_floor',
6013     {
6014     type => 'fixed',
6015     value => 1
6016     }
6017     ],
6018     [
6019     'is_wooded',
6020     {
6021     type => 'fixed',
6022     value => 1
6023     }
6024     ],
6025     [
6026     'speed',
6027     {
6028     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.',
6029     name => 'drowning speed',
6030     type => 'float'
6031     }
6032     ],
6033     [
6034 root 1.17 'speed_left',
6035     {
6036     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6037     name => 'speed left',
6038     type => 'float'
6039     }
6040     ],
6041     [
6042 root 1.14 'move_on',
6043     {
6044     desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6045     name => 'movement type',
6046     type => 'bitmask',
6047     value => $BITMASK{movement_type}
6048     }
6049     ],
6050     [
6051     'move_block',
6052 root 1.7 {
6053 root 1.14 desc => 'Objects using these movement types cannot move over this space.',
6054     name => 'blocked movement',
6055     type => 'bitmask',
6056     value => $BITMASK{movement_type}
6057     }
6058     ],
6059     [
6060     'move_allow',
6061     {
6062     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6063     name => 'allowed movement',
6064     type => 'bitmask',
6065     value => $BITMASK{movement_type}
6066     }
6067     ],
6068     [
6069     'move_slow',
6070     {
6071     desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6072     name => 'slowed movement',
6073     type => 'bitmask',
6074     value => $BITMASK{movement_type}
6075     }
6076     ],
6077     [
6078     'move_slow_penalty',
6079     {
6080     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)',
6081     name => 'slow movement penalty',
6082 root 1.7 type => 'int'
6083     }
6084     ],
6085     [
6086     'no_magic',
6087     {
6088     desc => 'If enabled, it is impossible for players to use (wizard-) spells on that spot.',
6089     name => 'no spells',
6090     type => 'bool'
6091     }
6092     ],
6093     [
6094     'damned',
6095     {
6096     desc => 'If enabled, it is impossible for players to use prayers on that spot. It also prevents players from saving.',
6097     name => 'no prayers',
6098     type => 'bool'
6099     }
6100     ]
6101     ],
6102 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.',
6103     ignore => [
6104     $IGNORE_LIST{non_pickable}
6105 root 1.5 ],
6106     name => 'Swamp'
6107 root 1.3 },
6108     Teleporter => {
6109 root 1.7 attr => [
6110     [
6111     'slaying',
6112     {
6113     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.',
6114     name => 'exit path',
6115     type => 'string'
6116     }
6117     ],
6118     [
6119     'hp',
6120     {
6121     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.',
6122     name => 'destination X',
6123     type => 'int'
6124     }
6125     ],
6126     [
6127     'sp',
6128     {
6129     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.',
6130     name => 'destination Y',
6131     type => 'int'
6132     }
6133     ],
6134     [
6135     'connected',
6136     {
6137     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.',
6138     name => 'connection',
6139     type => 'int'
6140     }
6141     ],
6142     [
6143     'speed',
6144     {
6145     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!',
6146     name => 'activation speed',
6147     type => 'float'
6148     }
6149 root 1.17 ],
6150     [
6151     'speed_left',
6152     {
6153     desc => 'The speed left to the object. On every tick, if this value is higher than 0, the object acts/triggers/moves etc. and the value gets decremented by 1. Otherwise, it is incremented by <speed> on every tick.',
6154     name => 'speed left',
6155     type => 'float'
6156     }
6157 root 1.7 ]
6158     ],
6159 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.',
6160     ignore => [
6161     $IGNORE_LIST{non_pickable}
6162     ],
6163 root 1.5 name => 'Teleporter',
6164 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.'
6165     },
6166 root 1.8 'Timed Gate' => {
6167     attr => [
6168     [
6169     'no_pick',
6170     {
6171     type => 'fixed',
6172     value => 1
6173     }
6174     ],
6175     [
6176     'connected',
6177     {
6178     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.',
6179     name => 'connection',
6180     type => 'int'
6181     }
6182     ],
6183     [
6184     'wc',
6185     {
6186     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.',
6187     name => 'position state',
6188     type => 'int'
6189     }
6190     ],
6191     [
6192 root 1.14 'move_block',
6193     {
6194     desc => 'Objects using these movement types cannot move over this space.',
6195     name => 'blocked movement',
6196     type => 'bitmask',
6197     value => $BITMASK{movement_type}
6198     }
6199     ],
6200     [
6201     'move_allow',
6202     {
6203     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6204     name => 'allowed movement',
6205     type => 'bitmask',
6206     value => $BITMASK{movement_type}
6207     }
6208     ],
6209     [
6210     'move_slow',
6211 root 1.8 {
6212 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6213     name => 'slowed movement',
6214     type => 'bitmask',
6215     value => $BITMASK{movement_type}
6216     }
6217     ],
6218     [
6219     'move_slow_penalty',
6220     {
6221     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)',
6222     name => 'slow movement penalty',
6223     type => 'int'
6224 root 1.8 }
6225     ],
6226     [
6227     'no_magic',
6228     {
6229     desc => 'Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled.',
6230     name => 'restrict spells',
6231     type => 'bool'
6232     }
6233     ],
6234     [
6235     'damned',
6236     {
6237     desc => 'Restricting the use of prayers to pass this door. This has an effect only if <block view> is disabled.',
6238     name => 'restrict prayers',
6239     type => 'bool'
6240     }
6241     ],
6242     [
6243     'hp',
6244     {
6245     desc => 'Defines the duration the gate remains closed. This only takes effect if the gate is not connected.',
6246     name => 'open duration',
6247     type => 'int'
6248     }
6249     ]
6250     ],
6251     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.',
6252     ignore => [
6253     $IGNORE_LIST{non_pickable}
6254     ],
6255     name => 'Timed Gate',
6256     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".'
6257     },
6258 root 1.3 Trap => {
6259 root 1.7 attr => [
6260     [
6261     'no_pick',
6262     {
6263     type => 'fixed',
6264     value => 1
6265     }
6266     ],
6267     [
6268 root 1.14 'move_on',
6269 root 1.7 {
6270 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6271     name => 'movement type',
6272     type => 'bitmask',
6273     value => $BITMASK{movement_type}
6274 root 1.7 }
6275     ],
6276     [
6277     'level',
6278     {
6279     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.',
6280     name => 'trap level',
6281     type => 'int'
6282     }
6283     ],
6284     [
6285     'Cha',
6286     {
6287     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.',
6288     name => 'visibility',
6289     type => 'int'
6290     }
6291     ],
6292     [
6293     'hp',
6294     {
6295     desc => 'The trap will detonate <number of charges> times before disappearing.',
6296     name => 'number of charges',
6297     type => 'int'
6298     }
6299     ],
6300     [
6301     'dam',
6302     {
6303     desc => '<direct damage> specifies how much damage is done by the trap. This should be set in reasonable relation to the trap\'s level.',
6304     name => 'direct damage',
6305     type => 'int'
6306     }
6307     ],
6308     [
6309     'attacktype',
6310     {
6311     desc => 'This attribute defines what attacktype to use for direct damage when the trap detonates.',
6312     name => 'attacktype',
6313     type => 'bitmask',
6314     value => $BITMASK{attacktype}
6315     }
6316     ],
6317     [
6318     'connected',
6319     {
6320     desc => 'When the trap is detonated, all objects with the same connection value get activated.',
6321     name => 'connection',
6322     type => 'int'
6323     }
6324     ],
6325     [
6326     'msg',
6327     {
6328     desc => 'When the trap detonates, this text is displayed to the victim. For especially powerful or complex traps, create an appropriate and thrilling description. ;)',
6329     end => 'endmsg',
6330     name => 'detonation text',
6331     type => 'text'
6332     }
6333     ]
6334     ],
6335 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.',
6336     ignore => [
6337     'no_pick',
6338     'title',
6339     'name_pl',
6340     'weight',
6341     'value',
6342     'material',
6343     'unpaid'
6344     ],
6345 root 1.5 name => 'Trap',
6346 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.'
6347     },
6348     Trapdoor => {
6349 root 1.7 attr => [
6350     [
6351     'no_pick',
6352     {
6353     type => 'fixed',
6354     value => 1
6355     }
6356     ],
6357     [
6358 root 1.14 'move_on',
6359 root 1.7 {
6360 root 1.14 desc => 'Which movement types automatically (as opposed to manually) activate this object.',
6361     name => 'movement type',
6362     type => 'bitmask',
6363     value => $BITMASK{movement_type}
6364 root 1.7 }
6365     ],
6366     [
6367     'weight',
6368     {
6369     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.',
6370     name => 'hold weight',
6371     type => 'int'
6372     }
6373     ],
6374     [
6375     'hp',
6376     {
6377     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!',
6378     name => 'destination X',
6379     type => 'int'
6380     }
6381     ],
6382     [
6383     'sp',
6384     {
6385     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!',
6386     name => 'destination Y',
6387     type => 'int'
6388     }
6389     ]
6390     ],
6391 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.',
6392     ignore => [
6393     $IGNORE_LIST{non_pickable}
6394     ],
6395 root 1.5 name => 'Trapdoor',
6396 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.'
6397     },
6398     Treasure => {
6399 root 1.7 attr => [
6400     [
6401     'randomitems',
6402     {
6403     desc => 'This entry determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.',
6404     name => 'treasurelist',
6405     type => 'treasurelist'
6406     }
6407     ],
6408     [
6409     'auto_apply',
6410     {
6411     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.',
6412     name => 'auto-generate',
6413     type => 'bool'
6414     }
6415     ],
6416     [
6417     'hp',
6418     {
6419     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.',
6420     name => 'create number',
6421     type => 'int'
6422     }
6423     ],
6424     [
6425     'exp',
6426     {
6427     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).',
6428     name => 'quality level',
6429     type => 'int'
6430     }
6431     ]
6432     ],
6433 root 1.3 desc => 'A treasure-object turns into certain randomitems when the map is loaded into the game.',
6434     ignore => [
6435     'nrof',
6436     'title',
6437     'name_pl',
6438     'weight',
6439     'value',
6440     'material'
6441     ],
6442 root 1.5 name => 'Treasure',
6443 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.'
6444     },
6445     'Trigger Marker' => {
6446 root 1.7 attr => [
6447     [
6448     'no_pick',
6449     {
6450     type => 'fixed',
6451     value => 1
6452     }
6453     ],
6454     [
6455     'slaying',
6456     {
6457     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.',
6458     name => 'key string',
6459     type => 'string'
6460     }
6461     ],
6462     [
6463     'connected',
6464     {
6465     desc => 'Unlike a regular marker this is the connection that triggers this marker to activate.',
6466     name => 'connection',
6467     type => 'int'
6468     }
6469     ],
6470     [
6471     'food',
6472     {
6473     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.',
6474     name => 'mark duration',
6475     type => 'int'
6476     }
6477     ],
6478     [
6479     'name',
6480     {
6481     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.',
6482     name => 'delete mark',
6483     type => 'string'
6484     }
6485     ],
6486     [
6487     'msg',
6488     {
6489     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.',
6490     end => 'endmsg',
6491     name => 'marking message',
6492     type => 'text'
6493     }
6494     ]
6495     ],
6496 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.',
6497     ignore => [
6498     $IGNORE_LIST{system_object}
6499     ],
6500 root 1.5 name => 'Trigger Marker',
6501 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.'
6502     },
6503     Wall => {
6504 root 1.7 attr => [
6505     [
6506 root 1.14 'move_block',
6507     {
6508     desc => 'Objects using these movement types cannot move over this space.',
6509     name => 'blocked movement',
6510     type => 'bitmask',
6511     value => $BITMASK{movement_type}
6512     }
6513     ],
6514     [
6515     'move_allow',
6516     {
6517     desc => 'Objects using these movement types are allowed to move over this space. Takes precedence over \'blocked movements\'.',
6518     name => 'allowed movement',
6519     type => 'bitmask',
6520     value => $BITMASK{movement_type}
6521     }
6522     ],
6523     [
6524     'move_slow',
6525 root 1.7 {
6526 root 1.14 desc => 'The types of movement that should by slowed down by the \'slow movement penalty\'.',
6527     name => 'slowed movement',
6528     type => 'bitmask',
6529     value => $BITMASK{movement_type}
6530     }
6531     ],
6532     [
6533     'move_slow_penalty',
6534     {
6535     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)',
6536     name => 'slow movement penalty',
6537     type => 'int'
6538 root 1.7 }
6539     ],
6540     [
6541     'can_roll',
6542     {
6543     desc => 'If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels.',
6544     name => 'moveable',
6545     type => 'bool'
6546     }
6547     ],
6548     [
6549     'no_magic',
6550     {
6551     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6552     name => 'restrict spells',
6553     type => 'bool'
6554     }
6555     ],
6556     [
6557     'damned',
6558     {
6559     desc => 'This takes effect only with <blocksview> disabled. Restricting the use of spells to pass this wall.',
6560     name => 'restrict prayers',
6561     type => 'bool'
6562     }
6563     ]
6564     ],
6565 root 1.3 desc => 'Walls usually block passage and sight.',
6566     ignore => [
6567     'nrof',
6568     'title',
6569     'name_pl',
6570     'value',
6571     'unpaid'
6572     ],
6573 root 1.5 name => 'Wall',
6574 root 1.3 required => {
6575     alive => 0,
6576     is_floor => 0,
6577 root 1.14 move_block => 255
6578 root 1.3 }
6579     },
6580     'Wand & Staff' => {
6581 root 1.7 attr => [
6582     [
6583     'sp',
6584     {
6585     desc => 'The <spell> specifies the contained spell.',
6586     name => 'spell',
6587     type => 'spell'
6588     }
6589     ],
6590     [
6591     'level',
6592     {
6593     desc => 'The <casting level> of the wand determines it\'s power. An average level for wands in shops is about 10.',
6594     name => 'casting level',
6595     type => 'int'
6596     }
6597     ],
6598     [
6599     'food',
6600     {
6601     desc => 'The wand can be used <number of charges> times before it is used up. It can be recharged with scrolls of charging.',
6602     name => 'number of charges',
6603     type => 'int'
6604     }
6605     ],
6606     [
6607     'startequip',
6608     {
6609     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6610     name => 'godgiven item',
6611     type => 'bool'
6612     }
6613     ],
6614     [
6615     'msg',
6616     {
6617     desc => 'This text may contain a description of the wand.',
6618     end => 'endmsg',
6619     name => 'description',
6620     type => 'text'
6621     }
6622     ]
6623     ],
6624 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.',
6625 root 1.5 name => 'Wand & Staff',
6626 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.'
6627 root 1.3 },
6628     'Weak Wall' => {
6629 root 1.7 attr => [
6630     [
6631     'alive',
6632     {
6633     type => 'fixed',
6634     value => 1
6635     }
6636     ],
6637     [
6638     'no_pick',
6639     {
6640     type => 'fixed',
6641     value => 1
6642     }
6643     ],
6644     [
6645     'tear_down',
6646     {
6647     type => 'fixed',
6648     value => 1
6649     }
6650     ],
6651     [
6652     'race',
6653     {
6654     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.',
6655     name => 'race',
6656     type => 'string'
6657     }
6658     ],
6659     [
6660     'level',
6661     {
6662     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.',
6663     name => 'level',
6664     type => 'int'
6665     }
6666     ],
6667     [
6668     'hp',
6669     {
6670     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.',
6671     name => 'health points',
6672     type => 'int'
6673     }
6674     ],
6675     [
6676     'maxhp',
6677     {
6678     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.',
6679     name => 'max health',
6680     type => 'int'
6681     }
6682     ],
6683     [
6684     'ac',
6685     {
6686     desc => 'Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>.',
6687     name => 'armour class',
6688     type => 'int'
6689     }
6690     ]
6691     ],
6692 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.',
6693     ignore => [
6694     $IGNORE_LIST{non_pickable}
6695     ],
6696 root 1.5 name => 'Weak Wall',
6697 root 1.3 required => {
6698     alive => 1,
6699     is_floor => 0,
6700     tear_down => 1
6701     },
6702 root 1.4 section => [
6703     [
6704     'resistance',
6705 root 1.7 [
6706     [
6707     'resist_physical',
6708     {
6709     name => 'resist physical %',
6710     type => 'int'
6711     }
6712     ],
6713     [
6714     'resist_magic',
6715     {
6716     name => 'resist magic %',
6717     type => 'int'
6718     }
6719     ],
6720     [
6721     'resist_fire',
6722     {
6723     name => 'resist fire %',
6724     type => 'int'
6725     }
6726     ],
6727     [
6728     'resist_electricity',
6729     {
6730     name => 'resist electricity %',
6731     type => 'int'
6732     }
6733     ],
6734     [
6735     'resist_cold',
6736     {
6737     name => 'resist cold %',
6738     type => 'int'
6739     }
6740     ],
6741     [
6742     'resist_confusion',
6743     {
6744     name => 'resist confusion %',
6745     type => 'int'
6746     }
6747     ],
6748     [
6749     'resist_acid',
6750     {
6751     name => 'resist acid %',
6752     type => 'int'
6753     }
6754     ],
6755     [
6756     'resist_drain',
6757     {
6758     name => 'resist draining %',
6759     type => 'int'
6760     }
6761     ],
6762     [
6763     'resist_weaponmagic',
6764     {
6765     name => 'resist weaponmagic %',
6766     type => 'int'
6767     }
6768     ],
6769     [
6770     'resist_ghosthit',
6771     {
6772     name => 'resist ghosthit %',
6773     type => 'int'
6774     }
6775     ],
6776     [
6777     'resist_poison',
6778     {
6779     name => 'resist poison %',
6780     type => 'int'
6781     }
6782     ],
6783     [
6784     'resist_slow',
6785     {
6786     name => 'resist slow %',
6787     type => 'int'
6788     }
6789     ],
6790     [
6791     'resist_paralyze',
6792     {
6793     name => 'resist paralyze %',
6794     type => 'int'
6795     }
6796     ],
6797     [
6798     'resist_fear',
6799     {
6800     name => 'resist fear %',
6801     type => 'int'
6802     }
6803     ],
6804     [
6805     'resist_deplete',
6806     {
6807     name => 'resist depletion %',
6808     type => 'int'
6809     }
6810     ],
6811     [
6812     'resist_turn_undead',
6813     {
6814     name => 'resist turn undead %',
6815     type => 'int'
6816     }
6817     ],
6818     [
6819     'resist_death',
6820     {
6821     name => 'resist death-attack %',
6822     type => 'int'
6823     }
6824     ],
6825     [
6826     'resist_chaos',
6827     {
6828     name => 'resist chaos %',
6829     type => 'int'
6830     }
6831     ],
6832     [
6833     'resist_blind',
6834     {
6835     name => 'resist blinding %',
6836     type => 'int'
6837     }
6838     ],
6839     [
6840     'resist_holyword',
6841     {
6842     name => 'resist holy power %',
6843     type => 'int'
6844     }
6845     ],
6846     [
6847     'resist_godpower',
6848     {
6849     name => 'resist godpower %',
6850     type => 'int'
6851     }
6852     ]
6853     ]
6854 root 1.4 ]
6855     ],
6856 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.'
6857     },
6858     Weapon => {
6859 root 1.7 attr => [
6860     [
6861     'attacktype',
6862     {
6863     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.',
6864     name => 'attacktype',
6865     type => 'bitmask',
6866     value => $BITMASK{attacktype}
6867     }
6868     ],
6869     [
6870     'weapontype',
6871     {
6872     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.',
6873     name => 'weapontype',
6874     type => 'list',
6875     value => $LIST{weapon_type}
6876     }
6877     ],
6878     [
6879     'skill',
6880     {
6881     desc => 'Matching <skill name> of the skill that is required to use this weapon.',
6882     name => 'skill name',
6883     type => 'string'
6884     }
6885     ],
6886     [
6887     'dam',
6888     {
6889     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.',
6890     name => 'damage',
6891     type => 'int'
6892     }
6893     ],
6894     [
6895     'slaying',
6896     {
6897     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.',
6898     name => 'slaying race',
6899     type => 'string'
6900     }
6901     ],
6902     [
6903     'last_sp',
6904     {
6905     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.',
6906     name => 'weapon speed',
6907     type => 'int'
6908     }
6909     ],
6910     [
6911     'wc',
6912     {
6913     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.',
6914     name => 'weapon class',
6915     type => 'int'
6916     }
6917     ],
6918     [
6919     'magic',
6920     {
6921     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.',
6922     name => 'magic bonus',
6923     type => 'int'
6924     }
6925     ],
6926     [
6927     'item_power',
6928     {
6929     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>.',
6930     name => 'item power',
6931     type => 'int'
6932     }
6933     ],
6934     [
6935     'damned',
6936     {
6937     desc => 'A damned weapon cannot be unwielded unless the curse is removed. Removing damnations is a tick harder than removing curses.',
6938     name => 'damnation',
6939     type => 'bool'
6940     }
6941     ],
6942     [
6943     'cursed',
6944     {
6945     desc => 'A cursed weapon cannot be unwielded unless the curse is removed.',
6946     name => 'curse',
6947     type => 'bool'
6948     }
6949     ],
6950     [
6951     'lifesave',
6952     {
6953 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!',
6954 root 1.7 name => 'save life',
6955     type => 'bool'
6956     }
6957     ],
6958     [
6959     'unique',
6960     {
6961     desc => 'Unique items exist only one time on a server. If the item is taken, lost or destroyed - it\'s gone for good.',
6962     name => 'unique item',
6963     type => 'bool'
6964     }
6965     ],
6966     [
6967     'startequip',
6968     {
6969     desc => 'A godgiven item vanishes as soon as the player drops it to the ground.',
6970     name => 'godgiven item',
6971     type => 'bool'
6972     }
6973     ],
6974     [
6975     'msg',
6976     {
6977     desc => 'This text describes the weapons\'s "story". Every decent artifact weapon should have such a description.',
6978     end => 'endmsg',
6979     name => 'description',
6980     type => 'text'
6981     }
6982     ]
6983     ],
6984 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.',
6985 root 1.5 name => 'Weapon',
6986 root 1.4 section => [
6987     [
6988     'resistance',
6989 root 1.7 [
6990     [
6991     'resist_physical',
6992     {
6993     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.',
6994     name => 'resist physical %',
6995     type => 'int'
6996     }
6997     ],
6998     [
6999     'resist_magic',
7000     {
7001     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.',
7002     name => 'resist magic %',
7003     type => 'int'
7004     }
7005     ],
7006     [
7007     'resist_fire',
7008     {
7009     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.',
7010     name => 'resist fire %',
7011     type => 'int'
7012     }
7013     ],
7014     [
7015     'resist_electricity',
7016     {
7017     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.',
7018     name => 'resist electricity %',
7019     type => 'int'
7020     }
7021     ],
7022     [
7023     'resist_cold',
7024     {
7025     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.',
7026     name => 'resist cold %',
7027     type => 'int'
7028     }
7029     ],
7030     [
7031     'resist_confusion',
7032     {
7033     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).',
7034     name => 'resist confusion %',
7035     type => 'int'
7036     }
7037     ],
7038     [
7039     'resist_acid',
7040     {
7041     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.',
7042     name => 'resist acid %',
7043     type => 'int'
7044     }
7045     ],
7046     [
7047     'resist_drain',
7048     {
7049     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).',
7050     name => 'resist draining %',
7051     type => 'int'
7052     }
7053     ],
7054     [
7055     'resist_weaponmagic',
7056     {
7057     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.',
7058     name => 'resist weaponmagic %',
7059     type => 'int'
7060     }
7061     ],
7062     [
7063     'resist_ghosthit',
7064     {
7065     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.',
7066     name => 'resist ghosthit %',
7067     type => 'int'
7068     }
7069     ],
7070     [
7071     'resist_poison',
7072     {
7073     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.',
7074     name => 'resist poison %',
7075     type => 'int'
7076     }
7077     ],
7078     [
7079     'resist_slow',
7080     {
7081     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.',
7082     name => 'resist slow %',
7083     type => 'int'
7084     }
7085     ],
7086     [
7087     'resist_paralyze',
7088     {
7089     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).',
7090     name => 'resist paralyze %',
7091     type => 'int'
7092     }
7093     ],
7094     [
7095     'resist_fear',
7096     {
7097     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.',
7098     name => 'resist fear %',
7099     type => 'int'
7100     }
7101     ],
7102     [
7103     'resist_deplete',
7104     {
7105     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).',
7106     name => 'resist depletion %',
7107     type => 'int'
7108     }
7109     ],
7110     [
7111     'resist_death',
7112     {
7113     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!',
7114     name => 'resist death-attack %',
7115     type => 'int'
7116     }
7117     ],
7118     [
7119     'resist_chaos',
7120     {
7121     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.',
7122     name => 'resist chaos %',
7123     type => 'int'
7124     }
7125     ],
7126     [
7127     'resist_blind',
7128     {
7129     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.',
7130     name => 'resist blinding %',
7131     type => 'int'
7132     }
7133     ],
7134     [
7135     'resist_holyword',
7136     {
7137     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.',
7138     name => 'resist holy power %',
7139     type => 'int'
7140     }
7141     ]
7142     ]
7143 root 1.4 ],
7144     [
7145     'stats',
7146 root 1.7 [
7147     [
7148     'Str',
7149     {
7150     desc => 'The player\'s strentgh will rise/fall by the given value while wearing this weapon.',
7151     name => 'strength',
7152     type => 'int'
7153     }
7154     ],
7155     [
7156     'Dex',
7157     {
7158     desc => 'The player\'s dexterity will rise/fall by the given value while wearing this weapon.',
7159     name => 'dexterity',
7160     type => 'int'
7161     }
7162     ],
7163     [
7164     'Con',
7165     {
7166     desc => 'The player\'s constitution will rise/fall by the given value while wearing this weapon.',
7167     name => 'constitution',
7168     type => 'int'
7169     }
7170     ],
7171     [
7172     'Int',
7173     {
7174     desc => 'The player\'s intelligence will rise/fall by the given value while wearing this weapon.',
7175     name => 'intelligence',
7176     type => 'int'
7177     }
7178     ],
7179     [
7180     'Pow',
7181     {
7182     desc => 'The player\'s power will rise/fall by the given value while wearing this weapon.',
7183     name => 'power',
7184     type => 'int'
7185     }
7186     ],
7187     [
7188     'Wis',
7189     {
7190     desc => 'The player\'s wisdom will rise/fall by the given value while wearing this weapon.',
7191     name => 'wisdom',
7192     type => 'int'
7193     }
7194     ],
7195     [
7196     'Cha',
7197     {
7198     desc => 'The player\'s charisma will rise/fall by the given value while wearing this weapon.',
7199     name => 'charisma',
7200     type => 'int'
7201     }
7202     ]
7203     ]
7204 root 1.4 ],
7205     [
7206     'misc',
7207 root 1.7 [
7208     [
7209     'luck',
7210     {
7211     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.',
7212     name => 'luck bonus',
7213     type => 'int'
7214     }
7215     ],
7216     [
7217     'hp',
7218     {
7219     desc => 'Positive <health regen.> bonus speeds up the player\'s healing process. Negative values slow it down.',
7220     name => 'health regen.',
7221     type => 'int'
7222     }
7223     ],
7224     [
7225     'sp',
7226     {
7227     desc => 'Positive <mana regen.> bonus speeds up the player\'s mana regeneration. Negative values slow it down.',
7228     name => 'mana regen.',
7229     type => 'int'
7230     }
7231     ],
7232     [
7233     'grace',
7234     {
7235     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!!',
7236     name => 'grace regen.',
7237     type => 'int'
7238     }
7239     ],
7240     [
7241     'food',
7242     {
7243     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.',
7244     name => 'food bonus',
7245     type => 'int'
7246     }
7247     ],
7248     [
7249     'xrays',
7250     {
7251 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.',
7252 root 1.7 name => 'xray vision',
7253     type => 'bool'
7254     }
7255     ],
7256     [
7257     'stealth',
7258     {
7259     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)',
7260     name => 'stealth',
7261     type => 'bool'
7262     }
7263     ],
7264     [
7265     'reflect_spell',
7266     {
7267     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!',
7268     name => 'reflect spells',
7269     type => 'bool'
7270     }
7271     ],
7272     [
7273     'reflect_missile',
7274     {
7275     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.',
7276     name => 'reflect missiles',
7277     type => 'bool'
7278     }
7279     ],
7280     [
7281     'path_attuned',
7282     {
7283     desc => 'Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths while wearing this weapon.',
7284     name => 'attuned paths',
7285     type => 'bitmask',
7286     value => $BITMASK{spellpath}
7287     }
7288     ],
7289     [
7290     'path_repelled',
7291     {
7292     desc => 'Click on the <repelled paths> button to select spellpaths. The player will get repelled to the specified spellpaths while wearing this weapon.',
7293     name => 'repelled paths',
7294     type => 'bitmask',
7295     value => $BITMASK{spellpath}
7296     }
7297     ],
7298     [
7299     'path_denied',
7300     {
7301     desc => 'Click on the <denied paths> button to select spellpaths. The specified spellpaths will be denied to the player while wearing this weapon.',
7302     name => 'denied paths',
7303     type => 'bitmask',
7304     value => $BITMASK{spellpath}
7305     }
7306     ]
7307     ]
7308 root 1.4 ]
7309     ],
7310 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.'
7311 root 1.1 }
7312     );
7313    
7314 root 1.3 our @ATTR0 = (
7315     $TYPE{Floor},
7316     $TYPE{'Monster & NPC'},
7317     $TYPE{Wall},
7318     $TYPE{'Weak Wall'}
7319     );
7320    
7321     our %ATTR = (
7322     3 => $TYPE{Rod},
7323     4 => $TYPE{Treasure},
7324     5 => $TYPE{Potion},
7325     6 => $TYPE{Food},
7326     7 => $TYPE{'Poison Food'},
7327     8 => $TYPE{Book},
7328     9 => $TYPE{Clock},
7329     13 => $TYPE{Projectile},
7330     14 => $TYPE{'Shooting Weapon'},
7331     15 => $TYPE{Weapon},
7332     16 => $TYPE{'Brestplate Armour'},
7333     17 => $TYPE{Pedestal},
7334     18 => $TYPE{Altar},
7335     20 => $TYPE{'Locked Door'},
7336     21 => $TYPE{'Special Key'},
7337 root 1.9 23 => $TYPE{Door},
7338     24 => $TYPE{Key},
7339 root 1.8 26 => $TYPE{'Timed Gate'},
7340 root 1.3 27 => $TYPE{'Handle Trigger'},
7341 root 1.9 28 => $TYPE{'Monster (Grimreaper)'},
7342 root 1.3 29 => $TYPE{'Magic Ear'},
7343 root 1.9 30 => $TYPE{'Button Trigger'},
7344 root 1.3 31 => $TYPE{'Altar Trigger'},
7345     33 => $TYPE{Shield},
7346     34 => $TYPE{Helmet},
7347     35 => $TYPE{Horn},
7348     36 => $TYPE{Money},
7349 root 1.9 37 => $TYPE{'Class Changer'},
7350 root 1.3 39 => $TYPE{Amulet},
7351     40 => $TYPE{Mover},
7352     41 => $TYPE{Teleporter},
7353     42 => $TYPE{Creator},
7354     43 => $TYPE{Skill},
7355     51 => $TYPE{Detector},
7356     52 => $TYPE{'Trigger Marker'},
7357     55 => $TYPE{Marker},
7358     56 => $TYPE{'Holy Altar'},
7359     58 => $TYPE{Battleground},
7360     60 => $TYPE{Jewel},
7361     62 => $TYPE{'Magic Wall'},
7362     64 => $TYPE{'Inventory Checker'},
7363     65 => $TYPE{'Mood Floor'},
7364     66 => $TYPE{Exit},
7365     67 => $TYPE{'Floor (Encounter)'},
7366     68 => $TYPE{'Shop Floor'},
7367     69 => $TYPE{'Shop Mat'},
7368     70 => $TYPE{Ring},
7369     72 => $TYPE{Flesh},
7370     73 => $TYPE{Inorganic},
7371     83 => $TYPE{Duplicator},
7372     85 => $TYPE{Spellbook},
7373     87 => $TYPE{Cloak},
7374     88 => $TYPE{'Hazard Floor'},
7375     90 => $TYPE{Spinner},
7376     91 => $TYPE{Gate},
7377     92 => $TYPE{Button},
7378     93 => $TYPE{Handle},
7379     94 => $TYPE{Pit},
7380     95 => $TYPE{Trapdoor},
7381     98 => $TYPE{'Sign & MagicMouth'},
7382     99 => $TYPE{Boots},
7383     100 => $TYPE{Gloves},
7384     101 => $TYPE{Spell},
7385     103 => $TYPE{Converter},
7386     104 => $TYPE{Bracers},
7387     106 => $TYPE{Savebed},
7388     109 => $TYPE{'Wand & Staff'},
7389     110 => $TYPE{Ability},
7390     111 => $TYPE{Scroll},
7391     112 => $TYPE{Director},
7392     113 => $TYPE{Girdle},
7393 root 1.10 116 => $TYPE{'Event Connector'},
7394 root 1.3 122 => $TYPE{Container},
7395     130 => $TYPE{'Skill Scroll'},
7396     138 => $TYPE{Swamp},
7397     154 => $TYPE{Rune},
7398     155 => $TYPE{Trap},
7399     156 => $TYPE{'Power Crystal'},
7400 root 1.8 158 => $TYPE{Disease},
7401     163 => $TYPE{'Item Transformer'}
7402 root 1.1 );
7403    
7404 root 1.3 our %TYPENAME = (
7405     0 => '*NONE*',
7406     1 => 'PLAYER',
7407 root 1.9 2 => 'TRANSPORT',
7408 root 1.3 3 => 'ROD',
7409     4 => 'TREASURE',
7410     5 => 'POTION',
7411     6 => 'FOOD',
7412     7 => 'POISON',
7413     8 => 'BOOK',
7414     9 => 'CLOCK',
7415     12 => 'LIGHTNING',
7416     13 => 'ARROW',
7417     14 => 'BOW',
7418     15 => 'WEAPON',
7419     16 => 'ARMOUR',
7420     17 => 'PEDESTAL',
7421     18 => 'ALTAR',
7422     20 => 'LOCKED_DOOR',
7423     21 => 'SPECIAL_KEY',
7424     22 => 'MAP',
7425     23 => 'DOOR',
7426     24 => 'KEY',
7427     26 => 'TIMED_GATE',
7428     27 => 'TRIGGER',
7429     28 => 'GRIMREAPER',
7430     29 => 'MAGIC_EAR',
7431     30 => 'TRIGGER_BUTTON',
7432     31 => 'TRIGGER_ALTAR',
7433     32 => 'TRIGGER_PEDESTAL',
7434     33 => 'SHIELD',
7435     34 => 'HELMET',
7436     35 => 'HORN',
7437     36 => 'MONEY',
7438     37 => 'CLASS',
7439     38 => 'GRAVESTONE',
7440     39 => 'AMULET',
7441     40 => 'PLAYERMOVER',
7442     41 => 'TELEPORTER',
7443     42 => 'CREATOR',
7444     43 => 'SKILL',
7445     44 => 'EXPERIENCE',
7446     45 => 'EARTHWALL',
7447     46 => 'GOLEM',
7448     48 => 'THROWN_OBJ',
7449     49 => 'BLINDNESS',
7450     50 => 'GOD',
7451     51 => 'DETECTOR',
7452     52 => 'TRIGGER_MARKER',
7453     53 => 'DEAD_OBJECT',
7454     54 => 'DRINK',
7455     55 => 'MARKER',
7456     56 => 'HOLY_ALTAR',
7457     57 => 'PLAYER_CHANGER',
7458     58 => 'BATTLEGROUND',
7459     59 => 'PEACEMAKER',
7460     60 => 'GEM',
7461     62 => 'FIREWALL',
7462     63 => 'ANVIL',
7463     64 => 'CHECK_INV',
7464     65 => 'MOOD_FLOOR',
7465     66 => 'EXIT',
7466     67 => 'ENCOUNTER',
7467     68 => 'SHOP_FLOOR',
7468     69 => 'SHOP_MAT',
7469     70 => 'RING',
7470     71 => 'FLOOR',
7471     72 => 'FLESH',
7472     73 => 'INORGANIC',
7473     74 => 'SKILL_TOOL',
7474     75 => 'LIGHTER',
7475     76 => 'TRAP_PART',
7476     77 => 'WALL',
7477     78 => 'LIGHT_SOURCE',
7478     79 => 'MISC_OBJECT',
7479     80 => 'MONSTER',
7480     81 => 'SPAWN_GENERATOR',
7481     82 => 'LAMP',
7482     83 => 'DUPLICATOR',
7483     84 => 'TOOL',
7484     85 => 'SPELLBOOK',
7485     86 => 'BUILDFAC',
7486     87 => 'CLOAK',
7487     90 => 'SPINNER',
7488     91 => 'GATE',
7489     92 => 'BUTTON',
7490     93 => 'CF_HANDLE',
7491     94 => 'HOLE',
7492     95 => 'TRAPDOOR',
7493     98 => 'SIGN',
7494     99 => 'BOOTS',
7495     100 => 'GLOVES',
7496     101 => 'SPELL',
7497     102 => 'SPELL_EFFECT',
7498     103 => 'CONVERTER',
7499     104 => 'BRACERS',
7500     105 => 'POISONING',
7501     106 => 'SAVEBED',
7502     107 => 'POISONCLOUD',
7503     108 => 'FIREHOLES',
7504     109 => 'WAND',
7505     111 => 'SCROLL',
7506     112 => 'DIRECTOR',
7507     113 => 'GIRDLE',
7508     114 => 'FORCE',
7509     115 => 'POTION_EFFECT',
7510 root 1.11 116 => 'EVENT_CONNECTOR',
7511 root 1.3 121 => 'CLOSE_CON',
7512     122 => 'CONTAINER',
7513     123 => 'ARMOUR_IMPROVER',
7514     124 => 'WEAPON_IMPROVER',
7515     130 => 'SKILLSCROLL',
7516     138 => 'DEEP_SWAMP',
7517     139 => 'IDENTIFY_ALTAR',
7518     150 => 'MENU',
7519     154 => 'RUNE',
7520     155 => 'TRAP',
7521     156 => 'POWER_CRYSTAL',
7522     157 => 'CORPSE',
7523     158 => 'DISEASE',
7524     159 => 'SYMPTOM',
7525     160 => 'BUILDER',
7526 root 1.9 161 => 'MATERIAL',
7527     162 => 'GPS',
7528     163 => 'ITEM_TRANSFORMER',
7529     164 => 'QUEST'
7530 root 1.1 );
7531    
7532     our %SPELL = (
7533 root 1.3 0 => 'magic bullet',
7534     1 => 'small fireball',
7535     2 => 'medium fireball',
7536     3 => 'large fireball',
7537     4 => 'burning hands',
7538     5 => 'small lightning',
7539     6 => 'large lightning',
7540     7 => 'magic missile',
7541     8 => 'create bomb',
7542     9 => 'summon golem',
7543     10 => 'summon fire elemental',
7544     11 => 'summon earth elemental',
7545     12 => 'summon water elemental',
7546     13 => 'summon air elemental',
7547     14 => 'dimension door',
7548     15 => 'create earth wall',
7549     16 => 'paralyze',
7550     17 => 'icestorm',
7551     18 => 'magic mapping',
7552     19 => 'turn undead',
7553     20 => 'fear',
7554     21 => 'poison cloud',
7555     22 => 'wonder',
7556     23 => 'destruction',
7557     24 => 'perceive self',
7558     25 => 'word of recall',
7559     26 => 'invisible',
7560     27 => 'invisible to undead',
7561     28 => 'probe',
7562     29 => 'large bullet',
7563     30 => 'improved invisibility',
7564     31 => 'holy word',
7565     32 => 'minor healing',
7566     33 => 'medium healing',
7567     34 => 'major healing',
7568     35 => 'heal',
7569     36 => 'create food',
7570     37 => 'earth to dust',
7571     38 => 'armour',
7572     39 => 'strength',
7573     40 => 'dexterity',
7574     41 => 'constitution',
7575     42 => 'charisma',
7576     43 => 'create fire wall',
7577     44 => 'create frost wall',
7578     45 => 'protection from cold',
7579     46 => 'protection from electricity',
7580     47 => 'protection from fire',
7581     48 => 'protection from poison',
7582     49 => 'protection from slow',
7583     50 => 'protection from paralysis',
7584     51 => 'protection from draining',
7585     52 => 'protection from magic',
7586     53 => 'protection from attack',
7587     54 => 'levitate',
7588     55 => 'small speedball',
7589     56 => 'large speedball',
7590     57 => 'hellfire',
7591     58 => 'dragonbreath',
7592     59 => 'large icestorm',
7593     60 => 'charging',
7594     61 => 'polymorph',
7595     62 => 'cancellation',
7596     63 => 'confusion',
7597     64 => 'mass confusion',
7598     65 => 'summon pet monster',
7599     66 => 'slow',
7600     67 => 'regenerate spellpoints',
7601     68 => 'cure poison',
7602     69 => 'protection from confusion',
7603     70 => 'protection from cancellation',
7604     71 => 'protection from depletion',
7605     72 => 'alchemy',
7606     73 => 'remove curse',
7607     74 => 'remove damnation',
7608     75 => 'identify',
7609     76 => 'detect magic',
7610     77 => 'detect monster',
7611     78 => 'detect evil',
7612     79 => 'detect curse',
7613     80 => 'heroism',
7614     81 => 'aggravation',
7615     82 => 'firebolt',
7616     83 => 'frostbolt',
7617     84 => 'shockwave',
7618     85 => 'color spray',
7619     86 => 'haste',
7620     87 => 'face of death',
7621     88 => 'ball lightning',
7622     89 => 'meteor swarm',
7623     90 => 'comet',
7624     91 => 'mystic fist',
7625     92 => 'raise dead',
7626     93 => 'resurrection',
7627     94 => 'reincarnation',
7628     95 => 'immunity to cold',
7629     96 => 'immunity to electricity',
7630     97 => 'immunity to fire',
7631     98 => 'immunity to poison',
7632     99 => 'immunity to slow',
7633     100 => 'immunity to paralysis',
7634     101 => 'immunity to draining',
7635     102 => 'immunity to magic',
7636     103 => 'immunity to attack',
7637     104 => 'invulnerability',
7638     105 => 'defense',
7639     106 => 'rune of fire',
7640     107 => 'rune of frost',
7641     108 => 'rune of shocking',
7642     109 => 'rune of blasting',
7643     110 => 'rune of death',
7644     111 => 'marking rune',
7645     112 => 'build director',
7646     113 => 'create pool of chaos',
7647     114 => 'build bullet wall',
7648     115 => 'build lightning wall',
7649     116 => 'build fireball wall',
7650     117 => 'magic rune',
7651     118 => 'rune of magic drain',
7652     119 => 'antimagic rune',
7653     120 => 'rune of transferrence',
7654     121 => 'transferrence',
7655     122 => 'magic drain',
7656     123 => 'counterspell',
7657     124 => 'disarm',
7658     125 => 'cure confusion',
7659     126 => 'restoration',
7660     127 => 'summon evil monster',
7661     128 => 'counterwall',
7662     129 => 'cause light wounds',
7663     130 => 'cause medium wounds',
7664     131 => 'cause serious wounds',
7665     132 => 'charm monsters',
7666     133 => 'banishment',
7667     134 => 'create missile',
7668     135 => 'show invisible',
7669     136 => 'xray',
7670     137 => 'pacify',
7671     138 => 'summon fog',
7672     139 => 'steambolt',
7673     140 => 'command undead',
7674     141 => 'holy orb',
7675     142 => 'summon avatar',
7676     143 => 'holy possession',
7677     144 => 'bless',
7678     145 => 'curse',
7679     146 => 'regeneration',
7680     147 => 'consecrate',
7681     148 => 'summon cult monsters',
7682     149 => 'cause critical wounds',
7683     150 => 'holy wrath',
7684     151 => 'retributive strike',
7685     152 => 'finger of death',
7686     153 => 'insect plague',
7687     154 => 'call holy servant',
7688     155 => 'wall of thorns',
7689     156 => 'staff to snake',
7690     157 => 'light',
7691     158 => 'darkness',
7692     159 => 'nightfall',
7693     160 => 'daylight',
7694     161 => 'sunspear',
7695     162 => 'faery fire',
7696     163 => 'cure blindness',
7697     164 => 'dark vision',
7698     165 => 'bullet swarm',
7699     166 => 'bullet storm',
7700     167 => 'cause many wounds',
7701     168 => 'small snowstorm',
7702     169 => 'medium snowstorm',
7703     170 => 'large snowstorm',
7704     171 => 'cure disease',
7705     172 => 'cause red death',
7706     173 => 'cause flu',
7707     174 => 'cause black death',
7708     175 => 'cause leprosy',
7709     176 => 'cause smallpox',
7710     177 => 'cause white death',
7711     178 => 'cause anthrax',
7712     179 => 'cause typhoid',
7713     180 => 'mana blast',
7714     181 => 'small manaball',
7715     182 => 'medium manaball',
7716     183 => 'large manaball',
7717     184 => 'mana bolt',
7718     185 => 'dancing sword',
7719     186 => 'animate weapon',
7720     187 => 'cause cold',
7721     188 => 'divine shock',
7722     189 => 'windstorm',
7723     190 => 'sanctuary',
7724     191 => 'peace',
7725     192 => 'spiderweb',
7726     193 => 'conflict',
7727     194 => 'rage',
7728     195 => 'forked lightning',
7729     196 => 'poison fog',
7730     197 => 'flaming aura',
7731     198 => 'vitriol',
7732     199 => 'vitriol splash',
7733     200 => 'ironwood skin',
7734     201 => 'wrathful eye',
7735     202 => 'town portal',
7736     203 => 'missile swarm',
7737     204 => 'cause rabies',
7738     205 => 'glyph'
7739 root 1.1 );
7740    
7741    
7742     =head1 AUTHOR
7743    
7744     Marc Lehmann <schmorp.de>
7745     http://home.schmorp.de/
7746    
7747     The source files are part of the CFJavaEditor.
7748    
7749     =cut
7750    
7751     1